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Made in gb
Regular Dakkanaut





So im surprised that there is not a thread to discuss nurgles favorites yet. What do you people think will be the best combos now.
Personaly i think we will see lots of foot slogging marines with bike surport and very few vehicles. Putting relentless troops in rhinos seems to be a bit of a waste as you spend more points as you want the slow walk forward while firing constantly.

Which is better now plague marines or just csm , personaly i lean towards the basic csm as they are cheaper and chaos needs to save as many points as possible.

   
Made in us
Decrepit Dakkanaut




If you want to shave points Plague Marines are better, as getting two specials will cost you 50 less points. Those 50 extra points are 5 extra bodies though, so it depends what you really want.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

thing with the nurgle update is they kinda just made what they already do, better.

I'm thinking of runnin a havoc unit, 2x lascannons in a rhino 155pts move an fire with it!

plus i have 6 lascannons in my biz box

 
   
Made in gb
Longtime Dakkanaut




I love the relic that lets you turn cultists into zombies on demand. No more messing about with typhus.

And although the zombies can't shoot, they still have their weapons, so would get 2ccw unlike Typhus zombies.

DFTT 
   
Made in gb
Dakka Veteran






And unlike Typhus zombies they will be T4 so their feel no pain will work alot more!
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

 Intercessor wrote:
And unlike Typhus zombies they will be T4 so their feel no pain will work alot more!


well you could always mark the cultists typus has an effect on for the T4...
edit: oh no they cant have 'options' interesting!

This message was edited 1 time. Last update was at 2016/12/12 09:50:25


 
   
Made in us
Regular Dakkanaut





 Intercessor wrote:
And unlike Typhus zombies they will be T4 so their feel no pain will work alot more!


How do you make cultists Toughness 4? Just add the mark?

And since they have FNP, can you reroll the 1's for them since they are in the Death Guard detachment?

This message was edited 1 time. Last update was at 2016/12/12 13:46:00


 
   
Made in gb
Longtime Dakkanaut




If you take them in the lost and the damned auxiliary in the vectorium then yes, T4 with fnp rerolling ones. Can only zombify one unit a turn tho.

DFTT 
   
Made in gb
Regular Dakkanaut





That is a very hard unit to remove from an objective


Automatically Appended Next Post:
Dont forget if the apostle is woth the unit in cover he grants them stealth as well

This message was edited 2 times. Last update was at 2016/12/12 16:24:51


 
   
Made in us
Powerful Ushbati





United States

darthryan wrote:
So im surprised that there is not a thread to discuss nurgles favorites yet. What do you people think will be the best combos now.
Personaly i think we will see lots of foot slogging marines with bike surport and very few vehicles. Putting relentless troops in rhinos seems to be a bit of a waste as you spend more points as you want the slow walk forward while firing constantly.

Which is better now plague marines or just csm , personaly i lean towards the basic csm as they are cheaper and chaos needs to save as many points as possible.



I just tested them out last night at a 40K toys for tots event, and I was hugely impressed. Along with EC they seem to be the top playable in the supplement. I ran a list with the TH Chaos warband! So much fun! The FNP marines were sick and were much more survivable than I thought they'd be. In addition, I had a blast with possessed!
   
Made in gb
Regular Dakkanaut





Yeah our possesed are a bit harder to kill now they might almost be worth it


Automatically Appended Next Post:
Just realised cloud of flies is every unit in the detachment not just marines so the cultists get it and so do our vehicles

This message was edited 1 time. Last update was at 2016/12/12 16:26:13


 
   
Made in ru
!!Goffik Rocker!!






isn't it for votlw only? (don't have a book)

This message was edited 1 time. Last update was at 2016/12/13 07:42:44


 
   
Made in gb
Longtime Dakkanaut




It's every unit in the detachment. That's really cool. Good for stuff like predators who can hang back and pew pew

DFTT 
   
Made in gb
Dakka Veteran






No, every unit.
   
Made in sg
Longtime Dakkanaut





Death guard lists seem to almost write themselves. Lots and lots of infantry. I mean, take the chaos warband and everything is ob sec. Ob sec havocs in cover which are T5, fearless and have FNP with rerollable 1 are incredibly hard to kill and to shift. And they get +1 to cover save if opponent shoots them from over 18 inches away.

two to three squads of deathguard havocs in cover in the backline with heavy weapons like missile launchers or lascannons are probably even better than an oblits backline and cheaper too.

Then use our ob sec, disgustingly resilient CSM to move forward and contest and take objectives. Even if they can't wipe out the enemy, they are so hard to kill they will stay near the objectives and contest it all game long. And since deathguard CSM are relativeyl cheap, you can take a ton of them.
   
Made in us
Regular Dakkanaut




Maybe it's just me but in a world of Ignores cover grav cents, grav spam, spiders, D-barrage/flamers, scat-packs, phase form Tripartite, Renegades spamming Wyverns and earthshakers, Invis/fortune/veil of time, and even our own heldrakes, I'm not too terribily impressed with our durability against dedicated shooting armies, especially when you consider DG damage output seems pretty lackluster by comparison.

For me one of the bright spots and something I haven't really seen talked about too much is the Raptor Talon. Not exactly the fluffiest formation for DG, but dropping in with triple plasma then being able to charge anything left alive (thanks to relentless) seems pretty solid. 5 T5 FNP fearless marine bodies are way more durable in CC than shooting against most armies, and have a decent shot at tying up all kinds of things, or wearing down squishier units.
   
Made in de
Oozing Plague Marine Terminator





Well, I've been using plague marines during most games, seeing that even Tau usually have problems to remove them I'm rather optimistic that a whole army of them will be nuts. So far plague marines were often the only units still standing at the end of a game. I'd see CC as the bigger problem. If Space Wolves come around you better have a full plague colony with you. Aside from S10 and force weapons we are now practically as durable as decurion Necrons while having better shooting.
   
Made in gb
Regular Dakkanaut





Anyone having any luck with terminators they seem like they could work well with our rules
   
Made in us
Decrepit Dakkanaut




darthryan wrote:
Anyone having any luck with terminators they seem like they could work well with our rules

Termicide is actually awesome with Death Guard instead of just okay thanks to the free FNP. It guarantees they have to deal with the unit as a potential tarpit.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fresh-Faced New User





I am truly excited about nurgle bikers. I will be running 3x5 with a fist and two meltas. I think they will be highly survivable and put out lots of damage
   
Made in us
Ragin' Ork Dreadnought




Slayer-Fan123 wrote:
darthryan wrote:
Anyone having any luck with terminators they seem like they could work well with our rules

Termicide is actually awesome with Death Guard instead of just okay thanks to the free FNP. It guarantees they have to deal with the unit as a potential tarpit.

Not to mention, the -1 Initiative doesn't mean a thing when you are striking with an Unweildy weapon. (You are using Axes... Right?)
   
Made in fi
Furious Raptor



Finland

First of all, it's pretty clear GW doesn't try to do balanced if I read these DG legion rules. The buffs are just insane.

Compared to other legions in the book it's just disgusting, what others get, DG got times 3-4.
For them the Chaos Warband is not really a tax, Havocs are super usable unit with them, just take squad or several, load up with autocannons or m. launchers and walk towards enemy, no need to bother with rhinos I think, if you want durability, better load up more marines with the price of rhino.
Bikers are insanely useful too, especially with detachment bonus of stealth with range conditions. So you are almost always guaranteed 3+ save and then you have FNP and high T.
Then about min-maxing, everyone just should max up plasma. Gets Hot is less likely to be big pain with FNP. And you have relentless so all the negatives of plasma are non-factors. And as plasma has better range and AP2 it's still ok AT weapon. Of course for AV 14 you will need meltas. But maybe still better would be to load up plasma and add fists instead like was mentioned already.

And lost and the damned aux + DG zombie cultist item combo is a must. I don't see any reason to skip it, ever.

Thanks for making read through the DG rules, I skipped them completely earlier as I don't like their look or concept in general. I will probably just build my army to look Night Lords as planned, and use Death Guard legion rules and detachment for army building.


Automatically Appended Next Post:
Also if you want to add efficient fire support, just do rapier battery with conversion beamer from IA XIII. Then join the unit with Lord with Mark of Nurgle and Terminator armor or Bike standing in front and he can tank all the fire thanks to the Artillery unit rules.

This message was edited 1 time. Last update was at 2016/12/18 12:43:09


 
   
Made in gb
Regular Dakkanaut





I am loving the idea of 5 stealthed t5 havocs with 4 lascannons hiding in the backfield for heavy surport. Stealth makes them harder to kill at range and relentless means they can reposition without losing the chance to shoot. My only problem with it is wether its to expensive for what you get are there cheaper/better ways to bring heavy anti armour
   
Made in ru
!!Goffik Rocker!!






They can also counter-charge after shooting those autocannons. They end up as tougher somehat but slower fearless scatbikes, really.

This message was edited 2 times. Last update was at 2016/12/21 09:57:13


 
   
Made in us
Beast of Nurgle





Rhinos are pracially indespensable kit for Death Guard infantry. Plague Marines can laugh off small arms fire all day, but there are still a lot of weapons that will ignore your 3+ save and your high toughness. These weapons can wreck your army pretty quickly.

Rhinos will perform 3 functions for you:

1. Mobility - 12" move with a 6" Flat Out. Positioning is the key to 40k, and an 18" move on Turn 1 can fix mistakes you made in deployment, surprise your opponent or jump on objectives early. If you're playing Maelstrom of War missions, this is even more important. Plague Marines can walk and shoot at the same time but not run. Less time traveling means more time fighting.

2. Protection - Metal bawkses are an armored shell that can save you from getting wrecked by heavy artillery early in the game. A battle cannon or earthshaker can make a squad of Death Guard marines combat ineffective in one hit. Or it can take a hull point off your Rhino. Death Guard may be able to severely mitigate small arms fire but a Rhino effectively makes it completely ineffective. Also, Rhinos are large enough to block LoS. You can't shoot what you can't see.

3. Cover - From now on, think of Rhinos as mobile terrain. Your Rhinos will be destroyed, that is a fact. But that's a good thing for you. Wrecked vehicles become difficult terrain. Difficult terrain confers 5+ cover. This is good regardless, but Vectorium units get Stealth against shooting from further than 18". A squad of Death Guard in a wrecked Rhino is damned hard to get rid of. Throw in ObSec and a Death Guard Vectorium marine squad with a Rhino is the best objective holder in 40k by a long shot.

After a decade, I'm pretty excited about resurrecting my old Plaguespear list. I'll probably be posting it on Dakka soon.

This message was edited 1 time. Last update was at 2016/12/26 19:38:10


 
   
Made in gb
Regular Dakkanaut





All good points so far and a rhino or 2 is pretty cheap.

So if you take a warband what are you taking a helbrute or havocs and how are you all equipping them. I leaning towards havocs personaly but not sure on the best loadout
   
Made in gb
Dakka Veteran






Havocs with 2 plasma/melta/autocannon/lascannon depending on the rest of your force. With a Rhino of course.
   
Made in us
Oozing Plague Marine Terminator





At the moment I'm playing a list very similar to the ones i would bring during 6th edition (PMs in Rhinos, Lord w spawn, daemon prince, and lots of Oblits), and right now the same list has gained so much more durability.

Their warband detachment became three times as resilient!

*cough cough*
   
Made in us
Regular Dakkanaut




Is it worth it to take the two heldrake auxiliary, or just Max infantry and take a spawn "tax" auxiliary.

And I'm having trouble deciding between lascannons and autocannons for the havoc. 10 more points for a s9 ap2 shot vs 2 s7 ap4 shots.... hm
   
Made in gb
Regular Dakkanaut





My problem is where to get the weapons to make the havocs
   
 
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