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Bolter Death Company


Montuhotep

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Since the newest codex where you can field DC with cheap Jumppacks you simply dont want bolters.

In the last Codex i played 50:50 with Bolters becaus the shoud do some impact after dropping. Now with Jumppacks you just dont want to expand the chargerange an your targets. 

So you don´t even fire your boltpistols if the enemy is more than 7" away.

I run them to great effect still. I play a fairly conservative game so having the extra range gives me something to when I can't get within charge range. Also, I never try to long bomb charges, so I am either so close that killing a few with the guns won't hurt me to much or I just won't fire first and let them do what they do without shooting if I am worried about messing up my charge range. 

It's just a matter of maths really. By changing your bolt pistol for a bolter you exchange a S4Ap5 shooting attack for a S5ap- attack in combat. It also means after the first round, your DC have 50% more damage output in combat as they will have 3 attacks instead of 2, which could make the difference of winning on the second round of combat, which is important because then you break the enemy in your opponents turn.

In every squad of DC I run, there is at least one bolter per five guys. Usually, this is on the power fist/thunder hammer for the reasons mentioned above, but in larger squads I will have a chap with one anyway. The larger the DC, the greater the chance of overkill; so why not lessen the chance of that whilst increasing your ranged strength for those times when needed? You can also let him tank for the unit ;)

 

For larger bolter squads, I'd use only consider them for DC who ride in Drop Pods, Rhinos or Razorbacks. This is so they have a greater impact when they arrive on the table. To be honest, I'd probably still opt for the 50/50 split to enhance their impact in subsequent turns too.

 

But that's just me :)

I have a 7 man squad with bolters and a power axe from the old codex when Black Rage made them crazy and jump packs were outrageously expensive. They were easily kited, so I left them with bolters. They still perform very well and honestly the last 2 editions have been more focused on the shooting phase and less on the assault phase. The fact that they are relentless is also a plus. If they are foot slogging death company I run them with bolters; If I put JPs on them I only put bolters on the specialist weapons i.e. hammers/fists. I find that I shoot with them even before assaulting when I'm 5" or less out or if I'm 9" out or more.

I run them lots of different ways, In a Rhino, Storm Raven, Land Raider Redeemer, etc. And they still do a lot of work, and have won many games for me. So I'm kinda partial to this one unit.

My apologies if this has been asked before - but despite the option being there in the Codex I've never heard of, much less seen, anyone use them - so in what way would you and are they, in fact, worth the candle?

They are the only DC I ever take. Give them a Power Fist per five and stick them in a Drop Pod. Best unit in our Codex bar none methinks.

I'm planning on building up 5 to ride in a DP with bolters and a PF.  I'm hoping that will prove effective having read this thread......

 

TAC type list or a tailored one? I know that anecdotes mean little in the grand scheme of things but for me I was less than impressed with them vs CSM...

By all means try it out and report back :) I'm certainly interested in how they do.

I'm planning on building up 5 to ride in a DP with bolters and a PF. I'm hoping that will prove effective having read this thread......

TAC type list or a tailored one? I know that anecdotes mean little in the grand scheme of things but for me I was less than impressed with them vs CSM...

By all means try it out and report back smile.png I'm certainly interested in how they do.

I'm guessing TAC is tactical squads? Excuse my ignorance - clearly I've been subject to one too many mind wipes by the Inquisition....

If so yes. What happened when you used them?

I always bring a squad of 9 Bolter DC with a single power Fist, with Dante attached

 

I believe they have their benefits, you trade a str 5 chance to wound for 2 str 4 chances to wound

 

while they could potentially kill to many from bolter fire in the shooting phase, there is also a potential for bolt pistol/ chainsword DC not to shoot, fail the charge and kill nothing

 

But the best reason i think for taking bolters is for the extra shots against hard to kill death stars, more chances to wound generally means more deaths

 

Although I am interested in how the 50/50 units have been working out

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