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Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Hi, I know there is a CSM Traitor Legions Tactica thread, but i wanted to create this thread as a spesific thread about DG. What do you think are the best units, Artifacts and Psycik powers do you think are the best for DG and how would you combine it all to create a competitive DG army?

As we all know Death guard got a huge buff in traitor legions:

- Veterans of the long war for free
- Feel no pain re-rolling ones
- Fearless
- Relentless

(but their Initiative is reduced by 1, except typhus and plague marines).

- Shrouded over 18"
- Re-rolling warlord trait


For example:
I think a large biker death star could benefit alot from getting ghost strom and Soulswitch from the ectomancy dicipline. One unit basicly teleports 18" wherever you want and can charge afterwards. If that doesnt work out, the primaris power warpshock is also a good assult witchfire.

So you get 7(because of Nurgle) man unit of bikers, add 2 meltas, a PF and a combi melta on the champ.

The Sorcerer (lvl 3) gets a bike, familiar, force axe and the plague skull of Gothia (8", S:1, Large blast, poisoned 2+, one use only)

You add a lord to the unit, with a bike, sigil, lightning claw and a PF.

At a cost of 597 pts.

And there you have it, if all goes to plan, you are up in the face of the oposition firing meltas and charging turn one!




   
Made in gb
Regular Dakkanaut





Dont over look weapon virus this power rocks especialy if you are about to charge the unit your opponent has to make the difficult call of risking wounds on his own guys vs the chance to wound your guys.
Fleshy abundance is also great your opponent finaly manages to wound one of your characters and blip back to full wounds this will really make your tough as nails characters much harder to shift.

Poxwalker hive is amazing take a full unit of cultists and hit them with this turn 2 (so they can run first turn to get closer) and they are a nightmare to kill it takes a lot of fire power to take out this unit in 1 turn and if even one is left they start coming back.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

darthryan wrote:


Poxwalker hive is amazing take a full unit of cultists and hit them with this turn 2 (so they can run first turn to get closer) and they are a nightmare to kill it takes a lot of fire power to take out this unit in 1 turn and if even one is left they start coming back.


I have considered the poxwalker hive, but i cant really see a lost and the damned auxiliary be effective. It costs too many points for what i does.
   
Made in gb
Regular Dakkanaut





Just take a cad or a helcult problem solved
   
Made in gb
Longtime Dakkanaut




Current list under development: (c. 1850)

Chaos Lord (Bike, PF, LC)
Sorceror (Bike, ML2)

3 terminators (combi-melta)

3x Bikes (2 melta)
3x Bikes (2 melta)

5 marines, PG, PS on champion, rhino
5 marines, PG, PS on champion
5 marines, Melta, PF on champion, rhino

5 havocs, 4 autocannons

heldrake terror pack

cult of destruction - 3 oblits, oblit, oblit, warpsmith

I might make one of the bike squads more punching-orientated (trying to get into CC with the Lord and Sorceror attached), or combine both squads. Unsure which is best yet.

C&C welcome! I need all the advice I can get!
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

zerosignal wrote:
C&C welcome! I need all the advice I can get!


Pretty simialar to the list i run. I would probably drop PS on the CSM champs, they have -1 Initiative and my csm rarely see close combat.

I'm playing with the idea to get a deepstriking mayhem pack (3 hellbrutes with special rules: DS, It will not die.) 300 points isnt bad if they can blow up a imperial knight.
   
Made in us
Decrepit Dakkanaut




zerosignal wrote:
Current list under development: (c. 1850)

Chaos Lord (Bike, PF, LC)
Sorceror (Bike, ML2)

3 terminators (combi-melta)

3x Bikes (2 melta)
3x Bikes (2 melta)

5 marines, PG, PS on champion, rhino
5 marines, PG, PS on champion
5 marines, Melta, PF on champion, rhino

5 havocs, 4 autocannons

heldrake terror pack

cult of destruction - 3 oblits, oblit, oblit, warpsmith

I might make one of the bike squads more punching-orientated (trying to get into CC with the Lord and Sorceror attached), or combine both squads. Unsure which is best yet.

C&C welcome! I need all the advice I can get!

I encourage Combi-Plasma with Termicide.

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
Pyro Pilot of a Triach Stalker





The Eternity Gate

What do people think about raptors in a vectorium? They are fast and durable which death guard really lack. I know they often lose out to bikers but with the new rules do you think they can compete?

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 us
Krazy Grot Kutta Driva





UC Irvine

I'm currently running a Biker Deathstar, with 2 DG psykers and a Night Lords Psyker each level 3 with spell familiars and one with blight granades, NL gets SoC and they roll with a 5 man DG biker unit, two plasmas.

I ran a similar list with two sorcerers and a Daemon Prince, but I felt like he didn't get enough use, so I added a third sorcerer and buffed up the Renegades detachment I bring.

DG Psykers go for Gift of Contagion and Curse of the Leper, then fish around for Invisibility, though Psychic Shriek is a good swap. NL sorcerer rocks a force sword and rolls everything on Biomancy, hoping to get iron arm, warp speed, and/or enfeeble. That gives me 3 powers that lower enemy toughness and/or strength, making my T6 bikers a real nightmare in combat.

Plasmas are better than melta IMO because they aren't going after vehicles, I have my renegades for that

Being completely honest though, Invisibility isn't really fun, what other Psychic Disciplines would you guys roll on?



Automatically Appended Next Post:
 buddha wrote:
What do people think about raptors in a vectorium? They are fast and durable which death guard really lack. I know they often lose out to bikers but with the new rules do you think they can compete?


They are pretty good. The added survivability means they can lock up things until something meaner shows up, and relentless means rapid fire plasma charges

This message was edited 2 times. Last update was at 2017/02/28 05:45:10


 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

What do you guys think about the mayhem pack (3 hellbrutes with special rules: DS, It will not die.) I was planning on getting them as an addition Tommy my biker DG warband
   
Made in ru
!!Goffik Rocker!!






 killerpenguin wrote:
What do you guys think about the mayhem pack (3 hellbrutes with special rules: DS, It will not die.) I was planning on getting them as an addition Tommy my biker DG warband


Extremely unreliable.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

 koooaei wrote:
 killerpenguin wrote:
What do you guys think about the mayhem pack (3 hellbrutes with special rules: DS, It will not die.) I was planning on getting them as an addition Tommy my biker DG warband


Extremely unreliable.


Ive had some fun with them but unreliable for sure. Sadly, they aren't really that good. Best use I had for them was hoping theyd deepstrike late and overwhelm my opponents backfield
   
Made in ru
!!Goffik Rocker!!






SirSweetroll wrote:

Best use I had for them was hoping


Summs it up.

This message was edited 1 time. Last update was at 2017/02/28 08:53:15


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Had a lot of fun with a DP, wings, armour, lvl1, pandemic staff
Also the WL traits are quite decent for a DP, 4+fnp, IWD etc

He's quite neat, nurgles rot and his flame attack are nice to try and do a one turn objective clear. Use his other power he gets as needed.

Pretty solid fighter with his attacks being S8 ap2 with poison so re-rolling 1's to wound against most stuff.

ofc have the 2+ jink goodness as normal

 killerpenguin wrote:
What do you guys think about the mayhem pack (3 hellbrutes with special rules: DS, It will not die.) I was planning on getting them as an addition Tommy my biker DG warband


Used them a lot in another army i have, i think one game they were amazing but other than that the 300pts could of probably been better spent (assuming you'll always take MM). You have to get that reserve roll, hope all three scatter as you'd like for the 12" sweet spot then its one shot which you know will always miss . Next turn the IWND is somewhat meh as a canny opponent will just go behind them and strip all the HPs.

Helcult is my fav HB formation 2 units of fearless cultists give the HB a 3+ cover which is quite nice for nurge cultists with a T4

This message was edited 3 times. Last update was at 2017/02/28 09:26:45


 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

SirSweetroll wrote:
 koooaei wrote:
 killerpenguin wrote:
What do you guys think about the mayhem pack (3 hellbrutes with special rules: DS, It will not die.) I was planning on getting them as an addition Tommy my biker DG warband


Extremely unreliable.


Ive had some fun with them but unreliable for sure. Sadly, they aren't really that good. Best use I had for them was hoping theyd deepstrike late and overwhelm my opponents backfield


Maybe get a aegis defenceline and a comms relay for your havocs, 3+ cover with cloud of flies and rerolling reserve rolls. That would help if you deepstrike obliterators and for your heldrakes too.

 buddha wrote:
What do people think about raptors in a vectorium? They are fast and durable which death guard really lack. I know they often lose out to bikers but with the new rules do you think they can compete?


They get I:3, that sucks, i like bikes with t:6 alot more than raptors.


Automatically Appended Next Post:
 Latro_ wrote:
Helcult is my fav HB formation 2 units of fearless cultists give the HB a 3+ cover which is quite nice for nurge cultists with a T4
That is quite nice. you could give them poxwalker virus as well. 35 cultists with fnp is gonna be hard to chew through.

This message was edited 1 time. Last update was at 2017/02/28 13:38:36


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

and d3 back a turn

JUMP IN FRONT of the PLAGUE MASTER
EugH flop
I'm back! The plague master is truly holy charrrrge

 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 Latro_ wrote:
and d3 back a turn

JUMP IN FRONT of the PLAGUE MASTER
EugH flop
I'm back! The plague master is truly holy charrrrge

"The Helbrute, for its part, pays little attention to the scurrying flesh-things"
   
Made in nz
Beast of Nurgle




new zealand timaru

So I got a small 1K point tournament /narrative campaign coming can't decide on what to take in the way of daemon engines I am already taking a Nurgle sorcerer, full plasma chosen squad , chaos contemptor with butcher cannons and a lascannon havoc squad. I am mainly footslooging so the maulerfiend would be nice for a fast unit to threaten the enemy but I feel I have enough anti tank being 1K so was wondering if a plague Hulk would be better as I don't have much in the way of anti horde stuff and the plague Hulks rot cannon and rancid vomitr would do wonders against most squads with the ap3
Any suggestions???

This message was edited 1 time. Last update was at 2017/03/13 06:20:17


 
   
Made in de
Contagious Dreadnought of Nurgle





The plague hulk is nice and cheap but don't expect it to do wonders. With only BS 2 its blasts are not very reliable. However, it is a very nice distraction carnifex, looking frightening, being a large model and having shrouded + AV 13.

If you are going the FW route anyway and don't use DG formations, rapier weapons would be nice. For cheaper than the hulk you get 18 twin linked heavy bolter shots with T7.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

The difference between BS2 and BS4 is pretty negligible when in comes to blasts IMO, this is coming from a R&H player though, so everything is BS2.

I'd second the Rapiers though. I just started using them for R&H and they are great for their price

Correction! R&H rapiers come with the tank gun standard, so I haven't used the heavy bolter version. My fear would be them getting outranged, but with DG, they should have relentless no? How does relentless and artillery work?

This message was edited 1 time. Last update was at 2017/03/13 16:03:35


 
   
Made in us
Decrepit Dakkanaut




Your Rapier Batteries can't get VotLW. Shame.

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
Krazy Grot Kutta Driva





UC Irvine

Slayer-Fan123 wrote:
Your Rapier Batteries can't get VotLW. Shame.


Dang, that could have made them pretty good. As of now, I think getting outranged is too much of a risk here.
   
Made in us
Decrepit Dakkanaut




SirSweetroll wrote:
Slayer-Fan123 wrote:
Your Rapier Batteries can't get VotLW. Shame.


Dang, that could have made them pretty good. As of now, I think getting outranged is too much of a risk here.

I mean, 36" is pretty good for a unit that cannot move. I've used the Hades plenty of times before the TL supplement and loved them.

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
Mutilatin' Mad Dok





Norway, Tønsberg

What is the best way to take down Guilliman with the units at our disposal?
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Black mace bypasses eternal warrior doesn't it?

If so, two of the nurgle powers reduce toughness (one of which reduces Str as well and while more random is stackable), and then biomancy has enfeeble to reduce toughness further. Black Mace Daemon prince might be able to beat him down then.

Just looked at his stats a little closer... Don't think the DP would stand a chance without rolling IronArm/Warpspeed, and even then it would be rough

This message was edited 1 time. Last update was at 2017/03/16 04:07:04


 
   
Made in us
Fully-charged Electropriest



UK

Does anyone take FW units? E.g. Sicaran, Spartan, relic preds or Blight drones?

 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

SirSweetroll wrote:
Black mace bypasses eternal warrior doesn't it?

If so, two of the nurgle powers reduce toughness (one of which reduces Str as well and while more random is stackable), and then biomancy has enfeeble to reduce toughness further. Black Mace Daemon prince might be able to beat him down then.

Just looked at his stats a little closer... Don't think the DP would stand a chance without rolling IronArm/Warpspeed, and even then it would be rough


Best idea might just be to stay away from him...
   
Made in gb
Longtime Dakkanaut




Yeah, use your bikes and rhinos to outmanouvre him.
   
Made in de
Contagious Dreadnought of Nurgle





Loopstah wrote:
Does anyone take FW units? E.g. Sicaran, Spartan, relic preds or Blight drones?


So far I've used the plague hulk, rapiers and the Dreadnought. Usually FW units are all solid choices, but since they force you to take a CAD they are in a weak spot these days. Also, Traitor legions hasn't done anything for vehicles.
FW should simply put out n FAQ that says: In all formations treat havocs=rapiers, predators= relic predators, helbrutes = all kinds of dreads, heldrake= all kinds of aircraft and so on.
   
Made in us
Longtime Dakkanaut




Northridge, CA

Sgt. Cortez wrote:
Loopstah wrote:
Does anyone take FW units? E.g. Sicaran, Spartan, relic preds or Blight drones?


So far I've used the plague hulk, rapiers and the Dreadnought. Usually FW units are all solid choices, but since they force you to take a CAD they are in a weak spot these days. Also, Traitor legions hasn't done anything for vehicles.
FW should simply put out n FAQ that says: In all formations treat havocs=rapiers, predators= relic predators, helbrutes = all kinds of dreads, heldrake= all kinds of aircraft and so on.
CSM would shoot up the faction rankings overnight if they gave us easy access to Forgeworld like that. Can you imagine the Heldrake formation with Heltalons? Iron Warriors with Rapiers? Contemptors running around with Cultists or deep striking in units of three? The possibilities this would unleash are endless.
   
 
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