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post #1 of 6 (permalink) Old 01-11-15, 08:40 PM Thread Starter
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Default what u think of this unit/roll

ok so i have a friend whos quiet new to 40k game (hes read books,played video games etc) and he loves blood angels now hes got new codex and models and were trying to help him with some army lists that are quiet basic to use, while doing this i came across a unit set-up i really like and seems very strong and i was wondering what others think of it

so its

death company x10 (or 15) with jump packs and bolters and 1x hand flamer per 5

the plan is to jump around the board rapid firing at stuff and moving

can also take a captain with the jump pack relic + melta and storm bolter (for no scatter deep strike anti tank and shooting)

thats
12x bolter shots (22 if rapid )
3x flamer or used for over watch
then there is 43 attacks of they charge 23 if charged
all with 3+ armor and FNP


what u think ?
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post #2 of 6 (permalink) Old 01-11-15, 09:05 PM
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Sounds like an overpriced tactical squad to me. How many Tac squads in rhinos could you get for that?

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post #3 of 6 (permalink) Old 01-11-15, 09:29 PM
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What you're trying to build is a bike unit. T5, twin-linked bolters, real special weapons, jink and turbo boost all make bikes better at fire support. Go white scars for a 3+ jink save and hit and run to ensure you can keep firing those bolters.

I too liked assault marines with bolters after playing some of the 40k videos games. But sadly, they're inferior in almost every way to bikes on the tabletop.
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post #4 of 6 (permalink) Old 01-12-15, 12:32 AM
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It's a neat idea on paper, but only one jump move per turn kind of kills it's effectiveness. Replacing the Bolt Pistol means that you not only lose the additional attack, but you also lose the Hammer of Wrath when you jump-move rather than jump-assault.

Hammer of Wrath isn't a biggy, but in total it means you're missing out on a 2 additional attacks (one S5 I5) in reply to a further AP5 attack.

In regards to effectiveness - you're spending 230pts for a 10 man squad to only be able to take on light infantry. And despite relentless, you're going to want to take on more than just light infantry for that price - 2 5 Man Tac Squads with Grav Guns and Heavy Flamer Razorbacks come in at 280pts - cheaper than a 10 man squad - puts out similar dakka, ignores cover, and can Objective Secured (if you use the CAD).

I like running Death Company on foot in small games;

Sanguinary Priest

Death Company, +5
Death Company, +5
Death Company, +4

Tac Squad, Las
Tac Squad, Las

IIRC comes to 1K points. Not the most powerful, sure, but it can do what's needed.



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post #5 of 6 (permalink) Old 01-12-15, 02:23 AM
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In my recent games I have run a Priest and a Chaplain in my 5 man DC (JPs, BP/CCWs and one PF) and have definitely found that re-rolling my to-hit first round charging was more useful than maintaining 3's to-hit.

Hand Flamers I have found work best in pairs on Assault sergeants, where you can get a lot of dice rolling on a poorly positioned squad thanks to Gunslinger. Against T4 they're decidedly meh even when rolling with two templates unless the dice gods are pleased with you.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #6 of 6 (permalink) Old 01-12-15, 03:58 AM
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Quote:
Originally Posted by ntaw View Post
In my recent games I have run a Priest and a Chaplain in my 5 man DC (JPs, BP/CCWs and one PF) and have definitely found that re-rolling my to-hit first round charging was more useful than maintaining 3's to-hit.

This is the way to run death company in my opinion, with or without the priest. 5 men units with a single power fist keeps them cheap while still being potent on the charge.
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