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Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?
Continuity wrote: The list is begging for a Typhus, you can replace the plaguecaster with him.
Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.
"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
Billagio wrote: Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?
<snip>
Welcome to the other green side
I've run a very similar list when starting out and it does reasonably well against other armies that are not optimized for tournament play. You stand a decent chance at fighting most mono-codex armies.
One thing though - why units of nine plague marines? Seven is plenty to please nurgle and five work well enough if you need to shave off points. Those four extra marines you are running are just very expensive bolters, spend those 64 points elsewhere, for example to upgrade the plague caster to typhus or add another support character like the blight bringer or a tallyman.
I'd also advise bringing no more than one unit of plasma marines (if any) - they tend to blow up fast without a re-roll aura while being more expensive and less mobile than blight launcher units.
Continuity wrote: The list is begging for a Typhus, you can replace the plaguecaster with him.
Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.
I agree. If anything, pox walkers should be babysitting Typhus while he feths up stuff with his master-crafted man-reaper and psychic powers. He can kill or seriously harm anything that's not sporting a good invul save.
This message was edited 1 time. Last update was at 2019/03/06 11:46:37
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
What do you think about my latest competitive list.
Been playing around, trying to play as competitive as possible lately. And (sadly) the more competitive I want to be, the more of my FW units I tend to take.
This list got the fire, and staying power to really wreck most armies. And being DG, all of the dreads can usually hide pretty well during deployment, and still move out and fire without -1 to hit. Being able to move and fire, with so much long range, high S, BS2, you can spread out wide and avoid being tied up in combat.
Most folk don't like/use the defiler, and for good reasons. It will get shot of the table early, but that is just what you want in this list. It still takes some shots to bring down, and if they don't, it can do some damage and tie down plenty of enemy troops. And if they shot at it, they wont shoot at your deredeos and decimators. The lord goes with the decimators to give rerolls to begin with, they usually die fast when out of cover, but do some serious damage where needed the most.
The list can focusfire down a T8 28W 3++ with shots to spare in one round. And the amount of BS2 S8 shots that negates moral clean tables against infantry as well. It got 6 units with decent indirect fire.
Its not "the perfect list", but I feel like it is quite competitive, and can challenge most armies.
Thing is, that this list can be quite easily locked in cc to negate the shooting. Some screening is a must for any competitive play otherwise some letter bomb or GSC can block 1/3-1/2 of shooting starting from T2 and this list don't have sufficient cc to chew through all those bodies.
Agree. Orks could even da jump you in turn 1 and have a 50% chance to tie down everything standing on the front line.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Billagio wrote: Hey just thinking about starting a DG army. Here is a 1500 point list I came up with as a starting point using mostly the DV box x2 and a DP and extra FBD. Is it any good?
<snip>
Welcome to the other green side
I've run a very similar list when starting out and it does reasonably well against other armies that are not optimized for tournament play. You stand a decent chance at fighting most mono-codex armies.
One thing though - why units of nine plague marines? Seven is plenty to please nurgle and five work well enough if you need to shave off points. Those four extra marines you are running are just very expensive bolters, spend those 64 points elsewhere, for example to upgrade the plague caster to typhus or add another support character like the blight bringer or a tallyman.
I'd also advise bringing no more than one unit of plasma marines (if any) - they tend to blow up fast without a re-roll aura while being more expensive and less mobile than blight launcher units.
Continuity wrote: The list is begging for a Typhus, you can replace the plaguecaster with him.
Careful though, because Typhus babysitting pox walkers is an easy trap to fall into.
I agree. If anything, pox walkers should be babysitting Typhus while he feths up stuff with his master-crafted man-reaper and psychic powers. He can kill or seriously harm anything that's not sporting a good invul save.
Good call on the marines. I had actually meant to only have 7 per squad but I messed up when I was messing around with special weapons. If I drop those and add Typhus it gets me to 1436. What should I add to get to 1500? What about 2k?
I’m actually kind of having a rough time figuring out how this list would play. I’m trying to figure out where the damage comes from. I play Orks and IG, so they’re a little more straightforward
This message was edited 1 time. Last update was at 2019/03/07 00:57:06
Perhaps have a look at some of the Elite choices. A Blightbringer to get your Poxies up the board quicker, or a Putrifier for some Blight Bombardment fun? A Blightspawn or Tallyman could do some work too.
TirScath wrote: Thing is, that this list can be quite easily locked in cc to negate the shooting. Some screening is a must for any competitive play otherwise some letter bomb or GSC can block 1/3-1/2 of shooting starting from T2 and this list don't have sufficient cc to chew through all those bodies.
I have played Vs bloofletterbombs, and you would only be tied up bad if you place all the units on a line. The range on most of the guns allow you to place units spread out all over your deployment zone.
And the amount of firepower have proven to be more than enough for parts of my army to fall back, and the rest to take care of the units that for into cc.
I see your point, and used to have my Daemon detachment to screen, but in my experience more firepower on tough gun platforms have proven to be the better choice. Not having units under T7 makes a lot of the enemys firepower almost useless.
Hi all,
After reading various sources for ideas, I've recently put together a Nurgle/DG army that I'll be using for the first time (this weekend hopefully) and wanted to know peoples thoughts on which army I should go for.
I'll be facing either a Nidzilla or standard Nids army (he has Genestealers, Hormagaunts, Termagants, Brood Lord, Swarm Lord, Hive Tyrant w/ Wings, Trygon, Carnifexes (Deathspitters & Venom Cannon in Nidzilla I believe), Exocrine & Old One Eye), but will most likely be Nidzilla and I'm not sure which would work best. We play casually but try to play slightly competitively at the same time (brotherly competition!).
Option 1:
Plan is to bubble the DP with a Herald, the PBCs and Defiler up one side and try smash everything in their path; push Typhus, the Poxwalkers and the FTB up to try control the middle of the table (with the DP and co, and Cloud of Flies drawing fire away from the troops); sit the PMs, Helbrute and Lord on a backfield objective (plus the Nurglings of course!) providing some mid-long range fire support with the re-rolls; and then deepstrike the PBs and other Herald where needed
Option 2:
Similar to option 1 with the DP and company, and with the Typhus blob (assisted by the MBH & 1x Blightspawn); send the PMs, Lord and 1x Blightspawn in a Rhino to capture mid table objectives with the Helbrute covering behind or sitting back with it's ranged fire. Cultists mainly there to string out and provide some slight deepstrike coverage or to use the stratagem to turn them into Poxwalkers
Either option will have better control of objectives with ObSec over the Nidzillas but will probably be slow to get up the table in comparison. I think the only unit he usually deepstrikes is a Trygon so don't need too much blocking on that front (but will hurt if I don't protect myself) and his main source of speed is a flying Hive Tyrant and slingshotting units. I personally prefer option 1 as it has more variety and feel it can react better to different situations
I have a Black Legion themed army as well so can steal some units from there if needed. The Helbrute and Defiler have been borrowed from there already but suppose can always use more if worthwhile:
Abbi
Termi Sorc w/ Combi-Melta
5 man Combi-Plasma Termi squad that can be subbed as Blightlord Termi's
60 cultists
4x LC Havocs (enough marines to make at least a 10 man squad)
4x HB marines
2nd DP Oblits
3 Bloat Drones made up, 3 still on sprue
In case anyone didn't know, the rules in the Daemonkin mini-codex that comes in Shadowspear specifically says that the <LEGION> keyword cannot be FALLEN, DEATH GUARD, or THOUSAND SONS. So no DG Oblits or Greater Possessed, sadly.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
Hi all, fairly inexperienced player here. Has anybody got any tips on the best way to use poxwalkers? I'm making a deathguard army after playing nurgle daemons. I really like the poxwalker models and want to run many of them, but understand they might be far inferior to plaguebearers. Nonetheless, I'd like to to play them as competitively as possible, and I have fairly low expectations.
I read above that using typhus to babysit poxwalkers is a bad idea - i presume this is because it is a waste of his combat potential and a therefore a waste of points? Is his buff best used simply as a tool of opportunity when he's fighting near poxwalkers?
Also, would a Noxious Blightbringer be an essential supporting character? Tallyman also? I'm unsure as to how much to invest in characters to buff the poxwalkers.
ArikTaranis wrote: I read above that using typhus to babysit poxwalkers is a bad idea - i presume this is because it is a waste of his combat potential and a therefore a waste of points? Is his buff best used simply as a tool of opportunity when he's fighting near poxwalkers?
Basically yes. You need some unit in front of Typhus to prevent him from getting shot as a character, so you might as well use a pox walkers for that. I usually run Typhus with Putrescent Vitality and Blades of Putrefaction, both are awesome for putting on pox walkers, but also in Typhus himself, since vitality bumps him to S8 and with blades you get to wound knights on 3+ with re-rolling ones.
Also, would a Noxious Blightbringer be an essential supporting character? Tallyman also? I'm unsure as to how much to invest in characters to buff the poxwalkers.
Pox walkers and Typhus are slow as heck, so a Blightbringer is definitely advised. A Tallyman has a decent chance to refunding some CP, so I sometimes bring him just for that - the re-roll aura is nice but not mandatory, since I often found myself out of pox walkers before they reach combat. If you run either, make sure to not forget to shoot their plasma pistol or throw grenades. In later turns, I sometimes just have them sit on objectives to get VP, since they are rarely the closest models to shooting unit and not worth dedicating a character killer like planes or deep strikers to them and half-assed attempt to kill them usually bounce of 3+/5+++/T5/4W.
I also advise bringing a DG psyker in addition to Typhus so you have some redundancy in buffs and bring Miasma.
Last, but not least, the most important support for a pure pox walker list are cultists. When "The dead walk again" is active, your own cultists dying create new pox walkers, so you can use them as screens or throw them at a big threat and lose nothing. I've even had enemies not shoot cultists at all unit they were faced with 40 models assaulting their front lines.
When you do this, I suggest leaving 54 points open for re-reinforcement points, which amounts to 9 pox walkers you can have over the maximum. Should you not need those points (which I usually find to be the case when not going first), you can just summon a unit of nurglings at some point during the game.
While they are best at killing infantry, pox walkers are also great screens and tarpits, I have had them negate things like a Lord of Change or a unit of Wraith Blades for most of the game, simply because they can't produce enough attacks to grind through all our walkers.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Good advice from Jidmah. I would also say generally poxwalkers are an all are nothing unit. They are good when buffed but each buff is a huge points investment (typhus, blightbringer, etc) so it is cost inefficient to bring say a single unit. As such, if you bring them you'll want to bring at least two big blobs.
So one of the new prayers for the Dark Apostle was revealed and he can give a -1 to be hit by range weapons. With The Voice of Lorgar or the upcoming relic that was the Cloak, that's a potential 9" radius to cause worry.
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.
Wow so disappointed we got nothing in VA. Seems stupid they advertised they are part of Abaddon’s Crusade, but zero rules or updates. They only thing keeping me interested in playing was getting some updates in VA to give me some competitive options and some useful stratagems.
Been thinking along the lines of 3 PM with 2 BL each, MBH x3, and a Chaos Lord with Arch Contaminator hugging the crown. Nice little castle, that, and would be crazy tough to shift. Plonk a CSM sorcerer in there as well for Prescience on the MBH and Death Hex to pop the inevitable 3++.
Automatically Appended Next Post:
N0tThatGuy wrote: Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.
The Purge are Nurgle loving CSM. You can use some of our models (e.g. PMs) in a detachment to access all the CSM goodies. Their trait's pretty darn tooting nifty as well. Until I see the actual book, my thoughts have been focusing on incorporating stuff via this link.
This message was edited 1 time. Last update was at 2019/03/25 13:35:53
have one here and two more arriving this week, thinking of using them with an "all or nothing" approach as one is just las cannon bait.
planned load is squads of seven Plague Maines with the intention of getting them closer on the first turn and hopefully surviving stuff like massed hurricane bolters and similar, move up, pop smoke then following turn they are a pair of combi-bolters & havoc launcher as a "light support tank", think BMP-2 type of thing except able to soak overwatch maybe.
expecting them to be pointless as the only vehicles but perhaps useful to provide a bit more mobility and anti-horde firepower
have one here and two more arriving this week, thinking of using them with an "all or nothing" approach as one is just las cannon bait.
planned load is squads of seven Plague Maines with the intention of getting them closer on the first turn and hopefully surviving stuff like massed hurricane bolters and similar, move up, pop smoke then following turn they are a pair of combi-bolters & havoc launcher as a "light support tank", think BMP-2 type of thing except able to soak overwatch maybe.
expecting them to be pointless as the only vehicles but perhaps useful to provide a bit more mobility and anti-horde firepower
thoughts?
I run a single rhino with my bloat-drones, blight-haulers, and PBC. It doesn't attract as much lascannon fire as you'd expect, because I've saturated the field with lascannon targets. I think three rhinos will be fine, but if they're your only vehicles, expect to lose one per turn.
Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch
makes sense, plan is for them not to be the only vehicle, indeed ideally to have T1 with no/few infantry targets, PM mounted, drones and a PBC (eventually a second one) and similar stuff, hopefully they will be bottom of the target priority list, then they can dismount when the Blightlords drop
lare2 wrote: Been thinking along the lines of 3 PM with 2 BL each, MBH x3, and a Chaos Lord with Arch Contaminator hugging the crown. Nice little castle, that, and would be crazy tough to shift. Plonk a CSM sorcerer in there as well for Prescience on the MBH and Death Hex to pop the inevitable 3++.
Automatically Appended Next Post:
N0tThatGuy wrote: Guys have you understood if we get something with the new Vigilus? It doesn't seem to be nothing new for DG, not even a detachment.
The Purge are Nurgle loving CSM. You can use some of our models (e.g. PMs) in a detachment to access all the CSM goodies. Their trait's pretty darn tooting nifty as well. Until I see the actual book, my thoughts have been focusing on incorporating stuff via this link.
i played last saturday with a list like that ì, they did just nothing all the match.
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I've ran 3 rhinos with 3 drones and some PBC. Tossed 7-9 PM in each rhino with supporting characters. One was more CC oriented, so they got a tallyman and foul blightspawn, one was more ranged oriented, so they got a chaos lord, and one was a jack of all trades, who got a foul blightspawn and putrefier.
Having several foul blightspawn auras on the field was pretty useful. PBC draw a lot of fire, which makes me chuckle because they are well known for never dying and have to be within 8" to hurt.