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Death Guard Tactica @ 2019/01/31 03:08:27


Post by: NurglesR0T


 ArcaneHorror wrote:
I'm curious, would Putrid Blightbringers and other AoS human models, such as the Gutrot Spume, work well as Death Guard? I love the models, and I was thinking of converting a few to give them bolters and Death Guard power packs and pauldrons. The one problem that I see is that most of them are only partially armored, in contrast to the Death Guard who are completely armored except for some mutations. Could they still work as Death Guard or would they stand out too much in a DG army?


Scale wise they have the same bulk as Blightlords so won't look out of place from a size point of view.

I don't think it would look out of place with less armour, as long as the right wargear is shown they will tie in with the rest of the army if you like that aesthetic. If you're concerned of them looking out of place you can use other AOS models to represent some other DG units in your list to help tie the theme together, like using marauders as cultists for example.



Death Guard Tactica @ 2019/01/31 07:42:01


Post by: Sgt. Cortez


I just bought some blightkings and want to use them as possessed. They have quite a few mutated arms and their different armor is not that important for possessed. They just need some backpacks and I'll probably give them some proper PM helmets. Also there are a lot of axes in the pack I want to give my PMs as bubonic axes.


Death Guard Tactica @ 2019/01/31 10:49:47


Post by: lindsay40k


Oh, yeah, they’re good for Possessed. I’d try to use the most energetic poses, given that Possessed are very athletic (by DG standards)

Since the topic’s come up: Possessed and Chaos Spawn. What do we reckon to them? Possessed have Epidemius and Gnarlmaw synergy, could be pretty brutal. Start them next to a tree and they’ve got a 1+ save if we don’t get first turn, and a CSM/TS sorcerer can Warptime them for a T1 charge...


Death Guard Tactica @ 2019/01/31 17:44:03


Post by: Sgt. Cortez


After CA dropped the price on Possessed I think they're in a pretty nice spot if you want to run CC heavy DG. They're even better if you ally some Nurgle Daemons, but even without I think they're okay.
Compared to a PM with bubotic axe they're 1 point cheaper for D3 attacks instead of two (biggest downside), 2W instead of 1+DR, 5++, +2movement (important), no plague weapon, -1T. So I'd say those two are about even, Possessed have more synergies, though. It's always good to have choices and I could imagine if you go full CC with DG your enemy will probably concentrate their firepower on more important things than possessed.

Spawn for example, which are really good for 25p. They mostly lack synergy with other things in the DG and so far I've only used them with my CSM renegades, but with their D2 they are dangerous for everything you throw them at. And they're good to fill up detachments with 1model units.


Death Guard Tactica @ 2019/01/31 19:12:06


Post by: Continuity


Possessed having both heretic astartes and daemon keyword makes them the most buffable unit in the Nurgle faction, they benefit from soooo many rules once you run a death guard and chaos daemon list, a few highlights:
* Daemonic Lotus for extra damage
* Virulent blessing for more damage
* VOTLW for MORE DAMAGE, combos especially well with Virulent Blessing
* Warptime
* Putricent vitality for S6 T5
* Cloud of Flies, this one is huge, hide them out of LOS turn 1 to avoid alpha strike, warptime them up the board and then use cloud of flies on them, you now have a relatively guaranteed charge


Death Guard Tactica @ 2019/01/31 19:45:16


Post by: Gryphonne


 Continuity wrote:
Possessed having both heretic astartes and daemon keyword makes them the most buffable unit in the Nurgle faction, they benefit from soooo many rules once you run a death guard and chaos daemon list, a few highlights:
* Daemonic Lotus for extra damage
* Virulent blessing for more damage
* VOTLW for MORE DAMAGE, combos especially well with Virulent Blessing
* Warptime
* Putricent vitality for S6 T5
* Cloud of Flies, this one is huge, hide them out of LOS turn 1 to avoid alpha strike, warptime them up the board and then use cloud of flies on them, you now have a relatively guaranteed charge


Why go with so many moving parts when you can just deepstrike a bloodletter bomb instead? Also, that will probably kill everything, guaranteed. Furthermore, possessed's random amount of attacks can be crippling.


Death Guard Tactica @ 2019/01/31 20:30:00


Post by: Continuity


Gryphonne wrote:
 Continuity wrote:
Possessed having both heretic astartes and daemon keyword makes them the most buffable unit in the Nurgle faction, they benefit from soooo many rules once you run a death guard and chaos daemon list, a few highlights:
* Daemonic Lotus for extra damage
* Virulent blessing for more damage
* VOTLW for MORE DAMAGE, combos especially well with Virulent Blessing
* Warptime
* Putricent vitality for S6 T5
* Cloud of Flies, this one is huge, hide them out of LOS turn 1 to avoid alpha strike, warptime them up the board and then use cloud of flies on them, you now have a relatively guaranteed charge


Why go with so many moving parts when you can just deepstrike a bloodletter bomb instead? Also, that will probably kill everything, guaranteed. Furthermore, possessed's random amount of attacks can be crippling.


Because this is a death guard tactica, and Chaos in general is pretty much a solved faction where everyone is fully aware of the best tool for each purpose. A Bloodletter bomb is definitely the best combat option in a Chaos soup, but if we are only discussing the most viable units in the book then this thread will be full of people talking about how to use their 1 daemon prince and 3 PBCs


Death Guard Tactica @ 2019/01/31 20:33:44


Post by: Sgt. Cortez


Aside from everything you have mentioned I'd also add the humble +1 S from a nearby herold(who can then also do some psychic stuff). S6 can be pretty important against Eldar, IG and the like.


Death Guard Tactica @ 2019/02/01 11:08:37


Post by: harlokin


Sgt. Cortez wrote:
After CA dropped the price on Possessed I think they're in a pretty nice spot if you want to run CC heavy DG. They're even better if you ally some Nurgle Daemons, but even without I think they're okay.
Compared to a PM with bubotic axe they're 1 point cheaper for D3 attacks instead of two (biggest downside), 2W instead of 1+DR, 5++, +2movement (important), no plague weapon, -1T. So I'd say those two are about even, Possessed have more synergies, though. It's always good to have choices and I could imagine if you go full CC with DG your enemy will probably concentrate their firepower on more important things than possessed.

Spawn for example, which are really good for 25p. They mostly lack synergy with other things in the DG and so far I've only used them with my CSM renegades, but with their D2 they are dangerous for everything you throw them at. And they're good to fill up detachments with 1model units.


Yup. Spawn may have some aditional utility if you are stacking Leadership debuffs alongside a CC unit with an Icon of Despair, and Noxious Blightbringer with a Dolorous Knell.


Death Guard Tactica @ 2019/02/01 18:53:57


Post by: lindsay40k


Hmm. Well, Possessed and PMs being about equal is a stamp in the PM column. ObSec and Battalion farming, and all. Buuuut that does mean that Possessed are pretty ok in an Epidemius list, which is not short on efficient Battalion fillers. Maybe... hmm, Blightbringer can give them more efficient advances, and Gnarlmaw can enable advance and charge... not bad, but you want Warptime to really capitalise on it, and that means either a certain interpretation of DG Palanquin Sorcerers, or four detachments, or a Nurgle HA soup detachment (which disables LEGION traits and unlocks no strats).


Death Guard Tactica @ 2019/02/01 21:31:45


Post by: Sgt. Cortez


If 7" + Blightbringer is not enough for you... I'd probably choose a classic and would stuff them into a Rhino. ;-) I must admit though in my Meta I have never needed Warptime so far, even when I had it I usually ended up swapping it ingame for prescience. Obviousely YMMV.


Death Guard Tactica @ 2019/02/02 13:01:51


Post by: Nithaniel


Sgt. Cortez wrote:
If 7" + Blightbringer is not enough for you... I'd probably choose a classic and would stuff them into a Rhino. ;-) I must admit though in my Meta I have never needed Warptime so far, even when I had it I usually ended up swapping it ingame for prescience. Obviousely YMMV.


In my recent 2 test games using warptime I agree. The need to be within 3" and then have the target zoom off leaves the psyker exposed as well.

We're a week from LVo now. I've heard the new big thing with DG is the deredeo/contemptor which works with inexorable advance right?

I thought it is about time I broke my 15year long rule of no FW models and I'm gonna try them out but for the deredeo how do you model the butcher array and greater havoc launchers? Kit bash or use the loyalist weapons as counts as?


Death Guard Tactica @ 2019/02/02 16:51:50


Post by: zverofaust


So I'm coming back to DG and the game after a couple years, and I'm actually really disappointed. I've been playing and getting back into it over the past couple weeks and for the life of me I can't make it work. I'm wondering if DG are just screwed at this point or if there's something else I'm missing. Everything from HQ down seems overpriced and underperforming, except a couple of units (PM) that are good but out of meta regardless. Most of the posts in this thread seem to be about FW models which just makes it seem like the best way to play DG is to not play it.

So what am I missing? Besides Mortarion and FW is there any way to make this army work?


Death Guard Tactica @ 2019/02/02 17:10:35


Post by: buddha


zverofaust wrote:
So I'm coming back to DG and the game after a couple years, and I'm actually really disappointed. I've been playing and getting back into it over the past couple weeks and for the life of me I can't make it work. I'm wondering if DG are just screwed at this point or if there's something else I'm missing. Everything from HQ down seems overpriced and underperforming, except a couple of units (PM) that are good but out of meta regardless. Most of the posts in this thread seem to be about FW models which just makes it seem like the best way to play DG is to not play it.

So what am I missing? Besides Mortarion and FW is there any way to make this army work?


Do not despair son of Mortarian (although I guess despair is kinda our thing?) as DG are actually very strong. That is not just me either as you can check 40k win statistics and you'll find DG have a very positive win ratio in comp gaming.

So, let's start by having you post your list here so we can help. In general things that are good include Demon Princes, malignant plaguecasters, Typhus in the right lists, blightlords, blightspawn, all of the troop choices though we do best mixed instead of just one. Our real strength though is our access to Demon engines.

Drones and crawlers especially but even haulers are workable depending on the list. DG do best when operating as a mixed mechanized force where you are surviving your enemy more than they are killing you. You play to objectives and just out last them.


Death Guard Tactica @ 2019/02/02 18:19:40


Post by: Sgt. Cortez


Everything with disgustingly resilient is good in the Codex and a valid choice in a casual Meta. Everything else needs a little bit of help or planning. I consider DG to be one of the strongest Codizes. So as Buddha said, post your list and also what you are up against.


Death Guard Tactica @ 2019/02/02 20:48:24


Post by: blackmage


most successful Dg lists at major tournaments, play allied with demons mostly, pure Dg (no FW) armies very seldom got any good result


Death Guard Tactica @ 2019/02/02 21:37:19


Post by: zverofaust


Okay, so it MUST be me. I never really liked mixing forces and almost always just do "pure" armies and have done so with DG.

My most recent list is a Lord of Contagion and Plaguecaster, Blightspawn, Putrifier and Tallyman as my warlord with Fugaris' helm and arch-contaminator (rerolling hits in CC and plague wounds in 10"), two Helbrutes one las/missile one reaper/missile, 2 crawlers and 3 haulers, and 5x5 Plague Marines with 2 Blight Launchers and 2x20 meatshield Poxwalkers.

I did pretty well my last game. I kind of sat in a ball and shot things as they came. Even got a Blight Bombardment off that removed an entire squad of Nob Bikers. The only stinker was the Lord of Contagion. He killed one Nob and then sat around but I still think he'd be good for anti-charge.




Death Guard Tactica @ 2019/02/02 21:44:48


Post by: Zid


 buddha wrote:
zverofaust wrote:
So I'm coming back to DG and the game after a couple years, and I'm actually really disappointed. I've been playing and getting back into it over the past couple weeks and for the life of me I can't make it work. I'm wondering if DG are just screwed at this point or if there's something else I'm missing. Everything from HQ down seems overpriced and underperforming, except a couple of units (PM) that are good but out of meta regardless. Most of the posts in this thread seem to be about FW models which just makes it seem like the best way to play DG is to not play it.

So what am I missing? Besides Mortarion and FW is there any way to make this army work?


Do not despair son of Mortarian (although I guess despair is kinda our thing?) as DG are actually very strong. That is not just me either as you can check 40k win statistics and you'll find DG have a very positive win ratio in comp gaming.

So, let's start by having you post your list here so we can help. In general things that are good include Demon Princes, malignant plaguecasters, Typhus in the right lists, blightlords, blightspawn, all of the troop choices though we do best mixed instead of just one. Our real strength though is our access to Demon engines.

Drones and crawlers especially but even haulers are workable depending on the list. DG do best when operating as a mixed mechanized force where you are surviving your enemy more than they are killing you. You play to objectives and just out last them.


Yerp.

Death Guard usually has to soup to be a good TAC option, but the parts that are DG are extremely strong for being an old codex.


Death Guard Tactica @ 2019/02/03 00:36:52


Post by: zverofaust


Played with the same list and got tabled turn 3. Wooo.


Death Guard Tactica @ 2019/02/03 01:27:41


Post by: lindsay40k


What sort of missions are you playing, and what sort of stuff’s killing you fast? What’s your PM unit loadouts & Plaguecaster spells? (Also - have you checked that your roster’s using Chapter Approved 2018 points values? Some of your units have had significant price cuts since the Codex came back from the printers.)

I notice you don’t have Cultists - if you’re not bringing a load of Nurglings, they are a cheaper source of area denial than Poxwalkers. And yeah, LoC is a tricky one to use - TBH I only take mine as Typhus, the only time I’ve really seen LoC do the business is when it teleports in and makes the charge, or when it’s in a slow or static gunline that gets charged. I much prefer a flying Daemon Prince, running it with drones and haulers.


Death Guard Tactica @ 2019/02/03 08:49:17


Post by: Jidmah


zverofaust wrote:
Okay, so it MUST be me. I never really liked mixing forces and almost always just do "pure" armies and have done so with DG.

My most recent list is a Lord of Contagion and Plaguecaster, Blightspawn, Putrifier and Tallyman as my warlord with Fugaris' helm and arch-contaminator (rerolling hits in CC and plague wounds in 10"), two Helbrutes one las/missile one reaper/missile, 2 crawlers and 3 haulers, and 5x5 Plague Marines with 2 Blight Launchers and 2x20 meatshield Poxwalkers.

I did pretty well my last game. I kind of sat in a ball and shot things as they came. Even got a Blight Bombardment off that removed an entire squad of Nob Bikers. The only stinker was the Lord of Contagion. He killed one Nob and then sat around but I still think he'd be good for anti-charge.




Since your opponent is fielding nob bikers, I guess you aren't running against top tournament armies. I'll share some of my experience running pure DG:

- Lord of Contagion is a dud. He is very slow and does nothing besides close combat. Just use him as chaos lord in terminator armor (use the power axe option if you want WYSIWYG). The re-rolls help your entire army and you can make him arch-contaminator with helmet to boost both auras.
- Biologous Putrifier isn't great unless you are planning to use the grenade combo. Since you are running units of five marines, I'd rather drop him or replace him with a Noxious Blightbringer to speed up your army
- With that many pox walkers you probably want to be running Typhus. Otherwise, I would reduce their numbers. Blight haulers are much better screens against orks than them.
- The helbrute with reaper/missile is odd in my opinion. I have found the reaper cannon to be lacking, a helbrute fist with a storm bolter (bolter drill!) does a similar job and enables the helbrute to smash multi-wound models, like nob bikers. I have found the best load-outs to be Twin Las/Missile and Fist/Plasma.
- If you haven't already, switch your plague burst crawlers to plague spitters instead of entropy cannons. Your helbrutes are better long-range artillery than PBC are, so put spitters on them and charge them forward and tie down units you don't want in combat. You'd be surprised how long it takes for a unit of nobs to chew through one of those tanks. With a bit of luck they might not be able to kill it before the game ends, and as long as you keep charging them, they won't be charging anything else. In my experience, anything not dealing d6 or flat 3 damage has a hard time killing PBC.
- Get some bloat-drones (plenty can be gotten from ebay) and a winged daemon prince. Those are the bread and butter of any pure DG army, and serve as all-rounders for taking out backfield units, enemy characters, light vehicles and infantry or capturing/clearing objectives.
- Blightlord terminators are one of the best units we have. With just combi-bolters, blight launcher and a flail they force your opponent to divert a non-trivial amount of firepower towards them or risk having a unit in their backfield they won't be able to handle anymore at the end of the game. My eldar opponent from my last game ignored them and they rampaged through his backfield, killing multiple units of rangers, illic, a farseer, some wraithguard while holding an objective for two consecutive turns for 2 VP.


Death Guard Tactica @ 2019/02/03 13:49:19


Post by: Sgt. Cortez


Adding to Jidmah, the great thing about Helbrutes is the Power scourge. Together with a Tallyman a cc Helbrute can really go mad. 2 fists are also nice and cheap.
I actually Don't see anything in your list that wants to be in CC aside from the Lord, so the Tallymans Bonus is mostly lost. Same with the putrifier, with only 5man squads there's not much He can buff.


Death Guard Tactica @ 2019/02/03 22:20:50


Post by: Jidmah


I forgot about the scourge, I rarely use them since it does the same as the twin talon daemon prince. But yeah, if you are not running a prince, the scourge is boss, great against both infantry and vehicles. Sadly, it doesn't come with a bolter.


Death Guard Tactica @ 2019/02/04 09:08:25


Post by: N0tThatGuy


zverofaust wrote:
Okay, so it MUST be me. I never really liked mixing forces and almost always just do "pure" armies and have done so with DG.

My most recent list is a Lord of Contagion and Plaguecaster, Blightspawn, Putrifier and Tallyman as my warlord with Fugaris' helm and arch-contaminator (rerolling hits in CC and plague wounds in 10"), two Helbrutes one las/missile one reaper/missile, 2 crawlers and 3 haulers, and 5x5 Plague Marines with 2 Blight Launchers and 2x20 meatshield Poxwalkers.

I did pretty well my last game. I kind of sat in a ball and shot things as they came. Even got a Blight Bombardment off that removed an entire squad of Nob Bikers. The only stinker was the Lord of Contagion. He killed one Nob and then sat around but I still think he'd be good for anti-charge.




I'm a relatively new DG player, but I can tell you what I learned so far:

1) Blightspawns are strong but very swingy. So I would not rely too much on them
2) Tallyman, blightbringer and surgeon have never done anything for me
3) Following point 1 and 2, don't spend too many points on buffing characters. Imo only the biologus is worth it.
4) I find that LoC NEVER makes up for its points, so I stopped using it. A Daemon prince on the other hand is usually my MVP
5) In all games where I was focused in killing my opponet I LOST, while in the games where I was focusing on taking objectives and playing the missions I WON by a lot.
6) 5-7 plague marines squad with BL and Plasma with Arch-contaminator are good shooting, but die fast if focused
7) In EVERY game I found that TERRAIN played a huge factor in determining my win or loss. During my first games I played with basically no terrain (I'm not talking about crater or forests and not even ruins, I'm talking about BIG LoS blocking buildings and walls) My opponent would just stand still, shoot more than me and completely table me. Now I watched some videos on how to build a competitive table and I made some home made buildings. The game feels incredibly more tactical and I even had some turns in which my opponent could not shoot ANYTHING without moving (and moving usually implies penalty in shooting).
8) I almost always find myself using the same 3 stratagems over and over, which is pretty fething sad tbh
9) Crawlers and drones with spitters with an Arch-contaminator DP nearby are ALWAYS my MVPs
10) I learned that I have to play really conservatively with DG, and never overxtend too much.
11) Daemons are really good allies. Expecially the poxbringer, nurglings and plaguebearers
12) the Stratagems "blight bombardament" is insanely strong, but I use it mainly as a deterrent to melee armies. Not as an offensive tool.
13) Blightlords are cool and strong
14) Hellbrutes are really squishy without DR, I stopped using them
15) I'm still not sold on Haulers, usually I only bring one, just for charging and distracting shooty units, but he usually never makes it up for its points. Never tried 3 tho.

This is my experience so far, I hope you can find something usefull for you


Death Guard Tactica @ 2019/02/04 13:20:56


Post by: Jidmah


 N0tThatGuy wrote:
1) Blightspawns are strong but very swingy. So I would not rely too much on them


I have had games where it did next to nothing besides drawing fire and I have had games where it rampaged through my opponent's army as if he were Mortarion himself. In my last game he single-handedly took out over 600 points of wraith constructs. For just 77 point, he is worth the gamble.

Also keep in mind that he benefits from arch-contaminator. If you are already running that, low strength rolls are much less of an issue since even wounding on 5+ means about half of your auto-hits wound.

Otherwise, I fully agree with all of your points


Death Guard Tactica @ 2019/02/04 14:09:32


Post by: lindsay40k


Point worth bearing in mind regarding units that have a very wide and unreliable spread in hitting power - your opponents will generally tend to remember that time it dissolved a Knight or full unit of Blood Claws and either kite it or commit disproportionate force to eliminate it. Either way, your 77pt unit is exerting a lot of pressure on your opponent - and it doesn’t necessarily have to fire its weapon once for that to make it instrumental in a victory. It’s more of a scarecrow than a speartip. We’re not pre-Sigmar Gloomspite Gits and an army of randomly unreliable units isn’t our thing, but one or two wild cards can be nicely disruptive.


Death Guard Tactica @ 2019/02/06 00:30:37


Post by: generalgrog


New to Death Guard and also still learning 8th edition. I have one question about Daemons before I post my tactics question.
1) Can demons such as plague bearers, plague drones, and nurglings, be set up during deployment? Or do they have to be summoned?

I love the plague drone models, but they seem very fragile with only 4 wounds. I was thinking of building a strike force out of a demon prince, plague drones and bloat drones. Was thinking to send the flyers forward, with some defensive buffs. Miasma of pestilence on the drones. Demon prince uses the death guard version on the bloat drones, and a poxbringer casting on the plague drones.

If I have to summon the models, my plan wouldn’t work I think, because the summoning model
Can’t move on the turn they summon.

Here is what I was thinking of building(2,000pts)
DG detachment
DP of Nurgle talons x 2, wings, supporating plate.
Typhus

20 pox walkers
2 x10 cultists (guarding the crawlers)
2 bloat drones -spitters
3 plague burst crawlers -spitters

Demon detachment
Poxbringer
30 plague bearers (plague bearer bomb?)
2x3 nurglings
5x plague drones


Death Guard Tactica @ 2019/02/06 02:00:48


Post by: blackmage


they can be deployed, anyway if you are into mix demon gods i would go for bloodletters instead plague drones, 25 Bl with icon and instrumets in Ds, far more useful and deadly, unless you play without matched rules you cant cast a same name power more than 1 time x turn, so no two miasma of pestilence, also if they come from different codex


Death Guard Tactica @ 2019/02/06 07:29:27


Post by: Sgt. Cortez


You can start with Daemons on the board just fine and you did the right thing in putting them in their own detachment, otherwize you'd lose DG and Daemon-boni. Since you can't cast the same Power twice in matched play I'd take fleshy abundance (the healing Power) on the poxbringer, as you can also heal your bloat Drones or your prince that way. Blackmages advice concentrates on a tournament setting, I don't think bloodletters belong in a pour Nurgle list like yours at all


Death Guard Tactica @ 2019/02/06 11:02:22


Post by: harlokin


Hello chaps, I'm building my first 40K army, and I've really enjoyed painting up my Plague Marines.

I'm primarily going to be playing against a friend of mine who has a force of Thousand Sons, and our intention is to start at 1000 points, but I'm slightly worried about the matchup.

I have painted the following:
  • Daemon Prince of Nurgle
  • Necrosius The Undying (a bit expensive but I'm hoping his 3 DtW per turn will help)
  • x3 squads of 5 Plague Marines with 2 Blight Launchers, and a Plasma Gun Champion
  • Leviathan Dreadnought with dual Butcher Cannon arrays.

  • This leaves me with 60 points, and I'm unsure how to proceed. I have thought about a Biologius Putrifier, but suspect that my PM squads are too small to benefit. I have also considered a Noxious Blightbringer to get me mid-table quicker, but the character is a bit uninspiring apart from the movement boost. I've also thought about a Nurgling auxiliary detachment to provide some cover for the Dreadnought, and soak up some of the Smite spam.

    My friend will be fielding something like:
  • Ahriman
  • Daemon Prince
  • 10 Rubricae
  • 10 Cultists
  • 5 Scarab Occult
  • 2 Helbrutes with Dual Lascannons and Missile Launchers

  • I'd be grateful for any insight and advice.



    Death Guard Tactica @ 2019/02/06 11:23:14


    Post by: blackmage


    Sgt. Cortez wrote:
    You can start with Daemons on the board just fine and you did the right thing in putting them in their own detachment, otherwize you'd lose DG and Daemon-boni. Since you can't cast the same Power twice in matched play I'd take fleshy abundance (the healing Power) on the poxbringer, as you can also heal your bloat Drones or your prince that way. Blackmages advice concentrates on a tournament setting, I don't think bloodletters belong in a pour Nurgle list like yours at all

    they dont belong if he want play just Nurgle, or they belong, but yes of course my advice is oriented about competition.


    Death Guard Tactica @ 2019/02/07 19:59:49


    Post by: Aleister_Dakka


     harlokin wrote:
    Hello chaps, I'm building my first 40K army, and I've really enjoyed painting up my Plague Marines.

    I'm primarily going to be playing against a friend of mine who has a force of Thousand Sons, and our intention is to start at 1000 points, but I'm slightly worried about the matchup.

    I have painted the following:
  • Daemon Prince of Nurgle
  • Necrosius The Undying (a bit expensive but I'm hoping his 3 DtW per turn will help)
  • x3 squads of 5 Plague Marines with 2 Blight Launchers, and a Plasma Gun Champion
  • Leviathan Dreadnought with dual Butcher Cannon arrays.

  • This leaves me with 60 points, and I'm unsure how to proceed. I have thought about a Biologius Putrifier, but suspect that my PM squads are too small to benefit. I have also considered a Noxious Blightbringer to get me mid-table quicker, but the character is a bit uninspiring apart from the movement boost. I've also thought about a Nurgling auxiliary detachment to provide some cover for the Dreadnought, and soak up some of the Smite spam.



    FYI, to run the Leviathan you need a non-Hellforged Heavy Support as well (Hellforged rule).


    Death Guard Tactica @ 2019/02/07 20:53:59


    Post by: harlokin


    Aleister_Dakka wrote:
     harlokin wrote:
    Hello chaps, I'm building my first 40K army, and I've really enjoyed painting up my Plague Marines.

    I'm primarily going to be playing against a friend of mine who has a force of Thousand Sons, and our intention is to start at 1000 points, but I'm slightly worried about the matchup.

    I have painted the following:
  • Daemon Prince of Nurgle
  • Necrosius The Undying (a bit expensive but I'm hoping his 3 DtW per turn will help)
  • x3 squads of 5 Plague Marines with 2 Blight Launchers, and a Plasma Gun Champion
  • Leviathan Dreadnought with dual Butcher Cannon arrays.

  • This leaves me with 60 points, and I'm unsure how to proceed. I have thought about a Biologius Putrifier, but suspect that my PM squads are too small to benefit. I have also considered a Noxious Blightbringer to get me mid-table quicker, but the character is a bit uninspiring apart from the movement boost. I've also thought about a Nurgling auxiliary detachment to provide some cover for the Dreadnought, and soak up some of the Smite spam.



    FYI, to run the Leviathan you need a non-Hellforged Heavy Support as well (Hellforged rule).


    Thanks for that, I totally missed that rule


    Death Guard Tactica @ 2019/02/08 09:35:25


    Post by: BleachHawk


    Aleister_Dakka wrote:

    [...]
    FYI, to run the Leviathan you need a non-Hellforged Heavy Support as well (Hellforged rule).


    Was this faq'd somewhere? The Hellforged units do not have the restrictions of the loyal 'Relic' versions - afaik.
    Just re-checked and cannot find anything on it, but please correct me if I'm wrong!


    Death Guard Tactica @ 2019/02/08 09:58:33


    Post by: blackmage


    never heard of a rule like that.


    Death Guard Tactica @ 2019/02/08 16:58:22


    Post by: Sherrypie


    There is no such rule in the Index nor anywhere else. Hellforged vehicles are not Relics like the loyalists get, their loadouts and rules are different. For an example, chaos side gets a situationally worse invulnerable save and no cyclic meltas ( ), but can regain wounds by eating souls and what not.


    Death Guard Tactica @ 2019/02/08 20:53:40


    Post by: Aleister_Dakka


    My bad, I thought Hellforged = Relic for that particular tax rule. Good to know, though I usually run PBCs anyway


    Death Guard Tactica @ 2019/02/09 11:26:40


    Post by: Nithaniel


    Been getting my Blightlords assembled. They are the potent and popular choice in most of the LVO lists and everyone is playing them the same way in big units.

    Is units of 10 the way to go? Has anyone tried running them in 2 squads of 5?

    Whats the tactic with the 10. I've heard it said to DS them in and bully the board with large footprint but that reduces combat efficiency doesn't it? Less models to engage I would have thought.

    Help me understand their best usage.Im going with axes and as many combiplas as I can model and 2 flails


    Death Guard Tactica @ 2019/02/09 13:52:27


    Post by: Nightlord1987


    They use big units of BLTS to double down on psychic powers and stratagems. A combo of VOTLW, Blades, Miasma, Vitality, and an Arch Contaminator will buff them up pretty good.


    Death Guard Tactica @ 2019/02/09 13:55:53


    Post by: COLD CASH


    All depends on the list your playing against and what your trying to do with them to maximise there impact.

    Against list were you fear 1st turn charges etc i see them used to screen.

    other times as you say use a big footprint to get your blight launchers in range of 1 target and bolters in range of others.
    Also then take into account wether one target is charge worthy etc.

    sometimes the foot print is used to block big bases your op has or non flyers like knights etc.


    Death Guard Tactica @ 2019/02/09 16:15:17


    Post by: blackmage


    never take combiplasmas, better combibolters they are cheap and dont have any risk to kill themselves.
    I played for a while BL in ETC tournaments, they are in my opinion overall the best wh40k termies right now, resilient, hard hitters, decent firepower, large footprint if you need deny large portion of table, supported they wreak havoc against anything, they just cost and they need the right list to be played in, they are a solid choice. Hordes struggles against them, they often lack the punch to go trough ta2+ tsi 4++ and fnp 5+++ with r6 and -1 to hit, i played them 2 times against Tyr and they really need lot of resources to kill them and usually they cant wipe out a 10 men squad. I dont know what LVO lists are running if someone knows i would be glad to see, ty


    Death Guard Tactica @ 2019/02/09 20:42:03


    Post by: Jidmah


     Nithaniel wrote:
    Been getting my Blightlords assembled. They are the potent and popular choice in most of the LVO lists and everyone is playing them the same way in big units.

    Is units of 10 the way to go? Has anyone tried running them in 2 squads of 5?

    Whats the tactic with the 10. I've heard it said to DS them in and bully the board with large footprint but that reduces combat efficiency doesn't it? Less models to engage I would have thought.

    Help me understand their best usage.Im going with axes and as many combiplas as I can model and 2 flails


    After having blown up too many blight lords I have moved away from combi-plasma. Blight lords with combi-plasma aren't stellar against vehicles, you are too likely to blow up one of your super-expensive models unless you have a re-roll aura nearby. Which in turn means you basically limit yourself to deep striking near DP and chaos lords, something you don't really want to. Last, but not least, plasma loses any advantage over combi-bolters when aiming at models with -1 or more to hit. Friggin' eldar.
    With bolter drill the combi-bolter has gotten even better, allowing you to put a ton of wounds on about anything within 24" without risking your models. They are also 72 points less for the whole unit.

    As for the combat efficiency - in my experience most of the damage is from the flails, as long as you get those into combat, you will be fine.

    Oh, and don't forget to throw grenades with the flail guys.


    Death Guard Tactica @ 2019/02/10 13:37:20


    Post by: N0tThatGuy


    Have you seen GoatBoy's list for LVO? It's insane that he went with a list like that! I admire his spirit


    Death Guard Tactica @ 2019/02/10 21:45:31


    Post by: Kuklops


     N0tThatGuy wrote:
    Have you seen GoatBoy's list for LVO? It's insane that he went with a list like that! I admire his spirit


    I was thinking something similar. He's taking Rhinos, I'm not sure about that with GSC, and hordes so prevalent in the meta. I stopped taking Rhinos when I lost the entire squad inside when it was surrounded and destroyed. PM units are just too expensive to lose like that.


    Death Guard Tactica @ 2019/02/12 15:04:37


    Post by: lare2


    Got a 2k game against Deathwatch Saturday. List is infantry heavy with an outrider biker wing. Lots of bolters...

    Any pitfalls which I should be aware of? Haven't really played against Deathwatch.


    Death Guard Tactica @ 2019/02/12 18:28:00


    Post by: lindsay40k


    Hmm. Given that their Intercessors are pretty good, these days - 36” AP-2 double-tap is a pretty sweet standard arm on a Troops unit - I’d expect the D2+ guns that deal with bikers to have a target-rich environment. So... either outrange that, or else take the bull by the horns and close with them fast so you can tag them in melee.


    Death Guard Tactica @ 2019/02/12 18:38:19


    Post by: Wibe


    Don't bring infantry outside of blightlord terminators.
    Daemon engines, princes, and malignant plaguecasters on the other hand.... And maybe a gatling knight


    Death Guard Tactica @ 2019/02/12 20:01:49


    Post by: Nightlord1987


     Wibe wrote:
    Don't bring infantry outside of blightlord terminators.
    Daemon engines, princes, and malignant plaguecasters on the other hand.... And maybe a gatling knight


    Well, since DW have specialist ammo anyway and will usually use the 2+ wound ammo, I would bring Nurglings or Pox walkers as troops.


    Death Guard Tactica @ 2019/02/13 09:07:12


    Post by: lare2


    Thanks for the pointers guys. What I'm expecting, the infantry to sit back and shoot the bezeezus out of me and the bikers to wreak merry hell. He doesn't have one of those banner thingymabobs which lets them shoot when they die... hate those banners.

    Think I like the idea of daemon engines really getting in their face early on. Normally like to run a trilobe on one wing and 3 FBD with a DP on the other.

    Troops, I'm thinking a main chunk of pox with 2 5 man PM packing launchers.


    Death Guard Tactica @ 2019/02/13 15:39:13


    Post by: Octopoid


    I have a game on Saturday, DG against DA and possibly a Knight for support. I'm bringing pure DG, because it's supposed to be a non-competitive game. However, I'm concerned about the Knight. Below is the list of models I will be bringing, because they're what I have available. Since it's a friendly 2000 point game, I don't want to bring Mortarion, though I do also have him. Can anyone make suggestions regarding tactics, specific Stratagems, Warlord traits, and Relics?

    Thanks in advance!

    DG Battalion
    HQ: Typhus
    HQ: Lord of Contagion w/Plaguereaper
    Troops: PM x7 (Plasma Gun x3, Power Fist, Plaguesword)
    Troops: PM x7 (Blight Launcher x2, Plasma Pistol, Plaguesword)
    Troops: PM x7 (Flail, Meltagun, Belcher, Power Fist, Plaguesword)
    -Chaos Rhino w/ 2x Combi-Bolter
    Troops: Poxwalkers x14
    Troops: Chaos Cultists x10 (Heavy Stubber)
    Elites: Biologus Putrifier
    Elites: Foul Blightspawn


    DG Outrider Detachment
    HQ: Malignant Plaguecaster
    FA: Foetid Bloat Drone x2 (Plaguespitter/Plague Probe)
    FA: Myphitic Blight Hauler x3
    HS: Plagueburst Crawler (Plaguespitters/Heavy Slugger)

    All suggestions welcome!

    Thanks!


    Death Guard Tactica @ 2019/02/13 16:00:35


    Post by: Jidmah


    Which knight? A castellan is a whole different beast than a crusader.


    Death Guard Tactica @ 2019/02/13 16:02:42


    Post by: Octopoid


     Jidmah wrote:
    Which knight? A castellan is a whole different beast than a crusader.


    Unfortunately, I won't know until I show up. I'm assuming the Knight-Errant or Paladin, rather than a Castellan, but I don't know for sure.


    Automatically Appended Next Post:
    It's a Castellan. Dang.


    Death Guard Tactica @ 2019/02/13 18:29:07


    Post by: buddha


    A castellan is tough for DG but not impossible. You will have to kill it in CC most likely as many of our abilities throw out mortal wounds.

    For your list you'll have to hope your blighthaulers provide enough of a distraction to allow your DP, blightspawn, and PM party bus to get up close. Remember, you can't lock it so if you charge just be okay with feeding it while you get wounds off.


    Death Guard Tactica @ 2019/02/13 18:33:48


    Post by: Octopoid


     buddha wrote:
    A castellan is tough for DG but not impossible. You will have to kill it in CC most likely as many of our abilities throw out mortal wounds.

    For your list you'll have to hope your blighthaulers provide enough of a distraction to allow your DP, blightspawn, and PM party bus to get up close. Remember, you can't lock it so if you charge just be okay with feeding it while you get wounds off.


    I'll keep all that in mind. Any particular recommendations for Warlord Trait, Relic, Malignant Plaguecaster spells, or specific Stratagems?

    Also, I need to remember DttFE.


    Death Guard Tactica @ 2019/02/14 19:52:41


    Post by: leopard


    Have now actually had a game with Death Guard, and claimed another silver medal for the collection woooo!

    ahem..

    thinking of this as part of the next force, blight lord terminators, a unit fo five or seven, not sure yet, one flail, one reaper autocannon and the rest with combi bolters, mix of axes and swords on the others, its circa 300 for seven of them this way give or take.

    now this is for a game at 1,000 points so thats a fair old chunk.

    the "plan" is they drop, either behind something or in front of them if there isn't space, towards one flank, while the main focus is towards the other, they will drop unsupported. plan being to have a primary and secondary target, they fire at the secondary and charge the primary (reaper may fire at something else), if the charge fails they try to weather the return fire, move up and repeat next turn, except now firing all at the primary.

    idea is to get them sitting on an objective or some cover at least near(ish) a corner, able to fire out to 24" with combi bolters, being a pig to remove and having the reaper for longer ranges support of the rest of the force then being too much trouble to remove.

    there is a LoC in the force, but he won't be dropping with them, but may drop on the other flank


    Death Guard Tactica @ 2019/02/15 05:40:36


    Post by: DeadmanW4lking


    Since Deathshroud have become much cheaper I have picked up a Morty doll with the intentions to use 3 DS in the backfield to give Morty a better chance of surviving my opponents first turn, warp timing Morty with a chaos sorceror and getting him into the fun fast with a unit of 6 DS teleporting near him to ensure more survivability. I have a Renegade knight + shooty halvarens in the backfield to dish out damage and I plan on dropping large units of nurglings right in my opponents faces so they have more to worry about than sitting back and shooting my big guys.

    To get the nurglings in I have a detachment with Epidemius for them, and that gives me access to the demon strategies so I have access to Denizens of the warp so my question is would my money be better served dropping 30 plaguebearers in my opponents face with it or a great unclean one? trying to stick with nurgle forces. I'm not worried about spending money, more interested in not wasting money on less than useful unit for this specific task.


    Death Guard Tactica @ 2019/02/15 08:18:59


    Post by: Jidmah


    I had a 2v2 with a nurgle daemon ally and from that game alone I'd go for the plague bearers. They are very hard to remove, can hurt anything from horde to knight and are insanely fast if supported properly.

    For nurglings, multiple small unit are way more annoying than one large unit and can provide you with tons of CP.

    Great Unlclean do pretty much the same Mortarion does, I would only play one or the other.


    Death Guard Tactica @ 2019/02/15 11:03:39


    Post by: Nithaniel


     DeadmanW4lking wrote:
    Since Deathshroud have become much cheaper I have picked up a Morty doll with the intentions to use 3 DS in the backfield to give Morty a better chance of surviving my opponents first turn, warp timing Morty with a chaos sorceror and getting him into the fun fast with a unit of 6 DS teleporting near him to ensure more survivability. I have a Renegade knight + shooty halvarens in the backfield to dish out damage and I plan on dropping large units of nurglings right in my opponents faces so they have more to worry about than sitting back and shooting my big guys.

    To get the nurglings in I have a detachment with Epidemius for them, and that gives me access to the demon strategies so I have access to Denizens of the warp so my question is would my money be better served dropping 30 plaguebearers in my opponents face with it or a great unclean one? trying to stick with nurgle forces. I'm not worried about spending money, more interested in not wasting money on less than useful unit for this specific task.


    I have been considering this exact same tactic. The problems I am considering though is
    1. If you get first turn its wasted points on 3 DS slowly moving/advancing up the field
    Deathshroud were a questionable choice when they could deep strike in turn 1 to drop by morty but now they can't until turn 2, deploying them is the only way I can think of to use them effectively like this. A lot of armies are tooled up to face knights and/or a castellan and these lists will probably comfortably shoot morty off the board without deathshroud and some lists like my buddies 12 destroyer admech list could probably do it even with the shrouds

    2. Warptime is only 3" range so you either have to sacrifice some of morty's move in the movement phase or use a DP to keep up with him.

    How do you plan on getting around these issues?


    Death Guard Tactica @ 2019/02/15 11:29:05


    Post by: Jidmah


    My biggest issue with warptime and its range is that you basically have to move into deny range in order to cast it, and right after Mortarion dies your opponent is free to shoot the caster off the board as well.

    I'd rather just deep strike the deathshrouds and cast warptime on them to get around and let Mortarion doing his thing being a distraction carnifex. He is better at protecting deathshroud than they are at protecting him.


    Death Guard Tactica @ 2019/02/15 11:48:49


    Post by: Nithaniel


    So if mortarion dies before the deathshroud get on its a bit of waste having the shroud. Thats where I'm leaning. They are more of an insurance policy against going second. At base its 156 point insurance policy


    Death Guard Tactica @ 2019/02/15 12:31:23


    Post by: Jidmah


    No, feth the shrouding. Drop them in the middle of the enemy army and have them hit stuff with their scythes. Buffed with putrefying blades and putrecent vitality or VotLW a unit of three has a decent chance at taking out a knight without any help. If you drop a warptime sorcerer next to them they even protect him from sniping or assassination.

    Better than Look out Sir! for 52 ppm anyways.


    Death Guard Tactica @ 2019/02/15 20:57:07


    Post by: Virules


     Jidmah wrote:
     Nithaniel wrote:
    Been getting my Blightlords assembled. They are the potent and popular choice in most of the LVO lists and everyone is playing them the same way in big units.

    Is units of 10 the way to go? Has anyone tried running them in 2 squads of 5?

    Whats the tactic with the 10. I've heard it said to DS them in and bully the board with large footprint but that reduces combat efficiency doesn't it? Less models to engage I would have thought.

    Help me understand their best usage.Im going with axes and as many combiplas as I can model and 2 flails


    After having blown up too many blight lords I have moved away from combi-plasma. Blight lords with combi-plasma aren't stellar against vehicles, you are too likely to blow up one of your super-expensive models unless you have a re-roll aura nearby. Which in turn means you basically limit yourself to deep striking near DP and chaos lords, something you don't really want to. Last, but not least, plasma loses any advantage over combi-bolters when aiming at models with -1 or more to hit. Friggin' eldar.
    With bolter drill the combi-bolter has gotten even better, allowing you to put a ton of wounds on about anything within 24" without risking your models. They are also 72 points less for the whole unit.

    As for the combat efficiency - in my experience most of the damage is from the flails, as long as you get those into combat, you will be fine.

    Oh, and don't forget to throw grenades with the flail guys.


    I totally disagree. I took 10 Blightlords with 8-combi plasma to LVO. I went 4-1-1 and was the 3rd best DG player at the event I was the best without any Forge World in my list.

    If you bring an allied psyker like Ahriman with Prescience (and Warp Time, and Death Hex), and something nearby that can give reroll 1s, the BLs become brutal in the shooting phase. Prescience prevents overheating if there are no minus to hits on the target. Most of the time you overcharge, do 16 shots at 18" out, hitting on 2+ rerolling, wounding on +3 or +2 at ap -3 and 2 damage on a target that might have lost its invulnerable saves from Death Hex. I've had them one-shot Knights in the shooting phase.


    Death Guard Tactica @ 2019/02/15 21:57:55


    Post by: blackmage


     DeadmanW4lking wrote:
    Since Deathshroud have become much cheaper I have picked up a Morty doll with the intentions to use 3 DS in the backfield to give Morty a better chance of surviving my opponents first turn, warp timing Morty with a chaos sorceror and getting him into the fun fast with a unit of 6 DS teleporting near him to ensure more survivability. I have a Renegade knight + shooty halvarens in the backfield to dish out damage and I plan on dropping large units of nurglings right in my opponents faces so they have more to worry about than sitting back and shooting my big guys.

    To get the nurglings in I have a detachment with Epidemius for them, and that gives me access to the demon strategies so I have access to Denizens of the warp so my question is would my money be better served dropping 30 plaguebearers in my opponents face with it or a great unclean one? trying to stick with nurgle forces. I'm not worried about spending money, more interested in not wasting money on less than useful unit for this specific task.

    so you plan to invest pts for 9 Ds? anyway 1st turn you have the 3 Ds close to Mortarion but then when you move+warptime Mortarion? are you planning to do it 2nd turn?



    Death Guard Tactica @ 2019/02/15 23:42:55


    Post by: Zid


    For those interested I started a youtube channel: https://youtu.be/1qmqmppFICw

    My next game is this Sunday against IG; most likely a variation of the list that won LVO minus a Castellan (the guy hates castellans, makes him feel cheap). I'm up between a Blightlord list or Demons... which to take :/


    Death Guard Tactica @ 2019/02/16 08:07:39


    Post by: Jidmah


     Virules wrote:
    I totally disagree. I took 10 Blightlords with 8-combi plasma to LVO. I went 4-1-1 and was the 3rd best DG player at the event I was the best without any Forge World in my list.

    If you bring an allied psyker like Ahriman with Prescience (and Warp Time, and Death Hex), and something nearby that can give reroll 1s, the BLs become brutal in the shooting phase. Prescience prevents overheating if there are no minus to hits on the target. Most of the time you overcharge, do 16 shots at 18" out, hitting on 2+ rerolling, wounding on +3 or +2 at ap -3 and 2 damage on a target that might have lost its invulnerable saves from Death Hex. I've had them one-shot Knights in the shooting phase.


    When supported by two psychic powers from another codex, plasma obviously wins out against bolters.


    Death Guard Tactica @ 2019/02/16 18:25:10


    Post by: blackmage


    I totally disagree. I took 10 Blightlords with 8-combi plasma to LVO. I went 4-1-1 and was the 3rd best DG player at the event I was the best without any Forge World in my list.

    If you bring an allied psyker like Ahriman with Prescience (and Warp Time, and Death Hex), and something nearby that can give reroll 1s, the BLs become brutal in the shooting phase. Prescience prevents overheating if there are no minus to hits on the target. Most of the time you overcharge, do 16 shots at 18" out, hitting on 2+ rerolling, wounding on +3 or +2 at ap -3 and 2 damage on a target that might have lost its invulnerable saves from Death Hex. I've had them one-shot Knights in the shooting phase.


    what psy power did you give to your Dg sorcerer?


    Death Guard Tactica @ 2019/02/18 19:39:39


    Post by: broxus


    How have you guys found Hellforged Contemptor Dreadnaughts? Are they any good with butcher cannons?


    Death Guard Tactica @ 2019/02/18 21:53:05


    Post by: blackmage


    they are but deredeos for just 50pts more are better


    Death Guard Tactica @ 2019/02/18 22:09:16


    Post by: Elhombredelgas


    broxus wrote:
    How have you guys found Hellforged Contemptor Dreadnaughts? Are they any good with butcher cannons?


    I have played with them some times and i found them pretty solid, shooty, mobiIe and more or less durable. I rather than a normal dread 100% times

    Deredeo is another solid shooty choice DG has in FW.


    Death Guard Tactica @ 2019/02/19 05:23:47


    Post by: Zid


    I use the contemptors pretty often now that I have three; they are pretty awesome.

    yes, a Deredeo is better; about equal on the survival level, but much more damage output. However, you can get 3 Contemptors w/ 2x Butcher and Havocs pretty cheap.


    Death Guard Tactica @ 2019/02/19 12:04:11


    Post by: blackmage


    deredeo has 4 more wounds they are more durable, fact they are cheap is obvious i was just wondering why for 54 more points dont use deredeo, i guess is a point problem.


    Death Guard Tactica @ 2019/02/19 12:20:46


    Post by: lindsay40k


     blackmage wrote:
    deredeo has 4 more wounds they are more durable, fact they are cheap is obvious i was just wondering why for 54 more points dont use deredeo, i guess is a point problem.


    That, and the plastic Contemptor is easier to work with than the resin Deredeo, and a lot of people got one or two of them cheap in Betrayal at Calth (and even if they didn’t, two of them is just £1 more than a Deredeo with Missile launcher and autocannon arms). If you’ve got a bunch of Hades Autocannon left over from a pair of Maulerfiends, it’s a pretty easy refit.


    Death Guard Tactica @ 2019/02/19 12:54:22


    Post by: Zid


     lindsay40k wrote:
     blackmage wrote:
    deredeo has 4 more wounds they are more durable, fact they are cheap is obvious i was just wondering why for 54 more points dont use deredeo, i guess is a point problem.


    That, and the plastic Contemptor is easier to work with than the resin Deredeo, and a lot of people got one or two of them cheap in Betrayal at Calth (and even if they didn’t, two of them is just £1 more than a Deredeo with Missile launcher and autocannon arms). If you’ve got a bunch of Hades Autocannon left over from a pair of Maulerfiends, it’s a pretty easy refit.


    @Blackmage: Right... but you still can get 2 Contemptors for the cost of 1 and 1/2 Deredeos essentially, pointswise. They still have very good damage output; the normal havoc might not get as many shots, but it still does a bunch sometimes.

    @ Lindsey: Exactly; and theres no guarentee that Deredeos are going to be good in the future. Buying into Forgeworld anything is tricky... converting 3 contemptors cost me $45, a bunch of green stuff and plasti-tube, and some bits. Thats chump change in this game!



    Death Guard Tactica @ 2019/02/19 17:50:57


    Post by: Virules


     blackmage wrote:
    I totally disagree. I took 10 Blightlords with 8-combi plasma to LVO. I went 4-1-1 and was the 3rd best DG player at the event I was the best without any Forge World in my list.

    If you bring an allied psyker like Ahriman with Prescience (and Warp Time, and Death Hex), and something nearby that can give reroll 1s, the BLs become brutal in the shooting phase. Prescience prevents overheating if there are no minus to hits on the target. Most of the time you overcharge, do 16 shots at 18" out, hitting on 2+ rerolling, wounding on +3 or +2 at ap -3 and 2 damage on a target that might have lost its invulnerable saves from Death Hex. I've had them one-shot Knights in the shooting phase.


    what psy power did you give to your Dg sorcerer?


    Blades and Vitality. If I hadn't also had a DG DP for Miasma, I would have swapped out Vitality for Miasma on the Sorcerer.


    Death Guard Tactica @ 2019/02/19 19:30:04


    Post by: blackmage


     Virules wrote:
     blackmage wrote:
    I totally disagree. I took 10 Blightlords with 8-combi plasma to LVO. I went 4-1-1 and was the 3rd best DG player at the event I was the best without any Forge World in my list.

    If you bring an allied psyker like Ahriman with Prescience (and Warp Time, and Death Hex), and something nearby that can give reroll 1s, the BLs become brutal in the shooting phase. Prescience prevents overheating if there are no minus to hits on the target. Most of the time you overcharge, do 16 shots at 18" out, hitting on 2+ rerolling, wounding on +3 or +2 at ap -3 and 2 damage on a target that might have lost its invulnerable saves from Death Hex. I've had them one-shot Knights in the shooting phase.


    what psy power did you give to your Dg sorcerer?


    Blades and Vitality. If I hadn't also had a DG DP for Miasma, I would have swapped out Vitality for Miasma on the Sorcerer.

    ok ty for the answer


    Automatically Appended Next Post:
     Zid wrote:
     lindsay40k wrote:
     blackmage wrote:
    deredeo has 4 more wounds they are more durable, fact they are cheap is obvious i was just wondering why for 54 more points dont use deredeo, i guess is a point problem.


    That, and the plastic Contemptor is easier to work with than the resin Deredeo, and a lot of people got one or two of them cheap in Betrayal at Calth (and even if they didn’t, two of them is just £1 more than a Deredeo with Missile launcher and autocannon arms). If you’ve got a bunch of Hades Autocannon left over from a pair of Maulerfiends, it’s a pretty easy refit.


    @Blackmage: Right... but you still can get 2 Contemptors for the cost of 1 and 1/2 Deredeos essentially, pointswise. They still have very good damage output; the normal havoc might not get as many shots, but it still does a bunch sometimes.

    @ Lindsey: Exactly; and theres no guarentee that Deredeos are going to be good in the future. Buying into Forgeworld anything is tricky... converting 3 contemptors cost me $45, a bunch of green stuff and plasti-tube, and some bits. Thats chump change in this game!


    yes that sound logic i was just talking about performance


    Death Guard Tactica @ 2019/02/20 05:34:59


    Post by: jivardi


    If I wanted to do a Pox walker heavy army, say 1750pts which is typical size at my local store, how many should I take?

    The local meta is a bunch of noobs and nobody I see takes power lists so I figure a PW DG army wouldn't be too easily beaten up.

    I own 40 Poxwalkers right now. Also, other than Typhus what are other good choices for that style of army?


    Death Guard Tactica @ 2019/02/20 06:12:31


    Post by: Jidmah


    If you go heavy on pox walkers, make sure to bring a Tallyman for combat re-rolls and more CP and Noxious Blightbringer to speed up those slow zombies. A second psyker (plague caster or sorcerer) to double up on buffs is also a good idea so your list doesn't fall apart when Typhus gets sniped.

    Make sure that you have some flexible like drones or blightlords because pox walkers will not be able to react well to enemy movement.

    Edit: Oh, and the most important part, bring cultists that can turn into more pox walkers.


    Death Guard Tactica @ 2019/02/20 14:16:57


    Post by: Zid


    Hello everyone,

    I made a Video tactica for those of you interested in the "competitive" world of Death Guard. I did NOT cover Forgeworld, just what is in the codex. Let me know what ya'll think, and as always, thanks for watching!

    https://youtu.be/yyvruM8YlK8




    Always like comments; but please just send me PM's or leave a comment on the Page; these are personal opinions from experience. Also I don't want to muck up this tactica talking about my vids...


    Automatically Appended Next Post:
    jivardi wrote:
    If I wanted to do a Pox walker heavy army, say 1750pts which is typical size at my local store, how many should I take?

    The local meta is a bunch of noobs and nobody I see takes power lists so I figure a PW DG army wouldn't be too easily beaten up.

    I own 40 Poxwalkers right now. Also, other than Typhus what are other good choices for that style of army?


    40 Poxwalkers should be fine, you should take Cultists as your third troop, Typhus, Noxious Blightbringer, and probably a Demon Prince. You can bring a Tallyman if you want instead, but thats "all eggs in one basket" sort of deal.


    Death Guard Tactica @ 2019/02/21 13:19:30


    Post by: Malefic666


    Hey guys. I’m brining 5 x 7 man squads of dual blight launcher Plague Marines with Tallyman/Biologus/Lord/Plaguecaster support for a mini tournament, my dilemma is what to support them with. I can take 3 x MBHs to give them +1 save which im not sure is worth the ~350 points since for 2CPs you can add +1 cover turn 1 anyway and their shooting is very meh (especially when a butcher cannon Contemptor is about 20 points more) or I can let the PMs fend for themselves and take a bunch of Nurgle Daemons to screen and add bodies, I figure nurglings will be very useful against GSC to push their DS back and Plaguebearers are great too. Part of me wants to try 20+ nurglings and use them to screen against GSC/Nids/Orks and tie up AM/Tau/SMs etc.

    In a nutshell I’m asking, are Blighthaulers worth it or should I just add more bodies and units with greater damage potential?

    I’d appreciate any help and advice.


    Death Guard Tactica @ 2019/02/21 14:23:34


    Post by: Zid


    Malefic666 wrote:
    Hey guys. I’m brining 5 x 7 man squads of dual blight launcher Plague Marines with Tallyman/Biologus/Lord/Plaguecaster support for a mini tournament, my dilemma is what to support them with. I can take 3 x MBHs to give them +1 save which im not sure is worth the ~350 points since for 2CPs you can add +1 cover turn 1 anyway and their shooting is very meh (especially when a butcher cannon Contemptor is about 20 points more) or I can let the PMs fend for themselves and take a bunch of Nurgle Daemons to screen and add bodies, I figure nurglings will be very useful against GSC to push their DS back and Plaguebearers are great too. Part of me wants to try 20+ nurglings and use them to screen against GSC/Nids/Orks and tie up AM/Tau/SMs etc.

    In a nutshell I’m asking, are Blighthaulers worth it or should I just add more bodies and units with greater damage potential?

    I’d appreciate any help and advice.


    Check out my tactica above

    That said, haulers can do work, but bring someone to cast Prescience on the unit.


    Death Guard Tactica @ 2019/02/21 16:07:54


    Post by: Malefic666


     Zid wrote:
    Malefic666 wrote:
    Hey guys. I’m brining 5 x 7 man squads of dual blight launcher Plague Marines with Tallyman/Biologus/Lord/Plaguecaster support for a mini tournament, my dilemma is what to support them with. I can take 3 x MBHs to give them +1 save which im not sure is worth the ~350 points since for 2CPs you can add +1 cover turn 1 anyway and their shooting is very meh (especially when a butcher cannon Contemptor is about 20 points more) or I can let the PMs fend for themselves and take a bunch of Nurgle Daemons to screen and add bodies, I figure nurglings will be very useful against GSC to push their DS back and Plaguebearers are great too. Part of me wants to try 20+ nurglings and use them to screen against GSC/Nids/Orks and tie up AM/Tau/SMs etc.

    In a nutshell I’m asking, are Blighthaulers worth it or should I just add more bodies and units with greater damage potential?

    I’d appreciate any help and advice.


    Check out my tactica above

    That said, haulers can do work, but bring someone to cast Prescience on the unit.


    I will do when I get a break from my newborn daughter! I’m mostly wondering if Plague Marines really need screening or if I can spend those points on Blightlords and PBCs, I’d reallly prefer to run just DG than soup but I know some players are bringing GSC and GSC/Nid mix which worries me.
    Prescience on the MBHs is a good shout, with a Lord they’d be almost certainly hitting which makes their poor shooting more reliable, I can throw Miasma on them too for added survivability.


    Death Guard Tactica @ 2019/02/21 17:28:55


    Post by: Aleister_Dakka


    I get good value by screening Marines with PBCs that have spitters. Though I like MBH too, their shooting isn't the -greatest- but they chew things up in CC as well.


    Death Guard Tactica @ 2019/02/23 17:46:28


    Post by: N0tThatGuy


    Random question: do you think at least 30 Plaguebearers are always necessary, in the light of the new CA missions?


    Death Guard Tactica @ 2019/02/23 20:41:50


    Post by: Malefic666


    I just played GSC/Nid soup with the following.

    Lord (Arch contaminator)
    Malignant Plaguecaster
    Contemptor (dual butcher cannons & havoc)
    Contemptor (dual butcher cannons & havoc)
    Foul Blightspawn
    Plague Marines x 5 (dual blightlauncher)
    Plague Marines x 5 (dual blightlauncher)
    Plague Marines x 5 (dual blightlauncher)
    Plague Marines x 5 (dual blightlauncher)
    Plague Marines x 5 (dual blightlauncher)
    Plague Marines x 5 (dual blightlauncher)
    MBC x 3
    PBC x 3 (spitters)

    I bunched up with the PBCs screening and the PMs all huddled within 7” of the MBCs who were behind the PBCs. Arch contaminator on all those plague weapons and loads of 18” double tapping bolters just obliterated his stuff. Turn 1 I wiped out his acolytes that failed their charge, 20 neophytes, 2 Carnifexes, 3 Goliaths and his Patriarch. He called it at the end of my turn 1. Charging plaguespitters is just brutal for T3 5+ dudes. I rolled well but it was insane how much damage I was able to put out.


    Automatically Appended Next Post:
     N0tThatGuy wrote:
    Random question: do you think at least 30 Plaguebearers are always necessary, in the light of the new CA missions?


    I don’t think they’re ‘necessary’ but if you’re bringing 30 then you may as well bring 2x30 and then a Spoilpox and Slopity/Plaguebringer kind of become an auto include too, all of a sudden you’re putting more points into daemons than DG which is fine if you want that. Plaguebearers are brilliant though. I personally can’t be bothered moving that many chaff models in my games, I’ve used them to good effect but I’m lazy and it takes time.


    Death Guard Tactica @ 2019/02/23 23:13:00


    Post by: blackmage


     N0tThatGuy wrote:
    Random question: do you think at least 30 Plaguebearers are always necessary, in the light of the new CA missions?

    you need durable blobs of troops pb's or something else, pb's actually are the best light infantry of the game they eat lot of punishment they deliver a decent punch if supported a bit and move faster than you can ever believe, i play not less than 90 in my tournament demonic infantry list.


    Death Guard Tactica @ 2019/02/26 09:35:41


    Post by: brugner8


    What do you think about the Guo with bell and the Myphotic Haulers combo?
    It seems really strong on paper, you have to build a list around these models but the results are unkillable Haulers.
    Well, in truth they are killable as always but the resurrection of them makes them incredible hard to wipe out a single unit.
    point wise every resurrected models is 117 points that you add to your army.
    the list I managed to write is the following https://www.dakkadakka.com/dakkaforum/posts/list/772071.page, but it's just a tray, I would like ot elaborate it to give it the full potential with your help


    Death Guard Tactica @ 2019/02/26 18:01:51


    Post by: Malefic666


     brugner8 wrote:
    What do you think about the Guo with bell and the Myphotic Haulers combo?
    It seems really strong on paper, you have to build a list around these models but the results are unkillable Haulers.
    Well, in truth they are killable as always but the resurrection of them makes them incredible hard to wipe out a single unit.
    point wise every resurrected models is 117 points that you add to your army.
    the list I managed to write is the following https://www.dakkadakka.com/dakkaforum/posts/list/772071.page, but it's just a tray, I would like ot elaborate it to give it the full potential with your help


    It’s a fun idea but I think it’s a bit of a non starter. I dunno, I guess it depends how quickly your opponent can kill a GUO, which isn’t hard tbh. I’m my recent experience of using them 4 or 5 times MBH are good if you use them to support PMs and then throw Prescience & Miasma on them, give them a Lord to reroll 1s and they really shine. I think the GUO is a bit meh right now, if it was tougher or had Knight level wounds it could possibly work. I might be wrong however.


    Death Guard Tactica @ 2019/02/27 05:42:17


    Post by: NurglesR0T


     brugner8 wrote:
    What do you think about the Guo with bell and the Myphotic Haulers combo?
    It seems really strong on paper, you have to build a list around these models but the results are unkillable Haulers.
    Well, in truth they are killable as always but the resurrection of them makes them incredible hard to wipe out a single unit.
    point wise every resurrected models is 117 points that you add to your army.
    the list I managed to write is the following https://www.dakkadakka.com/dakkaforum/posts/list/772071.page, but it's just a tray, I would like ot elaborate it to give it the full potential with your help


    It's exactly that - strong on paper

    if the opponent isn't prepared for it then yeah, I'd imagine it do quite well. But dealing with 18 5++ wounds (even with 5+++) is not hard to do for most competent lists.



    Death Guard Tactica @ 2019/02/27 05:57:09


    Post by: Jidmah


    I had that combo in a 2v2 with 1500 points per player and it only kind of worked because my ally had two GUO and a Rottigus who was drawing all the fire. At 2000 points you simply don't have enough points to fit two GUO and still build a working list - and even if you do, you have no guarantee that you'll actually get a hauler back. In our game the opponents simply directed all fire that could go to the haulers to the great unclean ones until they were gone, since anything good at killing haulers is just as good at killing GUO. Last, but not least, the GUO trades away his d6 damage weapon for the bell, making him a lot worse against big targets.

    You'll probably be better off just deep striking the big guy into your enemy ranks or having him advance across the field with a bilepiper. Or bring Mortarion.


    Death Guard Tactica @ 2019/02/27 06:19:22


    Post by: NurglesR0T


     Jidmah wrote:

    You'll probably be better off just deep striking the big guy into your enemy ranks or having him advance across the field with a bilepiper. Or bring Mortarion.


    This is how I use mine. Costs 2 CP but worth it.

    Drop him in 9" away from something big and charge it. I kit mine out with a Balesword for the damage spikes and bile blade (Flail is also very good, but I prefer the blade. The amount of times the +1 to cast has triggered super smites for me is amazing. I've got my GUO magnetised so I swap out the options each game if I want to)

    He's very much a distraction carnifex. Something to buy breathing room for a turn or two to set up the rest of the army undamaged - and the price drop in CA18 has made it that much more viable.

    Is it the best unit in the codex? No. But as far a Greater Daemons go, he's the most survivable out of all of them and forces the opponent to deal with it.


    Death Guard Tactica @ 2019/02/27 13:08:34


    Post by: lindsay40k


    The question really is, if you’re bringing MBH, and you also want a distraction carnifex, what options have a better mix of points-endurance ratio and firepower magnetism.

    If a punchy GUO drops in T2 then that could be two shooting phases you need to tank, and one shooting phase in which an army that can’t kite it is shooting pretty much everything at it until it’s crippled enough.

    If GUO is waving a bell at MBH, it’s quite possibly going to be drawing fire away from the MBH from T1 right up until it’s death.

    If I were trying bell GUO, I’d also have a unit of CSM Oblits nearby as well, and my expectation of the GUO would be that it would draw fire away from them and other robust units, and that they would pretty much perform as they usually do. Any actual free models would simply be unexpected bonuses; it’s not the free model that makes it a good support unit, but rather it’s the threat of free models that makes it a good fire magnet.

    Now, if I were inclined to really build the list around bell GUO, there’d be a Bilepiper, PB horde, moderately large Nurgling unit, and moderately large Plague Drones unit. All of which are still pretty good when GUO dies - the idea is that when free models do happen, it’s a stressor.


    Death Guard Tactica @ 2019/02/28 11:23:42


    Post by: brugner8


     lindsay40k wrote:
    The question really is, if you’re bringing MBH, and you also want a distraction carnifex, what options have a better mix of points-endurance ratio and firepower magnetism.

    If a punchy GUO drops in T2 then that could be two shooting phases you need to tank, and one shooting phase in which an army that can’t kite it is shooting pretty much everything at it until it’s crippled enough.

    If GUO is waving a bell at MBH, it’s quite possibly going to be drawing fire away from the MBH from T1 right up until it’s death.

    If I were trying bell GUO, I’d also have a unit of CSM Oblits nearby as well, and my expectation of the GUO would be that it would draw fire away from them and other robust units, and that they would pretty much perform as they usually do. Any actual free models would simply be unexpected bonuses; it’s not the free model that makes it a good support unit, but rather it’s the threat of free models that makes it a good fire magnet.

    Now, if I were inclined to really build the list around bell GUO, there’d be a Bilepiper, PB horde, moderately large Nurgling unit, and moderately large Plague Drones unit. All of which are still pretty good when GUO dies - the idea is that when free models do happen, it’s a stressor.


    I think, after a few tries, that the GUO is not ready for a competitive list. I would like to try a brigade with a Renegade Castellan Knight to deal vs heavies.


    Death Guard Tactica @ 2019/02/28 19:14:55


    Post by: gwarsh41


    How does ITC tactics vary from eternal and maelstrom tactics? I've read through and seen that obsec is super important, but then see don's list with no real obsec.

    I'll be playing some ITC missions this weekend, light competitive from what I understand, and am curious if I've got the right mindset with my list.

    Daemon detachment
    2 poxbringer
    3 nurglings

    Winged DP
    Lord
    2 units of 3 plasma marines
    1 unit 13 poxwalkers
    3 flamer drones
    1 flamer PBC
    2 butcher havoc deredeo
    Chaos Hellblade



    Reading about the helblade going back to snipe characters is really appealing, as is the dakka from deredeos, I figure nurglings will help deny deepstrike, grab objectives and tie up tanks, though I'm tempted to drop the single PBC for more of them, despite how awesome PBC are.


    Death Guard Tactica @ 2019/02/28 19:57:30


    Post by: blackmage


     brugner8 wrote:
     lindsay40k wrote:
    The question really is, if you’re bringing MBH, and you also want a distraction carnifex, what options have a better mix of points-endurance ratio and firepower magnetism.

    If a punchy GUO drops in T2 then that could be two shooting phases you need to tank, and one shooting phase in which an army that can’t kite it is shooting pretty much everything at it until it’s crippled enough.

    If GUO is waving a bell at MBH, it’s quite possibly going to be drawing fire away from the MBH from T1 right up until it’s death.

    If I were trying bell GUO, I’d also have a unit of CSM Oblits nearby as well, and my expectation of the GUO would be that it would draw fire away from them and other robust units, and that they would pretty much perform as they usually do. Any actual free models would simply be unexpected bonuses; it’s not the free model that makes it a good support unit, but rather it’s the threat of free models that makes it a good fire magnet.

    Now, if I were inclined to really build the list around bell GUO, there’d be a Bilepiper, PB horde, moderately large Nurgling unit, and moderately large Plague Drones unit. All of which are still pretty good when GUO dies - the idea is that when free models do happen, it’s a stressor.


    I think, after a few tries, that the GUO is not ready for a competitive list. I would like to try a brigade with a Renegade Castellan Knight to deal vs heavies.

    if you want deal with heavies play helverins or FW deredeos


    Death Guard Tactica @ 2019/02/28 20:33:49


    Post by: buddha


    Was making a fun list with a LoC and a unit of Deathshroud and I never realized the LoC is only Str.4 while the Deathshroud are Str.5 base. I feel like they messed up the LoC on so many levels but that is a new angle of silly.


    Death Guard Tactica @ 2019/02/28 21:27:43


    Post by: blackmage


    GW roll a dice when they build miniature profiles and same for units points that's not new


    Death Guard Tactica @ 2019/03/02 10:26:03


    Post by: Nithaniel


     blackmage wrote:
    GW roll a dice when they build miniature profiles and same for units points that's not new


    I would hate to contradict you here because I totally agree with you over a lot of head scratching GW decisions but I assume their logic here is that the LoC carries the manreaper already taking melee to S7. My guess is they didn't want to give him S5 bumped to S8 with the reaper granting knight crushing abilities


    Death Guard Tactica @ 2019/03/02 18:26:42


    Post by: Jidmah


    Knights were trash when the LoC was made. Meanwhile, space marine captains can take thunderhammers.

    There is little reason to believe that giving LoC S4 and deathshroud S5 was a conscious decision.

    They probably just gave deathshroud +1S to make them more like assault terminators.


    Death Guard Tactica @ 2019/03/02 18:39:06


    Post by: leopard


    first run with Blightlords today, the theory went thus:

    a unit of seven (because I only have eight, and two are heavy weapons).
    - flail
    - reaper autocannon & axe
    - 2x sword & combi bolter
    - 3x axe & combi bolter - including champion

    theory was they drop near a ruin, with a LoC nearby if one is around (today it was) otherwise without, the job is to clear the ruin of enemy infantry, making space for Plague Marines to move up and hold objectives.

    the terminators then provide fire support to 24" from the combi bolters and the reaper a bit further.

    that was the theory.

    today saw a large ruin with four ad-mech infantry units, loaded with snipers and some sort of plasma gun plus rifles of some sort. plus a character buffing them

    well we dropped 9" away, the terminators shot models on upper levels then charged, and made it (with a CP re-roll on one die), the Lord fluffed. they minced a couple and wounded the character, but ended safely in combat - the flail missing

    the enemy pulled the two ground floor units back, character remained to try and kill terminators (he failed) but otherwise they didn't react.

    following turn the lord piled in, between them they removed the character and repositioned for the next turn, where they removed the two units on the upper floors in combat.

    the other two units had left, and were munched by nearby Plague marines and the terminators a turn later.

    worked pretty well, cleaning the infantry nicely, struggling v the invulnerable save character as they simply were not rolling enough dice, but they did the job asked of them nicely, and even managed to survive to the end of the game, pinning Cawl in place until the second LoC cut him in half


    Death Guard Tactica @ 2019/03/02 23:33:20


    Post by: blackmage


    play 10 with a lord arch contaminator and sorcerer+blades and poof inv.saves aren't anymore an issue, they deliver lot of mw with plague weapons at 5+ (blades+votlw) re rolling anything to wound


    Death Guard Tactica @ 2019/03/02 23:53:38


    Post by: leopard


     blackmage wrote:
    play 10 with a lord arch contaminator and sorcerer+blades and poof inv.saves aren't anymore an issue, they deliver lot of mw with plague weapons at 5+ (blades+votlw) re rolling anything to wound


    expensive though, my goal is the removal of light and medium infantry with a high volume of shots and the removal quickly, defined as "anything T4 or less without an invun save other than maybe a 6++"

    will be getting another box though so will certainly be trying a full unit

    VotLW makes me feel like its cheating, love it


    Death Guard Tactica @ 2019/03/03 16:53:19


    Post by: Jidmah


    You could just cast blades from 18" away and then drop VotLW on them, few characters are going to survive that. No need to have your warlord and a caster dedicated to them.


    Death Guard Tactica @ 2019/03/03 18:56:42


    Post by: leopard


    True, only issue in the game Saturday was getting LoS from the caster to the terminators, turns out blocking LoS with ruins has pros and[i]cons.

    its essentially how Cawl was cut down, he charged some plague marines and fluffed his rolls, as did they but got him in the open, the Blight Lords got rid of most of his woulds with VotLW, caster too far for blades sadly, trying to avoid the few remaining snipers.

    drowning a character is saves works, helps when they are on their own though - this is obviously up to me to arrange.

    off the back of this my plague marine squads are all gaining one dude with the extra combat weapon for the second attack, two now assembled with axes so each squad has more than the power fist champion to avoid getting stuck.

    really enjoying using these guys


    Death Guard Tactica @ 2019/03/04 09:52:16


    Post by: blackmage


    yes it's expensive but it's a serious threath some armies have big trouble to handle, Rely on a winged dp to cast blades hinders termy efficiency but sound accettable anyway,anyway the right number is 10 with 2 flails


    Death Guard Tactica @ 2019/03/04 17:47:18


    Post by: leopard


    expensive but looks amazing from the partial unit I have, and ten is enough attacks to be brutal, especially with two flails.

    lack the daemon prince currently, well have two but in a metallic red/gold and rich purple colours so not as fitting as I'd like, likely to get another for this lot when they get a few more daemons - have 15 possessed to paint up when I can find them


    Death Guard Tactica @ 2019/03/04 18:51:15


    Post by: blackmage


    2 flails+blades+votlw and you kill almost anything, I play them in ETC supported by a sorcerer arch contaminator with blades and miasma, hardly i have any issue deleting the unit i decide to delete, you can remove a IK.


    Death Guard Tactica @ 2019/03/04 18:59:38


    Post by: Continuity


    If the new greater possessed can be taken in Death Guard legion then it will be a great boost to our daemon engines (drones, dp, PBCs) with its +1S aura. I know that Poxbringer already does the same but the greater possessed is much more willing to go into the front line. Not to mention the +1S aura might stack with Poxbringer, giving us a +2S.


    Death Guard Tactica @ 2019/03/04 19:16:28


    Post by: buddha


    Yes, greater possessed and the oblits are my hope to be allowed for DG.


    Death Guard Tactica @ 2019/03/04 21:03:36


    Post by: blackmage


    DG needs more oblits than possesed, but i doubt oblits will have DG keyword


    Death Guard Tactica @ 2019/03/04 21:34:01


    Post by: Kuklops


    Surely we can just take Oblits as Alpha Legion - Nurgle and then drop them onto a tree with a Terminator Lord for re-rolls?

    I have high hopes for what this release might do for Possessed. Possessed are the coolest unit in the game and have been neglected for too long. DG Possessed could be really cool and the modelling oportunities are limitless, I really hope we can take the GP and make Possessed actually woth taking.


    Death Guard Tactica @ 2019/03/04 22:09:28


    Post by: buddha


     blackmage wrote:
    DG needs more oblits than possesed, but i doubt oblits will have DG keyword


    Greater possessed is a great choice instead of a nurgle herald to buff up spitters on PBCs and drones. I'm just a stickler for mono-factions where possible so taking from a single dex would be best. Even if Oblits couldn't use inexorable advance I'd still run them.


    Death Guard Tactica @ 2019/03/04 22:27:30


    Post by: Continuity


     blackmage wrote:
    DG needs more oblits than possesed, but i doubt oblits will have DG keyword


    GW confirmed that the primaris units can be used by non-vanilla marine chapters like dark angels and blood angels, so I expect the same for the traitor legions as well. It would be pretty weird if they explicitly call out that the obliterators can't be have death guard and thousand son keywords.

    But then again DG and Tson don't even have basic csm at the moment


    Death Guard Tactica @ 2019/03/04 23:16:00


    Post by: blackmage


    dg and ts have different lore so if they stay stick to that they will be not allowed to use obliteratots in their TS or DG detachments
    @Buddha of course if you play monofaction possesed are great , you have no other choices anyway


    Death Guard Tactica @ 2019/03/05 01:09:08


    Post by: NurglesR0T


     Continuity wrote:
     blackmage wrote:
    DG needs more oblits than possesed, but i doubt oblits will have DG keyword


    GW confirmed that the primaris units can be used by non-vanilla marine chapters like dark angels and blood angels, so I expect the same for the traitor legions as well. It would be pretty weird if they explicitly call out that the obliterators can't be have death guard and thousand son keywords.

    But then again DG and Tson don't even have basic csm at the moment


    Oblits were removed from being able to be given a DEATH GUARD keyword back in the index when 8th launched. I seriously doubt they will suddenly get the chance to take them now.



    Death Guard Tactica @ 2019/03/05 09:06:38


    Post by: lare2


    Oblits look very tasty.

    Seriously doubt we'll be able to take anything from the new CSM in DG detachments but that's not gonna stop me souping the bejeezus outta the new box.


    Death Guard Tactica @ 2019/03/05 11:39:37


    Post by: Causalis


    Been out of the loop regarding Death Guard for quite a while.

    Just wanted to check if my knowledge still holds true. Last time I played our good units were:

    Mortarion

    DP w/ Wings, 2x Talons, Suppurating Plate, WT that reduces DMG by 1

    Plaguecaster

    Plaguemarines w/ 3x Plasma Guns or 1x Plasma 2x Blight Launchers

    Blight Drone w/ Flamers

    Poxwalkers (w/ various buffs from Typhus, Psychic etc.)

    Blighthaulers

    Helbrutes


    Death Guard Tactica @ 2019/03/05 12:49:35


    Post by: Zid


     Causalis wrote:
    Been out of the loop regarding Death Guard for quite a while.

    Just wanted to check if my knowledge still holds true. Last time I played our good units were:

    Mortarion

    DP w/ Wings, 2x Talons, Suppurating Plate, WT that reduces DMG by 1

    Plaguecaster

    Plaguemarines w/ 3x Plasma Guns or 1x Plasma 2x Blight Launchers

    Blight Drone w/ Flamers

    Poxwalkers (w/ various buffs from Typhus, Psychic etc.)

    Blighthaulers

    Helbrutes


    Hey bud, i made a tactica video just for people like you its actually in this forum section, halfway down the page.


    Automatically Appended Next Post:
     lare2 wrote:
    Oblits look very tasty.

    Seriously doubt we'll be able to take anything from the new CSM in DG detachments but that's not gonna stop me souping the bejeezus outta the new box.


    Their points cost is gonna go up. They got a substantial boost, and if they stay 195 points.... theyll be broken lol. Especially slaanesh ones that can double tap!


    Death Guard Tactica @ 2019/03/05 13:50:34


    Post by: gwarsh41


    If I read the leaks right, oblits unit size changed from min 3, to min 1, hence why they got so buffed.


    Death Guard Tactica @ 2019/03/05 14:21:37


    Post by: Zid


     gwarsh41 wrote:
    If I read the leaks right, oblits unit size changed from min 3, to min 1, hence why they got so buffed.


    Still max 3 though. I imagine they will be around the cost of. Helbrute. I would be surprised though if they dont go up much; these will see a lot of play either way.


    Death Guard Tactica @ 2019/03/05 15:04:44


    Post by: lare2


    Vanguard focus on Warhammer Community - hopefully daemonkin tomorrow.


    Death Guard Tactica @ 2019/03/05 17:42:37


    Post by: Billagio


    Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?


    ++ Battalion Detachment +5CP (Chaos - Death Guard) [81 PL, 1435pts, 8CP] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Gametype: Matched

    Use Beta Rules

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 1. Miasma of Pestilence, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord, Wings

    Malignant Plaguecaster [6 PL, 110pts]: 4. Blades of Putrefaction, 5. Putrescent Vitality

    + Troops +

    Plague Marines [13 PL, 177pts]
    . Plague Champion
    . . Codex: Plague knife, Plasma gun
    . 6x Plague Marine w/ boltgun
    . Plague Marine w/ Special Weapon: Plasma gun
    . Plague Marine w/ Special Weapon: Plasma gun

    Plague Marines [13 PL, 177pts]
    . Plague Champion
    . . Codex: 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

    + 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

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

    ++ Total: [81 PL, 8CP, 1435pts] ++


    Death Guard Tactica @ 2019/03/06 00:09:33


    Post by: Continuity


    The list is begging for a Typhus, you can replace the plaguecaster with him.


    Death Guard Tactica @ 2019/03/06 03:26:34


    Post by: NurglesR0T


     Continuity wrote:
    The list is begging for a Typhus, you can replace the plaguecaster with him.


    Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.



    Death Guard Tactica @ 2019/03/06 11:42:44


    Post by: Jidmah


     Billagio wrote:
    Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?

    <snip>

    Welcome to the other green side

    I've run a very similar list when starting out and it does reasonably well against other armies that are not optimized for tournament play. You stand a decent chance at fighting most mono-codex armies.

    One thing though - why units of nine plague marines? Seven is plenty to please nurgle and five work well enough if you need to shave off points. Those four extra marines you are running are just very expensive bolters, spend those 64 points elsewhere, for example to upgrade the plague caster to typhus or add another support character like the blight bringer or a tallyman.

    I'd also advise bringing no more than one unit of plasma marines (if any) - they tend to blow up fast without a re-roll aura while being more expensive and less mobile than blight launcher units.


    Automatically Appended Next Post:
     NurglesR0T wrote:
     Continuity wrote:
    The list is begging for a Typhus, you can replace the plaguecaster with him.


    Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.



    I agree. If anything, pox walkers should be babysitting Typhus while he feths up stuff with his master-crafted man-reaper and psychic powers. He can kill or seriously harm anything that's not sporting a good invul save.


    Death Guard Tactica @ 2019/03/06 13:21:00


    Post by: Wibe


    What do you think about my latest competitive list.
    Been playing around, trying to play as competitive as possible lately. And (sadly) the more competitive I want to be, the more of my FW units I tend to take.
    This list got the fire, and staying power to really wreck most armies. And being DG, all of the dreads can usually hide pretty well during deployment, and still move out and fire without -1 to hit. Being able to move and fire, with so much long range, high S, BS2, you can spread out wide and avoid being tied up in combat.
    Most folk don't like/use the defiler, and for good reasons. It will get shot of the table early, but that is just what you want in this list. It still takes some shots to bring down, and if they don't, it can do some damage and tie down plenty of enemy troops. And if they shot at it, they wont shoot at your deredeos and decimators. The lord goes with the decimators to give rerolls to begin with, they usually die fast when out of cover, but do some serious damage where needed the most.
    The list can focusfire down a T8 28W 3++ with shots to spare in one round. And the amount of BS2 S8 shots that negates moral clean tables against infantry as well. It got 6 units with decent indirect fire.
    Its not "the perfect list", but I feel like it is quite competitive, and can challenge most armies.



    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [59 PL, 1146pts] ++

    + HQ +

    Daemon Prince of Nurgle [8 PL, 156pts]: 1. Miasma of Pestilence, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord

    + Elites +

    Chaos Decimator [8 PL, 210pts]: Nurgle, 2x Soulburner petard

    Chaos Decimator [8 PL, 210pts]: Nurgle, 2x Soulburner petard

    + Heavy Support +

    Defiler [11 PL, 150pts]: Combi-flamer, Defiler scourge, Reaper autocannon

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [58 PL, 849pts] ++

    + HQ +

    Chaos Lord with Jump Pack [6 PL, 117pts]: Combi-melta, Power fist

    + Elites +

    Hellforged Contemptor Dreadnought [10 PL, 138pts]: Nurgle
    . Left Arm: Butcher cannon
    . Right Arm: Butcher cannon

    + Heavy Support +

    Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array, Greater havoc launcher, Nurgle, Twin heavy bolter

    Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array, Greater havoc launcher, Nurgle, Twin heavy bolter

    Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array, Greater havoc launcher, Nurgle, Twin heavy bolter

    ++ Total: [117 PL, 1995pts] ++


    Death Guard Tactica @ 2019/03/06 14:28:39


    Post by: TirScath


    Thing is, that this list can be quite easily locked in cc to negate the shooting. Some screening is a must for any competitive play otherwise some letter bomb or GSC can block 1/3-1/2 of shooting starting from T2 and this list don't have sufficient cc to chew through all those bodies.


    Death Guard Tactica @ 2019/03/06 14:52:36


    Post by: Jidmah


    Agree. Orks could even da jump you in turn 1 and have a 50% chance to tie down everything standing on the front line.


    Death Guard Tactica @ 2019/03/06 15:24:23


    Post by: Billagio


     Jidmah wrote:
     Billagio wrote:
    Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?

    <snip>

    Welcome to the other green side

    I've run a very similar list when starting out and it does reasonably well against other armies that are not optimized for tournament play. You stand a decent chance at fighting most mono-codex armies.

    One thing though - why units of nine plague marines? Seven is plenty to please nurgle and five work well enough if you need to shave off points. Those four extra marines you are running are just very expensive bolters, spend those 64 points elsewhere, for example to upgrade the plague caster to typhus or add another support character like the blight bringer or a tallyman.

    I'd also advise bringing no more than one unit of plasma marines (if any) - they tend to blow up fast without a re-roll aura while being more expensive and less mobile than blight launcher units.


    Automatically Appended Next Post:
     NurglesR0T wrote:
     Continuity wrote:
    The list is begging for a Typhus, you can replace the plaguecaster with him.


    Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.



    I agree. If anything, pox walkers should be babysitting Typhus while he feths up stuff with his master-crafted man-reaper and psychic powers. He can kill or seriously harm anything that's not sporting a good invul save.


    Good call on the marines. I had actually meant to only have 7 per squad but I messed up when I was messing around with special weapons. If I drop those and add Typhus it gets me to 1436. What should I add to get to 1500? What about 2k?


    I’m actually kind of having a rough time figuring out how this list would play. I’m trying to figure out where the damage comes from. I play Orks and IG, so they’re a little more straightforward


    Death Guard Tactica @ 2019/03/09 09:58:35


    Post by: harlokin


    Perhaps have a look at some of the Elite choices. A Blightbringer to get your Poxies up the board quicker, or a Putrifier for some Blight Bombardment fun? A Blightspawn or Tallyman could do some work too.


    Death Guard Tactica @ 2019/03/10 14:23:31


    Post by: Wibe


    TirScath wrote:
    Thing is, that this list can be quite easily locked in cc to negate the shooting. Some screening is a must for any competitive play otherwise some letter bomb or GSC can block 1/3-1/2 of shooting starting from T2 and this list don't have sufficient cc to chew through all those bodies.


    I have played Vs bloofletterbombs, and you would only be tied up bad if you place all the units on a line. The range on most of the guns allow you to place units spread out all over your deployment zone.
    And the amount of firepower have proven to be more than enough for parts of my army to fall back, and the rest to take care of the units that for into cc.
    I see your point, and used to have my Daemon detachment to screen, but in my experience more firepower on tough gun platforms have proven to be the better choice. Not having units under T7 makes a lot of the enemys firepower almost useless.


    Death Guard Tactica @ 2019/03/15 13:14:38


    Post by: cmd-


    Hi all,
    After reading various sources for ideas, I've recently put together a Nurgle/DG army that I'll be using for the first time (this weekend hopefully) and wanted to know peoples thoughts on which army I should go for.
    I'll be facing either a Nidzilla or standard Nids army (he has Genestealers, Hormagaunts, Termagants, Brood Lord, Swarm Lord, Hive Tyrant w/ Wings, Trygon, Carnifexes (Deathspitters & Venom Cannon in Nidzilla I believe), Exocrine & Old One Eye), but will most likely be Nidzilla and I'm not sure which would work best. We play casually but try to play slightly competitively at the same time (brotherly competition!).

    Spoiler:
    ++ Battalion Detachment +5CP (Chaos - Daemons) [22 PL, 8CP, 398pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Chaos Allegiance: Nurgle

    Detachment CP [5CP]

    + HQ +

    Poxbringer [4 PL, 70pts]: Fleshy Abundance

    Poxbringer [4 PL, 70pts]: Virulent Blessing

    + Troops +

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    Plaguebearers [8 PL, 150pts]: Instrument of Chaos, 19x Plaguebearer, Plagueridden

    ++ Battalion Detachment +5CP (Chaos - Death Guard) [52 PL, 5CP, 913pts] ++

    + No Force Org Slot +

    Detachment CP [5CP]

    + HQ +

    Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 5. Putrescent Vitality

    Typhus [9 PL, 175pts]: 2. Gift of Contagion, 5. Putrescent Vitality

    + Troops +

    Plague Marines [10 PL, 146pts]
    . Plague Champion
    . . Codex: Plaguesword, Plasma gun
    . 4x 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, 84pts]: 14x Poxwalker

    + Elites +

    Helbrute [7 PL, 120pts]: Missile launcher, Twin lascannon

    + Fast Attack +

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

    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [41 PL, 1CP, 687pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    + HQ +

    Chaos Lord [5 PL, 85pts]: Balesword, Plasma pistol

    Daemon Prince of Nurgle [9 PL, 180pts]: 1. Revoltingly Resilient, 4. Blades of Putrefaction, Malefic talon, The Suppurating Plate, Warlord, Wings

    + Heavy Support +

    Defiler [11 PL, 142pts]: Defiler scourge, Reaper autocannon

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Total: [115 PL, 14CP, 1998pts] ++

    or
    Spoiler:
    ++ Battalion Detachment +5CP (Chaos - Death Guard) [62 PL, 8CP, 1039pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    + HQ +

    Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 5. Putrescent Vitality

    Typhus [9 PL, 175pts]: 2. Gift of Contagion, 3. Plague Wind

    + Troops +

    Chaos Cultists [6 PL, 55pts]: 10x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Plague Marines [10 PL, 146pts]
    . Plague Champion
    . . Codex: Plaguesword, Plasma gun
    . 4x 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, 84pts]: 14x Poxwalker

    + Fast Attack +

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

    Myphitic Blight-haulers [7 PL, 117pts]
    . Myphitic Blight-hauler: Missile launcher, Multi-melta

    + Dedicated Transport +

    Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter

    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [36 PL, 1CP, 602pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 1. Revoltingly Resilient, 4. Blades of Putrefaction, Malefic talon, The Suppurating Plate, Warlord, Wings

    + Heavy Support +

    Defiler [11 PL, 142pts]: Defiler scourge, Reaper autocannon

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Vanguard Detachment +1CP (Chaos - Death Guard) [20 PL, 1CP, 359pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    + HQ +

    Chaos Lord [5 PL, 85pts]: Balesword, Plasma pistol

    + Elites +

    Foul Blightspawn [4 PL, 77pts]

    Foul Blightspawn [4 PL, 77pts]

    Helbrute [7 PL, 120pts]: Missile launcher, Twin lascannon

    ++ Total: [118 PL, 10CP, 2000pts] ++



    Option 1:
    Plan is to bubble the DP with a Herald, the PBCs and Defiler up one side and try smash everything in their path; push Typhus, the Poxwalkers and the FTB up to try control the middle of the table (with the DP and co, and Cloud of Flies drawing fire away from the troops); sit the PMs, Helbrute and Lord on a backfield objective (plus the Nurglings of course!) providing some mid-long range fire support with the re-rolls; and then deepstrike the PBs and other Herald where needed

    Option 2:
    Similar to option 1 with the DP and company, and with the Typhus blob (assisted by the MBH & 1x Blightspawn); send the PMs, Lord and 1x Blightspawn in a Rhino to capture mid table objectives with the Helbrute covering behind or sitting back with it's ranged fire. Cultists mainly there to string out and provide some slight deepstrike coverage or to use the stratagem to turn them into Poxwalkers


    Either option will have better control of objectives with ObSec over the Nidzillas but will probably be slow to get up the table in comparison. I think the only unit he usually deepstrikes is a Trygon so don't need too much blocking on that front (but will hurt if I don't protect myself) and his main source of speed is a flying Hive Tyrant and slingshotting units. I personally prefer option 1 as it has more variety and feel it can react better to different situations

    I have a Black Legion themed army as well so can steal some units from there if needed. The Helbrute and Defiler have been borrowed from there already but suppose can always use more if worthwhile:
    Abbi
    Termi Sorc w/ Combi-Melta
    5 man Combi-Plasma Termi squad that can be subbed as Blightlord Termi's
    60 cultists
    4x LC Havocs (enough marines to make at least a 10 man squad)
    4x HB marines
    2nd DP
    Oblits
    3 Bloat Drones made up, 3 still on sprue

    Thanks in advance!


    Death Guard Tactica @ 2019/03/17 04:08:40


    Post by: ZergSmasher


    In case anyone didn't know, the rules in the Daemonkin mini-codex that comes in Shadowspear specifically says that the <LEGION> keyword cannot be FALLEN, DEATH GUARD, or THOUSAND SONS. So no DG Oblits or Greater Possessed, sadly.


    Death Guard Tactica @ 2019/03/19 09:51:25


    Post by: lare2


    The Noctilith Crown, to quote...

    ...a tactical lynchpin for the Heretic Astartes...

    Here's hoping!


    Death Guard Tactica @ 2019/03/21 01:22:35


    Post by: ArikTaranis


    Hi all, fairly inexperienced player here. Has anybody got any tips on the best way to use poxwalkers? I'm making a deathguard army after playing nurgle daemons. I really like the poxwalker models and want to run many of them, but understand they might be far inferior to plaguebearers. Nonetheless, I'd like to to play them as competitively as possible, and I have fairly low expectations.

    I read above that using typhus to babysit poxwalkers is a bad idea - i presume this is because it is a waste of his combat potential and a therefore a waste of points? Is his buff best used simply as a tool of opportunity when he's fighting near poxwalkers?

    Also, would a Noxious Blightbringer be an essential supporting character? Tallyman also? I'm unsure as to how much to invest in characters to buff the poxwalkers.


    Death Guard Tactica @ 2019/03/21 09:31:12


    Post by: Jidmah


    ArikTaranis wrote:
    I read above that using typhus to babysit poxwalkers is a bad idea - i presume this is because it is a waste of his combat potential and a therefore a waste of points? Is his buff best used simply as a tool of opportunity when he's fighting near poxwalkers?

    Basically yes. You need some unit in front of Typhus to prevent him from getting shot as a character, so you might as well use a pox walkers for that. I usually run Typhus with Putrescent Vitality and Blades of Putrefaction, both are awesome for putting on pox walkers, but also in Typhus himself, since vitality bumps him to S8 and with blades you get to wound knights on 3+ with re-rolling ones.

    Also, would a Noxious Blightbringer be an essential supporting character? Tallyman also? I'm unsure as to how much to invest in characters to buff the poxwalkers.

    Pox walkers and Typhus are slow as heck, so a Blightbringer is definitely advised. A Tallyman has a decent chance to refunding some CP, so I sometimes bring him just for that - the re-roll aura is nice but not mandatory, since I often found myself out of pox walkers before they reach combat. If you run either, make sure to not forget to shoot their plasma pistol or throw grenades. In later turns, I sometimes just have them sit on objectives to get VP, since they are rarely the closest models to shooting unit and not worth dedicating a character killer like planes or deep strikers to them and half-assed attempt to kill them usually bounce of 3+/5+++/T5/4W.

    I also advise bringing a DG psyker in addition to Typhus so you have some redundancy in buffs and bring Miasma.
    Last, but not least, the most important support for a pure pox walker list are cultists. When "The dead walk again" is active, your own cultists dying create new pox walkers, so you can use them as screens or throw them at a big threat and lose nothing. I've even had enemies not shoot cultists at all unit they were faced with 40 models assaulting their front lines.
    When you do this, I suggest leaving 54 points open for re-reinforcement points, which amounts to 9 pox walkers you can have over the maximum. Should you not need those points (which I usually find to be the case when not going first), you can just summon a unit of nurglings at some point during the game.

    While they are best at killing infantry, pox walkers are also great screens and tarpits, I have had them negate things like a Lord of Change or a unit of Wraith Blades for most of the game, simply because they can't produce enough attacks to grind through all our walkers.


    Death Guard Tactica @ 2019/03/21 14:45:08


    Post by: buddha


    Good advice from Jidmah. I would also say generally poxwalkers are an all are nothing unit. They are good when buffed but each buff is a huge points investment (typhus, blightbringer, etc) so it is cost inefficient to bring say a single unit. As such, if you bring them you'll want to bring at least two big blobs.


    Death Guard Tactica @ 2019/03/21 23:35:16


    Post by: lindsay40k


    Poxwalkers can cover ground deceptively fast with Blightbringer, CSM allies, and walking dead


    Death Guard Tactica @ 2019/03/22 23:00:27


    Post by: ArikTaranis


    Excellent, thanks for taking the time to write up the advice.


    Death Guard Tactica @ 2019/03/22 23:02:56


    Post by: Slayer-Fan123


    So one of the new prayers for the Dark Apostle was revealed and he can give a -1 to be hit by range weapons. With The Voice of Lorgar or the upcoming relic that was the Cloak, that's a potential 9" radius to cause worry.


    Death Guard Tactica @ 2019/03/23 03:44:33


    Post by: drakerocket


    The -1 to hit is a single unit not an aura.


    Death Guard Tactica @ 2019/03/23 15:53:50


    Post by: N0tThatGuy


    Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.


    Death Guard Tactica @ 2019/03/23 16:17:04


    Post by: Captyn_Bob


     N0tThatGuy wrote:
    Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.

    Looks like nothing. But the Noctilith crown is for all chaos.


    Death Guard Tactica @ 2019/03/24 03:23:03


    Post by: broxus


    Wow so disappointed we got nothing in VA. Seems stupid they advertised they are part of Abaddon’s Crusade, but zero rules or updates. They only thing keeping me interested in playing was getting some updates in VA to give me some competitive options and some useful stratagems.


    Death Guard Tactica @ 2019/03/24 19:44:20


    Post by: darthryan


    We get stuff for the purged as allies


    Death Guard Tactica @ 2019/03/25 13:31:46


    Post by: lare2


    Been thinking along the lines of 3 PM with 2 BL each, MBH x3, and a Chaos Lord with Arch Contaminator hugging the crown. Nice little castle, that, and would be crazy tough to shift. Plonk a CSM sorcerer in there as well for Prescience on the MBH and Death Hex to pop the inevitable 3++.


    Automatically Appended Next Post:
     N0tThatGuy wrote:
    Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.


    The Purge are Nurgle loving CSM. You can use some of our models (e.g. PMs) in a detachment to access all the CSM goodies. Their trait's pretty darn tooting nifty as well. Until I see the actual book, my thoughts have been focusing on incorporating stuff via this link.


    Death Guard Tactica @ 2019/03/25 19:37:08


    Post by: leopard


    What are peoples thoughts on Rhinos?

    have one here and two more arriving this week, thinking of using them with an "all or nothing" approach as one is just las cannon bait.

    planned load is squads of seven Plague Maines with the intention of getting them closer on the first turn and hopefully surviving stuff like massed hurricane bolters and similar, move up, pop smoke then following turn they are a pair of combi-bolters & havoc launcher as a "light support tank", think BMP-2 type of thing except able to soak overwatch maybe.

    expecting them to be pointless as the only vehicles but perhaps useful to provide a bit more mobility and anti-horde firepower

    thoughts?


    Death Guard Tactica @ 2019/03/25 19:42:10


    Post by: Octopoid


    leopard wrote:
    What are peoples thoughts on Rhinos?

    have one here and two more arriving this week, thinking of using them with an "all or nothing" approach as one is just las cannon bait.

    planned load is squads of seven Plague Maines with the intention of getting them closer on the first turn and hopefully surviving stuff like massed hurricane bolters and similar, move up, pop smoke then following turn they are a pair of combi-bolters & havoc launcher as a "light support tank", think BMP-2 type of thing except able to soak overwatch maybe.

    expecting them to be pointless as the only vehicles but perhaps useful to provide a bit more mobility and anti-horde firepower

    thoughts?


    I run a single rhino with my bloat-drones, blight-haulers, and PBC. It doesn't attract as much lascannon fire as you'd expect, because I've saturated the field with lascannon targets. I think three rhinos will be fine, but if they're your only vehicles, expect to lose one per turn.


    Death Guard Tactica @ 2019/03/25 20:06:12


    Post by: leopard


    makes sense, plan is for them not to be the only vehicle, indeed ideally to have T1 with no/few infantry targets, PM mounted, drones and a PBC (eventually a second one) and similar stuff, hopefully they will be bottom of the target priority list, then they can dismount when the Blightlords drop


    Death Guard Tactica @ 2019/03/25 20:31:11


    Post by: blackmage


     lare2 wrote:
    Been thinking along the lines of 3 PM with 2 BL each, MBH x3, and a Chaos Lord with Arch Contaminator hugging the crown. Nice little castle, that, and would be crazy tough to shift. Plonk a CSM sorcerer in there as well for Prescience on the MBH and Death Hex to pop the inevitable 3++.


    Automatically Appended Next Post:
     N0tThatGuy wrote:
    Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.


    The Purge are Nurgle loving CSM. You can use some of our models (e.g. PMs) in a detachment to access all the CSM goodies. Their trait's pretty darn tooting nifty as well. Until I see the actual book, my thoughts have been focusing on incorporating stuff via this link.

    i played last saturday with a list like that ì, they did just nothing all the match.


    Death Guard Tactica @ 2019/03/25 21:12:22


    Post by: gwarsh41


    I've ran 3 rhinos with 3 drones and some PBC. Tossed 7-9 PM in each rhino with supporting characters. One was more CC oriented, so they got a tallyman and foul blightspawn, one was more ranged oriented, so they got a chaos lord, and one was a jack of all trades, who got a foul blightspawn and putrefier.

    Having several foul blightspawn auras on the field was pretty useful. PBC draw a lot of fire, which makes me chuckle because they are well known for never dying and have to be within 8" to hurt.


    Death Guard Tactica @ 2019/03/26 06:07:34


    Post by: NurglesR0T


    leopard wrote:
    What are peoples thoughts on Rhinos?

    have one here and two more arriving this week, thinking of using them with an "all or nothing" approach as one is just las cannon bait.

    planned load is squads of seven Plague Maines with the intention of getting them closer on the first turn and hopefully surviving stuff like massed hurricane bolters and similar, move up, pop smoke then following turn they are a pair of combi-bolters & havoc launcher as a "light support tank", think BMP-2 type of thing except able to soak overwatch maybe.

    expecting them to be pointless as the only vehicles but perhaps useful to provide a bit more mobility and anti-horde firepower

    thoughts?


    Rhinos with two combi bolters are actually really good dakka boxes that most people ignore when you've got PBC and Plague Spitter drones flooding the board.

    When they do get targeted, they won't last but they are usually much lower on the priority scale.

    Plus Putrid Detonation has caught out many of my opponents in the past when they have a character or two too close to one when they destroy it



    Death Guard Tactica @ 2019/03/26 09:02:10


    Post by: Jidmah


    There is an easy way to make rhinos invincible for turn 1 - put Mortarion on the board and there will not be a single anti-armor shot going near your rhinos


    Death Guard Tactica @ 2019/03/26 14:20:24


    Post by: Nithaniel


    I have recently been testing the mini blight bombardment bomb with my rhino's. Saw it on a list at LVO and I'd been considering it for a while.

    7 PM's with flail and knives
    1 Biologous
    1 blight spawn

    Play spitter PBC's and FBD's aggressively and a hellbrute into the list for added target saturation to take the heat off the rhino and you can get 9d6 blight grenades off doing mortals on a 6 up is just funny.

    Just a single rhino running this can be fun. Would a smart player target this over aggressively positioned FBD's? People are ignoring mine.


    Death Guard Tactica @ 2019/03/26 15:03:00


    Post by: buddha


     Nithaniel wrote:
    I have recently been testing the mini blight bombardment bomb with my rhino's. Saw it on a list at LVO and I'd been considering it for a while.

    7 PM's with flail and knives
    1 Biologous
    1 blight spawn

    Play spitter PBC's and FBD's aggressively and a hellbrute into the list for added target saturation to take the heat off the rhino and you can get 9d6 blight grenades off doing mortals on a 6 up is just funny.

    Just a single rhino running this can be fun. Would a smart player target this over aggressively positioned FBD's? People are ignoring mine.


    I've run that exact set up (plus a plaugecaster for blades) and it's fun but once an opponent has faced it or knows what it does your rhino becomes target number one and once it's wrecked footslogging means the unit is effectively out of action for the game.


    Death Guard Tactica @ 2019/03/28 09:59:20


    Post by: Nithaniel


     buddha wrote:
     Nithaniel wrote:
    I have recently been testing the mini blight bombardment bomb with my rhino's. Saw it on a list at LVO and I'd been considering it for a while.

    7 PM's with flail and knives
    1 Biologous
    1 blight spawn

    Play spitter PBC's and FBD's aggressively and a hellbrute into the list for added target saturation to take the heat off the rhino and you can get 9d6 blight grenades off doing mortals on a 6 up is just funny.

    Just a single rhino running this can be fun. Would a smart player target this over aggressively positioned FBD's? People are ignoring mine.


    I've run that exact set up (plus a plaugecaster for blades) and it's fun but once an opponent has faced it or knows what it does your rhino becomes target number one and once it's wrecked footslogging means the unit is effectively out of action for the game.


    Yeah absolutely. It is one of the more effective uses of a rhino that we have.Being able to deliver the blightspawns magic ork tech rng hose to where its best suited helps.

    The other thing I am considering is ways to get enough target saturation that bigger things can survive, Like Mortarion.

    A list I've been working on has
    Morty
    Typhus
    sorceror
    2 units of pox
    The rhino mini blight bomb squad with the blightspawn and biologuos
    1 deathshroud unit
    a csm detachment with a cheap lord and 3 dakka predators

    The idea being that you can use the csm version of chaos familiar to swap out one of Morty's powers for warptime. The list tries to give enough threats on the blight bomb and kill shot preds to make them thing twice about shooting Morty.

    Just playing with ideas to make Morty work. What do you guys think about that? What are the biggest pitfalls with this list?


    Death Guard Tactica @ 2019/03/28 15:09:18


    Post by: Jidmah


     Nithaniel wrote:
    The idea being that you can use the csm version of chaos familiar to swap out one of Morty's powers for warptime. The list tries to give enough threats on the blight bomb and kill shot preds to make them thing twice about shooting Morty.

    Why not just put the sorcerer into the CSM detachment and have him cast warptime? Mortarion tends to be in deny range from any psyker your opponent could possibly be hiding somewhere, so I prefer casting the power from behind him. Even better, TS have access to predators and killshot (and inferno bolts!), allowing you to get another 6" range on casting warptime.
    Use the cheap chaos lord to buff your DG instead.

    Just playing with ideas to make Morty work. What do you guys think about that? What are the biggest pitfalls with this list?

    From my experience, Typhus and Mortarion do not work well in one list since Mortarion has next to no synergy with a slow moving blob of death. They also hate each other
    If I run pox walkers with Mortarion, it's usually just units of 10-12 sitting on objectives and not much more. Pox walkers also don't add much to target saturation, plague marines are much better in that regard.


    Death Guard Tactica @ 2019/03/30 11:39:22


    Post by: Jidmah


    Currently reading Vigilus Ablaze.

    The Nocolith Crown (stargate) is 100 points and works for any chaos unit. Is it worth using it to provide 5++ saves to plague marines, rhinos, predators and helbrutes? It also messes with enemy psykers and buffs our own, but that's not really a game changer.


    Death Guard Tactica @ 2019/03/30 11:43:36


    Post by: Nithaniel


    Thanks for the feedback.

    My thoughts on that list idea was to give triple threat to try and trick my opponents into splitting fire from morty to the preds and/or rhino. Just to keep morty alive Preds/rhino's are relatively easy kills and it might soak up enough shots. Mortarion will probably be in deny range because you will be casting warptime after his first move+advance. Since warptime is 3" range the sorceror needs to keep up with morty so he'll probably be in deny range as well? This is why I like the idea of getting warptime onto a DG caster using chaos familiar. Another option is to punt the DP up with Morty and then the deathshroud can protect the DP in combat later which is always funny.

    Then I thought I need something to hold objectives and control the board so not enough points or detachments to start pulling in plaguebearers hence poxwalkers hence typhus.

    on a separate note I have an escalation league game coming up at the final end of 2k which is mono faction. I know I will be up against a newbie knights player. Is running mortarion a bad idea? Whats our best play against mono knights?

    Try and smash them up wit DP's and shooting MBH's and PBC's or ignore them and play the mission with poxwalker spam?


    Death Guard Tactica @ 2019/04/01 08:54:17


    Post by: lare2


     Jidmah wrote:
    Currently reading Vigilus Ablaze.

    The Nocolith Crown (stargate) is 100 points and works for any chaos unit. Is it worth using it to provide 5++ saves to plague marines, rhinos, predators and helbrutes? It also messes with enemy psykers and buffs our own, but that's not really a game changer.


    Fully intend to try running 3x5 PM with Blight Launchers, a Lord with arch-contaminator, and a trilobe loitering around my shiney new stargate.

    Attack wise, they're rerolling 1s to hit and everything for Plague Weapons on the wound. Defensively, the marines get 2+ 5++.

    Not cheap mind... all in comes to 834pts.


    Death Guard Tactica @ 2019/04/01 12:27:16


    Post by: Brymm


    I've tried out the Blight Haulers post points reduction and have found them pretty lacking. They are a lot of pretty tough wounds and have some needed high str/ap/dmg shooting, but they play against the play style I've found to work for me.
    They incentivize playing in a ball as all the PMs want to be fully within 7" for the save aura. Then they want to stay in a group of three for the tri lobe bonus. And if you want arch contaminator, well he's gotta be there too. Plus now if you're adding an immobile terrain piece, 1000k+ points of your army is just going to be standing in your deployment zone, not scoring objectives or controlling the center of the board.
    I typically want my PMs walking to objectives, laying down special weapons fire and scoring me points. With that said, I wonder if losing the trilobe and running the haulers as single models each with a PM squad, acting as mobile cover and heavy support, now that might be something worth trying. They are cheap now.
    Thoughts?



    Death Guard Tactica @ 2019/04/02 09:25:50


    Post by: Jidmah


    On Sunday I've had a game against the new black legion. He was running new havocs, new obliterators, Abbadon, a sorcerer, noise marines, apostles with their buff buddies, cultists, a helbrute and slanesh marked chaos space marines.

    Most stuff isn't that scary, but Abbadon definitely is. His 12" re-roll aura and +1 to hit from both prescience and prayers did lots of damage, especially combined with noise marines, 20 CSM or helbrutes shooting twice. A ML/Twin Lascannon going into fire-fenzy while hitting on 2+ is no joke, havocs felt weak tough.
    The blob of 20 CSM was also very annoying to remove as they were immune to morale.
    I charged his units with my spitter PBC to shut them down, and boy, was I mistaken. Abbadon now has all four marks, so he did a heroic intervention on the PBC and used the Khorne stratagem to fight twice, dealing 19 wounds to it and outright killing it in one turn(!). During his turn he then got buffed by an apostle to reroll his to wound rolls and took down a second PBC (13 wounds to that one) within one battle round. I pulled Mortarion over to handle the warmaster, but while he switched flanks, Abbadon went and killed my arch contaminator daemon prince, one-shotting him as well.
    In turn 3, drunk on his killing spree, Abbadon then actually charged Mortarion on his own and did 8 wounds to him before he got hit back and took 3 wounds from Mortarion. Luckily I use putrid detonation on both the PBC he killed, so 3 was enough to kill him.

    Don't underestimate Abbadon and the new apostles.


    Death Guard Tactica @ 2019/04/02 19:34:50


    Post by: Nightlord1987


    Spoiler:
     Brymm wrote:
    I've tried out the Blight Haulers post points reduction and have found them pretty lacking. They are a lot of pretty tough wounds and have some needed high str/ap/dmg shooting, but they play against the play style I've found to work for me.
    They incentivize playing in a ball as all the PMs want to be fully within 7" for the save aura. Then they want to stay in a group of three for the tri lobe bonus. And if you want arch contaminator, well he's gotta be there too. Plus now if you're adding an immobile terrain piece, 1000k+ points of your army is just going to be standing in your deployment zone, not scoring objectives or controlling the center of the board.
    I typically want my PMs walking to objectives, laying down special weapons fire and scoring me points. With that said, I wonder if losing the trilobe and running the haulers as single models each with a PM squad, acting as mobile cover and heavy support, now that might be something worth trying. They are cheap now.
    Thoughts?



    I like the MBH. They are pretty resilient and people will focus them to knock down the Trilobe bonus. But having a unit that explodes on a 4+ is a liability for your own units so I dont really get to use the infantry cover buff. Still I play them as a bumper car unit that wants to get close to shoot, and can also shut down combats with their -1 to hit. Had them survive 2 turns of 30 Bloodletters without losing their trilobe bonus.


    Death Guard Tactica @ 2019/04/03 06:36:13


    Post by: Marius Xerxes


     Jidmah wrote:
    On Sunday I've had a game against the new black legion. He was running new havocs, new obliterators, Abbadon, a sorcerer, noise marines, apostles with their buff buddies, cultists, a helbrute and slanesh marked chaos space marines.

    Most stuff isn't that scary, but Abbadon definitely is. His 12" re-roll aura and +1 to hit from both prescience and prayers did lots of damage, especially combined with noise marines, 20 CSM or helbrutes shooting twice. A ML/Twin Lascannon going into fire-fenzy while hitting on 2+ is no joke, havocs felt weak tough.
    The blob of 20 CSM was also very annoying to remove as they were immune to morale.
    I charged his units with my spitter PBC to shut them down, and boy, was I mistaken. Abbadon now has all four marks, so he did a heroic intervention on the PBC and used the Khorne stratagem to fight twice, dealing 19 wounds to it and outright killing it in one turn(!). During his turn he then got buffed by an apostle to reroll his to wound rolls and took down a second PBC (13 wounds to that one) within one battle round. I pulled Mortarion over to handle the warmaster, but while he switched flanks, Abbadon went and killed my arch contaminator daemon prince, one-shotting him as well.
    In turn 3, drunk on his killing spree, Abbadon then actually charged Mortarion on his own and did 8 wounds to him before he got hit back and took 3 wounds from Mortarion. Luckily I use putrid detonation on both the PBC he killed, so 3 was enough to kill him.

    Don't underestimate Abbadon and the new apostles.


    Abaddons re roll aura is only 6" not 12". 12" is the range of his fearless aura. They are separate rules.

    He had all the marks of Chaos previously as well.

    He honestly didn't change that much from last version. He got +1 Str and Wound. His sword is a flat 3 damage instead of D3. And Talon of Horus went from -3 Ap to -4. Arguably the biggest change was his re roll aura going from all "failed hits" to "all hits."


    Death Guard Tactica @ 2019/04/03 07:33:27


    Post by: Jidmah


    Huh, I guess we played the aura wrong then. I doubt that my opponent was cheating intentionally. The sword doing flat 3 damage and the talons wounding PBCs on 3s did make a huge difference though.


    Death Guard Tactica @ 2019/04/06 13:14:30


    Post by: Nithaniel


     lare2 wrote:
    The Noctilith Crown, to quote...

    ...a tactical lynchpin for the Heretic Astartes...

    Here's hoping!


    Now that we know what it does, I'm thinking it has value for even more resiliency on MSU plaguemarines. For those of you who don't know what it does,

    gives 5++ on CHOAS units wholly within 6" and re-roll psychic within 6". The aura increases by 3" per turn as well up to a max of 12"


    Death Guard Tactica @ 2019/04/07 01:26:54


    Post by: Eldenfirefly


    The crown may actually be worth it. Its a huge terrain piece. So, it can cover a lot of your frontage. Your plague marines have a rapid fire range of 18 inches while moving and 24 while stationary anyway.

    Put the crown on the edge of your deployment zone with your plague marines squeezed in front of it. First turn you move up 5, still within the aura, and you can still rapid fire 18. Turn 2, the aura extends 3 inches, so you can move up another 4. And then another 3 on turn 3, all the while rapid firing.

    Plague marines with a 5++ are going to be a pain to kill.


    Death Guard Tactica @ 2019/04/08 08:12:07


    Post by: lare2


    Eldenfirefly wrote:
    The crown may actually be worth it. Its a huge terrain piece.


    Got round to making mine over the weekend. To say that this piece is big is an understatement - it is massive! It easily puts Morty into its shadow.

    As far as I'm aware as well, there's nothing stopping this monster capping an objective in your home turf. That's 14 wounds of a T8 beast with a 3+ 5++ (Loathsome Aura should affect itself aye?), dishing out D6 pistol shots with S7 -2AP and 2D. Not too shabby for 100pts.

    Will definitely be testing it out with MSU PMs.


    Death Guard Tactica @ 2019/04/08 09:43:03


    Post by: COLD CASH


    So is a supreme of 3 lord d's 1-2 Exe and an elite slot of greater possessed seem viable as a melee support detach for us?

    I mean the lord d's seem like excellent fast distraction carnifex that most people will and wont want to shoot at in an allied deathguard army.


    Death Guard Tactica @ 2019/04/09 18:36:50


    Post by: lindsay40k


    COLD CASH wrote:
    So is a supreme of 3 lord d's 1-2 Exe and an elite slot of greater possessed seem viable as a melee support detach for us?

    I mean the lord d's seem like excellent fast distraction carnifex that most people will and wont want to shoot at in an allied deathguard army.


    Not sure about the GP, once the LD’s start charging they may quickly outpace it. Currently, LD’s seem somewhat undercosted, so - especially if you currently only do DG - do be careful about ordering a trio of them for an allied detachment of not-Death-Guard.


    Automatically Appended Next Post:
    Thet’ve got pretty good synergy with Gnarlmaw, if they’re taken as the Daemon Engines formation then a first turn charge or two isn’t impossible, even without Warptime.


    Death Guard Tactica @ 2019/04/10 16:01:15


    Post by: Zid


    Im getting two Lord Ds myself and probably some venomcrawlers to toss into my Epidemus list... cant wait. I think they are what the list was missing (oh, and greater possessed)


    Death Guard Tactica @ 2019/04/11 17:05:44


    Post by: Hive City Dweller


    Question of DG veternas here:

    Do you think the new CSM codex/updated units can be useful as allies to filling gaps in DG book?


    Specifically I'm thinking of allying in a small force of CSM with las-cannon Havocs for Anti Tank, as well as possibly plasma/melta bikers for vehicle hunting/harassment.

    What are your thoughts on Havocs, Bikers, Raptors and Demon Engines in general as allies to a mainly varied DG list? Worth it, and what would you take?

    Thanks for your help!


    Death Guard Tactica @ 2019/04/12 02:38:03


    Post by: lindsay40k


     Hive City Dweller wrote:
    Question of DG veternas here:

    Do you think the new CSM codex/updated units can be useful as allies to filling gaps in DG book?


    Specifically I'm thinking of allying in a small force of CSM with las-cannon Havocs for Anti Tank, as well as possibly plasma/melta bikers for vehicle hunting/harassment.

    What are your thoughts on Havocs, Bikers, Raptors and Demon Engines in general as allies to a mainly varied DG list? Worth it, and what would you take?

    Thanks for your help!


    Oh, absolutely. Nurgle soup got a huge boost with CSM2.0

    - Spearhead: Obliterators (especially if you have a Gnarlmaw), Chaingun Havoc squads, Lascannon Havoc Squads, 1-2 of Chaos Lord, Dark Apostle (again, Gnarlmaw synergy), Master of Possession (if you’re using a lot of Oblits, he can be lethal)
    - Chapter: The Purge
    - Devastation Battery formation & Warlord Trait

    You now have a hard counter to Jetbikes/Genestealer/Slaanesh turn 1 charges and tarpits, and with solid cover and some hit modifiers Oblits can get DG tier robustness.

    - Spearhead: three+ Daemon Engines, 1-2 of Lord Discordant / Warpsmith / Master of Possession / Daemon Prince
    - Legion: Black Legion if you’re taking Lord Discordant, otherwise pretty much any
    - if you’ve got a Gnarlmaw and Warptimer, Soulforged Pack formation & Warlord Trait

    You can now make turn 1 charges with giant death robots. Greater Possessed can be good, but beware it’s LEGION exclusivity - it can’t share buffs like DP can.

    - Outriders: three bike squads, biker Lord
    - Chapter: Red Corsairs
    - RC gun relic

    Tasty anti-vehicle firepower, and the bikes now have a 24” quad bolt shot. Also, RC Chapter trait funds the CP for the relic.

    - Outriders: three Warp Talon units, jump pack character
    - Raptorial Host Specialist formation & Warlord Trait

    If you expect severe Overwatch, it’s now no longer a problem. If the character is a Sorcerer, and you give them the RH relic, and they’re Black Legion and you give them the black armour relic, they’re a Mortal Wounds guided missile. Still all a bit overcosted, though - Warp Talons die fast. Raptors, sadly, don’t feel much better than before - they’re a disposable tri-plas delivery system.


    Death Guard Tactica @ 2019/04/12 03:52:48


    Post by: kaiseric


    I have two havoc box and i decide to build 1 lascannon squad but i can't decide yet for which is better autocannon/Chaingun or 4 missile launcher.

    your thoughts?


    Death Guard Tactica @ 2019/04/12 05:44:04


    Post by: NurglesR0T


     Zid wrote:
    Im getting two Lord Ds myself and probably some venomcrawlers to toss into my Epidemus list... cant wait. I think they are what the list was missing (oh, and greater possessed)


    I've had some really good success with Greater Possessed. They fill a small footprint so are easy to hide when they need to and the buff they hand out to Daemons is so increadibly useful stepping up tiers and making the difference between a 4+/3+ to wound (or 3+/2+ to wound)



    Death Guard Tactica @ 2019/04/12 12:52:50


    Post by: lindsay40k


    kaiseric wrote:
    I have two havoc box and i decide to build 1 lascannon squad but i can't decide yet for which is better autocannon/Chaingun or 4 missile launcher.

    your thoughts?


    It does somewhat depend on the rest of your CSM detachment and your choice of Legion/Chapter. Chaingun havocs in a Devastation Battery are such a hard counter to first turn chargers, I can see them becoming a minor metagame gatekeeper; rushdown lists that don’t do something about them will suffer in matchups. If you can keep them from getting shot (they’ll be a high priority target) and make them The Purge, they’re also a hard counter to tarpits.

    Building two Havoc squads strongly lends itself to a Spearhead upgraded to a Devastation Battery, and if you’re doing a las squad I’d probably take Chainguns over Autocannons in the second. Both are good, though - no penalty to move and shoot makes 48” guns able to hide behind a wall at the start then climb on the roof to let rip when a target presents itself.


    Automatically Appended Next Post:
     NurglesR0T wrote:
     Zid wrote:
    Im getting two Lord Ds myself and probably some venomcrawlers to toss into my Epidemus list... cant wait. I think they are what the list was missing (oh, and greater possessed)

    I've had some really good success with Greater Possessed. They fill a small footprint so are easy to hide when they need to and the buff they hand out to Daemons is so increadibly useful stepping up tiers and making the difference between a 4+/3+ to wound (or 3+/2+ to wound)

    They’re a decent buff to Possessed and a useful fighter in their own right, but don’t forget that their aura only applies to DEITY DAEMON LEGION units. A WORD BEARERS GP will not buff a DEATH GUARD Defiler or a swarm of Nurglings.


    Death Guard Tactica @ 2019/04/12 14:01:56


    Post by: COLD CASH


     lindsay40k wrote:
    COLD CASH wrote:
    So is a supreme of 3 lord d's 1-2 Exe and an elite slot of greater possessed seem viable as a melee support detach for us?

    I mean the lord d's seem like excellent fast distraction carnifex that most people will and wont want to shoot at in an allied deathguard army.


    Not sure about the GP, once the LD’s start charging they may quickly outpace it. Currently, LD’s seem somewhat undercosted, so - especially if you currently only do DG - do be careful about ordering a trio of them for an allied detachment of not-Death-Guard.


    Automatically Appended Next Post:
    Thet’ve got pretty good synergy with Gnarlmaw, if they’re taken as the Daemon Engines formation then a first turn charge or two isn’t impossible, even without Warptime.


    The exe's and GP run with the crawlers as counter charge. The lord D are basically shootier choppier less tough crawlers(well thats how i will play them).


    Automatically Appended Next Post:
     lindsay40k wrote:
    COLD CASH wrote:
    So is a supreme of 3 lord d's 1-2 Exe and an elite slot of greater possessed seem viable as a melee support detach for us?

    I mean the lord d's seem like excellent fast distraction carnifex that most people will and wont want to shoot at in an allied deathguard army.


    Not sure about the GP, once the LD’s start charging they may quickly outpace it. Currently, LD’s seem somewhat undercosted, so - especially if you currently only do DG - do be careful about ordering a trio of them for an allied detachment of not-Death-Guard.


    Automatically Appended Next Post:
    Thet’ve got pretty good synergy with Gnarlmaw, if they’re taken as the Daemon Engines formation then a first turn charge or two isn’t impossible, even without Warptime.


    The exe's and GP run with the crawlers as counter charge. The lord D are basically shootier choppier less tough crawlers(well thats how i will play them).


    Death Guard Tactica @ 2019/04/15 14:41:24


    Post by: Biskits


     lindsay40k wrote:
     Hive City Dweller wrote:
    Question of DG veternas here:

    Do you think the new CSM codex/updated units can be useful as allies to filling gaps in DG book?


    Specifically I'm thinking of allying in a small force of CSM with las-cannon Havocs for Anti Tank, as well as possibly plasma/melta bikers for vehicle hunting/harassment.

    What are your thoughts on Havocs, Bikers, Raptors and Demon Engines in general as allies to a mainly varied DG list? Worth it, and what would you take?

    Thanks for your help!


    Oh, absolutely. Nurgle soup got a huge boost with CSM2.0

    - Spearhead: Obliterators (especially if you have a Gnarlmaw), Chaingun Havoc squads, Lascannon Havoc Squads, 1-2 of Chaos Lord, Dark Apostle (again, Gnarlmaw synergy), Master of Possession (if you’re using a lot of Oblits, he can be lethal)
    - Chapter: The Purge
    - Devastation Battery formation & Warlord Trait

    You now have a hard counter to Jetbikes/Genestealer/Slaanesh turn 1 charges and tarpits, and with solid cover and some hit modifiers Oblits can get DG tier robustness.

    - Spearhead: three+ Daemon Engines, 1-2 of Lord Discordant / Warpsmith / Master of Possession / Daemon Prince
    - Legion: Black Legion if you’re taking Lord Discordant, otherwise pretty much any
    - if you’ve got a Gnarlmaw and Warptimer, Soulforged Pack formation & Warlord Trait

    You can now make turn 1 charges with giant death robots. Greater Possessed can be good, but beware it’s LEGION exclusivity - it can’t share buffs like DP can.

    - Outriders: three bike squads, biker Lord
    - Chapter: Red Corsairs
    - RC gun relic

    Tasty anti-vehicle firepower, and the bikes now have a 24” quad bolt shot. Also, RC Chapter trait funds the CP for the relic.

    - Outriders: three Warp Talon units, jump pack character
    - Raptorial Host Specialist formation & Warlord Trait

    If you expect severe Overwatch, it’s now no longer a problem. If the character is a Sorcerer, and you give them the RH relic, and they’re Black Legion and you give them the black armour relic, they’re a Mortal Wounds guided missile. Still all a bit overcosted, though - Warp Talons die fast. Raptors, sadly, don’t feel much better than before - they’re a disposable tri-plas delivery system.



    I'm actually kind of curious if you could explain this post a little. I don't understand the first part of it (spearhead with obliterators) If I understand correctly Gnarlmaws don't' aid obliterators in anyway because they aren't nurgle daemons. Where is the synergy? Also how do Dark Apostle's benefit from the gnarlmaw too? Basically you say the Feculent Gnarlmaw has huge synergy with Death Guard & Chaos, which makes sense if you're bringing multiple screens of nurgle daemons, but how does anything else benefit from it? Maybe I'm just missing something?


    Death Guard Tactica @ 2019/04/15 16:25:22


    Post by: lindsay40k


    Biskits wrote:
    Spoiler:
     lindsay40k wrote:
     Hive City Dweller wrote:
    Question of DG veternas here:

    Do you think the new CSM codex/updated units can be useful as allies to filling gaps in DG book?


    Specifically I'm thinking of allying in a small force of CSM with las-cannon Havocs for Anti Tank, as well as possibly plasma/melta bikers for vehicle hunting/harassment.

    What are your thoughts on Havocs, Bikers, Raptors and Demon Engines in general as allies to a mainly varied DG list? Worth it, and what would you take?

    Thanks for your help!


    Oh, absolutely. Nurgle soup got a huge boost with CSM2.0

    - Spearhead: Obliterators (especially if you have a Gnarlmaw), Chaingun Havoc squads, Lascannon Havoc Squads, 1-2 of Chaos Lord, Dark Apostle (again, Gnarlmaw synergy), Master of Possession (if you’re using a lot of Oblits, he can be lethal)
    - Chapter: The Purge
    - Devastation Battery formation & Warlord Trait

    You now have a hard counter to Jetbikes/Genestealer/Slaanesh turn 1 charges and tarpits, and with solid cover and some hit modifiers Oblits can get DG tier robustness.

    - Spearhead: three+ Daemon Engines, 1-2 of Lord Discordant / Warpsmith / Master of Possession / Daemon Prince
    - Legion: Black Legion if you’re taking Lord Discordant, otherwise pretty much any
    - if you’ve got a Gnarlmaw and Warptimer, Soulforged Pack formation & Warlord Trait

    You can now make turn 1 charges with giant death robots. Greater Possessed can be good, but beware it’s LEGION exclusivity - it can’t share buffs like DP can.

    - Outriders: three bike squads, biker Lord
    - Chapter: Red Corsairs
    - RC gun relic

    Tasty anti-vehicle firepower, and the bikes now have a 24” quad bolt shot. Also, RC Chapter trait funds the CP for the relic.

    - Outriders: three Warp Talon units, jump pack character
    - Raptorial Host Specialist formation & Warlord Trait

    If you expect severe Overwatch, it’s now no longer a problem. If the character is a Sorcerer, and you give them the RH relic, and they’re Black Legion and you give them the black armour relic, they’re a Mortal Wounds guided missile. Still all a bit overcosted, though - Warp Talons die fast. Raptors, sadly, don’t feel much better than before - they’re a disposable tri-plas delivery system.



    I'm actually kind of curious if you could explain this post a little. I don't understand the first part of it (spearhead with obliterators) If I understand correctly Gnarlmaws don't' aid obliterators in anyway because they aren't nurgle daemons. Where is the synergy? Also how do Dark Apostle's benefit from the gnarlmaw too? Basically you say the Feculent Gnarlmaw has huge synergy with Death Guard & Chaos, which makes sense if you're bringing multiple screens of nurgle daemons, but how does anything else benefit from it? Maybe I'm just missing something?


    No problem.

    Gnarlmaws provide buffs to NURGLE DAEMON units, as do, say, Poxbringers. These keywords are not faction restricted, so with the appropriate MARK OF CHAOS choice, it can apply to Obliterators, Possessed, Bloat-drones, ect.

    Dark Apostles do not themselves benefit from the Gnarlmaw; their synergy is with the Obliterators, adding a -1 to be hit prayer to their 2+ & +2 cover save rolls. Neither of these buffs can be prevented by losing first turn (unlike, say, psychic powers), making CSM Oblits a formidable addition to a gunline that makes use of a Gnarlmaw.


    Death Guard Tactica @ 2019/04/15 16:52:10


    Post by: Biskits


    Okay, I was under the impression that <Nurgle Daemon> was the only thing that received benefits from the poxbringers and the Gnarlmaws. I always thought that Obliterators wouldn't gain benefits even though it had the appropriate mark and is technically a daemon. I guess both kind of blend and become the <Nurgle Daemon> tag?


    Death Guard Tactica @ 2019/04/15 19:46:04


    Post by: lindsay40k


    Yeah, Oblits and Heldrake and Blight-haulers can benefit from any NURGLE DAEMON aura, this was confirmed just after the start of 8th


    Death Guard Tactica @ 2019/04/16 01:07:11


    Post by: MinMax


    Biskits wrote:
    Okay, I was under the impression that <Nurgle Daemon> was the only thing that received benefits from the poxbringers and the Gnarlmaws. I always thought that Obliterators wouldn't gain benefits even though it had the appropriate mark and is technically a daemon. I guess both kind of blend and become the <Nurgle Daemon> tag?

    Your misconception is that there is a <Nurgle Daemon> keyword. <Nurgle> is a keyword, as is <Daemon>.

    Obliterators (who select <Nurgle> to replace their <Mark of Chaos> keyword) have both the <Nurgle> and <Daemon> keywords, and are thus affected by Poxbringers and Gnarlmaws.


    Death Guard Tactica @ 2019/04/16 04:18:26


    Post by: ArcaneHorror


    I'm wondering, is the Plague Hulk still a model that can be fielded? I've read that it is part of 8th edition, but I can't find mention of it in the DG codex or the model in either the GW or FW stores.


    Death Guard Tactica @ 2019/04/16 11:26:51


    Post by: lindsay40k


     ArcaneHorror wrote:
    I'm wondering, is the Plague Hulk still a model that can be fielded? I've read that it is part of 8th edition, but I can't find mention of it in the DG codex or the model in either the GW or FW stores.


    It’s OOP because the mould broke, however there are 8ed rules for it in FW’s Index: Forces of Chaos. I think it’s even legal for DG - FW are very generous with their LEGION restrictions.


    Death Guard Tactica @ 2019/04/17 14:05:53


    Post by: Danny76


    Just a quick question regarding some troops choices.

    Have plenty of Plague marines and Poxwalkers. About 30 & 40.

    Is it worth having any cultists in Death Guard?
    I like to vary lists up and don’t need to be tournament level. But how do they do?
    I assume they aren’t the super choice that they are in a heretic astartes list?

    (I’ve got a load and I’m sure they’ll get painted up eventually, but I don’t want to spend choice on them early if I can be concentrating on other stuff for now)


    Death Guard Tactica @ 2019/04/17 14:26:20


    Post by: Aleister_Dakka


    Danny76 wrote:
    Just a quick question regarding some troops choices.

    Have plenty of Plague marines and Poxwalkers. About 30 & 40.

    Is it worth having any cultists in Death Guard?
    I like to vary lists up and don’t need to be tournament level. But how do they do?
    I assume they aren’t the super choice that they are in a heretic astartes list?

    (I’ve got a load and I’m sure they’ll get painted up eventually, but I don’t want to spend choice on them early if I can be concentrating on other stuff for now)


    I don't think Cultists are all that great even in vanilla CSM now, what with the 'Mere Mortals' trait, which I believe DG cultists are FAQ'd to have or will be (?).

    I run Nurglings for my cheap troops. They remove Inexorable Advance from units in their formation, because they aren't Death Guard, so watch for that. I like to run two Batallions of Nurglings with my Daemon Engines.


    Death Guard Tactica @ 2019/04/18 01:08:21


    Post by: buddha


    I still like a squad of cultists over poxwalkers if I'm needing a single choice since they can actually shoot. That said, with the mere mortals likely coming, and the insane 5pt price tag I'll likely be moving back to poxwalkers for objective holding.


    Death Guard Tactica @ 2019/04/18 07:32:55


    Post by: Jidmah


    I really like pox walkers for backfield objectives, since cultists sitting there wouldn't be able to shoot either and their immunity to morale and being 6+/5+++ in cover..
    On top of that, they often catch back-field bullies like bikers or or terminators off-guard with how durable they are when you get to roll DR against everything, including mortal wounds, no moral casualties and a poxwalker or two popping back up when they get assaulted.
    They also make amazing tarpits, in a recent game I had one unit of 20 keep a lord of change busy for the entire game. He simply couldn't get away from them and was forced to fight them turn after turn. Anything that can't reliably produce 10+ hits per round of combat has no chance of making its points back after getting charged by pox walkers.

    IMO the extra point is really worth it.


    Death Guard Tactica @ 2019/04/18 10:30:32


    Post by: AngryAngel80


    Quick question for the powers that be, my Death guard force is nice and varied. However I lack fire support units. Now, I was thinking hell brutes with las and missile as they can move and snipe hard targets/big guns with the inexorable advance trait, I like the feel of it. However for points, they aren't that far removed from the plague burst crawler.

    I've been going round and round and going through the options. What are the thoughts from the other powers that be ? Pros and cons of the two choices ? Maybe what choices you all made with your list and why ? I'm just curious as I've done the mental process for a bit now but don't want to put out money without need and without clear plan in mind. Either choice would be for fire support to cover a deathguard advance up board. I'm feeling like I should have something on hand to give some fire support on the way up to at least draw some heavy fire, silence some big guns, weaken some choice targets etc.

    Help would be appreciated to see if I can be swayed either way.


    Death Guard Tactica @ 2019/04/18 12:16:35


    Post by: harlokin


    Have you considered dreadnoughts? I have a dual butcher cannon Leviathan, which is great fun and quite resilient. That said, I seem to recall that Deredeos are rated particularly highly as a fire support option for DG.


    Death Guard Tactica @ 2019/04/18 12:56:31


    Post by: Jidmah


    AngryAngel80 wrote:
    Quick question for the powers that be, my Death guard force is nice and varied. However I lack fire support units. Now, I was thinking hell brutes with las and missile as they can move and snipe hard targets/big guns with the inexorable advance trait, I like the feel of it. However for points, they aren't that far removed from the plague burst crawler.

    I've been going round and round and going through the options. What are the thoughts from the other powers that be ? Pros and cons of the two choices ? Maybe what choices you all made with your list and why ? I'm just curious as I've done the mental process for a bit now but don't want to put out money without need and without clear plan in mind. Either choice would be for fire support to cover a deathguard advance up board. I'm feeling like I should have something on hand to give some fire support on the way up to at least draw some heavy fire, silence some big guns, weaken some choice targets etc.

    Help would be appreciated to see if I can be swayed either way.


    If you run pure DG there are but three choices for fire support.
    Hellbrute with Twin Lascannon and Missile launcher
    + Hits on 3+, does not degrade
    + 48" range
    + S9
    + Shoot twice stratagem
    o Decent in close combat
    o Fairly Mobile
    - Very easy to kill compared to other DG units

    In general, helbrute just die too fast if you need to take out multiple knights, LRBT or similar. They will identify them as primary threat and just kill them. In other games, they stick out like a sore thump when basically everything else is sporting DR and/or 5++ saves, meaning they catch a lot of shots just because they are the easiest thing to kill. They work a lot better when Mortarion is on the field since he draws all the big guns towards him, while they are great at taking out the things that are danagerous to him. So I usually run helbrutes alongside the big boss. If they kill them anyways... hurray, Mortarion made it to into combat!

    PBC with Entropy cannons
    + Hard to kill
    + Mortar can hit without LoS
    + Benefits from arch-contaminator
    + Daemon
    o 36" range
    - Hits on 4+, degrading
    - No close combat
    - Easy to tarpit
    - Immobile unless you spend CP

    PBC are insane with plague spitters, but the entropy cannon load-out is still great. If you buy them, make sure to magnetize the weapons, it's really easy.
    They basically sit back and shoot, I usually deploy them somewhere elevated in the center of the board, so they have targets to shoot all game long. They are really weak when you are facing armies that are coming towards you like eldar, nids, CSM or orks as they have almost no defense to getting stuck in combat. Having a renegade knight stomp all over your army why your battle-tank is busy crushing cultists one by one isn't awesome. Make sure you bring something to screen them and/or something to get them out of combat (a foul blightspawn works well).

    Myphitic Blighthauler
    + Fast
    + Provides cover to infantry
    + Daemon
    o Hits on 3+ as long as you have 3
    o Decent in close combat
    - 24" range

    You didn't put down these, but I still want to add them as an option in between helbrutes and PBC. Being able to move 10" and still fire without -1 to hit makes them able to be almost anywhere, but they tend to get locked in combat. Unlike a PBC you cannot efficiently screen them due to the multi-melta's low range, but they can get themselves out of combat against scrub units. If you drop blades of putrefaction on them they can even deal meaningful damage to most infantry units. They are a bit tricky to use as you want to maximize the use of their three guns each turn, while not having them tar-pitted or charged by something that can destroy them like smash captains, knights or warbosses.

    Basically every choice has its pros and cons, I just got all three in order to use whatever one I want.

    if you want to branch outside of death guard, the best choice are probably renegade helverines.


    Death Guard Tactica @ 2019/04/18 18:37:16


    Post by: Nightlord1987


    I have a league game next week against a TS/CSM/Renegade Knight player. My usual list consists of Nurglings, PBCs, MBHs, a single deredeo, and some Princes and Heralds.

    I dont have the firepower to tackle the knight early on. Should I just go with mass Nurglings and pox walkers to just annoy my opponent?

    Second option us to add a faction, and bring in some Oblits. Their price hike does seem steep, and would require a tax HQ, or an aux detachment.


    Death Guard Tactica @ 2019/04/18 19:31:25


    Post by: Aleister_Dakka


     Nightlord1987 wrote:
    I have a league game next week against a TS/CSM/Renegade Knight player. My usual list consists of Nurglings, PBCs, MBHs, a single deredeo, and some Princes and Heralds.

    I dont have the firepower to tackle the knight early on. Should I just go with mass Nurglings and pox walkers to just annoy my opponent?

    Second option us to add a faction, and bring in some Oblits. Their price hike does seem steep, and would require a tax HQ, or an aux detachment.


    Vs Knights, I have had some success charging them with PBCs to soak up overwatch and then charge in with Daemon Princes. If you tripoint, they can't fall back, and they aren't super great in melee usually.


    Death Guard Tactica @ 2019/04/19 07:32:49


    Post by: harlokin


    Aleister_Dakka wrote:
     Nightlord1987 wrote:
    I have a league game next week against a TS/CSM/Renegade Knight player. My usual list consists of Nurglings, PBCs, MBHs, a single deredeo, and some Princes and Heralds.

    I dont have the firepower to tackle the knight early on. Should I just go with mass Nurglings and pox walkers to just annoy my opponent?

    Second option us to add a faction, and bring in some Oblits. Their price hike does seem steep, and would require a tax HQ, or an aux detachment.


    Vs Knights, I have had some success charging them with PBCs to soak up overwatch and then charge in with Daemon Princes. If you tripoint, they can't fall back, and they aren't super great in melee usually.


    I'd like to try that with MBHs, I like the idea of them biting at the Knight's ankles.


    Death Guard Tactica @ 2019/04/19 08:48:54


    Post by: Jidmah


    MBH need to stay in coherency, so you can't really tri-point a knight with a single unit.


    Death Guard Tactica @ 2019/04/19 09:15:13


    Post by: harlokin


    Good point......

    Is there any case to be made for having multiple MBHs, but not in the same unit? For example to support MSU of Plague Marines.


    Death Guard Tactica @ 2019/04/19 09:46:24


    Post by: AngryAngel80


    Thanks for the feedback, yeah that was kind of how I was looking at it, the choices. I didn't mention the blight haulers as I already have some. They were in fact my choice of fire support as they fight the traditional support for advance and heavy weapon support. I just wanted some more ranged options as was mentioned MBH tend to want to be closer.

    From my use of the MBH, they actually are strangely good in CC, that -1 to hit against them is great and their mouth can actually kill pretty well. They did me proud in my games and that was with the higher cost, though that cost they had was way too much for what they did. Keeping plague marines around for cover was great. Well worth the risk of a mortal wound when you account of a unit of always in cover plagues is pretty hardy. I don't know if I'd risk terms hiding near them. As well heavy weapons aimed at the MBH aren't hitting the plagues either so two for one help there.

    I did as well use a couple to support MSU plagues, one MBH was gunned down hard and exploded. The other one lived large and actually fought off a large amount of assault troops, was much tougher than I thought it would be and dragged a good many of them down.

    PBC I've seen used tended to be a bit underwhelming, now maybe it was just the luck of the player, but they didn't tend to do much in most games. I'm thinking maybe I'll do the same and get some of column A and B and just add some Brutes and PBCs for what the mood calls for.

    My list is focused towards the infantry is why I already picked up the MBHs I have just always loved plague marines and when they got zombies in the list well, I love me some zombies so that set me on the chaos path.


    Death Guard Tactica @ 2019/04/19 23:11:23


    Post by: ArcaneHorror


     lindsay40k wrote:
     ArcaneHorror wrote:
    I'm wondering, is the Plague Hulk still a model that can be fielded? I've read that it is part of 8th edition, but I can't find mention of it in the DG codex or the model in either the GW or FW stores.


    It’s OOP because the mould broke, however there are 8ed rules for it in FW’s Index: Forces of Chaos. I think it’s even legal for DG - FW are very generous with their LEGION restrictions.


    That sucks. Oh well, I've found it for reasonable prices elsewhere. Concerning it, 1d4chan seems to hype it up as super-powerful, but other people online say that it's not worth it. Should I buy it or get another daemon engine or tank?


    Death Guard Tactica @ 2019/04/20 00:33:50


    Post by: lindsay40k


     ArcaneHorror wrote:
     lindsay40k wrote:
     ArcaneHorror wrote:
    I'm wondering, is the Plague Hulk still a model that can be fielded? I've read that it is part of 8th edition, but I can't find mention of it in the DG codex or the model in either the GW or FW stores.


    It’s OOP because the mould broke, however there are 8ed rules for it in FW’s Index: Forces of Chaos. I think it’s even legal for DG - FW are very generous with their LEGION restrictions.


    That sucks. Oh well, I've found it for reasonable prices elsewhere. Concerning it, 1d4chan seems to hype it up as super-powerful, but other people online say that it's not worth it. Should I buy it or get another daemon engine or tank?


    Honestly? Get it if you like it, they’ll likely only get scarcer - and FW rules might get little in the way of review, but their points costs get revised with everything else. Being unviable today is no indication what might be around the corner of an FAQ pricecut - or synergy with a new unit, or a specialist formation.

    Usage? It’s a sturdy T8 W14 DR slug with an unreliable, mediocre damage output. A good distraction carnifex needs to give your opponent a reason to shoot it up; this thing isn’t going to threaten much stuff and the amount of firepower it’ll take to bring down will usually ignore it in favour of other targets. S5 AP-2 D6 shot auto hitting pistol is it’s most interesting attack; have it pop out of the Warp (or get a MoP to Summon it after Advancing on turn one? Gimmicky, but unconventional can sometimes throw a curveball) and it might make your opponent blink. If their response to an A3 brick wall is to tarpit it with a horde, you could get a couple of rounds in with the vomit and also draw the horde forwards to where your Berzerkers ect can get stuck in without taking Overwatch casualties.


    Death Guard Tactica @ 2019/04/20 01:21:13


    Post by: AngryAngel80


    So, another mental excercise, Beasts of Nurgle, the models are over expensive ( my opinion ) but do they have any place ? I kind of like demon units for nurgle as pain in the butt units to draw fire and disrupt the plans as more important army assets can get into position and do the actual serious work. Like I have a good amount of nurglings that shimmy around and cause annoyance, as they should. Could beasts serve such a purpose ?

    That said, I'm doing a soft proxy for some of them. As I want more use for the Nurgle kill team models of the geller pox kill team. So was thinking of using the commander there and the plague hulks to make like a zombie family and getting at least one actual beast of nurgle as I believe the base sizes are the same and sizes are the same. Here's my theme, it's a zombie family, The guy with the drill arm and fire stomach is the Dad, ya know he putters around and fixes stuff. The one with the apron and hatchet is Mom, because she's busy in the kitchen, and the other two are the kids, those scamps with the squid faces and tentacle arms always playing. The actual beast of nurgle with the goofy face and slobbery tongue is the family dog of course. All of them using the beast of nurgle rules and sticking to a zombie theme. Thoughts ?

    My use would be similar to nurglings, who could be like the little babies I guess, stink babies. Just to fie up units, pin down shooting, draw fire and be a pain in the rear end. So far nurglings have been great at that job but I love the fluff of beasts of nurgle. I kind of like the happy go lucky demeanor of nurgle and how it contrasts with the more dour view of the Plague marines. I imagine they are pretty annoyed with the over the top adorable nature of some of the demon units. Using them as expendable shock troops to toss out without regard to survival.


    Death Guard Tactica @ 2019/04/22 00:02:36


    Post by: Kuklops


    Aleister_Dakka wrote:
     Nightlord1987 wrote:
    I have a league game next week against a TS/CSM/Renegade Knight player. My usual list consists of Nurglings, PBCs, MBHs, a single deredeo, and some Princes and Heralds.

    I dont have the firepower to tackle the knight early on. Should I just go with mass Nurglings and pox walkers to just annoy my opponent?

    Second option us to add a faction, and bring in some Oblits. Their price hike does seem steep, and would require a tax HQ, or an aux detachment.


    Vs Knights, I have had some success charging them with PBCs to soak up overwatch and then charge in with Daemon Princes. If you tripoint, they can't fall back, and they aren't super great in melee usually.


    Against Knights Death Guard should really be taking Daemons to help. You can go whole batallion or just take a singly Poxbringer, either way the synnergy is necessary against Knights. With a Poxbringer hit the Knight with Shrivelling Pox. Then with a DG psyker hit the Knight with Gift of Contagion and hope for a 5-6 on the d3, use a re-roll if you roll 1-4. With a bit of luck the Knight is T6 now, T7 is still better than T8 but T6 is perfect for our blight launchers (wounding 75% of the time against T6) and spitters now wound on 3+/4+ depending which unit with re-roll 1s. Nurgle locus should do the rest.


    Automatically Appended Next Post:
    AngryAngel80 wrote:
    So, another mental excercise, Beasts of Nurgle, the models are over expensive ( my opinion ) but do they have any place ? I kind of like demon units for nurgle as pain in the butt units to draw fire and disrupt the plans as more important army assets can get into position and do the actual serious work. Like I have a good amount of nurglings that shimmy around and cause annoyance, as they should. Could beasts serve such a purpose ?

    That said, I'm doing a soft proxy for some of them. As I want more use for the Nurgle kill team models of the geller pox kill team. So was thinking of using the commander there and the plague hulks to make like a zombie family and getting at least one actual beast of nurgle as I believe the base sizes are the same and sizes are the same. Here's my theme, it's a zombie family, The guy with the drill arm and fire stomach is the Dad, ya know he putters around and fixes stuff. The one with the apron and hatchet is Mom, because she's busy in the kitchen, and the other two are the kids, those scamps with the squid faces and tentacle arms always playing. The actual beast of nurgle with the goofy face and slobbery tongue is the family dog of course. All of them using the beast of nurgle rules and sticking to a zombie theme. Thoughts ?

    My use would be similar to nurglings, who could be like the little babies I guess, stink babies. Just to fie up units, pin down shooting, draw fire and be a pain in the rear end. So far nurglings have been great at that job but I love the fluff of beasts of nurgle. I kind of like the happy go lucky demeanor of nurgle and how it contrasts with the more dour view of the Plague marines. I imagine they are pretty annoyed with the over the top adorable nature of some of the demon units. Using them as expendable shock troops to toss out without regard to survival.


    Base S4 and the D6 attacks just kills them for me but I am looking for an excuse to take them, they're great at tarpitting and can be fairly lethal (get to Damage 6 relatively easy with the Nurgle locus etc).


    Death Guard Tactica @ 2019/04/22 00:13:57


    Post by: lindsay40k


    BoNs might be best used in conjunction with the Master of Possession. (Could also apply to Soulgrinder.) Advance forwards T1, use Incursion, drop a load of super tough slugs in the enemy’s face. Too potentially dangerous to ignore, too tough to easily leafblower away. Only issue is you will eventually have a disagreement as to whether or not this breaks the restrictions on turn one reinforcements.


    Death Guard Tactica @ 2019/04/22 00:37:38


    Post by: AngryAngel80


    Well I have the models anyways so will probably just try them out. I'm really not expecting them to do much damage for my ideas they are all about the distraction slug life. Run them up, tie up things that don't want to be tied up and by time for the rest of the list to do all the actual work. I just love the use of muck up the works units. Though I see what you say about the inconsistent results with the random involved.


    Death Guard Tactica @ 2019/04/29 11:03:57


    Post by: kaiseric


    If i brought LoD with 3 maulerfiend or venomcrawler and run along with mortarion, pbc and drone. this strategy is ok?


    Death Guard Tactica @ 2019/04/29 19:00:59


    Post by: Nightlord1987


    FAQ finally clarifies that Helm of Fulgaris works on all auras, including Arch Contaminator.

    Might have me reconsider Suppurating Plate as my auto-include relic.


    Death Guard Tactica @ 2019/04/29 20:05:46


    Post by: Captyn_Bob


    Plague hulk now notable as the only Legion unit with daemonic ritual.

    Not sure if that means anything in particular, but with summoning being one of the few forward deployment T1 mechanics still legal , could be handy.




    Automatically Appended Next Post:
    Can it be warptimed? Hmm


    Automatically Appended Next Post:
    No.


    Death Guard Tactica @ 2019/04/30 09:03:36


    Post by: lare2


    No real changes for us then? The Figuris clarification was nice to see.


    Death Guard Tactica @ 2019/04/30 10:44:08


    Post by: lindsay40k


    kaiseric wrote:
    If i brought LoD with 3 maulerfiend or venomcrawler and run along with mortarion, pbc and drone. this strategy is ok?


    Given that Castellans lost 3+++ and cost +100pts, probably not too shabby at all!


    Death Guard Tactica @ 2019/05/02 00:15:33


    Post by: Danny76


    Is 15 Blightlord Terminators too many?
    (Aside from modelling for extra options at least..)

    I have 8 built, with a Plague Spewer, Reaper Autocannon and Flail in there.

    Any thoughts on what the next two lots should be built as?
    When it comes to running them, 2/3 lots of fives? A big set of ten?
    And if so, two flails in one unit maybe, and two heavy weapons? Or just melee or heavy stuff only?

    Or any other thoughts I haven’t come up with yet?.

    Thanks!


    Death Guard Tactica @ 2019/05/02 02:55:30


    Post by: MinMax


    Danny76 wrote:
    Is 15 Blightlord Terminators too many?
    (Aside from modelling for extra options at least..)

    I have 8 built, with a Plague Spewer, Reaper Autocannon and Flail in there.

    Any thoughts on what the next two lots should be built as?
    When it comes to running them, 2/3 lots of fives? A big set of ten?
    And if so, two flails in one unit maybe, and two heavy weapons? Or just melee or heavy stuff only?

    Or any other thoughts I haven’t come up with yet?.

    Thanks!


    The most successful build is 6 combi-bolter/bubotic axe, 2 blight launcher/bubotic axe, and 2 flail of corruption.

    Other builds can work, although the Reaper Autocannon and Plague Spewer are by far your worst options (as is the Combi-Flamer).


    Death Guard Tactica @ 2019/05/02 07:36:23


    Post by: Jidmah


    Since the box is a couple of axes short, I run some with swords. I have found them to be a nice addition against enemies without invulnerable saves - mostly marines, vehicles, sisters, aspect warriors and the like. So I wouldn't go out of my way to get those extra axes since they don't do that much anyways. I usually have two points to spare anyways.


    Death Guard Tactica @ 2019/05/02 23:20:41


    Post by: Danny76


    Ok..
    Well I shall see if I can get a hold of an extra blight launcher (I got one box pre built, though Arms not attached..)
    Might have a spare from all my Plague marines that I can jam in.. (though I do have four with Blight on, so unsure what’s left..)

    The flails I shall definitely keep then..


    Any variance of just running a 5 man, or as a 5 on top of the 10?

    They’ll still get built and painted even if they have no real use, more as an enjoyable paint project than anything else..


    Death Guard Tactica @ 2019/05/03 07:13:56


    Post by: AngryAngel80


    Alright what if you were going to run them 5 man squads of blightlords ?

    Would that set up still work but 3 combis, 1 flail and 1 blight launcher ?

    I have 1 box and not sure if I'd get another just yet. My original thought was a bunch of combis to get good use from their doctrine but I do hear the launcher and flail are both very good. So is that a good set up for 5 man ? Or just set them up with the combis and save the flail and launcher for if I get another 5 down the line ?


    Death Guard Tactica @ 2019/05/03 09:03:05


    Post by: lare2


    AngryAngel80 wrote:
    Alright what if you were going to run them 5 man squads of blightlords ?

    Would that set up still work but 3 combis, 1 flail and 1 blight launcher ?

    I have 1 box and not sure if I'd get another just yet. My original thought was a bunch of combis to get good use from their doctrine but I do hear the launcher and flail are both very good. So is that a good set up for 5 man ? Or just set them up with the combis and save the flail and launcher for if I get another 5 down the line ?


    To hell with the meta. Go for it! I run 5 - 3 have combi-meltas, 1 has a flail, and another has a blight launcher. They do great, especially when deepstriking with a CSM sorcerer casting Death Hex and Prescience. They're my armour hunting heroes.


    Death Guard Tactica @ 2019/05/03 22:57:47


    Post by: AngryAngel80


    Cool, and it isn't so much I want to chase the meta as I don't want to drop them and find out I've made a lemon. I am on the fence on getting more than the 5 as I got them NIB in a trade but I have a lot of terminators in other armies. I tend to like terminators a bit too much so I don't want to over indulge as really they can get out of hand and you can never field them all at once.

    My nurgle, as odd as it may seem, I want to be focused and not become bloated. Heresy I know.


    Death Guard Tactica @ 2019/05/04 08:44:47


    Post by: N0tThatGuy


    AngryAngel80 wrote:
    Alright what if you were going to run them 5 man squads of blightlords ?

    Would that set up still work but 3 combis, 1 flail and 1 blight launcher ?

    I have 1 box and not sure if I'd get another just yet. My original thought was a bunch of combis to get good use from their doctrine but I do hear the launcher and flail are both very good. So is that a good set up for 5 man ? Or just set them up with the combis and save the flail and launcher for if I get another 5 down the line ?


    My combinations would be:

    1) 1 flail, 4 combi-bolters
    2) 1 flail, 4 combi-plasma

    I always play them with 1 flail, but maybe if you play only 5 you could actually skip it? Never tried. Depends on what you want them to do. If they are your only melee, then I would always leave 1 flail.


    Death Guard Tactica @ 2019/05/04 10:55:32


    Post by: Brymm


    Three squads of 5 would be great. You could have an anti-scoring unit one that was just 4 bolters/axes and a flail that lands and takes out those 10 guardsmen on a rear objective, 5 dudes with combi plasma to character hunt poorly positioned characters (or add a blight launcher), then have 5 dudes with combi melta for tank busting.
    It would be great to have that flexibility.


    Death Guard Tactica @ 2019/05/04 20:22:47


    Post by: blackmage


    Against Knights Death Guard should really be taking Daemons to help. You can go whole batallion or just take a singly Poxbringer, either way the synnergy is necessary against Knights. With a Poxbringer hit the Knight with Shrivelling Pox. Then with a DG psyker hit the Knight with Gift of Contagion and hope for a 5-6 on the d3, use a re-roll if you roll 1-4. With a bit of luck the Knight is T6 now, T7 is still better than T8 but T6 is perfect for our blight launchers (wounding 75% of the time against T6) and spitters now wound on 3+/4+ depending which unit with re-roll 1s. Nurgle locus should do the rest.

    lol so contorted.... bring 40 letters and a skullreaver Dp and Ik problem is solved


    Death Guard Tactica @ 2019/05/06 22:42:43


    Post by: Nightlord1987


    Playing a league game against Orkz next week. Not sure of what particular flavor, but I was considering bringing out Mortarion for a change.

    Any thoughts/ideas on this?

    Usual list is a Contaminator Prince with PBCs, MBHs, a FBD, and a deredeo pushing towards center of the board, with Nurglings and Herald support battalions.

    Is Morty good against Orkz?


    Death Guard Tactica @ 2019/05/06 22:51:19


    Post by: blackmage


    mortarion against a competitive ork list struggle a lot, best things you can use against orks, are PBC FBD and termy full combibolter


    Death Guard Tactica @ 2019/05/07 08:35:38


    Post by: Jidmah


    Why does he struggle? I don't think they have anything to kill him efficiently and clearing a unit of boyz per turn is pretty decent.

    On average, even a loota bomb using as many CP as possible will not kill him anymore.


    Death Guard Tactica @ 2019/05/07 09:43:27


    Post by: blackmage


    try it against 120 boyz tons of grots and 15 lootas/shok guns and you see... (of course as usual against an opponent who know what he is doing)


    Death Guard Tactica @ 2019/05/07 12:17:02


    Post by: Jidmah


    That's not really a "Why".

    I'm playing orks myself and Mortarion and pox walkers are the only things in the entire Arsenal I'm worried about. PBC will never get to flame more than once, drones don't kill enough boyz to care about.

    In addition, none of the lists currently placing well in tournaments look like what you describe.


    Death Guard Tactica @ 2019/05/07 18:20:19


    Post by: blackmage


    of course no Dg without termies and/or FW place somewhere, or please show me a list without them.
    I dont know how an ork who can play 120 boyz with about 4 attacks each can fear 20 men units poxwalkers.... May i know what ork list you play and in what format? (ITC i suppose) i play GW format with GW CA2018 missions not house ruled missions like ITC, that change a lot.


    Death Guard Tactica @ 2019/05/08 08:30:14


    Post by: Jidmah


    There is no ITC in Europe, you should know that.

    I also meant ork lists, not DG lists.

    Ork player who "know what they are doing" are not running 120 boyz, they are running mostly gretchin. The highest amount of ork boyz in any top 3 list since CA2018 is 70, and those were all bad moons shoota boyz, so 3 attacks per model. If you go down to all orks lists in top 10, the max amount of slugga boyz you see are 90.
    As ork player, you don't want to waste your boyz on killing pox walkers, while they are awesome for charging into boyz or gretchin, causing massive casualties and growing back losses. If just one pox walker survives, you can pop the dead walk again, gun down a squad of any ork infantry and have a free unit of pox walkers.

    I still want to know WHY Mortarion is supposed to be bad against orks, you have failed to answer that question, and I'm not going to take your word for it.


    Death Guard Tactica @ 2019/05/08 09:04:34


    Post by: tneva82


     Jidmah wrote:
    There is no ITC in Europe, you should know that.


    https://www.meetup.com/en-AU/The-London-Warhammer-Gaming-Guild/events/257899997/

    Took me few seconds to find out this one ;-)


    Death Guard Tactica @ 2019/05/08 09:46:06


    Post by: lare2


    Think he means continental Europe... although I've no idea if ITC's on the other side of the channel.


    Death Guard Tactica @ 2019/05/08 10:02:50


    Post by: tneva82


    That got trickier due to language barrier but...

    https://www.tabletopturniere.de/eu/t3_tournament.php?tid=23729

    Absolute statements are rarely correct.


    Death Guard Tactica @ 2019/05/08 10:14:45


    Post by: Jidmah


    tneva82 wrote:
    That got trickier due to language barrier but...

    https://www.tabletopturniere.de/eu/t3_tournament.php?tid=23729

    Absolute statements are rarely correct.


    That's actually really close to where I live (roughly 45 minutes drive), and the first ITC event I have ever heard about. Considering how many large cities are within 45 minutes of me, my statement might as well be correct. Also, this is some private club's event, almost all large events and stores either use ETC or GW's rules.


    Death Guard Tactica @ 2019/05/08 12:52:45


    Post by: jreilly89


    Need help on what I should focus on next. I'm not a tournament player by any means, but mainly looking to have fun with some synergy. Have the following so far

    Lord of Contagion
    Malignant Plaguecaster
    Noxious Blight Bringer
    Plague Marines x9, 1x Plasma, 1x Blightlauncher
    Plague Marines x8, 1x Plasma
    Myphitic Blighthaulers x2

    Also, need a ruling on Rhinos. Have had about 50/50 split on whether they are needed for DG or not


    Death Guard Tactica @ 2019/05/08 18:11:02


    Post by: lindsay40k


    Rhinos aren’t *needed*. They generally want to be taken in multiples, and if you do that then your DG are going to play quite *differently*.


    Death Guard Tactica @ 2019/05/08 22:36:48


    Post by: Brymm


     jreilly89 wrote:
    Need help on what I should focus on next. I'm not a tournament player by any means, but mainly looking to have fun with some synergy. Have the following so far

    Lord of Contagion
    Malignant Plaguecaster
    Noxious Blight Bringer
    Plague Marines x9, 1x Plasma, 1x Blightlauncher
    Plague Marines x8, 1x Plasma
    Myphitic Blighthaulers x2

    Also, need a ruling on Rhinos. Have had about 50/50 split on whether they are needed for DG or not


    You need more troops to hold objectives, like more pox walkers or plague marines.

    Additionally, Bloat Drones and Plagueburst Crawlers are stand outs.

    Daemon Prince with wings.


    Death Guard Tactica @ 2019/05/09 18:17:54


    Post by: gwarsh41


    Blight launchers have been really good for me. Especially good if your marines are going to be tough back field.


    Death Guard Tactica @ 2019/05/09 18:33:09


    Post by: jreilly89


    Picked up 2x Foetid Bloatdrones w/ Plaguespitters and 1x Helbrute because a guy sold them for cheap. Next plan is more Plague Marines.

     gwarsh41 wrote:
    Blight launchers have been really good for me. Especially good if your marines are going to be tough back field.


    Plan to use them as mobile gun line cover as my PM's advance up the field. Then if they get jumped my PM are there for counter assaults or I can split them off to go grab objectives while my PMs get stuck in midfield.


    Death Guard Tactica @ 2019/05/11 19:50:56


    Post by: Nightlord1987


    Have a (what I hope to be) fun game against Orks coming up.

    Would MBH be a decent speed bump (or bumper car as I call it) against a typical Ork rush? I've had great luck with my MBHs against Bloodletters my first run with them. That native -1 to hit is what I'm going for, more than killing power.

    Also, are the go to PBCs and FBD still helpful against Orkz?

    It is an ITC scored game, so taking objectives is more important to my strategy, and I usually take Recon as my secondary to claim center and then 4 corners of the board.


    Death Guard Tactica @ 2019/05/12 01:07:33


    Post by: lindsay40k


     Nightlord1987 wrote:
    Have a (what I hope to be) fun game against Orks coming up.

    Would MBH be a decent speed bump (or bumper car as I call it) against a typical Ork rush? I've had great luck with my MBHs against Bloodletters my first run with them. That native -1 to hit is what I'm going for, more than killing power.

    Also, are the go to PBCs and FBD still helpful against Orkz?

    It is an ITC scored game, so taking objectives is more important to my strategy, and I usually take Recon as my secondary to claim center and then 4 corners of the board.

    Hmm... not sure. How many are you thinking of taking in this speedbump? They’ll be wounded on a 5+, and -1 to be hit won’t stop Goffs getting extra hits in from Deff to da False Everyone, so Warpath could give them a chance of overrunning it. The Nob will likely only get one hit in with a Power Klaw, which is good. If they’ve got a decent character with them, Fists of Gork could enable them to use it as a speed ramp, getting extra movement from the charge and then the pile ins - that’s long been a favourite trick of mine with my Tyranid horde. So, you might be crossing your fingers when you go to DtW - if you’re taking Daemon allies, Possession should be kept in mind.

    Even without killing it, there’s potential for the amorphous mass of bodies that can’t be shot at to just keep piling in and piling in and drawing other units into the brawl, so handle with care.


    Death Guard Tactica @ 2019/05/12 15:52:14


    Post by: Nightlord1987


    Yea, I've decided to only bring the MBHs if I suspect real armor, and for this match just bring more Nurglings, and spawn to screen and deepstrike/jump block.


    Death Guard Tactica @ 2019/05/13 03:32:52


    Post by: ArcaneHorror


    For my poxwalker battalion, I was thinking of having both Typhus and Necrosius be two of the HQs since together, they can significantly buff up the walkers. Is this a solid strategy? Also, I was looking at the FW model of Necrosius, and while it has some interesting details, it looks to be made of the older resin that tends to have the appearance of half-frozen semen. Does anyone here own or have seen the model in real life to be able to judge its quality?


    Death Guard Tactica @ 2019/05/13 08:18:07


    Post by: Jidmah


     ArcaneHorror wrote:
    For my poxwalker battalion, I was thinking of having both Typhus and Necrosius be two of the HQs since together, they can significantly buff up the walkers. Is this a solid strategy? Also, I was looking at the FW model of Necrosius, and while it has some interesting details, it looks to be made of the older resin that tends to have the appearance of half-frozen semen. Does anyone here own or have seen the model in real life to be able to judge its quality?


    In my opinion, you'd get more value from just running a Tallyman or chaos lord. Necrosios provides the same aura as a Plague Surgeon, which is terrible as well. In general, Typhus baby-sitting pox walkers is not worth it, even when you buff them up to S5/T5 and re-roll hits in combat, they still die if someone wants them dead, and they aren't that great in combat since they are D1 and have no AP. Just roll some dice to see how long they take to kill a unit of intercessors and you'll see. You are much better off having Typhus chop up stuff with his master-crafter manreaper and have unit of poxwalkers or two baby-sit him.

    The power of pox walkers mostly stems from them ignoring morale while being so cheap that almost any gun shooting them is wasted. If you throw 300+ points of support characters their way, you lose that advantage.


    Death Guard Tactica @ 2019/05/13 15:08:47


    Post by: Vortenger


    @ArcaneHorror The FW version of Necrosius does not look good. After receiving mine, I kitbashed a better one using a plague marine and putrid blightking bits and it looks a treat by comparison.

    In casual games I have had a blast running 3 blobs of poxwalkers in a tri-lobe around Typhus, Necrosius, and a Tallyman. It isn't competitive, but my opponents and I always had fun.


    Death Guard Tactica @ 2019/05/15 11:18:15


    Post by: Brymm


    Hey guys,
    Finally bought the Blightlords. I got a box of 5 plus the Lord Felthius set and plan on converting the bell dude from the box set into my 10th.

    I plan on running them similar to how Reece uses Bullgryn, starting front and center walking up the board as a bully unit. He has said a few different times that the opponent's big mistake is shooting at them because they are so tough. BLs seem to fit that bill too.

    Now my question is: does it make sense to cloud of flies every turn to keep them alive and shooting? Or does it make more sense to let them get shot but running Miasma and Vitality on them to reduce the harm?

    The rest of my list is similar to my undefeated (yeah boy!) Michigan GT list from last year, minus Morty.

    Anyone else have a decent amount of experience or anecdotes about foot slogging blightlords?

    Thanks a million


    Death Guard Tactica @ 2019/05/16 08:51:27


    Post by: Jidmah


    I wouldn't cast vitality on them since the difference between T5 and T6 is neglectable. Most guns that would care about the difference have low AP and damage values and thus bounce off armor/DR anyways. I'd rather cast plague wind or smite

    What really ups their resilience is a myphitic blighthauler, since most high strength, high volume weapons have AP-1 or AP-2 and tend to the only guns that can efficiently remove blight lords.

    In general, deploying blight lords in my deployment zone has never worked out for me. The 4" movement is simply too slow to get anywhere, even when supported by a blight bringer. It takes three turns to move 12" unless you forgo shooting, meaning you will never be in range and often out of shooting range.
    I see little reason not to deep strike them turn 2, which put them within 9" of enemies and allows you react to enemy strategy.


    Death Guard Tactica @ 2019/05/16 18:48:57


    Post by: Nightlord1987


    I too jumped on the Blightlord Terminator wagon, since the Killteam Box comes with terrain and tokens for a mere 5 dollars more than the standard kit.

    I have 4 converted Plasma Terminators from previous edition. I'm gonna try to kitbash any spare bits to combine the two styles.


    Death Guard Tactica @ 2019/05/16 21:28:54


    Post by: Aleister_Dakka


    Hello there,

    I have been working on a 2000 points list for some time now, and now that I almost have all of the models assembled and painted I am having some trouble deciding on a few things. I was hoping you folks could lend your opinions.

    The basic list:

    3x Daemon Princes with Wings
    2 have double Talons, one has Sword + Plague Spitter/Spewer/Launcher/shooter/pooper/whatever
    The one with the sword and gun is the Warlord, with Arch-Contaminator and Fugaris Helm. I wlll probably put Suppurating Plate on one of the melee DPs.

    3x Plagueburst Crawlers with Spitters
    2x Leviathan Dreadnoughts, each with a Siege Drill and Butcher Cannon Array

    3x Foul Blightspawn
    3x 3 Nurglings

    Basically, the general idea is to run mass 8 Toughness units, reroll lots of wounds from the PBC's plaguespitters, and just slay everything. I'm not afraid to charge things with PBCs to soak overwatch and then send in DPs and Levis to tear them apart. I feel like I have a lot of Anti-Armor and Horde-clearing potential. I'm hoping to be able to use the PBCs' and Blightspawns' auto hit vs Eldar flyers as well as units trying to charge me, and really there doesn't seem to be a lot that these particular units won't demolish if you're average on your dice rolls.

    So, I have went back and forth with changes for this list for an ITC tournament, and I'm trying to decide what I like best.

    Where your input comes in:

    Ideally, I'd like to fit in an additional 3x3 Nurglings, for a second Batallion. This isn't a very CP-hungry list, though I certainly wouldn't let them go to waste, I primarily just want more troops for screening and objectives and I think having them is probably a big deal. To do this, I'd also need another HQ, for that I want to run Poxbringer to give my PBCs +1 strength - 8 STR Plaguespitters are great for killing tanks and everything else really. One drawback to having 2 Batallions would be losing the Spearhead detachment; which is only a problem because my Nurgling troops will break my Death Guard detachment and deprive my Leviathans of Inexorable Advance - though they're still awesome so this may be Ok. I could also save the points on the Poxbringer and just add more Nurglings to my existing Batallion.

    Having said all that, the question, as always, is: What do I cut? I'm not sure if I value the PBCs more, because of how tough they are, or the Blightspawn because of how lucky rolls = deleted units. I could also go down a DP or Two and run cheaper HQs, though it wouldn't save me a lot of points and I'd still have to drop some PBCs and/or Blightspawn. 3x3 Nurglings + Poxbringer is about 250 points, to free up enough points I'd have to lose all 3 of my Blightspawn or 2 of my PBCs - basically, I really love these units, but I love my Levis more and they're probably also just better so they aren't going to be cut and damn it I have to cut something . In the end, I'm not even sure that I should make room for more Nurglings - but it seems like I probably should, 3 units just doesn't seem like enough screening.

    So... Is the list good as is, or should I fit in the extra Batallion; if I should, what do I cut? The meta for the last tournament I played at this LGS had one each of Eldar Fliers (2nd place), Custodes Jet Bikes (which won), Tau suits, 5x Knights, 1 Knight + Admech, and then some more random lists (1k Sons with Magnus, Dark Angels Ravenwing, other 'fun' lists).



    Death Guard Tactica @ 2019/05/17 00:28:03


    Post by: Nightlord1987


    Always fit in more Nurgling units. They are great for ITC scoring .

    Heres a sample list of something similar I've been running.

    DP of Nurgle, Supp Plate, Talons
    Jump Lord, Lclaws, Helm, Arch Contaminator
    (Can sub out for a Lord of Corruption to anchor bomb for Behind Enemy Lines)
    FBD, Spitters
    3 MBH
    2 PBC, spotters
    Deredeo, Butcher, Greater Havoc, h.flamer (although sometimes I just take h.bolter instead)

    Nurgle Daemon Prince, Corruption
    Poxbringer
    4 Nurgling
    3 Nurgling
    3 Nurgling

    Changecaster
    Poxbringer
    3 Nurglings
    3 Nurglings
    3 Nurglings


    Nurglings scout out and start scoring immediately, and the rest if the army moves towards the center for Recon.


    Death Guard Tactica @ 2019/05/17 17:20:55


    Post by: Nightlord1987


    So what do you think would have a greater impact; A Jump Lord with the Arch Contaminator aura, and the helm Relic to increase aura ranges, (but no t5, or DR), or a Lord of Contagion who I just deepstrike behind enemy lines (and in cover) to score points every turn he survives?



    I have no real deepstrike in my list, unless I opt to spend CP to deepstrike Nurglings backfield. (I dont use a Plaguebearer bomb). I have the choice to use the Lord of Contagion as an anchor bully to just score points every round and be dealt with or ignored.

    On the other hand, I spend more cp on relics but have a more flexable reroll support character that can keep up with the FBD, MBHs, and PBCs, and still jump and avoid combats, allowing the Daemon Princes can be free to roam.

    EDIT: This is for ITC missions. and I usually take recon, behind enemy lines, and old school, so just scoring and staying alive are my main strategies.


    Death Guard Tactica @ 2019/05/18 01:10:40


    Post by: Brymm


     Nightlord1987 wrote:
    So what do you think would have a greater impact; A Jump Lord with the Arch Contaminator aura, and the helm Relic to increase aura ranges, (but no t5, or DR), or a Lord of Contagion who I just deepstrike behind enemy lines (and in cover) to score points every turn he survives?



    I have no real deepstrike in my list, unless I opt to spend CP to deepstrike Nurglings backfield. (I dont use a Plaguebearer bomb). I have the choice to use the Lord of Contagion as an anchor bully to just score points every round and be dealt with or ignored.

    On the other hand, I spend more cp on relics but have a more flexable reroll support character that can keep up with the FBD, MBHs, and PBCs, and still jump and avoid combats, allowing the Daemon Princes can be free to roam.

    EDIT: This is for ITC missions. and I usually take recon, behind enemy lines, and old school, so just scoring and staying alive are my main strategies.


    I use a Lord of Contagion for exactly that to great effect and occasionally making a 9inch charge to grab a weak character or scoring unit.

    In my experience, a free roaming daemon prince is a dead one. Its not much more survivable than a LoC or even a Lord but is obviously more dangerous and expensive. His main defence is the character rule. Avoid impulses to rush out of character protection zones and instead, cast Smite safely, counter charge and only come out to hammer something safely. Think of the Queen in chess, don't just throw it away. If you have it alive in the later turns, you're much more likely to win.

    My two cents.


    Death Guard Tactica @ 2019/05/18 13:45:15


    Post by: N0tThatGuy


     Jidmah wrote:
    I wouldn't cast vitality on them since the difference between T5 and T6 is neglectable. Most guns that would care about the difference have low AP and damage values and thus bounce off armor/DR anyways. I'd rather cast plague wind or smite

    What really ups their resilience is a myphitic blighthauler, since most high strength, high volume weapons have AP-1 or AP-2 and tend to the only guns that can efficiently remove blight lords.

    In general, deploying blight lords in my deployment zone has never worked out for me. The 4" movement is simply too slow to get anywhere, even when supported by a blight bringer. It takes three turns to move 12" unless you forgo shooting, meaning you will never be in range and often out of shooting range.
    I see little reason not to deep strike them turn 2, which put them within 9" of enemies and allows you react to enemy strategy.


    I completely agree. I usually play 7 of them (Nurgle is pleased) as a distraction/beefy countercharge unit. Up untill now they they won me games by simply staying alive and denying objectives/taking fire. Still unsure about going full out on them with 10 + psychic support. I feel like is not worth it.

    Anyway, have someone tried a 20 man PM unit with a blighthauler in it? I was searching for alternatives to the plaguebearer/pox spam + I love plaguemarines but I can't make them work for the life of me. Any ideas?


    Death Guard Tactica @ 2019/05/18 14:29:11


    Post by: Brymm


    They've worked for me in 5 man squads running double blight launcher and plasma champ. At 111 pts, it's an objective scoring fire support unit that is tough to shift and surprisingly ignored most of the game. Being in arch contaminator range ups their damage potential quite a bit with rerolls of 1s to hit and rerolling wounds.

    I use 3-4 squads like that foot slogging towards objectives turn 1 while I camp the back ones with 20 pox walkers.


    Death Guard Tactica @ 2019/05/18 15:56:53


    Post by: buddha


    Question, in a vacuum, would you take a Leviathan with claw and butcher array or a PBC and spitter drone (same cost in points)?

    I'm bringing a spitter drone and 2 PBCs in a addition regardless of choice but I'm caught on the more powerful single threat of the Leviathan or more of the same.


    Death Guard Tactica @ 2019/05/20 11:53:32


    Post by: Zid


     buddha wrote:
    Question, in a vacuum, would you take a Leviathan with claw and butcher array or a PBC and spitter drone (same cost in points)?

    I'm bringing a spitter drone and 2 PBCs in a addition regardless of choice but I'm caught on the more powerful single threat of the Leviathan or more of the same.


    PBC and Drone. Threat saturation.


    Death Guard Tactica @ 2019/05/20 12:00:47


    Post by: Jidmah


    More of a tactics thing than list building:

    I was wondering. how do you guys use ruins with plague marines and DG characters? In my experience it takes them half a game to get onto or off the first floor of a ruin (especially the new ruins that come with killteam) , do you put plague marines in ruins at all? I'm thinking of ignoring first floors altogether since the lost movement does not make up for the better LOS.


    Death Guard Tactica @ 2019/05/20 14:16:03


    Post by: Brymm


    Most games (especially ITC or ETC) incentivize standing on objectives throughout the game. I almost always just walk to objectives and stand on them with my PMs. Often ignored due to threat overload near the center of the board, being in cover is typically pointless for my Plague Marines.


    Death Guard Tactica @ 2019/05/20 14:58:45


    Post by: buddha


     Zid wrote:
     buddha wrote:
    Question, in a vacuum, would you take a Leviathan with claw and butcher array or a PBC and spitter drone (same cost in points)?

    I'm bringing a spitter drone and 2 PBCs in a addition regardless of choice but I'm caught on the more powerful single threat of the Leviathan or more of the same.


    PBC and Drone. Threat saturation.


    Figured as much. Thanks.


    Death Guard Tactica @ 2019/05/20 17:13:25


    Post by: Aleister_Dakka


     Nightlord1987 wrote:
    Always fit in more Nurgling units. They are great for ITC scoring .

    Heres a sample list of something similar I've been running.

    DP of Nurgle, Supp Plate, Talons
    Jump Lord, Lclaws, Helm, Arch Contaminator
    (Can sub out for a Lord of Corruption to anchor bomb for Behind Enemy Lines)
    FBD, Spitters
    3 MBH
    2 PBC, spotters
    Deredeo, Butcher, Greater Havoc, h.flamer (although sometimes I just take h.bolter instead)

    Nurgle Daemon Prince, Corruption
    Poxbringer
    4 Nurgling
    3 Nurgling
    3 Nurgling

    Changecaster
    Poxbringer
    3 Nurglings
    3 Nurglings
    3 Nurglings


    Nurglings scout out and start scoring immediately, and the rest if the army moves towards the center for Recon.


    Thanks... This comes out to over 2k points, if I had more points to use I'd be golden Any advice as to what you think I should take out for the Nurglings?


    Death Guard Tactica @ 2019/05/26 18:32:31


    Post by: Brymm


    Hey guys, working on my 2k mono Death Guard for our big GT in October.
    The event will probably be similar to the GT last year and Adepticon (more like ETC instead of ITC) that will probably use Maelstrom cards and old style endgame objectives. I've had some success in the format in the past.
    This is what I'm planning on running as of now:
    Spoiler:

    2019BLmbh (Warhammer 40,000 8th Edition) [116 PL, 7CP, 1,998pts]
    Battalion Detachment +5CP (Chaos - Death Guard)
    No Force Org Slot
    Battle-forged CP
    Detachment CP
    Gifts of Decay (1 Relic)
    HQ
    Daemon Prince of Nurgle
    Selections: 5. Putrescent Vitality, 6. Arch-Contaminator, Fugaris' Helm, Hellforged sword, Plague spewer, Warlord, Wings

    Daemon Prince of Nurgle
    Selections: 4. Blades of Putrefaction, Malefic talon, The Suppurating Plate, Wings

    Troops
    Plague Marines
    Plague Champion
    Codex
    Selections: Plague knife, Plasma gun

    2x Plague Marine w/ boltgun
    Plague Marine w/ Special Weapon
    Selections: Blight launcher

    Plague Marine w/ Special Weapon
    Selections: Blight launcher

    Plague Marines
    Plague Champion
    Codex
    Selections: Plague knife, Plasma gun

    2x Plague Marine w/ boltgun
    Plague Marine w/ Special Weapon
    Selections: Blight launcher

    Plague Marine w/ Special Weapon
    Selections: Blight launcher

    Poxwalkers
    Selections: 14x Poxwalker

    Poxwalkers
    Selections: 14x Poxwalker

    Elites
    Blightlord Terminators
    Blightlord Champion
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Blight launcher, Bubotic Axe

    Blightlord Terminator
    Selections: Blight launcher, Bubotic Axe

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Blightlord Terminator
    Selections: Bubotic Axe, Combi-bolter

    Fast Attack
    Foetid Bloat-drone
    Selections: 2x Plaguespitters, Plague probe

    Foetid Bloat-drone
    Selections: 2x Plaguespitters, Plague probe

    Myphitic Blight-haulers
    Myphitic Blight-hauler
    Selections: Missile launcher, Multi-melta

    Myphitic Blight-hauler
    Selections: Missile launcher, Multi-melta

    Myphitic Blight-hauler
    Selections: Missile launcher, Multi-melta

    Heavy Support
    Plagueburst Crawler
    Selections: 2x Plaguespitter, Heavy slugger


    I'm pretty new with the Blightlords but plan to be flexible with their deployment, either right up front if I think they will be exceptionally tough for my opponent to deal with, or deep strike and control somewhere else on the board after turn 2.

    Running low CP and only two psykers seems risky but I rarely use strats (except now I will want to Cloud of Flies and VotLW every turn on the Blightlords).

    The math on giving cover via Mbh aura is insane on massed AP-1 weapons (doubling survivability), meaning I can tank through mass heavy bolters, autocannon and assault cannon equivalent guns. I probably don't need three MBHs though, and could even cut two for more bodies or another drone.

    Other contructive thoughts? I have access to everything in the book models wise, and am not married to any specific idea other than "I want to use mono DG and use Blightlords."

    [Thumb - 20190526_112347.jpg]


    Death Guard Tactica @ 2019/05/27 00:38:56


    Post by: buddha


    @Brymm like the list and great looking models.

    For the poxwalkers, unless you are investing in a full poxwalker list (which you are not it seems) just go 10 man for screening and objective sitting.

    I'm guessing you know already but the MBH one will likely get smoked quickly so they are instead used for their cover aura and their ranged just gravy.


    Death Guard Tactica @ 2019/05/27 10:47:44


    Post by: Jidmah


    That's pretty similar to the list I'm running. Why the vitality power on the warlord though?

    I also wouldn't skip on the flails, they have never disappointed me, but I guess it will cost you eight bolter shots.


    Death Guard Tactica @ 2019/05/27 13:02:45


    Post by: Brymm


     Jidmah wrote:
    That's pretty similar to the list I'm running. Why the vitality power on the warlord though?

    I also wouldn't skip on the flails, they have never disappointed me, but I guess it will cost you eight bolter shots.


    I'm not too sure, my points were wonky when I built the Blightlords and I basically had to choose between flails and blight launchers, and felt the blight launchers were better with Arch Contaminator and my play style.

    Now after reworking the army composition, I do have room in the form of pox walkers to add back in the flails. Alas, the models are built and painted. I will probably buy 2 more terminators on eBay and try both out.

    I tried to argue a buddy about it and he also was very pro-flail.

    The vitality and miasma are the two best powers to keep the terminators alive but as stated higher in the thread, t6 vs t5 isn't too big a deal and blades just turns the unit into a blender with VotLW, so I'll probably trade that out.

    Oh, and flails aren't plague weapons, right?


    Automatically Appended Next Post:
     buddha wrote:
    @Brymm like the list and great looking models.

    For the poxwalkers, unless you are investing in a full poxwalker list (which you are not it seems) just go 10 man for screening and objective sitting.

    I'm guessing you know already but the MBH one will likely get smoked quickly so they are instead used for their cover aura and their ranged just gravy.


    Agreed. I tend to use Pox Walkers as points fillers.

    In previous builds I've run the ol Trilobe and have been simultaneously over and underwhelmed. They are super survivable, decent in CC but their shooting just never seems to do anything. Hence, running 1 for the aura could work for me because I'm not really counting on shooting.


    Automatically Appended Next Post:
    Oh snap, error on my list, my powers were supposed to be Miasma and Blades.


    Death Guard Tactica @ 2019/05/27 22:42:17


    Post by: Sherrypie


    Flails are plague weapons.


    Death Guard Tactica @ 2019/05/28 08:48:40


    Post by: Jidmah


     Brymm wrote:
     Jidmah wrote:
    That's pretty similar to the list I'm running. Why the vitality power on the warlord though?

    I also wouldn't skip on the flails, they have never disappointed me, but I guess it will cost you eight bolter shots.


    I'm not too sure, my points were wonky when I built the Blightlords and I basically had to choose between flails and blight launchers, and felt the blight launchers were better with Arch Contaminator and my play style.

    Now after reworking the army composition, I do have room in the form of pox walkers to add back in the flails. Alas, the models are built and painted. I will probably buy 2 more terminators on eBay and try both out.

    I tried to argue a buddy about it and he also was very pro-flail.

    The awesome part about flails is that they are great against almost anything. They kill eldar bikes and primaris easily, they kill hordes due to S6 AP-2 and damage not being lost (just two flails kill 10 guardsmen on average) and they can take a chunk out of vehicles when you activate VOTLW and blades since they double their bearers attacks and have two damage.
    If you feel like you will never make it into combat, just remove them as casualties first.

    Oh snap, error on my list, my powers were supposed to be Miasma and Blades.

    That makes much more sense


    Death Guard Tactica @ 2019/05/30 17:27:08


    Post by: Jidmah


     Brymm wrote:
    I use a Lord of Contagion for exactly that to great effect and occasionally making a 9inch charge to grab a weak character or scoring unit.


    I finally got to try this one and... holly gak, that worked well. The LoC came down turn 2, succeeded his charge and crushed the Ynncarne in close combat. The turn after he tanked two wraithlord's worth of shooting and then went to smash two more shining spears before finally going down to an autarch shooting him with a melta.
    He was more than worth his points, for the first time ever. Great distraction carnifex which is incredibly difficult to bring down due to the 2+/4++/5+++ and character protection.


    Death Guard Tactica @ 2019/05/30 20:11:02


    Post by: Brymm


     Jidmah wrote:
     Brymm wrote:
    I use a Lord of Contagion for exactly that to great effect and occasionally making a 9inch charge to grab a weak character or scoring unit.


    I finally got to try this one and... holly gak, that worked well. The LoC came down turn 2, succeeded his charge and crushed the Ynncarne in close combat. The turn after he tanked two wraithlord's worth of shooting and then went to smash two more shining spears before finally going down to an autarch shooting him with a melta.
    He was more than worth his points, for the first time ever. Great distraction carnifex which is incredibly difficult to bring down due to the 2+/4++/5+++ and character protection.


    Yes! Don't forgot the mortal wound aura that almost everyone in the world doesn't know exists! For the first three games I used him, I should have been checking to see if my opponents were getting mortal wounds.

    And yeah, hes a brick, very hard to kill.

    Added bonus is that when hes in the teleportarium, the opponent surely OVERestimates how dangerous he is, and overly prepares their backfield, hence not pressing forward. Glad it worked for you.


    Death Guard Tactica @ 2019/06/10 12:48:25


    Post by: dan2026


    How are people equiping their Blightlords these days?


    Death Guard Tactica @ 2019/06/10 13:09:56


    Post by: Barnie25


     dan2026 wrote:
    How are people equiping their Blightlords these days?


    As cheap as possible, multiple lists that have done well at GTs run 8 Blightlords with bolters and axes with at most a single Flail added. With bolter drill and veterans they are absolute monsters for their points


    Death Guard Tactica @ 2019/06/10 15:05:52


    Post by: dan2026


     Barnie25 wrote:
     dan2026 wrote:
    How are people equiping their Blightlords these days?


    As cheap as possible, multiple lists that have done well at GTs run 8 Blightlords with bolters and axes with at most a single Flail added. With bolter drill and veterans they are absolute monsters for their points


    Thanks. One more question.
    Is there any reason I can't use the preset three man Plague Marine squad from the easy to build box as a troop choice?
    The one the has the champ with power fist and the two other guys with boltgun and blight launcher repectively.
    It seems legal as far as I can tell as they come with their own datasheet.


    Death Guard Tactica @ 2019/06/11 07:44:56


    Post by: Jidmah


    TOs tend to disallow "from the box" datasheets, so check first.

    Strictly RAW, they are legal, but I don't really see a reason to use them over a unit of 10 pox walkers.


    Death Guard Tactica @ 2019/06/11 18:31:04


    Post by: Brymm


    True, 10w vs 3w is the main comparision that you need to look at. It takes at least 10 shots also to peel off those 10 wounds.


    Death Guard Tactica @ 2019/06/13 22:48:27


    Post by: illsuited


    So I’ve reworked my DG list from a pox horde + Typhus to something that I’m hoping is a little more competitive for the current playerscape.

    The stars of the show are the Knight, LoC with Fungaris, and demon prince with supperating plate. I also have a sorcerer on a palanquin of Nurgle as that’s a better way to get warptime for the DP than running a non DG detachment. Thoughts?

    Spoiler:

    ++ Battalion Detachment +5CP (Chaos - Death Guard) [62 PL, 1,042pts, 7CP] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Gametype: Matched

    Gifts of Decay (1 Relic) [-1CP]

    + HQ +

    Lord of Contagion [7 PL, 115pts]: 6. Arch-Contaminator, Fugaris' Helm, Plaguereaper, Warlord

    Malignant Plaguecaster [6 PL, 110pts]: 3. Plague Wind, 5. Putrescent Vitality

    + Troops +

    Plague Marines [7 PL, 100pts]
    . Plague Champion
    . . Codex: Boltgun, Plague knife
    . 2x Plague Marine w/ boltgun
    . Plague Marine w/ Special Weapon: Blight launcher
    . Plague Marine w/ Special Weapon: Blight launcher

    Plague Marines [7 PL, 85pts]
    . Plague Champion
    . . INDEX: Plague knife
    . Plague Marine w/ melee weapons: Bubotic Axe
    . Plague Marine w/ melee weapons: 2nd Plague knife
    . Plague Marine w/ melee weapons: 2nd Plague knife
    . Plague Marine w/ melee weapons: 2nd Plague knife

    Poxwalkers [3 PL, 60pts]: 10x Poxwalker

    + Elites +

    Biologus Putrifier [4 PL, 60pts]

    + Fast Attack +

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

    + Heavy Support +

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    + Dedicated Transport +

    Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter

    ++ Super-Heavy Auxiliary Detachment (Chaos - Renegade Knights) [25 PL, 468pts] ++

    + No Force Org Slot +

    Detachment CP

    + Lord of War +

    Renegade Knight [25 PL, 468pts]: Heavy stubber, Ironstorm Missile Pod, Thermal cannon
    . Avenger gatling cannon and heavy flamer: Avenger gatling cannon, Heavy flamer

    ++ Battalion Detachment +5CP (Chaos - Death Guard) [26 PL, 477pts, 5CP] ++

    + No Force Org Slot +

    Detachment CP [5CP]

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 3. Plague Wind, Malefic talon, The Suppurating Plate, Wings

    Sorcerer on Palanquin of Nurgle [8 PL, 137pts]: Bolt pistol, Force sword, Nurglings' claws and teeth, Warptime

    + Troops +

    Chaos Cultists [3 PL, 50pts]
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Chaos Cultists [3 PL, 50pts]
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Poxwalkers [3 PL, 60pts]: 10x Poxwalker

    ++ Total: [113 PL, 12CP, 1,987pts] ++

    Created with BattleScribe


    Death Guard Tactica @ 2019/06/14 08:23:26


    Post by: Jidmah


    Just use your LoC model as Chaos Lord with terminator armor and power axe. A chaos lord's aura is much more useful than the LoC's gift of nurgle.


    Death Guard Tactica @ 2019/06/18 07:42:32


    Post by: The_Savior


    Trying to refine my list, with models I actually own... list is updated



    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [60 PL, 899pts] ++

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 4. Blades of Putrefaction, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord, Wings

    + Elites +

    Blightlord Terminators [27 PL, 299pts]
    . Blightlord Champion: Balesword, Combi-bolter
    . Blightlord Terminator: Flail of Corruption
    . Blightlord Terminator: Blight launcher, Bubotic Axe
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter

    + Heavy Support +

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Battalion Detachment +5CP (Chaos - Daemons) [35 PL, 600pts] ++

    + No Force Org Slot +

    Chaos Allegiance: Nurgle

    + HQ +

    Poxbringer [4 PL, 70pts]: Miasma of Pestilence

    Poxbringer [4 PL, 70pts]: Virulent Blessing

    + Troops +

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    ++ Total: [95 PL, 1,499pts] ++

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


    Death Guard Tactica @ 2019/06/18 08:59:10


    Post by: Jidmah


    Right now you're locking yourself out of the locus which is nice for both plaguebearer and PBC. I would rearange the army into a battalion of nurgle dameons and a spearhead of Deathguard, gaining you another CP.


    Death Guard Tactica @ 2019/06/18 12:28:47


    Post by: Brymm


    Even as is, that list looks brutal. I wouldn't want to play against it.


    Death Guard Tactica @ 2019/06/18 22:26:00


    Post by: The_Savior


    I updated my list...
    but since it's a new page I guess it's safe to post.
    Anything to change?


    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [60 PL, 899pts] ++

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 4. Blades of Putrefaction, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord, Wings

    + Elites +

    Blightlord Terminators [27 PL, 299pts]
    . Blightlord Champion: Balesword, Combi-bolter
    . Blightlord Terminator: Flail of Corruption
    . Blightlord Terminator: Blight launcher, Bubotic Axe
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter

    + Heavy Support +

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Battalion Detachment +5CP (Chaos - Daemons) [35 PL, 600pts] ++

    + No Force Org Slot +

    Chaos Allegiance: Nurgle

    + HQ +

    Poxbringer [4 PL, 70pts]: Miasma of Pestilence

    Poxbringer [4 PL, 70pts]: Virulent Blessing

    + Troops +

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    ++ Total: [95 PL, 1,499pts] ++

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


    Death Guard Tactica @ 2019/06/18 23:34:45


    Post by: ZergSmasher


    One cool thing you could do if you could free up some points would be to add a Feculent Gnarlmaw. Keep the PBCs near it, then if they get charged they can fall back and still shoot. It also helps protect your other stuff if they start near it and your opponent gets first turn.


    Death Guard Tactica @ 2019/06/19 07:43:43


    Post by: Jidmah


    I'd leave it as it is. You basically fitted every good nurgle unit inside one list, hard to get better.


    Death Guard Tactica @ 2019/06/19 10:48:57


    Post by: IanVanCheese


     The_Savior wrote:
    I updated my list...
    but since it's a new page I guess it's safe to post.
    Anything to change?


    ++ Spearhead Detachment +1CP (Chaos - Death Guard) [60 PL, 899pts] ++

    + HQ +

    Daemon Prince of Nurgle [9 PL, 180pts]: 4. Blades of Putrefaction, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord, Wings

    + Elites +

    Blightlord Terminators [27 PL, 299pts]
    . Blightlord Champion: Balesword, Combi-bolter
    . Blightlord Terminator: Flail of Corruption
    . Blightlord Terminator: Blight launcher, Bubotic Axe
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter

    + Heavy Support +

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Battalion Detachment +5CP (Chaos - Daemons) [35 PL, 600pts] ++

    + No Force Org Slot +

    Chaos Allegiance: Nurgle

    + HQ +

    Poxbringer [4 PL, 70pts]: Miasma of Pestilence

    Poxbringer [4 PL, 70pts]: Virulent Blessing

    + Troops +

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    Plaguebearers [12 PL, 203pts]: 28x Plaguebearer, Plagueridden

    ++ Total: [95 PL, 1,499pts] ++

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


    Looks terrifying. Also real easy to scale up to 1750pts as you can just jam another 30 plaguebearers in there.


    Death Guard Tactica @ 2019/06/19 14:34:09


    Post by: Brymm


     Jidmah wrote:
    I'd leave it as it is. You basically fitted every good nurgle unit inside one list, hard to get better.


    Agreed. And at 1500 pts, I would be worried about playing against it even with a 2k list. Thats a lot of tough bodies to remove plus super hard to kill PBCs that autohit and reroll wounds.

    As far as tactics go, just keep the Prince alive at almost all costs and be aggressive with the PBCs. Their offensive output is not the mortars. It's the spitters... But then again, if you're jamming them up front, I would use drones. FLY on them is such a hidden gem, to me its worth sacrificing the 1 toughness and the extra wounds to be able to buzz around, keep up with the Prince, advance and fire, charge if needed if not advancing, fire overwatch and fall forward and torch something else. My favorite unit. But it is 18pts more than a PBC, so theres that.


    Death Guard Tactica @ 2019/06/22 17:06:33


    Post by: ArcaneHorror


    I'm gonna be using the Aspiring Champion model in my army, with the knife in one arm used to represent a plague knife and the axe in the other to represent either a bubotic axe or force axe, and I was wondering, given the model's preset weapons loadout, is there anything in the rules stating that a champion can have a plague knife, axe, and plasma gun (it's strapped to his back on the model) at the same time?


    Death Guard Tactica @ 2019/06/22 18:30:17


    Post by: Nightlord1987


    Plague knife, plague sword, power fist are your only melee options on a champ. Index will get you access to power weapons (I assume) but not Bubotic Axes.


    Death Guard Tactica @ 2019/06/22 19:13:08


    Post by: ArcaneHorror


     Nightlord1987 wrote:
    Plague knife, plague sword, power fist are your only melee options on a champ. Index will get you access to power weapons (I assume) but not Bubotic Axes.


    Ok, what combination of weapons would you recommend?


    Death Guard Tactica @ 2019/06/22 22:07:46


    Post by: Nightlord1987


     ArcaneHorror wrote:
     Nightlord1987 wrote:
    Plague knife, plague sword, power fist are your only melee options on a champ. Index will get you access to power weapons (I assume) but not Bubotic Axes.


    Ok, what combination of weapons would you recommend?


    The Aspiring Champ model is a bit harder to fit into a DG list. It comes with a Knife, Axe and CombiMelta which would have to be index options, and overcosted.

    He might serve as a Lord but I think all melta is overpriced and the lack of a proper Plague Weapon makes Papa cry.

    You could use him as a Plague Cleaver model and just skip the Combi Melta on his back, or just proxy the Combi as a Plasmagun and the axe as a fist.


    Death Guard Tactica @ 2019/06/23 13:14:29


    Post by: Brymm


    A champ in a plague marine squad should compliment the squad. If you're planning on holding objectives and shooting, just take the plasma gun. If you plan on taking a rhino forward with close combat kitted dudes, maybe the power fist. If they are minimum sized with no upgrades, keep him cheap with knife and bolter.

    Upgrades for champions are typically expensive for very little pay off.


    Death Guard Tactica @ 2019/06/23 15:04:12


    Post by: buddha


    Other than when I run a CC PM squad for a party bus I've never once thought, humm, this powerfist champ is useful. I brought them because they are iconic for PMs but realistically a real CC enemy will mulch them and chaff don't need a powerfist. Their base plague knives are useful enough. Now I usually keep the champ base but in a larger squad will take a plasmagun.


    Death Guard Tactica @ 2019/06/23 21:10:09


    Post by: ArcaneHorror


    Thanks for all the advice. I may replace the champion's axe with a fist from the DG box (not a power fist, just a regular clenched fist found on one of the arms), and run the model with a plague knife (paint can make it sufficiently toxic-looking) and the meltagun played as a plasma gun (I don't like the range of meltas). Are the plague marine reinforcements worth buying? Considering the number of models you get in the box versus the number of models and the diversity of options you get in the regular DG box, the reinforcements seem overpriced, but I don't want to miss out on any effective models.


    Death Guard Tactica @ 2019/06/24 13:06:45


    Post by: Brymm


    From what I understand there are 3 sculpts in the Easy-to-build box, one of which has a blight launcher. There are 7 sculpts in the combo kit with the ultra marines. Lastly there are the 7 in the actual plague marines multipart kit that can be built a lot of different ways. If you were going to play with lots of plague marines, I would recommend two boxes of actual plague marines, then the 3 pack ETB and the 7 from the combo box.


    Death Guard Tactica @ 2019/06/24 14:18:26


    Post by: Jidmah


     ArcaneHorror wrote:
    Thanks for all the advice. I may replace the champion's axe with a fist from the DG box (not a power fist, just a regular clenched fist found on one of the arms), and run the model with a plague knife (paint can make it sufficiently toxic-looking) and the meltagun played as a plasma gun (I don't like the range of meltas). Are the plague marine reinforcements worth buying? Considering the number of models you get in the box versus the number of models and the diversity of options you get in the regular DG box, the reinforcements seem overpriced, but I don't want to miss out on any effective models.


    The reinforcement box is just three unique models that used to be limited edition, but got a regular release due to popular demand. There is no gameplay or economic reason to get them - unless you want those exact three plague marine models, you are better off with getting any of the other plague marines.


    Death Guard Tactica @ 2019/06/24 15:31:22


    Post by: Aleister_Dakka


    If you really want to stretch your value on Plague Marines, buy the standard box that builds 7 of them and gives you a lot of options. Then, you can make green stuff 'legs' for the extra toros/arms/heads and get an extra, I think, 3 Marines. I like to twist thin wire to model the tentacles and then overlay greenstuff or milliput. I like it, anyway You can also use the tentacly dudes as Chaos Lords like this. I also use backpacks and shoulder pads from Kromlech as needed.


    Death Guard Tactica @ 2019/06/24 21:47:38


    Post by: Abaddon303


    There's the plague marine reinforcements that are 3 for £25 which doesn't seem worth it considering their loadout isn't great either.
    The 3 pack of easy to build PMs for £10 is decent value tho. you get a plasma champ and a blight launcher in there, they're different to the 7 ETB in the dark imperium box
    To sumarise:
    7 ETBs in Dark Imperium
    7 in the full kit for £30
    3 in the reinforcement kit for £25
    3 in the ETB kit for £10
    I believe that's all the unique PMs apart from the individual banner bearer and champ


    Death Guard Tactica @ 2019/06/24 23:38:27


    Post by: lindsay40k


    Plague Marine Reinforcements is a misnamed kit. What it is £25 for Stick Nurgling, and you get a few gunners with it


    Death Guard Tactica @ 2019/06/25 10:54:08


    Post by: Jidmah


    Aleister_Dakka wrote:
    If you really want to stretch your value on Plague Marines, buy the standard box that builds 7 of them and gives you a lot of options. Then, you can make green stuff 'legs' for the extra toros/arms/heads and get an extra, I think, 3 Marines. I like to twist thin wire to model the tentacles and then overlay greenstuff or milliput. I like it, anyway You can also use the tentacly dudes as Chaos Lords like this. I also use backpacks and shoulder pads from Kromlech as needed.


    There is also an abundance of Malignant Plaguecasters and Noxious Blightbringers on ebay, both are just plague marines with fancy gear that you can remove or convert.


    Death Guard Tactica @ 2019/06/25 12:41:03


    Post by: Nightlord1987


    Trying out a new list, since PBCs and Drones still don't have any real necessary Dakka. In addition to the 2 PBCs, single Drine, and 3 MBHs, I will be bringing a Spearhead of 2 AC Las Predators and a Las ML brute, with a Deredeo. (I dont really like spam lists)

    Should I take the Hellfire veil to give the Preds and Brute an invul, or the Greater Havoc Launcher to add more dakka on the Deredero?


    Death Guard Tactica @ 2019/06/25 19:00:03


    Post by: ArcaneHorror


    Thanks again for all the advice; I think for now I'll get a Foul Blightspawn, Typhus, and maybe a Biologus Putrifier, then begin to actually put together an army with what I have. I do have another question; is the icon bearer model worth buying? The regular PM box comes with a model with an icon (though this icon a little smaller), and I didn't know if this other model is just a repeat or adds something unique to a DG army. Same with the standalone DG champion model.


    Death Guard Tactica @ 2019/06/25 23:57:15


    Post by: Nightlord1987


    You don't really need the Champ or Icon models unless you're trying to collect the whole range. Im hoping someday an Icon Bearer becomes a Character like the Loyalists Ancient banner and creates a better aura.

    To expand out my PM units I got a few of the Easy to Build kits and kitbashed them up with the multi part box to get some more variety amongst the duplicate models.


    Death Guard Tactica @ 2019/06/26 00:29:56


    Post by: ArcaneHorror


     Nightlord1987 wrote:
    You don't really need the Champ or Icon models unless you're trying to collect the whole range. Im hoping someday an Icon Bearer becomes a Character like the Loyalists Ancient banner and creates a better aura.

    To expand out my PM units I got a few of the Easy to Build kits and kitbashed them up with the multi part box to get some more variety amongst the duplicate models.


    Ok, I think I'll skip them (though I love that shameless nurgling that the champion comes with). Someone actually told me today that using a DG icon in an army is kind of pointless as it's too expensive and doesn't do all that much. And I hadn't that of swapping out parts for the ETB models, I may end up doing that.


    Death Guard Tactica @ 2019/06/26 13:04:25


    Post by: Abaddon303


    Hi putting together my first full death guard list, any advice for glaring omissions or poor choices? Thanks


    ++ Battalion Detachment +5CP (Chaos - Death Guard) [101 PL, 7CP, 1,750pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Gifts of Decay (1 Relic) [-1CP]

    + HQ +

    Daemon Prince of Nurgle [9 PL, 195pts]: 4. Blades of Putrefaction, Hellforged sword, Plague spewer, The Suppurating Plate, Wings

    Sorcerer in Terminator Armour [8 PL, 112pts]: 1. Miasma of Pestilence, 4. Blades of Putrefaction, 6. Arch-Contaminator, Combi-bolter, Force stave, Fugaris' Helm, Warlord

    + Troops +

    Plague Marines [7 PL, 113pts]
    . Plague Champion
    . . Codex: Plague knife, Plasma gun
    . 2x Plague Marine w/ boltgun
    . Plague Marine w/ Special Weapon: Plasma gun
    . Plague Marine w/ Special Weapon: Plasma gun

    Plague Marines [7 PL, 102pts]
    . Plague Champion
    . . INDEX: Combi-bolter, Plague knife
    . 2x Plague Marine w/ boltgun
    . Plague Marine w/ Special Weapon: Blight launcher
    . Plague Marine w/ Special Weapon: Blight launcher

    Poxwalkers [6 PL, 84pts]: 14x Poxwalker

    + Elites +

    Blightlord Terminators [14 PL, 216pts]
    . Blightlord Champion: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Bubotic Axe, Combi-bolter
    . Blightlord Terminator: Blight launcher, Bubotic Axe
    . Blightlord Terminator: Flail of Corruption

    Foul Blightspawn [4 PL, 77pts]

    Helbrute [7 PL, 120pts]: Missile launcher, Twin lascannon

    Helbrute [7 PL, 135pts]: Power scourge, Twin lascannon

    + 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, 140pts]: 2x Plaguespitter, Heavy slugger

    Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger

    ++ Total: [101 PL, 7CP, 1,750pts] ++

    Created with BattleScribe


    Death Guard Tactica @ 2019/06/26 13:54:11


    Post by: Jidmah


    If your model allows it, I would drop the powerscourge for either a fist with bolter on it (bolter drill!) or a missile launcher. The helbrute is dead before reaching combat anyways.

    I'd also pick another psychic power for your sorcerer than a second blades of puterfaction or maybe replace him with a chaos lord or malignant plague caster who have additional auras that benefit from the relic.

    Otherwise, you're looking fine.


    Death Guard Tactica @ 2019/06/26 14:26:35


    Post by: Abaddon303


    Interesting, i also play black legion and have a helbrute with fist and i think I've always overlooked the fact they can take a combibolter or flamer on the fist! my thinking with the scourge was i'll probably keep the two helbrutes at the back while the rest of the army advances. The scourge should help with any deepstriking infantry.
    I take your point with the pyschic but it gives me redundancy for casting smite with whichever of the two are best placed.
    What psychic would you suggest because looking at the codex i don't see anything particularly exciting outside of the two i have chosen.
    Bare in mind i haven't played a game with death guard yet so i am probably overlooking something major.


    Death Guard Tactica @ 2019/06/26 14:43:17


    Post by: Jidmah


    I like picking up plague wind, as it's good against horde units and it allows you to target things that are not the closest unit - plus you could smite AND cast plague wind to get more MWs onto a target.
    I really like running malignant plague casters for this reason, with smite, plague wind and his fallout triggering twice, he can easily blow away deep striking elite units. His extra T and DR really helps against snipers.

    If you are facing a T3 army, curse of the leper is nice, but I needing a 7 to cast and the low range is annoying. Same goes for gift of contagion, great against shining spears, ork boyz or knights, but unreliable.

    Last is putrescent vitality, which you can either use to protect pox walkers from T4 shooting or to improve your chance of wounding for your terminators.


    Death Guard Tactica @ 2019/07/03 02:30:03


    Post by: Danny76


    So, for a PBC, the only loadouts used seem to be Plaguespitters and Heavy Slugger.

    Is there any use of the other options?
    I’ll likely have three so wasn’t sure whether to build one up with the alternate loadouts?


    Death Guard Tactica @ 2019/07/03 08:57:04


    Post by: Jidmah


    Danny76 wrote:
    So, for a PBC, the only loadouts used seem to be Plaguespitters and Heavy Slugger.

    Is there any use of the other options?
    I’ll likely have three so wasn’t sure whether to build one up with the alternate loadouts?


    Not true at all, a PBC with entropy cannons still draws even with a quad-las predator in terms of damage against most targets.

    Just magnetize the sponsons, it's by far the easiest thing I've ever magnetized. As for the hull gun, no one really cares (or knows the difference) between the two machine guns. I just built it with the one I liked better.