Showing posts with label Death Company. Show all posts
Showing posts with label Death Company. Show all posts

Monday, August 27, 2012

Death Company WIP: Bolters Incoming

I do have a certain love for the Death Company. As the 6th edition Rage rules are golden, I have felt free to indulge myself a bit.

These five Death Company Marines with Holy Bolters are my most recent project. I am working on their bases now. They are magnetized to take either the jump pack or the backpack. I look forward to adding their Relentless, Rapid Fire skills to my DC.

Do you have any experience with Boltgun toting Death Company?

Saturday, July 14, 2012

6th Edition: Death Company and Psykers

 As Rage has changed for the better, no more compulsory movement and 2 attacks added on the charge, the Death Company are back strong. However, there are a couple other changes which also affect the men in black.

Rapid Fire weapon ranges are not hindered by moving anymore. Nevertheless, the charging restriction still applies. This leads us to Relentless. The Relentless rule overcomes this restriction.

Death Company can be armed with Bolters and fire the weapons off to their hearts content at maximum range taking full advantage of the new shooting rules for Rapid Fire. After they finish all that shooting, they can charge. When you combine their base attacks with the buffed Rage attacks, they hit like a ton of bricks without having to sacrifice range on the shooting end in order to take two close combat weapons.

6th edition has given us options. Both ways of running the DC seem good right now. In the future, one of them will probably surface as optimal. However, the DC load-out must be considered in light of the rest of the army, and the role which they will be playing in the greater scheme of the army as whole.

Are you playing a defensive shooting type list? Blood Angels can do this type of list. In that type of list, DC can stand in your lines near a priority unit or objective you are holding. They can fire off those bolters and either charge the enemy before they reach the objective, or counter-charge.

Are you playing with a heavy assault element or looking for a deathstar unit. The DC are the original deathstar unit, before we were in the habit of calling them deathstars. They are the poster boys for such play style. Kit them out with 2 close combat weapons, a transport or jump packs, and watch your opponent cringe when the black power armor hits the table.

I am also pretty excited about the expansion of psychic powers. The Blood Angels codex has access to some pretty awesome librarians from different FOC slots. Combining Furioso Librarians with HQ types (or even Mephiston), we could field 5 psykers in our primary detachment alone. When you think about a second primary detachment and allies. I really need to spend some time thinking and experimenting on the table. I really feel like the psychic portion of the game could be a place where Blood Angels rise to the top of the pile.

Monday, July 9, 2012

Death Company: Vanguard Veteran Converts

 They're Back!! Like many of you, I am excited about the prospect of playing with our beloved Death Company again. They really are one of the great units of 40k. They have been loved by all since their inception. They have great fluff, and they hit like a ton of bricks.

With the removal of the movement penalty for Rage and the attack buff added to rage, the death company has shifted from a 'never take' unit to a 'must include' unit. It couldn't have happened to a nicer bunch of space marines either.

Since the days of the White Dwarf codex, I have been slowly converting all my old DC (the metal ones) into other things. I was oblivious to the possibility that something might change to make them useful again. Then 6th edition drops.

So, I have some Vanguard Vets on the work desk which I had never painted (they had 2 power swords and 3 thunder hammer/storm shields). I grabbed an arm from a AoBR Terminator out of the bits box. Sliced it up and put the power fist on this death company marine. Of course, I magnetized them for jump packs or backpacks.

I also ordered a box of the GW plastic Death Company. I have been wanting to do that for a while now.






Sunday, October 18, 2009

Death Company

We all love the Death Company. What could be better than some raging space marines who have been overcome with blood-lust and have no care in life besides coming to grips with their enemy.

I absolutely love the Death Company. I find them to be powerful and effective.

I have been playing with the number of Death Company which I get for free. I have not been spending extra points for more Death Company. In my current tourney list, that means 4 members in my DC.

When I first started playing BA, I bought and painted 10 DC. I payed the extra points in order to always have 10 DC.

As time passed, I went down to 7 DC. Even more time passed, and I stopped paying for extra DC. I just ran with the free DC.

Here are the facts: They cost 30 points, if you buy any extras. They have a Veteran stat line, rending, fearless, furious charge, and feel no pain. They require leadership from Corbulo or a Chaplain.

Are they worth it? Do you pay the points for extras? Do you only use the free DC? (Incidently, I know that they are not really free, as we pay for them in the cost of other units.) What do you all think on the issue?