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2016/12/08 08:30:44
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
Chaos Sorcerer
-Combi-Melta, Force Axe, Mark of Nurgle, Votlw
Chaos Terminators
3x Combi-Melta, 3x Power Axe, Mark of Nurgle, Votlw
Chaos Terminators
3x Combi-Melta, 3x Power Axe, Mark of Nurgle, Votlw
Chaos Terminators
3x Combi-Melta, 3x Power Axe, Mark of Nurgle, Votlw
Summary
Armywide relentless, fearless, feel no pain, reroll feel no pain rolls of 1 and stealth (if shot at from further than 18 inches)
So the Sorcerer and his Terminators stay in Deep Strike Reserve. Without scatter mitigation I will have to rely on some luck or deepstrike very safely. I get to unload my Combi-Meltas before any Terminators are killed by interceptor thanks to the special rules of the formation and then get to use my bolters in the shooting phase. I would have chosen burning brand, but I couldn't quite find the points.
All the plague marine Rhinos move forwards and pop smoke. They now all have a 4+ cover save if they're being shot at from further than 18 inches. The Plague marines can unload their plasma before assaulting thanks to relentless. Anyone who gets into combat with them will have -1 WS, I and T. If they terminators manage to join in with any combats, alongside the plague marines, those Axes will be very painful, effectively +2 strength.
Obviously Plague marines are now costly compared to Death Guard Marines but I prefer it over using the warband for my detachment core.
New list 14/12/2016
Death Guard Vectorium
Chaos Warband
Chaos Lord
-Jump pack, blight grenades, the pandemic staff, sigil of corruption
Chaos Space Marines
-Melta gun, rhino
Chaos Space Marines
-Melta gun, rhino
Chosen
-Melta gun, 4x flamer, rhino
Chosen
-Melta gun, 4x flamer, rhino
Havocs
-Melta gun, plasma gun, rhino
Havocs
-Melta gun, plasma gun, rhino
Havocs
-Melta gun, plasma gun, rhino
Raptors
-2x plasma gun
Terminator Annihilation Force
Sorceror
-Terminator armour (free), force axe, burning brand of skalathrax
Chaos Terminators
-3x combi-melta, 3x power axe
Chaos Terminators
-3x combi-melta, 3x power axe
Chaos Terminators
-3x combi-melta, 3x power axe
This message was edited 2 times. Last update was at 2016/12/14 22:03:10
2016/12/10 19:16:09
Subject: [1850] - Death Guard - Sons of Mortration
Anyone able to give me any feed back on this list now the book as been released? Should I give the Plague Marine squads mixed weapons melta and plasma to make them more flexible? Would have points for burning brand on the sorceror so he can double tap after landing with it, or give all champions melta bombs.
2016/12/10 19:22:23
Subject: [1850] - Death Guard - Sons of Mortration
if regular marines take a mark of nurgle at 16ppm, and gain T5, fearless, fnp5+ from the Death Guard , then why pay up to 23ppm to just have poison weapons and a 2nd special gun?
Just use regular marines with MoN to get nearly all the benefits. Just use msu of 5 marines with 1 melta and the champ with a melta bomb. Foot slog the remaining marines behind your rhinos.
In the Grimdark future of DerpHammer40k, there are only dank memes!
2016/12/10 19:24:37
Subject: [1850] - Death Guard - Sons of Mortration
Intercessor wrote: I just think the plague colony is better than warband as a core to get all the detachment benefits on top of the awesome -T in close combat.
Well not really. You can get a MoN raptor in a deathguard chaos warband for 20 points comapared to a plague marine at 24 points. They also get 2 weapons per 5 but lose blight grenades and plague knives but gain deepstrike and a 12" move. Or for 2ppm more you get a bike that is toughness 6, starts the game with a 3+ jink save in case you go second or are seized on (beyond 18" of course) and you can have a pair of specials in a 3 man unit.
My biggest issue with your list is the plague colony has benefits for extremely close range and combat, but on guys that are slow and need non assault transports. Basically only a moron will allow all the benefits to trigger early enough n the game for it to matter. Mean while you give up obsec and pay extra.
Compare a chaos warband to it. everything has obsec, you can still take the three terminator units and the sorcerer or you could take chosen and you get bikes.
5 plague marines with 2 plasma in a rhino with VoTLW is 185 points
6 MoN Bikes with 2 plasma and VoTLW is 186
This message was edited 1 time. Last update was at 2016/12/10 20:17:22
So after lots of tweaking I have decided to drop the plague colony in its current form and replace it with a mixed weapons plague colony. Using the models I have I was able to build a seemingly more competitve build with a warband. Please let me know what you all think? There's alot less plasma, more melta and I have kept the terminator annihilation force.
Death Guard Vectorium
Chaos Warband
Chaos Lord
-Jump pack, blight grenades, the pandemic staff, sigil of corruption
Chaos Space Marines
-Melta gun, rhino
Chaos Space Marines
-Melta gun, rhino
Chosen
-Melta gun, 4x flamer, rhino
Chosen
-Melta gun, 4x flamer, rhino
Havocs
-Melta gun, plasma gun, rhino
Havocs
-Melta gun, plasma gun, rhino
Havocs
-Melta gun, plasma gun, rhino
Raptors
-2x plasma gun
Terminator Annihilation Force
Sorceror
-Terminator armour (free), force axe, burning brand of skalathrax
Chaos Terminators
-3x combi-melta, 3x power axe
Chaos Terminators
-3x combi-melta, 3x power axe
Chaos Terminators
-3x combi-melta, 3x power axe
This message was edited 1 time. Last update was at 2016/12/14 21:31:37
2016/12/15 00:31:12
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
Looks good, although the mixed weapon thing should be fixed. Only because, that time the Melta is even in range to do what its supposed to do, that Plasma gun might not be any use. Its always better to have pairs that all look for the same target. Plasmas for the ap2, and meltas for armor busting.
2016/12/29 12:45:10
Subject: Re:[1850] - Death Guard - Sons of Mortarion - Competitive?
I'm not sure what the point of taking all assault weapons with death guard is. I feel like the whole point is to abuse relentless by double taping plasma guns and abusing las/missle launcher/auto havoks. Min units of melta bikers can provide the heavy tankbusting. Also DP 's are absolutely brutal.
This message was edited 1 time. Last update was at 2016/12/29 12:46:22
2016/12/29 15:57:11
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
These days, I look at a list and think "is there something about this list that will help it deal with scatterbike spam with wraithknights, riptide spam, and/or battle company, and can it deal with demonic 2++ rerollable saves, invisibility, and flying demon princes?"
I think you'd have trouble with all of the above, but you'd fit right in with the middle tier of armies at tournaments, and have a shot to beat almost all of them.
10,000+ points
3000+ points
2016/12/29 20:34:15
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
I admit I have yet to play test my advice. But I don't understand why guys are not packing there havocs with auto cannons and maybe one group of lascannon for heavy armor. You have free relentless take advantage of those heavy weapons. Will give you some reach and auto cannons are boss against 12 or less armor and still reasonably effective against 13 and will mulch xenos with that heavy 2 from afar standing in cover with your ghetto stealth.
My plans is to put the meltas on the chosen those are the ones you will be pushing around the board. I get your intent with the flamers maybe 1 squad with melta 1 with flamers. Just my 2 cents anyways.
I really think Nurgle bikes are something that needs to be considered by death guard players t6 is no joke
I think it's great you have rhinos for just about everything. that's cheap obsec and line of site blocking units that can earn back there costs easily
This message was edited 1 time. Last update was at 2016/12/29 20:38:04
2017/01/01 11:18:57
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
If I was going to use autocannon havocs I would change the list completely. They are just no where near as effective at close range to plasma or melta and close range is where I want to be.
2017/01/03 04:33:01
Subject: [1850] - Death Guard - Sons of Mortarion - Competitive?
I went with Raptors for a couple of extra wounds, albeit small arms fire will threaten them. It also gives me the option to deep strike, which may be beneficial depending on the opponent. Smaller bases also help me hide from line of sight and fit onto scenery in cover. No jink but I think the extra two wounds will help versus nastier weaponry. If bikes are still loads better despite this I may consider changing it up, but in close combat I am sure the raptors are better having two more models. Nasty big things will be wounding on 2s anyway and nasty small things will be wounding/rending on both 6s (GSC, Nettes) so two extra bodies are more beneficial.