Death Company Transport Options

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Death Company Transport Options

Post  Guardian Angel on Thu Apr 15, 2010 1:16 pm

Hey All,

I am looking for opinions on Death Company Transport options. I am looking for increasing their mobility so that they do not have to run across the field. I would like opinions on what people think is "the best" option....but coolness factors should also apply.....not just raw mathhammer efficiency.

The options I see are:

1. --> Jump Packs (I know....not really a transport....but provides the same idea....increased mobility)
2. --> Rhino with a 10 man company (perhaps a Chappy)
3. --> Razorback with a 5 man company plus Chappy
4. --> Landraider Crusader with 15 Man Company plus Chappy
5. --> Drop Pod with 10 guys plus chappy (I think it can xport 12 guys right??)

The pro/cons as I see them:

1. --> Pro - High mobility all the time, Deep Strike with DoA rule
Con - Expensive, Jumping into Terrain, no protection while getting to target
2. --> Pro - Low Cost Transport, Rhino can tank shock and block LoS after dumping DC out.
Con - Foot Slogging after exit
3. --> Same as 2, except, Pro - TL Hvy Bolter, Con - Less transport capacity
4. --> Pro - Landraider AV, Weapons, PoMS; assault after moving; can Deep Strike
Con - Expensive "Death Star" Unit (650+ points depending on upgrades taken, likely closer to 750 after upgrades), foot-slogging after exiting raider
5. --> Pro - Cheap DS transport, can arrive on the first turn, zero chance of mishap due to interial guidance, cannot be blown up before it gets where you want it.
Con - Footslogging after exit, Drop pod cannot move to Tank shock units or to block LoS.

I left the Stormraven off the list due to the fact that my coverting skills suck......perhaps if a Kit pops out for one I would look into it.

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Re: Death Company Transport Options

Post  smackman on Thu Apr 15, 2010 1:28 pm

My vote is rhino, it's cheap, its reliable, it pops smoke and it has no disadvantages. Used properly foot slogging post disembarkation is not a big deal, or a deal at all really, a game is only 5-7 turns remember, and death company aren't gods, they're gonna get bogged down in combat and be lucky to move much at all after bailing out of their ride.

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Re: Death Company Transport Options

Post  Paz on Thu Apr 15, 2010 2:20 pm

10 plus chappy in drop pod, all bolters= Awesome! You drop in, unload bolters at the nearest infantry unit, have a decent chance of survival. Next turn, move towards target, unleash rapid fire bolters with relentless, then charge with chappy, each guy gets 3 attacks on charge with reroll to hit and wound. Super versatile killy unit! Also, since you take 10, take 2 DC dreads in pods, drop those first turn against mech to pop those units out of vehicles, and drop the DC when you need it, wherever infantry and thickest.

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Re: Death Company Transport Options

Post  Guardian Angel on Thu Apr 15, 2010 3:30 pm

Ya.....I would be really tempted to toss a single fisty dude in with the all Bolter group.....just for tearing down those monsters.....and squashing EVERYTHING else.

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Re: Death Company Transport Options

Post  Paz on Thu Apr 15, 2010 3:57 pm

maybe 2? Remember, fists work great in this bolter group, as you can have a fist and a bolter (since you won't need a pistol).

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Re: Death Company Transport Options

Post  Guest on Thu Apr 15, 2010 4:12 pm

in my experience lots of bolter fire kills ANYTHING with no AV value.

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Re: Death Company Transport Options

Post  Guardian Angel on Fri Apr 16, 2010 8:53 am

Paz wrote:maybe 2? Remember, fists work great in this bolter group, as you can have a fist and a bolter (since you won't need a pistol).

Ya.....that is how I run my Tact Sergants......Bolter and Fist.....best of both worlds..... Very Happy

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Re: Death Company Transport Options

Post  Veyure on Fri Apr 16, 2010 9:30 am

I think it will depend on what the style of your army is. all are viable. if you plan to have a bunch of jump assault marines then the small jump DC are ok as there will be more than just them flying toward the enemy.

I also think you should not consider the points cost of a 'total' unit when using a LR. The land raider, even though it may be a dedicated transport, is a tank in it's own right and after dropping off its load then it works on its own. So really you are getting 2 separate unit choices which work together for a combination. plus the LR can deep strike which makes it super cool.

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