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Death Company - Seeking tips


Kinstryfe

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Sorry if it's been discussed before, but I went back a few pages and didn't see a topic like this. I'm a hobby hoarder and am finally using some of the myriad of Blood Angels parts I've acquired getting MkIV jump packs to make a successor chapter army to slot into my other random Imperial options. I'm thinking of going heavy Death Company mostly because I have absurd amounts of tacticals and common Marine units already, and they give me a chance to get fun with the color schemes. I also have a friend who plays them a ton and they seem fun to play with.

 

That said, what are the best/fun Death Company loadouts? Jump packs seem nearly essential for the low cost. Are Bolter and Chainsword DC any good or usable? I have the parts for a decent squad of them, and could field them as either jump packs or in a rhino for something unorthodox.

 

Any advice or ideas would be appreciated. Thank you, loyal sons of the IXth.

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Bolter + Chainsword with Jump Pack are great for the majority of your DC. They are cheap, will cut through hordes and chaff at great speed and can even threaten tougher targets though shear weight of attacks.

 

Having said that,Ido like to equip about 1 model in 3 with a Thunder hammer for when I need to deal witb seriously heavy targets 3 Hammers in a 10-man squad only increase the price by around 20% but allow you be much more flexible. Even Knights will lose a lot of wounds when attacked by these guys.

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Hey buddy!

 

Yeah DC are one of our best units for sure. Consensus seems to be that a squad of 10ish with bolters and chainswords, and 3-5 hammers, is probably the most common (and effective) build. Running more than 10 leaves them vulnerable to suffering from their low leadership. Less than 10 and you don’t really make the most of the CPs you’ll want to pump into them (for DoA, FF, UWoF, Vengeance for Sanguinius, fighting twice etc).

 

Some people like to sprinkle in some power weapons. Personally I would rather more hammers, but if you’ve got some leftover points it’s not a bad option. Hope some of that helps ☺️

 

EDIT:

Took too long typing, but pretty much what the dude above said

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Thanks both of you. I'll probably build a ten man Bolter squad with some hammers for regular use, and look at what I evidently randomly built awhile ago and either re-arm them (literally) or see if there's some fun to be had with other options either sprinkled in or as a second squad (or more). Thanks again :)
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I love bolter/chainsword jump death co. A squad is typically only 1/20th of my total army points but does a great job on chaff. After using them several times, i’ve come to decide as far as thubder hammers go, they should be tooled for a job. If you want to kill chaff, dont bring a hammer. If you want to bring a hammer, bring like 3 and a couple bodies. Throwing in one doesnt make you all that well rounded. You might kill a small or badly wounded vehicle, but i wouldnt count on it, with only 2 attacks base and a -1. On the charge, about 3 will do some work though.

 

I never take bolt pistols. Bolt pistols only matter in protracted combats, and i either win or lose my combats in one game turn. The bolter also gives you options if you cant reliably make a charge to do some shots as far out as 24” too, and can soften or even do a second target within 12” pretty well. Inferno pistols are a taste kind of thing. I dont like then personally, but i can see the uses.

 

Edit: caveat to thunder hammers. Unless you take a big squad (10+), in which case a couple hanners is a fine choice. I just dont find it worth it in a base size squad.

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My advice is to pick a role and build squads to achieve your goals. All comers points efficiency/anti infantry? Bolter n chainsword. Anti knight/tank/monster? Thunder hammers. I have a heck of a time getting pistols to pay off especially as you always want to charge
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It's usually enough if you equip only 2-3 in 10 for a specific role (usually Thunderhammers). The rest is just cannonfodder so keep them cheap with Bolter&Chainsword. DC has a huge target above their head and they aren't exactly the most durable unit so expect to lose quite a few as soon as your opponent has the chance to target them.


No need to waste points on those who barely get to fight anyway. ;)

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Roll a die:

1-3 bolter/chainsword

4-bolter/power sword

5-powet fist +special pistol

6- thunder hammer

Repeat 15 times

Haha actually, some were already built, so I could probably do just that...

 

Thanks again everyone.

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As others have said, their leadership is now embarrassingly low. Not only do they not have fearless, they don't even have know no fear. A chaplain or lemartes is a must, but if you want to use deep strike or UWoF you'll have to daisy-chain the DC to stay within 6", at best. One hand giveth while the other taketh.
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As others have said, their leadership is now embarrassingly low. Not only do they not have fearless, they don't even have know no fear. A chaplain or lemartes is a must, but if you want to use deep strike or UWoF you'll have to daisy-chain the DC to stay within 6", at best. One hand giveth while the other taketh.

A daisy chain isn't particularly bad. If your goal is to simply murder one (or maybe two/three) unit(s) of chaff, then you don't need to sacrifice any attacks at all:

gallery_99134_14213_46147.jpg

Basically, one model can hang back just within an inch of another model, that's just within an inch of one of the units. That back model will be within 6" of the supporting character.

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As others have said, their leadership is now embarrassingly low. Not only do they not have fearless, they don't even have know no fear. A chaplain or lemartes is a must, but if you want to use deep strike or UWoF you'll have to daisy-chain the DC to stay within 6", at best. One hand giveth while the other taketh.

 

...my Codex shows them as having And They Shall Know No Fear.

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