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Death Company Tycho. Best HQ.

3.4K views 18 replies 9 participants last post by  Orblivion  
#1 · (Edited)
Seriously. Just stop what you're doing. Respray that black reach captain black and listen up.

Death company Tycho is insanely good.

First up, 6 attacks on the charge at strength 5 and initiative 5 weapon skill 7 that ignore all Armour saves. MY GOD AT HIS POINTS COST THAT IS INSANE!

Second, he has a 2+/4++/5+++, feel no pain, fleet, fearless and god help you vs orks, he rages right through Ghazghkull like he was his bitch.

Downside? Ugly model.

Please my blood angel brothers take this mighty captain, put him with anything in his non death captain form aka death company and stick him in a storm raven and watch the enemy weep.

Probably not the first or even the 10th to say this, but he is amazing and deserves a 2nd look by everybody.

Also as a side note lemartes, once he takes a wounds, hits at regular initiative value with his power maul. On the charge that's 8 attacks at s8, only ap4 but its pretty potent and excels at dealing with c'tan shards.
 
#5 ·
Don't get too excited about the "ignores all armor saves" bit, at least not yet. The rulebook's general guideline is that such descriptions should now be read as being AP3. Perhaps a FAQ will make an exception of Tycho--this is still a gray area--but the guideline says he isn't a Termie-killer.

For my money, I'd rather use Seth for a ground-bound, CC beatstick.

DC Tycho can still ride in a transport even though he's not an IC. There's no reason he can't be squished into a Redeemer or something alongside the normal passengers and charge the same target they do. In fact, that's better for him because the enemy can only overwatch one of the two charging units.
 
#6 ·
Don't get too excited about the "ignores all armor saves" bit, at least not yet. The rulebook's general guideline is that such descriptions should now be read as being AP3. Perhaps a FAQ will make an exception of Tycho--this is still a gray area--but the guideline says he isn't a Termie-killer.
I don't see the gray area here.

First: The blood angels codex doesn't say that The Dead Man's Hand is a power weapon nor a force weapon. So that rule for unusual power/force weapon does not apply.
Second: Even IF it would be a power or force weapon, you still count the additional rules ... and they say you ignore all armour saves.

This means, he IS an armour-killer. I think this is both RAW and RAI.

For it's points, Tycho is a beast.
 
#7 · (Edited)
The Grey Area being that every CC weapon now has a type and an associated AP. If it doesn't fall into types listed, it becomes an Unusual Power Weapon, which is AP 3.

People need to stop throwing "Ignores all armor saves" as some magic bullet that will kill anything. With the advent of 6th, the above quoted term is irrelevant and meaningless, a term from previous editions which no longer has any meaning.

This is NOT ignoring the codex, rather bringing the codex in line with the 6th edition BRB, not bringing the BRB in line with the codex.

All this of course until GW faq's it anyways.
 
#8 ·
If you read the war-scythe entry in the necron codex, it clearly states that "no armor saves can be taken against wounds caused by war scythes". Same thing here, along with relic blades, codex will trump Rule book. Relic blade is a power sword, yet according to rules hits at s6, but is ap3. Dead man's hand is an unusual power weapon that hits at normal s and states that it "ignores all armour saves". There is no grey area here fellas. Intrepid, How does it work having 2 squads in a redeemer?
 
#10 · (Edited)
juggulator said:
If you read the war-scythe entry in the necron codex, it clearly states that "no armor saves can be taken against wounds caused by war scythes". Same thing here, along with relic blades, codex will trump Rule book. Relic blade is a power sword, yet according to rules hits at s6, but is ap3. Dead man's hand is an unusual power weapon that hits at normal s and states that it "ignores all armour saves". There is no grey area here fellas. Intrepid, How does it work having 2 squads in a redeemer?
Read the Necron Faq on Warscythes,
they are +2 Str Ap 1 Melee, Armourbane, Unwieldy. Ignores Armor Saves was removed, which again underscores my point about "Ignores Armor Saves". It ignores armor not because it being a property of the wrapon but because it's Ap 1. If you read several other of the Faqs, many pieces of wargear have been changed to bring them into line with the BRB, such as Tau's Disruption Pods and Orks KFF. Codex usually trumps BRB but not when there's an edition change, it gets a little more complicated than codex > BRB.

Now if it's indeed a piece of wargear that allows him to ignore armor saves, that's a whole different ball game which can argued every which way until an Faq comes out. The reason being there is no way to classify the Ap on a piece of wargear that's not weapon. In fact, if it is a piece of wargear, I would agree with the No armor saves allowed.
 
#11 ·
Alright, so it's up for debate, but at my store, at least, it's played as armorbane ap1 with 2d6 pen. My real question at this point is which is better overall, given best case scenarios; tycho as a death company or regular captain? Is he good enough solo, in say a storm raven, to offset no independent character? or should be played normal in an honor guard squad or something? Thoughts?
 
#12 ·
Intrepid, How does it work having 2 squads in a redeemer?
If I've read the rules correctly, there is no longer a restriction on having multiple squads in a single transport. The only restriction is occupied space. Redeemer has 12 spaces so you can fit a full Assault Squad, a Priest and DC Tycho all together.
 
#14 ·
I'm still not following on the 2 squads in 1 transport. The only exception to this is combat squads, which can both be put in the same transport now (as per the FAQ, IIRC).

You couldn't put two seperate dev squads in one drop pod, though, because units can only embark in their own dedicated transport before the game. To make it legal, you would have to embark the second dev squad into the drop pod after the game started (which you can't do because of drop pod rules).
 
#16 ·
No, the rules for transports clearly states that only a single unit plus any attached IC's, as long as the max capacity is not exceeded, are allowed in a transport. This applies if it is dedicated or not. HOWEVER the space marine codex under the combat squad rules say two combat squads that were the same squad, can embark on the same transport at the same time. Therefore, Death Company Tycho can not join another unit on a transport but man-oh-man I wish he could!!
 
#18 · (Edited)
he rages right through Ghazghkull like he was his bitch.
Right. Lets speculate more accurately what would happen.

Tycho charges with 6 attacks and gets 5 (taking into account a lucky PE re-roll) hits. His odds of wounding are 50:50, but with a re-roll of a 1. Lets say he wounds 3 times. Ghazghkull will save one of those wounds with his 5+ invuln. He then strikes back with 5 S10 Power Klaw attacks, 3 of which hit (50:50 odds of hitting - 2.5 hits rounded up). Tycho will probably have to make 3 4++ saves. The odds of passing all three are pretty minute.

Tycho is going to look a lot uglier than he did beforehand, and even if he survives that round by the Emperors blessing he will likely fail to score the needed 2 wounds to kill Ghazghkull in the following round with his 4 attacks.

This is assuming Ghazghkull hasn't issued a Prophet of the Waaagh, and grabbed a 2+ invulnerable save. If he had done so Tycho wouldn't have even stood a fighting chance.

have you guessed im a huge fan of Ghazghkull yet