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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 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.

Honestly, ten of them with fists and inferno pistol. Add a regular chaplain for the +1 to wound and the ability to fight over objectives.

 

rapid ingress them for a combination of threat, protection, and reliable charging from reserves.
 

Seems like that's hands-down the best way to run them right now. 
 

that said, don't go ripping your thunder hammers off them yet as we're still in index mode!

Edited by Paladin777

A chaplain, or Tycho the lost for advance and charge mobility?

 

oops- just realized that we are talking jump pack guys… where’s the delete?

Edited by dice4thedicegod

I find Lemartes really works well with Jump DC. Lethal Hits is great on a unit that can roll such a bucket of dice and makes those Fists and Inferno Pistols a scary threat to even the toughest opponents.

 

Similarly, his ability to reduce incoming damage by 1 greatly boosts their durability. Most infantry melee weapons cap out at 2D now so unless tangling with Dreadnoughts or Monsters, it will effectively double their durability against elite infantry units.

I want to add that plasma pistols can have their use, too. The increased range over the inferno pistol will probably mean one or two more volleys over the game. Also you are more likely to reach out to another unit which is not the target of your charge. 

On 9/1/2023 at 5:04 AM, Karhedron said:

I find Lemartes really works well with Jump DC. Lethal Hits is great on a unit that can roll such a bucket of dice and makes those Fists and Inferno Pistols a scary threat to even the toughest opponents.

 

Similarly, his ability to reduce incoming damage by 1 greatly boosts their durability. Most infantry melee weapons cap out at 2D now so unless tangling with Dreadnoughts or Monsters, it will effectively double their durability against elite infantry units.

 

It wont affect the pistols, as his Lethal applies to Melee weapons, but great for the Lethal hits from the fists, especially with the native RR to hit! 

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