I run pure Death Guard and have a pretty nice time with:
HQ-
DP-
MoN, Warptime, Wings-175
HQ-
DP-
MoN, Warptime, Wings-175
Troop-7x
PM's, 2x meltaguns, 1 champ w fist, icon
Rhino-combi plasma-271
Troop-7x
PM's, 2x plasmaguns,1 champ w fist, icon
Rhino-combi plasma -281
Troop -13x Summoned Lesser daemons -169
Heavy Support- Pred 2x Las 1x autocannon-135
Heavy Support- Vindi daemonic possession -145
Heavy Support- Oblits x2 -150
Total: ~1500
So here's the thing. You will be outnumbered. You are durable BUT there are plenty of nasty things that make
PM's die like grots. That's why I love the lesser daemons. They add bodies and really excel against the things that
PM's die to (Incubi,
SS TH termies, tyrants, ect.) Worst come to worst they are a cheap objective grabber as you can't always commit a costly squad to hanging back. Plus they charge the turn they come in. Ideally, if it's turn 3 they will be doing just that. 39
st 4 I4 attack is nothing to sneeze at either.
A pure Death Guard army is hard because you are limited, outnumbered, and slow.
CSM's struggle with lack of range in general. This army is really looking for a 12-24" fight. You have to be advancing 6" a turn. What I like is the Vindi up front either flanked or covering the rhinos. The Vindi is there as a double edged sword. The opponent shoots it and they'll need to penetrate or generally it isn't worth it. If they do this then they are ignoring the rhinos and
DP's behind the vindi. If they don't shoot it then they'll get pie plated with
st 10 ap2. Either way you win. The
DP's go behind the rhinos and the oblits do what's needed depending on the opponent. I'm not adverse to deep striking them but it's nice to have some ranged shots turn 1.
The Pred can sit in cover and transport or
MC snipe. The rest of the army advances together. TOGETHER is the key. You are too slow to divide your force. The army is a pretty standard "earth" type and has done me well. Outlasting opponents and getting in close is how they work in the fluff and on the table. The
DP's are just nasty. If they get to combat and the opponent's big nasty guys are gone or wounded they have a field day. Overall, I think of zombies-advance slow and methodically and hard to kill. All the while soften up what you can and then fire fight up close. Remember, blight gernades make the opponents charge much less fearsome. That and the
DP's waiting to counter attack