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Alright, I'm just looking for new ideas to use, new lists to build. I've never actually used DCA's before, and was wondering what other's think of them? *THIS IS NOT A THREAD ABOUT OFFICIO ASSASSINORUM OPERATIVES* Just Death Cult, please!
What kind of things are DCA's good for? Bad for? How would they fit a mostly-GK, mostly-deepstriking army?
The death-cultist are good units to hide around the battlefield to stop the other player from moving around as he wants.
It's quite funny to have an assassin hide behind a corner, charging into a weak to mid-heavy unit. If you move the assassins together they are very dangerous
The trick is to keep them behind cover so they don't get shot at, and beyond the opponents combined move and charge range. people will think twice before he moves his heavy weapon squad around the corner, stoping him from shooting your other units.
They can't deepstrike or use vehicles (shamer) so you can't assault a necron warrior unit from behind as you might with your terminators, but if you get in to CC then limbs will fly.
they're cheaper than terminators, have twice their wounds, higher initiative and don't need to be placed together, meaning they can easily split upp and hunt different units at a later stage of the game.
If you are the one charging, this is a real deadly unit. as soon as a more powerfull unit start bashing at them, well, they are no more... invul save or not, at 5+ it woun't last long.
Thought I should throw in my 2 cents, but that's more lite 20 bucks... ohh well that's the way I am...
startin playin DCA's eh? megalo well anyway:
DCA's are usefull against close combat armies as 3 power attacks(4 when charging ) are very usefull I've only ever used them agaisnt orcs.... but they shined through
against shooty(TAU ) armies they are pretty much cannon fodder getting shot up wayyyy before they get up close to the enemy they help against necrons phase em out way quick but against shooty armies they just cant keep up
in your grey knight army if your using an eversor and/or termies then you wont need the DCA's 3 power attacks as the B.C. and justicars and termies all pump out power attacks you wont need the extra one's the place where i've seen these most used is in radical armies with deamonhosts they work mostly because the enemy are normally focusing on the deamonhosts and the DCA's just sneak around silently killing and it works
plus they are way slow not being able to ride in vehicles really effects their movement putting them in a teleporting army just wont work mostly beacause by the time they get to a place where fighting is getting fierce either you have long won and charged off or you have already lost and the DCA's just get eaten
NOW for my final verdict..............they are usefull in slower not teleporting armies especially against CC armies but when you go against shooty armies they just dont cut it as they waste alotta points where you could field a couple of extra grey knights or upgrade some knights to have psycannons or incinerators
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and flee in disarray,
Cowards will cry 'tis best to fly
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I've used DCA a couple of times, once as a back-up with my eversor, and once fielded against Tau.
Don't field them against anything shooty - they just don't last long enough and there are plenty of guns that can take them out with one failed save....although the infiltration skill is quite useful for tying up units from the offset in scenarios that allow it.
As a back-up to the Eversor, they pretty much killed 1000 points of space-wolves on their own, although as already noted, the 5+ Inv. Save isn't amazingly useful. I think keeping them as a counter-charge unit as described is possibly the best tactic, and if playing DH with Allies they add a great deal of CC punch, and against Space Marines they usually get their points back before dying horribly.
Another question where i am going to have to default to the "depends on the situation" answer...great for some things, total suckage at others.
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Our chief weapon is surprise...surprise and fear...fear and surprise....
Our two weapons are fear and surprise... and ruthless efficiency....
Our three weapons are fear, surprise, and ruthless efficiency...
and an almost fanatical devotion to the Emperor....
Our four... no...
Amongst our weapons... Amongst our weaponry...
are such elements as fear, surprise...
I'll come in again.
I totally agree with fenix that they work wonders in a radical army since you don't have the standard units in CC. Stormtroopers ar best left at range imho, and combined with one of the more excpensive assassins i bet they'll kill more stuff then the terminators.
And fluff-wise, I'd say daemonhost, 'imperial' assassins and deat-cult assassins make a great team.
But then again, you don't play radicals...
So in a GK army, not too useful. Alright. Cool.
I'm basically thinking of using one or two of them in small patrol games where GK are just too expensive to field properly. DCA, Inq, and IST's.
I had incredible success with them in a GK army lead by an inquisitor lord. Used all 3 elite choices and fielded 9 of them... Had them fight basically as one unit... to say the least charged a unit of Nobz... 36 power attacks...
get the picture
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first post, but i guess youd say "first time caller long time listener." ive been here regularly for about6+ mos. anyhow, better late than never. i say dcas rule :ph34r: ! they kill in cc and *contrary to popularbelief* are great against shooty armies. i run them with my gk force all the time, often as many as 6 at a time. the thing to remember: they are independent meaning ONLY ONE MAY BE TARGETED BY A SQUAD AT A TIME. plus they infiltrate. they are easy marks but if you inf then rush 6 with the gks dsing or whatever there are to many targets to hit. sure some firewarriors will kill one a turn, but it wont take 6 turns for these lil mammas to hit the main troop block. if it happens it means thevebeen shooting them up while the rest of the force is fine. they are cheep units sneakey, forgettable and easy to hide in ranks of ist's and the turn anything in to sushi. with their i they will liquify units of termis before they can hit back. gotta love em. i always wanted to field a force with 9 of these ladies: 9 units/ targets for the price of one termi squad + 36 pw attacks on the charge. take that...anything.
I preatty much agree with what has been said previously but would like to add something which is positioning.
The best way to use DCA as mentioned is counter assault but you should really pay attention on movement and assault phase as to their positioning.
I usually play with sisters and DCA are one of the option i have to counter attac and usually i try to place them in a way so that they (and the Eversor for that matter) will be in base to base contact with either power weapon or power fist armed models. Because of their higher Initiative they work great at this.
Also although their save isn't THAT great they can always be sacrificed to hold something big and nasty, once one DCA held up an Avatar for 2 turns and even managed to inflict a wound before dying....
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