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2018/08/06 09:14:56
Subject: [Killteam] Deathguard tactics
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Fresh-Faced New User
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Hey,
all of the armys have their own thread. Only our sweet sweet cherry haven't.
So lets go! Lists, exp, tactics etc.
I have my first game tomorrow, so you get my opinion tomorrow
Great day and always lucky dices
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2018/08/06 09:41:11
Subject: Re:[Killteam] Deathguard tactics
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Tough Traitorous Guardsman
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This my Death Guard Kill Team, it's worked quite well so far, but I'm thinking of swapping the Blight Launcher for another Flail or Plague Spewer.
++ Kill Team List (Death Guard) [99pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team
+ Leader +
Plague Champion [22pts]: Leader, Plague knife, Plasma gun, Power fist
+ Specialists +
Plague Marine Fighter [19pts]: Combat, Flail of Corruption
Plague Marine Gunner [19pts]: Demolitions, Plague spewer
Plague Marine Gunner [18pts]: Blight launcher, Veteran
+ Non-specialists +
Poxwalker [3pts] x7
++ Total: [99pts] ++
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2018/08/06 09:51:12
Subject: [Killteam] Deathguard tactics
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Raging-on-the-Inside Blood Angel Sergeant
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Me and my friends have played with:
Leader - Plague marine champion + power fist + plasma gun + plagesword
Sniper - PM w/ plasma gun (snipers reroll ones, so S8 wounds most stuff with 2+, which is nice)
Heavy - PM gunner w/ blight launcher (+1 bullet strat rules)
Zealot - PM fighter w/ dual knives (only has S5 on the charge, so almost feels like needs a better cc weapon)
9x poxwalkers (these are actually great for hoarding objectives and tie up shooters, when distances aren't that big, so you can most of the times get to try some charges on T1. I've liked to move three of these closer on scout phase.
At this point DG feels very competitive.
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2018/08/07 11:48:23
Subject: Re:[Killteam] Deathguard tactics
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Fresh-Faced New User
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Since when plague marines have access to snipers?
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2018/08/07 12:33:27
Subject: [Killteam] Deathguard tactics
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Cultist of Nurgle with Open Sores
Birmingham, UK
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Plague Marines of any variety don't have access to Sniper.
I see a lot of people loading up their Leaders with wargear - this is a really bad idea for the most part.
Your Leader is your source of CP, and a morale buffer - you don't want them in the thick of it, nor do you want to give them weapons that can kill them like Plasma. The counter argument is that you don't *have* to overcharge the plasma - but then you'd have been better putting the points elsewhere. Leaders are going to be targets for all the good guns in the game straight away - make them a less appealing target by spreading your good wargear onto other models.
My Roster is currently looking something like this:
PM Champ - Leader - Boltgun, Plaguesword (It's free).
PM - Veteran - Boltgun (for those odd situations you have an extra Specialist slot and need to scoot onto an objective fast with an otherwise slow army).
PM Fighter - Combat - Flail (Needs no justification).
PM Fighter - Zealot - Flail (As above).
PM Gunner - Demo - Plasma Gun (If you come up against Tyranid Warriors, Lictors etcetera).
PM Gunner - Heavy - Blight Launcher (The BL is devastating in Kill Team, and being able to advance and fire it makes you a danger to targets all over the place - concealed Leaders and Comms specialists, Vox Casters and the like).
PM Gunner - Veteran - Blight Launcher (On the off chance I need a second mobile Blight Launcher).
PM - Boltgun (Filling out numbers).
PM - Boltgun (As above).
Poxwalkers x 9 (Enough to fill out most lists while leaving enough other options to not take any if the situation calls for it).
In situations where you only get a 100 point list I'll probably run:
PM Champ - Leader - Boltgun, Plaguesword
PM Fighter - Combat - Flail
PM Fighter - Zealot - Flail
PM Gunner - Heavy - Blight Launcher
Poxwalker x 9.
98 Points.
I need to do more playtesting to see if the Poxwalkers end up being a morale liability.
I'll be at the WHW Kill Team Weekender & playing in the tournament if anyone else is in. Looking forward to seeing the event pack - hoping they use Command Rosters and not just a 100 point list, although the blurb on the tickets website seems to suggest the latter.
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2018/08/07 14:43:57
Subject: [Killteam] Deathguard tactics
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Raging-on-the-Inside Blood Angel Sergeant
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Sorry, my bad for the sniper thing, reviewed my list and my plasma gunner was actually a demolitions specialist wounding on twos when obscured. But now after some rework, I'll be trying this in 1 hour when my russian opponent arrives to plsy site:
Leader: PM champ w/ PF, plague knife and plasma gun
Demolitions: PM w/ plague spewer
Combat: PM w/ flail of corruption
Heavy: PM w/ blight launcher
7x poxwalkers
I'll be facing harlequins and we will play sweep and clear. I'll let you know how it turns out. At this point d6 auto hits wounding on twos and you can saturate damage within 2" to hopefully several targets seem good on paper and the 3 bullet blight launcher with the strat. 3d3 hits with flail feels nice too. Haven't scheduled a campaign yet, while playing like 6th different person.
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2018/08/07 16:55:52
Subject: Re:[Killteam] Deathguard tactics
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Fresh-Faced New User
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How decent are Poxwalkers as with a leadership of 4 they won't be passing many nerve tests once they start getting flesh wounds or taken out of action and seem like an easy way for your opponent to cause to you start taking break tests.
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2018/08/07 17:18:36
Subject: Re:[Killteam] Deathguard tactics
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Cultist of Nurgle with Open Sores
Birmingham, UK
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Volkmair wrote:How decent are Poxwalkers as with a leadership of 4 they won't be passing many nerve tests once they start getting flesh wounds or taken out of action and seem like an easy way for your opponent to cause to you start taking break tests.
They're incredible walking cover and anvils for your CC specialists - but yeah, they may be a Morale issue.
Never forget that they can be obnoxious to kill with DR - and in a 13 model list like mine above, the opponent needs to down 7 of them before you start getting worried about breaking. For the majority of lists that's going to be extremely difficult without getting caught in melee or completely giving up all objectives.
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2018/08/07 18:56:10
Subject: Re:[Killteam] Deathguard tactics
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Fresh-Faced New User
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Dedwoods42 wrote:and in a 13 model list like mine above, the opponent needs to down 7 of them before you start getting worried about breaking.
I suppose even with flesh wounds counting as well it depends on volume of firepower and how hot your DR rolls are to get that many down or flesh wounded.
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2018/08/07 19:24:23
Subject: [Killteam] Deathguard tactics
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Tough Traitorous Guardsman
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I disagree about taking a plasma gun on the leader. It only costs 3 points, and more importantly it gives an opportunity for a third special weapon in a list that can otherwise only take 2.
Let's be honest the opponent will be gunning for your leader anyway, and at least a Plague Marine is tougher than most.
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2018/08/08 06:20:36
Subject: [Killteam] Deathguard tactics
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Cultist of Nurgle with Open Sores
Birmingham, UK
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King Pyrrhus wrote:
I disagree about taking a plasma gun on the leader. It only costs 3 points, and more importantly it gives an opportunity for a third special weapon in a list that can otherwise only take 2.
Let's be honest the opponent will be gunning for your leader anyway, and at least a Plague Marine is tougher than most.
My playtesting so far has me firmy leaving the gun off - but I'll be interested to see the results people have with it.
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This message was edited 2 times. Last update was at 2018/08/08 06:21:19
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2018/08/08 18:10:29
Subject: [Killteam] Deathguard tactics
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Librarian with Freaky Familiar
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For deathguard I feel that the zelot fighter with flail is a must take. Giving him nurgal gift for a +1 to hit and wound is amazing. Especially because of the way it's worded. It's not a increase your ws and wound, it's just a +1 meaning your ws is being modified from 3+ each time. Why this is amazing is because it makes it so death to the false emperor triggers on a 5+ now and the zealot strat for 1cp also triggers on a 5+
And if you use that when fighting an imp unit you get exploding dice and it's just slowed.
Statistic average a charging zealot using the zealot strat the enemy if imperium would need to make 11 says if you charge with the flail
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To many unpainted models to count. |
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2018/08/09 15:07:18
Subject: [Killteam] Deathguard tactics
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Longtime Dakkanaut
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Backspacehacker wrote:For deathguard I feel that the zelot fighter with flail is a must take. Giving him nurgal gift for a +1 to hit and wound is amazing. Especially because of the way it's worded. It's not a increase your ws and wound, it's just a +1 meaning your ws is being modified from 3+ each time. Why this is amazing is because it makes it so death to the false emperor triggers on a 5+ now and the zealot strat for 1cp also triggers on a 5+
And if you use that when fighting an imp unit you get exploding dice and it's just slowed.
Statistic average a charging zealot using the zealot strat the enemy if imperium would need to make 11 says if you charge with the flail
I agree. Guy with flail is ridiculous good. Take a look at this batrep and see for yourself:
https://www.youtube.com/watch?v=aRYLUH1BpZk
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2018/08/09 20:44:07
Subject: [Killteam] Deathguard tactics
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Hellacious Havoc
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My list is focused on not taking breaking tests and strong melee.
Leader
Champ with sword and plasma pistol for my 1 spare point.
Specialist 1
Fighter as combat specialist with great plague cleaver because of d6 dice on injury roll and one extra attack.
Specialist 2
Fighter as zealot and flail because its good and lots of attacks.
Specialist 3
Gunner as demo with blight launcher to better wound.
Fire team
Plague marine x2
Havent lost with this list yet.
I used to have the plague spewer instead of great plague cleaver but often only got 1 round of shooting out of it before getting charged so i figured better to just be a good fighter. Automatically Appended Next Post: The zealot lvl 1 tactic says that when you use that tactic and you roll a 6 you make one extra attack.
On the flail of corruption it says each time you attack you make d3 hit rolls for each attack with this weapon.
Seems like you can then, if you charged, potentially do 9 attacks and those 9 could then give you 9 d3 rolls if they were all 6 so thats 27 more dice for a total of 36 dice lol.
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This message was edited 1 time. Last update was at 2018/08/09 21:09:14
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2018/08/10 15:29:06
Subject: [Killteam] Deathguard tactics
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Guardsman with Flashlight
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I played my first game yesterday vs Tau (I heard they're a strong faction alongside DG). And I disagree with some saying that plasma pistol isn't worth it on a champion. Mine was an absolute beast and he succeeded all his shots mostly because of the AP -3 of the plasma pistol.
I agree that if you have precisely 100pts in your list then maybe it's not worth it. But if you have to choose between 1 poxwalker or upgrading a boltgun in a plasma pistol, I would choose the later, considering you already have some pox in your list.
Again, I don't have much experience. But I feel that 1pt isn't much to have a way more dangerous champion.
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This message was edited 1 time. Last update was at 2018/08/10 15:44:24
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2018/08/10 18:10:20
Subject: [Killteam] Deathguard tactics
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Rampaging Chaos Russ Driver
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bouledepoisson wrote:I played my first game yesterday vs Tau (I heard they're a strong faction alongside DG). And I disagree with some saying that plasma pistol isn't worth it on a champion. Mine was an absolute beast and he succeeded all his shots mostly because of the AP -3 of the plasma pistol.
I agree that if you have precisely 100pts in your list then maybe it's not worth it. But if you have to choose between 1 poxwalker or upgrading a boltgun in a plasma pistol, I would choose the later, considering you already have some pox in your list.
Again, I don't have much experience. But I feel that 1pt isn't much to have a way more dangerous champion.
Plasma pistol on the Champion seems like a solid choice, but I agree with others saying that kitting your Champ all the way with a Plasma Gun and Powerfist is a tremendous waste. Sword/Plasma Pistol seems like a great loadout that gives him threat without making him quite such a liability.
I've played a couple games so far with an all shooty Marine list, did well but definitely felt the lack of CC punch in the later turns. I definitely want to get a Flail guy and an Axe guy built and see how they stack up. The Blight Launcher does great work in this. Taking a Heavy with BL lets you Advance all over for area control and still drop a couple grenades with ease. In my last game against a GSC horde, my BL guy killed more models on Overwatch shooting than any other model in the army.
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This message was edited 2 times. Last update was at 2018/08/10 18:12:35
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2018/08/10 22:29:43
Subject: Re:[Killteam] Deathguard tactics
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Fresh-Faced New User
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I have the dark imperium box + easy to build plague marines so no flail for me. This is what I plan to use. 18p Leader champion (plasma gun, plaguesword) 18p Combat fighter (mace of contagion) 18p Heavy gunner (blight launcher, plague knife) 18p Demo gunner (plasma gun, plague knife) 14p Marine (boltgun, plague knife) 14p Marine (boltgun, plague knife) 100p I will face intercessors and tactical marines with this setup so multi damage and ap weapons are what I'm after. I'm hoping to get value out of my leader with lesser points and not being a high value front line target. Plasma gun gives nice range instead of pistol.
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This message was edited 1 time. Last update was at 2018/08/10 22:32:51
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2018/08/11 11:51:55
Subject: Re:[Killteam] Deathguard tactics
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Fresh-Faced New User
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Do we roll disgustingly resilient after failing a save or after injury roll has made us lose a wound and if successful we also ignore flesh wound?
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2018/08/11 14:42:38
Subject: Re:[Killteam] Deathguard tactics
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Regular Dakkanaut
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pampatus wrote:Do we roll disgustingly resilient after failing a save or after injury roll has made us lose a wound and if successful we also ignore flesh wound?
When you suffer a wound, which is before the injury roll, which happens after you are brought at 0 wounds.
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2018/08/11 16:01:05
Subject: [Killteam] Deathguard tactics
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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Combat > Zealot.
Flail is the best special melee weapon, and flail grant +2S already.
Does S7 and S6 make any difference in an infantry fight? No.
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2018/08/11 17:03:53
Subject: [Killteam] Deathguard tactics
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Regular Dakkanaut
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tokugawa wrote:Combat > Zealot.
Flail is the best special melee weapon, and flail grant +2S already.
Does S7 and S6 make any difference in an infantry fight? No.
Considering only traits and not tactics, yes, absolutely. Zealot does have a nice interaction with the flail, though: if you use the tactic, every 6 to hit generates 1D3 more hits instead of just one. On a 5+ if you use Grandfather's Blessing on top of that...
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2018/08/11 20:24:55
Subject: [Killteam] Deathguard tactics
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Hellacious Havoc
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If you have two fighters, you are probably gonna use both combat and zealot.
The reason im using zealot on my flail fighter is because of the one extra d3 hits on the charge, just as a bonus.
This i do because i dont have two flail guys and i am using great plague cleaver on my other fighter.
The great plague cleaver is very good at taking anything out of the game, extremely good!
The downside of 4+ to hit is mitigated by taking combat on this guy so he has 3 attacks every round.
If even one attack with the cleaver go through, it is almost guaranteed that you can nail the 2+ with rerollable 1 to wound and then there's ap 3 so pretty useless to try to save that.
Then the best part is d6 dice to injure!
I argue that the plague cleaver is just as good as the flail, who is good at hitting and wounding but not that great at injuring.
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2018/08/11 22:30:58
Subject: [Killteam] Deathguard tactics
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Regular Dakkanaut
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The flail is just the best weapon in the game for multi-combats, though. If your enemy has models within 3" of each other, you can charge both (your base is 1", so you're gonna be within 1" of both of them) and make 2D3 hits on a guy and 1D3 on the other. If you have the Zaelot Tactic active, on a 6 (and statistically you will roll one. More than one, if you have Grandfather's Blessing) you get to make another 1D3 attacks. Hell, with this weapon, Zaelot and Grandfather's Blessing you can reliable kill or wound 2-3 models if not more, if they are close enough to each other. DEFINITELY more if they are from the Imperium.
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2018/08/12 14:55:21
Subject: [Killteam] Deathguard tactics
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Virulent Space Marine dedicated to Nurgle
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I tend to run PF/PG leader, Flail Combat Fighter, Plague belcher gunner demo, blight launcher gunner heavy, generic guy with icon, and two walkers.
I would make the argument that you reaaaally want to get Grandfather's Blessings on the blight launcher. From the perspective of taking fire, your opponent knows the combat flail guy is horrifying with 3D3 attacks each turn for just being present. But launcher guy is also real bad and can move hilariously fast across the table. Belcher guy doesn't feel super scary but wounds on 3's and also move super fast (never not advance). The leader tends to take potshots from the middle/back. Even icon guy is menacing. I've played against Genestealers (Writhing Shadow) once and there were two turns of Purestrains just sitting on their hands for being at -1 leadership. So they may have trouble choosing something to focus down.
Another reason to put Grandpa's Blessings on the launcher: you ignore the first -1 to hit (essentially) and will wound (IIRC) everything in the game currently on 2's, rerolling 1's. The D3 wounds usually means that fleshwound rolls are scarier. And unlike flail guy, the blight launcher can be scary to just about the entire table every turn through a combination of range, advancing, and not taking the -1 penalty to advancing.
I also see a LOT of Tau where I am. They see flail guy and tend to cluster up for better overwatch (or for recon drone/comms guy/rail rifle wombo combos). This makes it really easy to tactic up the launcher to Assault 3 and put one shot into three different models to avoid "wasting" shots.
It can be a fast kill team no matter how you build them, with durability, and incredible kill potential thanks to the abundance of multi-damage weapons, with chaff to hold objectives.
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This message was edited 2 times. Last update was at 2018/08/12 14:57:05
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2018/08/12 15:15:54
Subject: [Killteam] Deathguard tactics
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Hellacious Havoc
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Good write up!
Lots of good points.
I agree with you on all.
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2018/08/12 19:10:02
Subject: Re:[Killteam] Deathguard tactics
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Regular Dakkanaut
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Fine points, and I also agree with most of it. I'm wondering on your thoughts on the Plague Spewer vs Plague Belcher. Marines are definitely faster with the Belcher because it's Assault but is the extra mobility worth losing out on better wounding and AP -1? I suppose you can make a case either way but if you're going up against power armor I'd want all the AP I can get. Also I don't think it's a great idea to load up too many points in the Plague Champion since it makes him a bigger target and personally I wouldn't want my leader too close to the action unless he had to be. I'd run him with a Plaguesword + Plasma Pistol or a Plasma Gun if you want swing the points for it.
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2018/08/12 19:30:21
Subject: [Killteam] Deathguard tactics
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Hellacious Havoc
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I agree on the plague champ using only sword and plasmapistol.
The pistol is kind of a cc weapon as well.
But on the other side, if you dont loose the champ, you're more likely to crush your opponent in melee with 3 strong melee brawlers using some of the best cc weapons in the game.
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2018/08/15 20:47:13
Subject: [Killteam] Deathguard tactics
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Hellacious Havoc
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So, to continue a bit, do you guys run your champ offensively or try to keep him safe?
Personally, i have not treated him any different than the others and sent him where i see him most useful, without regards to his survival.
He doesnt die much at all, as i am not running him in the very front.
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2018/08/15 21:46:39
Subject: [Killteam] Deathguard tactics
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Infiltrating Broodlord
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Here is the list I’ll try in a couple weeks when holidays will ends.
It’s mostly inspired by all your posts guys so thank you all for sharing your experiences.
For the moment we’re not planning a real campain and therefor my friends already started to play under the 100 pts cap.
Since they’re collecting games I’m planning a nice list able to keep walking regardless of my first-try inevitable errors, or at list that’s what I’m hoping
Can you pls check and underline major faults?
- PM Champion, Plague Sword, Plasma Pistol, Icon of Despair; (17) LEADER
- PM Fighter, Flail of Corruption; (19) ZEALOT
- PM Fighter, Great Plague Cleaver; (19) COMBAT
- PM Gunner, Plague Belcher, Plague Knife; (18)
- PM Gunner, Blight Launcher, Plague Knife; (18) HEAVY
- Poxwalker; (3)
- Poxwalker; (3)
- Poxwalker; (3)
Tot. 100 pts
The Icon it’s just because of the 1 spare point, the Belcher however is there because of the autohit rule (no négative as assaut weapon after movement) and since it has a similar profile than a regular bolter (I know the range it’s shorter) but with the D6 hits chance I considered it as a nice add..
Am I on the right.. ehm.. putrid path?
Automatically Appended Next Post:
PoorGravitasHandling wrote:I tend to run PF/ PG leader, Flail Combat Fighter, Plague belcher gunner demo, blight launcher gunner heavy, generic guy with icon, and two walkers.
I se your very useful points, thanks!
However I would like to know why COMBAT over ZEALOT for the Flail and why the fluffy PF since you could add 2 Poxwalkers in the list by changing it with a Plague Sword that’s free.
Or even just 1 more Poxwalker and a Mace for the Leader
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This message was edited 4 times. Last update was at 2018/08/15 22:48:23
Every molecule will be useful
6000+ pts NIDS
() 2000 pts growing to 4000... |
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2018/08/17 17:26:04
Subject: [Killteam] Deathguard tactics
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Fresh-Faced New User
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However I would like to know why COMBAT over ZEALOT for the Flail and why the fluffy PF since you could add 2 Poxwalkers in the list by changing it with a Plague Sword that’s free.
I think for me its really about consistency. When facing off against another team that may have melee or even a horde if you get charged you still get the extra attack.
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