View Full Version : can death company be to good?
B-rock
05-01-2010, 02:52 PM
5 death company with a chaplain on the charge get 4 attacks each equaling 20 strength 5 attacks that are reroll hits and wounds when against normal marines they hit on 3's and wound on 3's
than the chaplain gets 3 power weapon attacks
this is a lot of attacks for one unit of 6 marines plus they get feel no pain
the big question is does the chaplain get to reroll wounds too?
Herald of Nurgle
05-01-2010, 03:03 PM
Yes. DC in the right numbers can be TOO good. Your goal should be to kill in a GAME turn, not a player one.
Chaplain doesn't reroll wounds.
B-rock
05-01-2010, 03:09 PM
Yes. DC in the right numbers can be TOO good. Your goal should be to kill in a GAME turn, not a player one.
Chaplain doesn't reroll wounds.
so how do i lower thier killing capability
DarkLink
05-01-2010, 03:39 PM
Point them at targets that can just barely take the charge and survive. Multi-assaults and mid-game mathhammer are your friend.
B-rock
05-01-2010, 03:40 PM
Point them at targets that can just barely take the charge and survive. Multi-assaults and mid-game mathhammer are your friend.
so 4 units of death company in razorbacks is a no go ?
DarkLink
05-01-2010, 04:34 PM
Nah, that'll work. Remember, Khorne Berzerkers are just as killy as DC. Many other things are just as killy. Many things are more killy. It's not really that big of a problem. Learning to assault with them is a bit of an art. Until then, just play them and have fun.
When you really get the hang of it, you'll be able to gauge how a given combat will go, and plan accordingly. If you have an enemy unit next to a transport, and want to stay locked in, multi-charge and put a few guys on the transport. You won't kill all of the guys if you do it right, you may just kill the transport, and you'll stay protected next turn in your enemies shooting phase.
Get some practice with that, and sometimes enemy armies won't ever get a chance to shoot you once you hit their lines.
B-rock
05-01-2010, 04:55 PM
Nah, that'll work. Remember, Khorne Berzerkers are just as killy as DC. Many other things are just as killy. Many things are more killy. It's not really that big of a problem. Learning to assault with them is a bit of an art. Until then, just play them and have fun.
When you really get the hang of it, you'll be able to gauge how a given combat will go, and plan accordingly. If you have an enemy unit next to a transport, and want to stay locked in, multi-charge and put a few guys on the transport. You won't kill all of the guys if you do it right, you may just kill the transport, and you'll stay protected next turn in your enemies shooting phase.
Get some practice with that, and sometimes enemy armies won't ever get a chance to shoot you once you hit their lines.
will do i am going to take them in razor backs with 2 having assault cannons and two with lascannons and a vindicator and all the units will have chaplains does that sound solid
Schnitzel
05-01-2010, 06:03 PM
I've been flying two squads of eight with DC Dreads around in Stormravens to much success. One squad has Lemartes, the other has Astaroth. Against weaker enemies they mop 'em up on a player turn... but they really shine against huge mobs of IG and 'Nids. Against a decent SM or Terminator squad it usually takes a full game turn.
The DC Dreads though... Those are money makers. Last night I dropped a full 10 man squad of Space Puppies in a turn (fortunately there wasn't nothing that could shoot the dread to bits afterwards), and today I plowed through droves of Genestealers and Termagaunts, always wrapping up on the opposing players turns. Beautiful.
DarkLink
05-01-2010, 07:00 PM
will do i am going to take them in razor backs with 2 having assault cannons and two with lascannons and a vindicator and all the units will have chaplains does that sound solid
Having chaplains in all four squads might be a little overkill, but aside from that it sounds like it could be a good core for your army.
lobster-overlord
05-01-2010, 08:41 PM
Black Rage is a limiter remember, so they arn't perfect. If there is a unit closer than the unit you want to attack, they must move towards that unit (the Chaplain no longer negates this like in the PDF, so to keep him part of the unit, he has to go with them towards that unit) and the second part, that they don't count as scoring units, really hinders you in the objective based games (as I noted in my post in your Army List thread).
So while they are very good killy machines, inside an RB that gets cracked too close to the wrong unit will delay your progress. My unit was near a c'tan and the c'tan opened the RB and they had to pop out, and he was the nearest enemy, which was useless for everythign but the charge as they couldn't hurt it, so they got eaten rather quickly by the C'tan.
John m.
B-rock
05-01-2010, 10:13 PM
Black Rage is a limiter remember, so they arn't perfect. If there is a unit closer than the unit you want to attack, they must move towards that unit (the Chaplain no longer negates this like in the PDF, so to keep him part of the unit, he has to go with them towards that unit) and the second part, that they don't count as scoring units, really hinders you in the objective based games (as I noted in my post in your Army List thread).
So while they are very good killy machines, inside an RB that gets cracked too close to the wrong unit will delay your progress. My unit was near a c'tan and the c'tan opened the RB and they had to pop out, and he was the nearest enemy, which was useless for everythign but the charge as they couldn't hurt it, so they got eaten rather quickly by the C'tan.
John m.
are these just draw backs or are they to big to deal with i mean i really want to do a death company list i posted a new list in army list threads so check it out and commit on it and see what i can do better but i want to keep the core of that list
Judge
05-01-2010, 10:32 PM
I'd like to take a large Death Company against Orks, just for giggles (HQ of Mephiston, of course). The Rage rule makes you chase the nearest enemy, true, but it doesn't say you have to cluster up - closest model to closest model moves towards the closest enemy, but the rest can spread out so long as they remain in coherency.
Full 30 man squad with Lemartes and 6 powerfists comes in at 900 points, bolt pistols except for the powerfists and running. Spread out to cover the front line of your entire deployment zone (1.4" spread should cover the whole thing factoring in model base size - less if terrain's in the way). Stay spread out as you advance and only close up when you get near tough targets. Should be possible to engage several units at once, and if you're careful, you can finess the first engaged model into not losing until the second round of combat by controlling how many models are close enough to engage on a charge. Spread back out when consolidating. Get a little lucky, and you should be able to engage multiple units. Moreover, by being so spread out, you can probably ensure that most squads won't be able to see more than half of the squad to target, giving them all a cover save. With Feel No Pain and the cover saves, you'd essentially be running a huge, cheaper Terminator company. Cover saves would decrease effectiveness of heavy weapons, and spreading out would cut down on blast templates.
Orks couldn't even run Buggies through to make you turn around and chase after unless gaps opened up since they're not "Tanks." A couple of assault squads can follow behind and tag objectives.
I'm not saying this would necessarily be effective, but a long row of Death Company spread across an entire battlefield and running from one end to the other sounds pretty funny.
Angelus Mortifer
05-01-2010, 10:44 PM
A standard Chaplain will get 4 attacks on the charge, not 3 (re-rolling hits but not wounds).
Also, it's worth remembering that all Rage does is control where you move if there is a target in LOS. (and run, and consolidate - but remember you don't have to run with them if it's more beneficial to stay put). It doesn't force you to assault the closest unit if, at the end of your movement, there is more than one enemy unit within charge range. Yes, Rage is a real Achilles Heel at times, but the DC are still a nasty squad that will get your opponent's attention, and with a bit of skill (and luck), you can still make them count when they finally charge in.
RocketRollRebel
05-02-2010, 12:12 AM
I'd like to take a large Death Company against Orks, just for giggles (HQ of Mephiston, of course). The Rage rule makes you chase the nearest enemy, true, but it doesn't say you have to cluster up - closest model to closest model moves towards the closest enemy, but the rest can spread out so long as they remain in coherency.
Full 30 man squad with Lemartes and 6 powerfists comes in at 900 points, bolt pistols except for the powerfists and running. Spread out to cover the front line of your entire deployment zone (1.4" spread should cover the whole thing factoring in model base size - less if terrain's in the way). Stay spread out as you advance and only close up when you get near tough targets. Should be possible to engage several units at once, and if you're careful, you can finess the first engaged model into not losing until the second round of combat by controlling how many models are close enough to engage on a charge. Spread back out when consolidating. Get a little lucky, and you should be able to engage multiple units. Moreover, by being so spread out, you can probably ensure that most squads won't be able to see more than half of the squad to target, giving them all a cover save. With Feel No Pain and the cover saves, you'd essentially be running a huge, cheaper Terminator company. Cover saves would decrease effectiveness of heavy weapons, and spreading out would cut down on blast templates.
Orks couldn't even run Buggies through to make you turn around and chase after unless gaps opened up since they're not "Tanks." A couple of assault squads can follow behind and tag objectives.
I'm not saying this would necessarily be effective, but a long row of Death Company spread across an entire battlefield and running from one end to the other sounds pretty funny.
I had a unit of 6 death co with a reclusiarch shred an ork mob on the charge. A unit of assault marines was already in there but I think I won combat by like 14 and 12 more went down thanks to fearless.
I'm currently trying out 9 in an extra armor rhino with 3 power weps and the reclusiarch. Could that be too much awesome?
B-rock
05-02-2010, 10:09 AM
I had a unit of 6 death co with a reclusiarch shred an ork mob on the charge. A unit of assault marines was already in there but I think I won combat by like 14 and 12 more went down thanks to fearless.
I'm currently trying out 9 in an extra armor rhino with 3 power weps and the reclusiarch. Could that be too much awesome?
i believe so, i have don't the math and i found that with out a chaplain ,as awesome as it is with him, he makes the unit over powered. take the chaplain out and they are still a beat stick unit
Duskstorm
05-02-2010, 02:11 PM
Yes. DC in the right numbers can be TOO good. Your goal should be to kill in a GAME turn, not a player one.
Chaplain doesn't reroll wounds.
A normal Chappy doesn't re-roll wounds, but Lemartes re-rolls to hit and to wound, because he has fallen to the rage and has been inducted into the DC.
Herald of Nurgle
05-02-2010, 03:12 PM
A normal Chappy doesn't re-roll wounds, but Lemartes re-rolls to hit and to wound, because he has fallen to the rage and has been inducted into the DC.
I know.
:P
bigrob281
05-02-2010, 07:39 PM
i tried a libby in my DC with unleash rage and sheild in a storm raven. it worked pretty good
B-rock
05-02-2010, 08:44 PM
i tried a libby in my DC with unleash rage and sheild in a storm raven. it worked pretty good
i am not really a fan of shield i just don't thing it very beneficial
but chaplains make the DC unit reroll hits and wounds
Sandman2663
05-05-2010, 07:29 AM
A normal Chappy doesn't re-roll wounds, but Lemartes re-rolls to hit and to wound, because he has fallen to the rage and has been inducted into the DC.
I know.
:P
Not true, the Chaplain Elite does reroll wounds for DC. Look on the Chaplain unit page.
I run a DCx5 all PW with a Chap and continually wipe out 30 Boyz squads and TermA TH/SS.
B-rock
05-05-2010, 05:35 PM
Not true, the Chaplain Elite does reroll wounds for DC. Look on the Chaplain unit page.
I run a DCx5 all PW with a Chap and continually wipe out 30 Boyz squads and TermA TH/SS.
the way i understand it he does but both of us can be wrong a GW bunker opens saturday the 15th of may and i will ask and than post
B-rock
05-05-2010, 05:56 PM
so what is the best model for the points the priest or the chaplain
DarkLink
05-05-2010, 06:06 PM
I'd go with the Chaplain on that. Once you give a priest any wargear, he quickly gets to be nearly as expensive as a Chaplain. Yet he's only a 1 wound model, with no Invulnerable save.
B-rock
05-05-2010, 06:07 PM
I'd go with the Chaplain on that. Once you give a priest any wargear, he quickly gets to be nearly as expensive as a Chaplain. Yet he's only a 1 wound model, with no Invulnerable save.
but i like the trick of keeping him in the rhino
Sandman2663
05-05-2010, 08:28 PM
the way i understand it he does but both of us can be wrong a GW bunker opens saturday the 15th of may and i will ask and than post
Look on BA pg 42 Liturgies of Blood last sentence.
so what is the best model for the points the priest or the chaplain
If you are running DC, Chap hands down, Priest isnt needed.
If you are running Assault Marines or Termies I have found better resiliency with a Priest. I run a Priest in TermA or JP with PW. 85 or 90 points to make my squads last much longer, hell yeah!
pgarfunkle
05-08-2010, 01:47 AM
I've been running a 5 man DC with a thunder hammer and 2 power weapons in a rhino and it works amazingly. Using the rhino I can set the DC down right where i want them and watch them tear through the enemy. The only time I've felt the need to add a chaplain was against Tyranid MCs.
Denzark
05-08-2010, 04:00 PM
No - I don't consider too good can be applied. Rage means just throw crap in the way - my example - lesser daemons. In they go. Next turn the Berzerker counter charge cuts them up but good.
Not like some of the other BA caca I have seen - poxy priests giving them FNP etc.
shawnsweet1
05-16-2010, 11:18 PM
hmm interesting. dc and fotd seem awsomesauce.
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