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Made in us
Regular Dakkanaut




I'm just curious how do the blightlords actually apply pressure? Particularly with 2 with flail - I can understand against bikers that charge in but my chief issue has always been failing the 9 inch charge and then my opponent just fire and fading away from this bulk unit that only moves 4 inches - even with warp time barely toeing 8 inches - and with shining spears etc move/advancing 21 inches and/or venoms flying around - how do you actually get in melee I am wondering? Even knights move 12 inches.

I know the unit doesn't work in isolation but in general it isnt' too hard to shoot what you want while staying away from a 4 inch move unit. Obviously it worked as this list won BAO and it seems obvious that BL can be tough in melee (particularly with flail etc.) but it just isn't obvious to me how to really make this unit useful from a movement standpoint.

This message was edited 1 time. Last update was at 2018/07/31 14:07:36


 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

orkswubwub wrote:
I'm just curious how do the blightlords actually apply pressure? Particularly with 2 with flail - I can understand against bikers that charge in but my chief issue has always been failing the 9 inch charge and then my opponent just fire and fading away from this bulk unit that only moves 4 inches - even with warp time barely toeing 8 inches - and with shining spears etc move/advancing 21 inches and/or venoms flying around - how do you actually get in melee I am wondering? Even knights move 12 inches.

I know the unit doesn't work in isolation but in general it isnt' too hard to shoot what you want while staying away from a 4 inch move unit. Obviously it worked as this list won BAO and it seems obvious that BL can be tough in melee (particularly with flail etc.) but it just isn't obvious to me how to really make this unit useful from a movement standpoint.


This had been my primary question as well. Their 4" movement rate means they can be safley ignored if they whiff their initial charge.

Don't get me wrong, winning BAO with a 500 point Terminator block stands on it's own as proof of their value. I would just love for someone to explain how they we're used and avoided their movement problems.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in it
Contagious Dreadnought of Nurgle





 Zid wrote:
Heres what don posted as a statement on facebook regarding questions on the BLTs and their viability (from here on its a direct quote):

"So, funny story(to me at least): I have seen people questioning my choice on the blight lords and some are open to trying them while others are basing their whole perception on what they did vs Geoff in game 6. It took roughly 5-6 rounds of combat(3 game rounds) against Trajan to finish him off while only sustaining 5 casualties. I would like to add in a couple extra pieces of data. Trajan had to use Victor of the blood games and a CP reroll every phase to not get removed. (Both are once per phase rerolls). He is a toughness 5, 7 wound, 3++ invulnerable save model, that healed 2 wounds(effectively making him 9 wounds). He also has 5 or 6 str10 ap3 attacks with D3dmg. Rerolling 1s to hit and wound.

Say what you will about players rolling great. I rolled hot on my armigers. He rolled hot on Trajan. He was able to, with 6 rounds of combat, a full dakka phase from him, 9 bikers, and a couple custodes guard, kill 5 before they broke out and were on the path to slaying the warlord.

That was their worst showing at the event by far and I don't consider that to be bad either. They took Trajan and 8-9 CP to keep from going ham, like they did in all their preceding games."




A lot of people are now toying with terminators in various lists. The biggest thing is the unit was a delivery vessal for the flails and launchers. Flails, as we all know, are excellent.

real fact is... many copy internet lists and wont try anything outside the box, i played in past blightlords (when Dg codex was released) then switched to demons and start playing FBD instead, cause they fit better in my style of list, btw those termies are the only ones i still like to play.

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Well, they’re an anvil unit with a lot of perks over regular TDA; 24” Blight Launcher range, 18” double tap on the bolters, frightening melee capability, preposterously tough, able to benefit from +1T spell - if you can drop them in a good location, they’ll force your opponent to try to do something about them

   
Made in it
Contagious Dreadnought of Nurgle





 buddha wrote:
orkswubwub wrote:
I'm just curious how do the blightlords actually apply pressure? Particularly with 2 with flail - I can understand against bikers that charge in but my chief issue has always been failing the 9 inch charge and then my opponent just fire and fading away from this bulk unit that only moves 4 inches - even with warp time barely toeing 8 inches - and with shining spears etc move/advancing 21 inches and/or venoms flying around - how do you actually get in melee I am wondering? Even knights move 12 inches.

I know the unit doesn't work in isolation but in general it isnt' too hard to shoot what you want while staying away from a 4 inch move unit. Obviously it worked as this list won BAO and it seems obvious that BL can be tough in melee (particularly with flail etc.) but it just isn't obvious to me how to really make this unit useful from a movement standpoint.


This had been my primary question as well. Their 4" movement rate means they can be safley ignored if they whiff their initial charge.

Don't get me wrong, winning BAO with a 500 point Terminator block stands on it's own as proof of their value. I would just love for someone to explain how they we're used and avoided their movement problems.

are you so sure you can avoid them all the time? they anyway fire (minimun fire range of 22") and you can drop them close to "sensitive spots" like objectives, ok ignore them i can grab 2 objeactives and then lets see if you can keep ignoring, not anything move 12"+, make some veichles/heavy weapons teams move and you restrain their ability to shoot back at you (-1 to hit heavy weapons), keep away from objectives , is like negate it to them (here in Italy in etc, objectives are the main way to win games) and in the meanwhile you struggle to stay away from termies and shoot at them, dont forget you have 1 Ik 2 helverins and 3 PCB tearing ur army apart, you score easily linebreaker, btw the only one who can really explain anything is BAO winner. imho

This message was edited 3 times. Last update was at 2018/07/31 14:54:04


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orkswubwub wrote:
I'm just curious how do the blightlords actually apply pressure? Particularly with 2 with flail - I can understand against bikers that charge in but my chief issue has always been failing the 9 inch charge and then my opponent just fire and fading away from this bulk unit that only moves 4 inches - even with warp time barely toeing 8 inches - and with shining spears etc move/advancing 21 inches and/or venoms flying around - how do you actually get in melee I am wondering? Even knights move 12 inches.

I know the unit doesn't work in isolation but in general it isnt' too hard to shoot what you want while staying away from a 4 inch move unit. Obviously it worked as this list won BAO and it seems obvious that BL can be tough in melee (particularly with flail etc.) but it just isn't obvious to me how to really make this unit useful from a movement standpoint.


I've only ran them in multiple blobs of 5, but I do it pretty often in non tournament games. Generally there are 3 outcomes to a blightlord drop.

1. Succeed in charge, opponent dedicates too much firepower to retaliate against them and they are an awesome distraction that dealt serious damage.
2. Fail in charge, opponent dedicates too much firepower to clean them up.
3. Fail in charge, opponent moves a large portion of their army away from the terminators, effectively handing me the objective.


There are only a few times where I am underwhelmed with them. They are super hard to kill and have some good damage. Of the few times, all charge fails, they were shot by DA hellblasters with re-roll 1s for everything and the +1dmg plasma strat, in rapid fire range, and that finished off 5 of them pretty quickly. Honestly that is generally what ends up kill them, hellblasters. Only one game was the third outcome so bad that I regret my placement of them. I dropped them in a corner on a building with no levels, just a 4" raised platform. It was a juicy spot, but they baited me perfectly. It took 2 turns to get off the building, by then he was far enough away and my combi melta were well out of range. That was the game where I decided to try plasma from then on.
I havent ever tried a brick of 10, though I can see the appeal. With 10, its harder for the opponent to run away, and easier to keep a daemon prince close for re-rolls. Plop them dead center so your opponent cannot easily run, without splitting their army. That unit has 24 bolter shots? Which isn't half bad to clear out drones, cultists, IG, or whatever is screening. What is surprising to me is that the blightlords did so well without blades or miasma on them. I guess if you have knights or PBC close enough, cloud of flies will be insanely good to use on them.

   
Made in it
Contagious Dreadnought of Nurgle





yeah more or less i agree, run away from a large footprint blob of termies like that means give me average 2 objectives, if you place them wisely, dedicate lot of firepower is ok if we consider the BAO list where you have lot of models raining fire upon you, try kill termies (u can or not) but the rest keep firing and removing your models.

This message was edited 1 time. Last update was at 2018/07/31 16:39:11


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So to put this in context - we are talking from a competitive standpoint - it is clear to all DG players the decent statline, but there is always a difference between bleeding edge competitive and "good/playable."

I also think that a 500 point objective sitter might be a bit heavy... I will have to play it to try out - just crazy how BL win a tournament and suddenly everyone acts like it was common sense all along they are competitive - we have 71 pages in this forum that say almost the exact opposite...

Also 500 points for double tapping combibolters on 6 units (24 shots with 0 AP) and the 4 blightlauncher shots may be viewed skeptically. You could get a ton more dakka from cultists for the same price on the scale of double or triple the shots.

So yes, I would still argue you could ignore this unit - the game only goes 6 turns, one of which the BL are probably in deepstrike. I see the point regarding dropping near an objective but still, with 4-6 objectives on the board, it seems you could still afford to ignore a unit bordering 500 points and deal with all of the other issues on the table, such as the knights/armigers and PBC.

As noted above, I am willing to play it a bit but the value from a competitive standpoint isn't obvious (in my opinion and in the 71 pages prior of this thread).

I would note that these are beautiful models and I am happy to have additional models for consideration to take to tournies at the end of the day. I just haven't come to terms completely with the above reservations though... Guess I will have to figure it out on the table.

This message was edited 2 times. Last update was at 2018/07/31 17:06:07


 
   
Made in it
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well i played a lot BL and what i can say is they are playable, no need they must be list "powerhorse" , i just understand why he used in that list, that said i m unsure how they can work in another list , it's same issue playing Magnus, if opponenr start you get 445pt fethed up turn 1 but that doens't mean is unplayable, if the rest of my list thanks to Magnus sacrifice reach the game objective i dont mind, same for those BL, imho.
PS: i keep playing something else anyway regardless BAO results, i have my success with another kind of list.

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Jacksonville, NC

 buddha wrote:
orkswubwub wrote:
I'm just curious how do the blightlords actually apply pressure? Particularly with 2 with flail - I can understand against bikers that charge in but my chief issue has always been failing the 9 inch charge and then my opponent just fire and fading away from this bulk unit that only moves 4 inches - even with warp time barely toeing 8 inches - and with shining spears etc move/advancing 21 inches and/or venoms flying around - how do you actually get in melee I am wondering? Even knights move 12 inches.

I know the unit doesn't work in isolation but in general it isnt' too hard to shoot what you want while staying away from a 4 inch move unit. Obviously it worked as this list won BAO and it seems obvious that BL can be tough in melee (particularly with flail etc.) but it just isn't obvious to me how to really make this unit useful from a movement standpoint.


This had been my primary question as well. Their 4" movement rate means they can be safley ignored if they whiff their initial charge.

Don't get me wrong, winning BAO with a 500 point Terminator block stands on it's own as proof of their value. I would just love for someone to explain how they we're used and avoided their movement problems.


He used them to force his opponents into a lose lose; run toward his lines with pbcs and knights, or turn back and tryband take out 10 terminators.

He has been posting reps of the games. Short synopsises. Take aways has been that they chew up backline objective holders many ITC lists rely on, plus support units, while the demon prince/knights/spawn come from the other side.

In all games but two he tabled his opponents.
Game 1 was vs temptestus scion spam with xyphon intercepter and a knight. Game 2 was custodes w ig battalion. Game 3 was de talos and ravagers. Game 4 was harlequin haywire spam with ravagers n junk. Game 5 was against 1k sons smite spam. Game 6 was the streamed game against custodes.


Automatically Appended Next Post:
 blackmage wrote:
well i played a lot BL and what i can say is they are playable, no need they must be list "powerhorse" , i just understand why he used in that list, that said i m unsure how they can work in another list , it's same issue playing Magnus, if opponenr start you get 445pt fethed up turn 1 but that doens't mean is unplayable, if the rest of my list thanks to Magnus sacrifice reach the game objective i dont mind, same for those BL, imho.
PS: i keep playing something else anyway regardless BAO results, i have my success with another kind of list.


Blightlords models are awesome and it sparks peoples creativity when they see they can win.

There is no "one list" regardless. So many formats, missions, and most of all dice, can factor hugely into a game.

This message was edited 1 time. Last update was at 2018/07/31 22:17:35


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would be intersting how the game went against De.

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 Zid wrote:
He used them to force his opponents into a lose lose; run toward his lines with pbcs and knights, or turn back and tryband take out 10 terminators.

He has been posting reps of the games. Short synopsises. Take aways has been that they chew up backline objective holders many ITC lists rely on, plus support units, while the demon prince/knights/spawn come from the other side.


Are people facing Chaos not screening against DS any more since the double-nerf, or what?



Don’t get me wrong, I love that someone’s made a TDA unit work, been admiring the kit and considering getting one but I’m broke atm and something that’ll be a liability in game is a big ask (especially since I already sunk monies into some Deathshroud). It’s my birthday and if this strat is solid, I might just treat myself to a box with my paper presents

   
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Warning From Magnus? Not Listening!





Melbourne, Australia

I can see the merits of the BLTs but it requires a v specific list archetype with lots of v durable units that need to be dealt with. Whilst they're easy to avoid, the point is that they have to be avoided which pushes opponents to make more dificult decisions.

What are people's thoughts on swapping the BLT blob for Mortarion in that list?

Edit: typos

This message was edited 1 time. Last update was at 2018/08/01 02:24:20


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Mortarion should work fine, just as usual you lose 1st turn mean Mortarion dead 90% times.

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With the new Termite transports coming out, do you guys think that Blight Haulers and Plague Marines will make a come back? I run Adeptus Mechanicus as my main army, and since I'm getting those models, I was just thinking of the following setup:

Spoiler:
Outrider detachment:

1 Malignant Plague Caster
6 Blighthaulers
3 Bloat drones

Battalion:

1 M Plague Caster
1 Chaos Lord Termie
As many Plague Marines as I can handle
2-3 Termites


First turn, you have all of your fast attack on the board, and the Psyker gives -1 to hit to someone. Move up the board to position the Blight Haulers where you are going to deep strike your marines.

Turn 2, DS where your marines are all 2+ or so. Enter close combat or shoot, depending on taste. Blight haulers/Bloat drones tear vehicles/chaffe a new donkey-cave before charging with the drills.Whatever group of Haulers got hit the worst on turn one babysits the marines, letting them keep their 2+ saves.

Does this sound viable or are Blight Haulers just that bad? I haven't seen anyone talk about them for the past 10 pages or so.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
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Eaton Rapids, MI

I personally don't think Blight Haulers are bad and I've had really good experience with them. They have a boat load of helpful special rules, are super tough, quick and a good force multiplier. You need to be using Plague Marines though to get the most out of them for the cover save to be worth it, and yes I use plague marines too, which are also crapped on quite a bit in this thread that I've also had great experiences with.

Things to note: the - 1 to hit in combat stacks with miasma of pestilence, making them just about unkillable in combat with the hit modifier, t7, 8w 3+/5 +/5++. Also cc attacks are plague weapons so benefit from a single cast of blades. Love these little guys.


Automatically Appended Next Post:
Oh and added note to the blight haulers, with all the Blight Lord love, cover on the terminators would make a tough unit tougher if that's even needed.

This message was edited 1 time. Last update was at 2018/08/01 15:15:34


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Made in us
Nurgle Chosen Marine on a Palanquin






I've got 2 termites, but only have 1 game with them. Right now my opinion of the termite is very high. The termite on it's own is very strong. T8 is beefy, it's melta shots and drill are very, very nice, and I think it suits DG pretty well.

I first ran 2, with a very fun list that was not meant for competitive, I actually lost the first game in a while, but still had a ton of fun with them. My loss (15-16) was due to investing WAAAAAAY too much into those termites, but I couldn't pass up the opportunity to cram 10 PM and 2 support characters inside. This lead to difficulty balancing what would be on the table T1, mix that with forgetting about an objective, and it put me in a bad spot.
Anywho, onto the termites!

Both were able to pop up T2, the melta shots and storm bolters are pretty awesome. Was able to snipe a character with the melta shots! I didn't get a chance to charge anything big, so I never saw the mortal wounds go off, but I did munch through elite infantry with ease. If you can get that fist 9" charge, its brutal, as they have 6 attacks. One held up slamguinius for 3 turns. After his initial charge failed, he didn't have much luck with +4s to wound.
Keeping half my power level on the table T1 was the challenge with packed termites.

Next time I'll be running MSU PM in them. Maybe 5 marines with 3 plasma in each. If I have the points, I might even go with 2x5 marines with 3 plasma. Getting D3 melta shots and 12 plasma shots wherever I want on T2 is pretty nice. I think that keeping the termite payload light and useful will be the best way to do it. They are durable and have some serious potential in CC, so your opponents will need to deal with them. I'm planning a mech list that will have both of them in it soon too.


I think blight haulers fall flat because so much of our army is plague weapons, and arch contaminator is a great trait for that. Blight haulers can't take any plague weapons worth mentioning, so they fall a bit flat. If they could have a blight launcher, we might see them in use more often.

This message was edited 1 time. Last update was at 2018/08/01 15:24:49


   
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Fresh-Faced New User




I'm really happy to see someone winning with Blightlords. Such a cool unit!

The guys list is really clever, not sure how it would do against astra millitarum, did he play plasma Russ tanks and 120 guard?

This message was edited 3 times. Last update was at 2018/08/01 21:47:10


 
   
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 Zid wrote:


This had been my primary question as well. Their 4" movement rate means they can be safley ignored if they whiff their initial charge.

Don't get me wrong, winning BAO with a 500 point Terminator block stands on it's own as proof of their value. I would just love for someone to explain how they we're used and avoided their movement problems.

He used them to force his opponents into a lose lose; run toward his lines with pbcs and knights, or turn back and tryband take out 10 terminators.

He has been posting reps of the games. Short synopsises. Take aways has been that they chew up backline objective holders many ITC lists rely on, plus support units, while the demon prince/knights/spawn come from the other side.

In all games but two he tabled his opponents.
Game 1 was vs temptestus scion spam with xyphon intercepter and a knight. Game 2 was custodes w ig battalion. Game 3 was de talos and ravagers. Game 4 was harlequin haywire spam with ravagers n junk. Game 5 was against 1k sons smite spam. Game 6 was the streamed game against custodes.



Where is he posting write ups?

This message was edited 2 times. Last update was at 2018/08/02 00:16:38


 
   
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Regular Dakkanaut





Imo the dreadclaw drop pods are great. Dont know why they havent caught on with msu marine players.
   
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Ork Admiral Kroozin Da Kosmos on Da Hulk






 Zid wrote:
He has been posting reps of the games. Short synopsises. Take aways has been that they chew up backline objective holders many ITC lists rely on, plus support units, while the demon prince/knights/spawn come from the other side.


Got a link to those reports?

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Huh. They changed the rules for disembarking a Termite, then. Originally, it was ‘do not disembark on arrival’, now it is ‘can disembark on arrival’. That opens up a lot of possibilities.

   
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COLD CASH wrote:
Imo the dreadclaw drop pods are great. Dont know why they havent caught on with msu marine players.


Terrax pattern Termite assault drill is 4pt more, has +1T, a stronger melee attack, 2 more transport capacyt, more reliable shooting, and if I am reading this right, you do not have to immediately get out.
Dreadclaws are much faster, but I think the termite is a clear winner if you compare both of them.

   
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For anyone interested in his reps, you need to join the 40k death guard players - plague marines of nurgle facebook group. Hes been posting them slowly, 3/6 games up.

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 Zid wrote:
For anyone interested in his reps, you need to join the 40k death guard players - plague marines of nurgle facebook group. Hes been posting them slowly, 3/6 games up.

thx im interested to read his BR's

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What do you guys think of this list for 1500? It’s basically just using 2 DI boxes and an extra FBD and a DP. Still has some points to play with

Spoiler:

++ Battalion Detachment +5CP (Chaos - Death Guard) [75 PL, 1371pts] ++

+ No Force Org Slot +

Use Beta Rules

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 2. Gift of Contagion, 6. Arch-Contaminator, Malefic talon, The Suppurating Plate, Warlord, Wings

Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 3. Plague Wind

+ Troops +

Plague Marines [10 PL, 145pts]
. Plague Champion
. . Codex: Boltgun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines [10 PL, 145pts]
. Plague Champion
. . Codex: Boltgun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

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

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

+ Elites +

Foul Blightspawn [4 PL, 77pts]

+ Fast Attack +

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

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

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


++ Total: [75 PL, 1371pts] ++



Any suggestions?

This message was edited 1 time. Last update was at 2018/08/02 18:46:54


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Regular Dakkanaut




 blackmage wrote:
 Zid wrote:
For anyone interested in his reps, you need to join the 40k death guard players - plague marines of nurgle facebook group. Hes been posting them slowly, 3/6 games up.

thx im interested to read his BR's


There's a good interview with Don I am listening to now. He basically took the Blight Lords because he was afraid his Morty would get damaged during the flight and they are about the same points.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 gwarsh41 wrote:
COLD CASH wrote:
Imo the dreadclaw drop pods are great. Dont know why they havent caught on with msu marine players.


Terrax pattern Termite assault drill is 4pt more, has +1T, a stronger melee attack, 2 more transport capacyt, more reliable shooting, and if I am reading this right, you do not have to immediately get out.
Dreadclaws are much faster, but I think the termite is a clear winner if you compare both of them.


The thing that distinguishes the Dreadclaw (and KAC) is the AOE flamer attack and ability to deploy on table if it turns out anti-tank isn’t an issue, and Warptime right into the enemy’s face.

The latter, of course, being redundant in a DG army...

   
Made in jp
Been Around the Block




 gwarsh41 wrote:
I've got 2 termites, but only have 1 game with them. Right now my opinion of the termite is very high. The termite on it's own is very strong. T8 is beefy, it's melta shots and drill are very, very nice, and I think it suits DG pretty well.

I first ran 2, with a very fun list that was not meant for competitive, I actually lost the first game in a while, but still had a ton of fun with them. My loss (15-16) was due to investing WAAAAAAY too much into those termites, but I couldn't pass up the opportunity to cram 10 PM and 2 support characters inside. This lead to difficulty balancing what would be on the table T1, mix that with forgetting about an objective, and it put me in a bad spot.
Anywho, onto the termites!

Both were able to pop up T2, the melta shots and storm bolters are pretty awesome. Was able to snipe a character with the melta shots! I didn't get a chance to charge anything big, so I never saw the mortal wounds go off, but I did munch through elite infantry with ease. If you can get that fist 9" charge, its brutal, as they have 6 attacks. One held up slamguinius for 3 turns. After his initial charge failed, he didn't have much luck with +4s to wound.
Keeping half my power level on the table T1 was the challenge with packed termites.

Next time I'll be running MSU PM in them. Maybe 5 marines with 3 plasma in each. If I have the points, I might even go with 2x5 marines with 3 plasma. Getting D3 melta shots and 12 plasma shots wherever I want on T2 is pretty nice. I think that keeping the termite payload light and useful will be the best way to do it. They are durable and have some serious potential in CC, so your opponents will need to deal with them. I'm planning a mech list that will have both of them in it soon too.


I think blight haulers fall flat because so much of our army is plague weapons, and arch contaminator is a great trait for that. Blight haulers can't take any plague weapons worth mentioning, so they fall a bit flat. If they could have a blight launcher, we might see them in use more often.


Blight haulers do have a plague weapon, though. A strength 6 one with 3 attacks. It's mouth.

I actually won a game today with this list (against Alpha Legion guys - 1500 points or so).

Spoiler:

Outrider detachment
HQ: 2 Malignant plague casters
Fast attack: 6 blighthaulers
2 Foetid Bloat drones

Auxillary:
1 Chaos Lord in Termie armour, combi-plas and chainfist


It was a pretty hilarious game to win. Only had 2 models at the end of the game (1 hauler and a plaguemancer) vs. 1 set of havocs and a single Thousand Sons Sgt. We played kill points because I've never played Death Guard, and just wanted to fool around. He had 11 drops to my 7 and he still went first. I'm probably gonna paint my guys red and make an Orc Demon Prince of Nurgle. The red ones go fasta!

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Just this week I had my Slaanesh Daemonkin go up against Nurgle Daemonkin. A pile-on against three Blight Haulers led to a Maulerfiend and two Fiends of Slaanesh dying to overwatch, then a Sorcerer on Steed getting eaten alive. Nine AP-2 S6 attacks re-rolling 2’s to wound is like fighting a squad of Terminators with axes.

Keeper of Secrets barely managed to kick one of them over, and most of the heavy lifting there was done by Smite. I can see why they upset people when I march for Nurgle. It’s like throwing eggs at a brick wall.

   
 
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