Results 1 to 8 of 8

Thread: Death company: Optimum squad loadout?

  1. #1

    Death company: Optimum squad loadout?

    Hi guys

    Im doing a death company army with all jump pack blokes, the idea being zippy little squads that kill stuff and drop pods. My reasons for doing the army are that its cheap (money wise) and I reckon it could work quite well.

    So, its going to be a 50/50 split between death company infantry squads with boltguns and death company with jump packs, the idea being that infantry would hit in drop pods, the jump packers can hit hard and have a bit more manuverability. Plus I can build 2 squads of 5 men quite cheaply

    Any thoughts on what kit I need to give these squads?

  2. #2
    Chapter Master Kelanen's Avatar
    Join Date
    Jul 2008
    Location
    Canterbury, UK
    Posts
    3,297

    Re: Death company: Optimum squad loadout?

    Power swords and nothing else. Transports are better than Jump Packs though at that price, and your bolter units are going to achieve squat. Just use them as CC Elites.
    Kelanen

  3. #3

    Re: Death company: Optimum squad loadout?

    Power Swords are a good choice, but with Rage, you probably want at least 1 powerfist. Me personally, I run 10 Death Company, 1 Thunderhammer (the model looks so bad ass ) 1 Fist, and 3 Power Weapons...generally speaking, the unit kills whatever it touches. The problem comes from once they are out of their Raider (or stormraven depending on the game), they are usually easy enough to pick off with shooting.

    The bolter load out is an interesting idea, and I'm building 10 with Bolters equipped with Jump Packs since that seems like it would be more likely useful (Flying relentless)... definitely not Optimal by any stretch of the imagination.......

  4. #4
    Commander S_A_T_S's Avatar
    Join Date
    Dec 2007
    Location
    UK
    Posts
    563

    Re: Death company: Optimum squad loadout?

    I personally keep my DC cheap so I can make sure I have 3 other scoring units and some support. So to go with 20 assault marines and 10 tacticals with a rhino (not stuck together a 3rd assault squad or the razorback parts yet), I take 7-8 DC with a Reclusiarch in a rhino. The squad has a single hammer, 2 boltguns (for the bonus shots before I charge, and a little extra dakka dakka if I decide not to go in pell-mell), and the Reccy has of course got a PW. If I could squeeze in the points, I'd have 1-2 PW on the squad, but these guys are pricey and do NOT score. I find that, if I shield them with the tanks + tacticals, usually boosting the rhinos 18" first turn and popping smoke, I can disembark the next turn and charge. With the reclusiarch, whatever I charge dies 90% of the time. The number of attacks with rerolls on everything and furious charge tends to be enough to finish off most things, if only by combat resolution.

    I'd suggest packing a hammer or fist in almost every squad so you have anti-walker/AV14 tech, maybe a power weapon or 2, and try to take a few chaplains to get those rerolls - that is what makes DC truly scary.
    Knights of Baal: A Blood Angel Log
    WHQ Hall of Heroes
    WHQ Quarg Hunter
    Quote Originally Posted by Solun Decius View Post
    Ah, nothing says "Christmas" like a huge stick with a nail in it

  5. #5

    Re: Death company: Optimum squad loadout?

    Quote Originally Posted by Kelanen View Post
    and your bolter units are going to achieve squat.
    Being able to rapid fire and charge is not all that bad. The negative thing with the Death Company is the Rage rule, so make sure you have at least 1 power fist or Thunder hammer in case they should get close to a monstrous creature. Being locked with a Wraithlord, unable to kill it is frustrating.
    See my army projects.

    Chaos Daemons:
    Win: 3
    Draw: 0
    Loss: 3

  6. #6
    Chapter Master Sgt John Keel's Avatar
    Join Date
    Mar 2005
    Location
    Sweden
    Posts
    2,928

    Re: Death company: Optimum squad loadout?

    Quote Originally Posted by terradax View Post
    Being able to rapid fire and charge is not all that bad.
    I'd rather always have an extra S5 attack in close combat than an extra S4 attack from shooting beforehand, in almost any situation. If you have the re-rolls from a Chaplain, Bolters are absolutely not worth it. Rage should negate most of the other tactical benefits of Relentless anyway, as you can't move away and still shoot.

    I run my Death Company 7 strong with two Power Weapons and a Chaplain in a Rhino. Not much insurance against walkers, but I try to pick off any nearby Dreadnoughts etc. with other units before charging in. Jump pack assault marines are fast enough to shield them from being charged if the situation becomes desperate.
    “There's a hole in the world. Feels like we ought to have known.”

  7. #7

    Re: Death company: Optimum squad loadout?

    Quote Originally Posted by Sgt John Keel View Post
    I run my Death Company 7 strong with two Power Weapons and a Chaplain in a Rhino. Not much insurance against walkers, but I try to pick off any nearby Dreadnoughts etc. with other units before charging in. Jump pack assault marines are fast enough to shield them from being charged if the situation becomes desperate.
    Second that build. 2-3 power weapons, and 5 normal guys. Chaplain/Reclusiarch and Rhino.

    To the OP: Never go all power weapons, some guys will be killed before they get to do much so you need some guys with lower cost to take as casaulties.
    Also, use the Rhino as a LOS-blocker to counter that Rage when you have disembarked the unit.
    I usually give my Chap/Rec meltabombs, just to have something if they do get tricked to charge a vehicle.
    W-D-L: 0-3-28846 (someone must lose to bring balance to all the awesome winner signatures)

  8. #8
    Chapter Master Kelanen's Avatar
    Join Date
    Jul 2008
    Location
    Canterbury, UK
    Posts
    3,297

    Re: Death company: Optimum squad loadout?

    I disagree, played competently and in a transport they should all hit most of the time.

    IF you are going Jump Packs then yes, you definitely need ablative wounds - which is all the more reason to never use guys with 15pts jump packs!
    Kelanen

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •