1s=heretical Posted November 23, 2020 Share Posted November 23, 2020 What's everyone's thought on the new primaris death company box? Imo think ita better buying an the older box and just adding said bits to primaris models Helias_Tancred 1 Back to top Link to comment Share on other sites More sharing options...
RedemptionNL Posted November 23, 2020 Share Posted November 23, 2020 Will depend on the price really. Two of the new primaris DC boxes have the same contents as a regular intercessor box and two BA primaris upgrade sprues, so whichever is cheaper. The primaris DC box at the very least gives you the option of only buying five, which will most likely be cheaper if you don't need more than 5. Warhead01 1 Back to top Link to comment Share on other sites More sharing options...
Paikis Posted November 23, 2020 Share Posted November 23, 2020 Assuming the leaked prices are correct it should be dead on arrival. It's more expensive than buying the Intercessors and upgrade sprue separately. Helias_Tancred, Warhead01, nagashnee and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted November 23, 2020 Share Posted November 23, 2020 But, but you pay for the privilege of only having to click once! Warhead01 and Helias_Tancred 2 Back to top Link to comment Share on other sites More sharing options...
Warhead01 Posted November 23, 2020 Share Posted November 23, 2020 I thought there are suspiciously few melee weapons for marines who went crazy with the black rage and want nothing more than to tear apart the enemy up close. I was wondering if there's more game utility with ranged weapons over close combat weapons. My gut says get choppy but 9th may want me to be shooty instead. Action economy? Link to comment Share on other sites More sharing options...
Karhedron Posted November 23, 2020 Share Posted November 23, 2020 It's a tough call. I still prefer Firstborn Deathcompany for the Jump Packs and extra melee weapons. Primaris DC seem more thematic than competitive. SnorriSnorrison, Helias_Tancred and Warhead01 3 Back to top Link to comment Share on other sites More sharing options...
Xenith Posted November 23, 2020 Share Posted November 23, 2020 Assuming the leaked prices are correct it should be dead on arrival. It's more expensive than buying the Intercessors and upgrade sprue separately. Yea: 1x 10 Int's +2x sprues = £53 2x Death co boxes = £55. Doesn't beat the initial release wave of Primaris units bundled with upgrade sprues. I think it was ~£2.50/sprue then, so 10 ints with 2 upgrade sprues for £40. Link to comment Share on other sites More sharing options...
Thoridon Posted November 23, 2020 Share Posted November 23, 2020 The biggest flaw will be only containing the normal Intercessor sprues. Most people running DC Ints are going to want the assault variety and telling everyone to buy an extra box on top of the actual DC box in order to get all the weapon options is just odd: "so grab a box of Assault Intercessors to mix and match for a thematic, diverse squad." There's nothing that makes the box DC-unique if those the are contents. I don't get why it's being branded as a DC box when really it's a box of 5 Blood Angels Intercessors you can paint black if you want to. From a production point of view it must be a lot more efficient than actually having unique DC sprues - just using the existing sprues thrown together. But the kit itself adds nothing. It seems like it's purely there for people who don't understand all the different kits already to see on a shelf and go "ooh, I don't have those". It's just easy visual marketing for them without introducing anything unique/different. Majkhel 1 Back to top Link to comment Share on other sites More sharing options...
Helias_Tancred Posted November 23, 2020 Share Posted November 23, 2020 Dead on arrival, I agree. If they wanted to do it right they needed to make a sprue with Death Company shoulder pads and iconography on it along with one upgrade BA primaries upgrade sprue. I also question regular intercessors over assault intercessors? Hello McFly!?!? Link to comment Share on other sites More sharing options...
Mostwanted Posted November 23, 2020 Share Posted November 23, 2020 The biggest flaw will be only containing the normal Intercessor sprues. Most people running DC Ints are going to want the assault variety and telling everyone to buy an extra box on top of the actual DC box in order to get all the weapon options is just odd: "so grab a box of Assault Intercessors to mix and match for a thematic, diverse squad." There's nothing that makes the box DC-unique if those the are contents. I don't get why it's being branded as a DC box when really it's a box of 5 Blood Angels Intercessors you can paint black if you want to. From a production point of view it must be a lot more efficient than actually having unique DC sprues - just using the existing sprues thrown together. But the kit itself adds nothing. It seems like it's purely there for people who don't understand all the different kits already to see on a shelf and go "ooh, I don't have those". It's just easy visual marketing for them without introducing anything unique/different. They did the same with the Space Wolves release where they brought out a box called Space Wolves Hounds Of Morkai. This was just a 5 man sprue of reivers with an upgrade sprue added. It's a bit of a lazy way of adding 'new' chapter specific units. As others have said, this box isn't very cost effective which I'm a little surprised about when you compare to the original Primaris chapter specific unit bundles. Link to comment Share on other sites More sharing options...
Xenith Posted November 23, 2020 Share Posted November 23, 2020 I also question regular intercessors over assault intercessors? Hello McFly!?!? On foot, bolter variants are the most efficient weapon to field them with - you'll likely get 2 turns of shooting out of them before they get embedded in combat which is 6 shots with assault bolters, compared to the 6 attacks a chainsword will get you if you can keep them in combat in both player turns from T3 onwards. While DC cannot perform actions, they can still get you points for linebreaker/engage/mission specials, so you might want to keep them still sometimes to win/imagine they're standing over Horus's Corpse. Helias_Tancred 1 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted November 23, 2020 Share Posted November 23, 2020 I also question regular intercessors over assault intercessors? Hello McFly!?!? On foot, bolter variants are the most efficient weapon to field them with - you'll likely get 2 turns of shooting out of them before they get embedded in combat which is 6 shots with assault bolters, compared to the 6 attacks a chainsword will get you if you can keep them in combat in both player turns from T3 onwards. While DC cannot perform actions, they can still get you points for linebreaker/engage/mission specials, so you might want to keep them still sometimes to win/imagine they're standing over Horus's Corpse. While that may sound good in theory, being painted black with red crosses means that a footslogging infantry unit gets deleted from existence before it can even reach the intended target. In my experience at least...DC Ints really need advance and charge to be good. Gederas and Helias_Tancred 2 Back to top Link to comment Share on other sites More sharing options...
Gederas Posted November 23, 2020 Share Posted November 23, 2020 (edited) I have the prices (at least in USD. This is from the owner of my FLGS, posted this morning: It's 45 USD for the 5-man. Which is.... Technically less than the OG "Primaris Intercessor Combat Squad" box (35 USD) and Blood Angels upgrades (15 USD at the time) I also question regular intercessors over assault intercessors? Hello McFly!?!? On foot, bolter variants are the most efficient weapon to field them with - you'll likely get 2 turns of shooting out of them before they get embedded in combat which is 6 shots with assault bolters, compared to the 6 attacks a chainsword will get you if you can keep them in combat in both player turns from T3 onwards. While DC cannot perform actions, they can still get you points for linebreaker/engage/mission specials, so you might want to keep them still sometimes to win/imagine they're standing over Horus's Corpse.While that may sound good in theory, being painted black with red crosses means that a footslogging infantry unit gets deleted from existence before it can even reach the intended target. In my experience at least...DC Ints really need advance and charge to be good. Snorri is right. Whenever my friend and I have some hot & heavy Angel on Angel action (Blood V Dark) his Death Company (no jump packs) never reach my dudes because I know exactly what will happen otherwise. Footslogging Death Company is cheaper, but much, much morel likely to die (as in, 95% more likely :lol:) Edited November 23, 2020 by Gederas Link to comment Share on other sites More sharing options...
Xenith Posted November 23, 2020 Share Posted November 23, 2020 (edited) While that may sound good in theory, being painted black with red crosses means that a footslogging infantry unit gets deleted from existence before it can even reach the intended target. In my experience at least...DC Ints really need advance and charge to be good. Hate to ask, but are you using enough terrain *ducks*. If that's the case, then you can spend a cp to keep them off-board, then make sure you get an Icon character near them when they arrive. With move, advance, move, charge, you can get a target 14+3D6" (average 25") away from your starting position by the T2 assault phase, which should be more than enough if your opponent is playing the objective game. If they aren't then you've likely already won. Edited November 23, 2020 by Xenith Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted November 23, 2020 Share Posted November 23, 2020 While that may sound good in theory, being painted black with red crosses means that a footslogging infantry unit gets deleted from existence before it can even reach the intended target. In my experience at least...DC Ints really need advance and charge to be good. Hate to ask, but are you using enough terrain *ducks*. If that's the case, then you can spend a cp to keep them off-board, then make sure you get an Icon character near them when they arrive. With move, advance, move, charge, you can get a target 14+3D6" (average 25") away from your starting position by the T2 assault phase, which should be more than enough if your opponent is playing the objective game. If they aren't then you've likely already won. We do! But I usually play against armies that can delete a unit if they desire to do so. :D Keeping them in strategic reserves would mean they have just the 2D6+1” from within 6” of the board edge though, earliest on turn 2 and they count as moved. So it’s either charge on turn 4 or advance on turn 3, not both. :( Link to comment Share on other sites More sharing options...
The Unseen Posted November 23, 2020 Share Posted November 23, 2020 DC intercessors will be worth it *if* they get access to the assault intercessor fight twice strat But that's a big IF. Link to comment Share on other sites More sharing options...
Xenith Posted November 24, 2020 Share Posted November 24, 2020 While that may sound good in theory, being painted black with red crosses means that a footslogging infantry unit gets deleted from existence before it can even reach the intended target. In my experience at least...DC Ints really need advance and charge to be good. Hate to ask, but are you using enough terrain *ducks*. If that's the case, then you can spend a cp to keep them off-board, then make sure you get an Icon character near them when they arrive. With move, advance, move, charge, you can get a target 14+3D6" (average 25") away from your starting position by the T2 assault phase, which should be more than enough if your opponent is playing the objective game. If they aren't then you've likely already won. We do! But I usually play against armies that can delete a unit if they desire to do so. Keeping them in strategic reserves would mean they have just the 2D6+1” from within 6” of the board edge though, earliest on turn 2 and they count as moved. So it’s either charge on turn 4 or advance on turn 3, not both. Yea, realised that keeping them in strat reserves negates any benefit from the boltguns, so go BP+CS. SnorriSnorrison 1 Back to top Link to comment Share on other sites More sharing options...
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