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

 
Following the release of the 9th edition Supplement, 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 focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.
 
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.jpgDeath Company

 

 

sml_gallery_62972_11847_1392.jpg
DC, Appiah5

 

What are you thoughts here folks? How best would you use your DC?

  • To compliment a list, or to build a list around? Will the Chapter Approved changes affect your list(s)?
  • MSU or larger squads?
  • Method of transport?
  • Wargear choices? 
  • How are you buffing this unit? Will it babysit anything?
  • Stratagem synergy of note?


Over to you.

(Please note that Death Company Intercessors will be discussed elsewhere)
Edited by Jolemai
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Almost every list I've used so far this edition has had DC in.

 

Jump DC plus Forelorn Fury is great but you risk over-extending yourself. Naturally you want a 10+ squad for this.

 

More often than not I run little squads in Razors and I still stick to one power sword and one power fist + bolter (I still use lots of bolt pistol and chainswords because those are the models I have). Their damage potential is often more than enough but it feels like they are made of paper.

 

Having a Chaplain nearby is always great but I find Corbulo is my preferred choice for his exploding dice and STAR bubble.

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1 medium sized squad with packs and lemartes for me.

Drop then all in, use Descent of Angels for a 3d6 rerollable charge.

Works 93% of the time, every time.

 

I usually run 10-12 with 2 or 3 hammers, no other specials.

Other than HQs, and vet sergeants, they have the most effecient hammers for us, 3 attacks with them on the charge is tasty.

 

They hit like a truck, aren't super expensive, and will absolutely die the next turn, as every gun in range will try and shoot them, which I plan around to get other units stuck in while the enemy is busy killing the black armored madmen.

 

Their a good target for the obvious chaplain buff, but unleash rage/sanguinor aura are also great.

If your running power swords or the like, a priest is probably a good idea.

 

I wouldnt waste shield on them, their too squishy to be worth it, unless your opponent has nothing but ap-3 in his army.

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Man, where to begin with these guys. They’ve been my favorite unit from day one. During the glory days of 3rd, when Gav wrote the White Dwarf article to enable an entire army of these dudes, I had nearly 2k points painted up. My buddies hated it. I love their narrative and models.

 

I haven’t played a game of 8th without these guys, and I doubt I will. They’re rockstars. That being said...

 

I run them in a single squad at 10-15 strong with Jump Packs. All of mine are magnetized, so I was including Power Swords for a while. Lately, I’ve tried just using the standard Chainsword Boltguns/Pistol and it’s been wild how successful it has been. I’ve been able to inflict more damage this way than with AP boost. I’m in the process of just gluing this loadout onto the majority. I’ll leave a couple magnetized for some Thunder-hammer goodness.

 

I haven’t managed to use Forlorn Fury yet, because I haven’t managed to get first turn since our book released. I have used DOA from reserves. I like to do that and keep Lemartes close by for some rerolls for charges. I also try to put the Sanguinor near them when I use him, along with casting Unleash Rage on them...I just love 90 attacks on the charge.

 

I feel like GW did this unit and ya players a major disservice by making them Ld7. I understand the need for balance, but narratively speaking this unit should have a way to ignor morale checks. I usually try to keep a Chaplain or another character with morale modifications alive and near by.

 

I don’t know if I necessarily build my army around this unit, but for me it’s an automatic include. I tend to use them as a glass cannon. I know going into the game I’ll be lucky if they live beyond turn 2. However, I do everything I can to aim them at my opponents strongest components and then unleash hell upon my foe. I love them and am happy with their 8th iteration.

Edited by Calistarius
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These guys are basically the biggest reason why I got back to 40k after more than ten years. The models are one of the coolest in 40k range, and the background story is epic. They are so linked to the core event of the universe that it is difficult to find a unit that would have a similar fluff.

 

Needless to say, I have not played a single game of 8th edition without fielding these guys. I like to use them in a similar fashion as in the novels. Charging in the vanguard hitting like a hammer in the toughest part of the enemy battle line, making a way to other units to follow. They tend to be the first ones to die, but usually the enemy has suffered greatly before the death company falls.

 

My normal unit has been 9-11 guys with jump pack packed with 2 hammers, 3 power swords, 1-2 inferno pistols and some hand flamers to fill the missing points. Forlorn fury helps to find more ways to use the inferno pistols, so those are nice addition to soften tougher targets.

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I absolutely love the models and lore behind them (shown by 50+ of them), but I just can't get myself to use them over Sanguinary Guard at a low points game. My FLGS has a 1250 pt. competitive league right now, so it limits all the toys I can bring to the table. In 2k points, I would always bring them for the Forlorn Fury play, but they just seem a bit too points heavy and inefficient otherwise. Anyone else have more luck in small games? (aka what load out/ how should I be utilizing them best)
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Everyone has pretty much covered why these guys are good. They almost always make their points back. My preferred load out is 10-15 man squads Bolter & Chainsword with one Pfist and one Psword just in case they get in a good spot to mess with some MC/Vehicles or characters. I prefer the Pfist over the Thammer so I can still have the entire unit with Bolters.

 

I think most people underestimate the amount of terror the standard bolter can puts into the minds of xenos. These guys are one of the few units remaining in the game that can bring it to bear and still charge in with CC weapons. They are truly blessed.

Edited by Aothaine
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Anyone else have more luck in small games? (aka what load out/ how should I be utilizing them best)

I have only played one bigger game and few smaller games of 800-1250pts. Small games have gone great, mostly because I have also had other aggressive elements. Death company has always been the unit I throw in to dish as much damage and lock multiple units in combat to buy time for other units. I have used small vanguard veteran unit and some ccw scouts to attack flanks. Usually the enemy is so busy fighting in their deployement zone so my small ”firebase” can do the objectives on my half.

 

It is really good distraction if you can keep even a single death company hammer in the enemy deployement zone for couple of turns. Even a single hammer can also do big impact on the game smashing wounds off a tank and prevent it from shooting for a turn.

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I don't think I've played a game without DC in my list and have settled in on bolters and chainswords for the lot with Lemartes being the squad's hammer. Several times I've tossed points into upgrades for them but it hasn't really shown to be worth it as of yet in my games.

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I don't think I've played a game without DC in my list and have settled in on bolters and chainswords for the lot with Lemartes being the squad's hammer. Several times I've tossed points into upgrades for them but it hasn't really shown to be worth it as of yet in my games.

I couldn't agree more. It seems that the upgrades I choose tend to be just wasted in the end. Even the power swords don't typically kill as much as the chainswords do for me. I might have to clip the pistols off of mine and swap them all for bolters.

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Power Swords do statistically kill more MeQ (assuming no buffs, 1.1 to .6 wounds caused or so), about the same vs GeQ.

You only really need then vs stuff with a 2+ save, as those chainsword attacks can just bounce off if your opponent has hot dice. (.3 for 4 chainsword attacks, .7 for sword with 3 attacks)

 

And if you habitually use unleash rage on the unit or have the Sanguinor nearby, the power swords pull farther ahead.

 

Bolters I feel are a must though, nobody stays in combat with DC for more than a round, so your much better off with the extra shot before combat.

Edited by The Unseen
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I’ve tried both. I was using 5 power swords in my squad of 15 as soon as our book came out. They just weren’t getting the job done for me. I know what the spreadsheets say, but from my personal experience the chainswords are the way to go. I like to use both the Sanguinor and Unleash Rage on them too. I almost feel like an Ork player when I roll 90 attacks. Almost.
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I mean, they're your models mate, but if your giving them +2 attacks, 5 power sword attacks blow 6 chainsword attacks out of the water.

 

I personally just bring thunderhammers instead, they kill everything chainswords can't.

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I guess so. You and I play against different armies, buddy. Those power swords are wasted against the plethora of storm shields I face on a regular basis. If I faced the standard guard or Guilliman gun line, then I’d absolutely agree with you. Like I said, I know what the math and spreadsheets say about the wound output. However, that math is done to represent ideal circumstances, and my games are anything but ideal. I use my DC to eliminate the strongest non-vehicle unit in my opponents army, and the 15 extra attacks help me do so when I’m dealing with good invulns all the time.

 

I use my Sanguinary Guard to clear those squishy MEQs though :)

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Fair enough.

My meta is pretty varied, but nobody is spamming stormshields or other high invuln units.

I do have to kill a lot of knights/primarchs/tanks, so thunderhammers are worth their weight in gold for me.

Nothing better than telling a smug player I'm wounding his uber unit on 2s with 12 thunderhammer swings.

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The big dilemma is to bring them against all targets or as specialized troops.

 

When I go MSU I will always specialize them for a specific task with respective weapons: chainsword for general troop clearing, swords for MEQ or hammers for tanks. MSU might seem counterintuitive but if you don’t want to spend CP for descent it’s better to have multiple units charging.

 

In big units I prefer to give them more possibilities, this is where I usually lean towards power fist. They let you keep the bolter for better flexibility and the power fist give extra strength and ap if needed. I find including 2 in a 15 men squad is a good investment. While not overdoing it can give up to 10 attacks against higher tough targets with the right buffs and an extra 24 points on a 300 point unit is not that much to give them the possibility to punch a tank.

Edited by Brother Crimson
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I think the problem power swords (and axes) have in the current game is being 1D. Mathematically they're a step up from chainswords against most targets but even with their -3 AP they fall a long way behind thunder hammers, and even power fists given 'average' rolls. I'm planning to build a bunch more with different weapons so that as others have said I can either specialise with small units or mix things if wanted for a larger squad.

 

vs GEQ/Hordes

Bolter and chainswords get the job done perfectly. Relatively cheap, lots of attacks and no weapon upgrades allow for extra bodies. I've snipped the bolt pistols off my older models and replaced them with bolters, and will be building more to have a full 15 at my disposal.

 

vs Armoured 1-2W Infantry

Power swords do have this niche at not too high of a cost. They will come out ahead of chainswords mathematically when your target has decent armour (eg. other Marines). Howerver, as Calistarius said, if your opponent has a bunch of invul saves like storm shields then the swords aren't going to be effective and you'll likely be better off sticking with the extra chainsword attacks.

 

vs Big Multi-Wound Targets

This is where the chainswords and even power swords can easily feel like they tickle the enemy. The difference thunder hammers make is noticeable here even if the target has an invul save as any wound you can get through deals that flat 3 damage. The hammer is undoubtedly the king against monsters or vehicles, both in terms of damage output and points efficiency. Power fists are still nice too, they just lack that guaranteed 3D and can have a tendency to fall short when you need them most. That said, fists have the added flexibility of still being able to use a bolter so you can mix a few into a larger squad if you want to build against mixed threats without losing the ranged shots (as Aothaine and Crimson said).

 

My main issue so far has been how to best use the hammers. A MSU hammer squad is points efficient on paper to jump between cover and hunt key targets but if they get caught all those hammers are fragile and likely to die to small arms fire, and if they do get a charge in and kill the target there's a high chance they'll be dead in the opponent's turn. If you add chainsword bodies to act as shields they're going to be largely ineffective in melee against the targets the hammers want to go for and essentially be expensive extra single wounds, plus they make the squad footprint bigger and more likely to be in LoS for the enemy to shoot, though they would offer some protection if the squad gets counter-charged and could lend some bolter shots against nearby infantry before the charge.

 

The easiest thing seems to be staying mostly bolter+chainsword in a big squad with Lemartes, focus on ploughing through enemy infantry and leave big targets to other units. I tend to find that mixed weapon squads can often struggle to find their best use with some weapons wanting to go this way, others that way, and some ineffective or wasted depending on which you go for, but there is merit to mixing some fists in if you don't know what you'll be up against or want a bit more flexibility to give the choice rather than single purpose. It's more squads with something like 5 chainswords, 5 power swords and 5 hammers that can often sound versatile but then lack real purpose. Focusing mostly on chainswords to hunt infantry with a couple of fists for backup keeps their 'identity' and focus.

 

I will keep using hammers in different setups as I love their damage output, I just haven't decided yet if I prefer them as a MSU glass cannon or in a bigger squad to try and keep them alive longer.

Edited by Thoridon
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Dunno, most infantry has only one wound anyway and Power Swords/Axes are still anti-infantry weapons. Not everyone plays Primaris armies or Terminator armies etc. where multi-damage anti-infantry weapons make that much more sense than single damage weapons.

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I have to report poor results using death co. Pricey and reliant on buffs that stumble about failing charges (silly lemartes) I am dropping death co from my competitively geared list for the first time. Too many things have to go right and too many command points have i frittered away chasing that glory dragon. The nail for me is they run away pretty easy. Ld7??? Makes me sad but I win more without em.
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I have to report poor results using death co. Pricey and reliant on buffs that stumble about failing charges (silly lemartes) I am dropping death co from my competitively geared list for the first time. Too many things have to go right and too many command points have i frittered away chasing that glory dragon. The nail for me is they run away pretty easy. Ld7??? Makes me sad but I win more without em.

This was my experience with the one game I've played with D.C. They helped kill some bikers but it was mephiston that did the heavy lifting.

 

I still will try a large unit because they're iconic, look good, and can be a distraction I think given the right game they can be devastating. Just not every game.

 

They're expensive though even in PL. I'll probably keep with SG for most games.

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They're expensive though even in PL.

 

 

 

This is a good point. Death Company are PROHIBITIVELY expensive in Power Level. They are in a good spot for points, but for PL, you'd have to be running Thunder Hammers to justify their cost. It is ridiculous how much their Power Level is.

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Yeah, I have to ask my local players who like casual games with Power Level to let me take a PL handicap, because I love chainsword and bolter DC, and 5 man squads of company vets with Stormbolters.

 

My 2k points list habitually hit past 140 PL (supposedly an extra 800 points!)

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