Threefiddy Posted June 17, 2015 Share Posted June 17, 2015 Just a quick question for you guys I am building a squad or two of these boys in black and was curious on load outs. I don't play a lot but when I do I'm a fan of WSYWG so before I finish building the models, I would like to know if this a possible combo. (I do magnetizing packs but im not really keen on magnetizing the guns/cc or special weps) So the question is Can a Death Company marine be equipped with both a Power Fist and a Bolter ?? Reason being the Powerfist is specialist so guessing no bonus attack for a pistol.. so if he had a bolter at least he cud rapid fire prior to the charge. Also would this mean 4 attacks if we made the charge on the first round of combat with a fist ? If one of the veterans can clear this up for me I would be much obliged. Peace Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/ Share on other sites More sharing options...
Quixus Posted June 17, 2015 Share Posted June 17, 2015 Yes, a DC marine can have a bolter and a power fist. That is pretty much standard. Yes 2 attacks base +1 for the charge +1 for rage. The bolt pistol and chainsword DC would have 5 attacks on the charge. These attacks would be S5 AP - at Initiative instead of S9 AP2 at I1 though. I find magnetizing arms at the shoulder much easier than magnetizing the back packs. I haven't tried magnetizing the weapon hands yet. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091594 Share on other sites More sharing options...
Threefiddy Posted June 17, 2015 Author Share Posted June 17, 2015 Yeh i dont mind magnetising the packs the only gripe so far is there isnt much to drill on the standard pack compared to the jump one. Cheers for clearing up the Powerfist Bolter combo wasn't sure it sounded right when i read it. Peace Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091611 Share on other sites More sharing options...
Cronhour Posted June 17, 2015 Share Posted June 17, 2015 Just drop a magnet into the hole on the backback? I think I just tend to deepen it a little bit then drop a small magnet in. Don't need much to hold them up. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091664 Share on other sites More sharing options...
Quixus Posted June 18, 2015 Share Posted June 18, 2015 Just drop a magnet into the hole on the backback? I think I just tend to deepen it a little bit then drop a small magnet in. Don't need much to hold them up. Yup that is the easy way, but that way the pack can rotate. When I was not satisfied with that result I tried drilling the holes above the nub/hole in the parts and it works a bit better. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091922 Share on other sites More sharing options...
Xenith Posted June 18, 2015 Share Posted June 18, 2015 There's also a small hole above the main hole into which a pin sits quite nicely ;) Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091968 Share on other sites More sharing options...
Klazien Posted June 18, 2015 Share Posted June 18, 2015 I'm having quite a bit of luck with running two DC squad. 8-10 man bolters with a drop pod and 7-10 man Jump Pack with CCW and bolt pistols. I find that about 1 Power Fist and maybe 1 power weapon is all that needed anymore, they tend to overkill just about everything that you should be assaulting. The dual threat from two units of DC for give me a chance to put my opponents in a tight spot. But for a unit of DC, I generally alway put a Power Fist and if the unit is over 7 I may add a Power Weapon points permitting. Just try to avoid putting a ton off points in the DC, they are going to take a lot of punishment. At best I typically have only 3 or 4 (if that) left by the end of the game. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4091978 Share on other sites More sharing options...
Karhedron Posted June 18, 2015 Share Posted June 18, 2015 One thing I am currently trying is running my DC with 2-3 inferno pistols. This gives them a chance to crack transports and then assault the contents in the same turn. Whilst it does bump up their cost, it saves shelling out for separate dedicated anti-tank units. At ~1500 points my planned army has 2 meltacide squads, DC with inferno pistols and SG with inferno pistols. That gives me 4 units that can bring 3-4 melta shots to bear on the enemy in turn 1 or 2 as well as significant CC potential. In my head it works better than dedicated AT units like MM attack bikes or anything with a lascannon. Although inferno pistols are not cheap, when compared to the cost of a dedicated anti-tank unit, they start to look more attractive. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092040 Share on other sites More sharing options...
CaptainHelion Posted June 18, 2015 Share Posted June 18, 2015 You can't do that, actually. You can only assault the unit that you've shot. If you shoot the transport, then you can only assault the transport. If the transport is dead, then you can't assault anything. You can, of course, assault the unit with a DIFFERENT Unit, just not the one you're shooting at. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092154 Share on other sites More sharing options...
Jolemai Posted June 18, 2015 Share Posted June 18, 2015 One thing I am currently trying is running my DC with 2-3 inferno pistols. This gives them a chance to crack transports and then assault the contents in the same turn. Whilst it does bump up their cost, it saves shelling out for separate dedicated anti-tank units. At ~1500 points my planned army has 2 meltacide squads, DC with inferno pistols and SG with inferno pistols. That gives me 4 units that can bring 3-4 melta shots to bear on the enemy in turn 1 or 2 as well as significant CC potential. In my head it works better than dedicated AT units like MM attack bikes or anything with a lascannon. Although inferno pistols are not cheap, when compared to the cost of a dedicated anti-tank unit, they start to look more attractive. You can't do that, actually. You can only assault the unit that you've shot. If you shoot the transport, then you can only assault the transport. If the transport is dead, then you can't assault anything. You can, of course, assault the unit with a DIFFERENT Unit, just not the one you're shooting at. Actually, Karhedronuk is correct: If a Transport is destroyed by a shooting attack, any unit that shot it that turn can, ifallowed, charge the now disembarked passengers. That exert is found under Effect of Damage on Passengers. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092165 Share on other sites More sharing options...
CaptainHelion Posted June 18, 2015 Share Posted June 18, 2015 ...Oh my. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092171 Share on other sites More sharing options...
Bukimimaru Posted June 18, 2015 Share Posted June 18, 2015 Very sneaky 7th edition... very sneaky... Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092213 Share on other sites More sharing options...
knife&fork Posted June 18, 2015 Share Posted June 18, 2015 It's been that way since... 4th ed? Or at least 5th ;) Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092227 Share on other sites More sharing options...
CaptainHelion Posted June 18, 2015 Share Posted June 18, 2015 I could swear it werenae allowed, but apparently I've been wrong for quite some time. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092249 Share on other sites More sharing options...
Quixus Posted June 18, 2015 Share Posted June 18, 2015 Oh wow you must have played with one hand tied behind your back a long time. Have fun with this "new" tactic. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092313 Share on other sites More sharing options...
GrunTeufel Posted June 18, 2015 Share Posted June 18, 2015 You guys have been missing out! Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092332 Share on other sites More sharing options...
Xenith Posted June 18, 2015 Share Posted June 18, 2015 It's been that way since... 4th ed? Or at least 5th 5th Ed - 4th was the introduction of you can only charge what you shoot, 5th corrected this oversight ;) I could swear it werenae allowed, but apparently I've been wrong for quite some time. At least half a decade ;) It's easy to miss. It really, really pays to read the whole rulebook thoroughly. I've know GW staff members that did not know this! Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4092403 Share on other sites More sharing options...
CaptainHelion Posted June 19, 2015 Share Posted June 19, 2015 Yes, and I'm one of them >.< I started playing in fifth, but my friends had been playing since fourth, and I'm just gonna assume that it's their fault. The worst thing is that I read the 6th Ed rulebook cover to cover, but missed this. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4093159 Share on other sites More sharing options...
Bukimimaru Posted June 19, 2015 Share Posted June 19, 2015 I had no idea this was a thing. I've played at least one game a week (usually more) every week for about 2 years now, plus all those tourneys with like 3-4 games per day. >_< Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4093329 Share on other sites More sharing options...
Vel'Cona Posted June 19, 2015 Share Posted June 19, 2015 I think the reason most people miss this is because assaulting in general is such a corner-case tactic for most armies nowadays. It's a sad state of affairs since the great CC nerf of 6th ed., which is something I hope they take into serious account in a year or two when 8th starts to rumor. I don't want to go back to the sprawling mess that was 3rd/4th ed. CC, but I also want an excuse to take purely assault units, too. Link to comment https://bolterandchainsword.com/topic/309528-death-company-marine-loadouts/#findComment-4093765 Share on other sites More sharing options...
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