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Made in us
Foul Dwimmerlaik






Minneapolis, MN

Troops:
6 plague marines 2 with flamers
1 free aspiring champion with bolter and CCW
rhino: plague carrier

HS:
6 plague marine havocs 2 with flamers, 2 with plasma guns
Move through cover vet skill.
1 free champion with bolter and CCW

I dont play Chaos very much, so am looking to see if I can fiddle with this to make it a better composition for Combat patrol.

   
Made in nl
Fleshound of Khorne




groningen, the netherlands

Disclaimer: Although I do play deathguard, I am not an experienced player and the deathguard are my first army. So feel free to completely ignore my "advice" .


It seems to me that your army is lacking some close combat capability.
I also don't think that the 'plague carrier' upgrade is worth its points, for a third of the cost, you can get the same effect by giving 'Nurgle's rot' to one of your aspiring champions(which is also a lot harder to kill than the rhino).

For a COD combat patrol force, I would probably go for something like this:

Troops 1:
7 Plague marines with move through cover veteran skill, bolt pistol and close combat weapon.
2 Flamers.
Free aspiring champion upgrade, with powerfist, deamonic mutation, deamonic visage and chaos spawn.

Troops 2:
7 Plague marines with move through cover veteran skill, bolter and close combat weapon.
2 Plasma guns.
Free aspiring champion upgrade, with powerfist, Nurgle's rot and chaos spawn.

 

Another option would be:

Headquarters 1:
Chaos Lieutenant with mark of Nurgle, frag grenades, powerweapon and bolt pistol.

Troops 1:
7 Plague marines with bolt pistol and close combat weapon.
2 Flamers.
Free aspiring champion upgrade with powerfist.

Troops 2:
7 Plague marines with bolter and close combat weapon.
2 Plasma guns.
Free aspiring champion upgrade with bolt pistol and powerfist.

 

In both cases 'Sewer rats' would be my  strategem of choice, since I doubt any enemy will have enough squads to occupy all the sewer markers.

Good luck with your list!

 


wannabe member of jfrazell's LCCAAP (League of Confusing Counts As Army Players).
"Counts as, its not a term, its a way of life!"  
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

It seems kinda small. I know that with Marines, Chaos or otherwise, it's difficult to get enough bodies in without sacrificing firepower, but 12 Death Guard seems a little low. I agree with cavalcade on list 2 in his post, with the following edits:

HQ: same
Troops 1: swap the pistols for Bolters. With true grit, you're getting two attacks in CC anyway. Keeping the bolter will give you the benefit of 12" of range, although you'll lose the +1 attack on the charge. I'd also swap out those flamers for Plasma, but then again, I play a ton of MEQ at this points level, and have 8 of them in my IG Combat Patrol a page or so back. The flamers will definitely soften up GEQ opponents, but I don't think you should really worry about that too much, since your basic soldier is T5 (on top of the 3+ save), and you have a basic weapon that kills GEQs on a 3.

Longevity will be a problem for this list, I think. Against an all infantry Guard like mine (40 models, 8 Plasma 3 Autocannons) could make you hard-pressed to put out the same amount of firepower. I'd be willing to bet that you'll fare well against Loyalist Marines, though, especially close-combat heavy armies like BT of Blood Angels. SafH is another story.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Actually its fourteen models. Its hard to get more bases in there unless you field nurglings. SAFH will be a problem, but at toughness 5 for lasguns, its not a complete worry.

Thats the reason I am not wanting to add alot of wargear because of the already low numbers.

I think I might take some of your advice, cavalcade as it is expensive to field nurgles rot on the rhino and cheaper to do so in the units, but it would be nice if the rhino could do something itself besides just die. Rhinos are alot stronger in combat patrol though, due to the restrictions, so it may stay.

   
Made in us
Infiltrating Broodlord





Canada

FYI, you're not allowed to field Nurglings in Combat Patrol. as they have more than 2 wounds.

One way of getting more bodies in would be to tone down your Champs, and squeeze in a minimum unit of 5 Plaguebearers.  Your Plasma squad AC probably doesn't need any upgrades, if they're just a suppression fire unit.

Something like:

7 Plague Marines with BP+CCW, 2 Flamers, Frags
free AC with Nurgle's Rot

7 Plague Marines with Bolters, 2 Plasmaguns
free AC with Bolter

5 Plaguebearers

That leaves 10 points which could get either a Power Weapon on the assault Champ, or Daemonic Visage on him and Move through Cover for the assault squad.

-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Ahhh I completly forgot about the wounds on swarm bases, thanks.

Top be honest, I am not sure it would be wise to give the AC's upgrades with such low numbers.

Do you think plaguebearers are worth it? if they are perhaps I could forgo vet skills and upgrades to make them 7.

How about:

2 squads of 7 plaguemarines each with one free champ, one flamer and move through cover skill.

1 squad of 7 plaguebearers

21 models total. Not bad for a 400 point game.

It comes out to 404 points.

My budddies might allow me the few extra points. I am sure they could use a 5 point upgrade somewhere to match it...

   
Made in us
Infiltrating Broodlord





Canada

While I don't think that PowerFists are necessary in Combat Patrol, I do think that a Power Weapon and Rot on the Assault AC is better than 2 more Plaguebearers. The Power Weapon is particularly necessary if you see a lot of MEqs, and Rot is nice for low save hordes (IG, Guardians, Orks, Nid swarms). And for Nurgle's sake, don't lose any flamers or plasmaguns - wiithout any heavy weapons, you've got to max out on your specials.

I know everyone likes to field the sacred number of daemons, but it's not necessary.

I find that having summoned daemons (or deepstriking troops) adds to my tactical options and can mess up my opponent's plans. They're worth it just for that. Some fast troops assaulting your PG fire support unit? Summon the daemons onto them for a counterassault. Your opponent has castled up to take out your assault unit? Summon the daemons on the front line and send them into a combat to cause an LOS block, so your assault unit can close without suffering rapidfire. Sure, 7 are better than 5, but not *that* much better for those purposes.

Plaguebearers aren't the greatest daemons, and there aren't many T5+ opponents in Combat Patrol that the Venom would be useful against...but they are T4(5) with an invulnerable save. Send them against your opponent's Power Weapon/rending troops while your PlagueMarines take out the squishier stuff.




-S

2000 2000 1200
600 190 in progress

 
   
Made in nl
Fleshound of Khorne




groningen, the netherlands

While I agree that the low model count could mean trouble, I don't think plaguebearers are the solution to this problem, I actually doubt they are worth their points in a COD combat patrol list:
1. They don't have access to frag grenades.
2. (Already stated by Strangelooper) Their deamonic venom ability won't see much use (in combat patrol  there are no wraithlords, C'tan or big tyranids). Ironically, they would perform at their best against another deathguard army.

IMHO the best way to get more wounds is by giving pet spawn to your champions, for me two ablative (real) T5 3+ Sv wounds for 1 point more then an additional plague marine does not sound too bad. The downside is that your squad now has 9 wounds and so the spawn adds only 1 wound to your plague marines for scoring purposes.

The powerfist may indeed be overkill in combat patrol, but it works wonders in COD (it saves you from buying frag grenades for the entire squad). You might also need it against the occasional mad ork player who has a fetish for the wrecker strategem and killer kans (6 kans and a burna mob are just under 400 points). If you decide against the powerfist and go for a power weapon, you should try to find the points for deamonic strength (wounding on 3's versus MEQ-s is a lot of fun).
My personal preference would still be to take the powerfist, I'll leave the power weapon/deamonic strength combo for the noise marines.

If you still want to use the rhino, you could also try something like this:

Troops 1:
7 Plague marines with move through cover veteran skill (or frag grenades), bolt pistol and close combat weapon.
2 Flamers.
Free aspiring champion upgrade with powerfist (or power weapon and deamonic strength), chaos spawn and deamonic visage.

Troops 2:
7 Plague marines with bolter and close combat weapon.
2 Plasma guns.
Free aspiring champion upgrade.

Chaos Rhino with extra armor and smoke launchers.

With this list you  have 16 wounds and a coffin on tracks.

 

 

 


wannabe member of jfrazell's LCCAAP (League of Confusing Counts As Army Players).
"Counts as, its not a term, its a way of life!"  
   
Made in us
Infiltrating Broodlord





Canada

Nice list!

Can an AC take multiple Spawn? I believe they can - the codex says ACs are limited to 75 points total gear, 50 points Gifts.

So, ditching the rolling coffin you could have:

7 Plague Marines with move through cover (or frag grenades), BP+CCW and 2 flamers
Free AC with BP+ PowerFist (or BB + PW + Daemonic Strength), 2 Chaos Spawn

7 Plague Marines with Bolters and 2 Plasmaguns
Free AC with bolter and 2 Chaos Spawn

That's 22 wounds, all T5/3+. And 2d6 extra S5 attacks per squad.

And extremely Nurgley...

-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

I think you can only take one spawn, but I may be incorrect. Otherwise, I could see people loading up on spawn by the max points allowed.

But, for the same points, you can take a nurgling infestation... seems paltry when compared to the spawn though. But if you can infact only take one spawn, then a infestation is a okay add on for the same points. I may have to find something besides infestation though.

No the rhino isnt completeyt neccesary, but I used to to fill in the points I couldnt find another way to utilize, but gifts are a good way to do it, especially with daemon spawn.

This is some interesting stuff you guys have posted. I think a overhaul in how I think about nurgle is in order as well as another major look into the codex.

I am convinced that 2 squads of deathgaurd are the way to go, with addons.

   
 
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