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![[Post New]](/s/i/i.gif) 2010/12/24 17:31:56
Subject: Death Guard Mech - 2000
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Beast of Nurgle
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My old DG list had a complete lack of heavy weaponry as I was hoping to rely on PFs and krak grenades to take out enemy armor. It didn't work. Here is a new list I came up with hoping to be able to handle IG mech as well as be a general all comers list.
HQ
Typhus
Elites
4x Terminators, Icon of Nurgle
4xcombi-melta, 4xPower Fist
(I am planning on magnetizing so I can switch to combi-plasma & lightning claws when I need to at the same points cost)
Land Raider (dedicated transport for Terminators)
w/Dozer Blade
Troops
7x Plague Marines
1xmelta, 1xflamer, Plague Champ w/combi-melta & Powerfist (magnetized so I can swap out combi-melta for a combi-flamer)
Rhino
7x Plague Marines
1xmelta, 1xflamer, Plague Champ w/combi-melta & Powerfist (same as above)
Rhino
5x Plague Marines
2xplasma
5x Plague Marines
2xplasma
Heavy Support
Defiler
Twin-linked Lascannon, extra DCCW
Defiler
Twin-linked Lascannon, extra DCCW
Predator Annihilator
Twin-linked Lascannon turret, lascannon sponsons
Pts: 1987
I have about 10 points to spend but don't know where they would be used the best.
Typhus will be placed in the Land Raider with the Terminators.
I am thinking that I can field the two PM squads together and combine their firepower. Also, when objective camping, I can use one as a screen to keep the other from getting pulled off.
There's a lot of lascannons in this list. I'm hoping that with these I can put some serious pressure on enemy armor and bust some transports. My big problem with my last list was that enemy vehicles kept busting my transports and hammering my PMs once on foot until barely any reached their targets.
Also, I'm thinking that against horde armies, I can bust their transports or MCs with the lascannons and force them to walk while hitting them with two battle cannons per turn. Also, Typhus is really good against hordes because he can kill them in droves.
Any weaknesses? Any general critique would be extremely welcome. Feel free to be nit-picky because the level of play in the gaming group I am in is pretty high and I need to play up to it.
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This message was edited 1 time. Last update was at 2010/12/24 21:20:04
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![[Post New]](/s/i/i.gif) 2010/12/24 19:20:03
Subject: Death Guard Mech - 2000
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Savage Khorne Berserker Biker
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use those 10 extra points to drop the flamers in the plague marine squads, and replace them with meltas, you want 2 meltas in each unit.
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![[Post New]](/s/i/i.gif) 2010/12/24 21:18:09
Subject: Re:Death Guard Mech - 2000
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Twisted Trueborn with Blaster
Tapiola
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Am I reading it correct, that the second 7-man squad doesn't have a rhino? Drop the lascannon turret on the pred (the autocannon is fairly good anyway) and take a rhino for the boys.
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![[Post New]](/s/i/i.gif) 2010/12/24 21:23:35
Subject: Re:Death Guard Mech - 2000
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Beast of Nurgle
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Sorry, that was an error on my part. There is a Rhino for both of the melta/flamer squads. I edited my post above to reflect this.
I figured that against mech I'd want 2 meltas, which is why I included the combi-melta. But I want the option to have dual flamers for ambushing horde units. Is 3 meltas in that unit really necessary? What do I do for horde units?
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![[Post New]](/s/i/i.gif) 2010/12/24 23:04:53
Subject: Death Guard Mech - 2000
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Cultist of Nurgle with Open Sores
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drop Typhus, Terminators, and the LR.
+665 points
Grab 2 Nurgle DP's (wings and warptime) for 175 points each.
-350
fill up the last 2 PM squads with points left over and get rhinos, PF champ for both. try to keep them with the same type of special weapons. edit :with that many troop choices, you could have 1 squad dedicated to each
-166
i think that leaves about 149 points to play with, so you could take some icons and get a greater demon too, or pack up on some lesser demons for objective camping
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This message was edited 1 time. Last update was at 2010/12/24 23:08:19
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![[Post New]](/s/i/i.gif) 2010/12/25 19:07:44
Subject: Re:Death Guard Mech - 2000
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Beast of Nurgle
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Twin DPs is a suggestion I have been getting a lot lately. I tried it right after the 5th Ed Chaos codex came out and I was always displeased with it. It seemed that one DP would have to be sacrificed to get the other one into assault, and then the surviving DP never did enough once it got there.
I'm wondering if maybe I was using it wrong. I face a lot of opponents that field lots of heavy weaponry. I'm facing lascannons, multi-lasers, plasmaguns, melta guns and all kinds of DP killing weaponry. How do I get the DPs across the field under the hail of fire?
I haven't seen them used effectively in my group yet. There are several Chaos players, all with DPs. Those DPs go down easy when they play against me. I am pretty good about shooting both of them down before they get to me with my plasmaguns.
How should I be using twin DPs to make them better than my really expensive Land Raider HQ & Terminator unit?
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![[Post New]](/s/i/i.gif) 2010/12/26 00:04:25
Subject: Death Guard Mech - 2000
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Cultist of Nurgle with Open Sores
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well, i always keep mine in reserve. i run a mixed list of Tzeentch and Nurgle, so i run a DP of both. one with bolt of change and wind, and the other just a jumpy nurgle. for the most part, the nurgle prince is just a 175 point distraction unti he gets into cc. the Tzeentch prince however, can shoot twice and assault, great for taking out tanks, and then munching on the insides. if you start them on the table, keep them behind a rhino or 2 for cover.
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