
In case you missed it, regular Space Marines got an extra wound from their old profile. On top of some extra girth, they’re also getting a nice wargear overhaul, putting Death Company under the spotlight for Blood Angels. Let’s talk about how potent these guys could be going forward.
Firstborn Blood Angels Death Company Put Primaris to Shame

Also, now that Firstborn Marines have gone up to the same amount of wounds, they may just be better.


Just How Killy Are They?

That gives this a potential base damage of:
- x40 -1AP attacks wounding T3 targets on 3’s. (-2 if “assault doctrine”)
- x10 Thunder Hammer attacks with a potential of 30 damage. (blap!)
Those stats look great but one of the biggest problems Death Company units had was diminishing returns. They have the capability to kill just about anything. But they’re pretty fragile. Most of the time, a DECO squad would slam into a screen unit and decimate it only to be wiped on the opponent’s shooting phase.
Due to the fact that they’re currently not fearless (because apparently, frothing-out-of-the-mouth Marines that think they’re Sanguinius can still fall to fear), they’re an all-around pretty fragile unit. However, with the rework in Morale and the fact that they are going up to two wounds a pop, it’s quite possible to get a couple of turns of use out of them, especially with any changes after the Blood Angels update comes around.
Just a reminder, two wounds are huge, essentially doubling the effort the enemy has to put in to kill them. Then there is even a stratagem called Refusal to Die that can give either version of Death Company 5+ feel no pain save as well.
Let’s Talk Primaris


If you want multiple special melee weapons you’ll have to split up squads, meaning CPs and Stratagems will be slightly less effective overall.
Given the fact that they can’t be given jump packs if you want to go melee, you may want to float them up in Impulsors so they can go in and clean out areas where your opponent may have started the game with Infiltrators, Incursors, and War suits.
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Exclusive Stratagems Primaris vs First Born

First Born only really get Hammer of Wrath (1CP) and Forlorn Fury over primaris, because you have to have a jump pack to use it. After you charge, roll a D6 for each model in the unit within engagement range, each roll equal to or higher than the enemy’s toughness results in a mortal wound.
Primaris get Transhuman Physiology (1CP for 5 model unit/2CP for larger) which can be used when the unit is attacked. If the opponent rolls a 1-3 on a wound roll against a unit who used this stratagem, it auto fails. Gene-Wrought Might(1CP) make 6s to hit auto wound.

+1 Attack, less special weapons, and no jump pack option while being more expensive but having a few extra different primaris-based stratagems doesn’t seem worth it. Especially if you expect them to function as they did in 8th. If you want a similar experience to 8th, you may just want to go the good old firstborn route.

So what’s your opinion on the Death Company? Did we forget or mix up any rules? Let us know in the comments below!
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