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Just recently I bought 2 Death Cult assasins off of ebay. And while looking at their stats well, they just don't seem that good compared to the Callidus and other Assasins. Any help with them would be apprecoated. Also I will have 3 Assasins 1 Callidus, 1 Eversor, 2 Deathcult. Which one would you drop for a squad of GK termies I am bringing them along as allies.
The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.
Are you those people?
Death Cult Assassins aren't as good as the other Assassins because you get, basically, two for the price of one.
After that, you can only have one of those "big" Assassins - you can't have a Callidus AND an Eversor, etc. as far as I'm aware, they're 0-1. Death Cult Assassins are a different choice.
a popular tactic is to field 6+ DCA's, just run a search and you can find the tactics
2000pts Orks 4-2-1
Death cult assasins arn't great due to their slow movement and lack of staying power. There are still uses for them though. The idea is that a single Death cult would not stand up to a large squad of basic infantry even if she charged, so it's an idea to avoid doing so. Aim for smaller units, battle suits and heavy weapon squads for example. She may have trouble catching the faster units but if she does she can potentially thwart shooting for a turn, even kill the squad if she's lucky.
Disrupting opposing infiltration is another use you can employ on these girls. being cheap their deaths wouldn't be a huge lose to the overall army. The way this works is basically deploying them using infiltration rules where you don't want your opposisiton to deploy. For example, you have a rather frail tank deployed behind some woods but your opponent has some stealth suits armed with fusion blasters (meltaguns) that can infiltrate. If you're lucky enough to deploy your infiltrators first you could deploy your death cult assasins in the woods, nullifying an 18" radius (presuming she has line of sight) where no infiltration can deploy. Against armies that do nothing but infiltrate (Chaos Marines Alpha Legion or Imperial gaurd dotrines) you can potentially box their entire army into a small area.
You can also use them as support, sisters arn't great in combat so a death cult or two charging into combat with sisters can turn the tide. Because there would be more than one unit in combat there's less chance of you falling back and getting cut down as all units would need to fail their leadership tests if they lost combat.
Lastly from me, you can use them also as a wall in a sense. The rules state that they are independant, not independant characters, so in a way they count as a unit not disimilar from regular squads of infantry. Saying such you can advance you army with a death cult assasin in front of them forcing your opponent to take leadership tests in order to shoot the unit behind. not much but can be of great use.
5+ saves, can be targetting like any other unit, and unless you get to use them against enemy infiltrators as Heiromoyo demonstrated, (big props to you, btw,) this is going to be 120-240 points you don't get back. Plus, although using them as tiny shields is clever, (quite,) it's a hefty one-time shield and, althought it doesn't matter, rather "un-fluffy".
EDIT: Ignore what I said about claiming objectives. I forgot to read the very specific rules listed under the "Independent" rule for assassins.... *shoots self in foot*
Last edited by Babel_Matrix; October 5th, 2006 at 00:33.
Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel
I've decided to use my Repentia as a proxy for the other DCAs. Those babes need a reason to come off the shelf.
Drawing fire is a great use for DCAs. But I kinda tink they need an Eversor in the vicinity. His 12" charge allows him to close on the enemy one turn earlier than they do. This way, the attack has a chance to amount to something more than to draw fire.
I imagine that can really disrupt the whole enemy plan from the start.
If you follow up with Seraphim, you can potentially control the whole game.
I'm going to try it soon.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! -stjohn70
I played Guard in a COD scenario last night. I Had 6 DCA and an eversor assassin.
They all died...
BUT! They tied up 2 guard squads (one with HB one with LC), 2 infiltrating ST squads (both with 2 plasmaguns) and on a lucky charge a DCA managed 3 wounds on a squad of Ogryns, which then proceeded to make none, then failed their Ld test, fled and were decimated!!! Overall, the whole disruption factor helped me get most of my SOB squads inside the central building (which was the key to winning the High Ground Scenario) without being shot too much.
I dunno about about other armies, but against Guard, they a re now definitely in my "to take" list. Altough on the next game I'll probably switch the assassin to a Callidus (to srew up those nasty basilisks!).