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Death Guard Tactica @ 2018/04/26 01:25:46


Post by: orkswubwub


 killerpenguin wrote:
orkswubwub wrote:
 Fan67 wrote:
My poxwalker farm list is nerfed into oblivion.
I am trying to conceive the new list based on the immortality the cloud of flies stratagem provides.

Due to the newly FAQed restriction we cannot use the cloud of flies on the squads same turn they arrive from reserves.

there are currently two candidates for immortality:
-Blightlord Terminators (plasma with Terminator Lord to support)
-Plague Marines (combo with biologus for massive short ranged MW spam)

The source (or the crust) of the immortality now must come in a form of Horrors squad with sufficient (up to 480) reinforcement points and a set of fortifications.
Strangely Blightlords don't occupy more space than an imperial guardsmen, so every fortification with 10 slots and upwards will suffice. Current short lists includes Aquila Strongpoint (which was the centerpiece of my poxwalker farm), Plasma Obliterator (which has adequade firepower to be useful beyond turn 1) and Chaos Bastion (which boasts best survivability for the points invested among fortifications).

The tactics are as follows:
Against shooty opponents you put your terminators in the fortification, then on turn 2 you disembark, advance, activate cloud of flies, surround them with horrors and proceed to move forwards, shooting at 18 inches and soaking damage in the horrors. Chaos Lord provides essential re-rolls of "1" and with Arch-Contaminator assists when terminators finally reach the melee range.
If the deployment has the spearhead you can drop horrors turn 1 and start movement earlier.

The problem is this lists severely suffers from certain long range deployments. And the whole combo costs around 1500 points, providing very humble damage for the investments.

Warptime from allies helps a little, but still this is very-very expensive. Plague marines are move swift, but rely on much more CP to yield damage.

So, any ideas how to implement the "immortal squad" in the new gunline metagame?


Fairly certain RAW you cannot use cloud of flies on a unit that was embarked at the beginning of the turn - happy to be wrong though.


I think you’re wrong. It says you can use it during the movement phase.

Looks like it to me. For some reason I remember during LVO people flipped out that this was done and that the TO allowed it. I see where I am remembering wrong - it was used on a poxwalker blob that allows splitting and Dead Walk Again has to be at the beginning of the phase. This is where I was misremembering...

To make this more productive - can you use a chaos storm eagle gunship? Lets the full complement of termies fit and if you get miasma off on it you can fly it in at -2 to hit against most things.


Death Guard Tactica @ 2018/04/26 05:54:37


Post by: Fan67


Forge world stuff is usually banned from European tournaments. Otherwise yes, transports are also good solution.
Unfortunately DG can not benefit from suicide rhinos as much as CSM counterparts...


Death Guard Tactica @ 2018/04/26 08:11:31


Post by: Jidmah


orkswubwub wrote:

Looks like it to me. For some reason I remember during LVO people flipped out that this was done and that the TO allowed it. I see where I am remembering wrong - it was used on a poxwalker blob that allows splitting and Dead Walk Again has to be at the beginning of the phase. This is where I was misremembering...


The main differnece is that deep strikers appear at the end of your movement phase, while units disembark sometime during the turn.


Death Guard Tactica @ 2018/04/26 08:52:52


Post by: Nithaniel


 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Actually I'm really interested in trying this out with all melee PM's advancing with 2 flying DP's in the footprint. I figure I could use nurglings mischief maker rule to set up forward hidden in cover or a ruin and then cloud of flies on the PM's. If the opponent can't see the nurglings you're giving them very little to shoot at and this way a Blightlord bomb may also have uses. Just haven't gotten round to list building it.

I'm thinking of mixing the detachment, giving up inexorable advance because you're having a melee unit of PM's backed up by maybe putrifier/foul blightspawn.

What do you guys reckon?


Death Guard Tactica @ 2018/04/26 13:50:12


Post by: gwarsh41


 Zid wrote:
 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Supposedly it works well with the Putrifier, but.... I dunno. Its expensive, clunky, and costs a lot of $$$ if you wanna do all CCW's (or a lot of converting). I'd like to hear if it truly works on the table, but I'm sticking with Pox blobs for my cheap troops that may possibly resurrect themselves



I've ran it twice. Once was in a mastodon, and it tabled the opponent. That was mostly because there was a mastodon. Though when I popped the grenade strat on 20 marines after getting out, everything within 6" died. Then the tank cleaned up his long range support and he called it. I ran them all with axes, 2 with flails, and a fist on the champ. I took 2 plagecasters, a tallyman, putrifier, and blightspawn.

I also ran a 20 man blob with the same loadout in a different list where I took 3 blighthaulers, same set of characters, and a few other units I can't recall. I gave one character the re-roll wounds aura trait, and I think the blightspawn the aura range trait, to extend his anti charge aura. Only 10 or so marines made it to the enemies lines, but then they ate 2 units of primaris marines and the supporting characters with ease. Re-rolling all hits and all wounds, buffed up with all the spells. It was nice. My opponents list wasn't exactly optimal, so I'm unsure how it will fare against other lists, but it's been a learning experience. I need to keep something durable to screen them for cloud of flies. Maybe include a bell dude and some poxwalkers so I can get a better T1 advance. Allied nurglings might be a better choice though, they work great with cloud of flies! I also might run the list with 10 axes and 10 bolters. 20 power axe attacks re-rolling hits and wounds is pretty damn beefy, especially when they cause mortal wounds on 5s. (putrefaction and VotlW)


Death Guard Tactica @ 2018/04/26 19:14:05


Post by: Zid


 gwarsh41 wrote:
 Zid wrote:
 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Supposedly it works well with the Putrifier, but.... I dunno. Its expensive, clunky, and costs a lot of $$$ if you wanna do all CCW's (or a lot of converting). I'd like to hear if it truly works on the table, but I'm sticking with Pox blobs for my cheap troops that may possibly resurrect themselves



I've ran it twice. Once was in a mastodon, and it tabled the opponent. That was mostly because there was a mastodon. Though when I popped the grenade strat on 20 marines after getting out, everything within 6" died. Then the tank cleaned up his long range support and he called it. I ran them all with axes, 2 with flails, and a fist on the champ. I took 2 plagecasters, a tallyman, putrifier, and blightspawn.

I also ran a 20 man blob with the same loadout in a different list where I took 3 blighthaulers, same set of characters, and a few other units I can't recall. I gave one character the re-roll wounds aura trait, and I think the blightspawn the aura range trait, to extend his anti charge aura. Only 10 or so marines made it to the enemies lines, but then they ate 2 units of primaris marines and the supporting characters with ease. Re-rolling all hits and all wounds, buffed up with all the spells. It was nice. My opponents list wasn't exactly optimal, so I'm unsure how it will fare against other lists, but it's been a learning experience. I need to keep something durable to screen them for cloud of flies. Maybe include a bell dude and some poxwalkers so I can get a better T1 advance. Allied nurglings might be a better choice though, they work great with cloud of flies! I also might run the list with 10 axes and 10 bolters. 20 power axe attacks re-rolling hits and wounds is pretty damn beefy, especially when they cause mortal wounds on 5s. (putrefaction and VotlW)


Nurglings don't have the Death Guard keyword, so can't cloud of flies them.

Glad they worked, I'd love to hear how they run against an optimal list; like eldar, Dark eldar, or IG. Sounds like they can get work done. I agree, however, they need to be half CCW and half bolter; your bound to lose a bunch on the way in. I just don't know if I can justify all those points to get a single unit to work... Eldar Dark Reapers would eat up that single unit, and you'd be left with bleh.


Death Guard Tactica @ 2018/04/26 19:19:12


Post by: gwarsh41


I meant that nurglings are the blockers to prevent the cloud of flies unit from being shot. Nurglings would be a terrible choice for CoF lol.

I havent ran the blob against eldar, but I did run 4x rhinos with marines in them. Backed with 4 blightspawn (before rule of 3) 2 plaguecasters and 3 PBC. It went extremely well for me, but the eldar player underestimated ranges and let the DG get in range to make a few charges.


Death Guard Tactica @ 2018/04/27 12:33:22


Post by: Ix_Tab


 Nithaniel wrote:
 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Actually I'm really interested in trying this out with all melee PM's advancing with 2 flying DP's in the footprint. I figure I could use nurglings mischief maker rule to set up forward hidden in cover or a ruin and then cloud of flies on the PM's. If the opponent can't see the nurglings you're giving them very little to shoot at and this way a Blightlord bomb may also have uses. Just haven't gotten round to list building it.

I'm thinking of mixing the detachment, giving up inexorable advance because you're having a melee unit of PM's backed up by maybe putrifier/foul blightspawn.

What do you guys reckon?


I'm not convinced by the 20 strong PM melee squad though if you can hide the Nurglings this could work. IMO you must bring a CSM detachment for warptime if going this route. Without warptime the grenade trick is pretty useless against anyone aware of its power, no one is leaving anything within 11" unless they are going to melee you. You do get a big unit which can make the most of VotLW which is handy particularly since The Dead Walk Again is now very situational and cloud of flies is also downgraded thanks to the poxwalker ruling the Death Guard stratagem stable is looking a little underwhelming.


Death Guard Tactica @ 2018/04/27 15:27:56


Post by: gwarsh41


Bringing warp time is a pretty good idea. It's only a bonus 5" move though. You don't want to move past 9" away from enemy lines, as you'll risk extending past nurglings.

It is a HUGE investment though, You'll want a CSM sorcerer, plaguecaster, tallyman and putrefier to all support your blob.

For extra luls. Diabolic strength on a flail model.


Death Guard Tactica @ 2018/04/28 06:37:36


Post by: Jidmah


At that point, you would probably better off using possessed and a tree.
With their base 7" and charging after advance, they should be faster than marines with tallyman and warp time become optional, too. You could also buff them with a poxbringer with +1S, +1 damage on 6+ and cast virulent blessing on them.


Death Guard Tactica @ 2018/04/28 07:25:10


Post by: hollow one


I normally run a pretty cheesy nurgle three book list, but I was given a challenge by my play group to make the most competitive mono faction death guard I could. So tomorrow I'm running the 20 man PM blob, will report back since it seems to be topical atm. I'm considering them sort of a turn 2 or turn 3 clean up crew with the list I'm running, I mean lets be real 20D6 S4 D2 grenades is just outrageous, the mortal wounds are just gravy. Anyway here's the list:
Spoiler:

++ Battalion Detachment +5CP (Chaos - Death Guard) [90 PL, 1529pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 5. Putrescent Vitality, 6. Arch-Contaminator, Fugaris' Helm, Malefic talon, Warlord, Wings

Lord of Contagion [7 PL, 117pts]: Manreaper

+ Troops +

Chaos Cultists [6 PL, 68pts]: 16x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [6 PL, 64pts]: 15x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Plague Marines [23 PL, 372pts]
. Plague Champion: Boltgun, Plague knife, Power fist
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Flail of Corruption
. 17x Plague Marine w/ melee weapons: 2nd Plague knife

+ Elites +

Biologus Putrifier [4 PL, 74pts]

Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Super-Heavy Auxiliary Detachment (Chaos - Death Guard) [24 PL, 470pts] ++

+ Lord of War +

Mortarion [24 PL, 470pts]: 1. Miasma of Pestilence, 4. Blades of Putrefaction, 6. Curse of the Leper

++ Total: [114 PL, 1999pts] ++

I had three PBC in the list instead of bloat drones at first, but I'm worried about damage output and maneuverability. It might be strictly correct to go three PBC, but I'm keen to see what sort of pressure I can put on with bloat-drones instead, they'll be advancing every turn anyway.


Death Guard Tactica @ 2018/04/28 18:05:08


Post by: darthryan


Bloat drones with plaguespitters are great especialy with a dp nearby with arch contaminator


Death Guard Tactica @ 2018/04/28 22:05:14


Post by: JohnnyRotten


Hey guys,

new player here. I wonder if someone could link / make a new Unit Rating Chart for DG after the FAQ.

I was thinking about picking the Dark Imperium DG half up for 60€. I'm not sure anymore, since the only good units there seem to be the Drone and the PMarines.

There are also DG models I'd like to paint even more, so after a Rating I might just jump in with the neat Termis.

Thank you


Death Guard Tactica @ 2018/04/28 23:03:57


Post by: Jidmah


JohnnyRotten wrote:
Hey guys,

new player here. I wonder if someone could link / make a new Unit Rating Chart for DG after the FAQ.

I was thinking about picking the Dark Imperium DG half up for 60€. I'm not sure anymore, since the only good units there seem to be the Drone and the PMarines.

There are also DG models I'd like to paint even more, so after a Rating I might just jump in with the neat Termis.

Thank you


Pox walkers are still good, just not overly so. Both the plague caster and foul blightspawn are decent models, just the LoC is a dud.


Death Guard Tactica @ 2018/04/29 07:09:28


Post by: JohnnyRotten


 Jidmah wrote:


Pox walkers are still good, just not overly so. Both the plague caster and foul blightspawn are decent models, just the LoC is a dud.


That's too bad, he's such a badass model. How come they fked him up.

Are Pox Wakers generally worth considering over Cultists?

And would you still recommend the DI Set for a cost-efficient way to start DG or will most of the models in the new meta probably just end up in the shelf?



Death Guard Tactica @ 2018/04/29 09:15:20


Post by: TonyH122


JohnnyRotten wrote:
 Jidmah wrote:


Pox walkers are still good, just not overly so. Both the plague caster and foul blightspawn are decent models, just the LoC is a dud.


That's too bad, he's such a badass model. How come they fked him up.

Are Pox Wakers generally worth considering over Cultists?

And would you still recommend the DI Set for a cost-efficient way to start DG or will most of the models in the new meta probably just end up in the shelf?




I got a bunch of Dark Imperium models to start my DG, and I couldn't be happier. From that I got a Lord of Contagion, a Malignant Plaguecaster, a Noxious Blightbringer, two Bloat Drones, and twenty poxwalkers. All of the models are great! You might want to think whether it's worth buying stuff individually on eBay, rather than getting two DI boxes and selling them off. That's what I did as, although I wanted doubles of the Drones and Poxwalkers, I didn't want to double up on the characters. But you might want to double check the prices there, as I didn't think about it too much. I just couldn't be arsed selling all those excess models. But it might be good if you're getting into Primaris as well.

It is a shame that the Lord of Contagion's rules suck, as it is a great model. But do you know what unit has great rules and a terrible model? Typhus. And guess who looks pretty close to a Lord of Contagion? So I run my big fella as Typhus.

And just on Poxwalkers I'll note that people here are incredibly down on them. I never abused the ridiculous pox-farming strategy, but always include a nice blob of poxwalkers, and they've always done me proud. As for them vs cultists, I tend to take Poxwalkers for fluffy reasons, as they're not that much more expensive. But if I was caring, it's just a question of appreciating who does a better job. Cultists are better at camping back-field objectives. Poxwalkers are a better unit against assault armies, as, being unbreakable, they can tie up expensive melee units. I also find them better for camping mid-field objectives than cultists, as they are that much more survivable. In addition, for some reason my opponents always pour huge amounts of firepower into my 20 man cultists blobs trundling up the field. It's funny as, when they get there, they can barely kill a minimum squad of Tau, much to my opponents' surprise. But then next game, they're right back to targeting them!


Death Guard Tactica @ 2018/04/29 11:32:35


Post by: Kuklops


Hi fellow Death Guard players. A quick question that is more of a desperate plea for help... I can not beat Tyranids. I've played a few different builds (Stealer rush, Gaunt spam, Nidzilla) and have been beaten soundly every time. Last night I played a MC list with 3 Flyrants, 5 H-venom cannon/devourer Fexes, 2 Mawlocs, an Exocrine, and some Biovores. They all had the Jormungandr +1 save.
I brought 3 Spitterdrones, 2xDPs, 2 Blightspawn, 2 SpitterPBCs, a bunch of Plague Marines in Rhinos and Cultists and Nurglings. It wasn't a kicking but I got beat quite roundly. By turn 4 I just had 2 PBCs and the DP standing, while I have wounded most MCs down to just 2-5 wounds left he had 3 Flyrants, 4 Carnifexes and the Biovores. My Blightspawn whiffed a few times, the low point was rolling 12 for the strength then a 1 for the shots, I used CP reroll and rolled another 1. Pretty sucky but I can't blame 1 roll for the loss.

Is anyone else finding that they just can't put out enough damage? Or am I just crap? I found Plaguespitters (even with Arch contaminator) just couldn't deal enough damage and they were kinda lacklustre at best, -1AP and D1 just isn't doing the job.

I'm pretty stuck really to go from here because while I can drop the PMs and Nurglings (they didn't do much) I just don't see what I can bring to deal with Nids.

Help! Please!!


Death Guard Tactica @ 2018/04/29 15:11:59


Post by: Kzraahk


I converted the Lord of Contagion to a Plaguecaster, since it's more useful and imo the Plaguecaster model is awful


To the guy not beating shooting heavy Tyranids: How do you set up terrain?


Death Guard Tactica @ 2018/04/29 15:34:39


Post by: JohnnyRotten


 TonyH122 wrote:



I got a bunch of Dark Imperium models to start my DG, and I couldn't be happier. From that I got a Lord of Contagion, a Malignant Plaguecaster, a Noxious Blightbringer, two Bloat Drones, and twenty poxwalkers. All of the models are great! You might want to think whether it's worth buying stuff individually on eBay, rather than getting two DI boxes and selling them off. That's what I did as, although I wanted doubles of the Drones and Poxwalkers, I didn't want to double up on the characters. But you might want to double check the prices there, as I didn't think about it too much. I just couldn't be arsed selling all those excess models. But it might be good if you're getting into Primaris as well.

It is a shame that the Lord of Contagion's rules suck, as it is a great model. But do you know what unit has great rules and a terrible model? Typhus. And guess who looks pretty close to a Lord of Contagion? So I run my big fella as Typhus.

And just on Poxwalkers I'll note that people here are incredibly down on them. I never abused the ridiculous pox-farming strategy, but always include a nice blob of poxwalkers, and they've always done me proud. As for them vs cultists, I tend to take Poxwalkers for fluffy reasons, as they're not that much more expensive. But if I was caring, it's just a question of appreciating who does a better job. Cultists are better at camping back-field objectives. Poxwalkers are a better unit against assault armies, as, being unbreakable, they can tie up expensive melee units. I also find them better for camping mid-field objectives than cultists, as they are that much more survivable. In addition, for some reason my opponents always pour huge amounts of firepower into my 20 man cultists blobs trundling up the field. It's funny as, when they get there, they can barely kill a minimum squad of Tau, much to my opponents' surprise. But then next game, they're right back to targeting them!



You're absolutely right, the Typhus model is goofy. It might be a great idea to interchange the models, indeed.

As far as Poxwalkers go, I got the notion from reading the last pages of this thread, that the pox farm isn't a viable strategy anymore, so I don't know how much use is left for Typhus.

I am probably about to aim for a Mortarion List. Hence, I am not into the DG meta at all, I am just here for the amazing models, as I plan to make quite an effort in painting them up. But my club envireoment is full of competitive players and I am honest: I'm not all about winning every game, but I am far less all about losing every game. So I'm obligated to pick reasonably tough lists.

Is there maybe a good advice for a 1000 pts. list for a beginner to aim on?

The DI probably is a good start, I would certainly pick up the whole DG thing for around 60 €'s, since I don't wanna bother in selling and sending the Primaris stuff.

Blightlord Terminators look awesome though. How's they're usability?

How much mileage do you get from Deathshroud Termis and Lord Felthius + cohort? I certainly like the models, too.

Also a contemptor dread seems like a reasonable option. I'm not intrigued by the DG vehicle-range modelwise, I have to admit.




Death Guard Tactica @ 2018/04/29 16:07:58


Post by: Kuklops


Kzraahk wrote:



To the guy not beating shooting heavy Tyranids: How do you set up terrain?


3-4 large LOS blocking peices and some smaller bits (ruins). Nids moving their Carnafexes matters not, they're all assault weapons. Plus Flyrants have insane mobility, even with a decent amount of terrain I wasn't able to hide much from them.

On reflection I might have been too aggressive but then with their firepower they can just shoot DG off the table. As can SMs, Astra, and Eldar... I'm a bit depressed about it tbh.


Death Guard Tactica @ 2018/04/29 16:13:22


Post by: gigasnail


There is a glorious and easy Typhus conversion on the Bitter Old Painters blog.


Death Guard Tactica @ 2018/04/29 16:47:46


Post by: JohnnyRotten


 gigasnail wrote:
There is a glorious and easy Typhus conversion on the Bitter Old Painters blog.



The conversion looks better, true. Maybe I'll try it out, there's no realy tutorial though.


How is the DG on the competitive front btw? Could I expect to play some exciting games with the chance of winning or is the army underwhelming on all fronts?


Death Guard Tactica @ 2018/04/29 16:51:43


Post by: Tiberius501


This will sound dumb, but the FAQ has annoyed me in an OCD way. I had an army list with everything being made out of 7's (14 total units, 7 psychic powers, 7CP's, etc) and now that the FAQ is out I get 9 instead of 7... I mean, sweet that I can use more stratagems but it's ruined my pure devotion to Nurgle! This hurts my anus


Death Guard Tactica @ 2018/04/29 19:18:01


Post by: JohnnyRotten


Oh another question occurs to me, sorry for asking so many stuff.

Do the DI Plague Marines have all the weaponary of the regular PM pack?


Death Guard Tactica @ 2018/04/29 19:28:42


Post by: demontalons


Death guard are slow and with the new faq are slower still because you can’t apply turn 1 pressure with DS. However I think DG still would benefit from either a termite or a dreadclaw. Combined with a terminator drop and you have a solid force on a flank/wherever you need them. Use tide of traitors to zip a unit of cultists to screen them and you’ve now got a whole new front the enemy has to deal with.

All of this is assuming you’re running a warptime sorceror. Don’t underestimate the humble rhino zipping forward and popping smoke. It’ll take quite a bit of shooting to pop it. And then you can have quite a few dg pop out. With the army trait you just need to be within 18 inches to be shooting at full strength.

Also if you can give them enough tough units to shoot through it should shield your squishiest units.


Death Guard Tactica @ 2018/04/30 00:32:17


Post by: Zid


Kuklops wrote:
Hi fellow Death Guard players. A quick question that is more of a desperate plea for help... I can not beat Tyranids. I've played a few different builds (Stealer rush, Gaunt spam, Nidzilla) and have been beaten soundly every time. Last night I played a MC list with 3 Flyrants, 5 H-venom cannon/devourer Fexes, 2 Mawlocs, an Exocrine, and some Biovores. They all had the Jormungandr +1 save.
I brought 3 Spitterdrones, 2xDPs, 2 Blightspawn, 2 SpitterPBCs, a bunch of Plague Marines in Rhinos and Cultists and Nurglings. It wasn't a kicking but I got beat quite roundly. By turn 4 I just had 2 PBCs and the DP standing, while I have wounded most MCs down to just 2-5 wounds left he had 3 Flyrants, 4 Carnifexes and the Biovores. My Blightspawn whiffed a few times, the low point was rolling 12 for the strength then a 1 for the shots, I used CP reroll and rolled another 1. Pretty sucky but I can't blame 1 roll for the loss.

Is anyone else finding that they just can't put out enough damage? Or am I just crap? I found Plaguespitters (even with Arch contaminator) just couldn't deal enough damage and they were kinda lacklustre at best, -1AP and D1 just isn't doing the job.

I'm pretty stuck really to go from here because while I can drop the PMs and Nurglings (they didn't do much) I just don't see what I can bring to deal with Nids.

Help! Please!!


Get some Nurgle to help our. Poxbringers will allow your PBC's to hurt large bugs on 3's, Corruption is a crazy good relic, and Plaguebearers and Drones are amazing when used properly. You need high str weaponry, which sadly DG lacks in spades; we rely on mortal wounds, which come mostly from psychic powers which Hive Tyrants really put a damper on.


Death Guard Tactica @ 2018/04/30 02:59:50


Post by: COLD CASH


Use hellforged contemptors, deredeo or leviathan dreads agaisnt those nids.

Butcher cannons and autocannon arrays are your friend!


Death Guard Tactica @ 2018/04/30 04:51:50


Post by: drakerocket


I'm not sure to bother with a termite. It can't deepstrike until turn 2 either, correct?


Death Guard Tactica @ 2018/04/30 09:38:07


Post by: TonyH122


JohnnyRotten wrote:
 TonyH122 wrote:



I got a bunch of Dark Imperium models to start my DG, and I couldn't be happier. From that I got a Lord of Contagion, a Malignant Plaguecaster, a Noxious Blightbringer, two Bloat Drones, and twenty poxwalkers. All of the models are great! You might want to think whether it's worth buying stuff individually on eBay, rather than getting two DI boxes and selling them off. That's what I did as, although I wanted doubles of the Drones and Poxwalkers, I didn't want to double up on the characters. But you might want to double check the prices there, as I didn't think about it too much. I just couldn't be arsed selling all those excess models. But it might be good if you're getting into Primaris as well.

It is a shame that the Lord of Contagion's rules suck, as it is a great model. But do you know what unit has great rules and a terrible model? Typhus. And guess who looks pretty close to a Lord of Contagion? So I run my big fella as Typhus.

And just on Poxwalkers I'll note that people here are incredibly down on them. I never abused the ridiculous pox-farming strategy, but always include a nice blob of poxwalkers, and they've always done me proud. As for them vs cultists, I tend to take Poxwalkers for fluffy reasons, as they're not that much more expensive. But if I was caring, it's just a question of appreciating who does a better job. Cultists are better at camping back-field objectives. Poxwalkers are a better unit against assault armies, as, being unbreakable, they can tie up expensive melee units. I also find them better for camping mid-field objectives than cultists, as they are that much more survivable. In addition, for some reason my opponents always pour huge amounts of firepower into my 20 man cultists blobs trundling up the field. It's funny as, when they get there, they can barely kill a minimum squad of Tau, much to my opponents' surprise. But then next game, they're right back to targeting them!



You're absolutely right, the Typhus model is goofy. It might be a great idea to interchange the models, indeed.

As far as Poxwalkers go, I got the notion from reading the last pages of this thread, that the pox farm isn't a viable strategy anymore, so I don't know how much use is left for Typhus.

I am probably about to aim for a Mortarion List. Hence, I am not into the DG meta at all, I am just here for the amazing models, as I plan to make quite an effort in painting them up. But my club envireoment is full of competitive players and I am honest: I'm not all about winning every game, but I am far less all about losing every game. So I'm obligated to pick reasonably tough lists.

Is there maybe a good advice for a 1000 pts. list for a beginner to aim on?

The DI probably is a good start, I would certainly pick up the whole DG thing for around 60 €'s, since I don't wanna bother in selling and sending the Primaris stuff.

Blightlord Terminators look awesome though. How's they're usability?

How much mileage do you get from Deathshroud Termis and Lord Felthius + cohort? I certainly like the models, too.

Also a contemptor dread seems like a reasonable option. I'm not intrigued by the DG vehicle-range modelwise, I have to admit.




Poxwalker farming is indeed dead, but that doesn't mean Typhus is useless. He's a tough character with good attacks and impressive psychic abilities. But you're right, in order to get maximum use out of him you need to bring a decent amount of poxwalkers. I'd say if you're bringing at least 30 he's still good, and I usually do bring that many. My issue is that DG HQs are in general quite expensive, and a bit underwhelming. So yes, it's often hard to find the spare points for him. But he's far from bad.

I'd say a good 1000pt list would be something like this:
1x Daemon Prince: Malefic Talons, Suppurating Plate (Arch Contaminator)
1x Malignant Plaguecaster
3x 10x Cultists
2x Foetid Bloat Drones
2x Plagueburst Crawlers
I think that the benefit of this list is that all of these would be good in 2000pts as well. It has a decent amount of bodies, and those tanks will be hard to take down at this level.

I love terminator models, and really wanted to get some. As for all terminators, they will not often make back their points, and other things do what they do better. And the FAQ gave them a whack on top of that too. But, hey, if you like the models go for it!

Can't comment on Deathshrouds, as I've never played with them. I feel that they now suffer worse than the other terminators, as they only have a 4" move, and only being able to DS anywhere near your enemy turn 2 is a really big issue.

Oh, I didn't see that you don't like the DG vehicles, so that would effect your 1000pt list above. But you could easily chuck in 2 contemptors, which are about the best fire support that Chaos of any stripe have. I don't own any, and shy away from FW, but they are undeniably incredible. And they're extra good for DG, as they can move and shoot without penalty.


Death Guard Tactica @ 2018/04/30 11:13:01


Post by: Jidmah


JohnnyRotten wrote:As far as Poxwalkers go, I got the notion from reading the last pages of this thread, that the pox farm isn't a viable strategy anymore, so I don't know how much use is left for Typhus.

Pox walkers are still decent units if you bring mobs of 20. With Typhus buffing them with Putrescent Vitality they turn into an obstacle that's really difficult to overcome for assault-oriented armies.
You can also use Typhus to accompany your Blightlord Terminators - since you can neither use Warptime nor Cloud of Flies them, Miasma of Pestilence might help them a lot.

Is there maybe a good advice for a 1000 pts. list for a beginner to aim on?

You should get the ETB plague marines. It has a sergeant with a plasma gun and a marine with a blight launcher, so you by adding the ETB to the DI marines, you have one full unit with three special weapons. Then, you can either add a regular plague marine box or ETB+DI plague marines again for two plague marine units, one with 3x plasma and one with 2x blight launcher.
Units I would recommend is a winged daemon prince (dual talons or sword+plague spewer) and the Foul Blightspawn.
The daemon prince gets the suppurating plate for 2+ armor and flies with your drones and is just a big mean bully in smaller games. Most people won't have a character to match him, so he can just rampage though enemy lines while the two drone block your opponent from shooting him. If your opponent concentrated his firepower on taking down the drones and the prince the rest of your army will easily win the game.
The foul blightspawn has two useful things about him, which is his aura that removes the "fight first" advantage of units assaulting your lines and second a flamethrower that might just blow an enemy plane straight out of the sky. 2d6 strength may sound random, but you can pretty much assume it to S6+ and AP-3 and 3 damage per wound really makes it great against multi-wound models in general. Since the plague sprayer is an assault weapon, you can advance him (roll two dice near Blightbringer) and then shoot something d6 +14" away.

Something I wouldn't recommend is Myphitic Blight hauler. I bought mine just before a game to bring my list up to the needed 1500. I have played it quite a lot, and it is a fun model to play since it does so many different things and it feels like there is always something it can do.
But when you look at it objectively it is speeding all over the board and simply trolling the enemy with the possibility of doing a ton of damage while missing most of its shots and not really killing anything in combat. Once your opponents have realized that the blight hauler isn't exactly good at anything, it will lose a lot of value.

Blightlord Terminators look awesome though. How's they're usability?

Since they can no longer deep strike in turn one and can't use Warp Time or Cloud of Flies on them they are ok-ish. Probably the best terminators in the game, they come on in turn 2 and start shooting everything with plasma or melta until your opponent removes them. Make sure your opponent can't simply move away from them.
The downside is that you get one combi-plasma and one combi-melta in the box, but you really want four of either. Both weapons are quite expensive when bought in bit stores, so YMMV.

How much mileage do you get from Deathshroud Termis and Lord Felthius + cohort? I certainly like the models, too.

Deathshrouds are really slow and might as well have no ranged weapons, so your opponent will probably just move away from them. Since they can't deep strike in turn 1 now, they also fail at protecting Mortarion in a meaningful way. The best way to run them is probably by putting them in a land raider, but I guess you already now how viable those things are.
As for Lord Felthius, stay away from that box. Lord Felthius is even worse than the LoC form DI and all the terminators are equipped to be useless.

Also a contemptor dread seems like a reasonable option. I'm not intrigued by the DG vehicle-range modelwise, I have to admit.

Contemptor is only available from forgeworld though.

JohnnyRotten wrote:Do the DI Plague Marines have all the weaponary of the regular PM pack?

No, here is a list of load-out. New kits (like most of DG) also have their options listed on the GW shop page. Make sure to switch to English to dodge translation errors.
DI:
1x Champion w/ PF and sword
1x Marine w/ Plasma gun
5x Marine w/ Bolter (Sword guy and grenade guy can easily count as having two knives, should the need arise)
ETB:
1x Champion w/ PF and plasma gun
1x Marine w/ blight launcher
1x Marine w/ bolter
Regular Box has one of each option except there are two bubotic axes


Death Guard Tactica @ 2018/04/30 17:05:09


Post by: JohnnyRotten


TonyH122 wrote:

I got a bunch of Dark Imperium models to start my DG, and I couldn't be happier. From that I got a Lord of Contagion, a Malignant Plaguecaster, a Noxious Blightbringer, two Bloat Drones, and twenty poxwalkers. All of the models are great! You might want to think whether it's worth buying stuff individually on eBay, rather than getting two DI boxes and selling them off. That's what I did as, although I wanted doubles of the Drones and Poxwalkers, I didn't want to double up on the characters. But you might want to double check the prices there, as I didn't think about it too much. I just couldn't be arsed selling all those excess models. But it might be good if you're getting into Primaris as well [...]



Jidmah wrote:
You should get the ETB plague marines. It has a sergeant with a plasma gun and a marine with a blight launcher, so you by adding the ETB to the DI marines, you have one full unit with three special weapons. Then, you can either add a regular plague marine box or ETB+DI plague marines again for two plague marine units, one with 3x plasma and one with 2x blight launcher.
Units I would recommend is a winged daemon prince (dual talons or sword+plague spewer) and the Foul Blightspawn[...]



These were extremly helpful write-ups, I want to thank you both for your advice.

Today I spent a few bucks for the DI set, BL Termis and various colours. Quickly added up, but who am I telling. I will most certainly keep the thread up with updates, hopefully battlereports when the work is done.

The demon prince in a 1k list seems like a great idea, I dig the model also (hence, not the nurgle one, the vanilla winged model).


Is there a common consent on the Blightlord loadout? As far as my understanding goes, most people equip the combi-weapons (plasma/ melta) to maximized the threat. But that will make them very expensive and you probably won't harvest their points back.

I also read some advice to keep them cheap (combi-bolters) and send them primarily after infantry, because that's what they designed for. They wouldn't do much against higher toughness. On the other hand will it probably be harder now to go infantry hunting with that deepstrike change.


The Flail of corruption should always be included. I personally would vairy between Bubotic axes and Baleswords. Do you possibly have experience which melee weapon is the better one?


I know the loadout in general is situational and there is most likely no right answer to this question. But since I'm going to build them first and won't bother to magnetize them(seems to much work on them), it would most probably help to hear some experiences made by more mature fellow DG players.



Death Guard Tactica @ 2018/04/30 18:57:49


Post by: Jidmah


I think there were three ways to run them:
1) 4x combi-plasma +flail. The idea is that you can rapid-fire at 18" thanks to the DG legion trait, which make them very hard to evade. People seem to be running them with or without Chaos Lord. IMO the lord is nice to have, but they are a suicide unit anyways, I wouldn't worry about frying one or two of them.YMMV.
2) 4x combi-melta + flail. Less range than above, but they can advance and shoot and will not kill themselves. More expensive though and easier to kite and screen against.
5) 10x combi-bolter. I have literally no experience with this, but I guess if you are having trouble with tons of cheap bodies, there guys will solve that problem for you. They heavily relied on first turn deep strike and Cloud of Flies to stay alive though, so I'm not sure you can justify paying almost as many points as Mortarion costs on them now.

As for sword vs axe, the sword isn't much better against most targets and blight lords get -1 AP for rolling sixes, so I'd just give everyone an axe.


Death Guard Tactica @ 2018/04/30 21:15:57


Post by: Zid


 Jidmah wrote:
I think there were three ways to run them:
1) 4x combi-plasma +flail. The idea is that you can rapid-fire at 18" thanks to the DG legion trait, which make them very hard to evade. People seem to be running them with or without Chaos Lord. IMO the lord is nice to have, but they are a suicide unit anyways, I wouldn't worry about frying one or two of them.YMMV.
2) 4x combi-melta + flail. Less range than above, but they can advance and shoot and will not kill themselves. More expensive though and easier to kite and screen against.
5) 10x combi-bolter. I have literally no experience with this, but I guess if you are having trouble with tons of cheap bodies, there guys will solve that problem for you. They heavily relied on first turn deep strike and Cloud of Flies to stay alive though, so I'm not sure you can justify paying almost as many points as Mortarion costs on them now.

As for sword vs axe, the sword isn't much better against most targets and blight lords get -1 AP for rolling sixes, so I'd just give everyone an axe.


I like taking a Reaper AC over a fourth plasma myself. Overall, however, Blightlords haven't been.... fantastic... in any game I have used them in.

@guys who think poxfarm is dead: Well... it is in its old form. No longer do we get a bazillion free points of models. So how do we overcome this? I think it wa Jidmah that highlighted it; blobs of 20, reinforced with buffs like Pestilence and Vitality are hard to kill. Top it off that in CC they are still formidable (10 charging in hit on 4's and can be up to Str 5, wounding basically anything on 2's or 3's with lots of MW....), and still cheap, AND they can still come back up to unit strength for free. They're no longer the "auto-include" of the DG army, but 2 blobs of 20 is still highly viable, and something I will still use. I'm personally testing 2 squads of 15 and 1 of 20, the 20 squad will get Miasma and Cloud of Flies to guarentee my opponents turn 1 pew-pew will likely bounce or kill a blob of disposable chaff. You can also do this with a squad of 40 cultists too backed by 2 squads of 20 poxwalkers... I've got some messing around to do!


Death Guard Tactica @ 2018/04/30 21:20:17


Post by: Slayer-Fan123


They, like almost all other Terminators, need a boost to WS/BS2+.


Death Guard Tactica @ 2018/04/30 21:21:14


Post by: Zid


Slayer-Fan123 wrote:
They, like almost all other Terminators, need a boost to WS/BS2+.


AAAAAAAgreed. Nothing worse than missing most of your 11 attacks from a squad of 5....


Death Guard Tactica @ 2018/05/01 06:19:40


Post by: Mayk0l


Hi guys!
I want to add Nurgle daemons to my Death Guard. I got the daemons book but I can't seem to figure out where the synergies lie. I see plaguebearers and then look at the 60 painted poxwalkers I have and I see redundancy.
I have the new GUO, the model is so awesome so I want to include him but I'd like to hear your thoughts on why DG and Nurgle Daemons go well together!
Thanks


Death Guard Tactica @ 2018/05/01 07:42:56


Post by: JohnnyRotten


 Jidmah wrote:
I think there were three ways to run them:
1) 4x combi-plasma +flail. The idea is that you can rapid-fire at 18" thanks to the DG legion trait, which make them very hard to evade. People seem to be running them with or without Chaos Lord. IMO the lord is nice to have, but they are a suicide unit anyways, I wouldn't worry about frying one or two of them.YMMV.
2) 4x combi-melta + flail. Less range than above, but they can advance and shoot and will not kill themselves. More expensive though and easier to kite and screen against.
5) 10x combi-bolter. I have literally no experience with this, but I guess if you are having trouble with tons of cheap bodies, there guys will solve that problem for you. They heavily relied on first turn deep strike and Cloud of Flies to stay alive though, so I'm not sure you can justify paying almost as many points as Mortarion costs on them now.

As for sword vs axe, the sword isn't much better against most targets and blight lords get -1 AP for rolling sixes, so I'd just give everyone an axe.



Thank you for your detailed response, again.

I probably will go with the plasma variant and superglue, if I desperately want to cut the plasma out for an upcoming new meta.

After studying the profile I also wonder if I could mix a Blight Launcher in. It kinda looks nice on paper.


Death Guard Tactica @ 2018/05/01 08:55:13


Post by: Halfpast_Yellow


 Mayk0l wrote:
Hi guys!
I want to add Nurgle daemons to my Death Guard. I got the daemons book but I can't seem to figure out where the synergies lie. I see plaguebearers and then look at the 60 painted poxwalkers I have and I see redundancy.
I have the new GUO, the model is so awesome so I want to include him but I'd like to hear your thoughts on why DG and Nurgle Daemons go well together!
Thanks


Generally the direct synergies are with the Daemon engines in the Death Guard codex. For example, you can take a Foetid Bload-Drone with a mower and buff it with Blades of Putrification and Virulent Blessing - for every 5 and 6 to wound you apply a mortal wound and failed saves take 4 damage - or, have a Poxbringer hang out near your plaguespewer daemon vehicles to give them +1 Str and an extra point of damage on 6's.

Then there's the indirect synergies - having Nurglings in a cheap battalion to cap objectives, provide interference for Cloud of Flies and be a general pain is very useful.


Death Guard Tactica @ 2018/05/01 11:53:39


Post by: blackmage


(10 charging in hit on 4's and can be up to Str 5, wounding basically anything on 2's or 3's with lots of MW....)


how they deliver mortal wounds? they dont use any plague weapon so blades of putrefaction wont work on them.


Death Guard Tactica @ 2018/05/01 12:55:27


Post by: JohnnyRotten


I was about to build my Blightlords up and noticed, that there is just 1 Combi Plasma in the box.

Since there are no bits on Ebay, how did you help yourself out, assuming you need to play WYSIWYG?


Again, the blight launcher seems better than the reaper ac, doesn't it?


Death Guard Tactica @ 2018/05/01 16:55:59


Post by: Zid


 blackmage wrote:
(10 charging in hit on 4's and can be up to Str 5, wounding basically anything on 2's or 3's with lots of MW....)


how they deliver mortal wounds? they dont use any plague weapon so blades of putrefaction wont work on them.


Your right, nix the MW's.


Death Guard Tactica @ 2018/05/01 18:07:10


Post by: gwarsh41


JohnnyRotten wrote:

...

I am probably about to aim for a Mortarion List. Hence, I am not into the DG meta at all, I am just here for the amazing models, as I plan to make quite an effort in painting them up. But my club envireoment is full of competitive players and I am honest: I'm not all about winning every game, but I am far less all about losing every game. So I'm obligated to pick reasonably tough lists.

Is there maybe a good advice for a 1000 pts. list for a beginner to aim on?

The DI probably is a good start, I would certainly pick up the whole DG thing for around 60 €'s, since I don't wanna bother in selling and sending the Primaris stuff.

Blightlord Terminators look awesome though. How's they're usability?

How much mileage do you get from Deathshroud Termis and Lord Felthius + cohort? I certainly like the models, too.

Also a contemptor dread seems like a reasonable option. I'm not intrigued by the DG vehicle-range modelwise, I have to admit.



I play a lot of non competitive DG, sometimes against competitive players, but rarely against WAAC players who breath competition lol. I've had good luck when facing them. DG are resilient enough that you wont likely be tabled, and will have a little say in what goes on, even against the toughest opponents.

DI is a good spot, something to consider is that the DI bloat drone arms attach the exact same way the normal kit one does, you could magnetize them pretty easily if you get a standard kit in the future. Or decide to convert stuff, Fleshmowers are pretty bananas.
I get a lot of mileage out of DG terminators. Blightlords are flexible, I started running 3 combi plas, 1 blightlauncher and 1 flail, been having a lot of fun with that combo. Blightlaunchers are my new favorite special weapon.
Deathshroud need some support to really shine. If you toss a few buff on them, there is very little they cannot murder. Generally I'll plop Typhus and 3 deathshouds down. Give them blades of putrefaction and maybe +1 S/T. The 3 terminators and Typhus is a really nasty combo you don't want to be in CC with. I've had them take a HUGE chunk out of a warhound, and bring several knights down to the last tier in one round of CC. I personally love them and own 9, but I understand that they are not super competitive. If you plop a jump pack sorcerer with them and give them miasma, or use cloud on them at the right time, it puts your opponent in a rough spot. Deathshroud MUST be avoided or killed, or they will jack things up. Don't ever give the sgt a second flamer, seriously, I've used them +10 times and gotten to fire the flamers maybe 3 times across all games. They kill what they are in combat with, and rarely am I close enough to shoot or overwatch with them.

All HELLBRUTE (contemptor, deredeo, leviathan, decimator) FW options are good for us. The legion trait makes moving/shooting a non issue. A leviathan is a good way to go if you want a powerhouse model. Either go grav/melee, or dual butcher. Make sure you look at points cost of all the FW HELLBRUTE options, some cost much more than others for essentially the same thing (such soulburner weaponry).

For list ideas, rhino rush has been good to me. Bunch 7-10 man squads of marines with a character here or there. Blightlaunchers and flails in each squad, works pretty well.


Death Guard Tactica @ 2018/05/01 18:44:56


Post by: Kzraahk


I've been toying with a shooty Leviathan Dread lately. What's your take on double Grav Flux vs double Soulburner?


Death Guard Tactica @ 2018/05/01 18:52:10


Post by: nfe


Kzraahk wrote:
I've been toying with a shooty Leviathan Dread lately. What's your take on double Grav Flux vs double Soulburner?


I love double grav Leviathan. Run it in all 200pts games. Unlikely to make its points back if someone turns up only with MSU but my local meta sees a lot of tanks and hordes. Bonus: it draws a lot of fire that you'd rather wasn't trying to murder your daemon prince.


Death Guard Tactica @ 2018/05/01 19:00:32


Post by: Kuklops


 Zid wrote:
Kuklops wrote:
Hi fellow Death Guard players. A quick question that is more of a desperate plea for help... I can not beat Tyranids. I've played a few different builds (Stealer rush, Gaunt spam, Nidzilla) and have been beaten soundly every time. Last night I played a MC list with 3 Flyrants, 5 H-venom cannon/devourer Fexes, 2 Mawlocs, an Exocrine, and some Biovores. They all had the Jormungandr +1 save.
I brought 3 Spitterdrones, 2xDPs, 2 Blightspawn, 2 SpitterPBCs, a bunch of Plague Marines in Rhinos and Cultists and Nurglings. It wasn't a kicking but I got beat quite roundly. By turn 4 I just had 2 PBCs and the DP standing, while I have wounded most MCs down to just 2-5 wounds left he had 3 Flyrants, 4 Carnifexes and the Biovores. My Blightspawn whiffed a few times, the low point was rolling 12 for the strength then a 1 for the shots, I used CP reroll and rolled another 1. Pretty sucky but I can't blame 1 roll for the loss.

Is anyone else finding that they just can't put out enough damage? Or am I just crap? I found Plaguespitters (even with Arch contaminator) just couldn't deal enough damage and they were kinda lacklustre at best, -1AP and D1 just isn't doing the job.

I'm pretty stuck really to go from here because while I can drop the PMs and Nurglings (they didn't do much) I just don't see what I can bring to deal with Nids.

Help! Please!!


Get some Nurgle to help our. Poxbringers will allow your PBC's to hurt large bugs on 3's, Corruption is a crazy good relic, and Plaguebearers and Drones are amazing when used properly. You need high str weaponry, which sadly DG lacks in spades; we rely on mortal wounds, which come mostly from psychic powers which Hive Tyrants really put a damper on.


Yeah the Poxbringer I brought as part of the Nurgling Battalion was solid, I went with Fleshy Abundance and he kept one of the PBC on full wounds. I want to add more Nurgle Daemons so this is something I might look at, thanks.

COLD CASH wrote:
Use hellforged contemptors, deredeo or leviathan dreads agaisnt those nids.

Butcher cannons and autocannon arrays are your friend!


Yeah I used a Leviathan with Butcher Cannons a while back, dropped it because it got focussed down quite hard once opponents saw what it can do - but I can bring it back, supported by 2 PBCs and 3 Drones it should survive a tad longer than last time.

Thanks for the advice btw, I didn't seem to get too many replies on here re: Nids but their codex is super strong IMO.


Death Guard Tactica @ 2018/05/01 21:52:41


Post by: Mayk0l


Halfpast Yellow: thanks for the explanation! Makes sense

Johnny Rotten: you could probably convert some from the BaC and BoP box marine kits or the 40k tactical marine kits. The small little plasma or melta nozzle is found on other combibolters as well.

I myself made just the one and won't be completely WYSIWYG. I don't mind too much. The bit is so small and the combibolters on the Blightlords are all different I can't tell the difference anyway


Death Guard Tactica @ 2018/05/02 03:19:16


Post by: ZergSmasher


JohnnyRotten wrote:
I was about to build my Blightlords up and noticed, that there is just 1 Combi Plasma in the box.

Since there are no bits on Ebay, how did you help yourself out, assuming you need to play WYSIWYG?

I built a unit of Blightlords with 4 Combiplasmas using the actual plasma bit that comes with the kit, plus three spare combiplasma parts I had from loyalist SM kits (with just a little cutting they actually fit really well). One of the models I converted this way was from the Felthius Cohort box (so that I'd have four Bubotic Axes too!).


Death Guard Tactica @ 2018/05/02 12:44:15


Post by: lare2


Hi all, was hoping you'd all be able to help me with a quick question.

I've mainly focused on exclusive Death Guard lists but recently I broke and have bought a Chaos Sorcerer for all that Warptime/Morty goodness.

My question, I plan to run him as an Auxiliary Support Detachment, costing me 1 CP. The way I see it, this gives me access to the CSM stratagems? Am I right in thinking that? Or does it need to be Patrol minimum... I really don't want to have to run a cheap unit of Cultists. The FAQ states you just need a detachment to access the stratagems.

Anywho, thanks in advance.


Death Guard Tactica @ 2018/05/02 14:29:06


Post by: Zid


 Mayk0l wrote:
Halfpast Yellow: thanks for the explanation! Makes sense

Johnny Rotten: you could probably convert some from the BaC and BoP box marine kits or the 40k tactical marine kits. The small little plasma or melta nozzle is found on other combibolters as well.

I myself made just the one and won't be completely WYSIWYG. I don't mind too much. The bit is so small and the combibolters on the Blightlords are all different I can't tell the difference anyway


I filed down Plasma Pistols from my Khorne Zerkers kit, they look alright. Probably gonna GS some nurgly stuff to make them less... kitbashy.


Death Guard Tactica @ 2018/05/02 14:36:31


Post by: gwarsh41


Kzraahk wrote:
I've been toying with a shooty Leviathan Dread lately. What's your take on double Grav Flux vs double Soulburner?


Soulburners are terrible on leviathan, check out the decimator. Same guns, faster, and cheaper. For full shooty, I think the tier is :
Butcher cannons: 16 S8 shots is nothing to sneeze at, has the range to keep you out of CC, which is very important.
Grav flux, can do terrible things, but the short range puts you at risk for CC.
Soulburner: good fun, but falls super flat compared to grav and butcher, especially when cheaper walkers can get the same exact gun.

Soulburners are awesome, and I love using them, just not on a leviathan.


Death Guard Tactica @ 2018/05/04 09:18:27


Post by: slatewarrior89


Hi everyone!! I'm new to the DG and I'm trying to put an army together.. But first of all I've got a question:
I've seen that in almost any list there are at least 2 PBC... how do you use them?? Stationary to benefit the max BS? in first line flaming on everything?? Or any other way?
Thanks everyone to answer this NooB question


Death Guard Tactica @ 2018/05/04 12:10:58


Post by: Captyn_Bob


lare2 wrote:
Hi all, was hoping you'd all be able to help me with a quick question.

I've mainly focused on exclusive Death Guard lists but recently I broke and have bought a Chaos Sorcerer for all that Warptime/Morty goodness.

My question, I plan to run him as an Auxiliary Support Detachment, costing me 1 CP. The way I see it, this gives me access to the CSM stratagems? Am I right in thinking that? Or does it need to be Patrol minimum... I really don't want to have to run a cheap unit of Cultists. The FAQ states you just need a detachment to access the stratagems.

Anywho, thanks in advance.

Auxiliary support detachments can't unlock stratagems


Automatically Appended Next Post:
(Top of the stratagem page)


Death Guard Tactica @ 2018/05/04 13:52:58


Post by: gwarsh41


slatewarrior89 wrote:
Hi everyone!! I'm new to the DG and I'm trying to put an army together.. But first of all I've got a question:
I've seen that in almost any list there are at least 2 PBC... how do you use them?? Stationary to benefit the max BS? in first line flaming on everything?? Or any other way?
Thanks everyone to answer this NooB question


I started using them with the lascannon type guns, in my back field and stationary to try to kill stuff. The mortar (like all ordnance) is pretty unreliable, and if an opponent gets in your back field, they can shut them down pretty hard with CC. Lately I've been running them with flamers, and driving up the table wildly firing mortars at BS5 until I get in flamer/CC range. It's an insanely durable tank, probably one of the most durable models in the game for it's point cost, I've been trying to utilize that as it's strength, instead of dmg output. Enemy infantry doesn't generally want to charge it because 2 flamers, and it is fantastic for tying things up in CC. My PBC have been doing serious work since I started treating them as a bloat drone alternative, with the flamers, instead of a heavy ranged tank. It's about as close to moving terrain as you can for chaos. Block/taunt charges, lock down giant kill units and make them fall back if they want to be useful.

I ran 3 with flamers like this in a recent 4K game against marines/mechanicus. One drove straight up to a blob of 6 of the weird tank legs dude, took all the like 6D6 plasma shots they have for 2 tuns and overwatch, then charged in and locked down a massive unit. Preventing them from shooting the rest of the game, as he would fall back, try to kill the tank with other stuff, fail, and then I would burn him and charge again. Flamers also work a bit better with daemon allies. The STR boost from epidemius, and the locus boos from nurgle characters will get more use than just re-rolling 1s on the lascannons.


Death Guard Tactica @ 2018/05/04 14:53:13


Post by: Vortenger


Well said! Looks like I should try swapping my sponsons for a couple games.


Death Guard Tactica @ 2018/05/04 15:08:38


Post by: lare2


Captyn_Bob wrote:
lare2 wrote:
Hi all, was hoping you'd all be able to help me with a quick question.

I've mainly focused on exclusive Death Guard lists but recently I broke and have bought a Chaos Sorcerer for all that Warptime/Morty goodness.

My question, I plan to run him as an Auxiliary Support Detachment, costing me 1 CP. The way I see it, this gives me access to the CSM stratagems? Am I right in thinking that? Or does it need to be Patrol minimum... I really don't want to have to run a cheap unit of Cultists. The FAQ states you just need a detachment to access the stratagems.

Anywho, thanks in advance.

Auxiliary support detachments can't unlock stratagems


Automatically Appended Next Post:
(Top of the stratagem page)


Any particular reason why not? The FAQ states a relevant detachment to unlock stratagems. By it's name the Auxiliary Support Detachment is a detachment.

Not trying to be sarcy or anything here. I Just wanna be clear on this before I run it. Wouldn't want to do anything illegal.

Thanks.


Automatically Appended Next Post:
lare2 wrote:
Captyn_Bob wrote:
lare2 wrote:
Hi all, was hoping you'd all be able to help me with a quick question.

I've mainly focused on exclusive Death Guard lists but recently I broke and have bought a Chaos Sorcerer for all that Warptime/Morty goodness.

My question, I plan to run him as an Auxiliary Support Detachment, costing me 1 CP. The way I see it, this gives me access to the CSM stratagems? Am I right in thinking that? Or does it need to be Patrol minimum... I really don't want to have to run a cheap unit of Cultists. The FAQ states you just need a detachment to access the stratagems.

Anywho, thanks in advance.

Auxiliary support detachments can't unlock stratagems


Automatically Appended Next Post:
(Top of the stratagem page)


Any particular reason why not? The FAQ states a relevant detachment to unlock stratagems. By it's name the Auxiliary Support Detachment is a detachment.

Not trying to be sarcy or anything here. I Just wanna be clear on this before I run it. Wouldn't want to do anything illegal.

Thanks.


No, hang on... Ignore me. Saw your post script. Cheers for the help! Looks like I'm running patrol.


Death Guard Tactica @ 2018/05/07 10:34:54


Post by: Pestilens


Can you DS a unit of myphitic haulers with the deamons stratagem???


Death Guard Tactica @ 2018/05/07 10:41:35


Post by: Marshal Loss


How have competitive players been using PBC's - with plaguespitters?


Death Guard Tactica @ 2018/05/07 10:48:01


Post by: Jidmah


Pestilens wrote:
Can you DS a unit of myphitic haulers with the deamons stratagem???


No, as per the FAQ the daemon stratagems are limited to units with faction keyword "daemon". DG daemon engines and Mortarion have a daemon keyword, but not a daemon faction keyword.


Death Guard Tactica @ 2018/05/07 11:07:38


Post by: Pestilens


Thanks!!!!


Death Guard Tactica @ 2018/05/07 12:35:38


Post by: Sgt. Cortez


Hey guys, I have a kind of beginners question that has been debated several times since the Codex dropped but unfortunately I don't know what the final answer was:

Does the Fugaris helmet also buff your warlord trait aura?

I know the relic text says only auras on the datasheet, but I was pretty sure that I read an FaQ saying yes, but I can't find it anywhere and thought I'd ask here.


Death Guard Tactica @ 2018/05/07 15:15:45


Post by: JohnnyRotten


Since I received so many helpful answers while starting DG, I'll just gibe a quick update how building the army up goes:







Coming a long way and I'm not a great painter.

Still undecided if I should go for the Weeping Legion theme. I'll take longer though, it's so comfortable to spray them with DG green and the basecoat is done. On the other hand....I usually don'tlike the comic-esque look GW used to paint them up. Maybe I'll just change the pink cloak to an more earthly color.


Death Guard Tactica @ 2018/05/07 16:36:42


Post by: gwarsh41


 Marshal Loss wrote:
How have competitive players been using PBC's - with plaguespitters?


While the PBC spam is dead, I think they are still really useful units. Mine generally do not do tons of dmg, but I run them up the field and lock whatever I want in CC. TH/SS? Throw a PBC at it, giant mechanicus death blob? Toss a PBC at it. I use them to help shape the battlefield and hopefully draw some anti tank fire from my rhinos or whatever else I don't want to be shot at with lascannons. Since I stopped running entropy cannon buddies with a lord to babysit, the feedback has gone from absolutely nothing, to "3 of those is cheap and dirty".
Shooting, they are bad preds, their strength is their durability. Using them as basically moving terrain has been great.


Death Guard Tactica @ 2018/05/12 08:47:29


Post by: JohnnyRotten


Hey guys, how is this list for a beginners 1000 Pts ?


+ HQ +

Chaos Lord [5 PL, 77pts]: Chainaxe, Combi-bolter

Typhus [9 PL, 175pts]: Warlord

+ Troops +

Plague Marines [13 PL, 192pts]
. Plague Champion: Plague knife, Plasma gun
. 6x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Total: [55 PL, 1000pts] ++

Created with BattleScribe (https://battlescribe.net)


Death Guard Tactica @ 2018/05/12 09:17:48


Post by: Nightlord1987


Looks pretty awesome for 1000 pts.


Death Guard Tactica @ 2018/05/12 14:55:41


Post by: JohnnyRotten


 Nightlord1987 wrote:
Looks pretty awesome for 1000 pts.


Thank you mate.

I was thinking about blocking everything with the poxes and shoot the plasma from behind. Also the drones to go on harder targets.


I was advised to bring a Demon Prince at 1000 Pts, but I didn't have the choice to include it without dropping Typhus and the Poxbringers.

I assumed Poxbringers without Typhus ain't worth it and the alternative would be cultists. The problem is I somehow don't like the models and the thought of painting them.


I would like to ask, how vital cultists are for higher point DG lists....do you have to bring them? And do you usuallly bring more than 10 x for objective camping?

Also....is Typhus in 2000 point games also viable in combination with Mortarion f.e. or is Typhus only an option if you focus the whole list around him?


Death Guard Tactica @ 2018/05/13 21:21:06


Post by: Fan67


JohnnyRotten wrote:
Hey guys, how is this list for a beginners 1000 Pts ?


+ HQ +

Chaos Lord [5 PL, 77pts]: Chainaxe, Combi-bolter

Typhus [9 PL, 175pts]: Warlord

+ Troops +

Plague Marines [13 PL, 192pts]
. Plague Champion: Plague knife, Plasma gun
. 6x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Total: [55 PL, 1000pts] ++

Created with BattleScribe (https://battlescribe.net)


Typhus for 1000 is an absolute overkill.
Drop him and get sorcerer or plaguecaster with putrescent vitality and blades of putrefaction.
Drop some poxes from one of the poxwalker unit and get a rhino for the plague marines (at 1k points they are sturdy as hell, and if you stick Havok and combi-melta - you get decent dakka).
This way you can give plasma or melta to the lord.
Have you considered changing non-champion plasma to blight launchers in order to get benefit from the lord's Arch-Contaminator warlord trait? He could also take Plaguebringer relic for some decent melee (and arch contaminator will greatly buff melee potential of the plague marines as well).
Typhus' warlord trait is a lackluster and most likely won't do anything cause you might want him closer to your poxes than the enemy line.

This way there is a rhino at -1 to hit from smokes (-2 if you drop Miasma of Pestilence on it) and your opponent will get to choose either shoot 30 poxwalkers or rhino.
This way poxes will live much longer and you won't lose your marines if you lose first turn roll before dropping cloud of flies.



Automatically Appended Next Post:
JohnnyRotten wrote:
 Nightlord1987 wrote:
Looks pretty awesome for 1000 pts.


Thank you mate.

I was thinking about blocking everything with the poxes and shoot the plasma from behind. Also the drones to go on harder targets.


I was advised to bring a Demon Prince at 1000 Pts, but I didn't have the choice to include it without dropping Typhus and the Poxbringers.

I assumed Poxbringers without Typhus ain't worth it and the alternative would be cultists. The problem is I somehow don't like the models and the thought of painting them.


I would like to ask, how vital cultists are for higher point DG lists....do you have to bring them? And do you usuallly bring more than 10 x for objective camping?

Also....is Typhus in 2000 point games also viable in combination with Mortarion f.e. or is Typhus only an option if you focus the whole list around him?


Daemon prince is nice, but it is badly suited for your list.
Cultists are generally better than poxwalkers these days, cause the sheer number of extra wounds is better and you can't get free poxes above starting size.
The difference between cultists & poxwalkers is not that huge, so you better stick with models you like better.

Mortarion is generally bad choice agaist opponents who know how to concentrate fire.
Typhus on the other hand is great in larger games where you can bring more poxwalkers (alas their utility dropped significantl with the demise of so called "poxfarm").
You still should have secondary psyker to cast putrescent vitality and blades of putrefaction from behind the deny range of the enemy so you typhus can move to the frontline to earn his points back.
And don't forget about the "nurgle's rot" rule. Frequently by the time your poxes and typhus get into close combat it's easy to forget about this extra mortal wounds. And if you grow you army to multiple small units of poxes - they will generace substantial ammount of mortal wounds.
And don't forget the Tallyman - in the 2000 pure DG lists with poxwalkers he is essential.


Death Guard Tactica @ 2018/05/16 17:39:35


Post by: JohnnyRotten


 Fan67 wrote:


[........]


Thanks for your helpful input. It indeed seems to be quite reasonable to change the non champion plasma guns to blight launchers for the warlord thread. It's a pitty to swap Typhus out, because I'm building up on the DI DG's and the LoC made a nice Typhus.

If I swap out Typhus are Poxwalkers helpful at all? Like I said, I use the DI models and if I swap to cultists I have to buy and paint loads of these gakky critters all over. Then again....without Typhus and Poxes a Demon Prince would make sense again. But in the end, i would end up with a model range I don'tpossess right now and had to start all over with buying and painting. :/



Death Guard Tactica @ 2018/05/17 15:44:42


Post by: Danny slag


JohnnyRotten wrote:
 Fan67 wrote:


[........]


Thanks for your helpful input. It indeed seems to be quite reasonable to change the non champion plasma guns to blight launchers for the warlord thread. It's a pitty to swap Typhus out, because I'm building up on the DI DG's and the LoC made a nice Typhus.

If I swap out Typhus are Poxwalkers helpful at all? Like I said, I use the DI models and if I swap to cultists I have to buy and paint loads of these gakky critters all over. Then again....without Typhus and Poxes a Demon Prince would make sense again. But in the end, i would end up with a model range I don'tpossess right now and had to start all over with buying and painting. :/



The way I see it poxwalkers suffer from the warhammer community "OP or useless" syndrome. If the poxfarm was never a thing then people would still think poxwalkers were great, but since they did have a cheesy mechanic that got fixed, now they're perceive as bad.
But it's a cheap screen/point holding unit that ignores the largest detriment to most cheap point holding units, moral. 20 cultists will die to a couple lasguns, but 20 poxwalkers will survive so much longer, they are slightly more expensive, but vastly more survivable for those couple points. Not only with their immunity to moral but also their disgustingly resilient. Even just 10 poxwalkers will survive sitting on a point longer than 20 cultists will.
Cultist have guns, which might peel 1-2 wounds off something, but I'd take poxwalkers over cultists any day, even without typhus.


Death Guard Tactica @ 2018/05/18 13:23:41


Post by: lare2


My local tournament scene has shifted to 1750pts, influenced by the change at the GT.

I'm cool with the shift as I'm happy just to get games in but one thing that does bug me... Morty.

I love playing the big guy but I can't seem to fit him into a decent 1750pts list. That 250pts really makes a big difference to my Morty lists.


Death Guard Tactica @ 2018/05/21 08:55:02


Post by: JohnnyRotten


It seems like the Primarchs are out. On the other hand 1750 pts. mean 250 pts. less first turn shooting at Morty and should increase his survivability.

Afaik Morty often mows his points back in the first round of melee combat he gets into.


Death Guard Tactica @ 2018/05/21 12:35:13


Post by: Zid


Theres still a lot of armies that can 1TKO Morty from afar (Tau, AM, Marine Gunlines, etc.) with proper positioning. Of course, there are other armies that will have a hard time dealing with him.


Death Guard Tactica @ 2018/05/21 13:12:19


Post by: Ix_Tab


Danny slag wrote:
JohnnyRotten wrote:
 Fan67 wrote:


[........]


Thanks for your helpful input. It indeed seems to be quite reasonable to change the non champion plasma guns to blight launchers for the warlord thread. It's a pitty to swap Typhus out, because I'm building up on the DI DG's and the LoC made a nice Typhus.

If I swap out Typhus are Poxwalkers helpful at all? Like I said, I use the DI models and if I swap to cultists I have to buy and paint loads of these gakky critters all over. Then again....without Typhus and Poxes a Demon Prince would make sense again. But in the end, i would end up with a model range I don'tpossess right now and had to start all over with buying and painting. :/



The way I see it poxwalkers suffer from the warhammer community "OP or useless" syndrome. If the poxfarm was never a thing then people would still think poxwalkers were great, but since they did have a cheesy mechanic that got fixed, now they're perceive as bad.
But it's a cheap screen/point holding unit that ignores the largest detriment to most cheap point holding units, moral. 20 cultists will die to a couple lasguns, but 20 poxwalkers will survive so much longer, they are slightly more expensive, but vastly more survivable for those couple points. Not only with their immunity to moral but also their disgustingly resilient. Even just 10 poxwalkers will survive sitting on a point longer than 20 cultists will.
Cultist have guns, which might peel 1-2 wounds off something, but I'd take poxwalkers over cultists any day, even without typhus.


I disagree, poxwalkers are much more expensive than cultists. If we look at some math based on equal points it takes 72 guard fired lasgun shots to kill 15 cultists, 40.4 marine bolt gun shots at expected damage. The same points of poxwalkers - 60 lasgun, 33.7 bolt gun shots to kill 10 poxwalkers. Morale is an issue for the cultists certainly but using units of only 10 mitigates this somewhat. As you say the cultists can also shoot and with 18" rapid fire can make a small but useful contribution. Poxwalkers are really not "slightly more expensive" or "vastly more survivable" in fact point for point in some circumstances they are less survivable. The fact that Typhus buffs the Pox is quite annoying as he really doesn't want to be babysitting a peripheral unit to increase their low effectiveness. If you can take a deamon detachment or can spare a characters movement for a turn to summon Plaguebearers might be the best choice for simply sitting on objectives.


Death Guard Tactica @ 2018/05/21 14:17:47


Post by: Danny slag


Ix_Tab wrote:
Danny slag wrote:
JohnnyRotten wrote:
 Fan67 wrote:


[........]


Thanks for your helpful input. It indeed seems to be quite reasonable to change the non champion plasma guns to blight launchers for the warlord thread. It's a pitty to swap Typhus out, because I'm building up on the DI DG's and the LoC made a nice Typhus.

If I swap out Typhus are Poxwalkers helpful at all? Like I said, I use the DI models and if I swap to cultists I have to buy and paint loads of these gakky critters all over. Then again....without Typhus and Poxes a Demon Prince would make sense again. But in the end, i would end up with a model range I don'tpossess right now and had to start all over with buying and painting. :/



The way I see it poxwalkers suffer from the warhammer community "OP or useless" syndrome. If the poxfarm was never a thing then people would still think poxwalkers were great, but since they did have a cheesy mechanic that got fixed, now they're perceive as bad.
But it's a cheap screen/point holding unit that ignores the largest detriment to most cheap point holding units, moral. 20 cultists will die to a couple lasguns, but 20 poxwalkers will survive so much longer, they are slightly more expensive, but vastly more survivable for those couple points. Not only with their immunity to moral but also their disgustingly resilient. Even just 10 poxwalkers will survive sitting on a point longer than 20 cultists will.
Cultist have guns, which might peel 1-2 wounds off something, but I'd take poxwalkers over cultists any day, even without typhus.


I disagree, poxwalkers are much more expensive than cultists. If we look at some math based on equal points it takes 72 guard fired lasgun shots to kill 15 cultists, 40.4 marine bolt gun shots at expected damage. The same points of poxwalkers - 60 lasgun, 33.7 bolt gun shots to kill 10 poxwalkers. Morale is an issue for the cultists certainly but using units of only 10 mitigates this somewhat. As you say the cultists can also shoot and with 18" rapid fire can make a small but useful contribution. Poxwalkers are really not "slightly more expensive" or "vastly more survivable" in fact point for point in some circumstances they are less survivable. The fact that Typhus buffs the Pox is quite annoying as he really doesn't want to be babysitting a peripheral unit to increase their low effectiveness. If you can take a deamon detachment or can spare a characters movement for a turn to summon Plaguebearers might be the best choice for simply sitting on objectives.


They're only 2 points more and have what amounts to basically a 5+ invul vs no save on cultists, and like I said lose 0 to moral. You wouldn't need to kill 15 cultist, only about 8-10, the rest will then run. So if you put 9 wounds on a unit of 15 cultists that unit is going to wipe, same 9 wounds on a unit of only 10 poxwalkers and you still have 4 left holding the objective.

Granted the cultists being able to shoot shouldn't be dismissed. I just think poxwalkers are a cheap and effective point holder.


Death Guard Tactica @ 2018/05/22 21:52:17


Post by: Mayk0l


[Nevermind question already answered elsewhere]


Death Guard Tactica @ 2018/05/23 19:30:15


Post by: Brymm


Working on a Plague Marine heavy 2k list using 3-4 squads of 7, most likely using 2 blight launchers and a plasma gun in each. Supporting with a Chaos Lord and grenade elite guy (blight bringer?), along with a forward demon prince with 3 bloat drones. I have like 400pts left and need some anti tank weapons.
With plague marines marching up the middle firing off those blight launchers and chucking grenades, and the prince and pals pressuring up front, what should I be using to pure death guard for taking down heavy armor?


Death Guard Tactica @ 2018/05/23 19:57:17


Post by: Jidmah


Since you're bringing that many marines, maybe a trio of myphitic blight haulers might work? I've found mobile cover on a large base with 10" movement to be quite handy.
They also match drones quite well, my single hauler usually survives games unharmed, because everything that could harm them is busy killing drones or the daemon prince.
Without the tri-lobe bonus they don't hit jack though.

Otherwise, the usual stuff. Predators, PBC, hellbrutes or blightlords.


Death Guard Tactica @ 2018/05/23 20:06:00


Post by: gwarsh41


Myphiric blight haulers are pretty good, but for 400pt, I would slap 3 foul blightspawn into that list. They work fantastic in rhino rush lists. Bloat drones with fleshmowers, foul blightspawn, and daemon princes are what usually do the heavy tank killing for me.

Or sometimes I just run a rhino or PBC into them. PBC are excellent at being mobile terrain. Someone falls back from it, they get flamers in the face, then charged again. Seriously, I feel like PBC should be in the fortification slot for how I use them.


Death Guard Tactica @ 2018/05/23 20:39:25


Post by: Brymm


I just ordered three blight haulers from ebay! I never considered them because I didn't own them. The mobile cover save and anti tank weapons sold me. A bit pricey point wise but oh so cool looking. Trilobe, here I come.
Also, any experience on here running the plague surgeon for the better resilient roll? Worth it for points?


Death Guard Tactica @ 2018/05/23 21:10:23


Post by: gwarsh41


Nah, re-rolling 1s into 5s isn't worth the points. Surgeon is a sweet model, but the weakest character. I've ran him a few times in really casual games and the re-roll 1s is rarely ever useful. He has a fun combo where you give him the relic sword when you are fighting space marines and pop vets of the long war to do some good damage.

Cool to look at, not so hot on the table.


Death Guard Tactica @ 2018/05/23 21:30:26


Post by: Brymm


Ok good to know. We seem to have a lot of neat support characters that all seem somewhat useful. Thanks for the clarity on that one.


Death Guard Tactica @ 2018/05/23 22:06:35


Post by: orkswubwub


 Brymm wrote:
Ok good to know. We seem to have a lot of neat support characters that all seem somewhat useful. Thanks for the clarity on that one.


+1 for blighthauler being the way to go - the extra save on the marines is also gravy if you don't go first - i know it is a fluff list but there is nothing worse then rocking a cool fluff list against even a semi-competitive list and getting tabled turn 2-3.


Death Guard Tactica @ 2018/05/24 14:46:55


Post by: Jidmah


So, I'm finally thinking about expanding my DG army because they are a lot of fun to play, and getting two PBC is pretty much a given. Currently I own two sets of DI, ETB plague marines, all the support characters, a daemon prince and a blight hauler.

On top of that I would like to have something that can handle tough targets sitting in my opponents backfield like predators, fire prisms or basilisks, since my dual talon prince doesn't do a lot of damage to vehicles and the foul blight spawn usually doesn't get that far into the enemy deployment zone, I want something with punch and range. I have identified three options:

1) Two more myphitic blight-haulers for the tri-lobe. The are cheap in terms of money and my one hauler has yet to die in a single game. When drones start melting infantry left and right, everyone seems to stop caring about the little guy trying to hit something with his multi-melta.
2) Blightlord Terminators. I know that they took a massive hit from the beta rules and the could of flies nerf, but I like the models and even if they are a turn late, four plasma guns are nothing that can be ignored. I can still cast miasma of pestilence on them so I think they might not die to easily.
3) A defiler. The weapon loadout is not too different from the PBC, but it's really dangerous in combat to things might try to shut off the PBC. With the additional CP I get from the new battalion buff, I think I should have no problem spending 1CP per turn to keep it moving and shooting without drawback.

So blight haulers, blightlords or defiler? Or something else?


Death Guard Tactica @ 2018/05/24 16:02:51


Post by: gwarsh41


I know it's a super unpopular choice, but Deathshroud terminators have been a fantastic anti vehicle option for me. They regularly munch on land raiders and knights. It's especially good if you can get a sorcerer with them for blades.

Fleshmower drones have been a more reliable way to deal with back field tanks. My last few games I have just tossed a rhino or something at big scary back field stuff. Turn 1 I advance and pop smoke. Turn 2 my marines get our, and from then on I have a nice little harassment unit.

Alternatively you can just buy a leviathan dreadnought with 2 butcher cannons and laugh as you drown everything and anything while making knight titans blush in envy.

I also have a lot of fun with grav/drill combo. Our chapter tactics REALLY help leviathans shine.


Death Guard Tactica @ 2018/05/25 07:47:28


Post by: slatewarrior89


Talking about Leviathan... I'd like to buy one of them or one Chaos Decimator.. Does someone could help me take the choice?

Another question: Leviathan could or could not use Fire Frenzy stratagem?


Death Guard Tactica @ 2018/05/25 13:28:23


Post by: gwarsh41


Fire frenzy is only the Hellbrute model, not the HELLBRUTE keyword. I think they even cleared that up in an FAQ. If you want competitive, get a leviathan. They are expensive, but worth it. The upside to a decimator is that it's a daemon, so will help epidemius, and is one of the cheapest ways to soulburner spam (still expensive though),also, it fits in a mastodon and dreadclaw, where the leviathan fits in nothing.

I would lean towards leviathan, it's also really easy to magnetize, where the decimator is a pain in the ass.


Death Guard Tactica @ 2018/05/27 18:40:38


Post by: Danny slag


 Jidmah wrote:
So, I'm finally thinking about expanding my DG army because they are a lot of fun to play, and getting two PBC is pretty much a given. Currently I own two sets of DI, ETB plague marines, all the support characters, a daemon prince and a blight hauler.

On top of that I would like to have something that can handle tough targets sitting in my opponents backfield like predators, fire prisms or basilisks, since my dual talon prince doesn't do a lot of damage to vehicles and the foul blight spawn usually doesn't get that far into the enemy deployment zone, I want something with punch and range. I have identified three options:

1) Two more myphitic blight-haulers for the tri-lobe. The are cheap in terms of money and my one hauler has yet to die in a single game. When drones start melting infantry left and right, everyone seems to stop caring about the little guy trying to hit something with his multi-melta.
2) Blightlord Terminators. I know that they took a massive hit from the beta rules and the could of flies nerf, but I like the models and even if they are a turn late, four plasma guns are nothing that can be ignored. I can still cast miasma of pestilence on them so I think they might not die to easily.
3) A defiler. The weapon loadout is not too different from the PBC, but it's really dangerous in combat to things might try to shut off the PBC. With the additional CP I get from the new battalion buff, I think I should have no problem spending 1CP per turn to keep it moving and shooting without drawback.

So blight haulers, blightlords or defiler? Or something else?


I know it's not one you listed, but I'm a fan of two helbrutes with lascannons and fist. One of the cheapest ways to get AT in the army, the only unit that benefits from DG move and shoot heavy army rule (odd they wrote an army wide rule that effects only this one unit) so unlike other dreads it can walk up he board while putting down 3+ to hit lascannons. It can counter charge if something deep strikes your infantry, it can threaten vehicles at range and in close combat, and no degrading stat block. Every other long range AT in our codex is going to be hitting on 4+, 5+, or 6+. (except a triple set of blight haulers.)



People poo on them because the don't have DR so die easier than the rest of the army, but that's just saying DR is great, not that helbrutes are bad at all. And in a vacuum sure they die easier than a PBC, but is your oppponent going to use their AT on the helbrutes, or your plague drones, or your demon prince, or... given all those other scary targets at least 1 of those helbrutes will survive and pose a threat.

They're only 164 pets each.


Death Guard Tactica @ 2018/05/27 22:50:28


Post by: Zid


What ranged options does everyone like to run? I'm feeling like I need more shooting besides the PBC, but not sure what I want... I could do Obliterators or something, or maybe split into Tzeentch?


Death Guard Tactica @ 2018/05/27 23:08:06


Post by: Ascalam


Blight haulers for close in.

Helbrutes and defilers are ok

Forgeworld gives us Hellforged contemptor and leviathans too


Death Guard Tactica @ 2018/05/28 07:22:21


Post by: HivefleetSkorpios


Hi, what you guys think about Beast of Nurgle? They're cheap, durable, ok Movement and easy to summon. Will you use them as distracting Carnifex?


Death Guard Tactica @ 2018/05/28 07:40:19


Post by: Ascalam


They work well with horticulus, but I prefer drones unless I’m running him


Death Guard Tactica @ 2018/05/28 14:08:36


Post by: Brymm


This might be a silly question, but if you have nurgle daemons from the Death Guard codex, can they just be deployed on the table? Or do they need to be summoned?


Death Guard Tactica @ 2018/05/28 14:31:37


Post by: Jidmah


Danny slag wrote:
I know it's not one you listed, but I'm a fan of two helbrutes with lascannons and fist. One of the cheapest ways to get AT in the army, the only unit that benefits from DG move and shoot heavy army rule (odd they wrote an army wide rule that effects only this one unit) so unlike other dreads it can walk up he board while putting down 3+ to hit lascannons. It can counter charge if something deep strikes your infantry, it can threaten vehicles at range and in close combat, and no degrading stat block. Every other long range AT in our codex is going to be hitting on 4+, 5+, or 6+. (except a triple set of blight haulers.)

Good point, the main reason I'm currently not interested in them is that helbrutes are too expensive right now. I want to build the models myself, so second hand are out of question and all third party stores with decent discounts do not sell the helbrute box. The only way to get them is to order them directly from GW (at the price of two discounted PBC) or buy a discounted Start Collecting: CSM box with a unit of useless CSM inside. I'm also not interested in the Dark Vengeance Helbrute, as it's multi-melta only.
I will eventually get them as options to swap in, but not while I'm still building my army.

People poo on them because the don't have DR so die easier than the rest of the army, but that's just saying DR is great, not that helbrutes are bad at all. And in a vacuum sure they die easier than a PBC, but is your oppponent going to use their AT on the helbrutes, or your plague drones, or your demon prince, or... given all those other scary targets at least 1 of those helbrutes will survive and pose a threat.

They do die easily compared to nurgle daemon engines though. The lack of an invulnerable save hurts a lot more than DR though. In a recent game two predators evaporated during the first two turns, while a measly myphitic blight crawler took a bunch of tzeench powers, six lascannons shots and two turns of combat with a helbrute to take down.


Death Guard Tactica @ 2018/05/28 18:41:52


Post by: Nightlord1987


I've used a LC/ML Brute to "Babysit" Predators before. Add their own weight of fire, and can move into positions that your Prwed would have to lose accuracy, or spend a CP on Blasphemous Machines to reach.

With so many immediate threats on the board, the Brute is usually just ignored. But it is a labor of love including one in a list. I really like the conversions I've done on my old metal Chaos Dread.


Death Guard Tactica @ 2018/05/30 14:15:45


Post by: Nithaniel


 Brymm wrote:
This might be a silly question, but if you have nurgle daemons from the Death Guard codex, can they just be deployed on the table? Or do they need to be summoned?


If you take them in your list then they would deploy on the table but this would lose you access to Inexorable advance as they do not have the Deathguard keyword. I'm assuming this can still be done as per the big faq restrictons on Soup because they share Nurgle keyword.
Daemons are really in the DG dex for summoning though
if you leave points in your list spare then you can summon and it gives you flexibility to summon what you want without specifying on your list. I've toyed with the idea of doing this as spare points can also be used to increase poxwalker squads if the situation makes that a better course of action than summoning. I like this because its still demoralising to your opponent to know that his beloved models are now devoted to you and despair feeds Nurgle!

If you are gonna be running Daemons in any significant amount I think its better to grab their dex and run an actual detachment of them giving giving you access to more strats and daemons psychis powers can cross buff some DG units. Stick a herald by your PBC and laugh as you heal damage on it in psychic phase that your opoonents had to work REALLY hard to remove in the first place...more despair


Death Guard Tactica @ 2018/05/30 15:11:29


Post by: Zid


 Nithaniel wrote:
 Brymm wrote:
This might be a silly question, but if you have nurgle daemons from the Death Guard codex, can they just be deployed on the table? Or do they need to be summoned?


If you take them in your list then they would deploy on the table but this would lose you access to Inexorable advance as they do not have the Deathguard keyword. I'm assuming this can still be done as per the big faq restrictons on Soup because they share Nurgle keyword.
Daemons are really in the DG dex for summoning though
if you leave points in your list spare then you can summon and it gives you flexibility to summon what you want without specifying on your list. I've toyed with the idea of doing this as spare points can also be used to increase poxwalker squads if the situation makes that a better course of action than summoning. I like this because its still demoralising to your opponent to know that his beloved models are now devoted to you and despair feeds Nurgle!

If you are gonna be running Daemons in any significant amount I think its better to grab their dex and run an actual detachment of them giving giving you access to more strats and daemons psychis powers can cross buff some DG units. Stick a herald by your PBC and laugh as you heal damage on it in psychic phase that your opoonents had to work REALLY hard to remove in the first place...more despair


My favorite is to have a Poxbringer hanging behind my 3 PBC's; he heals them, plus makes them have Str 8 flamers that can possibly be 2 damage a piece; which is insanely great. Wounding MEQ's on 2's is always a plus


Death Guard Tactica @ 2018/05/30 18:53:10


Post by: Brymm


Thanks for the replies.

So I'm getting ready for the Michigan GT coming up in October. They just released the scoring rules but no mission packs yet. I want to run a fun, somewhat fluffy army that can actually pull its weight. I don't expect to be at the top tables but I do want to be able to win a few games. Currently I am working with:
Spoiler:

180 Daemon Prince of Nurgle
Wings, Talons x 2, Sup. Plate

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

95 Chaos Lord
Combi-plasma, Balesword

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

158 Plague Marines x 7
Plasmagun x 3

77 Foul Blightspawn

110 Malignant Plague Caster

74 Biologus Putrifier
WARLORD, Arch Contaminator, Helm
426 Myphitic Blight Haulers x 3
Multimelta, Bile Spurt, Missile Launcher

102 Poxwalkers x 17

2000


That is 8 command points after getting the second relic. No Mortarion. The goal there is have a central brick of doom that has the grenade bonus guy with a larger bubble, a tri-lobe of haulers providing the cover save and a decent tough screen of pox walkers. The Prince and drones are forward operators mainly working to distract up front while my Plague Marines get to objectives and then eventually break off to try to clear objectives.
My main concern is that if the objectives are extremely far apart that my brick won't be able to effectively stretch to cover them and will need to split up. Also, I am not sure what will draw fire the most without Mortarion in the list.
Options I am considering are adding the Helm and Warlord trait to the Lord instead, bumping his to hit buff and plague weapon buff further, as opposed to the putrifier who would be buffing the grenades and plague weapons. The third choice there is giving the Warlord trait to the Prince, letting him buff the drones he's with.

Lastly, Mortarion? What would I lose? I like most parts of the list and am not sure where I chop over 400 points to shoehorn the man in.
Thoughts?


Death Guard Tactica @ 2018/05/31 10:27:54


Post by: Brymm


The other idea isn't pure DG but instead allies in Chaos Space Marines (probably Alpha Legion for the -1 to hit and the ability to infiltrate one unit of those cultists). This gives me access to Warptime, Prescience and Death Hex, which I feel is badly needed.
Spoiler:

180 Daemon Prince of Nurgle
Wings, Talons x 2, Sup. Plate

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

95 Chaos Lord
Combi-plasma, Balesword

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

158 Plague Marines x 7
Plasmagun x 3

77 Foul Blightspawn

74 Biologus Putrifier
WARLORD, Arch Contaminator, Helm

426 Myphitic Blight Haulers x 3
Multimelta, Bile Spurt, Missile Launcher

112 Sorcerer Chaos with Jump Pack
10 Force Axe

112 Sorcerer Chaos with Jump Pack
8 Force Sword

48 Chaos Cultists x 12
Autoguns

40 Chaos Cultists
Autoguns

40 Chaos Cultists
Autoguns

2000


I lose out on one Bloat Drone, but I'll live. Also, if I can hack up some old grenade launchers from some guard bits, I might switch two plasma to blight launchers. Lemme know community!


Death Guard Tactica @ 2018/05/31 10:56:26


Post by: blackmage


honestly i played both versions with plasma and blight launcher and always found more reliable the plasma, you need a lord/pd babysitting the plagues but you can hurt anything with plasma. The only thing i can suggest you is use a flail, you need something to rid of CaC units.


Death Guard Tactica @ 2018/05/31 12:25:05


Post by: Zid


 Brymm wrote:
The other idea isn't pure DG but instead allies in Chaos Space Marines (probably Alpha Legion for the -1 to hit and the ability to infiltrate one unit of those cultists). This gives me access to Warptime, Prescience and Death Hex, which I feel is badly needed.
Spoiler:

180 Daemon Prince of Nurgle
Wings, Talons x 2, Sup. Plate

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

95 Chaos Lord
Combi-plasma, Balesword

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

158 Plague Marines x 7
Plasmagun x 3

77 Foul Blightspawn

74 Biologus Putrifier
WARLORD, Arch Contaminator, Helm

426 Myphitic Blight Haulers x 3
Multimelta, Bile Spurt, Missile Launcher

112 Sorcerer Chaos with Jump Pack
10 Force Axe

112 Sorcerer Chaos with Jump Pack
8 Force Sword

48 Chaos Cultists x 12
Autoguns

40 Chaos Cultists
Autoguns

40 Chaos Cultists
Autoguns

2000


I lose out on one Bloat Drone, but I'll live. Also, if I can hack up some old grenade launchers from some guard bits, I might switch two plasma to blight launchers. Lemme know community!


Prescience isn't badly needed, honestly, unless your running a large blob of something that needs it (40 cultists, terminators, etc.) Death hex is amazing, however, and Warprime can be game changing on the right unit. However, generally a single sorcerer with just two of the above spells is about all you need. The only time I feel the need to take Prescience is with Blightlord Terminators, the WS/BS 3 really hurts them.


Death Guard Tactica @ 2018/05/31 12:26:48


Post by: Brymm


Oh and the second list gets a net gain of 4 CPs by having the CSM battalion.


Death Guard Tactica @ 2018/05/31 18:38:01


Post by: blackmage


 Zid wrote:
 Brymm wrote:
The other idea isn't pure DG but instead allies in Chaos Space Marines (probably Alpha Legion for the -1 to hit and the ability to infiltrate one unit of those cultists). This gives me access to Warptime, Prescience and Death Hex, which I feel is badly needed.
Spoiler:

180 Daemon Prince of Nurgle
Wings, Talons x 2, Sup. Plate

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

95 Chaos Lord
Combi-plasma, Balesword

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

158 Plague Marines x 7
Plasmagun x 3

77 Foul Blightspawn

74 Biologus Putrifier
WARLORD, Arch Contaminator, Helm

426 Myphitic Blight Haulers x 3
Multimelta, Bile Spurt, Missile Launcher

112 Sorcerer Chaos with Jump Pack
10 Force Axe

112 Sorcerer Chaos with Jump Pack
8 Force Sword

48 Chaos Cultists x 12
Autoguns

40 Chaos Cultists
Autoguns

40 Chaos Cultists
Autoguns

2000


I lose out on one Bloat Drone, but I'll live. Also, if I can hack up some old grenade launchers from some guard bits, I might switch two plasma to blight launchers. Lemme know community!


Prescience isn't badly needed, honestly, unless your running a large blob of something that needs it (40 cultists, terminators, etc.) Death hex is amazing, however, and Warprime can be game changing on the right unit. However, generally a single sorcerer with just two of the above spells is about all you need. The only time I feel the need to take Prescience is with Blightlord Terminators, the WS/BS 3 really hurts them.

main reason why i always play a Ts supreme command, i have all the power i need with Ahriman plus 2 or 3 Dp


Death Guard Tactica @ 2018/05/31 19:07:25


Post by: Zid


 blackmage wrote:
 Zid wrote:
 Brymm wrote:
The other idea isn't pure DG but instead allies in Chaos Space Marines (probably Alpha Legion for the -1 to hit and the ability to infiltrate one unit of those cultists). This gives me access to Warptime, Prescience and Death Hex, which I feel is badly needed.
Spoiler:

180 Daemon Prince of Nurgle
Wings, Talons x 2, Sup. Plate

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

158 Foetid Bloat Drone
Plague Spitter x 2, Plague Probe

95 Chaos Lord
Combi-plasma, Balesword

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

152 Plague Marines x 7
Blight Launcher x 2, Plasmagun

158 Plague Marines x 7
Plasmagun x 3

77 Foul Blightspawn

74 Biologus Putrifier
WARLORD, Arch Contaminator, Helm

426 Myphitic Blight Haulers x 3
Multimelta, Bile Spurt, Missile Launcher

112 Sorcerer Chaos with Jump Pack
10 Force Axe

112 Sorcerer Chaos with Jump Pack
8 Force Sword

48 Chaos Cultists x 12
Autoguns

40 Chaos Cultists
Autoguns

40 Chaos Cultists
Autoguns

2000


I lose out on one Bloat Drone, but I'll live. Also, if I can hack up some old grenade launchers from some guard bits, I might switch two plasma to blight launchers. Lemme know community!


Prescience isn't badly needed, honestly, unless your running a large blob of something that needs it (40 cultists, terminators, etc.) Death hex is amazing, however, and Warprime can be game changing on the right unit. However, generally a single sorcerer with just two of the above spells is about all you need. The only time I feel the need to take Prescience is with Blightlord Terminators, the WS/BS 3 really hurts them.

main reason why i always play a Ts supreme command, i have all the power i need with Ahriman plus 2 or 3 Dp


yep, I can agree with that. Supreme Command Ts! I may do this eventually if I could only stop loving my nurgle so much...


Death Guard Tactica @ 2018/05/31 19:29:33


Post by: blackmage


i understand that
a question... why so many likes PBC? I find it a bit underwhelming, hit at 4+ heavy weapon so -1 to hit if moves, ok it is tough but doesn't seem to me to be better than a bloated drone, but honestly i never played it so i dont have any direct experience


Death Guard Tactica @ 2018/05/31 19:45:24


Post by: Zid


 blackmage wrote:
i understand that
a question... why so many likes PBC? I find it a bit underwhelming, hit at 4+ heavy weapon so -1 to hit if moves, ok it is tough but doesn't seem to me to be better than a bloated drone, but honestly i never played it so i dont have any direct experience


12 wounds, T8, 5++ w/ FNP, its 18 points CHEAPER than a Drone if you give it double spitters, making them 140 points. Yes, the stubber and mortar are extremely inaccurate, but thats not why you take them anyway.

I plug a Poxbringer behind mine with Fleshy Abundance, makes them have str 8 flamers, which puts a dent in many things. And the Nurgle Locus means the flamers can be 2 damage a piece if I roll 6's (which happens more than you may think). A poxbringer can't keep up with the drones, and drones are 2 wounds/1toughness/1 strength less than the PBC. The trade off is speed, and drones can fall back and shoot.


Death Guard Tactica @ 2018/05/31 20:01:48


Post by: gwarsh41


 blackmage wrote:
i understand that
a question... why so many likes PBC? I find it a bit underwhelming, hit at 4+ heavy weapon so -1 to hit if moves, ok it is tough but doesn't seem to me to be better than a bloated drone, but honestly i never played it so i dont have any direct experience


Also, for a non offensive killy view, the PBC are frustratingly hard to kill and like the rhino, can act as moving LoS terrain, character blockers, and are excellent at charging into a castle and tying the whole thing up. They are harassment vehicles in disguise as heavy artillery.


Death Guard Tactica @ 2018/06/02 11:34:48


Post by: lindsay40k


Hmm. Taking a Nurglings Daemons Battalion, I’m seeing arguments for Epidemius hanging with the crawlers, and the bureaucrat guy marching up with Plaguebearers. I do like Fleshy Abundance, though. Also Horitculous is a great PBC escort, he can plant a tree enabling them to fall back and spray...


Death Guard Tactica @ 2018/06/02 13:36:36


Post by: Brymm


Just registered for the Michigan GT today! I registered as "Warptouched," meaning I am straight up running heretic astartes as the unifying key word. I'm probably going to be reporting on here my evolving list, practice games and general thoughts leading up to the event. Can't wait!

Also, cultists or poxwalkers? Are they worth the two points more per model as chaff and objective campers?


Death Guard Tactica @ 2018/06/02 19:59:05


Post by: blackmage


cultists die with everything, or you plan to play large morale immune blobs, or they are a waste of points, poxwalkers alwaays save at 5+ and are immune to morale, so if you plan to play 10-20 cultists better play poxwalkers.


Death Guard Tactica @ 2018/06/03 07:10:01


Post by: Ascalam


 lindsay40k wrote:
Hmm. Taking a Nurglings Daemons Battalion, I’m seeing arguments for Epidemius hanging with the crawlers, and the bureaucrat guy marching up with Plaguebearers. I do like Fleshy Abundance, though. Also Horitculous is a great PBC escort, he can plant a tree enabling them to fall back and spray...


Only downside to that is the crawlers have to be in range of a tree at the start of the turn, so it takes careful positioning.

He’s no slouch in CC either.


Death Guard Tactica @ 2018/06/04 18:54:32


Post by: gwarsh41


 Ascalam wrote:
 lindsay40k wrote:
Hmm. Taking a Nurglings Daemons Battalion, I’m seeing arguments for Epidemius hanging with the crawlers, and the bureaucrat guy marching up with Plaguebearers. I do like Fleshy Abundance, though. Also Horitculous is a great PBC escort, he can plant a tree enabling them to fall back and spray...


Only downside to that is the crawlers have to be in range of a tree at the start of the turn, so it takes careful positioning.

He’s no slouch in CC either.


Absolutely love it when some small crippled unit makes it to a poxwalker, especially epidemius. It will be like, a few assault marines get to him and the opponent gets all happy. If he is hiding in the back, he must be weak. NOPE, dead marines!
Epidemius is generally a back field objective holder for me, I don't want to lose the tally, and I love to see the opponent waste time trying to kill him. Slimux though, that is something I hadn't thought about.


Death Guard Tactica @ 2018/06/06 21:40:44


Post by: Brymm


Anyone have experience running multiple Blightspawn? His flamer weapon is silly good and I've only run one in a game. Is it over paying for multiples? On paper having more would seem good.


Death Guard Tactica @ 2018/06/07 03:16:26


Post by: Brother Payne


I have one in my blight bombardment list and am thinking of adding another. I think they need to be near a biologus to be worth it though - the sprayer can be a bit too hit and miss to be worth taking another one just for that imo


Automatically Appended Next Post:
Also have a question - has anyone tried stacking Blades of Putrefaction and Virulent Blessing as a way of getting an additional +1 to wound on models that can't get access to VotLW? Potencial targets would include fleshmower drones, Nurgle DP, melee Decimator, Mortarion, or Possessed. Morty & the fleshmower would benefit from both the double damage and the MW on a 5+, the others would only be benefitting from the double damage on the 5+ (as they don't have plague weapons). Possessed could also couple with VotLW for D2 on a 4+ Which if you roll high for # of attacks could be scary.

If you got in range of a DP and poxbringer (which could carry the powers for you) you'd also be benefitting from rr1s to hit and +1S. Bonus points for Epedimius and a tree.

Thoughts?


Death Guard Tactica @ 2018/06/07 10:35:09


Post by: Jidmah


 Brother Payne wrote:
Also have a question - has anyone tried stacking Blades of Putrefaction and Virulent Blessing as a way of getting an additional +1 to wound on models that can't get access to VotLW? Potencial targets would include fleshmower drones, Nurgle DP, melee Decimator, Mortarion, or Possessed. Morty & the fleshmower would benefit from both the double damage and the MW on a 5+, the others would only be benefitting from the double damage on the 5+ (as they don't have plague weapons). Possessed could also couple with VotLW for D2 on a 4+ Which if you roll high for # of attacks could be scary.

If you got in range of a DP and poxbringer (which could carry the powers for you) you'd also be benefitting from rr1s to hit and +1S. Bonus points for Epedimius and a tree.

Thoughts?


IMO Virulent Blessing is already plenty powerful on fleshmower drones and princes. If you take the DP from the daemon codex for the locus, a six would already result six damage hits for the buffed unit, shredding most vehicles in as little as two unsaved wounds, plus all 5's doing 3 damage. Any more is way overkill.

For Mortarion, I think putting both buffs and the locus might we worth the trouble, especially since he can buff Blades himself. His 1 attacks = 3 hit profile would then be wounding T8 on 2's and deal 4 damage plus a mortal wound on a 5+, allowing you to spread his attacks across multiple units and kill most of them. With some luck he might kill two knights in a single round of combat.

As for possessed - I think you are better of with just using plague bearers and both heralds.


Automatically Appended Next Post:
 Jidmah wrote:
Danny slag wrote:
I know it's not one you listed, but I'm a fan of two helbrutes with lascannons and fist. One of the cheapest ways to get AT in the army, the only unit that benefits from DG move and shoot heavy army rule (odd they wrote an army wide rule that effects only this one unit) so unlike other dreads it can walk up he board while putting down 3+ to hit lascannons. It can counter charge if something deep strikes your infantry, it can threaten vehicles at range and in close combat, and no degrading stat block. Every other long range AT in our codex is going to be hitting on 4+, 5+, or 6+. (except a triple set of blight haulers.)


I just wanted to let you know that I got three unbuilt helbrutes cheap of ebay (one multi-melta only, two regular kits), so I'll go with them now. Thanks for the advice


Death Guard Tactica @ 2018/06/07 14:36:56


Post by: gwarsh41


 Brymm wrote:
Anyone have experience running multiple Blightspawn? His flamer weapon is silly good and I've only run one in a game. Is it over paying for multiples? On paper having more would seem good.


Yeah, I have a rhino rush list where I have 3 of them. They are fantastic for heavy lifting. The list is basically 4 rhinos with 7 PM in each, 3 have Blightspawn, 2 have plaguecasters. I think I brought a talons DP and some drones with it. It did really well against jetbike eldar, but I think he underestimated the power of flails, and the durability of DG. In +2K games I bring 2-3, I love them so much, killed Guilliman with one, then he got up and another one burned him back down. It was so damn satisfying.


Death Guard Tactica @ 2018/06/08 02:04:55


Post by: Brother Payne


 Jidmah wrote:
 Brother Payne wrote:
Also have a question - has anyone tried stacking Blades of Putrefaction and Virulent Blessing as a way of getting an additional +1 to wound on models that can't get access to VotLW? Potencial targets would include fleshmower drones, Nurgle DP, melee Decimator, Mortarion, or Possessed. Morty & the fleshmower would benefit from both the double damage and the MW on a 5+, the others would only be benefitting from the double damage on the 5+ (as they don't have plague weapons). Possessed could also couple with VotLW for D2 on a 4+ Which if you roll high for # of attacks could be scary.

If you got in range of a DP and poxbringer (which could carry the powers for you) you'd also be benefitting from rr1s to hit and +1S. Bonus points for Epedimius and a tree.

Thoughts?


IMO Virulent Blessing is already plenty powerful on fleshmower drones and princes. If you take the DP from the daemon codex for the locus, a six would already result six damage hits for the buffed unit, shredding most vehicles in as little as two unsaved wounds, plus all 5's doing 3 damage. Any more is way overkill.

For Mortarion, I think putting both buffs and the locus might we worth the trouble, especially since he can buff Blades himself. His 1 attacks = 3 hit profile would then be wounding T8 on 2's and deal 4 damage plus a mortal wound on a 5+, allowing you to spread his attacks across multiple units and kill most of them. With some luck he might kill two knights in a single round of combat.

As for possessed - I think you are better of with just using plague bearers and both heralds.

I'd totally forgotten about the Locus, that's a good idea. And given the Locus, you're probably right about PBs over possessed.

If you guys would take a look at this list, I'd greatly appreciate it
https://www.dakkadakka.com/dakkaforum/posts/list/0/758345.page#10014520


Death Guard Tactica @ 2018/06/09 20:49:56


Post by: Tyno2025


So I'm thinking of building up more of my Death Guard. I'm wanting to make it semi-competitive but I'm not sure how to go about it. I already have 2 DI sets with two extra Plague Marine boxes and I think just the plague surgeon. I do have a ton of Nurgle Daemons but I'd rather make it a pure DG army if possible and rather not add Morty because of points. Any suggestions on what to expand with?


Death Guard Tactica @ 2018/06/09 21:50:31


Post by: lare2


At a local tournament today and got into a hoo-ha over the deathshroud terminators. Way I see it and the way I've been playing it: for example, 10 successful hits and wounds against Morty. At that point as morty's been hit 10 times, I roll 10 dice to see if I get any 2+ to pass to the bodyguard. For those that have passed over, I roll to see if I save them with the bodyguard.

My opponent said that's wrong. It should be a case of after the 10 hits (but before the wound rolls) I'd need to roll 1 at a time to see if they passed over to the bodyguard. If they do, at that point, he rolls to see if they wound against the bodyguard's toughness. Then I'd roll to see if I could save this.

His argument was that those were the hits. I asked him what he'd call them after the wound roll but before the saves. The answer? Potential wounds. I'd call them hits.

Anyway, what do you think? How do you run the bodyguard Kevin Costner interception? Any help would be greatly appreciated. Apologies if I haven't described this well... Had some wine!



Death Guard Tactica @ 2018/06/09 22:27:06


Post by: Tyno2025


lare2 wrote:
At a local tournament today and got into a hoo-ha over the deathshroud terminators. Way I see it and the way I've been playing it: for example, 10 successful hits and wounds against Morty. At that point as morty's been hit 10 times, I roll 10 dice to see if I get any 2+ to pass to the bodyguard. For those that have passed over, I roll to see if I save them with the bodyguard.

My opponent said that's wrong. It should be a case of after the 10 hits (but before the wound rolls) I'd need to roll 1 at a time to see if they passed over to the bodyguard. If they do, at that point, he rolls to see if they wound against the bodyguard's toughness. Then I'd roll to see if I could save this.

His argument was that those were the hits. I asked him what he'd call them after the wound roll but before the saves. The answer? Potential wounds. I'd call them hits.

Anyway, what do you think? How do you run the bodyguard Kevin Costner interception? Any help would be greatly appreciated. Apologies if I haven't described this well... Had some wine!



Reading their rules I think you'd only have to roll them separate if you're getting hit with different weapon profiles (IE Bolters and plasma guns from the same squad). If I fired 20 Bolter shots at Morty in this case, say 14 hit, you'd roll 14 dice and on 2+ those hits would be then targeted at the squad and I'd roll to wound against the hits the squad took and the ones you failed to transfer off Morty. If you are having to roll a die for each hit if it's all the same profile it'll just slow things down. I'd only roll them separate if the weapons used are different. Your results will be the same just faster IMO. I hope I understood where you were coming from correctly!

EDIT: One thing that comes to mind is you might have to roll one at a time if the source has enough damage to wipe the squad because then you couldn't pass off the excess hits if the squad had already been killed.


Death Guard Tactica @ 2018/06/10 09:21:32


Post by: Jidmah


Tyno2025 wrote:So I'm thinking of building up more of my Death Guard. I'm wanting to make it semi-competitive but I'm not sure how to go about it. I already have 2 DI sets with two extra Plague Marine boxes and I think just the plague surgeon. I do have a ton of Nurgle Daemons but I'd rather make it a pure DG army if possible and rather not add Morty because of points. Any suggestions on what to expand with?

I started out similar to you. Things I would advice to get are:
- A daemon prince. With the relic armor he is a very reliable beater that can go toe to toe with pretty much anything that's not doing 3 or d6 damage per hit. Just have him and your two drones fly up a flank with lots of soft targets and have him wreck havoc.
- Tallyman. His aura is a nice to have, especially for poxwalkers, but his ability to get back CP is invaluable. There has yet to be game where he brought back less than 3 CP. He also has a plasma pistol, which is something - I got him to shoot it surprisingly often.
- Foul Blightspawn. Ever seen Magnus the Red run in terror from a plague marine? This is your guy. He can put a ton of wounds on about anything, including lords of war, flyers and tanks. Plan around him failing to that do though, during some turns he decides to just spray the enemy with mountain dew instead of toxic acids.
- Biologous Putrefier. With the amount of plague marines you have, you should be able to find a unit of 7+ marines to use his grenades. For 2 CP use Blight Bombardment and Veteran of the Long war on the unit and have their grenades blot out the sun. Few things are able to survive that.
- Chaos Lord. I just converted the Lord of Corruption to be my chaos lord, but his re-rolls have been invaluable in every single game. I also have started to give him the plaguebringer relic, since he often finds himself in combat and I found the awesome statline wasted on the weak weapon options chaos lords have.
- Something to handle vehicles and monsters. I've constantly faced the problem of not being able to kill vehicles reliably, the plasma guns and blight launcher can do some work, but all of them would have to be alive and shooting the same target to kill it. I've settled for helbrutes and PBC to solve this problem, but blightlord terminators, blight haulers, predators or a defiler might also be viable options.

lare2 wrote:At a local tournament today and got into a hoo-ha over the deathshroud terminators. Way I see it and the way I've been playing it: for example, 10 successful hits and wounds against Morty. At that point as morty's been hit 10 times, I roll 10 dice to see if I get any 2+ to pass to the bodyguard. For those that have passed over, I roll to see if I save them with the bodyguard.

My opponent said that's wrong. It should be a case of after the 10 hits (but before the wound rolls) I'd need to roll 1 at a time to see if they passed over to the bodyguard. If they do, at that point, he rolls to see if they wound against the bodyguard's toughness. Then I'd roll to see if I could save this.

His argument was that those were the hits. I asked him what he'd call them after the wound roll but before the saves. The answer? Potential wounds. I'd call them hits.

Anyway, what do you think? How do you run the bodyguard Kevin Costner interception? Any help would be greatly appreciated. Apologies if I haven't described this well... Had some wine!


Your opponent is right on this. Technically, each shot is rolled for separately, you only roll multiple dice at once to speed up things. See "Resolve attacks" section of the shooting rules, each shot is considered a separate attack and you are supposed to resolve each attack fully before going to the next.


Death Guard Tactica @ 2018/06/10 10:15:05


Post by: lare2


Thanks for the responses guys and cheers for clearing that up. Will change how I run them moving forward.


Death Guard Tactica @ 2018/06/10 14:52:29


Post by: lindsay40k


 Tyno2025 wrote:
So I'm thinking of building up more of my Death Guard. I'm wanting to make it semi-competitive but I'm not sure how to go about it. I already have 2 DI sets with two extra Plague Marine boxes and I think just the plague surgeon. I do have a ton of Nurgle Daemons but I'd rather make it a pure DG army if possible and rather not add Morty because of points. Any suggestions on what to expand with?


With all that infantry, a squadron of Blight-Haulers would have pretty good synergy as a buff aura - and also net you a cheeky CP as an Outriders with the two DI drones and a third HQ. Nicely fill a gap in your firepower, as well. Second the above recommendation on a DP - especially with the relics and traits available to DG.

How have you built your PM boxes? I think a Rhino or two has a place. There’s dirty tricks to be had by having one drive up to the enemy, fire both barrels on a combi-plasma, and use putrid detonation. Gimmicks aside, in an army with M5 (albeit mitigated by Blightbringers), transports have a place.


Death Guard Tactica @ 2018/06/10 23:29:22


Post by: Tyno2025


I built my marines all having plasma guns. The champion has a plasma pistol Ang a fist. I had planned on getting at least 2 rhinos for them. I would like some of the terminators but not sure how they are. I'd also like typhus but don't want to combo with poxwalkers because it doesn't appeal to me really.


Death Guard Tactica @ 2018/06/11 01:28:15


Post by: lindsay40k


Before the Warptime and DS nerf, I’d have said that Blightlords were incredible. Solid chance to survive a 2W hit that’d take down any other Terminator (in a metagame with an influx of 2W models making 2W weapons more common), forced to take fewer saves against mass S4/5 firepower, cataphract armour to tank melta and suchlike, minor buffs to the cheaper melee weapons, longer plasma double tap, improved Heavy Flamer. Awesome deep insertion unit.

Now, with deep striking happening on turn 2 and an allied non-DG Sorcerer unable to have them walk up to a victim... haven’t bothered with my own Word Bearers Terminators all that much since those changes, and taken Blightlords off my own medium-term plans for a DG Brigade. Even putting them in a Land Raider... well, it broadcasts their location, and presents a means of an army that brought Lascannons to prevent them from getting very far. Still might get them as they look swell, but it’d be for display and narrative games only until someone other than a Space Wolf works out how to make Terminators work in 8ed.

Don’t get me wrong, Blightlords are definitely amongst the better termies, and will certainly frustrate opponents who already despair at DG staying power (cast Miasma on them and watch plasma spammers cry), but I suspect they’re best employed to teleport onto an objective that’s been screened by Nurglings to secure a drop zone. And that sounds like a niche that your Plague Marines are pretty similar to already.

Deathshroud are six ablative wounds protecting Mortarion from first turn annihilation after he fails to tuck his wings in behind the big ruin - that, unlike M, can benefit from Plague Surgeon. But, if you’re not planning on taking the big guy, all they seem to do is let a Character step in front of your screening units to make a long shot then play Lascannon Roulette. I suppose their weapons are pretty good, but I’m not going to try to make mine work other than as bodyguards.


Death Guard Tactica @ 2018/06/12 11:05:47


Post by: blackmage


i refuse to spend 180pts just to have a 1st turn bodyguard for Mortarion, if you start 1st you wasted 180pts if you start second they are bit useful but after the 1st turn ypu play with 180 less points, they will never see a decent CaC moving 4", only Gw's can make them cost 60pts each... ridicolous, with the AiP+warptime nerf then... they are close to total crap.


Death Guard Tactica @ 2018/06/12 11:09:35


Post by: Brymm


Unfortunately the nerfs just make Mortarion not usable for serious tournament play. He will get shot off the board. Turn those 400+ points into something else. Unless you like the predictability of having the whole opposing army shooting at him until he's dead on turn 1. The point being is that spending for the body guard doesn't change the outcome, it just changes how much you spend for mortarion.


Death Guard Tactica @ 2018/06/12 15:16:29


Post by: gwarsh41


I still run blightlords often in casual settings. They are really durable, and do insane damage. My go-to fun unit lately is Typhus and 3 deathshroud. Pop blades and give them +1S/T then charge whatever the hell you want. Knights, warhounds, land raiders. You will do serious damage to it!


Death Guard Tactica @ 2018/06/12 20:20:52


Post by: blackmage


Pop blades and give them +1S/T then charge whatever the hell you want

what your opponent want you charge, unless you play against an opponent who dont know how play. Where do you think to go with models with 4" movement+half advance and no warptime, if you play a pure Dg army list. If they charge what you want sure they do serious damage, but against a decent player you will charge only chaffs or unwhorty units.


Death Guard Tactica @ 2018/06/13 11:12:56


Post by: lindsay40k


Hmm. Deathshroud could go in a Land Raider or Spartan. A mixed list could Warptime that forwards on T1. Thoughts?


Death Guard Tactica @ 2018/06/13 11:26:42


Post by: Brymm


Playing against Custodes today! Running two battalions of pure Death Guard. I'll report back with my list, results and hopefully pictures of piles of dead bodies in golden armor.


Death Guard Tactica @ 2018/06/13 11:35:17


Post by: blackmage


 lindsay40k wrote:
Hmm. Deathshroud could go in a Land Raider or Spartan. A mixed list could Warptime that forwards on T1. Thoughts?

yes and if you start 2nd? what the reson to play when Mortarion will be alone anyway 1st turn cause they embarked? If you move the transport you cant disembark so first turn warptime is pointless. until turn two you cant be on the table, then better use blightlords and let them AiP and fire volleys of plasma.


Death Guard Tactica @ 2018/06/13 12:13:00


Post by: Jidmah


You can just start them disembarked and embark them before moving the transport. Then you warptime the landraider up the field and disembark and charge turn 2. They will protect him from alpha-strike before you can get Miasma up.

It does work technically, but I think it has other problems:
- Why would you warp time the land raider and not Mortarion?
- If Mortarion dies, the deathshroud should be dead as well. What are you going to do with the empty land raider?
- Metric ton of points.


Death Guard Tactica @ 2018/06/13 14:38:56


Post by: blackmage


1 zillion point to do nothing? pls play against me


Death Guard Tactica @ 2018/06/13 20:44:52


Post by: Brymm


Crushing victory!

I played against 2k of Custodes and Ultramarines. He was using Helblaster squads around Gulliman, some of the regular squads of Custodes dudes, a unit of jet bikes, a named character Custodes dude, the ancient primaris guy and a captain. He was going full elite, no chaff.

I used my No Mortarion list with a few bloat drones, a Tri lobe, DP, 3 squads of plague marines, 3squads of pox walkers, plague caster and a few lords. Also the putifier and blightspawn. It came as two battalions so I had a ton of CPs. My opponent was pretty starved but rolled well to recover them.
I ended up going first in a maelstrom mission where you just make sure to have three cards at the start of the turn. I lost first blood but I was able to knock out hell blasters fast with plasma, bloat drones and the blight haulers. In the bottom of one, my opponent got pretty demoralized by incredible DR rolls on my part. To make matters worse, I was getting lucky with my cards, and I began scoring VPs at a pretty good tick.

It looked like a total disaster for my opponent until he managed to get some Custodes and Gulliman into combat. Then suddenly plague marines were dying by the handful.

Eventually though, I managed to fall back and shoot, then fall back and shoot until we called it turn 4.

MvPs were the drones and the blight haulers. They are so damn tough and deadly. A blight hauler was the one that charged and killed Gulliman the second time. GNASHING Maw for the win. Also, the Arch Contaminator trait with the relic Helm was so pivotal also.


Death Guard Tactica @ 2018/06/14 12:13:33


Post by: Nithaniel


Ok so my revision of my Cloud of flies gamble tactic brings in some thousand sons. To review my idea, a 20 strong squad of plaguemarines advancing up the field with characters in the footprint of the squad dealing massive (smite) damage while all protected with cloud of flies. using poxwalkers up front as shields.

Spoiler:
DG battalion
DP
Sorceror
2x10 Poxwalker
1x 20 PM

Supreme command of Thousand sons
3 exalted sorcerors
2 Tzeentch DP's


The idea being you have 7 sources of smite spam 5 of which will be unaffected by progressive smite penalties due to brotherhood of sorcerors. While this isn't a strictly DG list it hinges on Cloud of flies to protect your smite sources. The question is how to take it up to 2k points. It does rely on getting first turn to cloud of flies the Plaguemarines. I think I could benefit from a cheap daemons detachment for nurglings and I think there is enough points to add 3x3 nurglings and a GUO and poxbringer. GUO using denizens to add some mid game threat

What are your thoughts guys?


Death Guard Tactica @ 2018/06/14 12:41:10


Post by: Jidmah


Gotta love when you opponent starts losing faith after a string of successful DR rolls. That's the point when Death Guard feels most like the blessed of Nurgle,.


Death Guard Tactica @ 2018/06/14 13:24:05


Post by: gwarsh41


 Nithaniel wrote:
Ok so my revision of my Cloud of flies gamble tactic brings in some thousand sons. To review my idea, a 20 strong squad of plaguemarines advancing up the field with characters in the footprint of the squad dealing massive (smite) damage while all protected with cloud of flies. using poxwalkers up front as shields.

Spoiler:
DG battalion
DP
Sorceror
2x10 Poxwalker
1x 20 PM

Supreme command of Thousand sons
3 exalted sorcerors
2 Tzeentch DP's


The idea being you have 7 sources of smite spam 5 of which will be unaffected by progressive smite penalties due to brotherhood of sorcerors. While this isn't a strictly DG list it hinges on Cloud of flies to protect your smite sources. The question is how to take it up to 2k points. It does rely on getting first turn to cloud of flies the Plaguemarines. I think I could benefit from a cheap daemons detachment for nurglings and I think there is enough points to add 3x3 nurglings and a GUO and poxbringer. GUO using denizens to add some mid game threat

What are your thoughts guys?



If you want some more mortal wounds, bileblade GUO is pretty legit for getting spells off. Seems to be a pretty widely used competitive option. Personally I like the flail more. Drop the GUO, look pretty for a turn, then start flailing things that are locked in CC with the nurglings. Give the GUO fleshy abundance and use some of those CP to heal it for 2D3 a turn, can make for a very annoying model if your opponent can't take it down in a single turn.


Death Guard Tactica @ 2018/06/14 14:10:05


Post by: Zid


What is yalls answer to knights? They seem pretty mean, and many players are at a loss other than ignoring them or using morty


Death Guard Tactica @ 2018/06/14 14:18:59


Post by: Nithaniel


 Zid wrote:
What is yalls answer to knights? They seem pretty mean, and many players are at a loss other than ignoring them or using morty


Actually I came up with my above list in part due to knights. Un-shootable smite spam is funny to me.


Death Guard Tactica @ 2018/06/14 15:38:42


Post by: blackmage


 Zid wrote:
What is yalls answer to knights? They seem pretty mean, and many players are at a loss other than ignoring them or using morty

using Morty wont work, they shoot too much, i hardly believe just Morty can handle 3-4 Ik. Smite/mortal spam can be an answer, or just lot of resilient models to flood the table and objectives. when you have 90 plaguebearers 16 nurgle drones and some Dp's, i think you can stand Ik, they shoot a lot but hard they can remove all those bodies in about 3 turns.


Death Guard Tactica @ 2018/06/14 15:54:26


Post by: Zid


 blackmage wrote:
 Zid wrote:
What is yalls answer to knights? They seem pretty mean, and many players are at a loss other than ignoring them or using morty

using Morty wont work, they shoot too much, i hardly believe just Morty can handle 3-4 Ik. Smite/mortal spam can be an answer, or just lot of resilient models to flood the table and objectives. when you have 90 plaguebearers 16 nurgle drones and some Dp's, i think you can stand Ik, they shoot a lot but hard they can remove all those bodies in about 3 turns.


I dont disagree. This sparked a huge debate on the 40k plague marines facebook page.


Death Guard Tactica @ 2018/06/14 20:43:48


Post by: blackmage


sure Ik might change way some armies will list but i m unsure they can be a real changing factor, a competitive Tau list im afraid torn apart a Ik list so not sure how many Ik you ll see at tournaments.


Death Guard Tactica @ 2018/06/15 00:16:42


Post by: Brother Payne


They'll be a gatekeeper list I think. They won't be top tier but you'll still need to be able to beat them


Death Guard Tactica @ 2018/06/15 08:14:36


Post by: Nithaniel


The problem with knights is the big one. It has a 3++ so only a third of wounds will actually go to damage and it has the super flamer so charging with with anything will hurt.


Death Guard Tactica @ 2018/06/15 10:11:47


Post by: blackmage


 Nithaniel wrote:
The problem with knights is the big one. It has a 3++ so only a third of wounds will actually go to damage and it has the super flamer so charging with with anything will hurt.

nothing a death hex+smite spam cant solve. Actually im running a list with 3 Ts princes+Ahriman+1 Nurgle Dp and poxbringer, 6 smites (if i need) and death hex to strip of inv saves, might be hard anyway but im sure that knight will not enjoy a lot.


Death Guard Tactica @ 2018/06/15 10:14:20


Post by: lindsay40k


Whilst Death Hex did come to mind for myself, presenting it as a solution in a Death Guard tactica seemed like presenting Wulfen or Death Company as the answer to a problem faced by a Dark Angels player :/


Death Guard Tactica @ 2018/06/15 10:30:08


Post by: blackmage


Dg to be competitive must mix, accept it or start to be kicked in the nuts, sorry if im so straight but actually need to mix, is harder for pure Dg be really competitive, they can at some small tournaments but as soon as you raise the comp level they have harder time.
Think about necrons wraiths, try face them without death hex, ur only hope is then spam mortals ,or very hard ride of them, just an example.


Death Guard Tactica @ 2018/06/15 12:02:12


Post by: Jidmah


 lindsay40k wrote:
Whilst Death Hex did come to mind for myself, presenting it as a solution in a Death Guard tactica seemed like presenting Wulfen or Death Company as the answer to a problem faced by a Dark Angels player :/


The one option with pure DG is to just wither it down with a load of shots. In a recent game I faced a knight (just a single one as part of a regular army) and downed it using weight of fire. Drones with plague spitters, smite and bonus mortal wounds from plague caster, plasma guns, bolters and close combat attacks from DP, drones, blight bringer (2 damage bell! ) and a chaos lord with plague bringer quickly added up to take it down in a single turn. I didn't do much else during that turn though and thank god it didn't explode.

The other options I can think of is pulling off the grenade combo. 9 marines with VotLW throwing hyper blight grenades should take a good chunk out of a knight.

If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

Outside of that... you need to gang up on the knights with your entire army, there is very little in our arsenal that can put a ton of wounds on a T8 3++ model. The reward is huge, but so is the risk.

Something to consider against a knight is Gift of Contagion. All three debuffs are pretty annoying to knights, but if you mange to roll -1T, the target becomes a lot easier to kill.


Death Guard Tactica @ 2018/06/15 12:15:54


Post by: blackmage


If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

pity cant work... blades can target only Dg unts, not demons units.

The one option with pure DG is to just wither it down with a load of shots. In a recent game I faced a knight (just a single one as part of a regular army) and downed it using weight of fire. Drones with plague spitters, smite and bonus mortal wounds from plague caster, plasma guns, bolters and close combat attacks from DP, drones, blight bringer (2 damage bell! ) and a chaos lord with plague bringer quickly added up to take it down in a single turn. I didn't do much else during that turn though and thank god it didn't explode.


one is a things, but we were talking of multiples, maybe supported by IG for some cheap chaffs


Death Guard Tactica @ 2018/06/15 12:23:45


Post by: Brother Payne


 blackmage wrote:
If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

pity cant work... blades can target only Dg unts, not demons units.
So just use a DG DP... You'd need a daemon DP or Poxbringer nearby for virulent blessing and the locus but otherwise there's nothing to stop you buffing a DG prince with all three


Death Guard Tactica @ 2018/06/15 12:28:26


Post by: blackmage


 Brother Payne wrote:
 blackmage wrote:
If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

pity cant work... blades can target only Dg unts, not demons units.
So just use a DG DP... You'd need a daemon DP or Poxbringer nearby for virulent blessing and the locus but otherwise there's nothing to stop you buffing a DG prince with all three

that's right but just remember that loci affect only units beloning to DEMON detachment, so Dg Dp isn't affected by nurgle locus.


Death Guard Tactica @ 2018/06/15 12:28:50


Post by: Dedwoods42


 Nithaniel wrote:
The problem with knights is the big one. It has a 3++ so only a third of wounds will actually go to damage and it has the super flamer so charging with with anything will hurt.


The Valiant? It's not a massive problem to be fair. Don't charge it with anything valuable though, whatever you do.
It needs a Warlord Trait to get to 4++, then 3CP to rotate Ion Shields to get to 3++. It might also have a 2+ thanks to a relic.
Bait out the strat then kill something else instead. Even the Kurov's Aquila + Grand Strategist + Veritas Vitae CP loop can't maintain that kind of investment - especially if there are other Knights.
Death Hex is another good shout, as are mortal wounds. I'd probably not bother chipping away at a Valiant though - the Flamer doesn't degrade with the Knight so it continues to have a threat, or you just spend 1CP to have it continue as it's at top profile even if it only has one wound left.
Kill it, decisively - crippling it will be a waste of resources that could have been spent killing something that actually has objective presence.


Death Guard Tactica @ 2018/06/15 12:47:35


Post by: Jidmah


 blackmage wrote:
 Brother Payne wrote:
 blackmage wrote:
If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

pity cant work... blades can target only Dg unts, not demons units.
So just use a DG DP... You'd need a daemon DP or Poxbringer nearby for virulent blessing and the locus but otherwise there's nothing to stop you buffing a DG prince with all three

that's right but just remember that loci affect only units beloning to DEMON detachment, so Dg Dp isn't affected by nurgle locus.


That's incorrect. Only the characters from chaos daemons detachment get to radiate the locus aura, but all NURGLE DAEMONS are affected by the aura, including your DG DP.


Death Guard Tactica @ 2018/06/15 13:32:37


Post by: Zid


 Jidmah wrote:
 blackmage wrote:
 Brother Payne wrote:
 blackmage wrote:
If you are willing to add nurgle daemons, a daemon prince buffed with Putrefying Blades, Virulent Blessing and Locus of Virulence has the potential to do some pretty explosive damage.

pity cant work... blades can target only Dg unts, not demons units.
So just use a DG DP... You'd need a daemon DP or Poxbringer nearby for virulent blessing and the locus but otherwise there's nothing to stop you buffing a DG prince with all three

that's right but just remember that loci affect only units beloning to DEMON detachment, so Dg Dp isn't affected by nurgle locus.


That's incorrect. Only the characters from chaos daemons detachment get to radiate the locus aura, but all NURGLE DAEMONS are affected by the aura, including your DG DP.


Bingo. Pbc spitters can be 2 damage a shot, i use it often


Automatically Appended Next Post:
 blackmage wrote:
 Nithaniel wrote:
The problem with knights is the big one. It has a 3++ so only a third of wounds will actually go to damage and it has the super flamer so charging with with anything will hurt.

nothing a death hex+smite spam cant solve. Actually im running a list with 3 Ts princes+Ahriman+1 Nurgle Dp and poxbringer, 6 smites (if i need) and death hex to strip of inv saves, might be hard anyway but im sure that knight will not enjoy a lot.


Thats a lot of psychic powers that you have to hope dont get canceled at some point. Its a great idea, and one that works, but no guarentee. Especially when you consider a shot from the harpoon one shots a demon prince if you fail your save.... its doable, but not as easy as you make it seem.


Death Guard Tactica @ 2018/06/15 13:49:45


Post by: gwarsh41


When I faced the knights list, I had a PBC triple unit with arch contaminator and herald nearby. It was brutal, and would have easily torn through any other target, but knights can get pretty beefy. I think on overwatch I rolled hot and he had to make 13 saves (he charged 2 at once) 6 of them were 2 dmg, but he also rolled hot on his saves.

As for morty, he can easily put a knight into the ground. However surviving long enough to do so is tricky. The lsit I faced had a lancer, super melee knight and a dakka knight with relic gatling cannon. It's not all that much shooting compared to say, a guilliman list, but then he also had 4 amigers with the melta cannons. If they all focused morty, he would be in deep gak.

We did roll out his melee relic fist knight (8dmg a swing) against morty afterwards, for kicks. We assumed morty had miasma, and the knight was swinging first.
Morty survived, and then put the knight to 4 wounds, not including any shooting or the nurglings, and I think I forgot the aura too. If he had any offensive buffs (spells, locus, whatever) the knight would have been double dead.


But I didn't bring morty, and only do bring him when I am looking to have a nice casual game. I brought flamer spam with some Nurgle daemons. The most terrifying thing about the knights was the one with the relic fist killed 2 PBC in one round of CC.

We also played eternal war, where it ended up with 3 objectives in the center line between deployment zones. Nearly the perfect mission for IK, he could plop a knight on each, and thanks to huge base, reach anything of mine that got close enough to shoot, while still being on the objective. If it was maelstorm, or objectives were spread a bit more, I think I would have had a better chance.


----

In other DG news, I guess more personal, I'll be attending my first tournament in a few years. I'll only be there as a ringer, if someone doesn't show, has to leave, or whatever, and was encouraged to take a fluff list. I've been thinking about getting back into the tournament scene, but anxiety and gak sucks. So if I end up being pulled in, I'll have some practice on how to take a good ass whoopin, as well as what the tournament scene is like locally. So I wont be playing to win, because I can't win, because I'm not registered, but here is my list.

Chaos lord- plasma pistol, plaguebringer, arch contaminator, warlord
Malignant Plaguecaster - Blades, Vitality
Typhus - Gift, Blades

3x10 Plague marines with 2 blight launchers and 2 flails

Biologis putrefier
4 deathshroud terminators
2 Foul blightspawn
Talllyman

Mortarion

I'm going to get thrashed I bet!


Death Guard Tactica @ 2018/06/15 14:29:02


Post by: Jidmah


You cannot claim to bring a fluffy list if you bring more than 7 plague marines per unit

I'd bring at least one unit of pox walkers so you can hold off any alpha-strike army you are facing for at least a turn.


Death Guard Tactica @ 2018/06/15 15:14:28


Post by: blackmage


Thats a lot of psychic powers that you have to hope dont get canceled at some point. Its a great idea, and one that works, but no guarentee. Especially when you consider a shot from the harpoon one shots a demon prince if you fail your save.... its doable, but not as easy as you make it seem.


didn't say it's easy.. TS can cast at +3 if needed no one else can almost guarantee a power works when it need to works



Death Guard Tactica @ 2018/06/15 17:32:37


Post by: Zid


 blackmage wrote:
Thats a lot of psychic powers that you have to hope dont get canceled at some point. Its a great idea, and one that works, but no guarentee. Especially when you consider a shot from the harpoon one shots a demon prince if you fail your save.... its doable, but not as easy as you make it seem.


didn't say it's easy.. TS can cast at +3 if needed no one else can almost guarantee a power works when it need to works



Even so, you can cast 6 smites, thats 12 wounds average assuming theyre all close to a single knight? Thats not bad, but facing 3 or 4 knights becomes a problem. That's what im wondering. Im participating in a tourney tomorrow and the knight list scares me - as does the list with 8 venoms (thats a lot of poisoned pew.....)


Death Guard Tactica @ 2018/06/15 18:01:19


Post by: blackmage


im sure with pure Dg a Knight list is a problem, im also sure if you want be competitive you cant play pure Dg but you need some allies, then i cant help a lot cause i always play Dg with N demons and Ts.


Death Guard Tactica @ 2018/06/15 19:51:54


Post by: Zid


 blackmage wrote:
im sure with pure Dg a Knight list is a problem, im also sure if you want be competitive you cant play pure Dg but you need some allies, then i cant help a lot cause i always play Dg with N demons and Ts.


I soup with demons myself, im just honestly curious how people are beating them


Death Guard Tactica @ 2018/06/15 21:04:02


Post by: blackmage


my point of view is Ik's will be not a real force in 40k (maybe im wrong), Tau might tear them apart, eldar has the tool to do same, so if they are beaten by those 2 armies i doubt they will show in force, they might struggle also against tons of hard to kill bodies (N demons), time will tell, but actually im bulding list trying to stand, eldar De and guard, the 3 main forces in actual 40k.


Death Guard Tactica @ 2018/06/15 21:07:02


Post by: gwarsh41


I'll be at the Dallas open, pretty sure there are 2 knights players, so I'll let you know what the results are like.


Death Guard Tactica @ 2018/06/15 21:40:34


Post by: blackmage


yes thx appreciated
just a question i asked in chaos demons topic (but no one answeing), this topic seems more active
What do you think about double primarch? Morty+Magnus

a thing like this

2x N Dp
spoilpox
30 plague
3x3 nurglings
8 drones of Nurgle
Mortarion
Magnus

OR

spolipox
poxbringer
29 plaguebearers
3 drones of N

Ahriman
Ts Dp
Ts Dp
Magnus

Mortarion
thx for some feedbacks


Death Guard Tactica @ 2018/06/16 15:38:07


Post by: Danny slag


 blackmage wrote:
Dg to be competitive must mix, accept it or start to be kicked in the nuts, sorry if im so straight but actually need to mix, is harder for pure Dg be really competitive, they can at some small tournaments but as soon as you raise the comp level they have harder time.
Think about necrons wraiths, try face them without death hex, ur only hope is then spam mortals ,or very hard ride of them, just an example.


bs, pure bs. This is the attitude that makes tournaments so toxic to the game, the idea that if you have to use any tactics at all it's "worthless." Try playing a game instead of listhammering.


Death Guard Tactica @ 2018/06/16 15:50:31


Post by: blackmage


bs, pure bs. This is the attitude that makes tournaments so toxic to the game, the idea that if you have to use any tactics at all it's "worthless." Try playing a game instead of listhammering
.
so keep playing in your garage with your friends, tournaments require that approach if you dont like is ok but i dont think suggesting to mix "makes tournaments toxic" is just stating facts, you can play pure Dg, just dont complain cause your ass will be kicked, tournaments aren't for faint of heart if you want compete you need to put any efforts, or play narrative or just play what you like and dont mind about win or lose, regards.


Death Guard Tactica @ 2018/06/16 15:52:44


Post by: Brymm


My last two games involved me losing most of my units in close combat and I've worked my list a bit to prepare for and handle close combat threats. Additionally I wanted another bloat drone, and dropped the putrifier. Also removed some bullet sponges from the plague marine units. Without the putifier I'm not concerned about the number of grenade throwers as much. C and c welcome!

[Thumb - 20180616_084726.jpg]


Death Guard Tactica @ 2018/06/16 18:33:36


Post by: blackmage


if you play 30 poxes play Thypus, plague marines in actual metagame are costly and not efficient at least play just two units but embarked in rhino, give them 3 plasma and 1 flail, LOC is bit meh, i would try to squeeze in a 2nd Dp to handle CaC if you are worried about it. Thypus+2 Dp's are good enough to handle mostly heavy fights


Death Guard Tactica @ 2018/06/16 18:47:44


Post by: fraser1191


Hey guys I was thinking about getting Blight lord termies and was wondering how they are compared to vanilla ones.

So are these guys passable for semi competitive/casual games?


Death Guard Tactica @ 2018/06/16 18:55:37


Post by: lare2


 fraser1191 wrote:
Hey guys I was thinking about getting Blight lord termies and was wondering how they are compared to vanilla ones.

So are these guys passable for semi competitive/casual games?


Pack them full of plasmas and drop them 18'' away with a termie lord. You get to double tap those plasmas and reroll the 1s. Mayhem.


Death Guard Tactica @ 2018/06/16 19:31:27


Post by: fraser1191


lare2 wrote:
 fraser1191 wrote:
Hey guys I was thinking about getting Blight lord termies and was wondering how they are compared to vanilla ones.

So are these guys passable for semi competitive/casual games?


Pack them full of plasmas and drop them 18'' away with a termie lord. You get to double tap those plasmas and reroll the 1s. Mayhem.


Thanks. Now I am a little stuck here finishing up though. This is is the first time I've really tried to make a 2000 pt list of DG

Spoiler:

++ Battalion Detachment +5CP (Chaos - Death Guard) [79 PL, 1462pts] ++

+ HQ +

Chaos Lord in Terminator Armour [6 PL, 126pts]: Balesword, Combi-plasma, Fugaris' Helm, Warlord

Lord of Contagion [7 PL, 130pts]: Plaguereaper

+ Troops +

Plague Marines [7 PL, 106pts]
. Plague Champion: Boltgun, Plaguesword
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Blight launcher
. Plague Marine w/ Special Weapon: Blight launcher

Plague Marines [7 PL, 124pts]
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

+ Elites +

Blightlord Terminators [14 PL, 264pts]
. Blightlord Champion: Bubotic Axe, Combi-plasma
. Blightlord Terminator: Bubotic Axe, Combi-plasma
. Blightlord Terminator: Bubotic Axe, Combi-plasma
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter

Foul Blightspawn [4 PL, 77pts]

Noxious Blightbringer [4 PL, 65pts]: Plasma pistol

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

+ Heavy Support +

Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger

Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger

++ Battalion Detachment +5CP (Chaos - Death Guard) [27 PL, 485pts] ++

+ HQ +

Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper

Typhus [9 PL, 175pts]: 4. Blades of Putrefaction, 5. Putrescent Vitality

+ Troops +

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

++ Total: [106 PL, 1947pts] ++

Created with BattleScribe


This is more or less what I own plus what I see from other posts.


Death Guard Tactica @ 2018/06/16 19:59:30


Post by: blackmage


still cant understand why so many Dg players like plague marines


Death Guard Tactica @ 2018/06/16 20:33:18


Post by: Sherrypie


 blackmage wrote:
still cant understand why so many Dg players like plague marines


Because they are the iconic DG unit? Because they like marine infantry? Because they like relatively normal troops instead of blippetydippetypoxsomethings that many other things tend to be? Because they are still pretty tough dudes that can pack a lot of fire with 18" rapid fire (though personally I prefer mine with blight launchers)? Maybe they like using Blight Bombardment?

There are many reasons. Mine is that I really, really enjoy the feel of Death Guard's "perfect infantrymen trudging on" creed and wouldn't play with deamon herds instead even if paid. I took up this army to play with tuff marines, so I'll play tuff marines and guess what, they perform pretty well of the table top.


Death Guard Tactica @ 2018/06/17 09:34:22


Post by: Jidmah


 blackmage wrote:
still cant understand why so many Dg players like plague marines


Plague marines are one of the main reasons to play DG, and they are far from useless. There is little reason to play pure DG competitively, but if you do, plague marines are a very solid troops choice.


Death Guard Tactica @ 2018/06/17 10:03:48


Post by: blackmage


they are not (at least in Italian ETC) btw i understood the point


Death Guard Tactica @ 2018/06/17 19:41:54


Post by: lindsay40k


My best mate hates playing my DG, every time a Plague Marine stands back up again it adds more of a psych edge. Though that doesn’t trump the numbers Cultists can bring


Death Guard Tactica @ 2018/06/17 23:50:18


Post by: Zid


Took third in an ITC this weekend using combined DG/Nurgle.

You can read a synopsis on this thread: https://www.dakkadakka.com/dakkaforum/posts/list/758368.page

Overall, I liked my list, and feel that DG/Nurgle is the way to go in competitive scenes. We can hit really hard, and we have several saves on many of our best units. Nothing better than making invuns or several FnP saves, and seeing your opponent sigh as they have to dedicate half their army to a single model. Glorious!


Death Guard Tactica @ 2018/06/18 03:31:53


Post by: ZergSmasher


Sounds like you had a blast! I'm ultimately interested in running a list similar to that, except I might try Foetid Bloat-drones instead of Plagueburst Crawlers. Or perhaps a couple of each. Blightspawns are pretty great too, except when they roll crap for their weapon's strength.


Death Guard Tactica @ 2018/06/18 11:49:26


Post by: Zid


 ZergSmasher wrote:
Sounds like you had a blast! I'm ultimately interested in running a list similar to that, except I might try Foetid Bloat-drones instead of Plagueburst Crawlers. Or perhaps a couple of each. Blightspawns are pretty great too, except when they roll crap for their weapon's strength.


Yeah, my last game my spawn rolled str 2, I rerolled a 1, to roll 1 again... sucked, he was in a position to wipe a unit of rangers.

I personally dislike drones, they just don't work for me. Plus I have a hard time swallowing 18 extra points for an overall weaker model... I can take the 54 points and sink them into a tree to negate the fall back weakness of the PBC (and trees are really damn good... I just wish they didn't take a detachment by themselves).


Death Guard Tactica @ 2018/06/18 13:54:20


Post by: Ascalam


trees are 85 now, or somewhere around there . Still pretty good, but they were just silly for 50.


I like drones, personally, and with the rule of 3 dropping I'm running less than I did.

PCB are great, but they can't fly over screens to engage the unit behind, or assault flyers.

i generally run three mower drones, for cheap fast violence and distraction work, while the PCB are more my slow moving fire suppport.


Death Guard Tactica @ 2018/06/21 09:13:32


Post by: Brother Payne


I'm in some serious need of AT firepower in my army atm. I'm currently limited to allied Oblits and MW spam but I want to have the option of not needing CSM allies.

Entropy PBCs are pretty good against S7 and hold up against S8 stuff w/out an invuln, but if I'm taking PBCs I want to be playing them aggressively with spitters.

I really like the look of butcher cannon contemptors / leviathans, especially for DG, however probably not in an AT role. They do become more appealing against stuff with an invuln though.

The unit I'm most interested in though is a double c-beam contemptor. They're super point efficient against T8 stuff, edging out even a double grav leviathan against S8 4++ units (like loyalist leviathans). I've disregarded the grav leviathan due to its range limitations. The other appealing thing about the c-beam is it's also surprisingly good against chaff regardless of proximity, and MEQ/Primaris at 24"+.

Finally, has anyone tried c-beam or laser destroyer rapiers? Both are insanely point efficient but I'm concerned about their durability.

What are people's thoughts on our ranged AT options?


Death Guard Tactica @ 2018/06/21 12:19:06


Post by: Zid


 Brother Payne wrote:
I'm in some serious need of AT firepower in my army atm. I'm currently limited to allied Oblits and MW spam but I want to have the option of not needing CSM allies.

Entropy PBCs are pretty good against S7 and hold up against S8 stuff w/out an invuln, but if I'm taking PBCs I want to be playing them aggressively with spitters.

I really like the look of butcher cannon contemptors / leviathans, especially for DG, however probably not in an AT role. They do become more appealing against stuff with an invuln though.

The unit I'm most interested in though is a double c-beam contemptor. They're super point efficient against T8 stuff, edging out even a double grav leviathan against S8 4++ units (like loyalist leviathans). I've disregarded the grav leviathan due to its range limitations. The other appealing thing about the c-beam is it's also surprisingly good against chaff regardless of proximity, and MEQ/Primaris at 24"+.

Finally, has anyone tried c-beam or laser destroyer rapiers? Both are insanely point efficient but I'm concerned about their durability.

What are people's thoughts on our ranged AT options?


Seems like Leviathan Dreads get some work done from ranged, and I know many see success with oblits.

Personally, Foul Blightspawns are extremely potent for their points; they just lack range. However, you can advance and shoot with their flamer, giving them an average effective range of 21" which isn't shabby, and they auto hit. Entropy cannons suck (mainly) because they aren't plague weapons. so if you fail to wound, it really hurts. Plus BS 4 means you can't reposition to shoot if you want to, and it all but requires a lord to get work done (for the reroll hits).

Defilers and Soul Grinders in my experience are terrible AT. I hear Helbrutes work pretty ok for a cheap tank busting option. Honestly, I haven't had much issue between spawns and PBC's. Sure they have short range, but they're strong as hell, auto hit (so hit fliers all the time), and they are average Str 7 which hurts most vehicles. You can use a Poxbringer with the PBC's to make then Str 8 even, or run a power like Shriveling Pox to make the enemy tanks T7 instead of 8.



Death Guard Tactica @ 2018/06/21 13:17:03


Post by: Brymm


I can't say enough about a trio of Blight Haulers. They actually come in a little pricey but they have lots of little rules and buffs that synergize well with a mostly foot based army. Also, with other dangerous stuff like bloat drones and demon prince's flying at them, usually they get ignored. And if it seems someone is hell bent on shooting them anyways, a single miasma of pestilence affects the whole unit, giving them a bit more survivability.
Give them a try!


Death Guard Tactica @ 2018/06/21 13:18:12


Post by: Brother Payne


 Zid wrote:
 Brother Payne wrote:
I'm in some serious need of AT firepower in my army atm. I'm currently limited to allied Oblits and MW spam but I want to have the option of not needing CSM allies.

Entropy PBCs are pretty good against S7 and hold up against S8 stuff w/out an invuln, but if I'm taking PBCs I want to be playing them aggressively with spitters.

I really like the look of butcher cannon contemptors / leviathans, especially for DG, however probably not in an AT role. They do become more appealing against stuff with an invuln though.

The unit I'm most interested in though is a double c-beam contemptor. They're super point efficient against T8 stuff, edging out even a double grav leviathan against S8 4++ units (like loyalist leviathans). I've disregarded the grav leviathan due to its range limitations. The other appealing thing about the c-beam is it's also surprisingly good against chaff regardless of proximity, and MEQ/Primaris at 24"+.

Finally, has anyone tried c-beam or laser destroyer rapiers? Both are insanely point efficient but I'm concerned about their durability.

What are people's thoughts on our ranged AT options?


Seems like Leviathan Dreads get some work done from ranged, and I know many see success with oblits.

Personally, Foul Blightspawns are extremely potent for their points; they just lack range. However, you can advance and shoot with their flamer, giving them an average effective range of 21" which isn't shabby, and they auto hit. Entropy cannons suck (mainly) because they aren't plague weapons. so if you fail to wound, it really hurts. Plus BS 4 means you can't reposition to shoot if you want to, and it all but requires a lord to get work done (for the reroll hits).

Defilers and Soul Grinders in my experience are terrible AT. I hear Helbrutes work pretty ok for a cheap tank busting option. Honestly, I haven't had much issue between spawns and PBC's. Sure they have short range, but they're strong as hell, auto hit (so hit fliers all the time), and they are average Str 7 which hurts most vehicles. You can use a Poxbringer with the PBC's to make then Str 8 even, or run a power like Shriveling Pox to make the enemy tanks T7 instead of 8.

The butcher leviathan does fairly well against T7 and superbly against multi-wound infantry, however I'm more worried about T8 russes and leviathans.

I read your report in the other thread and the Blightspawn look like heaps of fun for sure but they seriously lack range which for me, in a meta with numerous imperial gunline armies, is problematic. Honeslty if range wasn't an issue, I'd be running a double grav leviathan in a heartbeat.

I agree with you on the entropy cannons. They really don't synergises well with the way I use my PBCs, and their output even when stationary is lackluster imo. I hadn't considered the effect of stacking Poxbringer bonus & Shrivelling Pox on plaguespitters - that could well shift the balance in their favour even against T8, given wounding on 3s. Something to look into for sure.

I know someone in the Thousad Sons thread has good success with a Defiler buffed by daemonforge, flickering flames, and prescience, but that's a lot of support just to make the one unit viable and I'm trying to drop the need for CSM allies anyway.

I'm still really interested to see how people have found c-beam contemptors and c-beam or laser destroyer rapiers. I think both of those have heaps of potential.


Automatically Appended Next Post:
 Brymm wrote:
I can't say enough about a trio of Blight Haulers. They actually come in a little pricey but they have lots of little rules and buffs that synergize well with a mostly foot based army. Also, with other dangerous stuff like bloat drones and demon prince's flying at them, usually they get ignored. And if it seems someone is hell bent on shooting them anyways, a single miasma of pestilence affects the whole unit, giving them a bit more survivability.
Give them a try!
I'm very sceptical of these guys' worth if I'm honest. 3 MLs and 3 MMs is not a lot of firepower for a unit that clocks in at over 400 pts and loses more than a 3rd of its damage output after losing one of them. The cover save is nice, but if I'm running an infantry heavy army they're most likely going to be Plaguebearers not DG infantry


Death Guard Tactica @ 2018/06/21 13:25:04


Post by: Zid


 Brother Payne wrote:
 Zid wrote:
 Brother Payne wrote:
I'm in some serious need of AT firepower in my army atm. I'm currently limited to allied Oblits and MW spam but I want to have the option of not needing CSM allies.

Entropy PBCs are pretty good against S7 and hold up against S8 stuff w/out an invuln, but if I'm taking PBCs I want to be playing them aggressively with spitters.

I really like the look of butcher cannon contemptors / leviathans, especially for DG, however probably not in an AT role. They do become more appealing against stuff with an invuln though.

The unit I'm most interested in though is a double c-beam contemptor. They're super point efficient against T8 stuff, edging out even a double grav leviathan against S8 4++ units (like loyalist leviathans). I've disregarded the grav leviathan due to its range limitations. The other appealing thing about the c-beam is it's also surprisingly good against chaff regardless of proximity, and MEQ/Primaris at 24"+.

Finally, has anyone tried c-beam or laser destroyer rapiers? Both are insanely point efficient but I'm concerned about their durability.

What are people's thoughts on our ranged AT options?


Seems like Leviathan Dreads get some work done from ranged, and I know many see success with oblits.

Personally, Foul Blightspawns are extremely potent for their points; they just lack range. However, you can advance and shoot with their flamer, giving them an average effective range of 21" which isn't shabby, and they auto hit. Entropy cannons suck (mainly) because they aren't plague weapons. so if you fail to wound, it really hurts. Plus BS 4 means you can't reposition to shoot if you want to, and it all but requires a lord to get work done (for the reroll hits).

Defilers and Soul Grinders in my experience are terrible AT. I hear Helbrutes work pretty ok for a cheap tank busting option. Honestly, I haven't had much issue between spawns and PBC's. Sure they have short range, but they're strong as hell, auto hit (so hit fliers all the time), and they are average Str 7 which hurts most vehicles. You can use a Poxbringer with the PBC's to make then Str 8 even, or run a power like Shriveling Pox to make the enemy tanks T7 instead of 8.

The butcher leviathan does fairly well against T7 and superbly against multi-wound infantry, however I'm more worried about T8 russes and leviathans.

I read your report in the other thread and the Blightspawn look like heaps of fun for sure but they seriously lack range which for me, in a meta with numerous imperial gunline armies, is problematic. Honeslty if range wasn't an issue, I'd be running a double grav leviathan in a heartbeat.

I agree with you on the entropy cannons. They really don't synergises well with the way I use my PBCs, and their output even when stationary is lackluster imo. I hadn't considered the effect of stacking Poxbringer bonus & Shrivelling Pox on plaguespitters - that could well shift the balance in their favour even against T8, given wounding on 3s. Something to look into for sure.

I know someone in the Thousad Sons thread has good success with a Defiler buffed by daemonforge, flickering flames, and prescience, but that's a lot of support just to make the one unit viable and I'm trying to drop the need for CSM allies anyway.

I'm still really interested to see how people have found c-beam contemptors and c-beam or laser destroyer rapiers. I think both of those have heaps of potential.


Reports I've been reading on FB say the C-beams are pretty good, but a lot of people love the Grav Cannons more. I like the idea of both. I get what your saying though. I think I would handle gunlines more from a position of "get my demon princes there" lol, a corruption demon prince of nurgle can dominate vehicles


Death Guard Tactica @ 2018/06/21 13:31:27


Post by: Brother Payne


18" is just suuuuch a short range for the grav. That's only a 26" threat range and no one is going to be stupid enough to let you get that close to their armour on turn 1. With warptime it could well be worth it, but again I'm steering away from CSM.

I do like princes and I haven't run one with the sword yet so that's definitely something I'll try. The D3 damage is a shame but S9 is a game changer


Death Guard Tactica @ 2018/06/21 15:23:54


Post by: Jidmah


I gave the defiler a try and fielded it in a CSM spearhead to get access to daemon forge. When you use both daemon forge and blasphemous machines it worked ok, shooting all the way into combat and its nasty power scourge made most things want to fall back from it, if they lived to do so.
However, when it was charged by a unit of pink horrors, the defiler never managed to chew through them, effectively neutralizing it.

It doesn't really do anything that helbrutes can't do, except helbrutes can move and shoot without paying CP, and native BS 3+ and S9 on the twin lascannons makes them roughly as good at shooting as a daemonforged battlecannon. On top of that they can shoot twice via stratagem or fenzy.

So unless you want a daemon for things like Epidemius, IMO helbrutes are superior to defilers.


Death Guard Tactica @ 2018/06/21 16:42:44


Post by: Brother Payne


Even without stratagem support the math on las/scourge helbrutes looks good provided you can get them into combat. They appear to perform notably well against multi-wound infantry, T7 armour, and they're the best thing I've found to combat leviathans thus far. My concern would be that if they don't make it into combat they're not really doing all that much with just two las shots each. I think I'd prefer to be utilising the full weight of a unit from turn 1 (ie T1 charge or pure shooting). It's something to consider though.

They're very similar in both cost and versatility to a double c-beam contemptor, and are marginally superior in damage output. They trade the invuln and a couple of wounds for no degrading and the need to be in combat so idk

Edit: you'll want to be moving towards your enemy every turn so fire frenzy probably isn't worth it with this loadout


Death Guard Tactica @ 2018/06/21 18:22:40


Post by: Jidmah


Well, predators are always an option if you want dedicated shooting units. And it's not like someone will have shooting to spare for predators if Mortarion is charging their frontlines.


Death Guard Tactica @ 2018/06/21 21:29:49


Post by: Nightlord1987


Fire frenzy would be good if you didn't have to shoot closest target. For DG, might as well use their Move and Shoot ability.


Death Guard Tactica @ 2018/06/22 04:49:20


Post by: Jidmah


It's bonus either way, even if you end up blasting guardmen with lascannons. And often enough, the closest unit often turns out to be a hemlock, a primarch or a knight.


Automatically Appended Next Post:
On the topic of anti-tank:

How about stomping it with a huge robot in the name of nurgle?
https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/ENG_Index_Renegade_Knights.pdf


Death Guard Tactica @ 2018/06/23 07:50:55


Post by: darthryan


So which load out is best for nurgle armigers. The sword and gun looks great with lots of conversion options but i think the gun option probably works better giving us something we lack long range fire power.
What do people think


Death Guard Tactica @ 2018/06/23 12:44:36


Post by: COLD CASH


I would agree, 2 hels instead of 1 leviathan seems a better deal.

weight of shots and range with increased wounds with similiar saves(less toughness). seems to put hels over a levi imo now.


Death Guard Tactica @ 2018/06/23 13:17:01


Post by: Brymm


Thoughts on Plague Marines in Rhino's? Has anyone run them a lot in 8th? I don't have a ton of experience with traditional transports in 8th (I've run Night Scythes and Monoliths in necrons) and on paper they seem great.
In my previous posts I've posted my core idea for an army to take to the Michigan GT, after a few games, I love the core but need a bit more mobility to redeploy as the game progresses, especially if I draw the card where I need three DG infantry on the opponents side of the board to score points, or need to get to objective 5 or whatever which is further than walking distance.
Also, I am going to test out 5 PMs with plasmas, flail, a blight spawn and a PF/combi plasma lord all in a single rhino driving up with my blight drones and daemon prince.
Also, I altered my fire base to be 3 squads of PMs each with 2 blight launchers and a plasmagun champ supported by the blight haulers and a arch contaminator lord and Plague caster. The blight launchers rerolling hits of one and all wounds was doing work my last few games.
I'm rambling but I'll report back on the addition of the rhino.


Death Guard Tactica @ 2018/06/23 19:28:27


Post by: Zid


For pure "DG" Armigers may be decent (i mean... its not exactly "pure"....)

But I feel like Slanesh Havok's are still better point for point due to support and strategems. Plus, 3 PBC's is still superior in a lot of cases to 2 Armigers; same wounds, more toughness, more shots that can't miss targets.


Death Guard Tactica @ 2018/06/23 19:43:56


Post by: blackmage


im sure armiger will be a nice add on in Dg armies, they dont have the durability of pbc (btw they can save at 4++) but they add tons of long range heavy fire, no penalty to move and shoot and stratagem to re roll to hit.for just 174pt


Death Guard Tactica @ 2018/06/24 02:28:18


Post by: Zid


 blackmage wrote:
im sure armiger will be a nice add on in Dg armies, they dont have the durability of pbc (btw they can save at 4++) but they add tons of long range heavy fire, no penalty to move and shoot and stratagem to re roll to hit.for just 174pt


and 3 CP. 1 CP to make one a 4++ isn't a.... great... investment for an Armiger. The autocannon one didn't impress me much, though my dice were pretty good, they did all of 4 wounds to a single PBC in a round of shooting from two. I just don't like the idea of giving up a detachment to them, plus having no house rules, relics, etc. worth a damn. Of course, I run majority Nurgle Demons anymore


Death Guard Tactica @ 2018/06/24 08:52:52


Post by: Brother Payne


COLD CASH wrote:
I would agree, 2 hels instead of 1 leviathan seems a better deal.

weight of shots and range with increased wounds with similiar saves(less toughness). seems to put hels over a levi imo now.
I haven't checked out the warglaive but I'm not impressed by the autocannon variant. 2 helvrines put out less dmg than a butcher leviathan for similar point costs and trade BS2+ / T8 / 2+ for extra range, wounds and flexibility. That's probably a good trade but 2 butcher contemptors can do what helvrines do but better imo, and they can benefit from DG reroll auras and stuff too


Death Guard Tactica @ 2018/06/25 13:46:58


Post by: gwarsh41


 Brymm wrote:
Thoughts on Plague Marines in Rhino's? Has anyone run them a lot in 8th? I don't have a ton of experience with traditional transports in 8th (I've run Night Scythes and Monoliths in necrons) and on paper they seem great.
In my previous posts I've posted my core idea for an army to take to the Michigan GT, after a few games, I love the core but need a bit more mobility to redeploy as the game progresses, especially if I draw the card where I need three DG infantry on the opponents side of the board to score points, or need to get to objective 5 or whatever which is further than walking distance.
Also, I am going to test out 5 PMs with plasmas, flail, a blight spawn and a PF/combi plasma lord all in a single rhino driving up with my blight drones and daemon prince.
Also, I altered my fire base to be 3 squads of PMs each with 2 blight launchers and a plasmagun champ supported by the blight haulers and a arch contaminator lord and Plague caster. The blight launchers rerolling hits of one and all wounds was doing work my last few games.
I'm rambling but I'll report back on the addition of the rhino.


I've ran a rhino rush list a few times, never in a hyper competitive environment, but I did face a pretty annoying jetbike spam eldar list with it. It was before rule of 3, so I would need a slight mod. I believe I ran:
4x 7PM in rhino with 2 flail and 2 blightlaunchers
4 foul blightspawn (one in each rhino)
2 malefic plaguecasters
I think a daemon prince
3 plagueburst crawlers with flamespitters

I can't remember if there was anything else in the list, but I did really well against eldar, they gave up turn 3, and nearly tabled a BA and then a DA player. Later I used it as half of a 4K game against black templars and ultramarines with knight support. Obviously I can no longer run 4 foul blightspawn, but 3 is plenty. It's superb against melee armies because the blightspawn aura nullifies your opponents charging multiple units in the same turn, and if they are not that bright, will destroy anything on overwatch (poor BA player, lost half whole tac squad and half a DC unit trying to charge a blightspawn) With the plagucasters you have some decent mortal wound spewing, but the real power is how versatile plague marines are. With VotLW and blades of putrefaction, PM become pretty serious CC threats, they are not bloodletters, but they will lay down some hurt.

I feel like fists on the champion is a bit of a waste of points. Every time I run them I regret taking the fists. When you have 2 flails in a unit, the fist doesn't live up to it. 2 attacks at -1 to hit and no re-rolls to wound? Plus, it doesn't dish out mortal wounds for Blades. I would drop fists for another plague marine if you can find the points.



Death Guard Tactica @ 2018/06/25 16:39:30


Post by: Jidmah


I actually had a 1vs1 game without any fancy missions rules or allies, so here is a report.

It was 1500 points versus Eldar Jetbikes, neither player knew who he was going to play, so both are TAC lists.

My list (9 CP)
Spoiler:
Battalion
Terminator Chaos Lord (storm bolter, Plague Bringer relic)
Malignant Plague Caster (Miasma of Pestilence, Plague Wind)

5 Plague Marines with 3 plasma guns
5 Plague Marines with 2 blight launchers
10 Pox Walker

Foetid Bloat-Drone
Foetid Bloat-Drone

Plagueburst Crawler (stubber, entropy cannons)
Plagueburst Crawler (stubber, entropy cannons)

Vanguard
Daemon Prince (dual talons, Curse of the Leper, Suppurating Plate relic, Warlord: Revoltingly Resilient)

Noxious Blightbringer
Foul Blightspawn
Tallyman


Eldar List (5 CP)
Spoiler:
Outrider
Windrider Autarch (missile launcher, banshee mask, fusion pistol)

7 Windrider (all shuriken cannons)
6 Windrider (all shuriken cannons)
6 Windrider (all shuriken cannons)

Outrider
Windrider Farseer (doom, executioner)

6 Shining Spears (exarch w/ star lance)
6 Shining Spears
6 Shining Spears


We draw deployments from the open war deck and end up with short table edges, but the table is split in the middle, with no no-mans land between the deployment zones. So if I deployed on the edge of my deployment zone, the eldar player could have deployed with 1" of my model.
Mission was maelstrom from CA with players drawing cards until they have 3 each turn. The only additional rules was being able to reserve anything, but neither player made use of it.

I start deploying my two brand new PBC in a huge ruined building in the middle of the board (base of the ruin was about 24x24!) with pox walkers in front of them and plague caster, tallyman and fould blightspawn between them. Behind them on objective 3 were the plasma marines, the blight launchers and the blight bringer on the other side of the ruin on objective 4. To the right of my army the daemon prince flanked by two drones were deployed to match the larges bulk of shining spears.

The eldar player pretty much deployed in rows facing me, with the shingns spears and autarch all deployed so they could charge me turn 1. He finishes deploying first and then wins the roll-off.

Eldar Turn 1 starts with everything moving forward, one unit of shining spears surrounds the large ruin to get to the plague marines there, since he needs to capture the objective they are sitting on.
Farseer attempts doom on one plague drone and fails. Attempts executioner on the DP and gets denied by the plague caster.
The unit with 7 shuriken cannons wipes out the pox walkers, scoring first blood. Then everything else but the one unit of shining spears behind the ruin shoots the outer right drone because he wanted to have it gone to be able to shoot and assault my daemon prince. Takes a ton of spears and shurikens before it dies. I pay one CP to blow it up, dealing 1 MW to every unit but one in his army. My DP saves the MW, the other drone takes 1 damage. The unit behind the ruin kills four plague marines, leaving only the champion.
Afterwards he charges the drone and the DP with his autarch to prevent overwatch (Banshee mask) and follows up with the two units of shining spears.The first unit of shining spears fights, putting two wounds on the DP, and they themselves taking 4 MW from Suppurating Plate. The DP then counter-attacks and kills four members of the shining spear unit which has not fought yet. The autarch whiffs against the DP, and due to casualty removal, the other unit can only fight the drone, since the autarch is keeping them from getting within 1" of the DP (turns out eldar jetbike bases are more than 1").
The unit behind the ruin charges the plague marines champion and the blight bringer and annihilates them, scoring him the objective.
No moral casualties. 2 VP for Eldar

Death Guard Turn 1 starts with my drone disengaging from the two spears its in combat with and jumps in front of the farseer. Plague caster advances 10" behind the DP so the is the closest model model. Foul Blightspawn moves forward, Tallyman moves just enough to have his pistol in range, staying between the PBC. Plasma marines move within 12" of the shining spears behind the ruin to counter the Allaitoc trait. Chaos Lord teleports in between the PBC and the plasma marines. I use cloud of flies on the plague marines, because I need to defend the objective they are on for 2 turns.
Prince smites autarch for 3 wounds. Plague caster casts Miasma on the daemon prince, cause 1 MW to the autarch through fallout. He then casts smite with . The autarch dies from the smite (Slay the warlord!), the fallout kills another shining spear for since it was wounded by the drone before. The plaguecaster takes three MW from perils, but ignores two of them.
Plasma marines shoot the spears with overcharged weapons despite the eldar player using evasive maneuvers on them (-1 to hit). One marine melts, one spear dies. Won't be doing that again. PBC killed a jetbike or two, not sure. Even though they hit above average, none of their guns were particularly good at killing 2W models with -1 to hit. Foul Blightspawn rolls 2 for strength, I re-roll it to be a 3. Yay! He still melts four windriders. Chaos Lord misses everything, Tallyman kills another wounded windrider, Drone melts the farseer.
In combat, the daemon prince kills another four shining spears and takes no damage in return. I score 1 VP for killing 10 models for the 7x7 DG card.
No moral casualties, 2:2 right now.

Eldar Turn 2 has him drawing the objective to score all six objectives for 3+d3 VP, as well as defending the same objective my chaos lord is sitting on. He starts by moving back his wind riders onto objective 1 and 6. Two wind riders take the objective in the ruin, right in front of my PBC. The spears from behind the ruin move towards the objective with the Chaos Lord, one unit of shining spears each disengage from the DP and move towards the chaos lord as well, one moves on the last objective. He tries to kill the chaos lord through shooting, but turns out 2+/4++ works really well, so he remains alive with 2 wounds. Shining spears from behind the ruin wipe out the plague marines. Foul Blightspawn laughs in the face of 9 shuriken cannons and is still standing with 1 wound left.
The eldar player then does a conga-line assault to take both objectives in case my Chaos Lord dies, with only the Exarch and one other fighting him. The Chaos Lord takes no damage. I use VotLW on him and fight back, rolling two fives and one six for wounds (remember, he is wielding Plague Bringer). He single-handedly kills all the shining spears except the exarch, who is left at two wounds.
Eldar player scores one point for holding objective one, and is tied for objective 3, so no points for me.
No moral casualties, Eldar 3 : Death Guard 2

Death Guard Turn 2 has the drone and the prince going after the full strength unit on objective 1, killing a bunch of them and scoring the objective.
The chaos lord disengages from combat and gets Miasma (causing fallout), the Foul Blight Spawn melts four more wind riders and then joins tallyman and plaguecaster to gang up on the two wind riders in the middle of my army and kill them.
The two PBC kill a hand full of bikes all over the place. The mortar had to shoot wind riders in the far corner due to 12" minimum range, entropy cannons and stubbers killed two shining spears. They then charge and kill another shining spear in combat (*crunch*).
I score objective 1 to make it 3:3.

Eldar Turn 3 he tries to a last ditch effort and puts his remaining two shining spears on objective 3 to defend it, once again interrupting my count. All his windriders jump my daemon prince and try to gun him down, doing 1 damage in total.

Death Guard Turn 3 is the end for the eldar. My DP casts Curse of the Leper on a single Wind Rider to kill it (to shut up the eldar player about telling me how eldar can't get sick), then charges the rest and wipes them out. Shooting from PBC, chaos lord, tallyman and foul blightspawn clear out the rest of the shining spears. I score another 1 VP for keeping my DP alive till the end of the game and 1 VP for linebreaker, ending the game with a tabling and 5:3 VP.

Things to note:
1) Plague Bringer is an awesome relic to give to a Chaos Lord, I never want to miss it again. Definitely worth the 1 CP, just for the d3 damage alone. I know dealing 3+1+2 damage and 3 mortal wounds in a single round of combat was dumb luck, but it still felt awesome.
2) Foul blightspawns are insane.
3) I start to see why people like PBC with spitters. Even though the entropy cannons hit pretty well this game (2-3 hits every turn, despite -1 to hit), it felt like they did nothing. Might have changed of there were any good targets for them though.
4) No CP gained from tallyman :(
5) Plague marines did pretty poor this game, I didn't expect shining spears to go through them like butter.


Death Guard Tactica @ 2018/06/27 07:15:48


Post by: slatewarrior89


I've got a question that I can't answer: why foul blightspawn blight sprayer rule said that I have to determine the Strength of the weapon before determing how many shots are fired but after the target selection?? What does this rule affect/prevent?
I simply cannot find what is the difference between to know how many shots will be fired first than the strength of the weapon or the other way round XD


Death Guard Tactica @ 2018/06/27 11:01:10


Post by: Jidmah


It makes a difference for re-rolling using CP. If you know you are getting 6 shots, you might be more inclined to use a CP than when you are only getting 1 shot.


Death Guard Tactica @ 2018/06/27 11:30:42


Post by: tokugawa


When comparing Helverins with existing walker choice of DG, IMO we should pick the one has simillar role and weapon properties, not only the "vanilla" lascannon/missile hellbrute. For example...contemptor with butcher cannons.

Contemptor: BS2+, 8 shots, S8 ap-1 dmg2
Armiger: BS3+, 4D3 shots(average also 8), S7 ap-1 dmg3

Against T7 3+ vehicles: Contemptor has 6.67 hits avg, 4.44 wounds, 2.22 through armor, nets 4.44 damage.
Armiger has 5.33, 2.67, 1.33, nets 4.0 damage.

Against T8 3+ tanks, Contemptor has 3.33 damage, Armiger has 2.67.

Against T6 4+ hovers, Contemptor has 5.93 damage, Armiger has 7.11.
(No need to mention that contemptor is better against units with exactly 2 wounds per model, while armiger kills 3wound-s)

Of course, Armiger has better range and speed, but it also deteriorate faster when degraded or meeting -1 to hit, and cannot easily receive re-rolls besides buring CPs. The new toys are shinning good, but the old toys are also not that bad.


Death Guard Tactica @ 2018/06/27 11:56:49


Post by: blackmage


yes but... some TO, at least here in Italy wont allow FW models, and contemptor doesn't have the rule ignore heavy weapons when you move and fire, so basically he might shot at 3+ like armiger, about buff of course you are 100% right. If i use butcher cannon to have a comparable damage output often i must move to hit valuable targets, cause i have 36" range, i own two contemptors and i played sometimes then if you meet -1 to hit all depend if you must move or not. I guess the two units are close like efficiency. My bigger problem here is lot of TO wont allow FW.


Death Guard Tactica @ 2018/06/27 12:05:56


Post by: Jidmah


All DG Helbrutes can move and fire heavy weapons, they benefit from Inexorable Advance.


Death Guard Tactica @ 2018/06/27 12:15:36


Post by: blackmage


yes i forgot


Death Guard Tactica @ 2018/06/27 12:54:53


Post by: gwarsh41


slatewarrior89 wrote:
I've got a question that I can't answer: why foul blightspawn blight sprayer rule said that I have to determine the Strength of the weapon before determing how many shots are fired but after the target selection?? What does this rule affect/prevent?
I simply cannot find what is the difference between to know how many shots will be fired first than the strength of the weapon or the other way round XD


If you could determine strength first, it would allow you to choose a target a bit better, and would make the gun even better than it is now. If you choose a land raider, and roll S7 with a 6 and 1, now you might CP that 1 into something to wound the land raider on 3s, but you also might only get 1 shot. It just creates a higher risk situation than if you could roll strength, then target, then shots. Also, having that rule prevents any confusion, which is nice.




Death Guard Tactica @ 2018/06/27 14:01:18


Post by: tokugawa


 blackmage wrote:
yes but... some TO, at least here in Italy wont allow FW models, and contemptor doesn't have the rule ignore heavy weapons when you move and fire, so basically he might shot at 3+ like armiger, about buff of course you are 100% right. If i use butcher cannon to have a comparable damage output often i must move to hit valuable targets, cause i have 36" range, i own two contemptors and i played sometimes then if you meet -1 to hit all depend if you must move or not. I guess the two units are close like efficiency. My bigger problem here is lot of TO wont allow FW.

If the local meta refuse FW index units, then Armigers definitely worth a try.


Death Guard Tactica @ 2018/06/28 08:26:44


Post by: Brother Payne


tokugawa wrote:When comparing Helverins with existing walker choice of DG, IMO we should pick the one has simillar role and weapon properties, not only the "vanilla" lascannon/missile hellbrute. For example...contemptor with butcher cannons.

Contemptor: BS2+, 8 shots, S8 ap-1 dmg2
Armiger: BS3+, 4D3 shots(average also 8), S7 ap-1 dmg3

Against T7 3+ vehicles: Contemptor has 6.67 hits avg, 4.44 wounds, 2.22 through armor, nets 4.44 damage.
Armiger has 5.33, 2.67, 1.33, nets 4.0 damage.

Against T8 3+ tanks, Contemptor has 3.33 damage, Armiger has 2.67.

Against T6 4+ hovers, Contemptor has 5.93 damage, Armiger has 7.11.
(No need to mention that contemptor is better against units with exactly 2 wounds per model, while armiger kills 3wound-s)

Of course, Armiger has better range and speed, but it also deteriorate faster when degraded or meeting -1 to hit, and cannot easily receive re-rolls besides buring CPs. The new toys are shinning good, but the old toys are also not that bad.


tokugawa wrote:
 blackmage wrote:
yes but... some TO, at least here in Italy wont allow FW models, and contemptor doesn't have the rule ignore heavy weapons when you move and fire, so basically he might shot at 3+ like armiger, about buff of course you are 100% right. If i use butcher cannon to have a comparable damage output often i must move to hit valuable targets, cause i have 36" range, i own two contemptors and i played sometimes then if you meet -1 to hit all depend if you must move or not. I guess the two units are close like efficiency. My bigger problem here is lot of TO wont allow FW.

If the local meta refuse FW index units, then Armigers definitely worth a try.
This. Agree with both of these


Death Guard Tactica @ 2018/06/28 10:00:10


Post by: Jidmah


Gotta love DG players.
"This unit is slightly better, but you can use the other one if FW is a problem"
"Agree"
"Agree"

Every other tactics thread would have erupted into a flame war by now


Death Guard Tactica @ 2018/06/28 15:33:17


Post by: Zid


 tokugawa wrote:
When comparing Helverins with existing walker choice of DG, IMO we should pick the one has simillar role and weapon properties, not only the "vanilla" lascannon/missile hellbrute. For example...contemptor with butcher cannons.

Contemptor: BS2+, 8 shots, S8 ap-1 dmg2
Armiger: BS3+, 4D3 shots(average also 8), S7 ap-1 dmg3

Against T7 3+ vehicles: Contemptor has 6.67 hits avg, 4.44 wounds, 2.22 through armor, nets 4.44 damage.
Armiger has 5.33, 2.67, 1.33, nets 4.0 damage.

Against T8 3+ tanks, Contemptor has 3.33 damage, Armiger has 2.67.

Against T6 4+ hovers, Contemptor has 5.93 damage, Armiger has 7.11.
(No need to mention that contemptor is better against units with exactly 2 wounds per model, while armiger kills 3wound-s)

Of course, Armiger has better range and speed, but it also deteriorate faster when degraded or meeting -1 to hit, and cannot easily receive re-rolls besides buring CPs. The new toys are shinning good, but the old toys are also not that bad.


Great comparison! Of course, the Contemptor has access to a lot of buffs the Armiger doesn't have. This is still good food for thought.... I'm not sold on the Knights yet, the only one I'm slightly interested in is the Castellan and thats because its flamer makes me super, duper happy. I'm a big fan of flamers in 8th.... lol


Death Guard Tactica @ 2018/06/28 17:41:42


Post by: blackmage


yes 3d6 autohits str7 ap-2 d 2 is juicy, but almost 600pts and still no sinergy and or good traits and stratagems. Next week end i ll try a renegade 2xavenger and 2 contemptor with 2 butcher cannons, then i will try 2 armiger with 2 cannons and i will see which is better, i could also play 3 armigers and 2 contemptors only, anything to test.


Death Guard Tactica @ 2018/07/02 13:20:27


Post by: gwarsh41


I agree on all points with armiger, chaos has a ton of similar point options that will fill the role AND get the DEATH GUARD keyword, main point being move/shoot heavy with no penalty.


Death Guard Tactica @ 2018/07/02 13:56:44


Post by: blackmage


 gwarsh41 wrote:
I agree on all points with armiger, chaos has a ton of similar point options that will fill the role AND get the DEATH GUARD keyword, main point being move/shoot heavy with no penalty.

the only units which get similar role and get Dg kw are hellforged contemptors/deredeo and leviathan nothing else in main codex is anything close to armigers, i dont count hellbrutes cause they fire lot less and last lot less.


Death Guard Tactica @ 2018/07/04 15:49:06


Post by: Brymm


Have we really looked at a point for point comparison of models like Morty vs a Knight? Or Bloat drones or blight haulers or PBCs? Morty has quite a few less wounds, lower toughness, buckets of less shooting, but way better buff rules. Is he like way over priced compared to a knight?


Death Guard Tactica @ 2018/07/04 15:58:01


Post by: blackmage


i think all primarcs should have at least the same wounds as a Knight, 18 are too few in current 40k , the cost would be fine.


Death Guard Tactica @ 2018/07/04 18:09:22


Post by: lindsay40k


Worth noting that 18W with DR kind of equates to 24W. But yeah, the survivability of Primarchs (and other large personalities) that can’t keep their heads down is a major issue IMO, especially with a my turn - your turn game system.


Death Guard Tactica @ 2018/07/04 18:17:05


Post by: blackmage


 lindsay40k wrote:
Worth noting that 18W with DR kind of equates to 24W. But yeah, the survivability of Primarchs (and other large personalities) that can’t keep their heads down is a major issue IMO, especially with a my turn - your turn game system.

No because Ik's have T8 and that change a lot and last but not least now they have improved inv.saves (save at 4++/ 3++ inv is big in a model like that) practically a IK save like or better than Mortarion but have 6 more wounds , Ik are def more durable than a primarch (i played both multiple times and i experimented that). then Ik doesn't need to get in CaC do repay itself just stay in backfield away from some fire, and shoot taking out main threats, another big difference.


Death Guard Tactica @ 2018/07/04 22:32:37


Post by: Sherrypie


Personally I'd liked the primarchs more if they had been developed more into the force multiplyer direction like they are in 30k vs. this huge beatstick that wants to crash through enemy lines like a wrecking ball. Would've been cool and fluffy to have, say, Morty make your Death Guard infantry more resistant to morale (Perfect infantryman's creed and such) or allow them to use even more ungentlemanly weaponry like rad- or phosphex storages from his vaults. Well, doesn't line up with the need to sell big centerpiece models :/


Death Guard Tactica @ 2018/07/05 06:30:15


Post by: Brother Payne


 Brymm wrote:
Have we really looked at a point for point comparison of models like Morty vs a Knight? Or Bloat drones or blight haulers or PBCs? Morty has quite a few less wounds, lower toughness, buckets of less shooting, but way better buff rules. Is he like way over priced compared to a knight?
I haven't don't it for Morty vs a Knight but I have done PBCs, bloat-drones, and blight-haulers. Plaguespitter PBC is better against everything than it's drone counterpart even before you include the mortar. What drones have over the PBC is obviously fly, however I only ever found myself using this to ignore terrain and rarely to fall back and shoot, so I think PBCs are always more worth it. Entropy PBCs are better than the plaguespitter variants against vehicles, but there are much better things to fill this role and as we can only take 3, our PBCs are way better used aggressively with spitters imo.

A blight-hauler trilobe is one of the least points efficient units in the codex and should never be taken for their AT ability alone which sucks and gets even worse when you lose one of them. Imo they're never worth it and if you want to give your chaff a better save, just take a Deredeo with the 5++ bubble instead.

Edit: on the off chance I misinterpreted, and you wanted a comparison of those units specifically vs a knight, it goes entropy PBC > plaguespitter PBC > blight-hauler trilobe > plaguespitter drone. Our most cost efficient units to fights knights with are Blightspawn, soulburner Decimators, las/scourge helbrutes, and c-beam contemptors at 48"+ (in that order). That list doesn't include Morty but he's probably up there especially when buffed with blades +/ virulence. Another unit worth mentioning is a Nurgle DP from the Daemons book with the Corruption relic sword - that thing outperforms the c-beam contemptor on points efficiency even before you buff it with the locus +/ virulent blessing.

Of course each of these units have their pros and cons with need to be weighed up against their PPD efficiency


Death Guard Tactica @ 2018/07/05 06:51:05


Post by: blackmage


if you want play PBC same role as bloated drone you must use a gnarlmaw or ur pbc's are useless, they are charged and you cant shoot anymore.


Death Guard Tactica @ 2018/07/05 09:47:59


Post by: darthryan


See i think drones are much better than pbcs if you use them properly. Drones should be rushing forward and sitting 2 inches from enemy units and getting in the way/disrupting charges and LOS. People either have to deal with them and risk them exploding and doing more damage or ignore and move around them. If they ignore them then the drones can jump into the back lines and take out valuable targets.


Death Guard Tactica @ 2018/07/05 12:03:25


Post by: blackmage


in actual meta i will always take a drone instead a pbc, 10 guardsmen lock in combat a Pbc and that's annoying, i play tournaments regularly and found drones absolutely strong, the fly keyword is underestimated most of times., i won at least 2 games thanks to them last tournament, fly over screens flame something valuable then charge annoying shooting unit in backfield, fall back shoot again and make opponent think twice b4 charge again, you cant do that with a PBC without a tree. That doens't mean PCB arent strong just they are countered easier than drones ,they are anyway a good choice in Dg armies.


Death Guard Tactica @ 2018/07/05 12:46:27


Post by: Brother Payne


Personally I much prefer PBCs as they do more damage on their way in and are tougher to deal with once they've charged into enemy lines. I'm not worried about them being tied up because I use them to do the tying up. Ofc ymmv with either and it really comes down to personal preference


Death Guard Tactica @ 2018/07/05 18:29:49


Post by: blackmage


i think a good mix is have both of them.


Death Guard Tactica @ 2018/07/06 02:40:48


Post by: Brother Payne


 blackmage wrote:
i think a good mix is have both of them.
Yeah I think that's a fair call


Death Guard Tactica @ 2018/07/07 13:41:52


Post by: lindsay40k


FWIW I think the PBC rushdown is relying on a lot of rules interactions and I wouldn’t rely on it always being a thing. People who bought loads of Warp Talons to drop and Warptime in on the first turn aren’t best pleased, I’ve got three PBC to build and I’m not going to permanently glue the weapons in because who knows how they’ll behave a year or two down the line. Keep your spare parts and be prepared to completely change the way you use your big expensive kits


Death Guard Tactica @ 2018/07/07 13:49:05


Post by: tokugawa


 blackmage wrote:
in actual meta i will always take a drone instead a pbc, 10 guardsmen lock in combat a Pbc and that's annoying, i play tournaments regularly and found drones absolutely strong, the fly keyword is underestimated most of times., i won at least 2 games thanks to them last tournament, fly over screens flame something valuable then charge annoying shooting unit in backfield, fall back shoot again and make opponent think twice b4 charge again, you cant do that with a PBC without a tree. That doens't mean PCB arent strong just they are countered easier than drones ,they are anyway a good choice in Dg armies.

Could we say: PBC would be more awesome in a Nurgle-themed list, while FBD is less Nurgle dependent?

A DP with relic 2+armor, and 3 FBDs, could make a decent Outrider detachement. Insert it into a random Chaos list, it would work, without being short-board of a bucket.

A Poxbringer and 3 PBCs, insert them into...I am not sure.



Death Guard Tactica @ 2018/07/07 14:11:03


Post by: Zid


 tokugawa wrote:
 blackmage wrote:
in actual meta i will always take a drone instead a pbc, 10 guardsmen lock in combat a Pbc and that's annoying, i play tournaments regularly and found drones absolutely strong, the fly keyword is underestimated most of times., i won at least 2 games thanks to them last tournament, fly over screens flame something valuable then charge annoying shooting unit in backfield, fall back shoot again and make opponent think twice b4 charge again, you cant do that with a PBC without a tree. That doens't mean PCB arent strong just they are countered easier than drones ,they are anyway a good choice in Dg armies.

Could we say: PBC would be more awesome in a Nurgle-themed list, while FBD is less Nurgle dependent?

A DP with relic 2+armor, and 3 FBDs, could make a decent Outrider detachement. Insert it into a random Chaos list, it would work, without being short-board of a bucket.

A Poxbringer and 3 PBCs, insert them into...I am not sure.



I run 3 PBC's with Poxbringer all the time, I love them.

Also realize Black Mage plays ETC (modified book) format, which is definitely different from ITC format. Staying power means a lot in ITC. I, personally, have has zero success with Drones over PBC's, but I also run a Tree for many reasons (it looks epic on the table, offers a slew of benefits if your nurgle demon heavy like I am, etc.)

I do see why people would pick Drones, but overall I feel with IK out they will diminish even more in popularity. Just my opinion, though.


Death Guard Tactica @ 2018/07/07 14:59:58


Post by: Brymm


 tokugawa wrote:
 blackmage wrote:
in actual meta i will always take a drone instead a pbc, 10 guardsmen lock in combat a Pbc and that's annoying, i play tournaments regularly and found drones absolutely strong, the fly keyword is underestimated most of times., i won at least 2 games thanks to them last tournament, fly over screens flame something valuable then charge annoying shooting unit in backfield, fall back shoot again and make opponent think twice b4 charge again, you cant do that with a PBC without a tree. That doens't mean PCB arent strong just they are countered easier than drones ,they are anyway a good choice in Dg armies.


Could we say: PBC would be more awesome in a Nurgle-themed list, while FBD is less Nurgle dependent?

A DP with relic 2+armor, and 3 FBDs, could make a decent Outrider detachement. Insert it into a random Chaos list, it would work, without being short-board of a bucket.

A Poxbringer and 3 PBCs, insert them into...I am not sure.



I use this detachment all of the time. If I'm doing pure DG or even just CSM with DG allies, this is the DG allies detachment. It's so hard for most armies to handle and it allows the rest of the army to position. In some cases the drones roll hot on saves and DR and the detachment basically wins the game on its own by causing such a huge and fast disruption. There's all sorts of neat tricks with them too, like making the Prince the warlord, giving him arch contaminator, giving him Miasma and cast it on the lead drone. The triple drone screen is hard enough already but now they are harder to kill and you are rerolling all wounds. I love it maggle!!!


Death Guard Tactica @ 2018/07/08 04:37:46


Post by: npe


 Brymm wrote:
 tokugawa wrote:
 blackmage wrote:
in actual meta i will always take a drone instead a pbc, 10 guardsmen lock in combat a Pbc and that's annoying, i play tournaments regularly and found drones absolutely strong, the fly keyword is underestimated most of times., i won at least 2 games thanks to them last tournament, fly over screens flame something valuable then charge annoying shooting unit in backfield, fall back shoot again and make opponent think twice b4 charge again, you cant do that with a PBC without a tree. That doens't mean PCB arent strong just they are countered easier than drones ,they are anyway a good choice in Dg armies.


Could we say: PBC would be more awesome in a Nurgle-themed list, while FBD is less Nurgle dependent?

A DP with relic 2+armor, and 3 FBDs, could make a decent Outrider detachement. Insert it into a random Chaos list, it would work, without being short-board of a bucket.

A Poxbringer and 3 PBCs, insert them into...I am not sure.



I use this detachment all of the time. If I'm doing pure DG or even just CSM with DG allies, this is the DG allies detachment. It's so hard for most armies to handle and it allows the rest of the army to position. In some cases the drones roll hot on saves and DR and the detachment basically wins the game on its own by causing such a huge and fast disruption. There's all sorts of neat tricks with them too, like making the Prince the warlord, giving him arch contaminator, giving him Miasma and cast it on the lead drone. The triple drone screen is hard enough already but now they are harder to kill and you are rerolling all wounds. I love it maggle!!!


I've been trying something heretical at 1500 points and running a similar formation with a trilobe of blight haulers and two daemon princes (currently one from a daemon detachment for locus of virulence and virulent blessing, and one Death Guard for blades of putrescence, revolting regeneration and the supparating plate, although I've used warptime/prescience in the past). Being able to drop Miasma (via a poxbringer) on the trilobe and then being able to stack virulent blessing and blades on the haulers turns them into close combat monsters (3+ to wound T8, 4s do 2 wounds and 5-6s do 3 wounds plus a mortal) . Last game they popped a gorkanaut (16 wounds from the haulers), 2 of the grot kans and personally killed 50+ ork boys (20ish by the haulers over 4 fight phases, 30ish by the plate prince, 17 of those were plate mortals).

Being able to stack buffs is really what I like about the haulers compared to PBCs and Drones. At 2000 points I may try 3 haulers, 2 PBCs and a drone.


Death Guard Tactica @ 2018/07/08 10:52:07


Post by: Brymm


That's awesome! I didn't think of that in particular that single castings are affecting all three of them. That's great! It makes them function a lot like a single model... With 24W, a degrading profile (every 8 wounds, losing weapons), a large variable foot print, firing at bs 3, 3 multi melta shots, 3 missile shots, 3d3 St6 d1 plague shots, 9 close combat attacks at WS 3 at str6 - 2 d1, movement 10, giving infantry within 7 a cover save, no penalty for moving and shooting heavy, 3+/5+ with disgustingly resilient, - 1 to hit in close combat, and with T7! And each one can auto explode when dying causing a mortal wound to each unit within 7inches. All for 426 pts. To top it off, a single casting of Miasma of Pestilence or Blade of Putrification affect all of them.

Running them with 3 Bloat Drones is like running with 6 really fast dreadnaught equivalents, which I imagine a good number of armies would have trouble with, especially when screening for Daemon Princes. As a bonus we have incredible objective holders for 60pts a unit or 54pts for Nurglings.


Death Guard Tactica @ 2018/07/08 11:22:10


Post by: lindsay40k


Hmm. Might have to try this with my DG Outriders that make a frequent appearance in my Epi lists. I love my Trilobe and my regular opponent hates it. Hopefully she won’t ragequit


Death Guard Tactica @ 2018/07/08 14:58:24


Post by: npe


 Brymm wrote:
That's awesome! I didn't think of that in particular that single castings are affecting all three of them. That's great! It makes them function a lot like a single model... With 24W, a degrading profile (every 8 wounds, losing weapons), a large variable foot print, firing at bs 3, 3 multi melta shots, 3 missile shots, 3d3 St6 d1 plague shots, 9 close combat attacks at WS 3 at str6 - 2 d1, movement 10, giving infantry within 7 a cover save, no penalty for moving and shooting heavy, 3+/5+ with disgustingly resilient, - 1 to hit in close combat, and with T7! And each one can auto explode when dying causing a mortal wound to each unit within 7inches. All for 426 pts. To top it off, a single casting of Miasma of Pestilence or Blade of Putrification affect all of them.

Running them with 3 Bloat Drones is like running with 6 really fast dreadnaught equivalents, which I imagine a good number of armies would have trouble with, especially when screening for Daemon Princes. As a bonus we have incredible objective holders for 60pts a unit or 54pts for Nurglings.


The interaction with locus of virulence is really nice too (but not limited to the Haulers), the extra wound on all your weapons when you roll a 6 makes bile spurts much more effective at taking down multiwound targets and gives a really nice boost to the multimelta and missile launcher.

I'd love to hear how it works for other people.


Death Guard Tactica @ 2018/07/08 15:40:26


Post by: Jidmah


 lindsay40k wrote:
FWIW I think the PBC rushdown is relying on a lot of rules interactions and I wouldn’t rely on it always being a thing. People who bought loads of Warp Talons to drop and Warptime in on the first turn aren’t best pleased, I’ve got three PBC to build and I’m not going to permanently glue the weapons in because who knows how they’ll behave a year or two down the line. Keep your spare parts and be prepared to completely change the way you use your big expensive kits


PBC are pretty easy to magnetize since the only thing you need to chance is the tip of the weapon, everything else is shared between entropy guns and spitters. It also helps that the main body of the gun is a solid piece of plastic, very easy to drill into it.

Same for rothail volley gun and stubber, though I just glued the rothail guns to mine and have them count as stubbers since they look better.


Death Guard Tactica @ 2018/07/08 18:16:41


Post by: Iago40k


Hey guys, been out of the Death Guard loop for some time. Is there a competitive Death Guard/Nurgle Daemon list that shoots for good rankings? I heard something about 3 Blightspawns and a lot of Plaguebearers and whot not but as stated, I am rather out of the loop atm
cheers


Death Guard Tactica @ 2018/07/08 21:00:30


Post by: blackmage


Iago40k wrote:
Hey guys, been out of the Death Guard loop for some time. Is there a competitive Death Guard/Nurgle Daemon list that shoots for good rankings? I heard something about 3 Blightspawns and a lot of Plaguebearers and whot not but as stated, I am rather out of the loop atm
cheers

Spoiler:


++ Outrider Detachment +1CP (Chaos - Death Guard) [42 PL, 834pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 1. Miasma of Pestilence, 5. Rotten Constitution, Malefic talon, The Suppurating Plate, Warlord, Wings

Daemon Prince of Nurgle [9 PL, 180pts]: 6. Curse of the Leper, Malefic talon, Wings

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Battalion Detachment +5CP (Chaos - Daemons) [48 PL, 956pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

Rewards of Chaos (1 Relic)

+ HQ +

Daemon Prince of Chaos [9 PL, 189pts]: Malefic talon, Warp bolter, Wings
. Nurgle: Shrivelling Pox

Daemon Prince of Chaos [9 PL, 189pts]: Corruption, Hellforged sword, Warp bolter, Wings
. Nurgle: Virulent Blessing

+ Troops +

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

++ Supreme Command Detachment +1CP (Chaos - Daemons) [11 PL, 205pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

+ HQ +

Poxbringer [4 PL, 70pts]: Fleshy Abundance

Sloppity Bilepiper [3 PL, 60pts]

Spoilpox Scrivener [4 PL, 75pts]

++ Total: [101 PL, 1995pts] ++

Created with BattleScribe

this one is a good list


Death Guard Tactica @ 2018/07/08 21:10:06


Post by: ZergSmasher


 Brymm wrote:
Running them with 3 Bloat Drones is like running with 6 really fast dreadnaught equivalents, which I imagine a good number of armies would have trouble with, especially when screening for Daemon Princes. As a bonus we have incredible objective holders for 60pts a unit or 54pts for Nurglings.

I've got a friend who does exactly this. A Trilobe of Blight Haulers plus 3 Bloated Feet Drones. It is pretty gnarly, especially when they roll hot on their saves. Bring some regular CSM for their own psychic powers (like Prescience to make those Haulers hit on 2's, or 3's if one goes down) and they become a truly deadly threat.


Death Guard Tactica @ 2018/07/08 21:38:40


Post by: blackmage


honesty if i must spend 400+ points i would use 3 Pbc not haulers, regardless of any combo you can have with them.


Death Guard Tactica @ 2018/07/08 21:56:45


Post by: npe


 blackmage wrote:
honesty if i must spend 400+ points i would use 3 Pbc not haulers, regardless of any combo you can have with them.


They're really apples and oranges. Haulers are better at short range blasting and tarpitting close combat while PBCs are more tanky and can provide fire support if they need to. In my meta I'm running into a lot of antigunline tech (-2 to hit eldar etc...) so being able to turn the Haulers into CC monsters was their main selling point.


Death Guard Tactica @ 2018/07/08 23:30:43


Post by: blackmage


malus to hit aren't a issue for PBC, their flamers wont care a lot of -2 to hit stuff, them and drones and perfect in anti gunline meta and using them i know how much they tarpit.


Death Guard Tactica @ 2018/07/08 23:56:21


Post by: npe


 blackmage wrote:
malus to hit aren't a issue for PBC, their flamers wont care a lot of -2 to hit stuff, them and drones and perfect in anti gunline meta and using them i know how much they tarpit.


Again, it's apples and oranges. The flamers and tarpitting are nice, but being able to chew through stuff and being -2 to hit in CC is much more my style in my meta. Both PBCs and Haulers have their place.


Death Guard Tactica @ 2018/07/09 08:30:00


Post by: Iago40k


 blackmage wrote:
Iago40k wrote:
Hey guys, been out of the Death Guard loop for some time. Is there a competitive Death Guard/Nurgle Daemon list that shoots for good rankings? I heard something about 3 Blightspawns and a lot of Plaguebearers and whot not but as stated, I am rather out of the loop atm
cheers

Spoiler:


++ Outrider Detachment +1CP (Chaos - Death Guard) [42 PL, 834pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 1. Miasma of Pestilence, 5. Rotten Constitution, Malefic talon, The Suppurating Plate, Warlord, Wings

Daemon Prince of Nurgle [9 PL, 180pts]: 6. Curse of the Leper, Malefic talon, Wings

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Battalion Detachment +5CP (Chaos - Daemons) [48 PL, 956pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

Rewards of Chaos (1 Relic)

+ HQ +

Daemon Prince of Chaos [9 PL, 189pts]: Malefic talon, Warp bolter, Wings
. Nurgle: Shrivelling Pox

Daemon Prince of Chaos [9 PL, 189pts]: Corruption, Hellforged sword, Warp bolter, Wings
. Nurgle: Virulent Blessing

+ Troops +

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

++ Supreme Command Detachment +1CP (Chaos - Daemons) [11 PL, 205pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

+ HQ +

Poxbringer [4 PL, 70pts]: Fleshy Abundance

Sloppity Bilepiper [3 PL, 60pts]

Spoilpox Scrivener [4 PL, 75pts]

++ Total: [101 PL, 1995pts] ++

Created with BattleScribe

this one is a good list


Thats pretty cool actually thanks. But whats the Bilepiper for? Morale?


Death Guard Tactica @ 2018/07/09 08:36:15


Post by: Sgt. Cortez


You double your chances to roll a 1 for the plague bearers, that way they can revive dead bodies. Never worked for me so far.


Death Guard Tactica @ 2018/07/09 08:58:42


Post by: Iago40k


Sgt. Cortez wrote:
You double your chances to roll a 1 for the plague bearers, that way they can revive dead bodies. Never worked for me so far.
Right they got that rule as well okay cool, I think this list has some potential. No Blightspawn but hey, at least I got those 3 Drones already so it can be tested


Death Guard Tactica @ 2018/07/09 09:37:27


Post by: blackmage


yes mainly for morale, if you want blightspawns take out supreme command, just keep the spoilpox adijust the number of Pb and get couple of blightspawns.


Death Guard Tactica @ 2018/07/09 10:55:49


Post by: _Ness


So reading through this topic and the 1d4chan article, im curious to know what your "hammer" and "anvil" (nonsplit) troops look like.

im quite new to deathwatch and still unsure what is should put in my squads and hope some more experienced players could help me get started.


Death Guard Tactica @ 2018/07/09 10:58:21


Post by: Brother Payne


 _Ness wrote:
So reading through this topic and the 1d4chan article, im curious to know what your "hammer" and "anvil" (nonsplit) troops look like.

im quite new to deathwatch and still unsure what is should put in my squads and hope some more experienced players could help me get started.
Deathwatch or Death Guard? Think you might've got the wrong topic here


Death Guard Tactica @ 2018/07/09 11:11:01


Post by: _Ness


haha nice, i posted it in the wrong tab. my bad


Death Guard Tactica @ 2018/07/09 11:22:10


Post by: Iago40k


 blackmage wrote:
yes mainly for morale, if you want blightspawns take out supreme command, just keep the spoilpox adijust the number of Pb and get couple of blightspawns.
cheers mate.


Death Guard Tactica @ 2018/07/09 13:12:47


Post by: slatewarrior89


In an approaching process to DG I've tried them in a couple of matches (both at 1000 points).. In both matches I've used PM (5 or 6 men squad with blight launcer), and in only one match I've tried the poxwalkers.
In every one of these matches I was disappointed by that kind of troops... Do you think it is mandatory to take cultists to have a good point/efficient unit (I really dont like those models)? Or maybe I have to add a CD detachment with the plaguebearers?
I'm sorry for the noob question.. but I really need some tips


Death Guard Tactica @ 2018/07/09 14:24:08


Post by: Brother Payne


slatewarrior89 wrote:
In an approaching process to DG I've tried them in a couple of matches (both at 1000 points).. In both matches I've used PM (5 or 6 men squad with blight launcer), and in only one match I've tried the poxwalkers.
In every one of these matches I was disappointed by that kind of troops... Do you think it is mandatory to take cultists to have a good point/efficient unit (I really dont like those models)? Or maybe I have to add a CD detachment with the plaguebearers?
I'm sorry for the noob question.. but I really need some tips
I'm a fan of triple plasma plague marines, but other than that daemons is the way to go. Both Nurglings and PBs are good


Death Guard Tactica @ 2018/07/09 14:56:55


Post by: blackmage


Dg+Cd works pretty well togheter
i played a list with a Dg outrider (3 bloated drones+Dp) and about 60 Pb in a Cd detachment, Death guards troops aren't so interesting beside large number of poxwalkers and they aren't the same they were pre Faq.


Death Guard Tactica @ 2018/07/09 15:26:24


Post by: slatewarrior89


Thanks for the suggestions! in a 1000 points environment do you think it could be a good start to begin with a Patrol det. with 30 PB and 1 poxbringer... and the remaining as DG (outrider with drones+DP or spearhead with pbc+DP)?


Death Guard Tactica @ 2018/07/09 17:39:09


Post by: blackmage


yes might be a nice start at 1000pts that list should rock, i play at 2000 and it's strong


Death Guard Tactica @ 2018/07/11 02:38:00


Post by: Brother Payne


slatewarrior89 wrote:
Thanks for the suggestions! in a 1000 points environment do you think it could be a good start to begin with a Patrol det. with 30 PB and 1 poxbringer... and the remaining as DG (outrider with drones+DP or spearhead with pbc+DP)?
My only issue with this would be lack of CP. 4 really isn't enough. If you could squeeze in a second HQ and 2x3 Nurglings for a battalion then you'd be all good

Edit: No PBs, but I ran basically this list in a couple of 1k games last week and it work really well:

Nurgle Daemon Battalion
DP w wings & Corruption
• Poxbringer
• 3x3 Nurglings

DG Patrol
DP (Arch-contaminator) w wings, talons, Suppurating Plate
• Cultists
• Foul Blightspawn
• 2 Plaguespitter PBCs

Edit: typos


Death Guard Tactica @ 2018/07/11 07:10:32


Post by: slatewarrior89


 Brother Payne wrote:
slatewarrior89 wrote:
Thanks for the suggestions! in a 1000 points environment do you think it could be a good start to begin with a Patrol det. with 30 PB and 1 poxbringer... and the remaining as DG (outrider with drones+DP or spearhead with pbc+DP)?
My only issue with this would be lack of CP. 4 really isn't enough. If you could squeeze in a second HQ and 2x3 Nurglings for a battalion then you'd be all good

Edit: No PBs, but I ran basically this list in a couple of 1k games last week and it work really well:

Nurgle Daemon Battalion
DP w wings & Corruption
• Poxbringer
• 3x3 Nurglings

DG Patrol
DP (Arch-contaminator) w wings, talons, Suppurating Plate
• Cultists
• Foul Blightspawn
• 2 Plaguespitter PBCs

Edit: typos

Many thanks! I'd also like to try a Foul Blightspawn... it seems very good for the points that it costs!
So.... I think I'm gonna buy some nurgle demons starter sets


Death Guard Tactica @ 2018/07/11 22:35:55


Post by: Bach


Question, who has used either the Plague Hulk or Pox Riders? I'm considering one of these choices but haven't really seen anyone play them. Thoughts?


Death Guard Tactica @ 2018/07/12 00:30:46


Post by: Brother Payne


slatewarrior89 wrote:
 Brother Payne wrote:
slatewarrior89 wrote:
Thanks for the suggestions! in a 1000 points environment do you think it could be a good start to begin with a Patrol det. with 30 PB and 1 poxbringer... and the remaining as DG (outrider with drones+DP or spearhead with pbc+DP)?
My only issue with this would be lack of CP. 4 really isn't enough. If you could squeeze in a second HQ and 2x3 Nurglings for a battalion then you'd be all good

Edit: No PBs, but I ran basically this list in a couple of 1k games last week and it work really well:

Nurgle Daemon Battalion
DP w wings & Corruption
• Poxbringer
• 3x3 Nurglings

DG Patrol
DP (Arch-contaminator) w wings, talons, Suppurating Plate
• Cultists
• Foul Blightspawn
• 2 Plaguespitter PBCs

Edit: typos

Many thanks! I'd also like to try a Foul Blightspawn... it seems very good for the points that it costs!
So.... I think I'm gonna buy some nurgle demons starter sets
Note: you can pretty easily turn the Nurgling box into 9 models if you have the extra bases lying around


Death Guard Tactica @ 2018/07/12 07:48:55


Post by: Jidmah


How so? By just putting less nurglings on each base?


Death Guard Tactica @ 2018/07/12 08:04:09


Post by: blackmage


 Bach wrote:
Question, who has used either the Plague Hulk or Pox Riders? I'm considering one of these choices but haven't really seen anyone play them. Thoughts?

pox riders are aswesome if you want an hard to hit/very though unit that's the unit for you.


Death Guard Tactica @ 2018/07/12 13:59:48


Post by: Ascalam


Plague Hulk is ….ok...


Not great by any stretch, but i still run mine occasionally to get that gorgeous hunk of rust on the field...


Death Guard Tactica @ 2018/07/12 14:52:06


Post by: Zid


 Jidmah wrote:
How so? By just putting less nurglings on each base?


Yes.

I turned 3 nurgling bases into 6 easily.


Death Guard Tactica @ 2018/07/14 16:12:53


Post by: Brymm


Hey dudes,
Working along on getting the GT army ready and wanting to try adding in a patrol detachment of 40 cultists and a sorcerer. But I'm running into a potential problem : the allied CSM detachment won't benefit from the 1s to hit reroll from a Death Guard Lord or Prince. I could change the sorcerer for a CSM Lord but then I don't have CSM powers like Prescience and Warptime or Death Hex.
Whats more important? Rerolls of 1 on my 40 man double firing slaanesh infiltrating cultists? Or giving them or anyone else Prescience?


Death Guard Tactica @ 2018/07/14 16:56:37


Post by: lindsay40k


Re-rolling 1's on 40 BS4+ models firing two times twice means +6.7 hits in each volley; +4.4 if your target has a -1 to be hit buff

Giving them Prescience means +13 hits in each volley, regardless of negative modifiers. Statistially, EC or VOtLW kills a Culexus (super fringe case, but there you go)

However, it's safe to assume Prescience will not actually work up to half the time, due to failed casting and DTW and stratagems etc

In practical terms, Prescience is at least as good but has a less reliable succeed-fail spread, however coming with Warptime is pretty dang good


Death Guard Tactica @ 2018/07/15 18:50:28


Post by: Vortenger


 Zid wrote:


Yes.

I turned 3 nurgling bases into 6 easily.


Same. Turning three Start Collecting boxes into eighteen Nurgling bases gave me all I need.


Death Guard Tactica @ 2018/07/16 13:54:08


Post by: gwarsh41


 Bach wrote:
Question, who has used either the Plague Hulk or Pox Riders? I'm considering one of these choices but haven't really seen anyone play them. Thoughts?


I used to run the plague hulk in casual games because it looks super awesome. Then I realized it doesn't have the keywords to join any useful army. Plague toads look fun, on paper they hit like a heavy bolter in CC, and if you spend +400pt, you can be -1 to hit. The downside with plague toads is they lack the ability to be buffed by anything really decent. +1 strength doesn't help them scrivener doesn't help them, locus / spell would, but is it worth it when compared to plague drones?


I got my 3 termite assault drills in last week. Have one assembled and am working on the others. I've been comparing them to rhinos, and I am very impressed.
For starters, it's 60pt more than a rhino with 2 combi bolters. For those 60pt you get:
+1 toughness (T8 is a big deal!)
+1 strength
+2 to transport capacity (deal maker for me)
Melta cutter - Melta pistol profile with D3 shots
Termite Drill CC attack Sx2 (14) -4, flat 3. WS 4 and 6 attacks (degrade to D6 and then D3) If something lives but is wounded, you can deal up to 5 mortal wounds on a +2.
DEEP STRIKE

Now, you lose the following
Speed. Top tier is 4" slower, middle is the same, and bottom is 1" faster. So it isn't as nice for speeding over to an objective.


You can give it 2 heavy flamers for 17pt each (too pricey for my taste) or 2 twin volkite chargers, which are Heavy 4, S5 dmg 2 for 8pt each. Which, being heavy, and range 15" makes them bleh in my book as well. It lost the mortal wounds when it pops up ability, but I still think it's a solid transport, especially for death guard with plague marine armies (and before you say it, I know it's basically a meme to say plague marines suck) I'm planning on testing the termites out tomorrow. I plan on making a CC squad with axes. A naked squad for grenades, and the 3rd one with have 2 units of 5 with 3 plasma guns. Each will have characters to beef them. First getting a tallyman, second with biologis...dude..grenade guy, and last a chaos lord with combi plas.

Havent through much about the rest of the army, but thinking about it, this might work well with a Nurgle daemon battalion for some cheap CP and nurglings to keep some areas open for deep strike.


Automatically Appended Next Post:
Here is a quick list for some casual fun. At 2K, I don't think 3 loaded termites will ever be a good idea. It eats up a TON of points. However 1 bringing in some grenade marines could be very useful.

Death guard:
Lord - fist/combi plas
Sorcerer-blades/miasma

11 naked plague marines
10 plague marines with 2 flails, 7 axes, champ has plaguesword
5 PM with 3 plasma
5 PM with 3 plasma
Biologis putrifier
Tallyman
Foul blightspawn
3 termite assault drills with dual storm bolters

Daemon side gets
2 winged talons DP of nurgle
3 units of nurglings.

I'm really tempted to swap a DP for a poxbringer and grab 2 more bases of nurglings. 3 is too little for comfort, considering a huge bulk of my army will be in reserves for possibly 2 of the opponents shooting phases. I'll also be left with empty hands for T1 objectives with only 3 nurglings.

Though if I just have 1 DP, I'm not really hurting for the locus, I could swap the nurgle talons DP for a KHORNE axe DP to bring some heavy hitting that this list lacks so much. Would be great for flier hunting.


Forgot about half the power level has to be on the table. Going to have to make changes.


Death Guard Tactica @ 2018/07/16 15:48:31


Post by: Vortenger


Pox Riders are Toads+1 They do receive the poxwalker keyword and associated buffs. On paper a full squad with attendant pox buffs looks amazing. It also looks prohibitively expensive. I haven't tried them yet but magnetized my toads recently and will endeavor to do so soon.


Death Guard Tactica @ 2018/07/17 13:24:51


Post by: TonyH122


So one of the things that Death Guard is lacking is long-ranged anti-tank firepower. I also find myself when running pure Death Guard with a 400 point gap at the end where I am agnostic concerning what to put in. I've been thinking about running two Contemptors with 2x Butcher Cannons. I figure that Death Guard runs them particularly well, also, because they can move and shoot without penalty. Has anyone had any luck running these for anti-tank?


Death Guard Tactica @ 2018/07/17 15:46:19


Post by: lindsay40k


Butcher Contemptors aren’t as long-ranged nor as anti-Tank as Predators. High BS, invuln, and DG synergy are sweet, but lascannons and predator autocannons are difficult to argue with. They’re moderately interchangeable with CSM Havocs, and they’re not sniffed at.


Death Guard Tactica @ 2018/07/17 16:16:33


Post by: TonyH122


 lindsay40k wrote:
Butcher Contemptors aren’t as long-ranged nor as anti-Tank as Predators. High BS, invuln, and DG synergy are sweet, but lascannons and predator autocannons are difficult to argue with. They’re moderately interchangeable with CSM Havocs, and they’re not sniffed at.


I think I played Predators in all of my Chaos lists for about 6 months. I don't think ever once in that time did I think that they did anything worth mentioning. Obliterators, by contrast, always do, but of course DG can't take them. Hence why I'm mulling over Contemptors.


Death Guard Tactica @ 2018/07/18 00:55:55


Post by: Niiru


Are Deathshroud terminators still considered to be terrible options, even after the big points drop?

I really like the models (especially the 30k versions) but then I like a lot of models, and I don't want to invest if they'll just be an expensive points sink..


Death Guard Tactica @ 2018/07/18 06:08:44


Post by: Vortenger


Thanks to the new beta DS rules, pretty much every terminator squad is terrible. I think Blightlords may be the only ones that graduate to 'okay'.


Death Guard Tactica @ 2018/07/18 08:36:44


Post by: blackmage


tell me how dou think deathsrouds can be played? in Ds waiting turn 2 then try their luck for a 9" charge? Protect Mortarion, so you use about 180pts and if you start 1st they are useless? for me they are total crap right now.


Death Guard Tactica @ 2018/07/18 13:20:32


Post by: lare2


Niiru wrote:
Are Deathshroud terminators still considered to be terrible options, even after the big points drop?

I really like the models (especially the 30k versions) but then I like a lot of models, and I don't want to invest if they'll just be an expensive points sink..


Used to run them all the time with Morty but since the deep striking nerf I find they're virtually unplayable. You either start the game with them next to Morty and then they spend the rest of the game having to run across the board. Or you leave them off, giving your opponent freedom to take pops at Morty, negating their whole reason for being.


Death Guard Tactica @ 2018/07/18 13:49:01


Post by: tokugawa


Niiru wrote:
Are Deathshroud terminators still considered to be terrible options, even after the big points drop?

I really like the models (especially the 30k versions) but then I like a lot of models, and I don't want to invest if they'll just be an expensive points sink..


8th edition is an anti-elite edition.

For melee units choices: be hero, or be expendables. Not much room left for mid-level.


Death Guard Tactica @ 2018/07/18 17:00:44


Post by: gwarsh41


Niiru wrote:
Are Deathshroud terminators still considered to be terrible options, even after the big points drop?

I really like the models (especially the 30k versions) but then I like a lot of models, and I don't want to invest if they'll just be an expensive points sink..


Competitively speaking, they are too slow to do anything after they drop and kill something. You will rarely fight someone who either doesn't clog deployment, or just casually walks away from them.

Outside of the tournament scene they are incredibly awesome since the point drop. One of my favorite combos is Typhus and Deathshroud. Give the deathshroud Blades and vitality then send them at the biggest and scariest thing on the table. They can put out serious damage, and you can a lot of the good stratagems on them as well. I love to run them in apoc as titan hunters. Small footprint and big damage output. ++4 and DG is pretty resilient too.


Death Guard Tactica @ 2018/07/19 00:04:45


Post by: Niiru


Daemon Prince - Spewer or no?

The model I'd be converting has a sword already, so having the Sword/Talon/Spewer combo would be an easy (and cool looking imo) model, which is great in itself.

However it's also more expensive than the equally good (on paper) twin- talons option, which is cheaper and does even more damage in melee (but with no overwatch or ranged option at all).

So what's the thoughts on the Spewer? Decent enough that it's not a hindrance for the 19 points?

My alternative is a Prince in a different detachment, taking the standard two talons plus a much cheaper warp bolter.


Death Guard Tactica @ 2018/07/19 01:59:50


Post by: lindsay40k


Huh. I had no idea that was even an option. I guess it’s intended to be the fly looking gun on the left arm of the Finecast DP? I think I’ve taken that off my WIP DP IIRC, buuuut the fleshmower I’ve given him is throwing chunks everywhere and could be a WHYSIWYG muckspreader.

RAW, it appears that you can only take it with the sword?

I think with wings, it’s not a bad idea. It’s already an undercosted unit - CSM DP is not an unpopular unit and DG ones get DR for FREE - so giving it a somewhat pricey gun you might not always get to shoot that much isn’t inefficient per se. Plus, it’s a chance to add more to Epidemius’ count.

...Ah no, now my 4K Battalion plan is 19pts over


Death Guard Tactica @ 2018/07/19 02:15:23


Post by: Niiru


 lindsay40k wrote:
Huh. I had no idea that was even an option. I guess it’s intended to be the fly looking gun on the left arm of the Finecast DP? I think I’ve taken that off my WIP DP IIRC, buuuut the fleshmower I’ve given him is throwing chunks everywhere and could be a WHYSIWYG muckspreader.

RAW, it appears that you can only take it with the sword?

I think with wings, it’s not a bad idea. It’s already an undercosted unit - CSM DP is not an unpopular unit and DG ones get DR for FREE - so giving it a somewhat pricey gun you might not always get to shoot that much isn’t inefficient per se. Plus, it’s a chance to add more to Epidemius’ count.

...Ah no, now my 4K Battalion plan is 19pts over



Yeh, if you take the Plague Spewer, you HAVE to have a sword and a talon with it, no other options.

It's a shame you can't use the plaguespewer in combat (if it was say... pistol instead of heavy) as it would then be more consistently worth the points cost.


Death Guard Tactica @ 2018/07/20 09:50:39


Post by: Sherrypie


 blackmage wrote:
tell me how dou think deathsrouds can be played? in Ds waiting turn 2 then try their luck for a 9" charge? Protect Mortarion, so you use about 180pts and if you start 1st they are useless? for me they are total crap right now.


Though they might not make it in a more competetive setting due to prohibitive costs, they absolutely wreck face in a casual game. Their slowness might not be that much of a problem if you're playing a mission that differs from the basic slugfest: I've used mine in a siege game to bust bunkers, as those don't tend to run away Other uses might be things like breakthrough missions, where the enemy wants to block you from moving off so they'll eventually be close enough to you anyway that you can go and reap through them. If you're using table setups that severly restrict firing lanes (as all proper tables should), they also provide you a very nasty distraction carnifex / force concentration at one spot that might give your opponent a small headache.


Death Guard Tactica @ 2018/07/20 11:59:06


Post by: lindsay40k


On paper, they feel like a pretty good choice of Land Raider passengers, if only because it mitigates their slow advance. But then, you’ve painted a massive target on your LR :/


Automatically Appended Next Post:
Also love the irony that the ultimate anti-infantry fluff weapon that’s literally named ‘Manreaper’ is best used by hacking away at a fortress with it


Death Guard Tactica @ 2018/07/21 13:23:02


Post by: lindsay40k


Hmm. Regarding the Plague Spewer DP, if it starts its turn within range of a tree, and rolls a 4+ to Advance and has wings, it can hit something 24” away... that’s interesting.


Death Guard Tactica @ 2018/07/21 13:56:41


Post by: Brymm


If you're just looking at the spewer, the Bloat Drone with the dual plague spitters or the PBC can do that with more shots. Food for thought.


Death Guard Tactica @ 2018/07/21 14:14:36


Post by: lindsay40k


Mmm, they struggle to manage 24”. Drone needs to Advance 6” for it to work, PBC can’t even manage it at all.

I’m working on some Fiends & Defiler for my Word Bearers, which will usually have MoS & go for first turn charges. Running them with MoN & teaming up with a DG Outriders for rushdown is looking interesting.


Death Guard Tactica @ 2018/07/21 23:23:07


Post by: Niiru


Considering some options for adding Terminators to a list, and while I normally would default to having termies deepstriking in, I've noticed that Deathshrouds don't really benefit much from it (as they can't deepstrike until turn 2, can't shoot anything until turn 3, and have a very low chance of charging anything until at least turn 3).

SO I'm considering either:

The standard Blightlords - Squad of 5, combi plasmas, deepstrike in and burn stuff.

Deathshroud Bus - I'm already running a Spartan, so I could save 6 seats for a unit of 3 Deathshrouds. Ram bus into the enemy, unload deathshroud, 4x hand flamers then charge, mayhem ensues.

Would the Deathshrouds being delivered by bus add much to their 'value'? Or would the Blightlord option still be the much more 'powerful' option? (Though the Blights will also be 100pts more expensive).
Something to note - the bus will also hold a Lord, and at least one Blightspawn, both of which will gain an extra attack each in combat. (There's also a Prince in the list).


Death Guard Tactica @ 2018/07/22 12:06:12


Post by: Brother Payne


Niiru wrote:
Considering some options for adding Terminators to a list, and while I normally would default to having termies deepstriking in, I've noticed that Deathshrouds don't really benefit much from it (as they can't deepstrike until turn 2, can't shoot anything until turn 3, and have a very low chance of charging anything until at least turn 3).

SO I'm considering either:

The standard Blightlords - Squad of 5, combi plasmas, deepstrike in and burn stuff.

Deathshroud Bus - I'm already running a Spartan, so I could save 6 seats for a unit of 3 Deathshrouds. Ram bus into the enemy, unload deathshroud, 4x hand flamers then charge, mayhem ensues.

Would the Deathshrouds being delivered by bus add much to their 'value'? Or would the Blightlord option still be the much more 'powerful' option? (Though the Blights will also be 100pts more expensive).
Something to note - the bus will also hold a Lord, and at least one Blightspawn, both of which will gain an extra attack each in combat. (There's also a Prince in the list).
Unless you're taking Mortarion I'd go with the plasma Blightlords. If you are taking Mortarion then they'd work well - start them next to him and the transport so they can tank wounds for him, if they survive or you get turn 1, jump in the transport and move up the board. If going that route though, Spartan is too many eggs in one basket imo, I'd prefer an Achilles or something else. Either way is isn't going to be super competitive but it should work in a more casual setting


Death Guard Tactica @ 2018/07/22 15:58:55


Post by: Niiru


 Brother Payne wrote:
Niiru wrote:
Considering some options for adding Terminators to a list, and while I normally would default to having termies deepstriking in, I've noticed that Deathshrouds don't really benefit much from it (as they can't deepstrike until turn 2, can't shoot anything until turn 3, and have a very low chance of charging anything until at least turn 3).

SO I'm considering either:

The standard Blightlords - Squad of 5, combi plasmas, deepstrike in and burn stuff.

Deathshroud Bus - I'm already running a Spartan, so I could save 6 seats for a unit of 3 Deathshrouds. Ram bus into the enemy, unload deathshroud, 4x hand flamers then charge, mayhem ensues.

Would the Deathshrouds being delivered by bus add much to their 'value'? Or would the Blightlord option still be the much more 'powerful' option? (Though the Blights will also be 100pts more expensive).
Something to note - the bus will also hold a Lord, and at least one Blightspawn, both of which will gain an extra attack each in combat. (There's also a Prince in the list).
Unless you're taking Mortarion I'd go with the plasma Blightlords. If you are taking Mortarion then they'd work well - start them next to him and the transport so they can tank wounds for him, if they survive or you get turn 1, jump in the transport and move up the board. If going that route though, Spartan is too many eggs in one basket imo, I'd prefer an Achilles or something else. Either way is isn't going to be super competitive but it should work in a more casual setting



I had considered the Achilles, but it's the same points expense but with way less guns and can only carry 6 people. Seem to be paying 100 points for a 4++ (which is great obviously) but I'm still then going to have to buy rhinos to get my plague marines anywhere.


Death Guard Tactica @ 2018/07/23 17:54:10


Post by: Billagio


What would you recommend for someone starting DG? I would want to get to 1500 points eventually as thats my standard limit in my group, but starting at 1000 would be fine for now.

I was thinking 1 or 2 DI boxes and a DP, maybe another bloat drone and a PBC or 2?


Death Guard Tactica @ 2018/07/23 19:49:55


Post by: blackmage


 Billagio wrote:
What would you recommend for someone starting DG? I would want to get to 1500 points eventually as thats my standard limit in my group, but starting at 1000 would be fine for now.

I was thinking 1 or 2 DI boxes and a DP, maybe another bloat drone and a PBC or 2?

2 units of poxwalkers maybe thypus, dp drones and PBC are great


Death Guard Tactica @ 2018/07/23 21:25:03


Post by: Billagio


 blackmage wrote:
 Billagio wrote:
What would you recommend for someone starting DG? I would want to get to 1500 points eventually as thats my standard limit in my group, but starting at 1000 would be fine for now.

I was thinking 1 or 2 DI boxes and a DP, maybe another bloat drone and a PBC or 2?

2 units of poxwalkers maybe thypus, dp drones and PBC are great


How many poxwalkers do you usually bring at 1000 or 1500?


Death Guard Tactica @ 2018/07/24 13:12:29


Post by: elk@work


 Billagio wrote:
 blackmage wrote:
 Billagio wrote:
What would you recommend for someone starting DG? I would want to get to 1500 points eventually as thats my standard limit in my group, but starting at 1000 would be fine for now.

I was thinking 1 or 2 DI boxes and a DP, maybe another bloat drone and a PBC or 2?

2 units of poxwalkers maybe thypus, dp drones and PBC are great


How many poxwalkers do you usually bring at 1000 or 1500?

after that FAQ telling you need reinforcement points to go beyond starting unit size, I always take them in 20 bodies squads - at leaat they get some chance to eat back some killed models... so either 2 units of 20 plus some cultists, or 3 units of 20


Death Guard Tactica @ 2018/07/24 13:47:19


Post by: blackmage


2x20 men units and couple of cultists units


Death Guard Tactica @ 2018/07/24 15:58:10


Post by: Zid


 Billagio wrote:
What would you recommend for someone starting DG? I would want to get to 1500 points eventually as thats my standard limit in my group, but starting at 1000 would be fine for now.

I was thinking 1 or 2 DI boxes and a DP, maybe another bloat drone and a PBC or 2?


2 DI boxes and 2 PBC's + 1 Demon prince would be a good start.

Convert one of your Lords of Contagion into Typhus. You will have plenty to begin playing and testing stuff; lots of marines, two drones, two PBC's, a demon prince, two psychers (one of which can make some good conversions)....


Death Guard Tactica @ 2018/07/24 17:08:28


Post by: Billagio


How often do you field 3 drones? I was thinking of getting a third drone for completions sake as well as a DP, but maybe ill get a PBC instead. Unfortunately it looks like the DG half of DI is sold out on ebay, so ill have to wait.

Typhus seems pretty good, is he overkill for 1500? HQ slots seem to be eating up a lot of points for the list I put together (DP, Chaos Lord who is basically stock, Typhus)


Here is the list I put together, it’s over by 56 points so any thoughts? I was thinking of dropping typhus and adding a plaguecaster instead but Typhus’ buffs seem super good

Spoiler:

++ Battalion Detachment +5CP (Chaos - Death Guard) [85 PL, 1556pts] ++

+ No Force Org Slot +

Gifts of Decay (1 Relic)

+ HQ +

Chaos Lord [5 PL, 80pts]: 6. Arch-Contaminator, Balesword, Bolt pistol, Fugaris' Helm, Warlord

Daemon Prince of Nurgle [9 PL, 180pts]: 2. Gift of Contagion, Hellforged sword, The Suppurating Plate, Wings

Typhus [9 PL, 175pts]: 1. Miasma of Pestilence, 2. Gift of Contagion

+ Troops +

Plague Marines [7 PL, 98pts]: 4x Plague Marine w/ boltgun
. Plague Champion
. . Codex: Plague knife, Plasma gun

Plague Marines [7 PL, 98pts]: 4x Plague Marine w/ boltgun
. Plague Champion
. . Codex: Plague knife, Plasma gun

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

+ Elites +

Foul Blightspawn [4 PL, 77pts]

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

+ Heavy Support +

Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger

Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger

++ Total: [85 PL, 1556pts] ++


Death Guard Tactica @ 2018/07/24 18:50:02


Post by: Brymm


Triple Bloat Drone with a Prince scooting up field is a wrecking ball, especially if the Prince is the Arch Contaminator. I posted that before but I use that as a Outrider detachment quite a bit.


Death Guard Tactica @ 2018/07/24 18:55:20


Post by: Billagio


Cool, how do you equip your drones?


Death Guard Tactica @ 2018/07/24 19:09:43


Post by: Brymm


I've tried two with spitters and one with a mower, but I always wish it was a third spitter. So now always just three spitters. The Prince is there to smash in combat.


Death Guard Tactica @ 2018/07/24 19:46:29


Post by: blackmage


i always play 3 with spitters, lately i added also 2 PBC to the mix, with spitters as well.


Death Guard Tactica @ 2018/07/24 19:52:11


Post by: Billagio


Is that at 2k? Id have a hard time fitting 3x drones and 2 PBC at 1500, in addition to HQs and troops I think. With the list I posted I already feel like I dont have a lot of staying power since its only 10 basically stock plague marines and poxwalkers.

Then again ive never played a game of DG so I dont know what to expect.


Death Guard Tactica @ 2018/07/24 21:55:02


Post by: blackmage


yes is 2000, at 1500 you must choose, i would go for bloated drones. If you want lot of staying power you should mix Nurgle demons they are hard as rock.


Death Guard Tactica @ 2018/07/25 00:42:16


Post by: Billagio


Is typhus worth taking at 1500? Or would a Plaguecaster and DP be better?

For the nurgle demons im guessing PBs and a Herald is the way to go?