Switch Theme:

Death Guard Tactica  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




 eohall wrote:
It is clear - the model comes default with a sword and talon - it then may either TAKE a spewer or it may REPLACE. "Take" is ambiguous (regarding wether or not it means "in addition to" or "instead of"), until the word "replace" is used, which makes the meaning clear.


Ok so you are saying I can take a spewer, a sword and a talon? Or for example two talons and a spewer?

This message was edited 2 times. Last update was at 2018/04/21 01:59:12


 
   
Made in gb
Longtime Dakkanaut




Spewer sword and talon is the only possibility if you want a spewer.

DFTT 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 eohall wrote:
It is clear - the model comes default with a sword and talon - it then may either TAKE a spewer or it may REPLACE. "Take" is ambiguous (regarding wether or not it means "in addition to" or "instead of"), until the word "replace" is used, which makes the meaning clear.

This is how it works.

Possible configurations are:
Talon, Sword (0,10) - Base
Talon, Sword, Plague Spewer (0, 10, 19) - take plague spewer
Talon, Axe (0, 10) - replace sword with axe
Talon, Talon (0, 10) - replace sword with second set of talons

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

I've been away from DG for a while, but I threw together a list. How terrible is it?
Spoiler:


++ Battalion Detachment +5CP (Chaos - Death Guard) ++

+ HQ +

Chaos Lord: Bolt pistol, Chainsword, Warlord

Malignant Plaguecaster

+ Troops +

Plague Marines
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

+ Elites +

Tallyman: Plasma pistol

++ Battalion Detachment +5CP (Chaos - Death Guard) ++

+ HQ +

Daemon Prince of Nurgle: Daemonic axe, Wings

Malignant Plaguecaster

+ Troops +

Poxwalkers: 10x Poxwalker

Poxwalkers: 10x Poxwalker

Poxwalkers: 10x Poxwalker

+ Fast Attack +

Foetid Bloat-drone: 2x Plaguespitters, Plague probe

Foetid Bloat-drone: 2x Plaguespitters, Plague probe

Foetid Bloat-drone: 2x Plaguespitters, Plague probe

+ Heavy Support +

Plagueburst Crawler: 2x Entropy cannon, Heavy Slugger

Plagueburst Crawler: 2x Entropy cannon, Heavy Slugger

Plagueburst Crawler: 2x Entropy cannon, Heavy Slugger

Created with BattleScribe
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'm wondering if 10x pox walkers is worth the trouble now. If they can't grow above 10, is there really a reason to use them over cultists?

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 Jidmah wrote:
I'm wondering if 10x pox walkers is worth the trouble now. If they can't grow above 10, is there really a reason to use them over cultists?


I guess you'd pay the points for the lack of morale and the 5+ fnp.
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

 Jidmah wrote:
I'm wondering if 10x pox walkers is worth the trouble now. If they can't grow above 10, is there really a reason to use them over cultists?


I would say no, because they aren't much more survivable in a small group than Cultists, plus a 10 man squad won't hit very hard if they do get somewhere. If someone wants them dead, they will die.

I feel like 20 man squads will be standard now. It takes more focus to take them down, and if even a few survive to hit a chaff unit, or something squishy, they will quickly swell back up. I will be testing 3 squads in my new competitive lists; 2 15 man, and 1 20 man. One 15 man will get Cloud of Flies and act as the "bullet sponge" with Vitality and Typhus buffs, with a second wave being Miasma'd Plaguebearers. Poxwalkers I feel are still really strong, 120 points for 20 models that can come back from the dead is still really damn good. Especially because they are fearless, so even if they act to tie something up til your bigger stuff can get there, its worth it.

Cultists, on the other hand, are cheaper and get to pew-pew. But I don't see their use in DG for two reasons: 1) no way to give them fearless for big blobs, 2) need CSM anyway for Tide of Traitors, so why not just take CSM Slaneesh Cultists?, 3) min units are good to fill a battalion, but their tactical use is limited at best.

Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
1st Place Special Mission tourney 12/15/18 (Battlereps)
2nd Place ITC tourney 08/20/18 ( Battlerep)
3rd Place ITC Tourney 06/08/18(Battlereps
   
Made in ca
Virus Filled Maggot




Houston

I can't help but feel with the recent change to the growing of poxwalkers, the typical 10 man walker unit with a 40 man cultist detachment for tide and dead walk again, made the poxwalkers a lot weaker. Working on a way to keep the army somewhat fluffy, and still not just get wiped from the table.
Currently thinking something like (points may be slightly off, but they are close enough to prove a concept):

For 1500 fun games
Prince with wings and tallons
Typhus
20,20,15 pox
csm with either dual plasma or dual launcher
foul spawn
blightbringer
detachment with a plague caster and 3 drones, possibly 1 with mower.

Then for 2k I could add Mort for more punch, and boost the 15man pox to 20

Issues I see here is that you won't get that large pox blob, so against gunlines, most of the walkers would be dead before they got to do anything, hence the one drone with mower together with the prince to create some space.
5man CSM moves up behind the pox using cloud, mainly to put some shots down range together with the foul spawn.
Strong emphasis on Mortal Wounds from psychic.

Not sure how else to build really. T5 W1 marines are not doing it. Had another idea of using terminators with a LOC to provide a very strong Turn 2 DS together with the prince.

What are some of the community thoughts?
   
Made in gr
Stalwart Tribune





Greece

I'd say no need to worry so much. Reading the faq you can understand clealry there are units better than others. That said. As you grow in competitions you should try and make your lists to include some of the army advantages.

1) 3*plague b crawlers. As arty or frontal offensive this tank rocks. Hard to die and good punch. Get 3 use them learn how to play them effectively.

2) 3 demon Prince. Obvious good can team them up can use all flamers and get them buffed with poxbringer etc. Can be warlord with nice options buffing pbc.

3) a big unit of 20 pox retain their potency. In some degree of backfiles last ditch and staying power unit.

4) transports got an upgrade usage after faq. Fluff wise and grenade wise one rhino with 7+++ and biologus bla bla bla is an option for mortals and a good one.

5) mhitic triplet plague marines with cheap advancing blight launchers are a v v good footsloging fluf image.

6) Dearhshroid and Morty are playable but becomes harder and harder as you grow in competitions
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'm bored, so here is the math for the sword/talon/spewer prince:

Sword: 4 attacks -> 3.89 hits
GEQ: 3.24 wounds, 3.24 dead models
MEQ: 2.59 wounds, 1.73 dead models
Rhino: 1.94 wounds, 1.30 unsaved, 3.89 damage
Talon: 1 attack -> 0.97 hits
GEQ: 0.65 wounds, 0.65 dead models
MEQ: 0.65 wounds, 0.43 dead models
Rhino: 0.49 wounds, 0.32 unsaved, 0.65 damage
Plague Spewer: 3.5 attacks -> 3.5 hits
GEQ: 2.33 wounds, 1.94 dead models
MEQ: 2.33 wounds, 1,16 dead models
Rhino: 1.16 wounds, 0.58 unsaved, 0.58 damage

Total:
GEQ: 5.83 dead models
MEQ: 3.32 dead models
Rhino: 5.12 damage

Dual Talon Prince for comparison:
7 attacks -> 6.81 hits
GEQ: 4.54 wounds, 4.54 dead models
MEQ: 4.54 wounds, 3.02 dead models
Rhino: 3.40 wounds, 2.27 unsaved, 4.54 damage

To my surprise, the spewer is actually a pretty good upgrade - it doesn't come for free though.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Decrepit Dakkanaut




It seems like a fairly priced upgrade based off the math presented, so it's gonna be a matter of preference if you want to equip it. Might as well but you're at least not forced into it.

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 no
Mutilatin' Mad Dok





Norway, Tønsberg

 Yoda79 wrote:

4) transports got an upgrade usage after faq. Fluff wise and grenade wise one rhino with 7+++ and biologus bla bla bla is an option for mortals and a good one.


Could you elaborate on this?
   
Made in gb
Regular Dakkanaut





Ofcourse we can still take 9 princes if we want to 3 dg, 3 csm and 3 deamons. So we still have some very powerful choices.
   
Made in us
Gun Mage





darthryan wrote:
Ofcourse we can still take 9 princes if we want to 3 dg, 3 csm and 3 deamons. So we still have some very powerful choices.


Slightly goofy, but seems correct. "Daemon Prince", "Daemon Prince of Chaos", and "Daemon Prince of Nurgle" are distinct datasheets.

On a different note, Blight-Haulers are back in the US store. They were gone for a long time, so I thought I'd point it out.
   
Made in se
Fresh-Faced New User




What models are considered Nurgle Daemons (if any) in a Death Guard Army. Is it enough for a unit to have the Daemon keyword among its keyword or does it need to be in the faction keywords?
I am thinking of using Epidemius.
   
Made in fi
Fresh-Faced New User




Kryddbov wrote:
What models are considered Nurgle Daemons (if any) in a Death Guard Army. Is it enough for a unit to have the Daemon keyword among its keyword or does it need to be in the faction keywords?
I am thinking of using Epidemius.


I think its enough that the keywords Daemon and Nurgle are present. Does not matter where the keyword is for epidemius to work his magic on it.
The new faq does not affect this I think.
   
Made in se
Fresh-Faced New User




Ohris wrote:
Kryddbov wrote:
What models are considered Nurgle Daemons (if any) in a Death Guard Army. Is it enough for a unit to have the Daemon keyword among its keyword or does it need to be in the faction keywords?
I am thinking of using Epidemius.


I think its enough that the keywords Daemon and Nurgle are present. Does not matter where the keyword is for epidemius to work his magic on it.
The new faq does not affect this I think.


Thanks for your quick answer. So I guess this applies to the Feculent Gnarlmaw aswell?
So I could place Mortarion next to one and have him move, advance and charge in the same turn?
   
Made in gb
Longtime Dakkanaut




You sure can

DFTT 
   
Made in us
Fresh-Faced New User




Can we now use the demons in the death guard codex as regular unites so that we are still battle forged . I ask this with the new battle brothers rule has been put into effect?
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

yes because they share the faction keyword 'Nurgle'

even if they didn't you could still include them as reserve points and summon them in (as most people do anyway) as they wont count as any belonging to any detachment. If you run them on foot in a normal detachment under a 'Nurgle' faction that wont be deathguard so you'd loose any DG benefits, but this has always been the case. But say you have a detachment that has DG units that don't get DG benefits then have at it e.g.

Spearhead <Nurgle>
Great unclean one
PB Crawler x3
Nurglings

This message was edited 4 times. Last update was at 2018/04/24 23:47:49


 
   
Made in no
Mutilatin' Mad Dok





Norway, T&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;oslash;nsberg

What do you guys think of running a 3-4 PM squads in rhinos? 5-7 man units with 3 plasmas or meltas?
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Thats basically how i have ran mine since 2007.

It works 'ok'

Some points:
- always double up on bolters on the rhinos
- either have small 3 special weapon squads or go fullout 9-10
- biologus putrifier is a must with a squad of 9 naked (shudder) plague marines for drive by grenade spam
- army needs some chaffe these days (maybe not post faq)

Tactic i normally do is charge the rhinos up fast 12" + d6 and smoke so the enemy is -1 to hit them in their turn.

One massive problem with the style of army is that rhinos are easily popped so you need some threats like preds, defilers etc but even then its a struggle.

Another major issue is the wrap and burn tactic a clever opponent will employ. Basically they'll deep strike or use fast moving stuff to surround a rhino in assault and blow it up in such a way you cannot disembark and the entire unit is slain... you really really have to watch out for this.

This is my list if ye interested
Spoiler:
Battalion
Malignant Plaguecaster - Garax Blightcaller 110
Corrupted Staff, Bolt Pistol, Blight, Krak

Daemon Prince - Sinpox the Rotbringer 180
Wings, Malefic Claws, Daemonic Axe, WL: Revoltingly Resilent
Supprating Plate

5 Plague Marines 133
Plague Knifes, Bolters, Blight, Krak, 2x Meltaguns
Plague Champ: Plasma gun, Plague Sword

5 Plague Marines 133
Plague Knifes, Bolters, Blight, Krak, 2x Meltaguns
Plague Champ: Plasma gun, Plague Sword

9 Plague Marines 191
Plague Knifes, Bolters, Blight, Krak, 2x Plasma guns
Plague Champ: Bolter, Power Fist

9 Plague Marines 165
Plague Knifes, Bolters, Blight, Krak
Plague Champ: Bolter, Power Fist

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Defiler 167
Battle Cannon, Reaper Autocannon, Defiler Scourge, Defiler Claws

Predator 190
Twin Lascannon, Side Lascannons

Plagueburst Crawler 146
Plagueburst Mortar, 2x Entropy Cannons, Heavy Slugger

Biologus Putrifier 74
Injector Pistol, Plague Knife, Hyper Blight, Krak

Patrol <Chaos Daemons>
Spoilpox Scrivener 75

20 Plague Bearers 140

This message was edited 2 times. Last update was at 2018/04/25 08:58:31


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Something I've been wondering about.

What do you target with your PBC's stubbers? When mathhammered they always targets the same thing the mortar and the entropy cannons are shooting, but does that match what you are doing on the table top?

They seem to be much better at shooting infantry than at shooting tanks/monsters, so it feels wrong to waste those four shots on something they are most likely not going to harm.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in no
Mutilatin' Mad Dok





Norway, T&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;oslash;nsberg

Spoiler:
 Latro_ wrote:
Thats basically how i have ran mine since 2007.

It works 'ok'

Some points:
- always double up on bolters on the rhinos
- either have small 3 special weapon squads or go fullout 9-10
- biologus putrifier is a must with a squad of 9 naked (shudder) plague marines for drive by grenade spam
- army needs some chaffe these days (maybe not post faq)

Tactic i normally do is charge the rhinos up fast 12" + d6 and smoke so the enemy is -1 to hit them in their turn.

One massive problem with the style of army is that rhinos are easily popped so you need some threats like preds, defilers etc but even then its a struggle.

Another major issue is the wrap and burn tactic a clever opponent will employ. Basically they'll deep strike or use fast moving stuff to surround a rhino in assault and blow it up in such a way you cannot disembark and the entire unit is slain... you really really have to watch out for this.

This is my list if ye interested
[spoiler]Battalion
Malignant Plaguecaster - Garax Blightcaller 110
Corrupted Staff, Bolt Pistol, Blight, Krak

Daemon Prince - Sinpox the Rotbringer 180
Wings, Malefic Claws, Daemonic Axe, WL: Revoltingly Resilent
Supprating Plate

5 Plague Marines 133
Plague Knifes, Bolters, Blight, Krak, 2x Meltaguns
Plague Champ: Plasma gun, Plague Sword

5 Plague Marines 133
Plague Knifes, Bolters, Blight, Krak, 2x Meltaguns
Plague Champ: Plasma gun, Plague Sword

9 Plague Marines 191
Plague Knifes, Bolters, Blight, Krak, 2x Plasma guns
Plague Champ: Bolter, Power Fist

9 Plague Marines 165
Plague Knifes, Bolters, Blight, Krak
Plague Champ: Bolter, Power Fist

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Rhino 74
2x Combi-Bolter

Defiler 167
Battle Cannon, Reaper Autocannon, Defiler Scourge, Defiler Claws

Predator 190
Twin Lascannon, Side Lascannons

Plagueburst Crawler 146
Plagueburst Mortar, 2x Entropy Cannons, Heavy Slugger

Biologus Putrifier 74
Injector Pistol, Plague Knife, Hyper Blight, Krak

Patrol <Chaos Daemons>
Spoilpox Scrivener 75

20 Plague Bearers 140
[/spoiler]

Thank you! This is really helpful!
I don't own a predator or defiler, so I'll run 3 PBC. I don't own plaguebearers or mr.Spoilpox either, but i have a ton of cultists and poxwalkers.

This leaves me 280 points to play with, have you tried a big blob of footslogging PM's with bolters to benefit more from the grenade strat? potentially using the "only target this unit if its the closest unit" stratagem.

I also have 3 foatid bloat drones i can fit into the list.

suggestions?
   
Made in ro
Virulent Space Marine dedicated to Nurgle





My poxwalker farm list is nerfed into oblivion.
I am trying to conceive the new list based on the immortality the cloud of flies stratagem provides.

Due to the newly FAQed restriction we cannot use the cloud of flies on the squads same turn they arrive from reserves.

there are currently two candidates for immortality:
-Blightlord Terminators (plasma with Terminator Lord to support)
-Plague Marines (combo with biologus for massive short ranged MW spam)

The source (or the crust) of the immortality now must come in a form of Horrors squad with sufficient (up to 480) reinforcement points and a set of fortifications.
Strangely Blightlords don't occupy more space than an imperial guardsmen, so every fortification with 10 slots and upwards will suffice. Current short lists includes Aquila Strongpoint (which was the centerpiece of my poxwalker farm), Plasma Obliterator (which has adequade firepower to be useful beyond turn 1) and Chaos Bastion (which boasts best survivability for the points invested among fortifications).

The tactics are as follows:
Against shooty opponents you put your terminators in the fortification, then on turn 2 you disembark, advance, activate cloud of flies, surround them with horrors and proceed to move forwards, shooting at 18 inches and soaking damage in the horrors. Chaos Lord provides essential re-rolls of "1" and with Arch-Contaminator assists when terminators finally reach the melee range.
If the deployment has the spearhead you can drop horrors turn 1 and start movement earlier.

The problem is this lists severely suffers from certain long range deployments. And the whole combo costs around 1500 points, providing very humble damage for the investments.

Warptime from allies helps a little, but still this is very-very expensive. Plague marines are move swift, but rely on much more CP to yield damage.

So, any ideas how to implement the "immortal squad" in the new gunline metagame?
   
Made in no
Mutilatin' Mad Dok





Norway, T&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;oslash;nsberg

What do you guys think of a footslogging 20 man PM squad?
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Supposedly it works well with the Putrifier, but.... I dunno. Its expensive, clunky, and costs a lot of $$$ if you wanna do all CCW's (or a lot of converting). I'd like to hear if it truly works on the table, but I'm sticking with Pox blobs for my cheap troops that may possibly resurrect themselves

Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
1st Place Special Mission tourney 12/15/18 (Battlereps)
2nd Place ITC tourney 08/20/18 ( Battlerep)
3rd Place ITC Tourney 06/08/18(Battlereps
   
Made in no
Mutilatin' Mad Dok





Norway, T&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;oslash;nsberg

 Zid wrote:
 killerpenguin wrote:
What do you guys think of a footslogging 20 man PM squad?


Supposedly it works well with the Putrifier, but.... I dunno. Its expensive, clunky, and costs a lot of $$$ if you wanna do all CCW's (or a lot of converting). I'd like to hear if it truly works on the table, but I'm sticking with Pox blobs for my cheap troops that may possibly resurrect themselves


I guess I'll just have to try it. I think it has some potential with the buffs from arch contaminator, blades of purification, putrescent vitality and the putrifier(wtf GW, find a new word?).

What do you think of this list?


Spoiler:


Double batallion

+ HQ +
Chaos Lord [5 PL, 74pts]: Bolt pistol, Chainsword
Daemon Prince of Nurgle [9 PL, 180pts]: 6. Arch-Contaminator, Daemonic axe, The Suppurating Plate, Warlord, Wings
Malignant Plaguecaster [6 PL, 110pts]
Malignant Plaguecaster [6 PL, 110pts]

+ Troops +
Chaos Cultists [12 PL, 132pts]: 32x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Plague Marines [23 PL, 406pts]
. Plague Champion: Plague knife, Plasma gun, Power fist
. 16x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [7 PL, 124pts]
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [7 PL, 124pts]
. Plague Champion: Plague knife, Plasma gun
. 2x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

+ Elites +
Biologus Putrifier [4 PL, 74pts]

+ Heavy Support +
Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger
Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger
Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger
+ Dedicated Transport +
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
++ Total: [117 PL, 2000pts] ++
Created with BattleScribe
   
Made in us
Regular Dakkanaut




 Fan67 wrote:
My poxwalker farm list is nerfed into oblivion.
I am trying to conceive the new list based on the immortality the cloud of flies stratagem provides.

Due to the newly FAQed restriction we cannot use the cloud of flies on the squads same turn they arrive from reserves.

there are currently two candidates for immortality:
-Blightlord Terminators (plasma with Terminator Lord to support)
-Plague Marines (combo with biologus for massive short ranged MW spam)

The source (or the crust) of the immortality now must come in a form of Horrors squad with sufficient (up to 480) reinforcement points and a set of fortifications.
Strangely Blightlords don't occupy more space than an imperial guardsmen, so every fortification with 10 slots and upwards will suffice. Current short lists includes Aquila Strongpoint (which was the centerpiece of my poxwalker farm), Plasma Obliterator (which has adequade firepower to be useful beyond turn 1) and Chaos Bastion (which boasts best survivability for the points invested among fortifications).

The tactics are as follows:
Against shooty opponents you put your terminators in the fortification, then on turn 2 you disembark, advance, activate cloud of flies, surround them with horrors and proceed to move forwards, shooting at 18 inches and soaking damage in the horrors. Chaos Lord provides essential re-rolls of "1" and with Arch-Contaminator assists when terminators finally reach the melee range.
If the deployment has the spearhead you can drop horrors turn 1 and start movement earlier.

The problem is this lists severely suffers from certain long range deployments. And the whole combo costs around 1500 points, providing very humble damage for the investments.

Warptime from allies helps a little, but still this is very-very expensive. Plague marines are move swift, but rely on much more CP to yield damage.

So, any ideas how to implement the "immortal squad" in the new gunline metagame?


Fairly certain RAW you cannot use cloud of flies on a unit that was embarked at the beginning of the turn - happy to be wrong though.
   
Made in no
Mutilatin' Mad Dok





Norway, T&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;oslash;nsberg

orkswubwub wrote:
 Fan67 wrote:
My poxwalker farm list is nerfed into oblivion.
I am trying to conceive the new list based on the immortality the cloud of flies stratagem provides.

Due to the newly FAQed restriction we cannot use the cloud of flies on the squads same turn they arrive from reserves.

there are currently two candidates for immortality:
-Blightlord Terminators (plasma with Terminator Lord to support)
-Plague Marines (combo with biologus for massive short ranged MW spam)

The source (or the crust) of the immortality now must come in a form of Horrors squad with sufficient (up to 480) reinforcement points and a set of fortifications.
Strangely Blightlords don't occupy more space than an imperial guardsmen, so every fortification with 10 slots and upwards will suffice. Current short lists includes Aquila Strongpoint (which was the centerpiece of my poxwalker farm), Plasma Obliterator (which has adequade firepower to be useful beyond turn 1) and Chaos Bastion (which boasts best survivability for the points invested among fortifications).

The tactics are as follows:
Against shooty opponents you put your terminators in the fortification, then on turn 2 you disembark, advance, activate cloud of flies, surround them with horrors and proceed to move forwards, shooting at 18 inches and soaking damage in the horrors. Chaos Lord provides essential re-rolls of "1" and with Arch-Contaminator assists when terminators finally reach the melee range.
If the deployment has the spearhead you can drop horrors turn 1 and start movement earlier.

The problem is this lists severely suffers from certain long range deployments. And the whole combo costs around 1500 points, providing very humble damage for the investments.

Warptime from allies helps a little, but still this is very-very expensive. Plague marines are move swift, but rely on much more CP to yield damage.

So, any ideas how to implement the "immortal squad" in the new gunline metagame?


Fairly certain RAW you cannot use cloud of flies on a unit that was embarked at the beginning of the turn - happy to be wrong though.


I think you’re wrong. It says you can use it during the movement phase.
   
 
Forum Index » 40K General Discussion
Go to: