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Welcome to part one of the Blood Angels Unit of the Week series!

 
Following the release of the 10th edition Index, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will discuss the units from the units found within Index: Blood Angels, parts two to four will discuss Index: Space Marines, part five will be Imperial Armour, and part six will be Legends.
 
Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.
 
Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Death Company Marines


What are you thoughts here folks? How best would you play a Death Company Marines?

  • To compliment a list, or to build a list around? 
  • Sons of Sanguinius or Gladius Task Force?
  • Are you keeping in within range of a Chaplain? What Leader are you attaching?
  • What wargear options are you choosing?
  • What delivery options are you using? 
  • What deployment options are you using?
  • Stratagem synergy of note?

 

Over to you.

 

Please note that Death Company Intercessors and Death Company Marines with Jump Packs will be discussed elsewhere.

Edited by Jolemai
Updated!

Should you want your model on display here (or on another thread), then submit a photo here please.

 

(Once I work out how best to float it!)

 

***

 

As an aside, the thread setup may change over the coming weeks until I'm happy with them. This includes the photos.

One interesting possibility would be equipping them with fists and plasma pistols, then overcharging them into something in the unusual hope that you'd fail one, triggering the sustained hits 1 for when you charge. 
 

the reroll to hits would help those overcharged shots actually stick too. 

It is a tough call, they really need something like a Land Raider to get to grips with the enemy. They hit like a ton of bricks when they get there but delivery is expensive and they are competing with other competent units like BGVs for a ride.

 

I would probably go for Power Fists and Inferno Pistols as long as wargear remains free although I like @Paladin777's idea of using overcharged plasma to trigger An Honourable Death in Combat.

 

Interestingly, this is the only unit that Tycho the Lost can join although he is more of a fluffy choice than a competitive one. The Death Company are pretty strong and can function without a Chaplain if you wish although the +1 to Wound helps replicate our 9th edition Chapter Trait which is pretty handy. One Chaplain can also benefit multiple squads of DC Marines in alleviating the Black Rage which is handy and makes MSU Death Company viable.

 

Overall I think I prefer my DC with Jump Packs for ease of delivery but there is no denying that DC on foot hit harder thanks to the ramping up of Sustained Hits.

On 8/14/2023 at 8:44 AM, Paladin777 said:

One interesting possibility would be equipping them with fists and plasma pistols, then overcharging them into something in the unusual hope that you'd fail one, triggering the sustained hits 1 for when you charge. 
 

the reroll to hits would help those overcharged shots actually stick too. 

I think that’s 9th edition overcharge, hazardous test works differently if I’m not mistaken 

On 8/14/2023 at 10:08 AM, Karhedron said:

It is a tough call, they really need something like a Land Raider to get to grips with the enemy. They hit like a ton of bricks when they get there but delivery is expensive and they are competing with other competent units like BGVs for a ride.

 

I would probably go for Power Fists and Inferno Pistols as long as wargear remains free although I like @Paladin777's idea of using overcharged plasma to trigger An Honourable Death in Combat.

 

Interestingly, this is the only unit that Tycho the Lost can join although he is more of a fluffy choice than a competitive one. The Death Company are pretty strong and can function without a Chaplain if you wish although the +1 to Wound helps replicate our 9th edition Chapter Trait which is pretty handy. One Chaplain can also benefit multiple squads of DC Marines in alleviating the Black Rage which is handy and makes MSU Death Company viable.

 

Overall I think I prefer my DC with Jump Packs for ease of delivery but there is no denying that DC on foot hit harder thanks to the ramping up of Sustained Hits.


I used three times this weekend a Libby Dread to move units around against White Scars, Death Guard and Custodes and even though I moved Meph and a blob of sternguard mostly, I think it’s a great tool to use with good placement and assault doctrine.

13 hours ago, Goranged said:

I think that’s 9th edition overcharge, hazardous test works differently if I’m not mistaken 

They do work differently, but my comment about rerolling hits with the plasma was simply to point out that they're extra accurate with theirs. 

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