I want a good clean fight… Aww who am I kidding? Let’s get it on!
Mr. Black here, dear readers, and I already know what you’re thinking: “What is this crap? Those units serve different roles altogether!”/ “Obviously the Death Company are better” / “Wow Mr. Black is dreamy!”, but let’s actually take a look at the breakdown for these two units and see if the odds are exactly as stacked as would initially be believed!
“Treat them with honour, my Brothers. Not because they will bring us victory this day, but because their fate will one day be ours.“
The Death Company are the raging, “I AM SANGUINIUS!” berserkers of the Blood Angels, boasting Feel No Pain, Furious Charge, and WS: 5 right out of the gate they bring a tough-as-nails and hit-like-a-truck one-two combo to the fight. What’s the catch? Well despite being a Troop Choice their Black Rage special rule keeps them from scoring, as well as forcing the Rage special rule upon them, meaning that should they move then it must be towards the closest enemy, which consequently leads to a lot of baiting techniques if against a seasoned opponent. Last on the list they also have Relentless, which means they can fire while moving… nice addition but in most scenarios it just won’t come into play, as the usual armament is Pistol + Close Combat Weapon.
Indirectly, the Death Company also benefit from a Chaplain more-so than any other Marine, taking even more advantage of his Litanies of Hate ability to re-roll not only misses To Hit but To Wound as well, truly making them a horrifying force on the charge!
+ Feel No Pain and Furious Charge built in
+ Bitchen’ Black Armour with Skulls and Red X’s
-Needs a Chaplain for Full Effect
Last category and we’re moving into it with a tie, both the Vanguard and the Death Company holding their own… So combat a side, how survivable are the units in question? Both start with Feel No Pain, but the Vanguard have the ability to lose it- not looking good. To counter this, however, you have two Storm Shields in the unit, thus allowing them to survive those nasty Plasmagun/low AP hits should cover not be available, something the Death Company don’t have. Other than this the Death Company will be subject to Rage, forcing them to move towards unfavorable targets, not a huge blow to their survivability, as they can kill most anything they come across, but still a factor that must be considered.
So what weighs heavier on the scale? The constant Feel No Pain or the ability to take 3++ saves? Does the invulnerable help much in the cover-rich environment of 5th Edition? It does in combat, but we’re specifically looking outside that here… So, who wins the category?
Hmm… Good question, let’s discuss it.
~Yep! Sorry kiddies, but we’re leaving this open ended this week and opening up the comments section for personal opinions. I’ve given my own and tried to weigh the pros and cons of each unit against each other, and as you can see the fight is pretty close. Sure, the Death Company will win in raw damage output, but once everything else is factored in who really comes out on top? Let’s hear your opinions on the subject!