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Made in gb
Hellacious Havoc





United Kingdom

Greetings all!

A while ago I started a death guard army specifically so that I could go to my local games workshop store and learn to play with my cousin who is using a 1000 point ultramarines army.

Here is the list that I have so far (bearing in mind that my cousins army contains a rhino and a razorback and no heavy tanks)

Daemon prince of nurgle
mark of nurgle
winds of chaos = 170

7 Plague marines
2 multimelta's
Champ /w Pw = 216


7 Plague marines
2 multimelta's
Champ /w PF = 226


Plague marines
2 Flamers
Champ /w PF = 256
Rhino /w twin linked bolter

2 obliterators

999

My thoughts being that I can quickly get the flamer plague marines into combat and use the two oblits and daemon prince as support, while the other two squads of plague marines take objectives.

Anyway, any help or improvements to the list would be greatly appreciated!

Many thanks

Dan

"As long as whoever I'm playing with "fits the bill" and makes it a fun game, why the warp not!"


Imperial guard - 2000 pts
Space Wolves - 2500 pts
Eldar - 1000 pts
Dark Eldar - 1000 pts
Death Guard - 1250 pts
Red Corsairs - 1000 pts 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

Looks pretty good overall. A few suggestions:

1) At 1000 points, your Daemon Prince is going to own just about everything. Usually I say at this points level not even to bother with a psychic power as every point is precious. That being said, I think the best power for a Nurgle Prince is Warptime. That's just my opinion.

2) Power Weapons aren't worth it on Plagues, they're going after most marines so capitalize on it and take a Power Fist instead. I believe you can afford that change by dropping the twin linked Bolter.

Those are the changes I would suggest, hope it helps.


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in gb
Hellacious Havoc





United Kingdom

Great, thanks Unholy!

I was unsure whether to take either Winds of Chaos or Warptime, but if warptime would be better then I will take that, and will also change the power weapon for a power fist.

Thanks for the advice! time to kick some ultramarine butt


Dan

"As long as whoever I'm playing with "fits the bill" and makes it a fun game, why the warp not!"


Imperial guard - 2000 pts
Space Wolves - 2500 pts
Eldar - 1000 pts
Dark Eldar - 1000 pts
Death Guard - 1250 pts
Red Corsairs - 1000 pts 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Warptime! And change the PW to a PF. Otherwise looks just about perfect.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

Anytime I can help out a fellow Daniel is a prize for me


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Despised Traitorous Cultist





Agreeing the with warptime and PF ideas.
Are those multimeltas meant to read meltagun?
   
Made in ca
Infiltrating Broodlord





Canada

Yeah, the only time to cheap out on PW vs PF is if you're planning to bring in a Greater Daemon off the champ - and in that case, it's best to leave the Champ completely unupgraded, really.

I'd consider Plasmaguns instead of Meltaguns on at least one of your objective-camping squads. If you're leaving the squad camped, you get an extra 12" range from the plasma. Plant them on a reasonably central objective and you get to cover 48" diameter instead of 24". The PF on the Champ should be enough to deal with any vehicles that come too close. Overheating Plasma isn't so much of an issue for PlagueMarines due to FNP. Since your regular opponent doesn't have any heavy tanks, and you've got 2 Oblits, you shouldn't need that much melta anyways.

Personally I like to keep my forward Plaguemarine squads versatile with 1 Flamer and 1 Melta each, but there is something to be said for doubling up on special weapons - as long as you don't get outmaneuvered and end up with a vehicle facing the Flamers and a bunch of infantry facing the Meltas... When you go to higher points, get another Rhino for your second squad.

Wings are cheap on CSM Daemon Princes, and really increase their utility. Wind of Chaos is nice...until you shoot yourself out of assault range (ie you get within 6", then kill some guys, and all of a sudden you are more than 6" and don't get to assault). I'd drop Wind to get a set of wings. You might need the leftover pts from that trade-off for your third PF or the plasmaguns (if you go that route) anyways.


-S

2000 2000 1200
600 190 in progress

 
   
Made in gb
Hellacious Havoc





United Kingdom

Meltaguns I meant yeah haha, too much looking into salamanders! :/
Thanks for the advice guys, will change stuff around and post the army list again just to confirm it all looks good

"As long as whoever I'm playing with "fits the bill" and makes it a fun game, why the warp not!"


Imperial guard - 2000 pts
Space Wolves - 2500 pts
Eldar - 1000 pts
Dark Eldar - 1000 pts
Death Guard - 1250 pts
Red Corsairs - 1000 pts 
   
 
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