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Made in au
Fresh-Faced New User




I'm pretty new to 30k but have been on and off the hobby as a whole. The Death Guard are a really appealing legion to me so I came up with this list I figure to be fairly fluff based. I have a mind to increase it to 2500pts with good old Mort but unsure of the logistics just yet. I want to enjoy myself during the games but winning a few times would also be fun (I have a terrible history of loss after loss - I'm not the best at playing the game)
Any feedback would be much appreciated

Here it is:

2000pts Death Guard

HQ
Legion Praetor: (210pts)
Rite of War: The Reaping
• Plasma pistol and master-crafted power sword, digital lasers, melta bombs and rad grenades
• Iron Halo

Consul: (115pts)
• Legion Master of Signal
• Refractor field and artificer armour

Elites
Apothecarion Detachment: (130pts)
• 2 Apothecary with artificer armour and rad grenades

Contemptor-Mortis Dreadnought: (180pts)
• Two Kheres pattern assault cannon

Legion Rapier Weapons Battery: (70pts)
• Rapier Carrier with Quad Launcher Support battery’s (frag shells and shatter shells)

Troops
Legion Tactical Squad: (240pts)
• 15 models with extra combat blades
• Sergeant with power fist, rad grenades and artificer armour

Legion Tactical Squad: (240pts)
• 15 models with extra combat blades
• Sergeant with power fist, rad grenades and artificer armour

Heavy Support Squad: (335pts)
• 10 models
• Missile Launcher with frag, krak and flakk missiles

Heavy Support
Legion Spartan Assault Tank: (360pts)
• Armoured ceramite, auxiliary drive, frag assault launchers and pintle-mounted multi-melta

Legion Whirlwind Scorpius: (120pts)
• Extra armour



My thinking was to have the praetor and one of the tac squads in the Spartan to zoom up the board and apply pressure, the rad grenades dropping the enemy to toughness 1 on the first turn of combat is pretty rough. The heavy support squad and the mortis could deal effectively with flyers and also ground targets (I mean, 10 strength 8 ap 3 missiles are going to put a dent in anything). The Master of Signal would sit with them and use his bombardment to soften the enemy up and then act as a meat shield for return fire. The whirlwind would just deal with threats around the board along with the Rapier battery (which has sunder to assist with vehicles if need be) and the final tac squad would footslog it onto objectives. Plus the rad grenades would greatly improve their combat ability.
The fluff comes from the infantry marching up the battle field in order to get into grips with some close quarter fighting covered by heavy support squad fire and artillery

I was thinking of replacing the master of signals with a champion with rad grenades or something to hop into the spartan. When they charged (or are charged) they reduce the enemy to toughness by 4 to 0 (which is possible, it states so in the rules for rad grenades. I'd have rad grenades on the sergeant, apothecary, praetor and champ) thus removing them from the board instantly. It could be quite effective at taking out terminators etc or causing some Primarchs to be toughness 2 on the charge. Pretty rough with all the attacks coming in.

This message was edited 1 time. Last update was at 2017/03/01 22:57:54


 
   
Made in de
Happy We Found Our Primarch




Your list is rather odd.

But first of all: multiple rad-granates do not stack. As stated in the rules, so no chance for thougnes shenanigans with this list.

To the list itself: for 2000 points do don't realy bring that much to the table. A Spartan with 15 tactical Marines and an underequiped Praetor will not realy scare anybody. You might concider a Paragonblade instead of the Plasmapistol to add some much needed punch for your Praetor.


Also don't expect that much of the single Quad-gun. ( In my experience they work best in batteries of two.)

In my oppinon the list has two mayor drawbacks: not enough anti-tank firepower. You have nothing that could pen-stop an AV 14 tank, such as another Land Raider, appart from the two las-cannons on your Spartan, who, due to the lack of a flare shield or other armour as distraktion, will end up blown to bits by the enemy anti-tank fire in short order.

I would highly suggest to drop the Spartan alltogether and replace him with some Grave Warden in a Land Raider Proteus. The Proteus is way less scary than the Spartan and will therfore maybe see more then one shooting phase. (Also it is easier to hide) And Grave Wardens are both absolutly thematik for Death Guard and also a good hard hitting unit for their pointvalue, without being overpowert.

   
Made in au
Fresh-Faced New User




Fair enough, I haven't played too much of the game anyway.

In regards to the rad grenades, as far as I can see it doesn't mention them not stacking. It just says "these are special grenades that count neither as assault or defensive grenades, but have their own unique effect. During a turn in which a unit equipped with rad grenades launches an assault, or is themselves assulted, the enemy unit(s) suffer a -1 penalty to their toughness until the end of the assault phase. Note: this does affect the victims' instant death thresholds."
Is it in anothe of the red books? Additionally, if it's just the unit that doesn't stack I can just disembark them all and charge invidually, each charge reducing the toughness by 1. That is of course if they stack. If they don't I'll have about 40ish points to spare.

As for the anti tank stuff I was kinda hoping that the melts bombs would be able to fix that issue but I suppose that most tanks won't let me get that close.

Yea the paragon blade is probably a much better idea and the quad gun was probably a waste of points I could throw elsewhere.
As far as hard counters to vehicles, do you reckon just sticking to getting some Gravewardens into assault? The chainfiats will deal with anything really and those assault grenade launchers certainly pack a punch. What I liked about the spartan was that it had the quad lascannons on the side and I was somewhat hopeful I could get a few shots off at enemy vehicles with those. If I got rid of the quad gun I could add the flairsheids etc to keep it alive. Perhaps a few grave wardens in the spartan, some slightly smaller tac squads for objectives? I know what you mean about the lack of distraction. I was somewhat hopeful of the heavy support squad and whirlwind to provide that but a spartan would be any players top priority tbh.


Automatically Appended Next Post:
Alright, here is the updated list. I decided to remove the whirlwind and a few others. I want to try and keep the spartan if possible just because I love the idea of this huge tank lumbering down through the rubble as the Death Guard legionaries scour the ruins in waves whilst above them artillery pour fire into the enemies front ranks.

2000pts Death Guard

HQ
Legion Praetor: (190pts)
Rite of War: The Reaping
• Vulkite serpenta, master-crafted paragon blade, digital lasers and Melta bombs
• Iron Halo

Elites
Apothecarion Detachment: (110pts)
• 2 Apothecary with artificer armour

Contemptor-Mortis Dreadnought: (180pts)
• Two Kheres pattern assault cannon

Legion Rapier Weapons Battery: (210pts)
• 3 x Rapier Carrier with Quad Launcher Support battery’s (frag shells and shatter shells)

Troops
Legion Tactical Squad: (240pts)
• 15 models with extra combat blades
• Sergeant with power fist, rad grenades and artificer armour

Legion Tactical Squad: (240pts)
• 15 models with extra combat blades
• Sergeant with power fist, rad grenades and artificer armour

Legion Tactical Support Squad: (115pts)
• 5 models
• Chemical flamers
• Sergeant with artificer armour and melta bombs

Heavy Support Squad: (335pts)
• 10 models
• Missile Launcher with frag, krak and flakk missiles

Heavy Support
Legion Spartan Assault Tank: (380pts)
• Armoured ceramite, frag assault launchers and flare shield


I took your suggestion and tried to keep the spartan more protected whilst trying to provide some other threats for my opponent to worry about. The triple quad mortar I decided worked best. It may be overkill but 12 strenght 8 sunder hits isn't something to laugh at, plus if the spartan can survive the first turn it can bring its lascannons to bear as well. The heavy support squad stays the same and because I had some points to spend I went with the Support squad with chem flamers to add some more theme. Additionally I did some research on rad grenades and decided that a multi assault to try and *poof* an enemy unit would leave models isolated so I removed some rad grenades in the effort of saving points. I hope this list is stronger than my previous one.

Additionally I can drop a quad mortar and the Support squad with flamers and invest in another, smaller, tactical squad or something else. It gives me around 185pts to spare if I remove the two

This message was edited 2 times. Last update was at 2017/03/02 03:20:24


 
   
 
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