Switch Theme:

Mortarion's sons Death Guard tactica 9th ed  [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 fi
Raging-on-the-Inside Blood Angel Sergeant





well, infiltrators are 24p.. they have nice aura, but... no T5, no DR or weapon upgrade options..
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Infiltrators pay all those points for being able to infiltrate, which is an extremely powerful ability.

Plague marines at 25-27 points would just make them useless again. A fair price would be 22-23 points, as an increase of 4-5 would match the tacticals 3 points multiplied by their additional resilience from DR and T5.
There is no reason why the extra wound on plague marines should cost more than twice as much as the extra wound on tacticals if that wound is not twice as durable.

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 gb
Regular Dakkanaut





 Jidmah wrote:
Infiltrators pay all those points for being able to infiltrate, which is an extremely powerful ability.

Plague marines at 25-27 points would just make them useless again. A fair price would be 22-23 points, as an increase of 4-5 would match the tacticals 3 points multiplied by their additional resilience from DR and T5.
There is no reason why the extra wound on plague marines should cost more than twice as much as the extra wound on tacticals if that wound is not twice as durable.



Ofcourse there is a reason you have to pay the not loyalist tax

This message was edited 1 time. Last update was at 2020/08/20 21:46:13


 
   
Made in sg
Longtime Dakkanaut





Personally, I wouldn't celebrate until I see the points and adjustments officially. This is GW we are talking about. They could easily overcost plague marines. Its not like they haven't ever overcosted a unit or model in terms of points before.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






GW is clearly listening to popular opinion these days. The more idiots are running around crying for 27 point plague marines or even the replacement of DR with a weaker rule, the more likely it is going to happen.
The only thing you can do about that is call people out on their logical errors and correct them.

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 se
Regular Dakkanaut






Regarding the Daemonic Ritual; In a Patched Play Game, is it possible to summon an under-strenthed unit if you do not have the points saved for a full unit? Fore example one nurgling base?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nora wrote:
Regarding the Daemonic Ritual; In a Patched Play Game, is it possible to summon an under-strenthed unit if you do not have the points saved for a full unit? Fore example one nurgling base?

No.

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 se
Regular Dakkanaut






 Jidmah wrote:
 Nora wrote:
Regarding the Daemonic Ritual; In a Patched Play Game, is it possible to summon an under-strenthed unit if you do not have the points saved for a full unit? Fore example one nurgling base?

No.


Okay thanks. I am looking into if there is a cheap way to get a psyker for the primary objective... But maybe this is a dead end.
   
Made in us
Stealthy Warhound Titan Princeps






Are you sure that's a no? Is there a rule I'm missing?

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also stream tabletop painting/playing Mon&Thurs 8PM EST
https://twitch.tv/tableitgaming
And make YouTube videos for that sometimes!
https://www.youtube.com/@tableitgaming 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Rihgu wrote:
Are you sure that's a no? Is there a rule I'm missing?


There would have to be a rule to miss in order for it to work - there is no permission to summon understrength units.

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 gb
Jovial Plaguebearer of Nurgle






 Nora wrote:
 Jidmah wrote:
 Nora wrote:
Regarding the Daemonic Ritual; In a Patched Play Game, is it possible to summon an under-strenthed unit if you do not have the points saved for a full unit? Fore example one nurgling base?

No.


Okay thanks. I am looking into if there is a cheap way to get a psyker for the primary objective... But maybe this is a dead end.


It might just be me - had a few beers - but how do you mean? If you want to get a cheap psycher using summoning, you could always summon a Poxbringer. Apologies if not understanding you right.

Chaos | Tau | Space Wolves
NH | SCE | Nurgle
 
   
Made in gb
Crazed Spirit of the Defiler





I must confess I haven't run blightlords yet (still in the box, DG is a relatively new army for me).

I was always planning to deepstrike them in, that plan didn't change when 9th came round i thought the obvious would be to drop them onto or near a midfield objective and they would be almost impossible to move.

I've now noticed @blackmage say he starts them on the board, i just watch a tabletop tactics vid that also suggests starting them on the board. How does that work exactly? 4" movement just seems like they will miss the whole battle??

Do you advance them first turn? start them on the edge of your deployment? are you running them with combibolters and using the strat to add 6" range? or the rapidfire3 strat? or both? Or are you resigned to the fact that they won't be contributing much in the first two or three turns? I guess if nothing else they are a big distraction carnifex and bullet sponge right from the off...

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You always have objective in midfield which even slowpokes like DG terminators should be able to reach within 2 turns. You just stay there and have the battle come to you, because ignoring them will mean losing the battle for your opponent.

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 gb
Crazed Spirit of the Defiler





But aren't the central objectives generally 12" from your deployment zone? So even front-lining them, they're not gonna be within 3" until turn 3 and won't start scoring until your turn 4 command phase. Unless you advance?

Although I guess if your opponent is already on the objective in your turn 2 you're getting the extra movement from potentially charging them.
Still seems like deploying on your front line and in line with a central objective is a must?

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Quite a few of the tournament pack missions have objectives within 7" or less of your deployment edge. It really depends on the mission

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 it
Contagious Dreadnought of Nurgle





dont forget most lists that run Bl runs warptime too, and usually PBC that move 9"+3" average, BL deny the whole central part of table to opponent, no one want engage in melee with them and until PBC are alive, hardly they can be shooted. Pm just play the mission, BL deny it to opponent.

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in gb
Crazed Spirit of the Defiler





Sorry you've lost me. Why is the pbc significant? Are you using cloud of flies? Or do you mean blighthauler?

   
Made in it
Contagious Dreadnought of Nurgle





Cloud of flies so pbc with a 4++ save are relevant

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in gb
Crazed Spirit of the Defiler





cloud of flies, gotcha.
final question? what's best loadout for a unit of 10?
2x flails
8x combibolter & axe

Is it worth chucking in a couple of plasma or melta?

   
Made in us
Longtime Dakkanaut




I don't know about others but I run 10 blightlord with 2 flails, 8 combi plasma and axes. Its an expensive unit but as others have suggested the pbc can help a lot in keeping them alive. My favorite trick is a lord with the relic pistol and arch contaminator near them. Giving them reroll 1's to hit with the plasma and reroll all failed wounds with the plasma against a target within 18" is devastating, you pretty much own an objective they are heading for that way. Nothing wants to get within 18" of them, and if something does make a mad dash to get them into cc well the flails can handel that normally on their own.

Their speed does hinder them some, but normally what happens is your opponent will try and get on the objective before you because its worth points and they are faster. This helps you because you can shoot 1 target then charge the target on the objective to get them up the field. Only problem i have found is when my opponent tries and alpha rushes me. If they can some how keep the terms locked in my own deployment zone things become harder for the army to handel.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Azuza001 wrote:
I don't know about others but I run 10 blightlord with 2 flails, 8 combi plasma and axes. Its an expensive unit but as others have suggested the pbc can help a lot in keeping them alive. My favorite trick is a lord with the relic pistol and arch contaminator near them. Giving them reroll 1's to hit with the plasma and reroll all failed wounds with the plasma against a target within 18" is devastating, you pretty much own an objective they are heading for that way. Nothing wants to get within 18" of them, and if something does make a mad dash to get them into cc well the flails can handel that normally on their own.

Their speed does hinder them some, but normally what happens is your opponent will try and get on the objective before you because its worth points and they are faster. This helps you because you can shoot 1 target then charge the target on the objective to get them up the field. Only problem i have found is when my opponent tries and alpha rushes me. If they can some how keep the terms locked in my own deployment zone things become harder for the army to handel.


What plague fleets are you using?

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 gb
Regular Dakkanaut





Does anyone else use rapier gun battery
   
Made in gb
Smokin' Skorcha Driver




London UK

I've taken to running a mixed nurgle detachment with nurglings poxbringer for +1 S to spitters and fleshy abundance and a CSM MoN sorcerer for warptime and prescience on the Blightlords. I run Blightlords with combibolters and pop the strat to increase rapid fire volume. 6 shots each with prescience and VotlW is quite effective. Plus you can warptime so 2X advance them turn 1, if lucky with advances they can hit a centre objective
   
Made in it
Contagious Dreadnought of Nurgle





Abaddon303 wrote:
cloud of flies, gotcha.
final question? what's best loadout for a unit of 10?
2x flails
8x combibolter & axe

Is it worth chucking in a couple of plasma or melta?

i always kept them cheap, but consider how many veichles/heavy infantry are played now maybe 8 combiplasmas/2 flails are ok

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in gb
Crazed Spirit of the Defiler





yeh, the fact it's now only 7pts to upgrade to a combiplas makes it much more tempting in 9th. It's only a 16% increase in cost for much improved firepower...

   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Someone could do the math for points/damage comparison between:

8x combi-plasma vs. 8x 6 shot rapid fire combi-bolters as plague weapons within DP arch-contaminator aura.

In my experience the combi-bolters do quite good >MEQ lifting. Assuming there is two flails in the 10man unit.
   
Made in us
Longtime Dakkanaut




The combi bolter with strat is a very good idea, i never considered that. Add vets or blades of purtrifaction to wound most tough stuff on a 4 or 5.... hmmm.

I go mortarions anvil myself, being able to drop dmg on a big blob of terms by 1 is huge weather you actually use it or not. Sometimes just having access is enough to stop your opponent from doing things.


So doing quick and dirty math hammer.... your doing about 5.5 wounds to a t8 target with just bolters after everything is said and done with 8 combi bolters and 2 flails in that group with vets of the long war.

Alternatively plasma would net you about 17.2 dmg again assuming you have 8 and you used vets of the long war and overcharge.

Both setups assumed reroll 1's to hit and reroll wounds with the relic pistol.

However add the cost in and we are looking at 500 pts for 10 blightlord terms, 8 with combi plasma and 2 with flails. 8 bolter terms would give you 444 pts. 56 pts is significant in our army at this point.


Finally let's consider t7 instead of t8

T7 bolters get you 8.2 wounds, so 8. T7 on plasma will do 19.5, so more than enough to pop a vehicle with room to spare.

This was all done assuming a 3+ save. Honestly the lower the t goes the better the bolters look, shooting at meq the bolters will do about 10 wounds so enough to wipe out a 5 man primaris squad. Plasma will do the same without needing vets though. Its the lack of ap thats hurting the bolters. If you were shooting at a target with 4+ or worse save.... but even then the plasma does more work. Only time the bolters will have the advantage would probably be hordes, and even then you can still fire the bolter part of the plasma and not overcharge.


   
Made in it
Contagious Dreadnought of Nurgle





if you want handle the marines lists that are coming out you need plasma. Remember the stratagem transhuman physiology, wound on 4+ ap0 and 1 damage lead you nowhere, ap-3 and d2 is completely different thing, you keep wound on 4's but they save at 6+ and any failed save mean 1 dead primaris.

This message was edited 1 time. Last update was at 2020/08/24 15:49:51


3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

I played a game yesterday. Utterly and completely destroyed by Harlequins... I had just about no army left by the bottom of turn 3.

Usually when I lose, I see where I made a mistake(s) or an obvious flaw in my list, but in this case I think its a case of the rules outclassment.

Here's my list

Aux Support
Tzeentch Sorcerer (Cult of Magic, Smite, Astral Blast, Warp Time, Deathhex) (relic +1 to cast)

Deathguard Battalion

Daemon Prince on foot with sword
Sorcerer w/ Blades of Putrification & the +1str/Toughness & Archcontamintor & Wormspitter (could have been nice)

Foul Blightspawn

5 x Plague Marines 2 x Melta, Champ w/ Plasma Gun & Powerfist
5 x Plague Marines 2 x Melta, Champ w/ Plasma Gun & Powerfist
5 x Plague Marines 2 x Melta, Champ w/ Plasma Gun & Powerfist
5 x Plague Marines 2 x Plasma gun, Champ w/ Plasma Gun
5 x Plague Marines 2 x Plasma gun, Champ w/ Plasma Gun
5 x Plague Marines 2 x Plasma gun, Champ w/ Plasma Gun
Rhino w/ Extra Combi-bolter
Rhino w/ Extra Combi-bolter
Dreadclaw (magnificent) w/ Mutated Monstrosity
Defiler with Combi-bolter & Scourge & Mutated Monstrosity
Plagueburst Crawer w/ Sluggar & Entropy Cannon
Plagueburst Crawer w/ Sluggar & Entropy Cannon
3 x Chaos Spawn


I played against (Frozen Stars (+1 charge)
Shadowseer
Shadowseer
Troupe Master (Twilight Fang)
Solitaire
Death Jester (Humble Cruelty)
Death Jester (Humble Cruelty)
5x Harlequin Troop, 2 x Kiss, 2 x Caress, 2 x Fusion Pistol
5x Harlequin Troop, 2 x Kiss, 2 x Caress, 2 x Fusion Pistol
5x Harlequin Troop, 2 x Kiss, 2 x Caress, 2 x Fusion Pistol
5x Harlequin Troop, 2 x Kiss, 2 x Caress, 2 x Fusion Pistol
5x Harlequin Troop, 2 x Kiss, 2 x Caress, 2 x Fusion Pistol
6 Bikes with Haywire Cannons & Glaives
6 Bikes with Haywire Cannons & Glaives
Transport w/ 2 Shuriken Cannons
Transport w/ 2 Shuriken Cannons
Transport w/ 2 Shuriken Cannons
Transport w/ 2 Shuriken Cannons


I did not get first turn.
T1 One unit of bikes got moved twice and blasted my defiler to bits. He took 3 objectives (5 objective mission)
T1 for me... I unloaded my transports and shot and charged that bike unit and used the momvement to get up on my two objectives and put a 5 man unit in the center to contest, knowing they would die. I also warptimed my dreadclaw deep into his army, I wanted to blow it up and catch his army in the blast... as it was I got 4 units in the thermal jets. I actually thought I was going to be just fine. Also charged his other jetbike unit with dreadclaw, rhino, and troop squad... thought I could at least half... .... I was wrong.

t2... bikes left combat, shot up my troops and charged another... I lost 5 plagues.
Solitare killed another plague squad
10 harlequins went after another unit... basically I lost 2 rhinos and dreadclaw, and 10 plaguemarines
t2 for me... he made almost all of his saves so I killed 2 harlequins and put 3 wounds on the solitaire. But most of my guys were stuck in combat, and my 2 PBC weren't accurate enough..... not enough guns.

His t3... all my troops were killed. Harlequins leaving combat, shooting, and charging is just too much to deal with. And the demon prince got killed.

The first big change is plaguespitters on my PBC, getting one tied up in combat was lame. The foul blightspawn was okay, all that 4+ invulnerables really ruined my day.

So is it army outclassed or... flawed build strategy on my part? Or did I really get out of my transports too soon. (my plasma guns were useless without being able to supercharge them). All bikes and transports had a native -1 to hit.
   
Made in it
Contagious Dreadnought of Nurgle





that is one kind of list why im testing much more heavy fire, 9th edition will be the veichles edition and lack good and reliable antitank is a problem, i started to list 3x dual twin linked lascannon contemptors, 12 ab 2+ lascannons shoots plus entropy cannons (if really needed, but i stills suggest to play spitters so -1 to hit are a no issues) can deal with transports, no matter if they have 4++ invul. Another suggestion is play 9-10 men plague marines units with biologus, the grenade stratagem is too strong, itself it can delete 1 unit each turn no matter the save they have. If you play 3x9 plague and screen them properly with PBC you should deliver some damage, or play just 1 ten men squad with biologus loaded into dreadclaw or termite, unload use the +6 range to plague weapons throw 10d6 grenade and cancel anything. Play 3x PCB with spitters , it's the best tank in the game, if you have ironclot furnace they are nearly unkillable.
PS: but with deathhex....how is possible you cant reset 1 unit each turn?
Spoiler:


++ Battalion Detachment 0CP (Chaos - Death Guard) [106 PL, 8CP, 1,998pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Plague Company: The Poxmongers

+ Stratagems +

Gifts of Decay (1 Relic) [-1CP]

+ HQ +

Daemon Prince of Nurgle [8 PL, 160pts]: 6. Arch-Contaminator, Hellforged sword, Ironclot Furnace, Warlord

Sorcerer [5 PL, 90pts]: 1. Miasma of Pestilence, 5. Putrescent Vitality, Bolt pistol, Force sword

+ Troops +

Plague Marines [10 PL, 192pts]
. Plague Champion: Boltgun, Plague knife
. 6x Plague Marine w/ boltgun: 6x Blight Grenades, 6x Boltgun, 6x Krak Grenades, 6x Plague knife
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Flail of Corruption

Poxwalkers [3 PL, 70pts]
. 10x Poxwalker: 10x Improvised weapon

Poxwalkers [3 PL, 70pts]
. 10x Poxwalker: 10x Improvised weapon

+ Elites +

Biologus Putrifier [4 PL, 65pts]

Blightlord Terminators [22 PL, 308pts]
. Blightlord Champion: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Flail of Corruption
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter

Foul Blightspawn [5 PL, 85pts]

Hellforged Contemptor Dreadnought [9 PL, -1CP, 185pts]: Contaminated Monstrosity, 2x Twin lascannon

Hellforged Contemptor Dreadnought [9 PL, -1CP, 185pts]: Contaminated Monstrosity, 2x Twin lascannon

+ Heavy Support +

Plagueburst Crawler [8 PL, 170pts]: 2x Plaguespitter, Heavy slugger

Plagueburst Crawler [8 PL, 170pts]: 2x Plaguespitter, Heavy slugger

Plagueburst Crawler [8 PL, 170pts]: 2x Plaguespitter, Heavy slugger

+ Dedicated Transport +

Chaos Rhino [4 PL, -1CP, 78pts]: Combi-bolter, Contaminated Monstrosity

++ Total: [106 PL, 8CP, 1,998pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2020/08/24 17:23:48


3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
 
Forum Index » 40K General Discussion
Go to: