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Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 10:33:18


Post by: Dedwoods42


I think they're pretty excellent. Not amazing damage, but a high volume of fire combined with pretty excellent mobility on a platform that doesn't degrade and is significantly cheaper than the FBD.
The potential occasional Mortal Wound is all gravy.

Extremely doubtful of losing Rhinos - could see an argument for Defilers but I'm also pretty doubtful.

The reliable things I've heard:
We have a mono-faction bonus. It's good with GBDs (specifically thanks to their M14") and Mortarion.
The Plague Companies change the way you play.
Plague Marines will be good.
Terminators are going to be 'Immovable objects'.
LoV is going to be good.

Hopefully we get more leaks / previews soon.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 10:39:28


Post by: Semper


The Bubonic Astartes over Heretic Astartes is a concerning change, not that the synergies were game breaking but they were interesting, fluffy and necessary.

I maintain that the Chaos faction's main perk should be soup'ing. Especially with Abagail present.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 15:05:44


Post by: Abaddon303


I'd personally rather see closer synergies with daemons rather than between the legions. Never really sat right with me seeing TS, DG and Alpha Legion all in the same army.
I really hope they do something to make summoning a fun mechanic, even if its not particularly competitive...


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 15:30:58


Post by: mokoshkana


Semper wrote:
The Bubonic Astartes over Heretic Astartes is a concerning change, not that the synergies were game breaking but they were interesting, fluffy and necessary.

I maintain that the Chaos faction's main perk should be soup'ing. Especially with Abagail present.
Removing the ability for different armies to directly synergize *should* increase balance across the board. I think keeping everything contained to its own codex is the way to make the game better. I understand your argument that DG is part of Chaos, but the chaos gods don't really play well together, so why should their respective armies?


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 15:53:14


Post by: Jidmah


Abaddon303 wrote:
I'd personally rather see closer synergies with daemons rather than between the legions. Never really sat right with me seeing TS, DG and Alpha Legion all in the same army.
I really hope they do something to make summoning a fun mechanic, even if its not particularly competitive...


Agree. When Death Guard, World Eaters and Thousand Sons join forces, it should be as part of the Black Legion.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 17:22:54


Post by: lindsay40k


Maybe TS and DG shouldn’t be on the closest of terms outside of well organised Black Crusades, but GW did already make Daemonkin a thing - and whilst I’m happy to have my Nurgle Word Bearers focus their Warptime on their own units, I’m already paying CP to field detachments from multiple codexes and hope this remains a viable approach with some bridging (like a herald buffing daemon engines and Oblits)


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/10 20:50:54


Post by: Castozor


Sad to see the crossover gone for those who liked it but since I only play monodex it´s no deal for me personally. Also I disagree with the notion that Chaos should be all about that soup, I want us to play as proud Legions with their own strengths and weaknesses and largely self reliant unless there is a big Crusade going on.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 10:41:32


Post by: Semper


 mokoshkana wrote:
Semper wrote:
The Bubonic Astartes over Heretic Astartes is a concerning change, not that the synergies were game breaking but they were interesting, fluffy and necessary.

I maintain that the Chaos faction's main perk should be soup'ing. Especially with Abagail present.
Removing the ability for different armies to directly synergize *should* increase balance across the board. I think keeping everything contained to its own codex is the way to make the game better. I understand your argument that DG is part of Chaos, but the chaos gods don't really play well together, so why should their respective armies?


With the CP cost of fielding extra detachments already in place and summoning being meh, I think Soup has been hit heavily enough to bring a lot of balance, especially from a Chaos perspective. Why couldn't an undivided power from an unmarked sorcerer speed up Mortarion, for example? Why would that offend Nurgle if we go the fluff route? To further that, there's numerous examples of the Chaos Gods and their minions working together for a common goal; Abaddon is literal proof of this and he unites different legions behind the Black Legion Banner, not necessarily under or as part of it (as in, DG don't have to surrender being DG to work in the 13th Crusade). Many of the legions have split into mercenary like warbands - why wouldn't they ally with one another for material gains. Yes, a marked warband worships their god but that doesn't always take a single minded approach (ie Ahriman).

Then there's the adage of the daemons issue. There's already so little synergy there. Many comment with stuff like 'soup broke the game', it did so in very few ways where it was abused and from a very narrow perspective from the competitive scene. If people are that concerned about balance, there's laundry list of things that really should come before a sorcerer speeding up someone from a different army they're already working with... ie almost every mono-space marine legion

Chaos is Chaos. Let it be soupy, chaosy chaos. At the very least, allow the marks to synergise!


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 11:15:21


Post by: Jidmah


I'm fairly sure that Mortarion would immediately put any witch trying to cast anything on him to the scythe, because he still is in full denial about being a psyker himself and hates sorcery.

From a game perspective, it's nigh impossible to balance a unit for mono-codex games if you can double its movement by adding a second one. We have seen similar problems for the Eldar factions already. Soup synergy should come from bringing units that can fill gaps in your army, not from keyword combos.

I'm fairly sure that warp time will go to affecting CORE units only anyways (if it remains in its current form at all), so it's not a huge loss.


Automatically Appended Next Post:
 Kanluwen wrote:
Death Guard terrain article

You can look forward to the (un)freshly updated edition of Codex: Death Guard and this revolting new kit next month, so keep your Nurgle-blessed, cyclopean eye on warhammer-community.com and sign up to our newsletter for all the latest info. In the meantime, make sure you’ve got plenty of Plague Marines with which to form the backbone of your Death Guard force.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 15:40:33


Post by: lare2


The rules seem meh and the model's not the best.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 15:47:01


Post by: Dedwoods42


Rules are a bit naff. Might see some play if Blight Haulers remain great and if you know the table is gonna be light of terrain?

Depends a lot on the rest of the rules and the points.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 16:08:57


Post by: VladimirHerzog


yeah, if it doesn't have any other rules, its gonna be a hard pass.
Its basically a worse ruin.

On the other side, it being previewed means that we're in DeathGuard season!
Time to see what else the codex brings us so i can finally decide if i get into the army or not


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 16:17:48


Post by: lare2


 VladimirHerzog wrote:
yeah, if it doesn't have any other rules, its gonna be a hard pass.
Its basically a worse ruin.

On the other side, it being previewed means that we're in DeathGuard season!
Time to see what else the codex brings us so i can finally decide if i get into the army or not


You should buy in. We're awesome.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 16:24:01


Post by: VladimirHerzog


 lare2 wrote:
 VladimirHerzog wrote:
yeah, if it doesn't have any other rules, its gonna be a hard pass.
Its basically a worse ruin.

On the other side, it being previewed means that we're in DeathGuard season!
Time to see what else the codex brings us so i can finally decide if i get into the army or not


You should buy in. We're awesome.


Oh, i know lol. I just barely have enough room left in my apartment to add an army.



Mortarion's sons Death Guard tactica 9th ed @ 2020/11/11 23:19:06


Post by: darthryan


This new terrain will make us the home end kings. Put it near some ruins with an objective in it and shove a unit of plague marines in the ruins. You now have a unit of T5 W2 2+ 5+++ badasses who are at minus one to be hit as well. Try clearing that objective


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 02:18:36


Post by: Jidmah


Ruins can't have objectives in them, and you can just have -1 to hit by casting miasma on them...

It really depends on the price of the terrain piece, if its rather cheap, you could put it near an objective to have cover and a MW aura there. I doubt that it will be any better than other faction terrain though.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 05:04:06


Post by: TonyH122


I know that it remains an unreliable rumour, but I for one am entirely on board with minimal codex overlap re: units, so that each army can be really distinct. I love that DG have gone more the AoS route, and have an increasingly distinct identity from other Heretic Astartes forces. Of course I feel bad for anyone whose armies are invalidated. As a DG player, the shift from 7th to 8th was rough. But I'm happy to leave the copy/paste units to the Loyalist scum!


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 14:26:40


Post by: lindsay40k


One of the things that determines the malignifier’s use will be the next Daemons codex. If the Gnarlmaw continues to affect a bunch of our units, a NURGLE (or CHAOS) fortifications network could come in handy.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 15:11:44


Post by: lare2


darthryan wrote:
This new terrain will make us the home end kings. Put it near some ruins with an objective in it and shove a unit of plague marines in the ruins. You now have a unit of T5 W2 2+ 5+++ badasses who are at minus one to be hit as well. Try clearing that objective


Think you underestimate how bad my save rolls are.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 11:18:17


Post by: Castozor


The building looks unimpressive but we don´t know all it´s rules yet, maybe it can be infiltrated up the board improving it´s usefulness. Frankly I don´t care much for the faction buildings and I think this one looks ugly and out of place in a DG army so no skin of my back if it´s horrible.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 19:06:26


Post by: darthryan


It has to be better than the stupid space marine bunker


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 20:21:15


Post by: Keramory


It's probably the better of the fortifications in the game. Putting one of these near an objective will make sure you'll never lose your deployment objectives by being shot off and deepstrikes will need more commitment. Plus it gives you more -1 to hit options as you can cast elsewhere for miasma

Also nearly every fortification has some interaction mechanic as well, so I'm excited to see what that does too.

I'm aware it's not broken or an auto include, but in terms of how many fortifications are far more useless, I'm happy to field this one on occasion.


Mortarion's sons Death Guard tactica 9th ed @ 2020/06/12 20:47:40


Post by: Eldarsif


 TonyH122 wrote:
I know that it remains an unreliable rumour, but I for one am entirely on board with minimal codex overlap re: units, so that each army can be really distinct. I love that DG have gone more the AoS route, and have an increasingly distinct identity from other Heretic Astartes forces. Of course I feel bad for anyone whose armies are invalidated. As a DG player, the shift from 7th to 8th was rough. But I'm happy to leave the copy/paste units to the Loyalist scum!


If they want to go the AoS route they then better add all the Nurgle daemons to the Death Guard codex and make the Death Guard codex a proper Maggotkin of Nurgle 40k.

Have a Rhino and Landraider with Nurgle doors and 2 Death Guard Contemptors. If these rumors are true I guess I'll just have to keep them as display pieces.

What worries me is that that DG doesn't have much long range firepower which is why Leviathans, Contemptors, and defilers became so popular. If they want to make Death Guard viable without these additions they'll have to pump up the volume/damage of many units to compensate.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/12 22:45:32


Post by: Jidmah


I have found that the issue with long range firepower has drastically reduced with the new multi-meltas on MBH and accelerated entropy on PBC. Anti-tank no longer feels like a major weakness for DG.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/13 08:31:26


Post by: Eldarsif


You are probably right. I just haven't gotten the chance to play with my MBH since I painted them due to a COVID partial-lockdown. Tried them a few times before 9th and found them okayish. The Entropy Cannon PBC I have already tried and it has made my life a joy, especially when I Entropied a Ragnar Blackmane in the face during close combat and one-shotted him.

Does make me sad though that I did finish painting a Leviathan Dreadnought for Death Guard this year, but I guess that just means I now have a 30k DG force.

I have to admit I am getting super psyched about the new book in anticipation of changes, especially considering how old the current codex is.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/28 09:22:38


Post by: Nithaniel


Did any of you see the leaked profile for Typhus and the blight hauler? The later sporting BS and WS 3+, maybe a hoax but if daemon engines are all going to 3+ to hit its gonna be great!

Typhus goes to 5" move implying that cataphractii bonus is lost as with the loyalist changes. Blightords with 3W but 5++ is sad but still good.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/28 10:11:08


Post by: lare2


 Nithaniel wrote:
Did any of you see the leaked profile for Typhus and the blight hauler? The later sporting BS and WS 3+, maybe a hoax but if daemon engines are all going to 3+ to hit its gonna be great!

Typhus goes to 5" move implying that cataphractii bonus is lost as with the loyalist changes. Blightords with 3W but 5++ is sad but still good.


FBD are on 3+ as well. 12" on the spitters as well. Mower lost S8 though but GBL a flat 2D now.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/28 10:34:11


Post by: Jidmah


I compiled all known info here:
https://www.dakkadakka.com/dakkaforum/posts/list/794217.page

It's likely that all daemon engines will be going to 3+, so defilers will be lot more sexy as well.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/30 17:08:02


Post by: Selfcontrol


https://www.warhammer-community.com/2020/11/30/the-most-improved-units-from-codex-death-guard/

TL;DR :

1. Plague Marines get 2 Wounds (we alredy knew it) AND 2 Attacks (w00t) ;
2. Possessed are Toughness 5 and flat 4 attacks and get Plague Weapons on their melee weapon. Still 1D though but it's fine with plague weapons and the sheer number of attacks.
3. It is confirmed that all Daemon Engines are hitting on 3+. Defiler also got an extra-Attack (now 5 Attack instead of 4).
4. There will be two new army-wide rules : Remorseless and Contagions of Nurgle (several abilities are tied to this last one). We will have more info in a future preview.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/30 18:23:14


Post by: Jidmah


With 2 attacks per model some more of those close combat weapons might become viable.


Mortarion's sons Death Guard tactica 9th ed @ 2020/11/30 20:12:51


Post by: ArcaneHorror


Giving plague weapons to DG possessed always struck me as something that should be common sense, as both the daemon and the Marine will be dripping in disease, so why shouldn't they be the same way together? Also, I hope that possessed also get DR.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/01 02:06:15


Post by: Eldenfirefly


 Jidmah wrote:
Abaddon303 wrote:
I'd personally rather see closer synergies with daemons rather than between the legions. Never really sat right with me seeing TS, DG and Alpha Legion all in the same army.
I really hope they do something to make summoning a fun mechanic, even if its not particularly competitive...


Agree. When Death Guard, World Eaters and Thousand Sons join forces, it should be as part of the Black Legion.


Agree with this as well. CSM are a chaotic selfish bunch. Only black legion is known for having different factions all join together and even then, its for some grand black crusade. Abaddon generally just lets them loose and they all go off and fight within their own factions and legion style. Never known even a black legion army to be able to field a multi faction CSM army which are giving synergy to each other in the field and coordinating tactics and such. If you look at the lore, the individual legions and renegade factions are mostly all just doing their own thing. Night lords will do hit and run, DG will be trying to infect everyone, world eaters just want to rip and tear.

I rather each get their own distinct rules rather than try and make CSM soup a inherent benefit. Imperium works together far better as a whole because there is strict order of command. Even then, it doesn't stop individual imperium factions from getting good and distinct rules. So, this should be even less so with the chaotic CSM factions.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/04 16:51:49


Post by: blackmage


if someone is intersted
https://www.warhammer-community.com/2020/12/04/death-guard-release-delayed-in-the-warp/
with Mortarion datasheet


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/04 16:54:19


Post by: nfe


I wonder if Contagions is an expanding MW aura/toughness debuff, given the battle round number dictates range.

Glad Morty keeps the sweep attack after all. 21 attacks on full profile.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/05 09:31:29


Post by: Nithaniel


Death to the false emperor is missing from the datasheet, wonder if this means its gone or written elsewhere.

New Warlord trait mechanic is interesting. Also no news on whether he is stuck with arch contaminator as default which was one of my problems with running Morty as I always wanted that trait elsewhere on the field.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/06 07:41:32


Post by: COLD CASH


apparently losing 40 containers of product will stop a release. Such bad luck.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/06 11:49:53


Post by: Jidmah


Those containers are surprisingly large. If even half of them were full of codices (probably more, because models are made in Britain and not in China) I can easily imagine them not enough to having supply some countries. Google-fu tells me that each container can hold 20-40k books, so worst case over a million codices are now sleeping with the fishes.

People are also more likely to be understanding of the release moving to later because gak happens than them not getting their books and new models while others do. It also would give the scalper industry another boost.

So yeah, for once GW probably did the best thing possible, and maybe the pay for more secure locations for their containers in future.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/06 17:36:23


Post by: Horla


Is there a link to a news story about lost containers? Did a ship go down or something?


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/07 19:44:16


Post by: Acehilator


Around 1k containers fall of ships every year.

A few days ago one ship lost 1.9k containers in a freak storm/accident, but it was going from Japan to California, so I guess it's not related to our problem.

New DG preview is up, looks VERY nice.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/07 20:29:49


Post by: lindsay40k


Hmm. We can’t double-tap plasma at 18”, nor hipshoot with blight launchers. We can double-tap bolters at full range, and we aren’t slowed down by owt. Interesting. Can’t tell if it’s still infantry & Helbrutes only, but.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 00:41:45


Post by: ArikTaranis


Disgustingly Resilient has been revealed by GW to be -1 to incoming damage, as has long been rumoured.

I'm not overly impressed. It's situationally better for infantry (worse for d1, better for d2, same for d3) but worse for the big stuff who will be facing high damage attacks. And everything suffers against mortal wounds. I guess there is a chance there will straits and other things to mitigate this, but still.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 00:50:34


Post by: hellpato


Now im started to interested in the DeadGuards with Daemon of Nurgles. I will wait and see how people mix match both armies in one.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 01:47:56


Post by: Eldenfirefly


I wonder if the old DR will return as a strategem now. It would be interesting. On a turn where a DG unit gets focused on, you slap this old DR strategem to it and now, you not only reduce damage from weapons by 1, you also get the old DR on your unit.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 02:52:07


Post by: Kall3m0n


Eldenfirefly wrote:
I wonder if the old DR will return as a strategem now. It would be interesting. On a turn where a DG unit gets focused on, you slap this old DR strategem to it and now, you not only reduce damage from weapons by 1, you also get the old DR on your unit.


That seems very likely. However, it would be a strat. That we have to pay for with commapnd points. That we also have to spend on additional detachments for mass psychers so we can protect ourselves against MW in the psychis phase. For a single unit. For a singel phase. Yay... All so you can protect your now nerfed vehicles.
Thank you GW for giving us a band aid we have to pay for, to slap on the wounds you've caused us. That's just an insult.
I'm not saying it's bad, but compared to an army wide 5+++ all the time, it's a slap in the face.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 09:53:51


Post by: lare2


I don't really mind the change, to be honest. I did love 5+++ but I'll learn to love -1D and adjust accordingly. Played GW games long enough to roll with the punches and I've no intention to turn my back on grandpa Nurgle anytime soon.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 10:31:35


Post by: astro_nomicon


 lare2 wrote:
I don't really mind the change, to be honest. I did love 5+++ but I'll learn to love -1D and adjust accordingly. Played GW games long enough to roll with the punches and I've no intention to turn my back on grandpa Nurgle anytime soon.


Everyone take a deep breath and be more like this guy


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 14:25:16


Post by: warmaster21


Part 5 is up.

contagions are totally not an aura (not effected by things that screws with auras) while being a "passive ability" whos radius is based on turn number (1/3/6/9") and Nurgle's gift is a -1T, and same named contagions dont stack.

Fortification can be set up 12" outside enemy deployment and always counts as round 4 for its contagion


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 15:33:23


Post by: Jidmah


It might be possible that every plague fleet has its own contagion.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/11 15:50:15


Post by: lare2


 Jidmah wrote:
It might be possible that every plague fleet has its own contagion.


That would make sense and be very thematic.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/14 12:24:01


Post by: COLD CASH


In regards to the the containers, they left japan carrying goods from china to cali. So yes its relevant.

Contagions look extremely strong, well the -1T is anyway. Any mechanic for free that grows and debuffs the enemy is gonna be strong. Just depends if there are some as strong as Nurgles gift(although tbh that one is already a big boost).


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/14 22:58:00


Post by: l0k1


With what we know so far, would it be better to equip a squad of Blightlord Terminators with Axes and Combi Meltas or Baleswords and Combi Meltas? I think axes and meltas for vehicle busting, you still probably be wounding on 5s at AP -2 (S4+2 vs T8-1). Swords would still be wounding on 5s at AP -3 (S4+1 vs T8-1).


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/15 15:05:12


Post by: Doohicky


Axes will wound MEQ on a 2+ rerolling which sounds nice to me!

(S6 against T4-1 due to the contagion)

Honestly, assuming Flails stay same rules, they are your best vehicle hunting threat in CC. Your Swords and Axes should just be to finish off a few wounds. The meltas are the real threat.

Due to that I would say axes as they are better against infantry (IMO)


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/17 19:34:55


Post by: Jidmah


For those not following the news threads: The FW FAQ clarified that all <LEGION> datasheets can be death guard.


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/17 20:04:43


Post by: astro_nomicon


 Jidmah wrote:
For those not following the news threads: The FW FAQ clarified that all <LEGION> datasheets can be death guard.


Does that mean drills are back on the menu?


Mortarion's sons Death Guard tactica 9th ed @ 2020/12/17 20:15:34


Post by: VladimirHerzog


 astro_nomicon wrote:
 Jidmah wrote:
For those not following the news threads: The FW FAQ clarified that all <LEGION> datasheets can be death guard.


Does that mean drills are back on the menu?


yes it does.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/05 15:50:28


Post by: Abaddon303


I posted this in the Codex news thread but probably better here for reference:
I've been doing some mathhammer on which is better between axes and swords on Blightlord Terminators. With the new contagion rule bringing marines down to T3 i think it's commonly perceived that the S6 of the axe is better due to wounding on 2s. Against marines they actually perform identically and the sword is actually superior against most of the targets you would expect to go up against.
Surprisingly, the only situations that axes are significantly better is really space marine HQs and Ork Boyz.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/05 16:33:15


Post by: Abaddon303


Another thing I mathhammered is people's fear that Mortarion is gonna get wiped out by melta with the new DR rules being weaker. In fact, at T8 and -1 to damage, he actually requires more hits to kill him than he did at T7 and the 5+++.
I have plotted the difference in the graph below. Yellow is old Morty and Blue is new Morty. 6 damage melta used to take 6 hits to kill him while now it will require 7.2...

[Thumb - graph.JPG]


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/05 20:27:52


Post by: Jidmah


Nice work. Very interesting, thank you.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/05 23:07:21


Post by: mokoshkana


@Abaddon303 Wraithguard are T5 not T3


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/06 11:21:53


Post by: Abaddon303


Oh yeh sorry. I don't know what I was thinking there!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/06 13:58:08


Post by: broxus


Abaddon303 wrote:
Another thing I mathhammered is people's fear that Mortarion is gonna get wiped out by melta with the new DR rules being weaker. In fact, at T8 and -1 to damage, he actually requires more hits to kill him than he did at T7 and the 5+++.
I have plotted the difference in the graph below. Yellow is old Morty and Blue is new Morty. 6 damage melta used to take 6 hits to kill him while now it will require 7.2...


I did the same math and I don’t think your numbers are correct. I show it takes over 20 hits to bring him down. 10 of those wound, 5 of those fail the 4++. Average damage per hit after modifiers 3.5. Even if I am off I do t how you come to only needing 6 hits, with 3 wounds and 1.5 failed saves can do 18 wounds.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/06 17:50:54


Post by: Abaddon303


Yeh I've not taken into account the save so all the number of shots should be doubled lol. It doesn't actually change the graph shape tho tbh.

The reason I plotted it in a graph is because of the variable damage of melta and the way the new DR reduces in effectiveness as damage per shot increases. My summary was for full 6 damage melta and should have read 13.2 hits previously and 14.4 hits now.

And you're right, at the 3.5 average damage it would previously have taken 23.2 hits, that is now 28.8 hits.
23 hits, 15 wounds, 7.5 failed saves at 3.5 damage = 26 damage. Disgustingly resilient would save 8 = 18 damage
28 hits, 14 wounds, 7 failed saves at 2.5 damage = 17.5 damage

The point where Morty's old profile is actually better is when the damage of each shot reaches 9 or more which is obviously very very rare.

So tellingly it will still take around 9 hits by heavy melta eradicators at under 12" and rolling 6s for damage to kill him and they are supposed to be the most efficient anti tank/monster in the game right now!



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 03:17:26


Post by: blackmage


pity that now mortal wounds wipe out DG models, now we cant stop them like before
So no new dr is NOT like old dr. Now EVERY dg model is less resilient.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 07:58:01


Post by: Jidmah


Infantry has gotten extra wounds though, so plague marines actually can tank more mortal wounds now, while Terminators and Possessed have remained the same.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 11:01:18


Post by: blackmage


 Jidmah wrote:
Infantry has gotten extra wounds though, so plague marines actually can tank more mortal wounds now, while Terminators and Possessed have remained the same.

dream is beautiful, so i wont ruin it, i tell you then you are right.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 11:13:02


Post by: Jidmah


Math is not a matter of opinion.

And if you start off being impolite right of the bat again, I would prefer you staying away.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 12:45:06


Post by: broxus


Vehicles are where we took a large hit in resilience. For infantry in some instances the new DR is a massive buff and others it was a nerf. Honestly, it all depends on the points before we can say anything.

I have now played 2 games using the new DG rules against Blood Angels and we seem like the natural counter to them. All their damage 2 melee weapons were very inefficient against my T5 and new -1 Damage DR rules. This combined with the -1 AP and -1T sure we gained mean DG can absorb a BA charge a hit back pretty hard.


Mortarion's sons Death Guard tactica 9th ed @ 0056/01/07 13:02:04


Post by: Abaddon303


I don't think anyone is trying to claim that new Disgustingly Resilient is better than the old one, it clearly, mathematically isn't.
.
What I was trying to do was maybe reduce the doom and gloom a little.

Mortarion going to T8 has categorically made him more resistant to melta than he is now.

3MWs used to kill a single terminator. It still does. 2MWs had a strong chance of killing a terminator now it doesn't.


Automatically Appended Next Post:
I'm not even sure it's that large a hit to vehicle resilience tbh. It's better against 2 and 3 damage attacks. I'm not sure our vehicles were getting peppered by many 1D shots so really what was consistently hitting our vehicles that did 4+ damage?
Lascannons/Melta average 3.5 damage, even the max 6 damage Lascannon has gone from doing 4w to 5w. So it used to take 3 to kill a PBC and it still takes 3.
Myphitic Blight Haulers have gained a wound, Bloat Drones no longer degrade.
It's very hard to assess all of the changes we are seeing but I really don't think we are going to be finding that we're significantly less resilient, especially given how we are certainly going to be putting out more damage which in turn helps survivability...


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 16:50:25


Post by: Malik_Raynor


Check out the new points. GW gave us all the point values for the new codex.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 17:26:33


Post by: lare2


If this is an indication of what they'll be in the codex then I'm pretty happy with the new points.

Really, the new codex should be out now as well so I am hoping we won't see another change.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 20:55:27


Post by: broxus


Wel we now know that the blightlords at a minimum now have a 5++. They have actually gone down in points. The million dollar question is did the Deathshroud keep their 4++ or get a 5++ also.

Also, 21pt plague marines are better than I expected, but the 140-MBH is more than I expected. Though in my play testing with the new rules showed it was a very strong unit.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 23:24:26


Post by: darthryan


Personaly i think 140pts is not to bad as long as the MBH keeps its shroud aura


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/07 23:41:06


Post by: Abaddon303


MBH at 140pts compared to a helbrute at 115 for MM and missile launcher.

MBH is 2" faster and has an extra wound and -2AP on it's attacks. It's also got a 5+ invulnerable save.

I guess that's just about worth 25pts? I guess really it's a wait and see scenario on whether Helbrutes get DR, what ends up with core keyword, whether the MBH keeps its cover aura etc


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/08 05:40:04


Post by: broxus


For me it will be hard to justify a MBH over a PBC. For not much more you get a much more resilient vehicle and the mortar is huge killing hiding units.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/08 09:40:25


Post by: darthryan


I think people are over looking just how fast the MBH is in our slow moving army of shuffling corpses. Its also pretty killy with that multimelta and now you dont need to kèp 3 next to each other for the +1bs you have evn more freedom


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/08 16:46:56


Post by: mokoshkana


darthryan wrote:
I think people are over looking just how fast the MBH is in our slow moving army of shuffling corpses. Its also pretty killy with that multimelta and now you dont need to kèp 3 next to each other for the +1bs you have evn more freedom
I like the fact that my squad of three can now fill an Outrider detachment and provide cover bonuses to infantry all over the board instead of one big area.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/09 21:03:15


Post by: broxus


Let’s hope they keep the aura for cover saves. Maybe it will change to the -1 to hit which seems more appropriate. Maybe even giving it to themselves. Remember, the old fog rule was written before any terrain rules existed.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/10 19:25:41


Post by: COLD CASH


Is the levi a thing again? 220 for double flamers double grav flux seems nice.

all the combat arms are free.

So my preferred loadout would be 1 grav flux arm and 1 claw+meltagun.

4 attacks base +1 for the claw at str 14 -3 3


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/10 19:37:13


Post by: Doohicky


Looking to kit bash some DG possessed.

Going to use a normal Plaguemarine Squad, and was thinking of buying a Spawn box to use the tentacles etc.

Anyone know how many arms I could possibley cover with the spawn sprues? From looking at images I think there should be more than enough.

I might even use some of the spawn body for a few of them


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/10 19:44:10


Post by: lare2


You get a lot of arms/tentacles/weird things in the spawn kit. And when I say a lot, I mean a lot.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/11 12:16:41


Post by: Selfcontrol


Doohicky wrote:
Looking to kit bash some DG possessed.

Going to use a normal Plaguemarine Squad, and was thinking of buying a Spawn box to use the tentacles etc.

Anyone know how many arms I could possibley cover with the spawn sprues? From looking at images I think there should be more than enough.

I might even use some of the spawn body for a few of them


You can kitbash really good DG Possessed by mixing Plague Marines with the actual Possessed kit. Here's an exemple taken on Reddit :







Mortarion's sons Death Guard tactica 9th ed @ 2021/01/11 15:56:23


Post by: Horla


Selfcontrol wrote:
Doohicky wrote:
Looking to kit bash some DG possessed.

Going to use a normal Plaguemarine Squad, and was thinking of buying a Spawn box to use the tentacles etc.

Anyone know how many arms I could possibley cover with the spawn sprues? From looking at images I think there should be more than enough.

I might even use some of the spawn body for a few of them


You can kitbash really good DG Possessed by mixing Plague Marines with the actual Possessed kit. Here's an exemple taken on Reddit :






They're a lot better than I'd expect given how little I like the regular Possessed models.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/12 16:53:20


Post by: Doohicky


Nice one cheers. I imagine the possessed arms will fit better, whereas using the spawn bits will require a lot more green stuffing.

My only issue is I need 7, because Nurgle. I am sure I can work it out and come up with something.

Masive thanks for the suggestions


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 19:16:25


Post by: Salt donkey


Thoughts on the leaks?

First I’d like to ask if anyone has seen if terminators are still at a 4++. For a while thought there was no chance of this happening, but a possible leaker said they will be keeping it. That would be absurd.

Also Mortarion looks absolutely absurd. T8, -1 damage and the old 5+++ is a LOT for defensive buffs. Downside is he doesn’t let you take other pyskers (which is a big for reasons I’ll explain later), but never in my wildest dreams did I think he would keep the 5+++. Oh and he shuts downs aura effects within 3 inches of himself, which means less re-rolls against him in CC.

So what’s the problem with stopping other pyskers from being in your army? First stoppping you from taking good units like Demon princes and Typhus is a big loss (it is fluffy though). However, due to the new Lord limitation, the bigger issue is you won’t be able to take battalions with morty in your list, That’s because all Deathguard HQ’s are at least a pysker or a lord, meaning you can’t take a 2nd HQ in a detachment, since lords are limited to 1. That means 2 or more HQ detachments are off the table when using morty.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 19:37:46


Post by: mokoshkana


Salt donkey wrote:
Thoughts on the leaks?

First I’d like to ask if anyone has seen if terminators are still at a 4++. For a while thought there was no chance of this happening, but a possible leaker said they will be keeping it. That would be absurd.

Also Mortarion looks absolutely absurd. T8, -1 damage and the old 5+++ is a LOT for defensive buffs. Downside is he doesn’t let you take other pyskers (which is a big for reasons I’ll explain later), but never in my wildest dreams did I think he would keep the 5+++. Oh and he shuts downs aura effects within 3 inches of himself, which means less re-rolls against him in CC.

So what’s the problem with stopping other pyskers from being in your army? First stoppping you from taking good units like Demon princes and Typhus is a big loss (it is fluffy though). However, due to the new Lord limitation, the bigger issue is you won’t be able to take battalions with morty in your list, That’s because all Deathguard HQ’s are at least a pysker or a lord, meaning you can’t take a 2nd HQ in a detachment, since lords are limited to 1. That means 2 or more HQ detachments are off the table when using morty.

General consensus on lack of psykers with Morty seems to be that it is fake. We'll have to wait and see.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 19:59:22


Post by: BlaxicanX


Spoiler that image, it's messing up the page.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 20:07:11


Post by: lare2


The Lord limitation, I wonder if it's just in relation to LoC and LoV... probably includes Chaos Lords as well but... you never know...


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 20:56:46


Post by: Horla


 lare2 wrote:
The Lord limitation, I wonder if it's just in relation to LoC and LoV... probably includes Chaos Lords as well but... you never know...

I presume it’s like the similar limitation on Captains in the Space Marine Codex, Lord is a rank in terms of Chaos armies so limiting to one character of that stature in a detachment.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 21:03:08


Post by: lare2


I'm not familiar with the new SM codex so cheers for the info. Been list building with the limited knowledge we have. Man, trying to create Morty lists is proving tough. I'm determined to start playing him again now though - he is looking tasty.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/15 23:57:25


Post by: ArcaneHorror


 Horla wrote:
Selfcontrol wrote:
Doohicky wrote:
Looking to kit bash some DG possessed.

Going to use a normal Plaguemarine Squad, and was thinking of buying a Spawn box to use the tentacles etc.

Anyone know how many arms I could possibley cover with the spawn sprues? From looking at images I think there should be more than enough.

I might even use some of the spawn body for a few of them


You can kitbash really good DG Possessed by mixing Plague Marines with the actual Possessed kit. Here's an exemple taken on Reddit :







After seeing this picture, I've bought some bits and am going to be this exactly, with some converted blightkings as well.
They're a lot better than I'd expect given how little I like the regular Possessed models.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 04:21:42


Post by: jivardi


It appears that Adrian and Brian from Tabletop Titans got their copy of Codex: Deathguard early.

They are doing a batrep Saturday 1/17/2021 @ 2PM Central Time here in the US. It's a matchup between DG and Harlies.

Fast and fragile vs slow and hearty. I doubt they will go over much of the codex but it'll be interesting none-the-less to see the new DG in action.

Though I'm sure they aren't the only YT's to get theirs. I'd expect more discussions over the next few days.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 07:22:46


Post by: darthryan


So morty is now T8 with3+/4++/5+++ with minus 1 damage and can still be healed by deamon spells. He is going to take alot to put down . Stick some deathshroud next to him and watch your opponents cry.


Automatically Appended Next Post:
By my maths and please correct me if im wrong but on average that would take 328 s4 ap-1 d1/d2 hits to bring Morty down


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 08:01:42


Post by: techsoldaten


darthryan wrote:
So morty is now T8 with3+/4++/5+++ with minus 1 damage and can still be healed by deamon spells. He is going to take alot to put down . Stick some deathshroud next to him and watch your opponents cry.


Automatically Appended Next Post:
By my maths and please correct me if im wrong but on average that would take 328 s4 ap-1 d1/d2 hits to bring Morty down

We will learn more soon.

Someone in the News thread said he also gets a 5+ FNP. So that number is low.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 09:28:27


Post by: Neophyte2012


 techsoldaten wrote:
darthryan wrote:
So morty is now T8 with3+/4++/5+++ with minus 1 damage and can still be healed by deamon spells. He is going to take alot to put down . Stick some deathshroud next to him and watch your opponents cry.


Automatically Appended Next Post:
By my maths and please correct me if im wrong but on average that would take 328 s4 ap-1 d1/d2 hits to bring Morty down

We will learn more soon.

Someone in the News thread said he also gets a 5+ FNP. So that number is low.


If that is true, he should be priced at 600pts level


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 09:34:48


Post by: darthryan


No that is including the 5+fnp


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 11:04:38


Post by: Selfcontrol


https://www.goonhammer.com/9th-edition-codex-death-guard-the-goonhammer-review/

TL;DR :

- Daemons are entrirely gone, as is summoning. Good riddance.
- Deathsrouds and Blightlords still have a 4++ ;
- Plague Surgon gives a 6+++ around him and can heal ;
- Poxwalkers have a 6+++. They can't perform actions except one ;
- Cultists don't have ObjSec but they can perform actions ;
- Possessed are still 2 Wounds. Damn you Warhammer Community for saying they were going to get a third Wound ...
- DG Stratagems are absolutely insane, such as Flash Outbreak ;
- Warlord Traits are good / very good ;
- Mortarion seems to be a total monster (he cannot be bodyguarded by Deathsrouds anymore though) ;
- Many Contagions are really fething good.

EDIT : Mortarion's rule about "NO PSYKER" was BS.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 11:17:17


Post by: lare2


Thanks for the summary. Happy to hear the no psycher malarkey was malarkey.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 15:02:11


Post by: Eldenfirefly


Excited about the new deathguard codex. It looks like an awesome codex!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 15:13:45


Post by: Jidmah


Reposting my first impressions after reading the codex. Note that I didn't mention things that I've already read in the goonhammer review, so I suggest you go read that first, it's really good.

 Jidmah wrote:
Notable stuff not talked about in the reviews:
- 5++ aura relic is gone
- LoC can have a relic that's effectively a plague thunder hammer
- grenade combo has been dismantled, but there is a stratagem which allows you to get 18 grenade auto-hits in combat.
- relic sword for DP and wurmspitter pistol are gone
- Typhus' destroyer hive is now a bespoke rule which allows you to pick a unit within 6". On a 2+ it takes d3 mortal wound.
- Typhus' aura provides +1A and +1S to poxwalkers, no more toughness boost.
- Still no thunder hammer for DG chaos lords.
- Felthius Orb is a one-use 3d3 S4 AP-1 2 damage plague grenade.
- Malignant Plague Caster fallout ability has gone up to 12" range (from 7")
- flails do 2 attacks instead of d3 and have lost the overkill ability
- Icon changed to do a mortal wound to models in engagement range during your moral phase
- Sigil of decay(new plague marine gear) causes hit rolls of 6 with bolters to automatically wound.
- Plague swords have been renamed to "daemonic plague blade".
- You only get a second blight launcher or plague spewer when you have 10 models (=heavy weapons)
- In addition, you can have one melta, plasma gun or plague belcher per 5 marines (= special weapons)
- So, units of 5 or 7 can have a plasma gun and a blight launcher, but not two of either. A unit of 10 can now have 2 blight launchers and 2 plasma guns. If you include the champion, you can now have 3 plasma guns and 2 blight launchers in a unit of 10.
- One of each melee weapon per 5, all of them get an extra attack and keep the plague knives for the stratagem now.
- Champions get an extra attack if they wield a power fist as well.
- Pox walkers get contagions of nurgle.
- Get new pox walkers from eating anything but monsters or vehicles (just infantry so far).
- Blightbringer's melee bell-mace has AP-1 now.
- Foul Blightspawn's unholy death head is now S5 and AP-1.
- Most characters lost their grenades (plague and krak).
- Plague Surgeon is just a pain boy now, no other fancy rules.
- Breaking news: GW finally reacts to the criticism of not having enough combi-bolter bits in the box. Only one combi-bolter per type per 5 now
- Aura of rust is gone.
- Deathshroud no longer give characters +1 to attacks and cannot protect Mortarion and only can protect Typhus if they are Harbingers.
- Helbrutes don't have disgustingly resilient, but get -1 damage anyways.
- MBH lost fog and tri-lobe, but kept -1 to hit in combat
- 7" explosions down to 6"
- Entropy cannons are plague weapons, rothail volley gun is not.
- Landraider, predators, defiler and rhino got smoke screen, but no DR for any them and no way to get it.
- Rhino cannot carry possessed, LR can carry 5.
- Terrain has a 6" 2d6 S4 AP-1 flamer, and is 12 wounds T8, 3+ with DR.
- The little extra part is a pox furnace which is an obstacle with various traits, including light cover. It can be used to claim cover and gain that -1 to hit from the big piece.

Outside of a couple of cool relics missing and the DR stratagem for shared units gone, I'm very happy.



Automatically Appended Next Post:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 16:09:11


Post by: JDarion


One thing I’m seeing is that the interaction between Contagions and Deathclaw Drop Pods may not have been considered. Normally you would want to use their native deepstrike, but using a pod can drop termies round 1. Its pricy, but a LoC with Droning and the helm, three deathshroud, and a psyker with Gift comes down anywhere not screened T1 and provide a 12” bubble of -1T and half move, and is a PITA to shift without dedicating a lot (add surgeon in the 10th slot in the bod if desired).


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 16:27:05


Post by: Salt donkey


I got one am excited for every non-deathguard player to complain about Mortarion until he gets nerfed. The no other pysker rule may have been a bad design, but I believed it because Mortarion needed another drawback to be justified.

As it stands I struggle to see him as anything but an auto-include, despite costing 490 points.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 16:39:19


Post by: KurtAngle2


Salt donkey wrote:
I got one am excited for every non-deathguard player to complain about Mortarion until he gets nerfed. The no other pysker rule may have been a bad design, but I believed it because Mortarion needed another drawback to be justified.

As it stands I struggle to see him as anything but an auto-include, despite costing 490 points.



And he can get -1 to hit with a Psychic Power too...
Completely broken at 490 points


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 17:13:35


Post by: Abaddon303


So with no way of putting DR on a rhino, and PMs having 2 wounds, plague surgeon giving out 6+++ and I think I saw something giving it cover. Are we better going full foot slog and leaving the fast movement to things like the drones and MBHs?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 17:27:10


Post by: Denegaar


Congratulations guys! You got a nice, nice book, really fluffy and fun to play for sure.

And Mortarion is a beast of a centerpiece. I hope my book is as good as yours.

Have fun!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 17:47:29


Post by: KurtAngle2


Abaddon303 wrote:
So with no way of putting DR on a rhino, and PMs having 2 wounds, plague surgeon giving out 6+++ and I think I saw something giving it cover. Are we better going full foot slog and leaving the fast movement to things like the drones and MBHs?


Yes.


Or Triple KoS lists with Mortarion being the only DG model played there


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 18:00:48


Post by: Salt donkey


Morty in soup doesn’t sound too bad, but I think mono deathguard has legs.

The key IMO is to run morty of course, terminators (I think deathshroud are slightly better than blightlords, but both are extremely good), tallyman, surgean, and poxwalkers. Skip plague marines, terminators let you take poxwalkers and they are a much better troop option than plague marines. You might also want some fire support options as well. That’s the list IMO.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 19:57:25


Post by: Jidmah


JDarion wrote:
One thing I’m seeing is that the interaction between Contagions and Deathclaw Drop Pods may not have been considered. Normally you would want to use their native deepstrike, but using a pod can drop termies round 1. Its pricy, but a LoC with Droning and the helm, three deathshroud, and a psyker with Gift comes down anywhere not screened T1 and provide a 12” bubble of -1T and half move, and is a PITA to shift without dedicating a lot (add surgeon in the 10th slot in the bod if desired).


1. You cannot disembark from dreadclaws the turn they arrive, and none of the FW models have any contagion range.
2. Contagion range in turn 1 is 1" plus 3" from the LoC plus 6" from the power
3. If the power fails, all that stuff will be dead with no effect.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 20:17:18


Post by: Abaddon303


Salt donkey wrote:
Morty in soup doesn’t sound too bad, but I think mono deathguard has legs.

The key IMO is to run morty of course, terminators (I think deathshroud are slightly better than blightlords, but both are extremely good), tallyman, surgean, and poxwalkers. Skip plague marines, terminators let you take poxwalkers and they are a much better troop option than plague marines. You might also want some fire support options as well. That’s the list IMO.


Suprised you think Poxwalkers are a much better troop choice? It's hard to eyeball the numbers because there's so many spinning plates when trying to compare Poxies and PMs resilience, but point for point I'm pretty sure PMs would stand up better to most common anti-infantry shooting.

I can see an argument for a MSU of Poxwalkers because it costs half the points of a MSU of PMs if you want something to sit out of LOS maybe holding an objective but they'll still die to a stiff breeze. Could use a single unit to do your contagion action first turn before they die or something. Maybe a big unit could survive long enough to spread it around a bit but they're so slow you'd need to advance between objectives and then do the action next turn.

But if you need any kind of staying power, actions, offensive contribution then Poxwalkers are surely outshone by PMs? Unless I'm missing something?

Of course in 9th, you could just take a patrol and almost skip the troops completely but I think PMs are looking like a very solid choice at the moment...



Automatically Appended Next Post:
If my maths is correct, looks like 20 bolter hits will kill 1 Plague Marine or 8 Poxwalkers. That's almost double the resilience per point.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 20:24:32


Post by: KurtAngle2


Abaddon303 wrote:
Salt donkey wrote:
Morty in soup doesn’t sound too bad, but I think mono deathguard has legs.

The key IMO is to run morty of course, terminators (I think deathshroud are slightly better than blightlords, but both are extremely good), tallyman, surgean, and poxwalkers. Skip plague marines, terminators let you take poxwalkers and they are a much better troop option than plague marines. You might also want some fire support options as well. That’s the list IMO.


Suprised you think Poxwalkers are a much better troop choice? It's hard to eyeball the numbers because there's so many spinning plates when trying to compare Poxies and PMs resilience, but point for point I'm pretty sure PMs would stand up better to most common anti-infantry shooting.

I can see an argument for a MSU of Poxwalkers because it costs half the points of a MSU of PMs if you want something to sit out of LOS maybe holding an objective but they'll still die to a stiff breeze. Could use a single unit to do your contagion action first turn before they die or something. Maybe a big unit could survive long enough to spread it around a bit but they're so slow you'd need to advance between objectives and then do the action next turn.

But if you need any kind of staying power, actions, offensive contribution then Poxwalkers are surely outshone by PMs? Unless I'm missing something?

Of course in 9th, you could just take a patrol and almost skip the troops completely but I think PMs are looking like a very solid choice at the moment...



Automatically Appended Next Post:
If my maths is correct, looks like 20 bolter hits will kill 1 Plague Marine or 8 Poxwalkers. That's almost double the resilience per point.


It makes no sense to spam Plague Marines when your Terminators (40/50 pts depending on the unit you take):

Move the same and are no longer hampered by half Advance and 4"
3W AND a 2+/4++
Superb damage output
Superb stratagem supports

Just go Terminators and Poxwalkers and march across the table


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 20:44:13


Post by: JDarion


 Jidmah wrote:
JDarion wrote:


1. You cannot disembark from dreadclaws the turn they arrive, and none of the FW models have any contagion range.
2. Contagion range in turn 1 is 1" plus 3" from the LoC plus 6" from the power
3. If the power fails, all that stuff will be dead with no effect.


1) Somehow I missed that the FW Droppod assault rule was different than the standard. Thank you. Seems ... not intended but that kills the idea.
2) Are we sure Helm doesn’t effect the contagion aura (so 1+3+3+6 max 12)?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 20:52:24


Post by: Abaddon303


I'm not saying to spam PMs necessarily, but the army needs mobility/ability to spread out and heavy investment into terminators would seem to restrict that?
I was thinking a unit of poxwalkers for a first turn action, they might survive to pick up another in a second and a couple of PM squads to hopefully pick up another couple later in the game.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 21:22:07


Post by: KurtAngle2


Abaddon303 wrote:
I'm not saying to spam PMs necessarily, but the army needs mobility/ability to spread out and heavy investment into terminators would seem to restrict that?
I was thinking a unit of poxwalkers for a first turn action, they might survive to pick up another in a second and a couple of PM squads to hopefully pick up another couple later in the game.


If you mean in game actions, Poxwalkers can't do them aside from the Secondary objective DG has (which is 100% overhyped and not S+++ like some folks on Goonhammer say).
The ability to spread out is 100% not viable with Plague Marines anyway: their damage output is abysmal for the points and you need a mandatory Blight Launcher + Flail of Corruption to kill anything more than mere guardsmen.

On the other hand Blightlords are better in the melee department and Deathshroud are AB-SO-LU-TE-LY fantastic for 50 ppm (bonus when you give them 6++ and +1 to hit)



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 21:26:55


Post by: FezzikDaBullgryn


Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 21:39:31


Post by: KurtAngle2


FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 21:55:39


Post by: Eldarain


 Jidmah wrote:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.
How does that work? Would you need a Daemon detachment? Seems odd to be able to use rules from a book you haven't used to create your army.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 22:46:36


Post by: lare2


KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


The pox have to be 1 to 1 with core bubonic astartes core infantry. As is you'd need 2 more PM or termy units.


Automatically Appended Next Post:
Or perhaps you're thinking of running the shroud as multiple?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 22:47:31


Post by: ArcaneHorror


Is it true that possessed fill two seats in a rhino now? Fluff-wise, that doesn't make much sense as they aren't that larger than regular Marines, certainly not to the extent of something like a terminator.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 23:07:59


Post by: Eldarain


That seemed to make more sense to me when it appeared they were going to 3 wounds and playtester channels were using 40mm minis for them. Now I have no idea what's happening with them.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 23:36:53


Post by: Jidmah


JDarion wrote:
 Jidmah wrote:

1. You cannot disembark from dreadclaws the turn they arrive, and none of the FW models have any contagion range.
2. Contagion range in turn 1 is 1" plus 3" from the LoC plus 6" from the power
3. If the power fails, all that stuff will be dead with no effect.


1) Somehow I missed that the FW Droppod assault rule was different than the standard. Thank you. Seems ... not intended but that kills the idea.
2) Are we sure Helm doesn’t effect the contagion aura (so 1+3+3+6 max 12)?


Contagions are specifically not auras. You can't boost them with the helm, but stuff like AdMech or Nightlords can't EMP or scream your contagion away.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 23:38:52


Post by: Marshal Loss


 lare2 wrote:
KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


The pox have to be 1 to 1 with core bubonic astartes core infantry. As is you'd need 2 more PM or termy units.


Automatically Appended Next Post:
Or perhaps you're thinking of running the shroud as multiple?


He's got 15 in the list, that's 3 units even if 2 are maxed out


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/16 23:40:06


Post by: Jidmah


 Eldarain wrote:
 Jidmah wrote:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.
How does that work? Would you need a Daemon detachment? Seems odd to be able to use rules from a book you haven't used to create your army.


Summoning just requires you to have a CHAOS CHARACTER. Oddly enough, it's an ability of unit you summon, not of the summoner.


Automatically Appended Next Post:
 ArcaneHorror wrote:
Is it true that possessed fill two seats in a rhino now? Fluff-wise, that doesn't make much sense as they aren't that larger than regular Marines, certainly not to the extent of something like a terminator.


Possessed cannot enter rhinos at all, and take two spaces in a landraider.


Automatically Appended Next Post:
KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


That's just seven units though, and poxwalkers are easy to wipe. You might end up losing the game despite not losing anything because you can be in too few places.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 00:04:56


Post by: KurtAngle2


 Jidmah wrote:
 Eldarain wrote:
 Jidmah wrote:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.
How does that work? Would you need a Daemon detachment? Seems odd to be able to use rules from a book you haven't used to create your army.


Summoning just requires you to have a CHAOS CHARACTER. Oddly enough, it's an ability of unit you summon, not of the summoner.


Automatically Appended Next Post:
 ArcaneHorror wrote:
Is it true that possessed fill two seats in a rhino now? Fluff-wise, that doesn't make much sense as they aren't that larger than regular Marines, certainly not to the extent of something like a terminator.


Possessed cannot enter rhinos at all, and take two spaces in a landraider.


Automatically Appended Next Post:
KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


That's just seven units though, and poxwalkers are easy to wipe. You might end up losing the game despite not losing anything because you can be in too few places.


You don't need to be IN ALL PLACES ALL THE TIME, just holding out 3-4 wins you games since you're the best army in the game right now in terms of staying power


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 00:45:09


Post by: FezzikDaBullgryn


KurtAngle2 wrote:
 Jidmah wrote:
 Eldarain wrote:
 Jidmah wrote:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.
How does that work? Would you need a Daemon detachment? Seems odd to be able to use rules from a book you haven't used to create your army.


Summoning just requires you to have a CHAOS CHARACTER. Oddly enough, it's an ability of unit you summon, not of the summoner.


Automatically Appended Next Post:
 ArcaneHorror wrote:
Is it true that possessed fill two seats in a rhino now? Fluff-wise, that doesn't make much sense as they aren't that larger than regular Marines, certainly not to the extent of something like a terminator.


Possessed cannot enter rhinos at all, and take two spaces in a landraider.


Automatically Appended Next Post:
KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


That's just seven units though, and poxwalkers are easy to wipe. You might end up losing the game despite not losing anything because you can be in too few places.


You don't need to be IN ALL PLACES ALL THE TIME, just holding out 3-4 wins you games since you're the best army in the game right now in terms of staying power


(Cries to himself in Custodes)


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 01:18:07


Post by: Jidmah


KurtAngle2 wrote:
You don't need to be IN ALL PLACES ALL THE TIME, just holding out 3-4 wins you games since you're the best army in the game right now in terms of staying power

The opponent should be fully capable of killing at least one of death shroud units and the pox walkers, that leaves you with just 3 units and 12 points worth of assassination, with no way to interrupt any secondaries or primaries your opponent is scoring. Since Mortarion will likely not be sitting on an objective, you are holding 2-3.
In a mission with 6 objectives, an opponent could easily deny you more than 5VP and possibly score 15 for themselves by sacrificing an obsec unit per turn. You also would be open for deep strikes everywhere.
How do you expect to get stuff like deathwing terminators off objectives? What about someone tarpitting Mortarion with a C'Tan or Thrakka?

I'm not saying you are wrong, but I'm challenging the idea. With the old codex, when my unit count dropped too low, I found it impossible to win games against armies properly built for 9th, and I don't think anything in your suggested list changes that.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 01:51:26


Post by: Salt donkey


Abaddon303 wrote:
Salt donkey wrote:
Morty in soup doesn’t sound too bad, but I think mono deathguard has legs.

The key IMO is to run morty of course, terminators (I think deathshroud are slightly better than blightlords, but both are extremely good), tallyman, surgean, and poxwalkers. Skip plague marines, terminators let you take poxwalkers and they are a much better troop option than plague marines. You might also want some fire support options as well. That’s the list IMO.


Suprised you think Poxwalkers are a much better troop choice? It's hard to eyeball the numbers because there's so many spinning plates when trying to compare Poxies and PMs resilience, but point for point I'm pretty sure PMs would stand up better to most common anti-infantry shooting.

I can see an argument for a MSU of Poxwalkers because it costs half the points of a MSU of PMs if you want something to sit out of LOS maybe holding an objective but they'll still die to a stiff breeze. Could use a single unit to do your contagion action first turn before they die or something. Maybe a big unit could survive long enough to spread it around a bit but they're so slow you'd need to advance between objectives and then do the action next turn.

But if you need any kind of staying power, actions, offensive contribution then Poxwalkers are surely outshone by PMs? Unless I'm missing something?

Of course in 9th, you could just take a patrol and almost skip the troops completely but I think PMs are looking like a very solid choice at the moment...



Automatically Appended Next Post:
If my maths is correct, looks like 20 bolter hits will kill 1 Plague Marine or 8 Poxwalkers. That's almost double the resilience per point.


From a mathhammer standpoint, you are correct sir. Plague marines are better against bolters and many other types of weapons than poxwalkers. That said I still vastly prefer poxwalkers over plague marines for one big reason.

Troops by in large in 9th are a tax for detachments and obsec bearers, not units that you want to actually do something with. You don’t want your troops taking fire, you want them to sit them on backfield objectives, or to simply steal a midfield objective mid game after hiding behind obscuring terrain.

Based on this the math I care about is how much does it cost to fill out a battalion with both troop options at a min price. For plague marines it’s a 315 points, for poxwalkers 150.

In your example you are comparing poxwalkers to plague marines vs bolter fire. But both units are worse against bolters than terminators are. So if I’m spending 150 on poxwalkers vs 315 for plague marines, really the comparison becomes poxwalkers and terminators vs plague marines. And really this is faulty comparison as well, because if I’m letting bolter shots into my troops be a meaningful part of the game, I’ve already screwed up.

Finally, as a minor point I’d like to say mathematically bolters are the ideal weapon to favor plague marines. Anything with S3 wounds both units the same. Any AP on a weapon only hurts the plague marines, and any weapon with D3 or greater is going to be good against marines but not poxwalkers (nobody wants to shoot either with D2 weapons). So therefore S4 weapons with no AP and S5 weapons with no AP favor marines the most over poxwalkers.

Really the problem with plague marines is this they fill no good role. All of our spicy options (terminators, possessed, Mortarion, etc) both bring more durability point for point and more offensive output. This unlike good troop units like necron warriors, which are still durable in comparison to the rest necron codex and harlequin Troups, who bring good damage output. So that just leaves them as obsec bodies, which poxwalkers do as well for half the points.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 02:29:14


Post by: ArcaneHorror


Eldarain wrote:That seemed to make more sense to me when it appeared they were going to 3 wounds and playtester channels were using 40mm minis for them. Now I have no idea what's happening with them.


It's a shame they weren't bumped to three wounds. Do they at least get this edition's version of Disgusting Resilience (they didn't last edition).

Jidmah wrote:
Possessed cannot enter rhinos at all, and take two spaces in a landraider.


Wow, that's bs. They don't have obsec, and need to get into combat quickly to be of any use. Also, I'm still wondering why the greater possessed weren't added. Is there some fluff reason why the Death Guard can't merge with Nurgle heralds?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 02:59:15


Post by: Salt donkey


 ArcaneHorror wrote:
Eldarain wrote:That seemed to make more sense to me when it appeared they were going to 3 wounds and playtester channels were using 40mm minis for them. Now I have no idea what's happening with them.


It's a shame they weren't bumped to three wounds. Do they at least get this edition's version of Disgusting Resilience (they didn't last edition).

Jidmah wrote:
Possessed cannot enter rhinos at all, and take two spaces in a landraider.


Wow, that's bs. They don't have obsec, and need to get into combat quickly to be of any use. Also, I'm still wondering why the greater possessed weren't added. Is there some fluff reason why the Death Guard can't merge with Nurgle heralds?


While I can understand being upset that Warhammer community lied to us about 3w possessed, as someone who hate the model, I’m glad they aren’t at 3W. 24 points 3w possessed would have been broken beyond belief and to be honest I’m surprised that people are surprised this was too good to be true. It’s still a good unit even at 2w due to 7 inch move and the 5++. Rhinos are bad IMO. They’re too fragile for their points in this army, as shown in the tabletop tactics battle report where the were the first to die (despite a 3 man deathshroud team taking the bulk of the early turn shooting).

That said I agree that no greater possessed is dumb.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 03:12:39


Post by: Eldenfirefly


Yeah, I love Rhinos, but they are essential only if the troops inside them are kind of fragile. Deathguard honestly doesn't need to be in Rhinos because our infantry can weather a lot of shooting. That 85 to 90 points on a Rhino could be easily spent to get yet another plague marine squad by topping a bit more points. I would rather have 6 squads of plague marines moving up the board rather 3 squads of PM in 3 Rhinos.

I don't think being 1 inch movement slower is that big a deal when comparing our marines to other infantry.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 03:40:50


Post by: stratigo


Eldenfirefly wrote:
Yeah, I love Rhinos, but they are essential only if the troops inside them are kind of fragile. Deathguard honestly doesn't need to be in Rhinos because our infantry can weather a lot of shooting. That 85 to 90 points on a Rhino could be easily spent to get yet another plague marine squad by topping a bit more points. I would rather have 6 squads of plague marines moving up the board rather 3 squads of PM in 3 Rhinos.

I don't think being 1 inch movement slower is that big a deal when comparing our marines to other infantry.


Rhinos bubble your plagues out, and couple of them are just flat broken.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 03:49:56


Post by: Eldarain


 Jidmah wrote:
 Eldarain wrote:
 Jidmah wrote:
Selfcontrol wrote:
- Daemons are entrirely gone, as is summoning. Good riddance.

Until Codex: Chaos Daemons changes, summoning is still possible as it was before. But I agree that this is most likely heralding its end.
How does that work? Would you need a Daemon detachment? Seems odd to be able to use rules from a book you haven't used to create your army.


Summoning just requires you to have a CHAOS CHARACTER. Oddly enough, it's an ability of unit you summon, not of the summoner.
Right, but the scenario of playing an army entirely composed of Death Guard but then using a Summoning mechanic from a Codex you aren't using that interacts with a rule on datasheets not in your book doesn't seem right to me.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 03:50:17


Post by: Neophyte2012


KurtAngle2 wrote:
FezzikDaBullgryn wrote:
Seriously, I was just watching the breakdown on Auspex Tactics, and DG are now Ugly Custodes on Space Crack. They hit harder, are tougher to kill, cost less, and have waaaaaaay over the top support in the realm of abilities, spells, strats, and relics. I can't wait to see what they do to Custodes....


Mortarion (490 pts) + a Battalion of Lord (between 85 and 120 pts) + Sorcerer (110-120 pts), 3x10 Poxwalkers (150 pts), 15 Deathshroud (750 pts), Tallyman (70 pts) and Plague Surgeon (75 pts) and you've got 200-250 pts to include few other units as well...scary list that should cost much more in terms of points but hey DG is evidently undercosted


Lets wait to see if there would be anyone scream: Deathguard is way too broken OP


Automatically Appended Next Post:
 Jidmah wrote:
KurtAngle2 wrote:
You don't need to be IN ALL PLACES ALL THE TIME, just holding out 3-4 wins you games since you're the best army in the game right now in terms of staying power

The opponent should be fully capable of killing at least one of death shroud units and the pox walkers, that leaves you with just 3 units and 12 points worth of assassination, with no way to interrupt any secondaries or primaries your opponent is scoring. Since Mortarion will likely not be sitting on an objective, you are holding 2-3.
In a mission with 6 objectives, an opponent could easily deny you more than 5VP and possibly score 15 for themselves by sacrificing an obsec unit per turn. You also would be open for deep strikes everywhere.
How do you expect to get stuff like deathwing terminators off objectives? What about someone tarpitting Mortarion with a C'Tan or Thrakka?

I'm not saying you are wrong, but I'm challenging the idea. With the old codex, when my unit count dropped too low, I found it impossible to win games against armies properly built for 9th, and I don't think anything in your suggested list changes that.


Ctan and Gazy cannot tarpit Morty, Morty cast psychic powers, dealing 3 MW, shoot his pistol, deal another wound, melee WILL deal 3 more wounds. So there is 7 wounds down already. If that Ctan is not Nightbringer that can deny inv save and FnP, the Ctan cannot bring Morty down in reply then in next round Morty kills the Ctan.
For his T8 16W 4++ 5+++ , -1 dmg and can be -1 to hit and heal lost wounds, Str16 6A or Str8 18A, possessing 3 very good WTs, He is very overpower if priced at 490pts. It should be around 600pts to be priced fair.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 06:27:02


Post by: Salt donkey


stratigo wrote:
Eldenfirefly wrote:
Yeah, I love Rhinos, but they are essential only if the troops inside them are kind of fragile. Deathguard honestly doesn't need to be in Rhinos because our infantry can weather a lot of shooting. That 85 to 90 points on a Rhino could be easily spent to get yet another plague marine squad by topping a bit more points. I would rather have 6 squads of plague marines moving up the board rather 3 squads of PM in 3 Rhinos.

I don't think being 1 inch movement slower is that big a deal when comparing our marines to other infantry.


Rhinos bubble your plagues out, and couple of them are just flat broken.


This whole “you need a fast, expendable unit for contagion spreading” notion is cute, but not tactically sound. Outside of plagueburst crawlers and blighthaulers, we have no major range threats, so the -1 T is of limited use for range. Even if was very valuable your rhino isn’t getting close to the enemy that much faster than anything else. Why run a rhino at my enemy when I can use something like morty or a plague drone with flesh-mower instead?

So what are rhino’s good for then. As the poster above said they don’t add protection for our troops (boyz before toys). That leaves mobility, but as as also stated by the above poster we don’t need that to reach the middle of the board. So basically we are left with the idea that maybe our opponent will be bad and not realize that they don’t need to destroy a rhino on objective in order to steal it from us. That way we can get the objective after they blow it up right!?



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 07:06:45


Post by: Jidmah


Neophyte2012 wrote:
Ctan and Gazy cannot tarpit Morty, Morty cast psychic powers, dealing 3 MW, shoot his pistol, deal another wound, melee WILL deal 3 more wounds. So there is 7 wounds down already. If that Ctan is not Nightbringer that can deny inv save and FnP, the Ctan cannot bring Morty down in reply then in next round Morty kills the Ctan.

Both have saves against the pistol and neither smite nor plague wind is super-reliable at dealing 3-4 MW. You could easily be stuck fighting one or the other for two turns.

For his T8 16W 4++ 5+++ , -1 dmg and can be -1 to hit and heal lost wounds, Str16 6A or Str8 18A, possessing 3 very good WTs, He is very overpower if priced at 490pts. It should be around 600pts to be priced fair.

He cannot heal wounds though?

He was trash at 490 before and the only big thing that changed about him are +1T and -1 damage so he actually has a chance of surviving first turn now and a slightly larger aura range. Outside of that he just got more versatile stuff instead of his mortal wound aura which could-autowin games by pulsing through an entire army once. For both and old Mortarion, you were fethed if he got too close, and he does jack in turn 1.

For 600 points, at the very least he should have a shooting attack capable of wiping out a 5 man squad of primaris turn 1.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 07:54:48


Post by: Eldenfirefly


So just some list ideas for discussion.

For melee deathguard, I think units like deathshroud, chaos spawn and possessed are good. These hit hard in close combat. I think melee deathguard will change in form. We will have to see.

Seems like daemon engine deathguard is less of a thing now. But it might still be a viable list. Run Three PBCs, 3 fleshmowers, and 3 deathguard hellbrutes. Thats 9 hard to kill vehicles. Could be a thing. Cam throw in some Blight Haulers to increase the vehicle count even more.

Or try the list where you stuff as many terminators as you can into your army. Lord of contagion, Termi sorceror, 3 units of deathshroud, 2 units of Blightlords... and bam, you now have chaos version of a custodes list lol.

Someone somewhere is going to try out a list with 60 or more plague marines just to swarm the board with obsec,hard to kill bodies and see how that works out. Btw, 60 plague marines are moving 5 inches and rapid firing 24 inches on their bolters for 120 shots!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 08:19:00


Post by: Abaddon303


Salt donkey wrote:
Abaddon303 wrote:
Salt donkey wrote:
Morty in soup doesn’t sound too bad, but I think mono deathguard has legs.

The key IMO is to run morty of course, terminators (I think deathshroud are slightly better than blightlords, but both are extremely good), tallyman, surgean, and poxwalkers. Skip plague marines, terminators let you take poxwalkers and they are a much better troop option than plague marines. You might also want some fire support options as well. That’s the list IMO.


Suprised you think Poxwalkers are a much better troop choice? It's hard to eyeball the numbers because there's so many spinning plates when trying to compare Poxies and PMs resilience, but point for point I'm pretty sure PMs would stand up better to most common anti-infantry shooting.

I can see an argument for a MSU of Poxwalkers because it costs half the points of a MSU of PMs if you want something to sit out of LOS maybe holding an objective but they'll still die to a stiff breeze. Could use a single unit to do your contagion action first turn before they die or something. Maybe a big unit could survive long enough to spread it around a bit but they're so slow you'd need to advance between objectives and then do the action next turn.

But if you need any kind of staying power, actions, offensive contribution then Poxwalkers are surely outshone by PMs? Unless I'm missing something?

Of course in 9th, you could just take a patrol and almost skip the troops completely but I think PMs are looking like a very solid choice at the moment...



Automatically Appended Next Post:
If my maths is correct, looks like 20 bolter hits will kill 1 Plague Marine or 8 Poxwalkers. That's almost double the resilience per point.


From a mathhammer standpoint, you are correct sir. Plague marines are better against bolters and many other types of weapons than poxwalkers. That said I still vastly prefer poxwalkers over plague marines for one big reason.

Troops by in large in 9th are a tax for detachments and obsec bearers, not units that you want to actually do something with. You don’t want your troops taking fire, you want them to sit them on backfield objectives, or to simply steal a midfield objective mid game after hiding behind obscuring terrain.

Based on this the math I care about is how much does it cost to fill out a battalion with both troop options at a min price. For plague marines it’s a 315 points, for poxwalkers 150.

In your example you are comparing poxwalkers to plague marines vs bolter fire. But both units are worse against bolters than terminators are. So if I’m spending 150 on poxwalkers vs 315 for plague marines, really the comparison becomes poxwalkers and terminators vs plague marines. And really this is faulty comparison as well, because if I’m letting bolter shots into my troops be a meaningful part of the game, I’ve already screwed up.

Finally, as a minor point I’d like to say mathematically bolters are the ideal weapon to favor plague marines. Anything with S3 wounds both units the same. Any AP on a weapon only hurts the plague marines, and any weapon with D3 or greater is going to be good against marines but not poxwalkers (nobody wants to shoot either with D2 weapons). So therefore S4 weapons with no AP and S5 weapons with no AP favor marines the most over poxwalkers.

Really the problem with plague marines is this they fill no good role. All of our spicy options (terminators, possessed, Mortarion, etc) both bring more durability point for point and more offensive output. This unlike good troop units like necron warriors, which are still durable in comparison to the rest necron codex and harlequin Troups, who bring good damage output. So that just leaves them as obsec bodies, which poxwalkers do as well for half the points.



You make some good points but I'm not sure I agree that troops are a tax in 9th. Certainly not as much as they were in 8th. The new HQ restrictions in the DG codex means you might as well take a patrol or two if you're so adverse to taking troops.

I don't think PMs are expected to sit on rear objectives either. They're possibly some of the best troops in the game to be able to advance on an objective shoot, charge and turn it over and then be resilient enough to hold on to it.

As for what weapons hurt PMs and Poxies, things like bolters are generally what will be fired at them. Many armies' anti infantry weaponry is around the profile of a bolter and if all you have is Poxwalkers they are gonna take the full brunt of all of that and dissolve pretty quickly. Them you're left with a couple of blobs of terminators.

I'm also not sure that point for point terminators put out more damage. They're certainly resilient but the new weapon restrictions means in a squad of seven you'll have a single blight launcher and single plasma etc. They also have no multi damage melee units apart from the single flail.

Plague Marines are absolute beasts in combat with several options for multi damage weaponry and 3 attacks each of geared for combat. That's point for point 6 attacks compared to a Blightlords 3.

I dunno, honestly it's gonna take a bit of time to fully digest the codex I think it's a little early to be dismissing Plague Marines.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 09:45:12


Post by: shabadoit


BL are in a weird spot damage wise, they still work as a midboard bully but I think you're right and plague marine melee squads are much scarier.

I haven't seen the full rules, but a biologus for the mortals on unmodified 6s and tallyman for +1 to hit (those are both correct right?) Is frightening if you can get there. Does the champion get 4 attacks with 2 melee weapons or is he still on 3?
Getting there is still a bit ask, but a squad of 10 with 2 of each and the overflow strat or new more expensive VotLW is going to be terrifying.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 12:43:02


Post by: Marshal Loss


How are people leaning towards equipping PM squads at first glance?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 12:58:32


Post by: Grotrebel


shabadoit wrote:
BL are in a weird spot damage wise, they still work as a midboard bully but I think you're right and plague marine melee squads are much scarier.

I haven't seen the full rules, but a biologus for the mortals on unmodified 6s and tallyman for +1 to hit (those are both correct right?) Is frightening if you can get there. Does the champion get 4 attacks with 2 melee weapons or is he still on 3?
Getting there is still a bit ask, but a squad of 10 with 2 of each and the overflow strat or new more expensive VotLW is going to be terrifying.


Both correct.
Not sure about the champion. He has 3 attacks base now, but the Vectors of Death rule says Plague Marines get +1 A with 2 cc Plague weapons, but technically he is a Plague Champion. (Still with the PM keyword though) Plus as far as i can see his only option for a second weapon is a power fist, which is no Plague weapon.


I will play close combat Plague Marines for sure. Just ordered 2 more boxes for 1 cc squad and maybe some Plasma to mix into all my Blight Launchers.
The amount of buffs you can stack is amazing:

+1 to hit (Tallyman buff)
+1 to wound (Shooting strategem)
+1 attack with plague knifes (Strategem)
MW on natural 6s in cc (putrifier ability)
AP -4 on Plague Weapons on natural 6s (CC strategem)
extra AP on natural 6+ shooting & cc (Inexorable Contagion)
auto-wound on natural 6s (The Wretched Contagion or the new Sigil of decay option for PM)
Excess damage spills over (CC strategem)
you can get reroll 1s to wound for non plague weapons on 1 enemy unit
make bolt weapons plague weapons & +6" on plague weapons (strategems)


So what might be the optimal loadout for cc Plague Marines?
You could take 8-9 and let them ride in a Rhino with 1-2 support characters - in that case with 1 double knife, 1 axe, 1 mace & axe, 1 flail, 1 cleaver, 1 champion with Plague Bringer relic for 199 / 220 points.
Otherwise 10 PM with 2 double knifes, 2 mace & axe, 2 flails, 2 cleavers, 1 Plague Bringer for 266 sounds solid to me.

That squad will kill about 10-12 Intercessors / 6-7 Gravis Primaris / 20 Boys / 14 Necron Warriors without any buffs.
If you toss in Haze of Corruption and / or other buffs like +1 to hit thats 30+ Orksboys or 20+ Necron Warriors down.


Not sure about squads of 5. Mixing BL & Plasma will give the most Dakka with 2 Plasma & 1 BL for 135 points.
Or 3 Bolters 1 BL & 1 flail as a flexible midfield squad that can do some cc damage and shooting for 125 points.
In the end i guess it will depend on remaining points. 20 points left? Then those two models get a Flail and a BL.
Otherwise 1 or two squads of 5 Bolter marines sound still good to do actions or camp at your backfield objectives. You will get 20 Poxwalkers for the points though, if you don`t care too much about actions.







Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 13:11:51


Post by: Abaddon303


I'm actually thinking I might start with taking all rounder squads and see what sticks to be honest
Squads of 7:
Plasma champ
Plasma
Blight launcher
Flail
Axe/mace
2 bolters as ablative

I might even try the cleaver in one unit. I have one but I've never run it. With three attacks mitigating the -1 now and the strat to spread damage it could be really nasty!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 13:51:30


Post by: Jidmah


 Marshal Loss wrote:
How are people leaning towards equipping PM squads at first glance?


I think I might be trying one squad of 10 with 3x plasma 2x blight launcher and tallyman support (+2-3 CP from the chant alone should make him worthwhile) and two squads of 5 with a blightlauncher and maybe 1-2 plasma guns, depending on points left. Or maybe just bolters and possibly a sigil for cheap all-round units.

For melee hit squads, I'm not sure when you should stop adding options. From priority it's probably flails>knives>axes>PF>cleavers>icon and I would skip the mace/axe combo completely, as they are 13 points per model but worse than any other option.
A biologus putrifier seems like great support for those squads, and spending 65 on him is definitely superior to spending the same points on melee wargear as he stacks well with both the the knife and the grenades-to-pistols stratagem.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 14:50:51


Post by: shabadoit


The mace is only 5 points now, meaning mace/axe is 8. I think it's worth a look at that price, although I might just be over excited about the damage spill over strat and the possibility of one shotting gravis.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 14:51:30


Post by: Eldenfirefly


You need to compare melee loadout plague marines to possessed as well. Because once you start adding so much stuff to plague marines, I think the cost becomes comparable to running a unit of possessed. And possessed move fast, and have a 5++. Just throwing this into the mix here. Of course, possessed lose out by not being obsec, but I think the idea is to be killy rather than to sit on an objective in this case.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 15:31:05


Post by: lare2


Just realised that our daemon engines no longer cause damage to Nurgle when they explode. Thank f$^k for that. I always hated that in 8th.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 16:17:18


Post by: Grotrebel


Eldenfirefly wrote:
You need to compare melee loadout plague marines to possessed as well. Because once you start adding so much stuff to plague marines, I think the cost becomes comparable to running a unit of possessed. And possessed move fast, and have a 5++. Just throwing this into the mix here. Of course, possessed lose out by not being obsec, but I think the idea is to be killy rather than to sit on an objective in this case.


10 Posessed are 240 points now, for that you get 10 Plague Marines with 3 special weapons + the option to gear up more.
Also they just have D1 weapons which makes them worse against multi wound units per point.
But they are fast and good against specific targets, so they might find a place in some lists.
At least they are core and get most of the buffs Plague Marines can get as well.
Who knows, maybe GW will give them 3 wounds after all.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 16:32:23


Post by: lare2


So am I right in thinking that if I take a Nurgle daemons detachment the only thing I'll miss out on is Nurgle's Gift?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 17:55:41


Post by: Jidmah


 lare2 wrote:
So am I right in thinking that if I take a Nurgle daemons detachment the only thing I'll miss out on is Nurgle's Gift?


Correct, your warlord trait(s) will spread contagion as usual. You just should have a daemons warlord, or you'll lose out on some more stuff like relics.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 17:57:09


Post by: Grotrebel


 lare2 wrote:
So am I right in thinking that if I take a Nurgle daemons detachment the only thing I'll miss out on is Nurgle's Gift?

You can't use the Death Guard secondaries as well.
So, overall there might be some cheese for soup lists, like stacking renamed strategems before it get's FAQ'd.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 18:21:45


Post by: shabadoit


Possessed versus Plague Marines is interesting. I think marines being more flexible leans me that way. The possessed stat line (strength 5, minus 2, 1 damage) feels a bit less interesting, especially with minus 1 toughness all around. I'm probably wrong though heh


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 18:30:54


Post by: Eldenfirefly


But possessed can probably run up the board faster, just something to consider. And 5++ means they are more durable to AP3 or more. They got more attacks too. So I do think its an interesting comparison. I gotta caution that given how shooty some lists can get, pure melee is probably not the best option. Especially since DG are relatively slow. We still need some shooting in our lists.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/17 19:13:33


Post by: lare2


 Jidmah wrote:
 lare2 wrote:
So am I right in thinking that if I take a Nurgle daemons detachment the only thing I'll miss out on is Nurgle's Gift?


Correct, your warlord trait(s) will spread contagion as usual. You just should have a daemons warlord, or you'll lose out on some more stuff like relics.


Hmmm, so basically weighing up -1t or taking nurgles... I'll have to try soup and mono if lockdown ever ends.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 16:00:00


Post by: mokoshkana


I've seen people talking about Flails getting three attacks because they also have a plague knife (e.g. two close combat weapons for an extra attack), but when I looked through the 9 ed rulebook last night, I couldn't find any mention of that rule this edition. Am I overlooking it somewhere or are those folks wrong as that rule did not translate to 9th?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 16:33:09


Post by: Jidmah


 mokoshkana wrote:
I've seen people talking about Flails getting three attacks because they also have a plague knife (e.g. two close combat weapons for an extra attack), but when I looked through the 9 ed rulebook last night, I couldn't find any mention of that rule this edition. Am I overlooking it somewhere or are those folks wrong as that rule did not translate to 9th?


It's a special rule for plague marines only called "Vectors of Disease". They had this before, but it was limited to dual knives, knife/axe and mace/axe. It now simply got extended to all weapon combinations, probably because both the fist and the plague cleaver were nigh useless because of the low number of attacks the marines had. -1 to hit on 10 point upgrades and 2 attacks doesn't work well.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 16:33:33


Post by: lare2


It's there - Vectors of Death. Right at the bottom of the page. I fully intend a faq to address this however, as I don't think it's RAI.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 16:47:20


Post by: mokoshkana


 Jidmah wrote:
 mokoshkana wrote:
I've seen people talking about Flails getting three attacks because they also have a plague knife (e.g. two close combat weapons for an extra attack), but when I looked through the 9 ed rulebook last night, I couldn't find any mention of that rule this edition. Am I overlooking it somewhere or are those folks wrong as that rule did not translate to 9th?


It's a special rule for plague marines only called "Vectors of Disease". They had this before, but it was limited to dual knives, knife/axe and mace/axe. It now simply got extended to all weapon combinations, probably because both the fist and the plague cleaver were nigh useless because of the low number of attacks the marines had. -1 to hit on 10 point upgrades and 2 attacks doesn't work well.


 lare2 wrote:
It's there - Vectors of Death. Right at the bottom of the page. I fully intend a faq to address this however, as I don't think it's RAI.

Thanks!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 17:23:51


Post by: Xirax


Welll RAW is quite straight, two plague weapons = +1 attack. PM loadout knife + boltgun = swap boltgun for flail/cleaver.

Back to my initial post.. How are you planning on running your plague marines? I now have a ton of excess dual knife plague marines.. I've used to run them as 7man squads with dual special plasma for shooty squads and dual flail and power fist for melee.

Bubotic axe, mace route seems.. way too many profiles in one squad.. so maybe is just wise to skip the whole idea for fully melee kit, a boltgun guy gives 2 knife attacks anyway..

Maybe 7man cleaver, flail, dual knife, 3 boltgun and power fist.
Or skip the fluff for 10man unit and double those, but still 3 boltguns?

2nd OR does anyone see point for mixing between shooty and melee? I'll run atleast two rhino's in my army.

Anyone's own thought process on how to approach this problem is more than welcome.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 18:18:22


Post by: Abaddon303


I'm actually not gonna stress it too much with my plague marine loadouts. I think GW have done much better at internally balancing the options in the codex this time round so I'm going to fully embrace GWs intentions for us to take whatever the models come with!

I think the need to specialise units is a little less with the new codex, I think I'll be footslogging marines much more due to the limitations of rhinos. I think I'd rather take another 3 or 4 marines than a rhino.

Blightlaunchers and Plasma don't completely not compliment each other, both with 24" range and the nature of 9th means your units need to move more anyway. Even a PM unit geared for shooting still has a pretty respectable amount of melee and hopefully the resilience to stand up against most stuff out charges but can't finish off.

So I'll be going units of 7, blight launcher and one or two plasma, probably a flail in every squad then a mix of bolters, axes, even cleavers to round out the unit. Be nice to dust off don't of the models I haven't used since I painted them too!


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 20:10:37


Post by: lare2


For PM's I used to run 5s with either 3 plasma or 2 blight. I'll now be running 5 PM's but with only 1 blight in each. Can't see me risking plasma anymore, especially with the limitations on Lords. I'm basically seeing the new restrictions as a nerf to my PM damage capability... obviously not an overall nerf, however. Besides, there's not a massive difference between 1 and 2 blight.

BLT's however... I used to run a unit of 5 with 3x melta, 1 flail and 1 blight, and another with 3x plasma, 1 flail and 1 blight. They've been hit hard.


Mortarion's sons Death Guard tactica 9th ed @ 2530/06/08 21:11:12


Post by: SatanEatSeitan


Concerning the PMs loadout, my plan is very simple: I'll equip them with bolters + PF on the champion.

Hear me out. In my opinion, all other options are very attractive, but the basic loadout is very cost-effective.

With a biologus nearby, all PMs with knives do MWs on 6. And with trench fighters, all add +1 attack. If needed, you can stack on it many more strats, as knives are plague weapons. Arch contaminator will go a long way here.

But what it's really interesting is the new blight bombardment strat. For 1 CP, even a 5 man PMs squad can make 18 plague attacks. If the biologus is nearby, they are 18, s4, re-roll 1, 2 dmg attacks. For 1 CP, on 5 basic PMs.

And you can always combo that with overwhelming generosity, for 2 CP you have 18, 12'', plague attacks, -1 AP, 2 dmg. Again, with minimal setup.

For the same reason, I'll go with a simple PFs on the champion. It does add 1 attack for the PMs special rule, it adds a nice punch, and it is in addition, so you don't have to sacrifice the knife or the bolter.

Keeping the bolter is also worthwhile. The sigil is a nice automatic buff, and there are many other synergies if needed.

Of course, this is all theory for now, but rather than starting with all the options and then cut them progressively, I think that there is a strong argument to be made to just do the opposite: start with the vanilla unit and then add options if you think you are lacking them.





Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 21:09:54


Post by: blackmage


most competitive builds are geared with mass of BL instead mass of PM, they use 1 or 2 small squads+poxwalkers like obj grabber. There is nothing that PM do better than BL, just obj sec. Anyway personally i like PM and i play usually 2x10 men, with bolters and 2 flails, or i mix, one full melee with flails and maces and another full ranged.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/18 21:35:21


Post by: sprugly


@sataneatseitan

The extra attack for plague marines is only if you have 2 melee plague weapons (which the fist is not) and it specifically states the marine gains an attack characteristic of 3 (which he already has anyway)

Sprugly


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 05:32:56


Post by: SatanEatSeitan


@sprungly

Upon re-reading the rule I think you are right about the additional champ attack with PF


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 06:21:09


Post by: Eldenfirefly


What do people think about plague marines compared to blightlords?

One is obsec but more "fragile" while the other is super tough but not obsec. Theoratically, we can go cheap by using blightlords or deathshrouds plus pox walkers instead of mostly plague marines plus some deathshrouds/blightlords.

So like for example. Say you have 6 basic squads of 5 plague marines. So, now you have 630 points of obsec split into 6 units. This is pretty resilient still because that's 60 wounds of T5 with DR.

Or you could instead have like 3 units of poxwalkers (150 points) and then 3 units of blightlords, oh but this would cause this to be far more than 630 points...

A unit of blightlords or deathshroud is far more expensive than a unit of plague marines. Not saying they aren't great. But we could go main PM and still have points for some deathguard Termis. While trying to go heavy on deathguard terminators will really start to eat up a ton of points.

Ok, So I calculated. A closer comparision would be

3 squads of 5 poxwalkers plus 3 squads of blightlords = 750 points (with 30 points for extras)

6 squads of PM plus 1 squad of deathshroud = 780 points

Would this be a fairer comparision? because closer to equal amount of points.


What do you all think about Plague marines vs blightlords ?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 06:31:20


Post by: mokoshkana


Why not both? Terminators to deep strike and attack the opposition’s objectives, while Plague Marines protect the home side of the board. Vehicles seem to have taken a hit, so it might be best to stick with infantry?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 06:36:45


Post by: Eldenfirefly


 mokoshkana wrote:
Why not both? Terminators to deep strike and attack the opposition’s objectives, while Plague Marines protect the home side of the board. Vehicles seem to have taken a hit, so it might be best to stick with infantry?


Well, taken to the extreme, you just know someone will come up with a list with just PM and characters while someone else will come up with a list with just DG terminators and characters lol.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 08:17:51


Post by: Myytti666


 blackmage wrote:
most competitive builds are geared with mass of BL instead mass of PM, they use 1 or 2 small squads+poxwalkers like obj grabber. There is nothing that PM do better than BL, just obj sec. Anyway personally i like PM and i play usually 2x10 men, with bolters and 2 flails, or i mix, one full melee with flails and maces and another full ranged.


I want to try out these combinations:
1. Ten man ranged unit with two launchers, three plasma guns and Sigil of Decay joined by Tallyman with Tollkeeper.

2. Ten man unit with two flails and two cleavers and Icon of Despair backed with Putrifier. I don't know if the full melee unit is good idea. They can't fit into a rhino with the putrifier and I feel they miss out the action footslogging. I could just take 10 chaos spawn for the same cost. But I sure love the idea of using Haze of pestilence and slicing three primaris marines with one cleaver attack.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 09:02:59


Post by: Doohicky


If people are thinking of full melee PM squads would units of possessed not be an option instead? Only a few more points and whilst it doesn't have the special CC weapons, it's general CC output is still very good. As well as having a 5++. Also faster so can do without the rhino.
Obviously it's swings and roundabouts, losing obsec and taking up a valuable elite slot.


Mortarion's sons Death Guard tactica 9th ed @ 2828/01/19 09:34:44


Post by: Eldenfirefly


Also, has anyone done the math? In a shootout, how would 3 entropy cannon PBCs fare vs 3 Redemptor dreadnaughts with support?

Assume the PBCs don't have any extra character support but we can use strategems.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 11:07:14


Post by: Jidmah


IMO the stratagem alone is reason to always bring 1 PBC.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 11:33:55


Post by: lare2


Not too sure of the comparisons to redemptors but pretty certain I'll be bringing 3 entropy with me for most games.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/19 12:53:03


Post by: Grotrebel


Aiming for a footslogger list, this is what I've come up with so far:
Plan is to just use Bubonic Astartes units.

Lord of Virulence & Plaguecaster
Putrifier, Tollkeeper Tallyman, Fugaris Plague Surgeon
3 Deathshroud
10 Blightlords (2 Flails, 2 Blightlauncher)
10 Plague Marines (2 Flail, 2 BL)
10 Plague Marines (2 Flail, 2 Axe , 2 double knife, Relic Blade Champ
3 x 5 Plague Marines
Malignifier

Thoughts?
I got myself the Death Guard Heroes and 2 more Boxes PM, so now I need to figure out how to equipp them until they arrive.
Already have 20 PM with 6 BL so far.
I think 4-6 Flails, 2-4 Plasma, 2 double knife, 2 axe, 2 axe / mace, 1 Plasma champ and 1 fist champ- the rest will be bolters.

Alternative for the Malignifier would be to add more PM and gear them up.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 00:18:04


Post by: Eldenfirefly


 Grotrebel wrote:
Aiming for a footslogger list, this is what I've come up with so far:
Plan is to just use Bubonic Astartes units.

Lord of Virulence & Plaguecaster
Putrifier, Tollkeeper Tallyman, Fugaris Plague Surgeon
3 Deathshroud
10 Blightlords (2 Flails, 2 Blightlauncher)
10 Plague Marines (2 Flail, 2 BL)
10 Plague Marines (2 Flail, 2 Axe , 2 double knife, Relic Blade Champ
3 x 5 Plague Marines
Malignifier

Thoughts?
I got myself the Death Guard Heroes and 2 more Boxes PM, so now I need to figure out how to equipp them until they arrive.
Already have 20 PM with 6 BL so far.
I think 4-6 Flails, 2-4 Plasma, 2 double knife, 2 axe, 2 axe / mace, 1 Plasma champ and 1 fist champ- the rest will be bolters.

Alternative for the Malignifier would be to add more PM and gear them up.



Looks fine. As long as we avoid stuff like LR and Predators, I am hard pressed to find any other DG unit bad.

I mean, even chaos spawn are good. Fast and hard to kill with DR. 115 points gets you 20 wounds with T6 with the strategem. That's extremely hard to kill for 115 points. I am thinking of using a squad of 5 as a rapid response force.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 01:52:13


Post by: Malik_Raynor


Anyone see the new Death Guard Chaos Lord data sheet? Can we take a thunder hammer now?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 05:08:22


Post by: Xirax


 Malik_Raynor wrote:
Anyone see the new Death Guard Chaos Lord data sheet? Can we take a thunder hammer now?


Nope we can't.

I'm having couple test games in the up coming weekend against melee focused Blood Angels and I've tried to sketch something without Mortarion which seems make no friends option.

I've troubled between the two:
Spoiler:

Batallion - Mortarion's Anvil

Daemon prince with wings
Terminator sorcerer

7x PM, flail, cleaver, knife, power fist
7x PM, flail, cleaver, knife, power fist
7x PM, blight launcher, 2x plasma

7x BL termies, flail, plaguebringer on the champion
Tallyman
Foul blightspawn

Bloat-drone, spitters
Bloat-drone, spitters

PBC, spitters
PBC, spitters

rhino
rhino

1996p

AND/OR

Patrol - Mortarion's anvil

Daemon prince with wings - -1ap patogen

10x PM, dual flail, dual cleaver, dual knife, power fist
10x PM, dual blight launcher, triple plasma

7x BL termies, flail, plaguebringer
Tallyman
Foul blightspawn - reroll random shots patogen
Plague surgeon

Bloat-drone, fleshmower
Bloat-drone, fleshmower

PBC
PBC

rhino, dual combi-bolter
rhino, dual combi-bolter

2k.

The latter seems valid too, but the problem is the movement of the elite characters now that they can't fit in the transport unless I give them one of them and footslog the shooty PM squad.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 08:59:22


Post by: Abaddon303


If you're not desperate for the speed, looking to use rhinos to protect plague marines doesn't seem worth it anymore. For the price you can have an extra 4 PMs, 8 wounds T5 disgustingly resilient and can be protected by the plague surgeon


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 09:15:45


Post by: Jidmah


A noxius blightbringer might even be better for speed than a rhino.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 11:03:53


Post by: Eldenfirefly


Been thinking about a kind of rapid response unit for DG. Toying with a unit of 5 spawn. But not sure, do you think anything else might be suitable?

A unit of 5 spawn is durable and hard to beat in cost. Just 115 points only. Closest other unit equivalent I can think of is a bloat drone.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 12:13:38


Post by: Abaddon303


The greater drone is 125pts and has a 14" move and an 18" assault Spewer. Can't get much more rapid response than that.

Durability:
20w T5 5+ Vs 9w T7 3+ 5++ and DR
Think probably the drone is tougher?

Spawn will do more damage tho


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 12:45:36


Post by: Eldenfirefly


So, now that poxmongers company got nerfed somewhat. What do you all think about a daemon engine themed army list?

So, PBCs, hellbrutes, bloat drones or Blighthaulers. Everything has -1 damage. So its a pretty resilient vehicle army. And with points left for troops and characters too.

I know DG aren't the most "shooty" army. But 3 entropy cannon PBC, 3 blightlauncher bloat drones and 3 Hellbrutes with twin lascannons pack a pretty solid long range punch, with the survivability to boot too.

With some points left for 2 characters and some troop units.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 12:54:08


Post by: blackmage


personal opinion...i would go for PBC and FBD only. The strenght of DG is, termies, characters and Mortarion (until nerfed).


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 14:01:25


Post by: SatanEatSeitan


I agree with blackmage.

What about FBD? The fleshmowner is great, but what are your thoughts on the other two variants?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 14:22:20


Post by: Eldenfirefly


There isn't that much difference between a FBD and a MBH. Both are fast, both have DR. similar wounds and Touhgness. Weapons loadout may vary, thats all.

Why the hate on MBH and love for FBD ?

And why nobody talking about Hellbrutes? They are also -1 to damage. So, resilience wise, they are similar to MBH and FBD too.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 15:10:37


Post by: lare2


Eldenfirefly wrote:
So, now that poxmongers company got nerfed somewhat. What do you all think about a daemon engine themed army list?

So, PBCs, hellbrutes, bloat drones or Blighthaulers. Everything has -1 damage. So its a pretty resilient vehicle army. And with points left for troops and characters too.

I know DG aren't the most "shooty" army. But 3 entropy cannon PBC, 3 blightlauncher bloat drones and 3 Hellbrutes with twin lascannons pack a pretty solid long range punch, with the survivability to boot too.

With some points left for 2 characters and some troop units.


I've written many a list since the leaks. The following is what I'm currently working on, which is pretty daemon engines heavy... still a WiP.

Mortarion
LoC
Poxwalkers 2x10
BLT x5, 1 flail, 1 blight
Deathshroud x3
FBD x2, spitters
PBC x3, entropy

1855 at the minute. Deepstriking termies, PBC causing mayhem from the back, FBD up the wings, wandering zombies, and Morty coming at you.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 17:49:44


Post by: NewTruthNeomaxim


Haven't seen the leaks yet, but before everything sells out, can someone tell me which character models seem like must-haves? My wife has a Morty and 3x Dark Imperium sets she has been painting, but we don't really own any of the HQ/Elite heroes.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 17:56:14


Post by: Abaddon303


Eldenfirefly wrote:
There isn't that much difference between a FBD and a MBH. Both are fast, both have DR. similar wounds and Touhgness. Weapons loadout may vary, thats all.

Why the hate on MBH and love for FBD ?

And why nobody talking about Hellbrutes? They are also -1 to damage. So, resilience wise, they are similar to MBH and FBD too.


I think it's nice that we have a plethora of sub-150pt vehicle options for support and is a good advert for how well GW seem to have balanced the codex internally at least. I really like Helbrutes, I got a lot of joy out of them when they added the ability to give them DR in Psychic Awakening and they got even better with a multimelta when they got a boost.

It's disappointing to see the Helbrute lose 2" movement in the new codex. That change actually makes me more interested in my Contemptor again, largely because I'm stoke on the conversion i did on mine lol.

Helbrute with Fist, MM and combibolter 125pts
Contemptor with Fist, MM and combibolter 150pts and a CP
For the increased cost you get +2" move, +1 strength, +1 wounds and a 5+ invulnerable. I think that's more than worth it personally.

I'm not sure on the MBH anymore. I think the increase to 140pts was too much and i don't think they compare particularly favourably against the two options above. They are quicker. But if you want quick you're probably better going for drones. If you want firepower I think a twin las & missile Helbrute will be less vulnerable to melta and being tarpitted at 135pts.

As for drones, again they are very well balanced and I'm really struggling to choose between these guys, they all have their positives and negatives.

The mower is just nasty but with a 10" move it probably won't make combat until turn two and has no shooting. I'm liking the GBD as it seems so versatile and the 14" move means it can get in amongst it early on to spread contagion or advance to wherever you need it to weaken the enemy and still put out a bit of autohitting flames. The heavy blight launcher just seems like the perfect gun in this meta and will shred MEQ if they are reduced to T3.

GREATER BLIGHT DRONE 125pts
14" move
Heavy4 36" S6 -1 1D
Auto1D6 18" S6 -1 1D
Melee - 4x S6 -2 1D


PLAGUESPITTER DRONE 130pts
10" move
Auto2D6 12" S6 -1 1D
Melee - 4x S6 -2 1D


FLESHMOWER DRONE 135pts
10" move
No shooting
Melee - 12x S7 -2 2D


BLIGHT LAUNCHER DRONE 140pts
10" move
Assault6 36" S6 -3 2D
Melee - 4x S6 -2 1D



Automatically Appended Next Post:
NewTruthNeomaxim wrote:
Haven't seen the leaks yet, but before everything sells out, can someone tell me which character models seem like must-haves? My wife has a Morty and 3x Dark Imperium sets she has been painting, but we don't really own any of the HQ/Elite heroes.


I think plague surgeon and tallyman look very strong.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 18:13:19


Post by: blackmage


fleshmower or spitters, blight launcher for me dont worth.
I will try soon 2 FBD with mower+6 deathsrouds and 5 blightlords, 60 pox LoC and 1 PBC with entropy cannons (accelerated entropy), blightspawn with relic and surgeon with helm


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 19:09:45


Post by: Grotrebel


NewTruthNeomaxim wrote:
Haven't seen the leaks yet, but before everything sells out, can someone tell me which character models seem like must-haves? My wife has a Morty and 3x Dark Imperium sets she has been painting, but we don't really own any of the HQ/Elite heroes.


Plague Surgeon and Tallyman are a safe bet, unless you plan to go vehicle heavy in which case you can of course skip the Surgeon.
I expect those to to make an appearence in basicly all (competetive) lists that include Plague Marines and / or Blightlords.

Biologus Putrifier is also essential if you plan to use cc squads of PM or want lots of Termis getting close + he buffs your granades. My personal 3rd choice after the 2 above.
He kinda replaces the Blades of Putrefication psychic power (which is gone) with his ability. But it`s not that OP as before, don`t expect more than a handfull of MW with this.

The blightbringer might be an option for lots of footsloggers with his +1" move aura, otherwise you don`t really need him. He is the cheapest of the bunch with 60 points though.

Blightspawn still kinda has his flamer with a few throwbacks, personally i wouldn`t bother unless you plan to counter 1 strong cc unit with him constantly but thats highly situational at best in my opinion.

As for the HQ`s, since you can have just 1 lord or prince per detachment you might wanna get a Plaguecaster if you don`t have one allready so you can field two detachments or an battalion.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 20:04:46


Post by: blackmage


Blightspawn still kinda has his flamer with a few throwbacks, personally i wouldn`t bother unless you plan to counter 1 strong cc unit with him constantly but thats highly situational at best in my opinion.

with the 6" range relic you put your opponent in troubles, he cant easily charge your termies/Pm and you have the upper hand in every melee you get in, dont undersimate him. Is not the flamer itself. There is not much that you can throw at Dg termies, you need heavy melee unit so of course counter one of them usually is enough, not only, it stop every ability that make you attack first not just charging units.
Surgeon+helm in lists with lot of termies/pm is an auto include, that 6+++ on 3w models help a lot


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 20:14:11


Post by: Jymmy


I was thinking about a list, what are your opinions?

OUTRIDER DETACHMENT
Poxmongers

HQ

Lord of Virulence/Lord of Contagion
Arch contaminator
Ironclot furnace

ELITE

Tallyman
Tollkeeper

Noxious Blightbringer

Biologous Putrifier

10 Possesed

TROOPS

10 Cultists

10 Plague Marines
Champion with Plaguebringer
2 Blight Launchers
Sigil of decay

5 Plague Marines
Flail
Blight launcher
Combat Fist

FAST ATTACK

5 Chaos Spawn
Grandfatherly influence

2 Myphitic Blight Haulers

Foetid Bloat Drone
Fleshmower

Foetid Bloat Drone
Blight launcher

HEAVY SUPPORT

Defiler
Scourge

Plague Burst Crawler
Entropy canon

The plan would be to power up the possesed with the putrifier, the arch contaminator and the aura of the lord while moving faster with the blightbringer. The characters would between the possesed and the 10 man plague marine squads, so they can protect them and also benefit from the auras (the PM would benefit from the tallyman, the better grenades from the putrifier and with a command point from the lord of virulence). I wanted to keep the haulers at 2 so they cost less to shield every turn with the stratagem (with also the ironclot furnace and using cloud of flies could be a nice shield for possesed).

I though about playing a bit with combat attrition, staking debuffs between the contagion of poxmongers, the blightbringers and the sword of the PM champion, who also would be near the contagion range of the warlord). As the general is a terminator, I could also use the stratagem.

What do you think? I´m not deciding between the Lord of Contagion and the Lord of Virulence (if I picked the LoV I would drop the Blight launcher of a drone to pick the pathogen). Also undecided about the artifcts, probably it would be best to put a fugaris helmet on some character (maybe the warlord arch contaminator) and move the ironclot furnace. The thing is that maybe tollkeeper is a bit situational with only a squad of PM.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 20:46:07


Post by: Marshal Loss


Seems pretty solid, all things considered. Not sure the Blight launcher FBD is worth it though


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 20:59:12


Post by: ArcaneHorror


Are Deathshroud Terminators still worth it, not just in terms of their rules but their necessity as well? With Slay the Warlord not being auto-include anymore, I'm rethinking whether or not I want to buy a box of them.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 21:18:02


Post by: Jymmy


I realized that the outrider detachments doesn´t refund you the command points for having the warlord in, so I´m thinking in including another character at the cost of a foetid bloat drone so I can have a brigade. I suposse that I would change the one carrying the blight launcher for a Malignant plaguecaster and a unit of poxwalkers.

This way I would give the Ironcloth furnace to the Plaguecaster so I can put the Fugaris helmet on the Lord of Virulence (and remove the tollkeeper, I think that is more important to ensure the auras).

I would begin the game with 8 command points. I´m not totally sure about the Plaguebringer (it gives some cc punch to the squad, but is also possible that the squad is not going to engage at all) and I´m considering if I should spend the point in giving a warlord trait to the plaguecaster (or save it).


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 22:00:38


Post by: l0k1


I'm starting to think running bloat drones with flesh mowers are the way to go. They probably won't get a turn 1 charge, but not matter what they charge they have a good chance of wrecking it. Infantry will be either toughness 3 or 2(depending on what it is) thanks to contagion range. Average vehicles will be toughness 6 or less and with 12 S7 attacks at -2ap and 2 damage they should deal with anything decenently well. If your opponent is bunched too close together, his contagion range could still debuff units not in combat. My only reason I still debate the heavy blight launcher is because our shooting is a little weak.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 22:53:26


Post by: Eldenfirefly


 l0k1 wrote:
I'm starting to think running bloat drones with flesh mowers are the way to go. They probably won't get a turn 1 charge, but not matter what they charge they have a good chance of wrecking it. Infantry will be either toughness 3 or 2(depending on what it is) thanks to contagion range. Average vehicles will be toughness 6 or less and with 12 S7 attacks at -2ap and 2 damage they should deal with anything decenently well. If your opponent is bunched too close together, his contagion range could still debuff units not in combat. My only reason I still debate the heavy blight launcher is because our shooting is a little weak.


But heavy blight launchers are str6. not exactly anti tank type shooting. I like FBD with flesh mowers or their original loadout. Both are good. Only the heavy blight launcher seems iffy.


Automatically Appended Next Post:
 Jymmy wrote:
I realized that the outrider detachments doesn´t refund you the command points for having the warlord in, so I´m thinking in including another character at the cost of a foetid bloat drone so I can have a brigade. I suposse that I would change the one carrying the blight launcher for a Malignant plaguecaster and a unit of poxwalkers.

This way I would give the Ironcloth furnace to the Plaguecaster so I can put the Fugaris helmet on the Lord of Virulence (and remove the tollkeeper, I think that is more important to ensure the auras).

I would begin the game with 8 command points. I´m not totally sure about the Plaguebringer (it gives some cc punch to the squad, but is also possible that the squad is not going to engage at all) and I´m considering if I should spend the point in giving a warlord trait to the plaguecaster (or save it).


Hmmm, somehow, I think DG stuff are too expensive to be able to squeeze into a brigade detachment unless you twist yourself into a pretzel. You can get most stuff you want just using a batallion. What do you have so many of that you need the slots of a Brigade ?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/20 23:25:39


Post by: l0k1


Yeah the blight launcher isn't good for anti tank. I was thinking of just missing the additional ranged fire power in an army that's lacking in the longer range. I'm thinking of trying 2 bloat drones with flesh mowers and 2 blight haulers. I think haulers are too expensive to run in 3s. 3 drones with flesh mowers would get into combat and probably mulch the unit and then be susceptible to shooting in the next turn.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 00:02:28


Post by: Abaddon303


I don't think the blight launcher drone is meant to be anti-tank but it's really nice for killing primaris? Should kill at least 2 or 3 per turn from 36" range. Very nice for clearing the last couple of troops off an objective.
It's the equivalent firepower of 4x heavy bolters.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 04:40:03


Post by: Salt donkey


I think people are underrating blighthaulers by in large. This seems to be case of people comparing them too much to what they where and not enough of what they are in within the codex. At 100 points they where ridiculous broken, stop using that as a baseline for comparison.

So at 140 points I can see why some people are hesitant to take them. For 170 points you can get a plagueburst crawler, and on paper picking a crawler over a hauler makes sense. However, i think there Is one main thing people are underrating when looking at the hauler. You can take them
In squads of 3. Why is that important?

First their stratagem gets a lot better when your only demon engines are a squad of 2-3 blighthaulers. Ironically enough, the biggest weakness of demon engines now is they are more fragile than our infantry and morty. Having a way to curb things like high volume shots such as gauss reapers, emporer children sonic blasters, multi-meltas, etc is a very valuable tool nowadays. And while you do have to use this at the start of the shooting phase, I’m usually ok spending 1-2 CP to stop my opponent from shooting my blighthaulers.

Second and most important is that ironclot furnace is very good on a squad of 3. This build probably can’t take any other demon engines, but giving them a 4++ puts them at a similar durability as a plagueburst crawler, especially when you stack their stratagem on top of this. Being poxmongers does have it’s disadvantages, but this could be enough to make them worth it.

Third is misma of pestilence is quite good on them as well. At this point most lists are deciding to simply ignore morty instead of focusing him down (as trying to kill him usually just means the deathguard player will win) so why not put the -1 somewhere else. Stacked with all the other defensive buffs I mentioned, means that a blighthauler squad will become quite durable.




Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 06:30:27


Post by: Eldenfirefly


Salt donkey wrote:
I think people are underrating blighthaulers by in large. This seems to be case of people comparing them too much to what they where and not enough of what they are in within the codex. At 100 points they where ridiculous broken, stop using that as a baseline for comparison.

So at 140 points I can see why some people are hesitant to take them. For 170 points you can get a plagueburst crawler, and on paper picking a crawler over a hauler makes sense. However, i think there Is one main thing people are underrating when looking at the hauler. You can take them
In squads of 3. Why is that important?

First their stratagem gets a lot better when your only demon engines are a squad of 2-3 blighthaulers. Ironically enough, the biggest weakness of demon engines now is they are more fragile than our infantry and morty. Having a way to curb things like high volume shots such as gauss reapers, emporer children sonic blasters, multi-meltas, etc is a very valuable tool nowadays. And while you do have to use this at the start of the shooting phase, I’m usually ok spending 1-2 CP to stop my opponent from shooting my blighthaulers.

Second and most important is that ironclot furnace is very good on a squad of 3. This build probably can’t take any other demon engines, but giving them a 4++ puts them at a similar durability as a plagueburst crawler, especially when you stack their stratagem on top of this. Being poxmongers does have it’s disadvantages, but this could be enough to make them worth it.

Third is misma of pestilence is quite good on them as well. At this point most lists are deciding to simply ignore morty instead of focusing him down (as trying to kill him usually just means the deathguard player will win) so why not put the -1 somewhere else. Stacked with all the other defensive buffs I mentioned, means that a blighthauler squad will become quite durable.




I think you can still run one or two PBCs with these. Because you can hide the PBCs behind obscuring terrain and keep up a bombardment with their mortars. That strategem is too good on a PBC not to use. Unless your opponent has like that much shooting that does not need line of sight, its unlikely they can take out two PBCs that are hiding behind obscuring terrain. I am liking the MBH because of the strategem that minus one to enemy shots too. Its an additional layer of protection on an already hard to kill vehicle.

PBCs hiding behind terrain, with the MBHs out in the open means it will attract the heavy shooting. Then you pop the strategem and they either waste a lot of shots shooting at the MBH, and will likely then leave themselves open to the PBC in your next turn. And the MBH doesn't degrade. So even at 1hp, they are still fine. I don't know how important poxmonger company is anymore. Because the strategems for PBC and MBH doesnt require poxmonger. I think its fine to go other company. The key thing is, having this present significant shooting that your opponent can't really ignore. This means that less shooting will go into your infantry.

I mean, even with the famed resilience, if you pour enough shooting into DG infantry, they will still die. But if you present so many threats, it creates a lot of problems for the opponent.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 07:16:14


Post by: Salt donkey


I could see using PBC’s with blighthaulers, since PBC’s can still shoot from far away. That said I don’t feel the plagueburst strat is as good as looks on paper, so I’m more of fan of using them while their entropy can still shoot. The problem with the strat
is D6 shots. Most units that D3 vs D2 being relevant against won’t have more than 5 models, so you could find that yourself getting 1-2 shots off. Heck even 3-4 shots run into the risk of you failing the hit/ wound rolls and/or them
Making saves), therefore completely wasting the damage. Honestly I’m most excited about the random mortal wounds this strat can do in order to punish excessive grouping, but even those only go off on a 4+.

Personally I think we see either haulers or crawlers in most top tier builds, simply because there is too many other good things in the codex and both these units cost a great deal of points. It might be crawlers because they require less support than haulers, but I don’t think it’s a good idea to discount haulers offhand just because they got nerfed more than people expected.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 08:52:05


Post by: Jidmah


There are so many 3 wound things around now, efficiently shooting at them without LoS seems like it's worth every CP.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 09:49:50


Post by: Eldenfirefly


I think we should factor in that a balanced list can handle all sorts of lists. So, I do want some anti armour shooting in my list. Like what if we run into an dreadnaught list, or an all vehicle list like 3 CSM predators, Rhinos and stuff.

If we run a skewed list that only has infantry, we may find it difficult to kill vehicles, especially if they don't approach until they want to. Not being able to pop a Rhino with 10 berserkers is going to hurt when those 10 berserkers pile out and hit your terminators.

And what if say you run into a single Castellan list. Do we really want that Castellan to stand there at long range and shoot at us all 5 turns ? Or those triple predators doing kill shot every turn for 5 turn. Our infantry is resilient but their shooting is mainly anti infantry shooting. A skewed list of 2000 points of characters and infantry can't even kill a tank at range (at least I don't think 2000 points of mostly bolter shooting and a few blight launchers will do much to tanks).

At the very least, if we don't bring any heavy shooting at all, it might be very easy for opponent to take the secondary "while we stand we fight" if his vehicles are his most expensive models. Then he just needs to keep them at range and shoot us and thats an easy 15 points for him.

Or what if we run into a knight list. I know knights aren't good right now. But a DG list without PBCs literally won't be able to do much against a knight. Not unless you run Motarion and get the charge in. Mortarion is great, but if he gets shot at and mobbed by 2 or 3 knights, I think the odds are with the knights. lol And in the first place, maybe not everyone has Mortarion in their DG list either.

Also, on the subject of Mortarion, because DG looks to be getting more popular. I was thinking how to handle Mortarion. I realised that charging two units PM or two units of poxwalkers into Mortarion means that he would kill one and a half unit, and then be stuck killing off the remaining second unit on his turn. So, on his turn, he either chooses to fall back, in which case he cannot charge, or shoot. Or he stays where he is and kills half a unit. Seems like a good way to stall Mortarion for a turn. Statistically, Mortarion will not be able to kill two units of 10 poxwalkers in a turn because he needs to split his attacks into 12 and 9 attacks on the two units. Same for two units of PM.

The thing about Mortarion is he wants to charge good targets. Killing two units of poxwalkers in exchange for not being able to move is not a good trade. Especially if that means he will get shot at. Mortarion's first turn is almost always to fly straight up the board, but he likely won't get to charge anything on turn 1. Unless the opponent has units in the midboard. So, our turn, we can move up two "chaff" units, charge him, and then hold him in place for a turn. He then has no good options on the next turn. Second turn, we shoot him again and then throw everything melee we have at him (terminators, our characters,, the works) and see if he dies. Can an army kill Mortarion with 2 turns of shooting plus smites plus melee? I don't know, it depends on your army composition. But if it can, then we would have traded two turns of shooting, and 2 chaff units for 1 Mortarion. Points wise, it looks like a reasonable trade. But what of the rest of the DG army? Well, because Mortarion costs 490 points, I don't think there will be that much shooting in the rest of the Mortarion army. So its all about positioning. Will we lose out on some midboard positioning while we deal with Mortarion? Maybe, maybe not. Because we don't need to converge our entire army on him, we just need to shoot him with our entire army, stall him with 2 chaff units, and then charge our best Melee units into him on turn 2. (Assuming turn 2 shooting doesn't kill him).

I don't think we can tarpit Mortarion for the entire game. That would likely cost more then 500 points to do. btw, is gifts of Nurgle contagion an aura that Mortarion can turn off? If it isn't, then we at least get to reduce him to T7 before we shoot him. The thing is, we cannot under commit to killing him. As long as he isn't dead, he is a massive threat. If we can reduce him to T7, even bolter shots are good on him because he only has a 3+ save, and DR does nothing for 1 damage.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 17:15:00


Post by: NewTruthNeomaxim


Man, the cult of the new + pandemic supply issues really can be wild. My wife and I had loooong planned for our 2021 projects to respectively be new Death Guard and Necron armies... we waited till this month to buy the last items we wanted thanks to holiday gifts, etc... and it is wild how supply constrained GW seems to be. I have never had a harder time spending money, ironically, as official outlets are sold out of soooo many things, and scalpers are insane.

Are we safe owning one of each HQ/Elite character option, because people online are asking $75 for a Plague Surgeon.

Edit: Someone also asked above, but according to Goonhammer, Contagions are expressly not Aura effects, thus Morty doesn't turn them off.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 18:37:09


Post by: Abaddon303


I can't imagine why you'd need more than one of each generally. I think the army is generally gonna be quite compact so duplicate buffs won't be so important


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 20:10:01


Post by: NewTruthNeomaxim


I see most DG players saying a Surgeon w/Fulgaris is essentially an auto-take. In practice is that 6" bubble really enough? I feel like DG model placement has some serious finesse to be practiced.


Mortarion's sons Death Guard tactica 9th ed @ 0021/01/21 20:26:18


Post by: Marshal Loss


NewTruthNeomaxim wrote:
I see most DG players saying a Surgeon w/Fulgaris is essentially an auto-take. In practice is that 6" bubble really enough? I feel like DG model placement has some serious finesse to be practiced.


It's possible to significantly increase the size of that bubble, e.g. using On Droning Wings. I think 1 is generally going to be enough


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 21:37:10


Post by: blackmage


Eldenfirefly wrote:
I think we should factor in that a balanced list can handle all sorts of lists. So, I do want some anti armour shooting in my list. Like what if we run into an dreadnaught list, or an all vehicle list like 3 CSM predators, Rhinos and stuff.

If we run a skewed list that only has infantry, we may find it difficult to kill vehicles, especially if they don't approach until they want to. Not being able to pop a Rhino with 10 berserkers is going to hurt when those 10 berserkers pile out and hit your terminators.

And what if say you run into a single Castellan list. Do we really want that Castellan to stand there at long range and shoot at us all 5 turns ? Or those triple predators doing kill shot every turn for 5 turn. Our infantry is resilient but their shooting is mainly anti infantry shooting. A skewed list of 2000 points of characters and infantry can't even kill a tank at range (at least I don't think 2000 points of mostly bolter shooting and a few blight launchers will do much to tanks).

At the very least, if we don't bring any heavy shooting at all, it might be very easy for opponent to take the secondary "while we stand we fight" if his vehicles are his most expensive models. Then he just needs to keep them at range and shoot us and thats an easy 15 points for him.

Or what if we run into a knight list. I know knights aren't good right now. But a DG list without PBCs literally won't be able to do much against a knight. Not unless you run Motarion and get the charge in. Mortarion is great, but if he gets shot at and mobbed by 2 or 3 knights, I think the odds are with the knights. lol And in the first place, maybe not everyone has Mortarion in their DG list either.

Also, on the subject of Mortarion, because DG looks to be getting more popular. I was thinking how to handle Mortarion. I realised that charging two units PM or two units of poxwalkers into Mortarion means that he would kill one and a half unit, and then be stuck killing off the remaining second unit on his turn. So, on his turn, he either chooses to fall back, in which case he cannot charge, or shoot. Or he stays where he is and kills half a unit. Seems like a good way to stall Mortarion for a turn. Statistically, Mortarion will not be able to kill two units of 10 poxwalkers in a turn because he needs to split his attacks into 12 and 9 attacks on the two units. Same for two units of PM.

The thing about Mortarion is he wants to charge good targets. Killing two units of poxwalkers in exchange for not being able to move is not a good trade. Especially if that means he will get shot at. Mortarion's first turn is almost always to fly straight up the board, but he likely won't get to charge anything on turn 1. Unless the opponent has units in the midboard. So, our turn, we can move up two "chaff" units, charge him, and then hold him in place for a turn. He then has no good options on the next turn. Second turn, we shoot him again and then throw everything melee we have at him (terminators, our characters,, the works) and see if he dies. Can an army kill Mortarion with 2 turns of shooting plus smites plus melee? I don't know, it depends on your army composition. But if it can, then we would have traded two turns of shooting, and 2 chaff units for 1 Mortarion. Points wise, it looks like a reasonable trade. But what of the rest of the DG army? Well, because Mortarion costs 490 points, I don't think there will be that much shooting in the rest of the Mortarion army. So its all about positioning. Will we lose out on some midboard positioning while we deal with Mortarion? Maybe, maybe not. Because we don't need to converge our entire army on him, we just need to shoot him with our entire army, stall him with 2 chaff units, and then charge our best Melee units into him on turn 2. (Assuming turn 2 shooting doesn't kill him).

I don't think we can tarpit Mortarion for the entire game. That would likely cost more then 500 points to do. btw, is gifts of Nurgle contagion an aura that Mortarion can turn off? If it isn't, then we at least get to reduce him to T7 before we shoot him. The thing is, we cannot under commit to killing him. As long as he isn't dead, he is a massive threat. If we can reduce him to T7, even bolter shots are good on him because he only has a 3+ save, and DR does nothing for 1 damage.

guess you dont consider that your opponent have opposable thumb...


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/21 23:13:20


Post by: Jidmah


At least his post added more to this thread than all of yours combined.

I share his view, but I haven't had the chance to play games to compare lists with Mortarion to those without. It should be fairly easy to access whether Mortarion is doing all the meta-warping people have been claiming he would do, or if he is just a huge brick of points that can be outplayed by good players with good armies.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 00:57:25


Post by: Abaddon303


Bare in mind, if trying to tarpit mortarion with 2x10 poxwalkers or 2x5 PMs, if there's only a couple left he can still smite his way out or kill them with his pistol and then charge again


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 01:38:14


Post by: Eldenfirefly


Abaddon303 wrote:
Bare in mind, if trying to tarpit mortarion with 2x10 poxwalkers or 2x5 PMs, if there's only a couple left he can still smite his way out or kill them with his pistol and then charge again


I did consider this, So, you might have to stand 12 inches away. (or 13 inches to be be absolutely safe). Its unlikely he can make a 12 inch charge. He will only be 12 to 18 inches up the board on turn 1. So, it should be ok to stay 12 inches away on turn 1 with your important units, but ready to move in and charge on turn 2.

Given how much the internet has hyped Mortarion up, there is a good chance you will face Mortarion. Unfortunately, I just happen not to have him. lol. So I am thinking of how my DG list would have to handle him if I faced him.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 01:42:38


Post by: Azuza001


The idea of mortarion getting bogged down by an opponents poxwalkers is silly to say the least. Pox walkers are incredibly slow compared to morty, there should never be a chance for 2 cheap/weak squads like that to bog morty down. How would they even maneuver themselves to get into position to charge him?

I am not saying the "feed him more" idea can't work. It can. But I wouldn't use poxwalkers as the example there. If your opponent is dim witted enough to just take mortarion and move him up the table to sit there and let you charge him then your opponent must either want that to happen and has a plan or just has no idea what they are doing.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 01:58:03


Post by: Eldenfirefly


Well, two cheap squads of chaos spawn should work too. I am just using pox walkers as an example because they are the cheapest chaff I can think of.

A good Morty player wouldn't do that, but others who are new to Morty and drunk on his "unkillabie" might do it. In any case, would Morty really purposely position himself more than 13 inches away from just mere poxwalkers ? Discussion how to handle Morty is a serious consideration, because I can bet you you will be seeing a lot more of him on the table if he is as "unkillable" as those battle reports are making him out to be.

I haven't yet seen a single battle report where Morty died yet. I don't know if its because they didn't bring out the truly deadly shooty lists, or if he is simply that unkillable. Or they are using the wrong tactics. Maybe they just decided to try and avoid him the whole game. (which doesn't work because how do you ignore something so killy that flies 12 inches).


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 02:38:40


Post by: blackmage


I haven't yet seen a single battle report where Morty died yet. I don't know if its because they didn't bring out the truly deadly shooty lists

THAT
We are testing, and very competitive lists (white scars, salamanders) can handle Mortarion, of course if you know how properly play.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 06:32:45


Post by: stratigo


 blackmage wrote:
I haven't yet seen a single battle report where Morty died yet. I don't know if its because they didn't bring out the truly deadly shooty lists

THAT
We are testing, and very competitive lists (white scars, salamanders) can handle Mortarion, of course if you know how properly play.


Unless, say, the DG player knows how to play too.

Armies have to skew quite hard to kill mortarion. No currently played Space marine army can do it, no one packs that much anti tank, it's wild overkill for everything but mortarion, and you are opening too many weaknesses into your army for all matchups except mortarion


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 10:13:49


Post by: zantio


Yoyo, i have some fun armies. But im considering junping into competitive.
How good would you rate the new dg? Im stuck between them and admech. Even i dont see many admech on high positions.
Also playing with aich a gorgeous modelo as morty is.. just lake me exciting.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 11:14:47


Post by: Salt donkey


Well, triple exorcist, triple retributor sisters list do a good job handling us. Especially with Brazier of Fires (d6 mortal wounds to chaos on a 2+). Bit of skew list but effective against us.

I’m not over the moon on poxmonger blighthaulers. They are fine, but my opponent ignoring the blighthaulers wasn’t bad, but I think I like the ROI for other companies better.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 11:16:57


Post by: Grotrebel


A bit early to rate it properly, but it's top 25% I'd say.
Kinda hard to say without proper playtesting or relevant tournament data.

Also it's one of the first armies to receive a codex, so who knows what the next months / releases will bring.
In any case Death Guard is an army that profits from 9th mission design and my guess is even with other books dropping we will still hold up well.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 12:50:29


Post by: zantio


Also looks like apart,from sisters of battle. Necrons can counter us no?. That nightbringer can eat mortarion easy


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 13:47:53


Post by: Jidmah


zantio wrote:
Also looks like apart,from sisters of battle. Necrons can counter us no?. That nightbringer can eat mortarion easy


Only with fire support. He still has a decent chance to just not deal enough damage to kill him. You can also just shoot the nightbringer dead.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 15:17:26


Post by: Azuza001


 Jidmah wrote:
zantio wrote:
Also looks like apart,from sisters of battle. Necrons can counter us no?. That nightbringer can eat mortarion easy


Only with fire support. He still has a decent chance to just not deal enough damage to kill him. You can also just shoot the nightbringer dead.


This. Let's break it down like this, Mortarion is an easier win model at this point. He isn't an auto win, but he hard counters min squads of Elites and hordes while also being incredibly tough. This happens to counter 85% of the meta. Necrons can definitely counter death guard, and a nightbringer would be an easy counter to morty in a vacuum but I dont see this vacuum actually existing in a game. Death guard will definitely have psycic powers, so that's one way to do wounds to the night bringer. Night bringer can be shot, there is another 3w. And in cc dg have lots of units that could hurt the night bringer before it ever gets close to morty. And even if the ctan got to charge mortarion with full health it probably isn't going to survive that fight. He will make mortarion bleed which could be enough, but I doubt it. I think we will have to worry about other things from necron hitting mortarion. Wraiths, scarabs, doomsday arks, tesla, all these in mass could do some dmg and cause mortarion to take serious dmg unexpectedly. If not, then wraiths can tie him up with their 4++ save buying them time and scarabs do explode for mortal wounds.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 15:41:24


Post by: mokoshkana


To me, Mortarian takes Miasma of Pestilence and Curse of the Leper every game, while his third known power can be match-up dependent. With smile and the combined power -1T with Curse, he should be able to do an average of about five mortal wounds each psychic phase against MEQ. So in the poxwalker plan mentioned above, you'd need 6 left alive to effectively guarantee he stays locked in for two rounds.


Automatically Appended Next Post:
Also, wouldn't Tzeench/GK be able to hammer Mortarian with psychic abilities? MW definitely seems like the easiest way to bring him down.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 16:03:11


Post by: Eldenfirefly


 mokoshkana wrote:
To me, Mortarian takes Miasma of Pestilence and Curse of the Leper every game, while his third known power can be match-up dependent. With smile and the combined power -1T with Curse, he should be able to do an average of about five mortal wounds each psychic phase against MEQ. So in the poxwalker plan mentioned above, you'd need 6 left alive to effectively guarantee he stays locked in for two rounds.


Automatically Appended Next Post:
Also, wouldn't Tzeench/GK be able to hammer Mortarian with psychic abilities? MW definitely seems like the easiest way to bring him down.


Charge him with two poxwalker units. He has 21 attacks split into 12 and 9. Even if he hits and wounds all 21, and you fail all 21, he kills one squad and brings the other squad down to 1 model. In his turn, his psychic will kill 1 model, so he is now free to charge, but he couldn't move. So, if you stayed 12 inches away from him, he has to make a 12 inch charge after smiting your last poxwalker to death. He likely won't make that charge. To make sure, you could stay 13.1 inches away from him. If there is no one within his charge range, he automatically has to stay where he is even after his smite frees him from combat.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 16:09:00


Post by: mokoshkana


Eldenfirefly wrote:
 mokoshkana wrote:
To me, Mortarian takes Miasma of Pestilence and Curse of the Leper every game, while his third known power can be match-up dependent. With smile and the combined power -1T with Curse, he should be able to do an average of about five mortal wounds each psychic phase against MEQ. So in the poxwalker plan mentioned above, you'd need 6 left alive to effectively guarantee he stays locked in for two rounds.


Automatically Appended Next Post:
Also, wouldn't Tzeench/GK be able to hammer Mortarian with psychic abilities? MW definitely seems like the easiest way to bring him down.


Charge him with two poxwalker units. He has 21 attacks split into 12 and 9. Even if he hits and wounds all 21, and you fail all 21, he kills one squad and brings the other squad down to 1 model. In his turn, his psychic will kill 1 model, so he is now free to charge, but he couldn't move. So, if you stayed 12 inches away from him, he has to make a 12 inch charge after smiting your last poxwalker to death. He likely won't make that charge. To make sure, you could stay 13.1 inches away from him. If there is no one within his charge range, he automatically has to stay where he is even after his smite frees him from combat.
I understand the premise, but that seems to require the opposing player to perfectly play into your trap, which probably isn't likely.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 16:25:45


Post by: Eldenfirefly


He could play cautiously with Mortarion and keep Morty out of move+charge range of your chaff units which are likely in front. But that means your chaff units have a 5+13 inch no fly bubble around them. I doubt anyone would play Mortarion that cautiously.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 16:35:32


Post by: mokoshkana


Eldenfirefly wrote:
He could play cautiously with Mortarion and keep Morty out of move+charge range of your chaff units which are likely in front. But that means your chaff units have a 5+13 inch no fly bubble around them. I doubt anyone would play Mortarion that cautiously.
And the opponent's army is just not shooting your chaff? Mono DG means Mortarian isn't getting across the board into your lines until turn two. Assuming the opposition goes second, he has at least one turn of shooting before you could get your poxwalker charges off, which are both likely to be LONG charges as no competent player would willingly place Mortarian in a position to be tar-pitted. So your strategy relies on the opponent not shooting potential tar-pit units and then making multiple long distance charges. Sorry, but it doesn't seem like a plan that is often going to work.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 17:20:25


Post by: Eldenfirefly


All this depends on your tactics vs his. If he plays more cagey by not coming too close, then you have to probably screen hopefully in such a way he doesn't have good charge targets except your chaff on turn 2. So, you hope that 2 turns of psychic plus shooting plus charge in with your melee will kill him.

Some list like admech can probably kill Morty in one turn of shooting outright, but I don't think DG are in that category. So, we need more time. And you want to buy that time by sacrificing chaff rather than letting Morty kill high value units. Now you could always bring your own Morty. But that is a 50:50 situation down to player skill and dice rolls. And like I said, not every one has Morty in their DG list.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 17:21:40


Post by: blackmage


Eldenfirefly wrote:
He could play cautiously with Mortarion and keep Morty out of move+charge range of your chaff units which are likely in front. But that means your chaff units have a 5+13 inch no fly bubble around them. I doubt anyone would play Mortarion that cautiously.

obviously you never played 1 single game against DG, as if a decent DG list cant wipe out your chaffs, why i ever need to charge poxwalkers? Really you have no idea what you talking about, there are DG list that play 15 blightlords how long you believe your chaffs last with potential 60 bolter shots each turn, drones with mowers, PBC with flamer, should i need to go on?
You are all losing focus on 1 simple fact...DG is NOT Mortarion, without it remain a A codex, is how 9th ed is and how codex is made, if they nerf Morty. Dg will remain a top codex anyway...but this is a thing understandable only if you play against different army lists, not just read comments abd/or internet BR.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 17:24:45


Post by: Eldenfirefly


Your list isn't just shooting and 2 chaff units. If need be, sacrifice 2 PM squads of 5. Or two spawn units. Or charge in two FBD. I am just trying to give suggestions on how to deal with Morty. What would you suggest if you ran into a Morty list? Bring your own Morty and see who's skill is better? Or if you have no Morty, just concede ? Or are you going to refuse to play a Morty list ?

What's the point of trying so hard to poke holes in my suggestion if you are not going to offer any suggestion of your own? Fine, lets say I accept your answer that trying to tie him up for 1 turn is impossible somehow. Lets hear your suggestion on how to deal with Morty as a DG player then. I am all ears.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 18:01:27


Post by: mokoshkana


Honestly in a mirror match, I think the best thing to try and do is to try and charge my Morty into my opponents. This would be tough, but if I can do enough wounds to reduce Morty to tier 2/3, then I should win the match-up.

Though I suppose a lot of that depends on the variance between the lists.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 18:16:19


Post by: NewTruthNeomaxim


I asked elsewhere, but was wondering if people might suggest how to build all the Plague Marines we just bought. The number of options is kinda overwhelming.

In total we own two sets of Dark Imperium Marines, the boxes of the actual PM kits, and a set of the Space Marine Heroes 3 Death Guard.

Its 41 total bodies, but obviously many of those offer no choices for wysiwyg gear. I imagine the best bet is to kit up the unbuilt kits for melee, meaning essentially one of every melee option per seven bodies?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 18:22:16


Post by: zantio


So my dread on heavy blightlords+ morty competitive list comes true?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 18:40:33


Post by: Jidmah


 mokoshkana wrote:
To me, Mortarian takes Miasma of Pestilence and Curse of the Leper every game, while his third known power can be match-up dependent. With smile and the combined power -1T with Curse, he should be able to do an average of about five mortal wounds each psychic phase against MEQ. So in the poxwalker plan mentioned above, you'd need 6 left alive to effectively guarantee he stays locked in for two rounds.


Automatically Appended Next Post:
Also, wouldn't Tzeench/GK be able to hammer Mortarian with psychic abilities? MW definitely seems like the easiest way to bring him down.


With contagions of nurgle, curse of the leper has definitely become a lot more sexy, but I still prefer plague wind because you can freely pick the target and it works better against tarpits.


Automatically Appended Next Post:
Eldenfirefly wrote:
What's the point of trying so hard to poke holes in my suggestion if you are not going to offer any suggestion of your own? Fine, lets say I accept your answer that trying to tie him up for 1 turn is impossible somehow. Lets hear your suggestion on how to deal with Morty as a DG player then. I am all ears.


He never adds anything to these threads, he just attacks people who disagree with him and always states everything he says as absolute facts. Just ignore him.


Automatically Appended Next Post:
NewTruthNeomaxim wrote:
I asked elsewhere, but was wondering if people might suggest how to build all the Plague Marines we just bought. The number of options is kinda overwhelming.

In total we own two sets of Dark Imperium Marines, the boxes of the actual PM kits, and a set of the Space Marine Heroes 3 Death Guard.

Its 41 total bodies, but obviously many of those offer no choices for wysiwyg gear. I imagine the best bet is to kit up the unbuilt kits for melee, meaning essentially one of every melee option per seven bodies?


If you don't want to magnetize, your best shot would be building the box of 7 into melee weapons, as those can't be gotten anywhere else. The only thing I would skip on is the dual knives/axe+knive guys because you can convert those from the DI marines which are just holding grenades.

I'd also try to track down some ETB/conquest plague marines because they are the cheapest way to get plasma champions and blight launchers.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 18:56:18


Post by: NewTruthNeomaxim


Thanks! I am sitting here with a spread-sheet and if I absolutely maximize every bit/body, I can end up with enough of everything to either run two full shooty units and one melee one, or two melee ones and one shooty one.

It isn't perfect, but it seems to get me the most usable collection of options, for the moment. I spent a fortune on 40k this week, so I really need to make it work for a while. :-p

The only thing I wouldn't be able to build is the Great Clever guys, but they seem like a weird choice mixed into an anti-infantry unit.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 19:07:03


Post by: blackmage


Eldenfirefly wrote:
Your list isn't just shooting and 2 chaff units. If need be, sacrifice 2 PM squads of 5. Or two spawn units. Or charge in two FBD. I am just trying to give suggestions on how to deal with Morty. What would you suggest if you ran into a Morty list? Bring your own Morty and see who's skill is better? Or if you have no Morty, just concede ? Or are you going to refuse to play a Morty list ?

What's the point of trying so hard to poke holes in my suggestion if you are not going to offer any suggestion of your own? Fine, lets say I accept your answer that trying to tie him up for 1 turn is impossible somehow. Lets hear your suggestion on how to deal with Morty as a DG player then. I am all ears.

is not poke holes... in 9th you need to focus on mission not on how erase models, DG termies in decent numbers can fend off Morty, he is a model with an high damage output decent mobility he decide where and how charge, so you NEED to play the mission and force him to commit where can do less damage, if you keep focus "chase" him and try to kill him well...usually dont work, 9th ed put enfasis on mission not on kill stuff, we tested against Morty, he is a pain in the.... but if you play the mission you can pull out a victory, is the mental approach that need to change, forget how we play in 8th, stand still and obliterate anything we want, 9th is mobility and obj control, i dont know how explain, just need to play and see i cant tell more. Dont forget if you dont bring Morty itself you can build pretty effective shooty lists, maybe you cant obliterate morty in 1 turn but you can deliver some decent damage. Mortarion is hard to deal with, you need to play around him as much as you can.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 19:18:28


Post by: mokoshkana


NewTruthNeomaxim wrote:
Thanks! I am sitting here with a spread-sheet and if I absolutely maximize every bit/body, I can end up with enough of everything to either run two full shooty units and one melee one, or two melee ones and one shooty one.

It isn't perfect, but it seems to get me the most usable collection of options, for the moment. I spent a fortune on 40k this week, so I really need to make it work for a while. :-p

The only thing I wouldn't be able to build is the Great Clever guys, but they seem like a weird choice mixed into an anti-infantry unit.
To me the role of the cleaver is versatility. If allows you go to after T8 (which now becomes T7 thanks to contagions) if the need arises. Two of them allows for 6 attacks hitting on 4+ while wounding on 3+ with rerolls of 1. Also, have some potential for character hunting too if the opportunity presents itself.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 23:28:07


Post by: Grotrebel


NewTruthNeomaxim wrote:
Thanks! I am sitting here with a spread-sheet and if I absolutely maximize every bit/body, I can end up with enough of everything to either run two full shooty units and one melee one, or two melee ones and one shooty one.

It isn't perfect, but it seems to get me the most usable collection of options, for the moment. I spent a fortune on 40k this week, so I really need to make it work for a while. :-p

The only thing I wouldn't be able to build is the Great Clever guys, but they seem like a weird choice mixed into an anti-infantry unit.


I'm in the exact same situation, I got 42 PM to build with 4 boxes PM, the heroes 3 series, the reinforcements, easy to build, blister Champ & ikon and DI dudes. My first 20 dudes are 6 Blight Launchers + 14 bolters.

With the boxes there is enough stuff to kitbash everything one-handed, so do the double handed stuff like flails first.

Overall I'd go for 4-6 Blight Launchers, 4-6 flails and a good amount of bolters.
2 Plasma + 1 Plasma Champ for 1 dakka squad and 4-6 cc dudes depending on preference to be able to play at least 1 squad of 10 for both shooting and melee.

I decided to build each melee weapon twice so I can build any possible melee squad.
Sadly there are no flails online in any bitz shop, so take care of those!
I got myself some Chaos marauder flails this week, to build the missing ones. (I have just 4 but want 6)
Suggest you look for something like that as well because my guess is those might sell out soon. You get just one flail with each box + the 1 flail in the heroes box.

Also you wanna play cultists / poxwalkers?
If not I'd try to build the models for 2-3 squads of 5 to camp on home objectives / do actions and still have the right models for additional 2 x 10.
The spare ones are perfect for listbuilding. With most point values being multiples of 5 you can often simply give a squad another special weapon to get exactly 2000 points.









Mortarion's sons Death Guard tactica 9th ed @ 2021/01/22 23:38:43


Post by: blackmage


Also you wanna play cultists / poxwalkers?
If not I'd try to build the models for 2-3 squads of 5 to camp on home objectives / do actions and still have the right models for additional 2 x 10.
The spare ones are perfect for listbuilding. With most point values being multiples of 5 you can often simply give a squad another special weapon to get exactly 2000 points.

In a list full of PM i guess 1x20 pox is ok to camp on some backfield obj, hinder ds and so on.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 00:47:03


Post by: NewTruthNeomaxim


I own, 40x Poxwalkers, and can borrow my Emperor's Childrens 60x Cultists. I'm super set on that front, thankfully.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 01:46:19


Post by: Eldenfirefly


NewTruthNeomaxim wrote:
I own, 40x Poxwalkers, and can borrow my Emperor's Childrens 60x Cultists. I'm super set on that front, thankfully.


Just remember you need 1 unit of buobotic astartes infantry for every poxwalker unit you have in your list. Deathshrouds or blightlords counts too. So, if you want to field 5 units of 20 poxwalkers, you need to have 5 units of deathshrouds / blightlords / plague marines in your list.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 17:52:34


Post by: Azuza001


So, not to derail the morty train, but having the book and really looking through it something seems interesting to me.

One of our hq's are going to have to be a sorcerer or plaugecaster. The sorcerer is an interesting option, it's in term armor so has a 2+/5++, has disgustingly resistance, can be given a relic to know an additional power (flexibility isn't bad) and once per turn if it successfully casts a spell it heals d3 wounds (on a 5w guy that isn't bad) but here is the kicker... you can give him twin lightning claws. Spend a cp to give him hulking physic or rottin constitution for even more toughness/resilience, you could have yourself a pretty good support chr that's able to face off against anything but the most concentrated amounts of assault. Add a plauge surgeon in because of course your taking one and... yeah.

I mean, a 2+/5++/6+++ 6w, heals 2d3, reduce dmg by 1, 1-3 always fails to wound, t5, 6 attacks rerolling wounds at ap-2... plus able to know 3 spells plus smite? That's some tactical flexibility and cc goodness for only 185 pts for the two guys.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 18:45:07


Post by: blackmage


read better the periapt...is d3 ONCE per battle. Lord+temy sorcerer are 195 not 185, for the rest yes termy sorcerer is a good HQ choice overall.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 20:00:12


Post by: Azuza001


Ok, 1 per battle is still quite good.

Term sorcerer is 110. Plauge surgeon is 75. Thats 185.

It's too bad we can't give him a deadly pathogen on top of that but that may be a bit too much anyways.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 20:30:59


Post by: blackmage


sorry misunderstoodm thought you was talking of chaos lord, honestly i wont spend a relic slot for the periapt right now.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 21:31:24


Post by: broxus


I’m diving into the book. Anyone else discouraged by the Lord of Contagions? Their damage output is meh regardless of what I try and do. No relics really help him (most of our stock relics are bad) and he has rhe same damage output as a Deathshroud Champion. I just don’t understand why his weapon isn’t mater-crafted or he doesn’t have 6 attacks. I really want him to be good, but he just isn’t.

What is the maximum damage build you can come up with against a primaries captain? I’m tracking using a man reaper (in reaper mode), deadly pathogen virulent fever, and the Mortarian’s Anvil relic warp insect hive. On average it will do 6.5 damage a turn.

That being said I can actually go higher damage on Deathshroud champion with buffs.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 21:57:10


Post by: blackmage


you use LOC with plaguereaper or with ferryman legion and the relic schyte, anyway you use it for his +3" contagion range with ferryman strat you add another +6, you have a model that at 2nd turn have a contagion range of 9" and with that plague company trait is useful...Still models now are not rated for their damage power but for what they bring on table, Dg play the missions (and they do very good) is not an army made to obliterate anything they touch.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 22:11:59


Post by: Jidmah


I really think the main use for him is to have a hard-hitting guy providing re-rolls to someone. For that I would always pick the plague reaper, without spending any more CP or points on relics or pathogenes. I agree that those are always better spent on deathshroud champions, especially the relic.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 22:31:32


Post by: l0k1


I'm really torn on whether to run Typhus or not. He's great because he can cast psychic powers, has the aura reroll, and the only HQ in the codex that can do stuff in the command phase. Having to use his warlord trait though is the disappointing part. Much rather have Mortarion's Anvil or The Ferrymen


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/23 22:48:21


Post by: broxus


 l0k1 wrote:
I'm really torn on whether to run Typhus or not. He's great because he can cast psychic powers, has the aura reroll, and the only HQ in the codex that can do stuff in the command phase. Having to use his warlord trait though is the disappointing part. Much rather have Mortarion's Anvil or The Ferrymen


Yea Typhus is what I want my LoC to be weapon and damage wise. I agree it stinks having to use his warlord trait that doesn’t fit in most lists. He is well priced.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 01:08:23


Post by: blackmage


LOC for me is a good HQ choice, if i can i go for a DP anyway.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 01:45:59


Post by: Eldenfirefly


Regarding the HQ choices. I notice one thing. If we don't take lords, we can take 3 sorcerors/malignant plague castors and become a really castor heavy army. I am not saying the Lord choices are bad at all. And their reroll aura and stuff are going to be missed, but you can build your army around it.

If you want to go castor heavy, you can go Mortarion and a batallion with 3 plague castors. Then rely on deathshrouds to protect the plague castors and other characters. Deathshrouds are killy enough. The thing is, those plague castors are dealing mortal wounds to stuff within 12 inches on any psychic they cast. And Mortarion himself has two spells too.

So, you can create a deathball of plague castors guarded by deathshrouds. The 3 castors are casting 6 psychic per turn and dealing up to 6 mortal wounds on every successful cast within 12 inches. Then throw in that castor relic. Throw in Mortarion's additional two casts. The mortal wounds output is pretty awesome.

It can catch an opponent off guard. Suddenly such a deathguard list becomes a massive mortal wound machine. Got a question on plague castor though. If I use the Fugaris helm on a plague castor, does this mean that any successful cast of psychic will now do mortal wounds on the closest enemy unit within 15 inches instead of 12 ?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 02:29:00


Post by: l0k1


Don't have the book on me but I believe the helm only works on aura abilities


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 02:52:15


Post by: blackmage


If I use the Fugaris helm on a plague castor, does this mean that any successful cast of psychic will now do mortal wounds on the closest enemy unit within 15 inches instead of 12 ?

No it works only on aura abilities


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 03:06:22


Post by: ninjafiredragon


As for HQ choices, the biggest winner to me in my playtesting are the daemon princes.

6 S8 AP-3, D3 attacks are good.... but we can make it better.
Warp Insect Hive relic from mortarions anvil, and now your prince is rerolling all failed hit and wound rolls. Ok now his damage output is gross, but what about survivability?

The warlord trait to add +1 wound and 1-3s to wound always fail is nasty, and combined with his already chonky profile means he can survive wayyy more than your opponent will give credit to.

First test game my prince got jumped by gulliman, and he survived his crazy s14 D5 attacks or whatever, and survived with 2 wounds. Which meant he got to swing back, almost killing him. For a less than 200 point model, thats pretty good.

Furthermore the mortarions anvil aura ability to turn off rerolls means your opponent gets no extra advantages in combat. Nasty.

I have been running double patrol, with a prince leading each detachment. So far I havent really wanted to pay the detachment tax of the meq psychic.

But yea, loving the loaded out prince's utlity.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 03:50:13


Post by: Wayniac


That WLT where 1-3 fails to wound seems nasty af. And the fact that the daemon engines are 3+ BS now makes them amazing.

People have been complaining about the change to loadout options for plague Marines but the more I think about it the more I don't think it is as big a deal as everyone is saying.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 04:19:03


Post by: Eldenfirefly


I am running most of my PM squads as just bolters and plague knives anyway with maybe at most one special weapon at most. So yeah, I don't think its that big a deal either.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 05:08:17


Post by: broxus


Played my first codex game today against Imperial fists. A few things I learned:

-Mortarian is tough but against lots of shooting he went down in one turn of shooting. It take him 2 turns to get across the table. Lots of STR 5 bolters chips his health fast (Inceptors).

-The demon prince with sword and the relic rerolling all hits and wounds does some great damage.

-The army is so slow it hurts trying to get across the table. Charges from deepstrike are frustrating with no way to reduce change distances.

-The PBC are great especially with the strategem. Solid anti tank for sure. If you don’t run Mortarian run 3.

-I hate not having DR against damage 1 weapons. It feels so odd.

I lost, but it was close and very bloody.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 10:40:20


Post by: Abaddon303


I'm liking Daemon Prince with supporating plate so 2+ save and the warlord trait to ignore -1 and -2. It feels like he has a 2+ invulnerable until he gets hit with anti tank then his 5+ invulnerable steps in


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 14:41:05


Post by: broxus


Abaddon303 wrote:
I'm liking Daemon Prince with supporating plate so 2+ save and the warlord trait to ignore -1 and -2. It feels like he has a 2+ invulnerable until he gets hit with anti tank then his 5+ invulnerable steps in


The biggest issue I would think is that most armies have -3 AP weapons or higher on their melee units. Though not bad against many shooting attacks.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 18:02:50


Post by: Doohicky


broxus wrote:
Abaddon303 wrote:
I'm liking Daemon Prince with supporating plate so 2+ save and the warlord trait to ignore -1 and -2. It feels like he has a 2+ invulnerable until he gets hit with anti tank then his 5+ invulnerable steps in


The biggest issue I would think is that most armies have -3 AP weapons or higher on their melee units. Though not bad against many shooting attacks.


Normally if my DP is in combat it's on my terms. Shooting I find is much more the time he gets wrecked. Normally after killing stuff and having nowhere to hide.

I do appreciate it's a valid point though as we don't control everything


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 18:18:14


Post by: wojtekwroc


I am browsing new codex, it sucks that squad of 5 blightlords cannot take 5 meltas.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/24 18:48:51


Post by: broxus


All just something interesting that is easily missed. The Flash Outbreak Strategem increases the range of EVERY unit as if it was one round later (not just the unit that gains the extra contagion). That actually makes it even better.

After some games what I have to come to realize is that putting Gloaming Bloat on Mortarian is pretty darn important. It is very good. However, the choice for your other detachment warlord really is between Ferric Blight (extra AP) and The Droning. I have found the Ferric Blight trait to always do well for me. Suddenly the reaping scythe profiles are -2 AP and even your Poxwalkers and bolters are wounding at -1 AP. It is a pretty big buff and is equivalent to the SM doctrines for all your weapons. The Droning seems to be very good on paper, but in practice I find it rarely makes a difference. We just don’t have fast enough units to get near them turn 1 when it would really makes the most impact. We generally have to wait until the 2 or 3. I’m not going to say it isn’t good or useful, but is far more situational than the FB trait which is always good. The best part about the Ferrymen vector is the “On Drowning Wings” strategem. It really can make a large impact depending on your list.

What are your thoughts?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 03:02:35


Post by: Eldenfirefly


A Daemon Prince with the revoltingly resilient warlord trait and supperating plate makes a good "mini Mortarion".

I am thinking that some anti tank is rather important. I saw a battle report by tabletop titans where Adrian ran a list with 15 deathshroud terminators. That list was death to anything within flamer range. But he was facing a really shooty Iron Hands list with a fire raptor and 3 storm talons. The fire raptor literally just went into hover mode in the back lines and shot at the DG army all 5 turns.

In the end, just trying to stand on objectives and being shot at for 5 turns is not going to work. Adrian didn't have anything left by turn 5. We need some way of at least weakening or destroying a super shooty unit.



Automatically Appended Next Post:
broxus wrote:
All just something interesting that is easily missed. The Flash Outbreak Strategem increases the range of EVERY unit as if it was one round later (not just the unit that gains the extra contagion). That actually makes it even better.

After some games what I have to come to realize is that putting Gloaming Bloat on Mortarian is pretty darn important. It is very good. However, the choice for your other detachment warlord really is between Ferric Blight (extra AP) and The Droning. I have found the Ferric Blight trait to always do well for me. Suddenly the reaping scythe profiles are -2 AP and even your Poxwalkers and bolters are wounding at -1 AP. It is a pretty big buff and is equivalent to the SM doctrines for all your weapons. The Droning seems to be very good on paper, but in practice I find it rarely makes a difference. We just don’t have fast enough units to get near them turn 1 when it would really makes the most impact. We generally have to wait until the 2 or 3. I’m not going to say it isn’t good or useful, but is far more situational than the FB trait which is always good. The best part about the Ferrymen vector is the “On Drowning Wings” strategem. It really can make a large impact depending on your list.

What are your thoughts?


Yeah, I think the droning looks better on paper than it does in practise.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 05:36:32


Post by: broxus


Since they changed the book to no longer allow 2 blight launchers they destroyed our ability to hang in the mid-board like in 8th edition. The MBH would have been useful, but they pointed it out of usefulness sadly. Hopefully they move it to around 120pts in the next FAQ so they become useable again. PBC are our only option right, they a e very solid and the core of our army. Even with Mortarian I’d never make a list with less than 2.

Long term I just don’t see DG being really competitive in tournaments. Too slow and one dimensional with an over design focus on melee buffs. They will never score enough points to be top tier without some points cuts and maybe a few unit additions. Honestly it just feels like running everything forward for 2-3 turns (to run the 24”) hoping you have to enough combat power to do something when you arrive at their lines.

Speaking of which why is the “toughest” army in the game not have a single defensive strategem other than cloud of flies? Why no transhumance, or counting as being in light cover, ignore-1 AP, etc? So weird.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 07:03:38


Post by: Umbros


broxus wrote:
Since they changed the book to no longer allow 2 blight launchers they destroyed our ability to hang in the mid-board like in 8th edition. The MBH would have been useful, but they pointed it out of usefulness sadly. Hopefully they move it to around 120pts in the next FAQ so they become useable again. PBC are our only option right, they a e very solid and the core of our army. Even with Mortarian I’d never make a list with less than 2.

Long term I just don’t see DG being really competitive in tournaments. Too slow and one dimensional with an over design focus on melee buffs. They will never score enough points to be top tier without some points cuts and maybe a few unit additions. Honestly it just feels like running everything forward for 2-3 turns (to run the 24”) hoping you have to enough combat power to do something when you arrive at their lines.

Speaking of which why is the “toughest” army in the game not have a single defensive strategem other than cloud of flies? Why no transhumance, or counting as being in light cover, ignore-1 AP, etc? So weird.


I would suggest (when COVID allows) trying to play some games with it. Whilst we can't predict what other codexes will look like, the current codex is extremely strong. In a game and mission set built on fighting for objectives in the midfield, their ability to hold objectives and push others off them is very strong. Don't underestimate them.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 07:58:39


Post by: Abaddon303


Impressed by the bloat drones. I took a Mower and Heavy Blight Launcher the other night. I went second and first turn moved them up to near my opponents unit of three dawneagles. I cast the psychic to expand the contagion aura on one, the heavy blight killed the first jetbike. Both charged, the mower killed the second and wounded the third and the other drone finished it off.

Certainly took my opponent by suprise and must have made their points back first turn. I lost the mower turn two after he'd seen what it can do but the Blight Launcher wiped a unit of scions and then bowled into a Leman Russ to tie it up turn two.

They reallyoffer some speed and harassment in an army that definitely needs it. The Mower and the HBL options seem to complement each other, I might try two pairs of each next game, I wish you could take them in units like the MBHs...


Automatically Appended Next Post:
Of course as soon as I posted that I realised three's my limit! I might try the FW variant in place of one of the HBL drones.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 10:14:58


Post by: addnid


Hello DG players, I am trying to evaluate just how powerful DG has become, in a comp setting that is (Morty being every single army list for example). It seems for example that DG do what custodes do, but better, and in every possible way (except perhaps the mobility bit with dawneagles, but you guys do have flying drones which are just a bit slower so...).

They also have Mortarion, and custodes don't have any asset even remotely as good, IMHO. DG also has cheap troops and psykers, which are really great assets (especially cheap troops). You guys also have easy secondaries, just like all 9th codex have, but custodes will get them too probably so I don't think this point is relevant.

I don't play custodes, it is just that custodes is the only other "tanky elite" army I know quite a bit about.

I may be completely wrong, what do you guys think ? (I have a DA army (that I never play), and am pretty sure the supplement will have busted rules to match those for morty so, don't think I am being negative here, I just want the opinon of DG players...)

Also, could we compare DG to Necrons ? Durability, morty vs the silent king, etc.

Thanks in advance to anyone who wished to provide input on these, and sorry if this strays a bit too far from a "tactics" theme. But the "40k general disc" section is really, really not a place I want to post this in... You guys know what I mean


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 11:29:33


Post by: blackmage


Automatically Appended Next Post:
 blackmage wrote:
Long term I just don’t see DG being really competitive in tournaments. Too slow and one dimensional with an over design focus on melee buffs. They will never score enough points to be top tier without some points cuts and maybe a few unit additions. Honestly it just feels like running everything forward for 2-3 turns (to run the 24”) hoping you have to enough combat power to do something when you arrive at their lines.

This happen why you keep try play in 9th like we played in 8th...actually there is not a better army that can hold obiectives and fend off enemy units, but if you keep trying to engage on all front and destroy opponent yes DG is just mid tier unless you play Mortarion. Most games are win just control or deny the table, no need to remove one unit after another, that was 8th edition game style.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 12:49:13


Post by: broxus


I would disagree from what I have seen and tested in my games so far. In missions with 4-5 objectives we are stronger. However, in missions with 6 we struggle much more due to low model count. If there isn’t a lot of terrain we will also struggle against shooting armies since we really don’t have much shooting back. Finally, DG really needed some good secondaries and we are lacking in that department. We struggle due to lack of speed to get the current secondaries which favor speed and range attacks. I don’t think DG are bad, but they lack the tools to truly be top tier for long. They will struggle to adapt to meta changes as everyone’s codexes get more damage output and their gimmick is survival

To summarize, DG are very one dimensional now which is a shame.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 13:58:33


Post by: blackmage


few models.... almost 90 models for an ELITE army for me are more than enough...If you want some extra long range fire, swap a FBD with another PBC or play MBH. If you demand to play Mortarion and bunch of termies you cant demand to have numbers, but you can find different approach, dont understimate poxwalkers for just 5pts.
Spoiler:

++ Battalion Detachment 0CP (Chaos - Death Guard) [101 PL, 10CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Plague Company: Mortarion's Anvil

+ Stratagems +

Gifts of Decay [-1CP]: Additional Relics

+ HQ +

Lord of Contagion [6 PL, 125pts]: Gloaming Bloat, Manreaper and orb of dessication, Warlord, Warp Insect Hive

Malignant Plaguecaster [5 PL, 95pts]

+ Troops +

Plague Marines [12 PL, 240pts]
. Plague Champion: Boltgun, Plague knife
. Plague Marine w/ blight launcher: Blight launcher
. 6x Plague Marine w/ boltgun: 6x Blight grenades, 6x Boltgun, 6x Krak grenades, 6x Plague knife
. 2x Plague Marine w/ flail: 2x Blight grenades, 2x Flail of corruption, 2x Krak grenades, 2x Plague knife

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

Poxwalkers [5 PL, 95pts]
. 19x Poxwalker: 19x Improvised weapon

+ Elites +

Blightlord Terminators [10 PL, 210pts]
. Blightlord Champion: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Flail of corruption
. Blightlord Terminator: Bubotic Axe, Reaper autocannon
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Foetid Virions [7 PL, -1CP, 130pts]
. Noxious Blightbringer
. Tallyman: 4. Arch-Contaminator, Plaguechosen, Tollkeeper

+ Fast Attack +

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

+ Heavy Support +

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

++ Total: [101 PL, 10CP, 2,000pts] ++



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 14:07:01


Post by: Tyel


Didn't see the above post, which makes the following a bit contextless, but sort of saying the same.

Would more Poxwalkers help?

I was initially sceptical - but for their points you get plenty of bodies which at T4/6+++ are reasonably resilient. I think in a 6 objective scenario you should be able to spread the sickness to 3+ objectives, making it a reasonable secondary choice. They can also help screen out deep strikes and so on.

It seems to me like 40-60 is a decent blob that doesn't cost that much - and are probably more annoying to deal with than say 10 Plague Marines with some blight launchers/plasma.

Admittedly if you are bringing Mortarion+2 or 3 PBCs points are quite tight.

40k doesn't usually work this way, but is there an argument that Mortarion is a win-more piece? If your opponent can deal with him reasonably efficiently then its potentially very bad. If they can't then you probably win - but they probably didn't have the heavy guns to deal with the 10 Terminators or whatever you brought instead, which might potentially have more flexibility.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 14:19:46


Post by: broxus


Tyel wrote:
Didn't see the above post, which makes the following a bit contextless, but sort of saying the same.

Would more Poxwalkers help?

I was initially sceptical - but for their points you get plenty of bodies which at T4/6+++ are reasonably resilient. I think in a 6 objective scenario you should be able to spread the sickness to 3+ objectives, making it a reasonable secondary choice. They can also help screen out deep strikes and so on.

It seems to me like 40-60 is a decent blob that doesn't cost that much - and are probably more annoying to deal with than say 10 Plague Marines with some blight launchers/plasma.

Admittedly if you are bringing Mortarion+2 or 3 PBCs points are quite tight.

40k doesn't usually work this way, but is there an argument that Mortarion is a win-more piece? If your opponent can deal with him reasonably efficiently then its potentially very bad. If they can't then you probably win - but they probably didn't have the heavy guns to deal with the 10 Terminators or whatever you brought instead, which might potentially have more flexibility.


Thanks for the feedback.

Here is my list:

Spoiler:

++ Vanguard Detachment -3CP (Chaos - Death Guard) [76 PL, 1,510pts, -5CP] ++

+ Configuration +

Detachment Command Cost [-3CP]

Gametype

Plague Company: The Inexorable

+ Stratagems +

Gifts of Decay [-1CP]: Additional Relics

+ HQ +

Lord of Contagion [6 PL, 120pts, -1CP]: Ferric Blight, Plaguechosen, Plaguereaper, Reaper of Glorious Entropy

+ Troops +

Poxwalkers [2 PL, 50pts]
. 10x Poxwalker: 10x Improvised weapon

Poxwalkers [2 PL, 50pts]
. 10x Poxwalker: 10x Improvised weapon

Poxwalkers [5 PL, 75pts]
. 15x Poxwalker: 15x Improvised weapon

+ Elites +

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Foetid Virions [8 PL, 145pts]
. Foul Blightspawn: Revolting Stench-vats
. Tallyman

+ Fast Attack +

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

+ Heavy Support +

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

++ Supreme Command Detachment 0CP (Chaos - Death Guard) [25 PL, 490pts, 12CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Plague Company: Mortarion's Anvil

+ Primarch | Daemon Primarch | Supreme Commander +

Mortarion [25 PL, 490pts]: 1. Miasma of Pestilence, 6. Gift of Plagues, Warlord

++ Total: [101 PL, 2,000pts, 7CP] ++


The list still needs some fine tuning, but if you play Mortarian (which Is likely required for competitive play) there are only so many ways to build DG.

The PBC do lots of work for sure, the pox walkers die fast to bolters but are cheap, and my opponents 3x Redemptors are a hard counter to my death shroud. Overall, as I said DG are not bad, they just are very in dimensional and lack codex depth and options to stay too tier long. They reducing the PM midrange firepower REALLY hurt. Otherwise we would have numerous other viable build options.


The reason spread the sickness really isn’t good is because you can only do one objective at a time and have to take 3D3 mortal wounds to get 9pts. However, deploy scramblers gets you 10 points and with outflank and deep strike is much easier to do a doesn’t require you to take mortal wounds. If they had allowed multiple points to be done each turn and maybe only 1 MW turn it would be much better. I would much rather have Oaths from the SM book for sure.

I do love the Flash Outbreak strategem now that I realize it increases my Army’s contagion range not just a single unit. They also did a great job of making all the support characters good and worth taking. I am also hopeful they FAQ you to be able to take a demon prince and LoC which will help give more list variety.






Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 16:07:18


Post by: Tyel


Yeah, I think while I keep trying to squint and claim otherwise you are right on Spread the Sickness. Deploy scramblers is easier than having to sequentially get to all objectives, even before factoring in mortal wounds. I can sort of see why they'd not want you to just put say 20 poxwalkers on one objective and claim 3 points each turn - even at the loss of D3 wounds or whatever - but its not like Oaths of the Moment is especially difficult to score.

At least at the moment I can't really see what you'd do differently to your list.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 16:22:09


Post by: lare2


Tyel wrote:
Yeah, I think while I keep trying to squint and claim otherwise you are right on Spread the Sickness. Deploy scramblers is easier than having to sequentially get to all objectives, even before factoring in mortal wounds. I can sort of see why they'd not want you to just put say 20 poxwalkers on one objective and claim 3 points each turn - even at the loss of D3 wounds or whatever - but its not like Oaths of the Moment is especially difficult to score.

At least at the moment I can't really see what you'd do differently to your list.


Just to clarify as I'm confused by Spread the Sickness. Is it just 3VP per contaminated objective at the end of the battle? Not per turn.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 16:46:15


Post by: blackmage


The list still needs some fine tuning, but if you play Mortarian (which Is likely required for competitive play) there are only so many ways to build DG.

No it is not...good players can play around morty and you play with 500 less points... Hypes about that piece was spread through internet " Morty the immortal autowin" but lot of high level players dont agree.I played couple of list with and without him and without you have lot of chaces anyway... again...the best thing to do is play...watch less internet
For examplke that list is almost identical copy and pasted Nanavati list


Automatically Appended Next Post:
 lare2 wrote:
Tyel wrote:
Yeah, I think while I keep trying to squint and claim otherwise you are right on Spread the Sickness. Deploy scramblers is easier than having to sequentially get to all objectives, even before factoring in mortal wounds. I can sort of see why they'd not want you to just put say 20 poxwalkers on one objective and claim 3 points each turn - even at the loss of D3 wounds or whatever - but its not like Oaths of the Moment is especially difficult to score.

At least at the moment I can't really see what you'd do differently to your list.


Just to clarify as I'm confused by Spread the Sickness. Is it just 3VP per contaminated objective at the end of the battle? Not per turn.
Yes and cant be performed by poxwalkers, they cant perform actions.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 17:00:57


Post by: Tyel


 lare2 wrote:
Just to clarify as I'm confused by Spread the Sickness. Is it just 3VP per contaminated objective at the end of the battle? Not per turn.


Apologies if I've confused things.

You get 3VP for each contaminated objective at the end of the game.
You can contaminate 1 objective via infantry carrying out the Spread the Sickness Action which begins at the end of your movement phase and completes at the end of your turn. When the action completes you get the choice of either contaminating on a 4+ or taking D3 mortal wounds.

So to max it out, you'd need to get some infantry units to 5 different objectives to carry out 5 actions over the course of your 5 turns (and probably take 5 D3 mortal wounds for their trouble.) Which I think its safe to say is never going to happen unless you table your opponent.

Given Deploy Scramblers is 10 points for just getting 3 infantry units performing an action over 3 turns into your deployment zone, your opponents deployment zone and the rest of the table, it seems a bit of a high bar.

Poxwalkers cannot perform normal actions, but there is an explicit carve out saying they can perform spread the sickness.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 17:11:48


Post by: blackmage


oh yes... forgot it, so 100% better have spread the sickness with all those poxes.
this is the next list im going to try
Spoiler:


++ Battalion Detachment 0CP (Chaos - Death Guard) [105 PL, 8CP, 1,995pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Plague Company: Mortarion's Anvil

+ Stratagems +

Gifts of Decay [-1CP]: Additional Relics

+ HQ +

Death Guard Daemon Prince [10 PL, 185pts]: 1. Miasma of Pestilence, Gloaming Bloat, Hellforged sword, Warlord, Warp Insect Hive, Wings

Malignant Plaguecaster [5 PL, 95pts]: 4. Putrescent Vitality, 6. Gift of Plagues

+ Troops +

Plague Marines [12 PL, 240pts]
. Plague Champion: Boltgun, Plague knife
. 6x Plague Marine w/ boltgun: 6x Blight grenades, 6x Boltgun, 6x Krak grenades, 6x Plague knife
. 2x Plague Marine w/ flail: 2x Blight grenades, 2x Flail of corruption, 2x Krak grenades, 2x Plague knife
. Plague Marine w/ sigil: Sigil of decay

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

+ Elites +

Blightlord Terminators [10 PL, 210pts]
. Blightlord Champion: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Flail of corruption
. Blightlord Terminator: Bubotic Axe, Reaper autocannon
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter

Deathshroud Terminators [14 PL, 200pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 3x Deathshroud Terminator: 3x Manreaper, 3x Plaguespurt gauntlet

Foetid Virions [7 PL, -1CP, 130pts]
. Noxious Blightbringer
. Tallyman: 4. Arch-Contaminator, Plaguechosen, Tollkeeper

+ Fast Attack +

Chaos Spawn [5 PL, -2CP, 115pts]: Grandfatherly Influence
. 5x Chaos Spawn: 5x Hideous mutations

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

+ Heavy Support +

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

++ Total: [105 PL, 8CP, 1,995pts] ++

Created with BattleScribe


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 17:39:21


Post by: broxus


 blackmage wrote:
The list still needs some fine tuning, but if you play Mortarian (which Is likely required for competitive play) there are only so many ways to build DG.

No it is not...good players can play around morty and you play with 500 less points... Hypes about that piece was spread through internet " Morty the immortal autowin" but lot of high level players dont agree.I played couple of list with and without him and without you have lot of chaces anyway... again...the best thing to do is play...watch less internet
For examplke that list is almost identical copy and pasted Nanavati list


Automatically Appended Next Post:
 lare2 wrote:
Tyel wrote:
Yeah, I think while I keep trying to squint and claim otherwise you are right on Spread the Sickness. Deploy scramblers is easier than having to sequentially get to all objectives, even before factoring in mortal wounds. I can sort of see why they'd not want you to just put say 20 poxwalkers on one objective and claim 3 points each turn - even at the loss of D3 wounds or whatever - but its not like Oaths of the Moment is especially difficult to score.

At least at the moment I can't really see what you'd do differently to your list.


Just to clarify as I'm confused by Spread the Sickness. Is it just 3VP per contaminated objective at the end of the battle? Not per turn.
Yes and cant be performed by poxwalkers, they cant perform actions.


Haha I like to think Nick mirrored my list. Honestly, it is mostly about efficiency and units that perform those roles best. Not to mention we are really restricted in options and builds especially if you take Mortarian. I have considered dropping a fleshmower to add a demon prince to the list (oh you can’t do that because of restrictions kinda thing). Honestly, until they remove some of the nonsense restrictions all lists are going to look fairly similar.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 17:48:56


Post by: blackmage


that's right if you go for Mortarion, options drops. Keep the fleshmower in that list, trust me , you need mobility.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 18:47:19


Post by: lare2


Tyel wrote:
 lare2 wrote:
Just to clarify as I'm confused by Spread the Sickness. Is it just 3VP per contaminated objective at the end of the battle? Not per turn.


Apologies if I've confused things.

You get 3VP for each contaminated objective at the end of the game.
You can contaminate 1 objective via infantry carrying out the Spread the Sickness Action which begins at the end of your movement phase and completes at the end of your turn. When the action completes you get the choice of either contaminating on a 4+ or taking D3 mortal wounds.

So to max it out, you'd need to get some infantry units to 5 different objectives to carry out 5 actions over the course of your 5 turns (and probably take 5 D3 mortal wounds for their trouble.) Which I think its safe to say is never going to happen unless you table your opponent.

Given Deploy Scramblers is 10 points for just getting 3 infantry units performing an action over 3 turns into your deployment zone, your opponents deployment zone and the rest of the table, it seems a bit of a high bar.

Poxwalkers cannot perform normal actions, but there is an explicit carve out saying they can perform spread the sickness.


Thanks for the clarification. Really much appreciated.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 23:02:09


Post by: broxus


Played a game with that list and found Mortarian’s true weakness. He really struggles against SM Primaris I charged him into a squad of 5 to clear them off the object and could only kill 3 intercessors. Transhuman is a pretty hard counter to him.


Automatically Appended Next Post:
 blackmage wrote:
that's right if you go for Mortarion, options drops. Keep the fleshmower in that list, trust me , you need mobility.


What do you think about chaos spawn? They seem better in many ways.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/25 23:17:38


Post by: blackmage


chaos spawn, are good but anywyay i would mix them with FBD, they dont fly and anyway less durable than drones 1x5 is fine and work pretty good
Yes Mortarion have that issue, lost death to false emperor now it might struggle kill enough models and dont get tarpit, is a thing that ppls realize only when they play, sanguinary guards, blobs of Pm, terminators or large blobs of fearless infantry Morty cant handle them properly.
Is main reason why lot of top players arent so sure it will make really a cut into meta, very durable, can kill single models easily but for the rest it struggle. Last but not least armies like sisters and their multimeltas or Gk that can one shoot Morty.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 00:15:48


Post by: broxus


Well the meltas are a problem against everything in an elite army. I feel GW went a little crazy with the MM and me SRU really changed their points. On smaller tables they are almost impossible to get away from.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 01:08:29


Post by: blackmage


broxus wrote:
Well the meltas are a problem against everything in an elite army. I feel GW went a little crazy with the MM and me SRU really changed their points. On smaller tables they are almost impossible to get away from.
Yes but their meltas improved by prayers (not sure if im using right word) deal tons of damage.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 04:07:40


Post by: Eldenfirefly


I am curious about something though. How do space marine lists (which people claim to be an op faction survive?). They don't have any horde unit, unlike us. So, intecessor unit is their go to? But a plague marine unit in place of an intercessor unit is just as good for just 15 more points and far more resilient.

So why are space marine lists feared but DG cannot have a similar but more resilient list?

I mean, isn't a DG army of PM, DG terminators, PBC similar to a space marine list except instead of intercessors we have PM, instead of storm shield terminators or aggressors, we have DG terminators, and instead of devastators or eradicators, w have PBC? The DG army is obviously slightly less shooty, but more resilient. Is the difference in shooting so big it would be game breaking? I mean, eradicators are only 24 inch range, despite how hyped up they are.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 04:50:33


Post by: broxus


Honestly a few reasons intercessors are superior to PMs.

1) SMs have longer range and better AP on their guns
2) Chapter traits and super doctrines help a great deal
3) SMs move faster
4) SMs have better support options depending on what you want to do. (DGs support options have gotten much better)
5) SM intercessors have much better strategem options.
6) SMs have pistols and grenades
7) Intercessors are cheaper.



In all honestly I would say intercessors are better at range and PMs are better in melee. They are pretty similar so go for it if you think they are competitive. I would say terminators outshine the though in most areas.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 04:59:57


Post by: Eldenfirefly


I think the better AP makes a difference, but the range probably shouldn't. Because PM can move and shoot 24 inches. And if the opponent's front units are further than 29 inches back from our PM, they have basically given up trying to contest the midfield.

But I would be kinda interested to see the actual math. How would a squad of 5 PM stack just bolters or possibly 1 blight launcher stack up against a squad of intercessors (similar points).

I feel like poxwalkers are a bit of a trap. In the sense that poxwalkers have zero shooting. So, they just stand there and get shot at. So, the rest of your army needs to make up for the offensive power you lost by taking poxwalkers. Our army is resilient, but no army is so resilient it can just take shooting for 5 turns without firing back. So, we can't go poxwalkers and deathshrouds only. If we are taking only poxwalkers for our troop units, we then need to take shooting in the rest of our army to balance out the non shooting of the poxwalkers.

So I did some paper math. 5 PM with 1 blight launcher (115 points) against 6 intercessors with bolt rifles (108 points). I assumed the 6 intecessors fired first. Its not perfect because DG cost 7 points more. But 7 points is hardly game breaking.

The intercessors on average would kill 1 PM every 2 turns. Basically, if they are lucky, they might kill 3 PM over the whole game leaving 2 PM in the squad.

The PM would kill 2 intercessors every 2 turns (mainly because of the blight launcher). If the intercessors fail a BL save on round 5, the squad might be wiped, but only on turn 5.

I am not factoring in strategems obviously. This is just in a vacumm. I doubt if anyone would want to waste strategems tryiing to kill a squad of 5 PM anyway.

This is in a shooting match. If both sides moved forward and ended up fighting in the midboard, the PM would win. Because you are pitting astartes chain swords against plague knives. Plus in melee range, contagion would reduce the intercessor squad to 3T, making the plague knives wound on 3s and rerolling 1s. The intercessor squad would die so much faster if the two ended up clashing in the middle of the board.

So in a 9th edition game where objectives and holding the midboard are key. The PM squad would be moving up 5 inches and firing all their guns every turn. By turn 2, it should get on a midfield obj. The SM has no good options. If they engage in a shootout, they statistically cannot kill the PM squad even over 5 turns, and they would lose the midfield obj. If they move forward to contest, by turn 2 or 3, the two squads will end up in melee, which would only have one outcome, the SM squad gets wiped.

Of course, we don't play armies in a vacumm, so the rest of the army matters. But at least on a unit vs unit comparision, I see PM as superior to intecessors as a troop unit.



Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 07:54:49


Post by: stratigo


broxus wrote:
Honestly a few reasons intercessors are superior to PMs.

1) SMs have longer range and better AP on their guns
2) Chapter traits and super doctrines help a great deal
3) SMs move faster
4) SMs have better support options depending on what you want to do. (DGs support options have gotten much better)
5) SM intercessors have much better strategem options.
6) SMs have pistols and grenades
7) Intercessors are cheaper.



In all honestly I would say intercessors are better at range and PMs are better in melee. They are pretty similar so go for it if you think they are competitive. I would say terminators outshine the though in most areas.


Plague marines are indeed not looking to be the heart of a competitive DG army. Heck I wouldn't be surprised if they drop out completely for favor of even the gakky cultists or pox walkers to cram more points into the impressive terminators, or the impressive PBC crawlers, or the impressive support characters, or the impressive bloat drones, or.... etc


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 08:12:33


Post by: Eldenfirefly


I beg to disagree. I see nothing wrong with PM. I think PM give us shooting for killing chaff and horde units. Else we will have problems with chaff and horde armies. And once the chaff are cleared, and we get into contagion range, even T7 vehicles can now be reliably hurt by blightlaunchers.

Not unless you are prepared to run a lot of blightlord terminators.

And I would put this other point to think about also. If we run into a list shooty enough to kill Morty in one shooting phase, then that same list is likely shooty enough to demolish an entire unit of 10 blightlords in one turn as well.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 11:50:49


Post by: blackmage


better use termies (deathshrouds to kill hordes) honestly, a full 6 mean deathshroud unit deliver 50 attacks at 2+ to hordes plus 6d6 flamers.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 12:08:00


Post by: KurtAngle2


 blackmage wrote:
better use termies (deathshrouds to kill hordes) honestly, a full 6 mean deathshroud unit deliver 50 attacks at 2+ to hordes plus 6d6 flamers.


Deathshroud are just the best unit in the codex capable of dealing with all kinds of targets, that's why PM are not really going to make the cut sadly


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 12:36:47


Post by: AarresaariAarre


It seems to me that the inability to get many games played makes it too easy to just stare at units' statlines and make broad hypotheses about their competitiveness. After changing my Orks' kultur to Deathskulls I can't really give too much praise to having ObSec elite units and that is something only Plague Marines can do in DG codex. Even though Blightlords are a bit more efficient per point, there will likely be situations where a single ObSec scarab or a kommando can negate their presence for a round. Poxwalkers seem nice, but in the end they are not much more durable than Ork boyz (cheaper though) and I know boyz get shot off from objectives all day. Plague marines look like a reliable balance between those two, that can also perform actions. To me it seems a bit hasty to say that T5 W2 3+ as -1damage ObSec troop choices will not see any games in the future, especially if more future codexes get a wide range of ObSec units.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 13:02:50


Post by: addnid


broxus wrote:
Since they changed the book to no longer allow 2 blight launchers they destroyed our ability to hang in the mid-board like in 8th edition. The MBH would have been useful, but they pointed it out of usefulness sadly. Hopefully they move it to around 120pts in the next FAQ so they become useable again. PBC are our only option right, they a e very solid and the core of our army. Even with Mortarian I’d never make a list with less than 2.

Long term I just don’t see DG being really competitive in tournaments. Too slow and one dimensional with an over design focus on melee buffs. They will never score enough points to be top tier without some points cuts and maybe a few unit additions. Honestly it just feels like running everything forward for 2-3 turns (to run the 24”) hoping you have to enough combat power to do something when you arrive at their lines.

Speaking of which why is the “toughest” army in the game not have a single defensive strategem other than cloud of flies? Why no transhumance, or counting as being in light cover, ignore-1 AP, etc? So weird.


That has to be the strangest analysis of the codex I have read so far. Except on MBH being really good, and on PBCs not being "broken good" any longer (too cheap in euros, of course they were going to get nerfed, we all saw that coming).
Edit, actually there seems to be quite a few posters here who think their brand new codex isn't that good. Hah hah hah. I guess you also think the Necron codex is bad too, don't you ?
It makes me kind of sad because GW can't really do things any better than that. You should appreciate the good work done here. You have an army that rewards careful positioning, and building good synergies. Taking enough obsec stuff to not get primary points stolen away. The gameplay is kind of unique (perhaps a bit similar to necrons, but just slightly I'd say), you should be rejoicing, not oozing salt.
I really agree with AarresaariAarre, the shiny stuff has to be taken in moderate amounts so as to have less shiny stuff with obsec for such an army as DG


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 13:25:04


Post by: broxus


 addnid wrote:
broxus wrote:
Since they changed the book to no longer allow 2 blight launchers they destroyed our ability to hang in the mid-board like in 8th edition. The MBH would have been useful, but they pointed it out of usefulness sadly. Hopefully they move it to around 120pts in the next FAQ so they become useable again. PBC are our only option right, they a e very solid and the core of our army. Even with Mortarian I’d never make a list with less than 2.

Long term I just don’t see DG being really competitive in tournaments. Too slow and one dimensional with an over design focus on melee buffs. They will never score enough points to be top tier without some points cuts and maybe a few unit additions. Honestly it just feels like running everything forward for 2-3 turns (to run the 24”) hoping you have to enough combat power to do something when you arrive at their lines.

Speaking of which why is the “toughest” army in the game not have a single defensive strategem other than cloud of flies? Why no transhumance, or counting as being in light cover, ignore-1 AP, etc? So weird.


That has to be the strangest analysis of the codex I have read so far. Except on MBH being really good, and on PBCs not being "broken good" any longer (too cheap in euros, of course they were going to get nerfed, we all saw that coming).
Edit, actually there seems to be quite a few posters here who think their brand new codex isn't that good. Hah hah hah. I guess you also think the Necron codex is bad too, don't you ?
It makes me kind of sad because GW can't really do things any better than that. You should appreciate the good work done here. You have an army that rewards careful positioning, and building good synergies. Taking enough obsec stuff to not get primary points stolen away. The gameplay is kind of unique (perhaps a bit similar to necrons, but just slightly I'd say), you should be rejoicing, not oozing salt.
I really agree with AarresaariAarre, the shiny stuff has to be taken in moderate amounts so as to have less shiny stuff with obsec for such an army as DG


If you think MBH are good for 140pts then I can’t help you. No one said the DG was bad, only one dimensional and will likely fall off in competitiveness very quickly. It is frustrating they took away short ranged shooting as a viable option and focused so much on melee. For example losing the second blight launcher from PM units and changes to arch contaminator is a very big deal. The arch contaminator and loss of the second BL is a 40% in firepower against Intercessors (4.2 wounds vs 2.5).

The necron codex is amazing I think it is the most powerful released yet. Similar to the SM codex it is very flexible with tons of options and builds. Honestly, DG will likely struggle against necrons in most matchups.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 13:54:33


Post by: Tyel


The problem for Plague Marines is that if you keep them cheap their damage output is anaemic unless you are getting to shoot+assault in a turn. The minus one to toughness helps, but I don't think you can reliably engineer that early on even with say flash outbreak.

If you bling them out - with Plasma/blight launchers, flails/cleavers etc - then you end up with a unit that does have decent output - but as a result of the points jump its no longer especially tough. You retain that edge versus 2 damage weapons - but shooting a 31 point Plague Marine with a one damage S4 or S5 weapon is about as efficient as shooting a 20~ point intercessor. You are also getting to the point where hitting them with heavier 3/D6 damage guns isn't that much of a waste if you expect to clear a whole squad.

It would be aesthetically pleasing to have squads of 10 Plague Marines, with 2 plasma, 2 blight launchers, 2 flails and then maybe a blight spewer plus a champion with a power fist walking across the table - but you are approaching 300 points, and its hard to see how the unit would ever carry this weight.

As I see it Marines don't rely on intercessors anyway - the days of lists with 30-40 of them are gone. They usually just bring three 5 man units (often incursors and maybe one infiltrator unit for board control) to make up a battalion. The power comes from (pre nerf anyway) Eradicators/MM attack bikes/Plasma Inceptors/Blade Guard/Vanguard Vets/Redemptor Dreads which are all quite different to Plague Marines.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 15:53:11


Post by: avedominusnox


I know it might not be an appropriate spot to ask but is it possible if I have two detachments and thus have due to additional WL trait two contagions, to use the flash outbreak to give one of my units from one detachment both the contagions? Example: I have two patrols, one inexorable and one ferrymen. I have also the new fortification. If my WL has the inexorable WL trait and another character has the ferrymen warlord trait, can I use flash outbreak to give the fortification both contagion auras on top of the -1 toughness?

Thanks


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 15:57:32


Post by: Jidmah


 avedominusnox wrote:
I know it might not be an appropriate spot to ask but is it possible if I have two detachments and thus have due to additional WL trait two contagions, to use the flash outbreak to give one of my units from one detachment both the contagions? Example: I have two patrols, one inexorable and one ferrymen. I have also the new fortification. If my WL has the inexorable WL trait and another character has the ferrymen warlord trait, can I use flash outbreak to give the fortification both contagion auras on top of the -1 toughness?

Thanks


No, Flash Outbreak is locked into the plague fleet of the target.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 19:20:00


Post by: Abaddon303


So looking at some anti-armour options for DG and looking to get into some of this Multimelta goodness everybody's enjoying.
I have the following three options that can carry MMs but trying to decide what makes the cut. Helbrute or Contemptor or MBH?

HELBRUTE 125pts
6" move
T7 8W 3+ MR
M-Melta
Combibolter
Melee 5 Attacks S12 -3 3D
Some nice stratagem support and the reroll ones to wound after taking damage is helpful when you'll often be wounding on 2s anyway. Core too. Gutted about the 2" movement nerf.

MBH 140pts
10" move
T7 9W 3+ 5++ DR
M-Melta
Missile
Bile Spurt 12" AssD3 6 -1 1D
Melee 4 Attacks S6 -2 1D
Fastest option but also no core keyword. Melee pales in comparison to the other options but you do get a missile launcher instead and the fact they can run in units of 3 means they are a good recipient of buffs.

CONTEMPTOR 150pts (+1CP)
8" move
T7 9W 3+ 5++ MR
M-Melta
Combibolter
Melee 4 Attacks S14 -3 3D
Most expensive and the CP cost sucks. It is probably the most versatile and you can expand on this loadout by upgrading the combibolter, taking a cyclone missile and upgrading to a chainfist. It's also the coolest.

I'm thinking my top choice is the Contemptor despite the increased cost, I like the helbrute but I'm not sure it's tough enough to be moving it with the big boys in the centre of the field so I'll maybe give it a Lascannon and pull it back out of danger. What are other people's thoughts?


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/26 22:05:42


Post by: blackmage


or just PCB with entropy, they are plague weapons they get some bonus, contemptors are good as well, same for mbh


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/27 04:26:16


Post by: Eldenfirefly


I am thinking of secondary objectives and honestly, I find that building a list for some of the deathguard secondaries is hard, and more for casual play. Take the spread the sickness secondary. You have to take at least 3 squads of poxwalkers if you want to get that for 3 objectives, and to get 5, you need to spread the sickness every turn to 5 different objectives. That is super hard. Especially considering the objective you want to spread sickness on cannot be a contested one.

Honestly, even spreading the sickness to 3 objectives is hard. Because the midboard objectvies tend to be heavily contested. poxwalkers are just T4, 1W models, in the battlezone that midboard is, they will get murdered. And if your opponent is playing for VP, you can be sure he will do something about a bunch of poxwalkers trying to make its way onto a midboard objective.

And then you have the other two, which are honestly not great either. I mean, you will score them well if you already dominate the game and mostly table your opponent, but you will probably score zero if its the other way around.

So lets say we want to take deploy scramblers, or have the option to raise flag, then taking cultists seem to be a better idea because they can at least do actions. That or just use a minimum squad of PM, despite the fact that you are rendering a at least 105 point squad not doing anything that turn. Anyway, let me see if I can build a list specifically designed for pox walkers to "spread the sickness" as a thought experiment


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/27 05:07:12


Post by: broxus


 Jidmah wrote:
 avedominusnox wrote:
I know it might not be an appropriate spot to ask but is it possible if I have two detachments and thus have due to additional WL trait two contagions, to use the flash outbreak to give one of my units from one detachment both the contagions? Example: I have two patrols, one inexorable and one ferrymen. I have also the new fortification. If my WL has the inexorable WL trait and another character has the ferrymen warlord trait, can I use flash outbreak to give the fortification both contagion auras on top of the -1 toughness?

Thanks


No, Flash Outbreak is locked into the plague fleet of the target.


Partially true. You can only gain a contagion from the <plague company> you select. However, your entire army gains the benefit of extending the contagions ranges. The stratagem has two parts and is pretty powerful. I keep watching battle reports and people keep thinking it only extends the range of a single unit.


Automatically Appended Next Post:
Eldenfirefly wrote:
I am thinking of secondary objectives and honestly, I find that building a list for some of the deathguard secondaries is hard, and more for casual play. Take the spread the sickness secondary. You have to take at least 3 squads of poxwalkers if you want to get that for 3 objectives, and to get 5, you need to spread the sickness every turn to 5 different objectives. That is super hard. Especially considering the objective you want to spread sickness on cannot be a contested one.

Honestly, even spreading the sickness to 3 objectives is hard. Because the midboard objectvies tend to be heavily contested. poxwalkers are just T4, 1W models, in the battlezone that midboard is, they will get murdered. And if your opponent is playing for VP, you can be sure he will do something about a bunch of poxwalkers trying to make its way onto a midboard objective.

And then you have the other two, which are honestly not great either. I mean, you will score them well if you already dominate the game and mostly table your opponent, but you will probably score zero if its the other way around.

So lets say we want to take deploy scramblers, or have the option to raise flag, then taking cultists seem to be a better idea because they can at least do actions. That or just use a minimum squad of PM, despite the fact that you are rendering a at least 105 point squad not doing anything that turn. Anyway, let me see if I can build a list specifically designed for pox walkers to "spread the sickness" as a thought experiment


This is why I keep saying DG will struggle. They can do primaries, but in many ways will struggle with secondaries. That being said you can build for secondaries, but you lose a good deal of firepower. Having slow infantry to do actions has disadvantages for sure =(. Wish we had the can shoot and attack and still perform an action like SMs for sure.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/27 09:14:25


Post by: lare2


Eldenfirefly wrote:
I am thinking of secondary objectives and honestly, I find that building a list for some of the deathguard secondaries is hard, and more for casual play. Take the spread the sickness secondary. You have to take at least 3 squads of poxwalkers if you want to get that for 3 objectives, and to get 5, you need to spread the sickness every turn to 5 different objectives. That is super hard. Especially considering the objective you want to spread sickness on cannot be a contested one.

Honestly, even spreading the sickness to 3 objectives is hard. Because the midboard objectvies tend to be heavily contested. poxwalkers are just T4, 1W models, in the battlezone that midboard is, they will get murdered. And if your opponent is playing for VP, you can be sure he will do something about a bunch of poxwalkers trying to make its way onto a midboard objective.

And then you have the other two, which are honestly not great either. I mean, you will score them well if you already dominate the game and mostly table your opponent, but you will probably score zero if its the other way around.

So lets say we want to take deploy scramblers, or have the option to raise flag, then taking cultists seem to be a better idea because they can at least do actions. That or just use a minimum squad of PM, despite the fact that you are rendering a at least 105 point squad not doing anything that turn. Anyway, let me see if I can build a list specifically designed for pox walkers to "spread the sickness" as a thought experiment


Aye, I've got to agree. I read the DG secondaries and haven't really given them that much thought since. Will keep an eye out on here, however, to see if anyone with a greater acumen for the game can come up with a way to play towards them.


Mortarion's sons Death Guard tactica 9th ed @ 2021/01/27 10:53:28


Post by: AarresaariAarre


Wouldn't Poxmongers Lord of Virulence be rather good for scoring the Fleeing Vectors secondary? He's doing good enough damage to hurt squads but not completely wipe them, can take the warlord trait and is a Terminator so can also Break their spirits. If enemy decides to auto-pass, that's 2 cp a turn to save some random squads. To boost your chances for scoring you should have high amount of other plague weapons in your army and use flash outbreak, neither of which is not by any means a gimmick move. This wouldn't of course work against every opponent, but on the other wouldn't need any other deep commitment than the Poxmongers company, which isn't bad.