Sunday, March 27, 2011

Blood Angel Death Company Tactics

There are three reasons to take Death Company

1.They are a choice based on fluff/looks
2.They are needed to take Death Company Dreadnoughts
3.A player wants an unstoppable close combat squad

If the only reason to use Death Company is because of the Dreadnoughts the you must look at how your Dreadnought is entering play. The Death Company should match the method as your Dreadnought, I.E. If you are podding in he Dreadnought pod your Death Company, if you are using a Storm Raven load them both in it. Rhinos should rarely be used for Death Company due to not being assault vehicles and once the Rhino dies (and it will)you have 5 marines hoofing it all the way across the board.

The way I prefer to run them is Jump Packs, Lemartes and armed to the teeth with power weapons. The jump Packs are important because of DoA and the 12" move. When you are forced to move towards the enemy you might as well get there sooner. This also prevents being led around by a Rhino for the entire game, because in 1 turn you catch it and destroy it.

When running a Death Company to be an effective assault unit you need rerolls and the charge. Luckily we have 3 ways to get rerolls
1.Generic Chaplain/Recluisiarch
2.Astorath
3.Lemartes
The generic Chaplain is the defacto choice when running nonjump pack Death Company, Why pay for a Jump Pack and not use it? When Running Jump Packs I use Lemartes. Why? He is only 25pts more tha a Jump Pack Chaplain, can turn in to a 1 man wrecking crew, comes with FNP and FC base so no Priest necessary, and finally He is a Squad Upgrade Character, so he is hidden so he cannot be singled out, and he is not a seperate KP.

One last thing I am currently experimenting with is attaching Dante to my Death Company Hit and Run combined with 6 power weapons with FC and rerolling hits and wounds is too good to pass up, plus it prevents tarpitting.

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2 comments:

  1. Can the Death Company Hit and Run. If they were to do so wouldn't they have to move 3D6" towards the nearest enemy, which would be the one they were in assault in the first place?

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  2. Yes the can there is absolutely nothing that prevents them from doing so and the Hit and Run is not a consolidation move, and thus are not required to move towards the nearest enemy

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