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 gb
Regular Dakkanaut





It says one of your movement phases not any movement phase after the first. It also says instead of using the rules in the core rule book so it sounds to me like you can set up turn one
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Except the rule saying that you cannot deploy any strategic reserves is not in the core rulebook, but in the mission pack.

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
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

I don’t think you’ll find an opponent that will let you set up your guys turn 1 using that rule. The drop pod example is extremely relevant as it specifically allows it. This rule as written, doesn’t. It even refers to the strategic reserve rule.
That said, getting to deep strike in an elite non-terminator model in with your Deathshroud is awesome!

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

darthryan wrote:
It says one of your movement phases not any movement phase after the first. It also says instead of using the rules in the core rule book so it sounds to me like you can set up turn one
Teleport Strike uses the same wording, so even by that (incorrect) logic our Terminators would still gain no benefit.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in it
Contagious Dreadnought of Nurgle





 MinMax wrote:
Drop Pods use the following wording:
"This transport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules."

Outbreak Assault does not. You cannot use Outbreak Assault to set models up during the first battle round.

I wont spend a cent about that anyway we will see


Automatically Appended Next Post:
 Jidmah wrote:
Except the rule saying that you cannot deploy any strategic reserves is not in the core rulebook, but in the mission pack.

wanna bet you can setup turn1?

This message was edited 1 time. Last update was at 2021/03/18 13:45:25


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
Agile Revenant Titan






Austin, Texas.

Anyone else a little disappointed the -1 Damage rule is seemingly being spread to everyone in some capacity? All space marine dreads and the new admech rules mean that there are now at least 2 other armies that can have the majority of their list at -1 damage. Even necrons and sisters have -1 damage abilities, and Im sure more will come with new codexs.

It makes the DG rule feel a little less death guard-ey to me, when everyone else can get it to.
And sheesh look at the power difference between the admech detachment and the DG. Again, we will have to wait to see full picture but yea pretty underwhelming currently.

Although deepstriking mortarion and a CSM wordbearers sorcerer with warptime means an unpreventable turn 2 charge right? Pretty much anywhere into the opponents army? Thats pretty juicy.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, it's not like we were the only ones to have 5+++ before

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 ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

You can't be affected by Warptime after arriving as Reinforcements, unfortunately.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in us
Agile Revenant Titan






Austin, Texas.

Jidmah wrote:Well, it's not like we were the only ones to have 5+++ before
Fair, I guess it also skews my perspective that my two opponents Im able to regularly face during the pandemic are admech and marines lol.
MinMax wrote:You can't be affected by Warptime after arriving as Reinforcements, unfortunately.
Well thats unfortunate, I believe you but dont know where it stipulates that. Not under warptime, so maybe under reinforcements in the BRB?

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in nl
Jovial Plaguebearer of Nurgle





 ninjafiredragon wrote:
Anyone else a little disappointed the -1 Damage rule is seemingly being spread to everyone in some capacity? All space marine dreads and the new admech rules mean that there are now at least 2 other armies that can have the majority of their list at -1 damage. Even necrons and sisters have -1 damage abilities, and Im sure more will come with new codexs.

Although deepstriking mortarion and a CSM wordbearers sorcerer with warptime means an unpreventable turn 2 charge right? Pretty much anywhere into the opponents army? Thats pretty juicy.

I'm more annoyed at our complete lack of extra defensive options bar 2 Stratagems for our army. Seem silly we have nothing to boost the durability of our normal units.
Also I don't think you can combo a CSM sorcerer with a Deepstriking Morty since the Renown stuff requires your entire army to be DG.
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

 ninjafiredragon wrote:
Anyone else a little disappointed the -1 Damage rule is seemingly being spread to everyone in some capacity? All space marine dreads and the new admech rules mean that there are now at least 2 other armies that can have the majority of their list at -1 damage. Even necrons and sisters have -1 damage abilities, and Im sure more will come with new codexs.


GW needs to find a way to make things durable with the overpowered shooting that we see nowadays. This looks like the way to do it. Plus DG, have T5 infantry, and contagions and their own vehicles that makes them unique, so -1 dmg isn't truly needed to make them unique.
   
Made in us
Regular Dakkanaut




Not trying to be a smartass but Sisters have DR1 ability?

I know VH gives them ignore ap-1 but if there is a DR ability it must only be a relic because I honestly don't recall that being a thing in our codex.
   
Made in sg
Longtime Dakkanaut





I think dreadnaughts needed the -1 damage. Without that, they are just too squishy. I still find Deathguard extremely fluffy.

The great thing I am enjoying about deathguard right now, is that it really plays like a proper fluffy deathguard army the way I imagined it to be.

My DG army is a slow army moving up the board, with PBC booming their dreaded mortars from the back. I have pox walkers spreading disease, and the steel core of terminators marching up ready to stomp over anyone who dares to get into melee. All my units have this contagion that weakens my opponent and it gets more powerful (the range) as the battle continues. The nearer you get to my army, the more damage gets dealt out to you, as mortal wounds, psychic, and flamers all start to find their range. And few units can handle being stuck in melee with deathguard for long. Even my units die, they can blow up horribly and take you with me.

And despite being slow and not that shooty, the other strengths of DG allow me to have a good game. I now doubt if I can be tabled if I played with half a brain and no matter what, I will give my opponent a challenging game. And my army will do that while remaining totally fluffy to how deathguard should be.

So, on the whole, Pretty happy with DG.


BTW, I rate chaos spawn pretty highly. They are fast, so with an advance roll, they are usually able to either get onto, or threaten objectives very quickly. And because they are the closest to the midboard objectives usually, they will usually attract a lot of incoming fire. They are tanky (T6, DR, 4W each) enough to absorb a lot of that firepower, and yet, they are cheap so that even if I lose them, I got a lot more of my army to play with. A unit of 3 spawn are only 69 points. I can get 2 units of 3 chaos spawn for the price of 1 bloat drone, and they are more than twice as many wounds to shoot through. The only thing I need to use is CP to make them T6 and DR, and that's fine because I consider it CP well spent.

Some players say they are "easy" kills, but they don't realise that by the time they have pumped enough firepower into a unit of spawn to kill it, they likely won't have enough firepower left to shoot much of anything else.

This message was edited 1 time. Last update was at 2021/03/19 04:21:31


 
   
Made in fi
Fresh-Faced New User




Looking for advice against Space wolves. I'm constantly getting thrashed by them and it feels like they have superior speed to quickly grab objectives, enough shooting to hang back and more than enough melee punch to contest objectives against DG in close quarters.

I've found the following elements to be most troublesome:
Central objective dreadnoughts with melee character support. One shield dreadnought and company veterans protect Bjorn and bunch of melee characters in the middle. Playing with Look out sir,bodyguard and los blocking terrain it's pretty easy to render all anti tank shooting against them ineffective. It's completely suicide to charge them with 6" heroic intervention, murderous hurricane and fight last ability from the Judiciar.

Flanks rolled with bikers, jump pack wolfguard and thunderwolves supported with troop choices for screen clearing. No amount of screening will protect against the speed and anti infantry fire from them. I feel like I don't have enough units to block the flanks. Everyone is carrying storm shields and fists so even a Defiler is wiped out in single attack with all the exploding dice and extra attacks and auto-wounds from the stratagems and chapter tactics. If I commit terminators or plague marines to one flank the fast units can easily switch sides while I'm stuck there all game. And every unit is needed in the middle to even stand a chance contesting the central objective.

We play 2000 point games and I usually run mixture of these units:
Lord of contagion+Plaguecaster or Daemon prince
Putrifier with ArchCo
Blightspawn with Vats
Tallyman with Tollkeeper
Helbrute x2
5 Blightlords
3 Deathshroud
10 Plague marines
20 Poxwalkers
10 Poxwalkers
Greater blight drone
1x3 spawn
Defiler

I don't have Plagueburst crawlers which I understand would serve me well in this match up but I hope there's more to it. Any advice?
   
Made in it
Contagious Dreadnought of Nurgle





if that is what you have there is not much room to improvement, you need gloaming bloat to turn off rerolls and eventually the drowing, but that work better with Mortarion around. Another good unit are deathshrouds, i play usully 9-12 of them with gloaming bloat LoC and blightspawn with vats i have too a biologus. Last match i had i played 4+4+3 of them +biologus LoC and blightspawn, against DA and they did tons of damage.Another option is soup with world bearer patrol for a sorcerer with death hex and warptime.Anyway SW suffer mortarion+lot of termies.
For reference this is last list i played.
Spoiler:



++ Patrol Detachment 0CP (Chaos - Death Guard) [48 PL, -1CP, 824pts] ++

+ Configuration +

Detachment Command Cost

Plague Company: Mortarion's Anvil

+ HQ +

Lord of Contagion [7 PL, 145pts]: Gloaming Bloat, Manreaper and orb of desiccation, Virulent Fever, Warlord, Warp Insect Hive

+ Troops +

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

Poxwalkers [5 PL, 100pts]
. 20x Poxwalker: 20x Improvised weapon

+ Elites +

Deathshroud Terminators [14 PL, 205pts]
. Deathshroud Champion: 2x Plaguespurt gauntlet
. 3x Deathshroud Terminator: 3x Manreaper, 3x Plaguespurt gauntlet

Deathshroud Terminators [14 PL, 205pts]
. Deathshroud Champion: 2x Plaguespurt gauntlet
. 3x Deathshroud Terminator: 3x Manreaper, 3x Plaguespurt gauntlet

+ Fast Attack +

Chaos Spawn [3 PL, -1CP, 69pts]: Grandfatherly Influence
. 3x Chaos Spawn: 3x Hideous mutations

++ Patrol Detachment -2CP (Chaos - Death Guard) [62 PL, 8CP, 1,175pts] ++

+ Configuration +

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

Detachment Command Cost [-2CP]

Plague Company: The Ferrymen

+ Stratagems +

Gifts of Decay [-1CP]: 1x Additional Relics

+ No Force Org Slot +

Biologus Putrifier [4 PL, 65pts]

Foul Blightspawn [5 PL, 85pts]: Revolting Stench-vats, Viscous Death

+ HQ +

Malignant Plaguecaster [5 PL, 95pts]: 4. Putrescent Vitality, 6. Gift of Plagues, Plaguechosen:the droning

+ Troops +

Poxwalkers [5 PL, 85pts]
. 17x Poxwalker: 17x Improvised weapon

+ Elites +

Deathshroud Terminators [7 PL, 155pts]
. Deathshroud Champion: 2x Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Tallyman [4 PL, 70pts]

+ Fast Attack +

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

+ Heavy Support +

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

++ Total: [110 PL, 7CP, 1,999pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2021/03/19 15:14:13


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 hk
Longtime Dakkanaut





Hmmm, it just happens I had a 2000 points game against space wolves recently. I won, but he admitted it wasn't the best space wolves list he had in mind because some models weren't ready yet. So, I can only share how that battle went. It was a great and fun game!!!

He had 3 troops with a stormshield termi in each squad to tank everything. He had 2 units of wolves, a 4 man thunderwolf calvary, Dreadnaught Murderfang, a buffed up Captain (Arjack I think), a buffed up leutanant and wolf priest (was it named?) as characters. He also had a Land Raider !! (with wulfen in it), and a long fangs unit also with a stormshield termi in it. So, almost everything had like 0+ armour save in cover or at least 1+ armor save, I was like wow...

My list was: Mortarion's Chosen (because of the relic flamer Vomitryx).

HQ: Lord of Contagion warlord with revoltingly rresilient, Malignant plague castor.
Troops: 20 pox walkers, 10 pox walkers, 5 plague marines (basic).
Fast Attack: 2 units of 3 chaos spawn (grandfathered).
Elites: 2x3 Death Shroud, 10 Blightlords (2 reaper autocannons, 2 flails) and the champion has plague skull of Glothila, Tallyman with Tollkeeper, Foul Blightspawn with relic Vomitryx and plaguechosen arch contaminator.
Heavy Support: 3 PBC with entropy cannons.

We played mission Priority Target. which had 5 objectives. Since we had 5, I took the secondaries Domination, Spread the Sickness and mission specific Priority Targets.

I got to go first. Before that, a bit about the terrain. There was a fairly large piece of ruin in the middle of the board that was obscuring. forests on either side, and some ruins in each deployment zone. That center big ruin basically meant that we couldn't shoot directly across at each other from our respective deployment zones but the sides zones were fair game.

I set up my 3 PBCs behind obscuring ruins far back. with 10 pox walkers on my priority objective. and put 1 deathshroud unit into deep strike. Big blightlord block in cover in the middle, supported by all my characters plus 1 deathshroud unit. Left flank near left objective had 20 pox walkers, my right flank was where I was throwing my faster stuff. I put 2 units of spawn, 1 PM unit to go after his side objective. He set up mostly in or behind ruins as well. Thunderwolf cavlery positioned to go up one flank after my objective with 20 pox walkers, with a unit of wolves. The other flank had nothing at first. (shock!) Everything else was in the middle of his deployment zone.

So I got to go first in the roll off. I shuffled the 3 PBCs, kept them obscured by the big center ruin. Moved up cautiously with my middle block of terminators (taking to stay out of charge range). Nobody was near the center objective. I moved up my 2 units of spawn and PM, keeping them either in cover, or behind forest.

Bolter shots from my PM squad killed one squad of wolves (wow those are very fragile). The PBC mortars took pot shots at his troops with one disgusting force mortar into his long fangs which had some units near it. With all the 0+ or 1+ armor, the mortars didn't do much. I didn't scratch the longfangs at all. Everything else was obscured.

His turn 1, He threw all of his shooting (from his LR and Long Fang squad) into the chaos spawn. Killed one unit, reduced another to 2 spawn. He had 3 characters in deep strike. He didn't advance into the center as well, probably cautious of my huge termi block. He climbed his long fangs onto the second floor of the back ruins, but they were obscured by the center ruins the whole game, and so could only shoot at the flanks. He drove his LR towards the flank with my spawn and PM, keeping it behind the center ruins too. He moved up his thunderwolf.

My turn 2, I spread out, making sure my 20 poxwalkers prevent him from deep strking into my left flank at the back, my PBCs stayed at the back, while the termi block moved up normally, still staying away from the middle objective. Right flank pivoted sideways, positioning to move at the center objective while also keeping everything on the right flank zoned out from deep strikes. Shooting took out his second wolf unit on the left flank. The forest made shooting rough with -1 for my PBCs, but I took out most of his Thunderwolf Calvary, except 1 model. Blightlords chipped at his troop unit in ruins reducing one unit down to 2 man.

His turn 2, He moved his LR to my right flank. He focused all LR firing at the remaining spawn unit, killing it. His longfangs shot at my poxwalkers, killing 7. His lone thunderwolf advanced and charged into that unit but wiffed killing only 1. So, I stayed on my objective, wrapped him and got 10 pox walkers into engagement range, used the mutant strain strategy, and killed that lone calvary with mortal wounds. There was now nothing on that flank's objective except for my poxwalkers. His wulfen exited his LR and charged into my PM squad wiping them out. He placed his 2 man squad on the right flank objective. He deep struck his 3 characters into his own lines because he was screened out.

My turn 3, Used the dead walk again and grew back 5 or 6 pox walkers. He was rather discouraged by that... Shooting was mixed. He popped smoke on his LR. I rolled badly and all my 3 PBC shooting only took a 2 wounds off his LR. Vomitryx took out 4 wulfen, and incidental shooting took out the rest of that squad. I deep struck the deathshroud near to right flank objective, rolled a 9 and charged into his 2 man squad on the objective. He heroic intervened another full strength squad troop with termi sergeant onto the deathshroud. My deathshroud took out the 2 man unit, and another 3 from his other troop squad. I advanced all of my middle termi block and characters up so that I was fairly near the center now, within the ruins.

His turn 3, LR continued shooting and took a PBC down to 6 wounds. His long fangs had nothing except my poxwalkers to shoot at rest of the game, but they just couldnt do enough. They would be ineffective for the rest of the game. He charged two characters into my deathshroud unit and killed it. We were both still not on the middle objective.

My turn 4: I made my move. Moved my big termi block onto the center objective and dared him to charge me. Shooting took his LR down to 2 wounds.

His turn 4: He made his big move. LR killed one PBC. Rest of his shooting killed one blightlord model. He charged his dreadnaught Murderfang and his beefed up captain Arjack into my center deathshroud unit. Moved his librarian and his last troop unit up the left flank toward my poxwalkers. (It took them 4 turns to get into position there). In combat, my deathshroud unit performed admirably and only lost 2 men. The Deathshroud champion chipped some wounds from the dreadnaught Murderfang.

My turn 5: The blightlords spread out over the center towards the left. Lone Deathshroud retreated out of combat onto the center objective. Shooting killed the LR on 2 wounds left, reduced the full strength troop unit on the left flank to 2 man and killed Murderfang. Perhaps the highlight was my blightlord champion throwing the plague skull of Golitha at the space wolf captain and inflicting 9 mortal wounds killing him! ( I rolled well). I didn't have to kill them in close combat at all. So, lacking anyone else to charge, my blightlords bloc made a 9 inch charge into the 2 man troop on the left and the librarian and killed them.

His turn 5: He didn't have much left. One long Fang squad still perched on 2nd floor. a leutenant and remnants of a troop squad on the right flank objective and that was it. So, they didn't accomplish anything except incidental shooting and sitting on objectives.

We tallied up the points, I won with 91 points to his 45. I got 12 VP on domination, 9 on spread the sickness and 15 on priority targets and maxed out 45 vp on primary.

My thoughts. We were both wary of each other's melee ability. He said he mathed out that he had the ability to one shot Mortarion with his army. Except I didn't bring Mortarion! lol. So, we kind of kept out of each other's way and focused on the battle at the flanks with our middle blocks both circling each other around the big center ruin.

He lost the left flank when he under estimated how good 20 pox walkers were and losing his thunderwolf calvery. He then threw his wulfen into my right flank forces and lost that unit as well. When the big center battle battle finally happened as I took the center objective, he didn't have enough to take on 13 terminators supported by 4 characters and lost the center battle.

Every unit did its role well. Even the spawn that died early, because they forced him to shift forces around and absorbed a lot of shooting. The PBCs shooting was erratic, but over 5 turns, it evened out. And playing cat and mouse meant that I only lost one, while he lost his LR and his long fangs didn't have any good targets for most of the game. Terminators tank all the damage and keep up the pressure. Poxwalkers hold objectives and help screen against deep strikes. That relic Vomitryx is worth taking Mortarion's Chosen for me. 7 shots from a relic flamer is amazing. With my contagion lowering even a LR to T7, and me rerolling wounds because of arch contaminator, that relic flamer put 6 wounds into a LR in one round. So is that plague skull (one shot Arjack). I actually didn't end up doing that much close combat melee, surprisingly, despite both of our armies being good at melee.

I don't know if my one game is enough to share about how to handle space wolves. But my strategy which worked in that game was to keep out of or stay at near max charge range, and whittle down his units. Even if he tried charging in, he would likely only get one or two units into combat, which would then get ganged up on and obliterated by my whole army. My middle block was big enough in frontage to move to assist either side of the flanks if necessary while still firing and doing decent damage on the move. I only moved into the center aggressively when I had whittled him down enough. I basically played sacrifice with my cheap units for his strong units. I used cheap poxwalkers, chaos spawn and PM to tempt him to use up his shooting and throw in some of his faster hard hitting units like wulfen and thunderwolf calvary who then got killed by the rest of my army. Hope this helps!

I honestly don't know how to advise about not using PBCs. Because my list uses three. lol They are great not because of the firepower they can do in one turn, but more because they survive for most of the 5 turns and the shooting over 5 turns then adds up and their randomness evens out. I am happy to sacrifice one round of shooting with their direct guns if it will force my opponent's heavy support out of hiding or position.

This message was edited 4 times. Last update was at 2021/03/19 16:28:55


 
   
Made in us
Pestilent Plague Marine with Blight Grenade





Has anyone here tried to new Charadon stuff? The material preview on the GW site looked good, and there seems to be a fair bit of stuff put in the book, but I don't want to buy a whole book for four pages of mostly meh.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 ArcaneHorror wrote:
Has anyone here tried to new Charadon stuff? The material preview on the GW site looked good, and there seems to be a fair bit of stuff put in the book, but I don't want to buy a whole book for four pages of mostly meh.


It has literally been leaked hours ago. Even if someone started playing right after the first leak, they would just have barely finished packing up.

In my opinion the whole thing is mostly fluff only. If you really want to field a huge poxwalker horde lead by Typhus, you should get this book, as it's probably the only chance of making it viable. The stratagems buffing poxwakers are rather good, the psychic discipline is decent for daemon princes, relics are good as well. However, nothing really solves the issue of losing any and all weapons that can handle vehicles.

It's also worth noting that any attempt at soup, even as little as another plague company patrol or bringing Mortarion, will lock you out of everything in that book, in including stratagems, relics and psychic powers. Your entire army must be vehicle-free Harbingers for it to work, and if you bring Typhus, he must be your warlord.


Automatically Appended Next Post:
On second read, I guess you might be asking for the leak itself. There is a well-readable video of it here:

This message was edited 2 times. Last update was at 2021/03/20 19:14:01


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 hk
Longtime Dakkanaut





Losing vehicles is kinda of big even if its a thematic list based on Typhus. Vehicles are literally our only source of antitank. Unless we plan to go up close and punch vehicles to death. It feels like its a stand there are die list. Just flood the objectives with stuff and stand on them until our army gets wiped out, and see if we can win just by that alone.
   
Made in us
Regular Dakkanaut




So they play the missions?

I mean I kind of picture DG just standing there being the immovable object trying to be shoved off by an irresistible force.

Is the Typhus Poxwalker army tournament strong? Doubtful. Does it sound fun and thematic? To me it does.

The gaming group at my LGS are mostly noobs with very little in the way of a tournament mindset so I try not to bring net lists that are known to crush opponents who are tournament minded. I don't want to crush somebody 100-30 just because I have the tools to do so.

I have the models for the Typhus DS Poxwalker horde and next time I get to the LGS I'll try it out. Will it do horribly? Probably. Will I have fun playing it? Most definitely.

I play my Sorirtas for fun most time. I have 27 Repentia, 30 Zephyrim and 3x5 MM Rets but sometimes I like to take Celestians and Dominions just to handicap myself so I don't feel like I'm beating up a 5yo on the playground.
   
Made in gb
Jovial Plaguebearer of Nurgle






I haven't been paying massive attention to this release and I don't really have any spare time at the minute for the reviews and whatnot. Can someone please just let me know, these rules, are they for matched play as well? Don't know if I can face another DG book so quickly after the recent codex.

Chaos | Tau | Space Wolves
NH | SCE | Nurgle
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yes, they are.

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





is for matched too...just a terminus est strike force with some limitations about what you can take a new psy discipline and some specific stratagems, hardly it will be played in competitive i believe.

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
Jovial Plaguebearer of Nurgle






Nice one - thanks for that.


Automatically Appended Next Post:
I'm not sold on the idea of dropping all my engines so think I'll wait to pick this one up 2nd hand one day.

This message was edited 1 time. Last update was at 2021/03/22 16:27:27


Chaos | Tau | Space Wolves
NH | SCE | Nurgle
 
   
Made in hk
Longtime Dakkanaut





So I was looking at Terminus Est Strike force rules. There is some potential there... possibly. I might try it just to test how it goes.

But based on having to pay 1 more CP than normal to put stuff into strategic reserve. The most ideal is probably three 5 man PM squads for 3 CP. You can kit out three such squads for deep striking in. Like maybe give each squad a plague blecher, and have the Champion wield a power fist. The turn they come down, they will mow down any chaff. Then, charge hopefully into melee. I don't think you need the plague cleaver really. Just tagging vehicles is usually bad enough to shut them down. One power fist is probably more than enough to slowly punch out a vehicle over time.

Three squads of PM are all objective secured and cost slightly over 300 points. So, in exchange for taking no vehicles, we get to deepstrike three PM squads from strategic reserve. Its a fair trade. I think if we take enough pox walkers and other stuff (terminators) to tank the first one or two turns. The PM squads and the rest of the army should clear out any chaff on the field leaving just the heavy support or vehicles. And those alone will not usually win missions or objectives. Especially if you have 3 pox walker squads plus those 3 PM squads hogging up all the objectives.

If you run into an army that has a lot of chaff that can spread out all over the board, then just start with everything on the table. The army is literally 2000 points of infantry plus its disgustingly resilient. It should outlast most armies that are trying to spread out across the board all over the place.

Another benefit of taking Terminus Est Strike force is you will likely bring Typhus, and no PBC. So, Taking the secondary While We Stand, We Fight secondary seem like almost a no brainer. (Not to mention spread the sickness). If you have Typhus, a big block of 10 terminators, and one Daemon Prince. Now you have a big block which is super hard to kill, and usually last to end of the game, plus two beefy characters that if you are smart about, are unlikely to die either.

Picking secondaries is much easier for Terminaus Est Strike Force than for other more typical DG armies. Just my 2 cents.


(Also, being able to deep strike in 5 man PM squads makes The Blightening Strategem extremely deadly). The turn they come down, use overwhelming generosity to extend plague weapon range by 6 inches. Now your 18 autohit blight grenade shots are 12 inches range. So, you will absolutely obliterate some stuff on the turn you deep strike in from three possible places, and if they fail to kill 15 PM within one turn, you get to do The Blightening the next turn again (because the PM squads are now at the ideal range for this strategem now). And you can do this strategem in combat too. So, if you make your 9 inch charge into melee. You definitely should remember to use this strategem next turn to autohit 18 grenade hits in engagement range!

The army is ideal against armies which are not able to screen effectively. Or can only screen by tying itself into big knots. Basically, they have to worry so much about positioning against 300+ points of PM squads that they let the rest of your army take over the table and win the objectives, in which case, your 15 deep striking PM have won you the game as well.

If your opponent castles up, he will lose. If he advances forward, but ends up leaving spaces behind in his zone for your 5 man squads to deep strike in, he will be in trouble too.

This message was edited 4 times. Last update was at 2021/03/23 08:06:31


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Grenades only auto-hit against targets in engagement range, otherwise they are regular pistols.

Outside of that, it feels like you are jumping through a ton of hoops have a lot of if's and when's without tackling the elephant in the room: How are you going to handle hard targets? I don't see what a Terminus Est Strike force will do against a bunch of tank commanders and artillery, knights, necrons bringing the silent king or other death guard. An ork buggy list might even give you trouble, as well as marine dread lists or other lists still relying on big models.

I think your plan is sound against the top dogs of the tournament meta, but will fall apart against gatekeeper armies which aren't winning tournaments but are popular anyways and regularly played.

This message was edited 1 time. Last update was at 2021/03/23 09:34:39


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
Regular Dakkanaut




Copying and pasting my thoughts on the army of Renow that I posted elsewhere. Warning: it’s a bit of a read.

I think people by in large are underrating this. I’ll go over the fair criticism this army of Renow gets but then discuss why I think it could see play.

For me the problem with this “formation” comes in 2 parts. The first is that it will lock you into a vehiclea-less poxwalker spam build. I’m thinking you are going to want at least 80 poxwalkers in a this army and I see 100 as being slightly better. Easy to fit all this in as the rest of list is many terminators, with less possessed/ Plague marines (min squads of these).

The second part of my big problem with the formation is that the terminator/poxwalker build has little long range threat. That is a tough pill to swallow when playing this game and will be the biggest hindrance in having this list work.

So why do I think Terminus Est might still end being good competitively anyway? Mainly because movement 7 poxwalkers that pile-in 6 are extremely strong, especially in harbingers. I had these guys take on Telemon dreadnoughts and win for context, as it’s not hard to do 12+ MW with their re-roll hits mortal wounds on 6+ combo. They can also use the 7 dice +3 revive strat to get closer even faster (revive guys in front of unit) , making it awkward for your opponent to not whipe out the unit. Doubly awkward with the formation since you can tide of traitors back a unit to full. Honesty much like the old cultist spam list, you could use all your CP on poxwalkers and not be too unhappy (this list will play very similarly to that one).

Finally the psychic powers and relics add some utility. As said in the video, remove -2 AP from an enemy units and the 6+ charge powers are standouts. But I actually like the 3 mortal wound if you beat your opponents toughness power on DP more than the re-roll hits with plague weapons. With Tallyman and/or Vermin Whispers it’s easy to get guys to hit on a 2+ and then use a lords re-roll bubble to re-roll all (1s) to hits.

A DP on the other hand can be T 7 with a WLT, meaning he can be effectively T8 with his contagion. That beats a lot of characters in a battle, and nobody wants to take 3 MW (or more with luck).

So what else can you give the DP besides the T7 Warlord trait? How about a Relic which let’s him turn a failed save into a passed one. This is extremely good as it can effectively give your DP 2+ wounds back if he gets hit by something scary. Disallowing re-roll to wounds is also a great buff, at that stuff is extremely common (and got even more common with the release of Dark Eldar). These 2 relics and warlord traits make a great tank DP.

Finally the +6 to casts is a nice extra relic, as it give some range to our powers we don’t normally have on our powers.

So overall will it be good enough? Personally I believe it’s meta dependent at the moment. Armies that can dish-out a lot of Medium AP, high rate of fire weapons at range could be a problem (although faster poxwalkers might help with that.) I certainly think melee focused armies might struggle, as this army still gets a foulblightspawn and has plenty of chaff to absorb the initial hit, while presenting loads of dangerous assault elements itself. That said if the build is not good it’s unlikely the force will ever be good, unless changes to it happen.


Automatically Appended Next Post:
Here’s a list I wrote using the new rules. (Note the DP and the plague caster have the relics I discussed.


 

**++ Battalion Detachment 0CP (Chaos - Death Guard) [100 PL, 1,998pts, 7CP] ++**

 

**+ Configuration +**

 

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

 

**Detachment Command Cost**

 

**Plague Company:** The Harbingers

 

**+ Stratagems +**

 

**Gifts of Decay [-2CP]:** 2x Additional Relics

 

**+ HQ +**

 

**Death Guard Daemon Prince [10 PL, 185pts, -1CP]:** 5. Rotten Constitution, Foetid Wings, Hellforged sword, Plaguechosen

 

**Malignant Plaguecaster [5 PL, 95pts, -1CP]:** 4. Arch-Contaminator, Plaguechosen

 

**Typhus [9 PL, 165pts]:** Shamblerot, Warlord

 

**+ Troops +**

 

**Plague Marines [6 PL, 105pts]**


. **Plague Champion:** Boltgun, Plague knife

. **4x Plague Marine w/ boltgun:** 4x Blight grenades, 4x Boltgun, 4x Krak grenades, 4x Plague knife

 

**Poxwalkers [5 PL, 100pts]**


. **20x Poxwalker:** 20x Improvised weapon

 

**Poxwalkers [5 PL, 100pts]**


. **20x Poxwalker:** 20x Improvised weapon

 

**Poxwalkers [5 PL, 100pts]**


. **20x Poxwalker:** 20x Improvised weapon

 

**Poxwalkers [5 PL, 100pts]**


. **20x Poxwalker:** 20x Improvised weapon

 

**+ Elites +**

 

**Blightlord Terminators [20 PL, 420pts, -1CP]**


. **Blightlord Champion:** Bubotic Axe, Champion of Disease, Combi-bolter, Plague Skull of Glothila

. **Blightlord Terminator:** Flail of corruption

. **Blightlord Terminator:** Flail of corruption

. **Blightlord Terminator:** Blight launcher, Bubotic Axe

. **Blightlord Terminator:** Blight launcher, Bubotic Axe

. **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

 

**Deathshroud Terminators [7 PL, 150pts]**


. **Deathshroud Champion:** Plaguespurt gauntlet

. **2x Deathshroud Terminator:** 2x Manreaper, 2x Plaguespurt gauntlet

 

**Deathshroud Terminators [7 PL, 155pts]**


. **Deathshroud Champion:** 2x Plaguespurt gauntlet

. **2x Deathshroud Terminator:** 2x Manreaper, 2x Plaguespurt gauntlet

 

**Deathshroud Terminators [7 PL, 155pts]**


. **Deathshroud Champion:** 2x Plaguespurt gauntlet

. **2x Deathshroud Terminator:** 2x Manreaper, 2x Plaguespurt gauntlet

 

**Foul Blightspawn [4 PL, 75pts]:** Revolting Stench-vats

 

**Tallyman [4 PL, 70pts]**

 

**+ Fast Attack +**

 

**Chaos Spawn [1 PL, 23pts]:** Chaos Spawn

 

**++ Total: [100 PL, 1,998pts, 7CP] ++**

 

Created with [BattleScribe](https://www.battlescribe.net)

This message was edited 3 times. Last update was at 2021/03/23 10:38:37


 
   
Made in au
Sword-Wielding Bloodletter of Khorne






Quick question regarding the Charadon detachment: Do we have any insight as to whether it was playtested along with the codices coming up to the release of 9th? Or are GW just cutting off the head of the chicken, and seeing where it stops running?

World Eaters: 5780pts
Khorne Daemons: 3450pts
Chaos Knights: 2000pts
Sisters of Battle: 5000pts
Imperial Agents: 410pts

Gloomspite Gitz: 7190pts
Blades of Khorne Daemons: 3810pts
Skaven: 1270pts
Destruction Mercenaries: 470pts
Endless Spells and Incarnates: 1380pts 
   
Made in hk
Longtime Dakkanaut





I will give it some testing if I can and see how it goes. I think its a bit wasted if we don't take advantage of the deep strike PM squads. Its one of the perks of the Terminus Est force after all. I think the pox walkers are great, but the army doesn't fall apart just because you lose your poxwalkers. Because in most lists, even if you run 3 squads, they won't even be 20% of your list in total points.

Even if you ran into an opponent who is so traumatized by poxwalkers he throws every single gun he has towards obliterating them, that means he literally spent all his shooting killing models which are only 5 points each. And if he even fails to kill that last few which you hide behind obscuring cover, you bring the entire squad back again. Overly focusing all the energy on this 250 to 300 points of poxwalkers means he is going to lose to the rest of the 1700 points of your army he ignored.

Regarding vehicles. My view is that if its purely shooting vehicles. Those do not win you the game in 9th edition if they are all you have. I played a game with an IG+white scars player. He had two tank commanders and two fully loaded manticores, using vengence of Cadia each turn. But after I killed everything else in his army, we talked through it and agreed he couldn't win after that. Because these vehicles can literally only stand there and shoot. Even if by some amazing dice rolls, he manages the impossible task of shooting my whole army off the board, it would be too late by then. (Probably need to be turn 5), plus by then, he would have zero assets to take back objectives and win VP.

Besides, in my post above, I think the army has a good chance of shooting off most or all of the chaff after the PMs deep strike in. After that, just get into melee on the vehicles and tag them while staying on objectives. If we can win with a few vehicles shooting for 5 turns, we can definitely win with a few vehicles shooting effectively for only 2 or 3 turns while being tagged and forced to shoot into combat for the remaining turns.

The thing is, DG are very lethal in close combat. Every single one of our units, from our terminators to even our pox walkers will give someone a bad time if you get into close combat with us. Even if you are a vehicle, you do not want to get into melee range with us unless you are some kind of combat dreadnaught. Blightlords and deathshroud are litereally wounding T7 vehicles on 4s even without any strategems and poxwalkers don't care because they just rely on pumping out mortal wounds anyway. And its not as if the Terminus strike force list is a pure melee army either. PMs, terminators, blightspawn can all shoot, and our psychic bullets are not to be scoffed at either. If you ignore 10 blightlords, 6 deathshrouds and 15 PM firing their guns at you.... you are going to be in a bad place.

This message was edited 1 time. Last update was at 2021/03/23 12:19:44


 
   
Made in us
Agile Revenant Titan






Austin, Texas.

Long post about my experience getting second at a local tournament and about the new Terminus assault force.

Spoiler:
Took a list this past weekend to my first tourney since covid, and ended up placing second. Here was my list (No terminators because I don’t own any and they have been unavailable to get since the codex dropped for me).
Mortarion, CSM Word bearers sorcerer (warptime, prescience), LoC, Daemon Prince w/ferric blight, three 5 man vanilla Plague marine squads, three 20 man Poxwalker squads, Fleshmower drone, 3 Spawn, one plague burst crawler.
Game plan was to ram Morty down opponent’s throat with warptime while 60 poxwalkers and 30 plague marine wounds swarm objectives. Rest was there to do damage, be a distraction, or help with secondaries.
Game 1 I faced a Dark Angels list with 3 DA Termy squads guarding 3 talon masters, Azrael, Ezekiel, apothecary, bladeguard ancient.
His game plan was to push each squad towards an objective and not die, while talon masters dumped shots out. His whole army was untargetable except for the terminators. For his big squad with all the support characters, he was right, and I couldn’t touch em.
But, I pushed one flank super hard with morty, DP, poxies, and marines, and thanks to death hex was able to clear the squad out fairly easily. Made it to his back objective (his deathball with HQs had pushed to mid table, leaving his back obj undefended except for one of the termy squads), and was able to clear him off it one turn before he maxed points from the dark angel secondary. Because of this, his only board presence was on one objective, and I managed to win off primaries. Close game score wise, as he scored secondary’s better than me. Death Hex was easy MVP for this game. Shout out Blackmage and the others who recently talked about Chaos familiar on this forum, because without that I wouldn’t have even known it was possible. Morty with Death hex is just mean haha.

Game 2 I faced custodes and it was a one sided slaughter. You thought Morty with Deathhex was good vs Dark angel terminators, well it was even better against Custodes. He charged 2 big bike squads into morty, who took only like 6 wounds, and then just eviscerated them one by one. He had nothing to deal with poxies, and I just ran over him in points. My favorite part of the game was a slapping contest between my DP and his Shield captain on bike. They were in like 4 rounds of combat together without managing to kill each other. Finally he fell back to go after my plague burst crawler (which he managed to do even less damage to). Turns out DR vs custodies d3 damage weapons is really strong.

Game 3 I went up against a novak Silent king necron list with 60 warriors and double chronomancer. This list was easily the nastiest I had faced in weeks. I did not go first (didn’t go first all tournament), and turn one he Veil of darknesses a 20 man blob of warriors straight into my front lines, move blocking me and letting his other 40 warriors push the midfield. With all his shooting, he did a whopping 10 wounds to mortarion, and decided to charge in with the warriors, bringing morty down to 6 wounds. I swung back, and even morty hitting on 2s, wounding on 2s rerolling ones had trouble killing these warriors. Turns out a 5++ and reanimation make a dirty dirty tarpit. Basically game was over there, I tried to push midfield with poxwalkers and just got bullied by warriors. I could not get past the silver wall. His turn 2 he fell back with the warriors, blasted morty down to 2 wounds, and killed him in combat. His one mistake was leaving a single lord guarding his back objective, and with disgusting force I shot my BPC at him thinking I could take him down, but of course he rolled a 4+ off a strat to reanimate him when he died. I didn’t score bad on points, but on a 5 objective game, him having the middle 3rd objective was too much of an advantage on primary. If I had gone first and could have beaten him to the punch to make it on that objective, it could have been a different story. Oh well, with the high scoring game that that still was, + my other 2 victories I managed to land in second still.

In terms of my units performance, I am entirely convinced that plague marines do NOT cut it. Extremely underwhelming all event long, poxwalkers just seemed better. More point for point durable it felt, did more damage in combat thanks to the MW strategum, and were more of a board prescence. My opponent largely ignored the plague marines, and did not take much damage for doing so, and when my opponent wanted them dead, the died. Mower drone was alright as a distraction unit, DP was ok, Mortarion was busted matchup 2 and great game 1, but felt like a liability game 3. PBC was amazing, pox walkers were great, and CSM sorcerer was MVP. Soup, soup away brethren, death hex is so good.
I largely left the event just wishing I had some terminator presence. If my list replaced plague marines with death shrouds (which wouldn’t be difficult), I think my list would have been significantly stronger.
If you are trying to compete at the highest level in tournaments (not saying I am there yet) it is my belief that plague marines are not the choice. If you are playing for fun or whatever, then go for it. But they are just so mediocre.


Ok now onto the Terminus Ex Assualt force.
Spoiler:
I am on the side that thinks there is potential. While it is very niche, and of course as stated there are some serious drawbacks, there are some major upsides.

A) Poxwalkers and terminators are incredible, and this force incentivizes their use.
B) The new psychic powers are very useful.
C) The deepstrike is interesting and ok
D) The strategums look VERY good.
As stated by someone else above, I too think a 100+ poxwalkers list could be a meta winner. I brought 60 in my event and not a single game did they all get killed. Im thinking of how scary they could be moving 3” more, while piling in more and with the potential to come back. And deepstrike?? Yes please.
Sure, this list struggles to kill armor. But does it really need too? You just play primary and take over the objectives. This list does what DG already do well, and does it better. At the expense of killing less. I do not think this is unbeatable, or that it is absolutely incredible, but it does look strong (as long as you don’t take plague marines ). And there are lots of little tricks and combos you can do.
Just imagine the look on your admech opponents face when you tell them their 100+ shots coming out of their robots are all at 0 AP, and your terminators are saving on 2+. Or a blood angels face when their big blob of sanguinary guard cant charge past 6”. Just two examples but both of those seem incredible.
So, while it is not strictly upside, and is kind of niche, I would say don’t write it off yet. Give it a test and report back to us here. I know I will be!


I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
 
Forum Index » 40K General Discussion
Go to: