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Made in es
Fresh-Faced New User




I would like to know if somebody got experince with them, I like the model, but I think is overcosted, are they working????
   
Made in us
Wicked Warp Spider





Look for the DG tactica thread, you can find people reporting some of their experience.

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in ar
Been Around the Block




Never used them myself, but I see people are kitting them either with combi-plasmas or combi-meltas
   
Made in us
Death-Dealing Devastator




Tampa, FL

The Death Guard tactics thread is pretty long to sift through. I have been keeping up with it though and most people run them in 5 man units with combo-plasma (flail optional) and bubonic axes. Drop them with a Chaos Lord or Dark Hereticus Librarian and they make a good forward unit. In conjunction with other fast moving units like DP, Morty, and Bloat Drones you can give your slower moving units time to hit, or allow your Plagueburst Crawlers to punish the enemy with less return fire (since they usually target the Blightlords. As a stand alone unit they are very durable, more so with Typhus casting Miasma of Pestilence on them. I have seen one list using 2 squads of them, but most run a single squad with supporting elements.
   
Made in us
Nurgle Chosen Marine on a Palanquin






They are pretty solid. +2/++4 with DG is pretty tough to take down and will require dedicated fire from your opponent. Extra giggles to put them in cover.

I generally run them with melta or plas and a flail. Flail is spooky in CC and really helps with them being slowed down by chaff units in CC. If you run plas, bring a chaos lord for overcharge fun. Typhus is great support, either for -1 to be hit, or +1 toughness.

I don't know how well they do against competitive armies, but they are wonderful at forcing castle armies to react. It's a bit of a shame they cannot have power fists or anything too frightening outside 1 flail, but I do really enjoy them as a unit.

   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

Tough as old rusty gangrenous nails. Excellent anti-elite melee capabilities. DS with full combi's grants good to great shooting. Can be played offensively or defensively depending on mission. Flail is unique and amazing. Aside from their move speed and lack of AT melee ability, what's not to love?

 
   
Made in us
Wicked Warp Spider





Vortenger wrote:
Tough as old rusty gangrenous nails. Excellent anti-elite melee capabilities. DS with full combi's grants good to great shooting. Can be played offensively or defensively depending on mission. Flail is unique and amazing. Aside from their move speed and lack of AT melee ability, what's not to love?


Would you recommend more than 1 unit (in a 2000+ point game)?

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Longtime Dakkanaut





I have been using them very effectively. They are a solid purchase as long as you keep them cheap. I think there are only two ways to build them.

Build them with all axes, Combi-bolters, and a flail
-or-
Build them with all axes, Combi-meltas, and a flail (for scary anti-tank goodness).

I don’t know why anyone would ever use plasma on then since you would never want to overheat it and lose a 60pt model. It really isn’t worth the potential loss.

They are very good in combat so long as you have cast Blades of Putrification on them. This gives them a +1 to wound meaning they usually will wound most infantry on a 2+ rerolling 1’s. Any 6s you roll are mortal wounds and gives them a -3 AP. Finally, the flail is awesome and just owns horde units with he possibility of killing up to 18 models (if you rolled 6 mortal wound). They really chewed through every unit. I always drop them in with Typhus to buff them.

Of note, a tactic I frequently use is to rush my enemy with a bloat drone turn one/two. I would then deepstrike my Blightlord behind it and then use cloud of flies not the blightlords so they can’t be targeted without killing the drone first. The drone soaks up tons of damage (as much as a stormraven) leaving the blightlords full power.

Remember the blightlords are super slow. So make sure you always teleport them in where most of the games action will take place. Otherwise, they will never do anything for you.

   
Made in us
Decrepit Dakkanaut




While you have a point on Overheat, you're likely keeping them next to an HQ for rerolling.

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
Nurgle Chosen Marine on a Palanquin






 Kaiyanwang wrote:
Vortenger wrote:
Tough as old rusty gangrenous nails. Excellent anti-elite melee capabilities. DS with full combi's grants good to great shooting. Can be played offensively or defensively depending on mission. Flail is unique and amazing. Aside from their move speed and lack of AT melee ability, what's not to love?


Would you recommend more than 1 unit (in a 2000+ point game)?


I ran 2 units of 5 with combi melta, axes and flail and dropped them with Typhus on a flank in a 2500pt game. They did exceptionally well. Took the charge from Dante and sanguinary guard, and wiped them out. Only lost 1 model from all the hits they took. The second unit was shot down to 1 man by 2 stormravens. They have become a favorite unit of mine.

   
Made in nl
Been Around the Block




broxus wrote:
I have been using them very effectively. They are a solid purchase as long as you keep them cheap. I think there are only two ways to build them.

Build them with all axes, Combi-bolters, and a flail
-or-
Build them with all axes, Combi-meltas, and a flail (for scary anti-tank goodness).

I don’t know why anyone would ever use plasma on then since you would never want to overheat it and lose a 60pt model. It really isn’t worth the potential loss.



Melta seems like wasted points really. You can't deep strike into melta's effective range and they're slow enough that your opponent will never allow them to walk into melta range of anything important.

Plasma, on the other hand, is cheaper than melta. The extended range death guard get for rapid fire means you got a lot of options in positioning and your opponent has difficulty walking out of rapid fire range. They're solid weapons without overcharge and if you have to you can overcharge them with a lord behind them for rerolling 1's.

Sure you'll occasionally lose one but I'd rather lose a useful unit than pay so many points for a unit that's of little use to me whether they live or die. If necessary you can always bring one back for 2 command points when it's crucial.

   
Made in us
Wicked Warp Spider





 gwarsh41 wrote:
 Kaiyanwang wrote:
Vortenger wrote:
Tough as old rusty gangrenous nails. Excellent anti-elite melee capabilities. DS with full combi's grants good to great shooting. Can be played offensively or defensively depending on mission. Flail is unique and amazing. Aside from their move speed and lack of AT melee ability, what's not to love?


Would you recommend more than 1 unit (in a 2000+ point game)?


I ran 2 units of 5 with combi melta, axes and flail and dropped them with Typhus on a flank in a 2500pt game. They did exceptionally well. Took the charge from Dante and sanguinary guard, and wiped them out. Only lost 1 model from all the hits they took. The second unit was shot down to 1 man by 2 stormravens. They have become a favorite unit of mine.


Cool thanks, convinced on 1 units, I was not about 2. Nice to see the flail is appreciated, too.

Concerning the post above, should we always assume overcharged plasma? Non-overcharged plasma is always wasted?

This message was edited 1 time. Last update was at 2017/10/27 20:02:17


Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

We are debating this very issue in the tactica thread currently and could use more voices over there.

 
   
Made in us
Death-Dealing Devastator




Tampa, FL

Of note is that 1/36 chance of killing a model isn't generally considered too bad. For instance if you have 4 (1 with flail) rapid firing you would have to shoot with that unit at full strength a little more than 4 times to lose a model on average. That being said if you are worried just take a Heretic Astartes Terminator Sorceror and use Prescience. No more possibility of killing yourself.
   
Made in us
Longtime Dakkanaut





 Captain Garius wrote:
Of note is that 1/36 chance of killing a model isn't generally considered too bad. For instance if you have 4 (1 with flail) rapid firing you would have to shoot with that unit at full strength a little more than 4 times to lose a model on average. That being said if you are worried just take a Heretic Astartes Terminator Sorceror and use Prescience. No more possibility of killing yourself.


Yes but remember you are shooting 8-10 shots each time. So every game you are likely to lose 1-2 guys. That is if you baby sit them with a Daemon Prince.
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

Tested Blightlords with plasma in a couple games and melta in one so far. Melta seems the way to go. So much forward pressure on such a resilient unit is most welcome.

This message was edited 1 time. Last update was at 2017/11/11 17:01:48


 
   
Made in us
Longtime Dakkanaut




I actually like running them with the basic combi bolters and a flail+autocannon. They are hard to kill and will usually survive to get in melee the turn after they drop in unless your opponent directs a fairly outrageous amount of firepower at them.

Personally I think they aren't that great as the standard surgical strike tool, they are fairly expensive and don't have the normal CSM slaanesh double firing stratagem. They work better for me as a sturdy distraction unit that's still nasty enough in melee your opponent will regret ignoring.

This message was edited 1 time. Last update was at 2017/11/11 20:19:54


 
   
Made in it
Regular Dakkanaut





You want them in CC, so no reason to equip expensive shooting, bolters are ok (you need some light shooting by the way), it's better to have a single big unit since they benefit tremendously from the miasma and the blades powers.
   
Made in us
Death-Dealing Devastator




Tampa, FL

The way I typically run them has made the Plasma and Melta useful. I don't put a Lord with them, but rather DS them in where my DP is headed anyways. That way they get the reroll aura. With the shooting it will force your opponent to have to silence them so they will charge you, and then after you can at least keep shooting them as they run away from you. This is why I prefer the plasma. The sorcerer I take is from Heretic Astartes and can use Prescience for no overheating issues and Warptime to fix the mobility issue. The combination makes either route more deadly and keeps them as a thorn in your opponents side since they can't ignore them. The issue I have with bolters is that they aren't threatening enough to warrant focusing them, and they are slow enough that most armies can effectively play keep away.
   
 
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