Switch Theme:

Death Guard Tactica  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Irked Blood Angel Scout with Combat Knife




Los Angeles

Has anyone had success with running without poxwalkers/ typhus? I'm trying to come up with a list that doesn't include either, but is still relatively competitive:

Battalion Detachment (1530 Pts)
HQ: 360pts
1. Daemon Prince of Nurgle w/ Wings & Supperating Plate
2. Daemon Prince of Nurgle w/Wings

Elites: 245pts
1. Deathshroud Terminators
2. Noxious Blightbringer w/Fugaris helm (-1 Command Point)

Fast Attack: 474 Pts
1. Foetid Bloat-drone w/2x Plaguespitters
2. Foetid Bloat-drone w/2x Plaguespitters
3. Foetid Bloat-drone w/2x Plaguespitters

Troops: 451 Pts
1. Plague Marines x5 (2x Plasma Gun)
2. Plague Marines x5 (2x Blight Launcher & 1x Flail of Corruption)
3. Plague Marines x5 (2x Blight Launcher & 1x Flail of Corruption)
4. Plague Marines x5 (2x Blight Launcher & 1x Bubotic Axe)

Super Heavy Aux. Detachment 470 Pts
Mortarion

General strategy is that the drones, 1xDP, and Morty can move up quickly as immediate threats, while the Plague Marines and 1x DP move up the board after with the help of the Noxious Blightbringer. Plasma guns are there for a little extra punch when needed. I like the deathshroud models, so that's more of a flavor pick, but they seem move worthwhile given the points decrease.

This message was edited 1 time. Last update was at 2017/12/22 22:06:33


 
   
Made in it
Nurgle Chosen Marine on a Palanquin





i played this


++ Battalion Detachment +3CP (Chaos - Death Guard) [72 PL, 1219pts] ++

+ Dedicated Transport +

Chaos Rhino [4 PL, 72pts]: Combi-bolter

Chaos Rhino [4 PL, 72pts]: Combi-bolter

+ Heavy Support +

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

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

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: Blades of Putrefaction, Malefic talon, Wings

Necrosius the Undying [7 PL, 120pts]: Blades of Putrefaction, Miasma of Pestilence, Putrescent Vitality warlord, archcontaminator

+ Elites +

Biologus Putrifier [4 PL, 74pts]: Plaguebringer

+ Troops +

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

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

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

Plague Marines [13 PL, 184pts]
. Plague Champion: Boltgun, Plaguesword
. 4x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Bubotic Axe
. Plague Marine w/ melee weapons: Bubotic Axe
. Plague Marine w/ Special Weapon: Blight launcher
. Plague Marine w/ Special Weapon: Blight launcher

Plague Marines [13 PL, 183pts]
. Plague Champion: Boltgun, Plaguesword
. 4x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Bubotic Axe
. Plague Marine w/ melee weapons: Bubotic Axe
. Plague Marine w/ Special Weapon: Blight launcher
. Plague Marine w/ Special Weapon: Blight launcher

++ Outrider Detachment +1CP (Chaos - Death Guard) [33 PL, 654pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: Curse of the Leper, Malefic talon, The Suppurating Plate, Wings

+ Fast Attack +

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

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

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

++ Total: [112 PL, 1993pts] ++

This message was edited 2 times. Last update was at 2017/12/22 22:47:31


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in us
Brain-Dead Zombie of Nurgle



Los Angeles

I think your list is very solid. Not sure if you need the plasma when you can add blight launchers near the arch contaminator boost.

One small change would be to drop one plague marine squad for two units of 15 cultist to get more board presence and to push back teleporting models.

This message was edited 1 time. Last update was at 2017/12/22 23:05:03


 
   
Made in gb
Khorne Rhino Driver with Destroyer




Not a battleforged death guard list due to nurglings though?
   
Made in us
Regular Dakkanaut




Unfortunately nurglings and plague bearers do not have the death guard keyword. You either have to take them in a separate detachment or summon them in.

This message was edited 3 times. Last update was at 2017/12/22 23:42:11


 
   
Made in it
Nurgle Chosen Marine on a Palanquin





i can use i just dont have legion special rules in that detachment, army remain battle forged cause all units share same faction (chaos). In any case eventually the problem is easy to fix

This message was edited 1 time. Last update was at 2017/12/23 00:19:46


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in us
Contagious Dreadnought of Nurgle





I'd just take those Plague Marines in the Outrider detachment. They benefit from the move and shoot.
   
Made in gb
Longtime Dakkanaut




 blackmage wrote:
i can use i just dont have legion special rules in that detachment, army remain battle forged cause all units share same faction (chaos). In any case eventually the problem is easy to fix


The legion rules are really good on plague marines tho. Not something to give away lightly.


Automatically Appended Next Post:
 Nightlord1987 wrote:
I'd just take those Plague Marines in the Outrider detachment. They benefit from the move and shoot.

yeah that works.

This message was edited 1 time. Last update was at 2017/12/23 04:37:45


DFTT 
   
Made in us
Regular Dakkanaut




Is it worth leaving the points free to summon in a Herald for healing? Or are the points better spent elsewhere? The list I am working on has 3 Foetid Bloat Drones and a Demon Prince. Also list which is 2 battlions and a outrider includes a malignant plague caster, Typhus, 20 poxwalkers, 2 squads of 7 Plague Marines and an alpha legion battalion with 2 sorceres and 3x 20 cultists.

This message was edited 1 time. Last update was at 2017/12/23 08:24:28


 
   
Made in it
Nurgle Chosen Marine on a Palanquin





Captyn_Bob wrote:
 blackmage wrote:
i can use i just dont have legion special rules in that detachment, army remain battle forged cause all units share same faction (chaos). In any case eventually the problem is easy to fix


The legion rules are really good on plague marines tho. Not something to give away lightly.


Automatically Appended Next Post:
 Nightlord1987 wrote:
I'd just take those Plague Marines in the Outrider detachment. They benefit from the move and shoot.

yeah that works.

i could move marines in outrider detachment, btw the bonus for plague is shoot rapid fire at 18" not move and shoot they dont have heavy weapons.

This message was edited 1 time. Last update was at 2017/12/23 08:47:06


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in gb
Longtime Dakkanaut




And advance and shoot the blight launchers without penalty

DFTT 
   
Made in it
Nurgle Chosen Marine on a Palanquin





for what i saw in the actual meta hordes are rewarded, so play just 10 plague marines instead of 80 pox usually isn't worth, same for models like Mortarion, in a "friendly" enviroment he is a great piece, as soon as you meet some competititve lists you figure how fragile he is, some top lists can get rid of it in 1-2 turns.

I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in us
Regular Dakkanaut





Claas wrote:
Unfortunately nurglings and plague bearers do not have the death guard keyword. You either have to take them in a separate detachment or summon them in.


That seems like a huge oversight by GW, that has to be a mistake that's getting FAQed right? "Here's nurgle deamonkin...but you can't take half the units in your codex."
   
Made in it
Nurgle Chosen Marine on a Palanquin





Danny slag wrote:
Claas wrote:
Unfortunately nurglings and plague bearers do not have the death guard keyword. You either have to take them in a separate detachment or summon them in.


That seems like a huge oversight by GW, that has to be a mistake that's getting FAQed right? "Here's nurgle deamonkin...but you can't take half the units in your codex."

you can take them, just you cant use Dg special rules in THAT detachment only, is not a bit problem at all.


This message was edited 2 times. Last update was at 2017/12/23 17:36:23


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in ca
Regular Dakkanaut





Question for you guys, as I haven't been able to find a clear answer on this, but regarding Death Guard Sorcerers, I understand that via the index we can give them jump packs.

Does this mean that we would use the index profile for sorcerers? And if so, would that give them access to the Dark Hereticus discipline rather than the Contagion one from the Death Guard codex?
   
Made in it
Nurgle Chosen Marine on a Palanquin





 akwing00 wrote:
Question for you guys, as I haven't been able to find a clear answer on this, but regarding Death Guard Sorcerers, I understand that via the index we can give them jump packs.

Does this mean that we would use the index profile for sorcerers? And if so, would that give them access to the Dark Hereticus discipline rather than the Contagion one from the Death Guard codex?

yes looks like that, that's a cheap way to have great powers like warptime or death hex.

This message was edited 1 time. Last update was at 2017/12/24 17:40:12


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in gb
Longtime Dakkanaut




No, you can take index wargear but still use the codex datasheet if there is one.


Automatically Appended Next Post:
(Works with the palanquin sorceror tho)

This message was edited 1 time. Last update was at 2017/12/24 20:45:59


DFTT 
   
Made in us
Regular Dakkanaut




Southern California

I see uses and advantages/disadvantages for the sprayers and the canons on the Plaugeburst Crawlers, but what is everyone using between the heavy stubber and the vollygun?
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

In a vacuum I'll mostly take the strength and AP over 12" of range there, but they're both fine IMO. Depends on what you'll be doing with the PCs - if you're going to hanging back and slamming out Entropy Cannon fire then the matching range on the Slugger might be the way to go.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Contagious Dreadnought of Nurgle





I kinda wish the Noxious Blightbringer had more to offer. Its a pretty great looking model. If only they could have combined the Blightbringer and Tallyman as one model together. Tallyman has the aura buff of a Chaplain, yet the blight Bringer is equipped like one... Also seems like Foul Blightspawn and Putrifier could have been combined as well.

I'm playing a small narrative game, so the Bell guy can work as a Beast master of sorts, pushing Spawn, drones, Pox walkers etc forward... But he is pretty expensive for basically a turn or two of running a few extra inches... I suppose 2 characters run the same price as one decent character, but still. While the Tallyman has been auto include for my poxwalker farm, the Blightbringer comes up short.

This message was edited 1 time. Last update was at 2017/12/25 04:45:53


 
   
Made in us
Regular Dakkanaut





 sennacherib wrote:
1. Predators with las cannons or allied obliterators for anti tank. Dakka dreads with las ml are ok but get killed quick.
2.swap out you PM and add the cultists with the pox walkers. Use the dead walk on the pox walkers and the cloud of flies. They kill cultists. You get pox walkers. Win win.
3. Not sure.
4. Give him miasma of pestilence and then use 1 cp to give him warp time saving you from allying in a sorcerer. Not sure though since I don’t use mortarion in my lists.


I know this is an old post but I can't seem to find anywhere that you can spend 1 cp to take non contagion psychic powers?

This message was edited 1 time. Last update was at 2017/12/25 16:27:33


 
   
Made in gb
Longtime Dakkanaut




Danny slag wrote:
 sennacherib wrote:
1. Predators with las cannons or allied obliterators for anti tank. Dakka dreads with las ml are ok but get killed quick.
2.swap out you PM and add the cultists with the pox walkers. Use the dead walk on the pox walkers and the cloud of flies. They kill cultists. You get pox walkers. Win win.
3. Not sure.
4. Give him miasma of pestilence and then use 1 cp to give him warp time saving you from allying in a sorcerer. Not sure though since I don’t use mortarion in my lists.


I know this is an old post but I can't seem to find anywhere that you can spend 1 cp to take non contagion psychic powers?

Bit of a hack.
If you take chaos space marine detachment, you unlock the Spell Familiar stratagem. This stratagem can then be used on DG psykers to get csm powers

DFTT 
   
Made in us
Regular Dakkanaut





Captyn_Bob wrote:
Danny slag wrote:
 sennacherib wrote:
1. Predators with las cannons or allied obliterators for anti tank. Dakka dreads with las ml are ok but get killed quick.
2.swap out you PM and add the cultists with the pox walkers. Use the dead walk on the pox walkers and the cloud of flies. They kill cultists. You get pox walkers. Win win.
3. Not sure.
4. Give him miasma of pestilence and then use 1 cp to give him warp time saving you from allying in a sorcerer. Not sure though since I don’t use mortarion in my lists.


I know this is an old post but I can't seem to find anywhere that you can spend 1 cp to take non contagion psychic powers?

Bit of a hack.
If you take chaos space marine detachment, you unlock the Spell Familiar stratagem. This stratagem can then be used on DG psykers to get csm powers


ah thank you. i would like a 2nd detachment just to be able to take nurglings without screwing up my primary DG rules, but all together that'd be almost 300 pts for sorcerer and 3 min units of nurglings, not really worth it i imagine.

i also saw some folks saying surgeon sucks, what am i missing there? Looking at it he should massively increase the survivability of my footslogging wall of plague marines with the bonus to disgustingly resilient.
   
Made in us
Fresh-Faced New User




The Plague Surgeon provides a 5% boost to survivability.
   
Made in nz
Dakka Veteran




Problem with Plague surgeon is he is only good against Marine armies, and almost kinda needs the relic on top of that.

Outside of that he increases survivability from ~33->38%.

Now that's better than a lot of people give credit to, but still very hard to justify 65 points on when he doesn't get the +1/+1 to his melee. The +1/+1 is so good its a big shortchange not getting it.

I suppose if you were doing something like LoC/Blightlords/Tallyman/Surgeon in a Land Raider you could feel like there is some synergy there, but that's more quirky narrative play style over raw competitive.
   
Made in us
Regular Dakkanaut





Rivener wrote:
The Plague Surgeon provides a 5% boost to survivability.


can you do the math for me on that?

I know this isn't proper stats, just quick and dirty, but i can't see how it's so small. normal DR fails on 4 out of 6 rolls. With the surgeon it fails outright on only 3 out of 6 rolls, then a reroll of 4 out of 6. 5% seems extremely small for a a 6 sided die roll. I mean if rerolling 1s was effectively nothing why would we be all about rerolling 1s to hit auras?

if you could show me the proper stats on that that would be cool.


Automatically Appended Next Post:
Halfpast_Yellow wrote:
Problem with Plague surgeon is he is only good against Marine armies, and almost kinda needs the relic on top of that.

Outside of that he increases survivability from ~33->38%.

Now that's better than a lot of people give credit to, but still very hard to justify 65 points on when he doesn't get the +1/+1 to his melee. The +1/+1 is so good its a big shortchange not getting it.

I suppose if you were doing something like LoC/Blightlords/Tallyman/Surgeon in a Land Raider you could feel like there is some synergy there, but that's more quirky narrative play style over raw competitive.


let's be honest "competative" is an term for games that have a complete lack of competition and really is just 240 cultists + Morty + Typhus.

33 - 38% sounds a lot more realistic. I definitely wouldn't take him for the marine ability, that's more of a fluffy random, was thinking more for the aura. I haven't played him so i'm only going on a feeling but seems like having him at the center of a ball of plague marines and blight haulters would make for a frustratingly hard to destroy mass.

This message was edited 3 times. Last update was at 2017/12/26 02:08:39


 
   
Made in us
Fresh-Faced New User




Danny slag wrote:
Rivener wrote:
The Plague Surgeon provides a 5% boost to survivability.


can you do the math for me on that?

I know this isn't proper stats, just quick and dirty, but i can't see how it's so small. normal DR fails on 4 out of 6 rolls. With the surgeon it fails outright on only 3 out of 6 rolls, then a reroll of 4 out of 6. 5% seems extremely small for a a 6 sided die roll. I mean if rerolling 1s was effectively nothing why would we be all about rerolling 1s to hit auras?

if you could show me the proper stats on that that would be cool.


No problem.

Here is the probability of rolling a 1 then rolling a 5+
1/6 * 1/3 = 1/18 or roughly 5.56%

You then add that to the probability of rolling a 5+
1/3 + 1/18 = 7/18 or roughly 38.89%

This message was edited 2 times. Last update was at 2017/12/26 03:31:13


 
   
Made in us
Fresh-Faced New User




DR is a 33% chance to survive a wound. There is a 66% chance of failing DR, and only a 16% chance of failing it with a roll of 1. So 16% of the time we get a reroll.

Of those times, only 33% see a successful DR. So, 16% times 33%, which is about 5%, give or take.

The ability to reroll 1’s gets much better the better your “target number” is. For DR you need a 5+ on your reroll. For Guilliman many of the things he’s buffing need a 3+ on their reroll. If he’s hanging out with a Contemptor Dread he’s letting it reroll all it’s misses, not just a fraction of them.
   
Made in us
Plaguelord Titan Princeps of Nurgle






Jacksonville, NC

Surgeons would be way better if they allowed a reroll on a failed DR roll of any model within a radius (say, 7") instead of the whole unit. He'd be a good elite babysitter, even use him to babysit tanks like PBC's. As he is, though, rerolling 1's is meh.

Nurgle/CSM aficionado - Check out my P&M Blog! https://www.dakkadakka.com/dakkaforum/posts/list/745328.page
Latest Tourney results:
2nd Place ITC tourney 08/20/18 (Battlereps: https://www.dakkadakka.com/dakkaforum/posts/list/762468.page)
3rd Place ITC Tourney 06/08/18 (Battlereps:https://www.dakkadakka.com/dakkaforum/posts/list/758368.page) 
   
Made in gb
Fresh-Faced New User





Hi sorry if it's a stupid question or not.
Just looked at the box set of termies - Lord felthius and his tainted cohort. One of the figures states it comes with a plague spitter. is this correct as the standard blightLord termies come with a plague spewer.

Points costs and stats are dif on the weapons so I can see a reason for this cheaper weapon option. so does any one else know what's different with the tainted cohort as a unit option over the standard blightLord termies? Can they be expanded etc

Sorry if it's been asked before.
   
 
Forum Index » 40K Tactics
Go to: