Oh, sure, if we're going to be taking tons and tons of stuff in a high-point game, then I can see the Demi-Battle Company's utility for sure. But a full Battle Company (i.e. two Demi Companies) plus something like a 1st Company Task force is going to be a hugely expensive army, clocking in at 1850 minimum, I would imagine (actually not even sure it's possible at that level).
It's worth noting that Razorbacks, while great fun in a Battle Company (when they're free) are not quite as awesome when you have to pay full price for them. That becomes a very, very expensive Heavy Bolter, twin-linked or not.
I definitely agree that Devastators are great (*especially* Imperial Fists ones, which are my favorites) and that Assault Marines are mediocre.
Ran a lone Demi-Company against Orks a few months back ( a bit after I started this thread--check out the
bat rep here). Here's what I took and why:
Imperial Fists Battle Demi-CompanyBattle Demi-Company, Imperial Fists Chapter TacticsCaptain Troilus w/ Relic Blade, Artificer Armor, Bolter, Auspex, Meltabombs
Tactical Squad Macedon (9 marines w/ 1x Flamer, Sarge w/Combiflamer, Meltabombs)
--in Drop Pod (Deathwind Launcher)
The Captain and the Drop-Tacticals are an awkward beast to remove--a lot of wounds, the Warlord, a little bit of CC punch, the Deathwind Launcher, etc. They are a *magnificent* diversionary unit. Drop them somewhere awkward and your opponent kind of *has* to pay attention to them or start losing things. Now, given the FAQed grenade rules, I'd drop the Meltabombs on the Captain and, against all comers, maybe upgrade the Flamer in the unit to a meltagun, but basically this works as-is.Tactical Squad Attica (6 Marines w/ 1x Heavy Bolter)
Tactical Squad Delphos (6 Marines w/ 1x Heavy Bolter)
Basic fire support/assault speed bumps. Imperial Fists' Bolter Drill does wonders for these guys. In a higher point game, I'd probably upgrade the HBolters to Grav Cannons and stick them in Rhinos, but that's an extra 120 points that I'd rather save to buy a new unit here.Devastator Squad Scylla (8 Marines, 4x Lascannons)
I give the Devs the extra bodies, because everyone in their right mind is going to try and blow them up and they need the ablative wounds. Again, these build works to the Imp. Fists' doctrinal advantages, as they can really put down anything with AV, especially at this point levelThe Centurions of Rhodes (3 Assault Centurions w/Hurricane Bolters, 1 x Meltagun, 2 x Flamers)
I know, I know--Assault Centurions on foot? Hear me out, though: these guys walk up the field and train their sights on some mid-field objective they expect to be hotly contested. They've got a bubble o' death around them that measures about 12"-18", into which very few enemies are going to want to wander, lest they get blown apart or, worse, assaulted. Granted, lots of plasma on the other side will wipe them out, but that's what cover is for, and they've got Move Through Cover, so it should be okay. Plus more people shooting at these guys (a long term threat) are fewer people shooting at my Tacs and Devs (short term threat). So long as they don't run into a Striking Scorpion Exarch or a Daemon Prince or something, they will do pretty well, I think. They are certainly more useful than a min-sized Assault Marine unit.Brother Hektor (Dreadnought w/Multimelta, Hvy Flamer)
Dreadnoughts are really good in this edition, and this guy makes an excellent counter-charge unit. He needs a longer range gun, though. Ideally a TL Lascannon, methinks, or maybe a Plasma Cannon (though I have terrible luck with those). Anyway, been taking this guy for long ages (since the dawn of 5th Edition) and he usually pulls his cheap weight.Now, this list has its disadvantages--it's a trifle slow, for one thing--but it kicks out a lot of firepower for the cost, has a good number of bodies on the ground, and has answers in the Assault Phase if somebody wants to get too cozy. Keep in mind that this is for a 1000 point game, so the range of possible challenges is rather smaller than if this were to be taken as part of a larger force (in which case some of this would change as need dictates). I kinda like this build, but a Combined Arms force allows me to more easily take things like Vindicators and Thunderfire Cannons and other tools I find very useful (such as empty drop pods to transport Assault Centurions!). Is Universal ObSec and the Tactical Doctrine worth those limitations? Not sure.