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![[Post New]](/s/i/i.gif) 2023/01/08 00:17:29
Subject: Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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Most folks will recommend the FW dread units, like Contemptors.
I like the shooty Helbrute, with Las and ML. The Blight Haulers prolly do the role better though.
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![[Post New]](/s/i/i.gif) 2023/01/08 11:17:40
Subject: Mortarion's sons Death Guard tactica 9th ed
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Crazed Spirit of the Defiler
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Yeah the Myphitic Blight-haulers cost 5 more than a melta/missile Helbruite but come with extra rules and stats.
Plagueburst Crawlers have a different role to MBHs and I like them, but haven't played the new meta yet with DG. But already have played some and the 5++ daemon kin/engine units get has become relevant again.
10 Blightlord Terminators (400pts) are a better shooting unit than 2 x 10 Plague Marines (380pts), can sometimes be more durable (D3 exactly AP3+ weapons) but lose a lot of melee output because their swords are D1 (they should be D2 imo).
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![[Post New]](/s/i/i.gif) 2023/01/21 14:38:48
Subject: Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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Had a look at my bitz box, and found combi weapons for BLTs.
Plasma and Melta for free seem clutch, but what about the combi flamer? Worth it, or stick with the rapid 2 combibolter?
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![[Post New]](/s/i/i.gif) 2023/01/22 18:13:06
Subject: Mortarion's sons Death Guard tactica 9th ed
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Longtime Dakkanaut
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EightFoldPath wrote:Yeah the Myphitic Blight-haulers cost 5 more than a melta/missile Helbruite but come with extra rules and stats.
Plagueburst Crawlers have a different role to MBHs and I like them, but haven't played the new meta yet with DG. But already have played some and the 5++ daemon kin/engine units get has become relevant again.
10 Blightlord Terminators (400pts) are a better shooting unit than 2 x 10 Plague Marines (380pts), can sometimes be more durable (D3 exactly AP3+ weapons) but lose a lot of melee output because their swords are D1 (they should be D2 imo).
To be fair, having D1 means they aren't paying for a D2 that can get negated. Plus the Flail is still a decent weapon.
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![[Post New]](/s/i/i.gif) 2023/01/23 00:55:26
Subject: Mortarion's sons Death Guard tactica 9th ed
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Pestilent Plague Marine with Blight Grenade
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IMO I wish they would just combine the swords and axes into "Feculent Accursed Weapons" or something with a single stat line S+1, AP-2, D2, Plague Weapon, 6's to hit automatically wound
Worked well for CSM and there is stuff in there I hope carries across to the new DG codex at some point in the future. Mark of Nurgle for example being one of them and a rework of Disgustingly Resilient
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"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
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![[Post New]](/s/i/i.gif) 2023/01/25 23:34:56
Subject: Mortarion's sons Death Guard tactica 9th ed
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Crazed Spirit of the Defiler
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Today's Forge World FAQ updates the various CSM units that can go into Death Guard. In theory they couldn't be taken since the CSM FW FAQ but I guess most people ignored it.
They also added machine spirit to a bunch of stuff and some tweaks to a few rules for the FW Daemons.
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![[Post New]](/s/i/i.gif) 2023/02/22 06:04:49
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Pewling Menial
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Hey y’all, I’m pretty new to 40k and the first army I’m planning on building is a 1000 pt Death Guard list. If you’d like to check it out and give me some advice, I’ve got a thread here: https://www.dakkadakka.com/dakkaforum/posts/list/809008.page Thanks in advance!
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“When you tire of living, change itself seems evil, does it not? For then any change at all disturbs the deathlike peace of the life-weary.”
― Walter M. Miller Jr., A Canticle for Leibowitz |
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![[Post New]](/s/i/i.gif) 2023/04/20 22:47:13
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Been Around the Block
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Haven't seen much posted here lately.
Anybody planning on making any changes to their army already now that 10th is official?
I'll have to double check but I think vehicles have some cool new rules that make rhino transports a bit more cash money for the super slow stink bois.
Being able to disembark easier is definitely gonna show some play in some lists.
I think 3 PBCs will still probably be a standard back line defense/ranged damage provider.
What do you guys think talk to me
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![[Post New]](/s/i/i.gif) 2023/04/20 23:23:30
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Battlewagon Driver with Charged Engine
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Big question is how will the durability changes affect Nurgle's favored. I wouldn't be surprised if they have an above average OC stat, to represent them just planting their feet and refusing to yield.
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![[Post New]](/s/i/i.gif) 2023/04/21 06:51:07
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Darkmatter wrote:Haven't seen much posted here lately. Anybody planning on making any changes to their army already now that 10th is official? I'll have to double check but I think vehicles have some cool new rules that make rhino transports a bit more cash money for the super slow stink bois. Being able to disembark easier is definitely gonna show some play in some lists. I think 3 PBCs will still probably be a standard back line defense/ranged damage provider. What do you guys think talk to me Since you can have two plague marine shoot out of rhinos now while also being able to charge out of them after moving, rhinos sound like a really decent idea for death guard in 10th. Outside of that? Wait and see.
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This message was edited 1 time. Last update was at 2023/04/21 06:51:33
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/04/21 19:00:32
Subject: Mortarion's sons Death Guard tactica 9th ed
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Pewling Menial
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One thing I’m hoping for in 10th is that they make some of our elite characters, like the Noxious Blightbringer, a little more balanced, as currently there seems to be a huge difference between the ones worth taking and the ones that aren’t. I am interested to see what direction they take these characters in, especially with them being able to attach to units.
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“When you tire of living, change itself seems evil, does it not? For then any change at all disturbs the deathlike peace of the life-weary.”
― Walter M. Miller Jr., A Canticle for Leibowitz |
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![[Post New]](/s/i/i.gif) 2023/04/23 04:30:47
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Pestilent Plague Marine with Blight Grenade
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The Noxious Blightbringer definitely needs a boost in order to be worth taking over other elites. Also, I'm hoping that Possessed get a champion like the CSM ones do, as well as being able to take an icon.
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![[Post New]](/s/i/i.gif) 2023/04/24 11:37:42
Subject: Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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I'll be happy to see Landraiders and Predators viable again.
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![[Post New]](/s/i/i.gif) 2023/04/24 15:31:10
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Locked in the Tower of Amareo
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Jidmah wrote: Darkmatter wrote:Haven't seen much posted here lately.
Anybody planning on making any changes to their army already now that 10th is official?
I'll have to double check but I think vehicles have some cool new rules that make rhino transports a bit more cash money for the super slow stink bois.
Being able to disembark easier is definitely gonna show some play in some lists.
I think 3 PBCs will still probably be a standard back line defense/ranged damage provider.
What do you guys think talk to me
Since you can have two plague marine shoot out of rhinos now while also being able to charge out of them after moving, rhinos sound like a really decent idea for death guard in 10th.
Outside of that? Wait and see.
Transport move, disembark and charge was mentioned for land raider. Don't see such mention for rhino.
Normal transport if you disembark after transport moves you can shoot but not charge. ,
Assault ramp the land raider has, rhino posses not.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/04/24 19:13:45
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Pewling Menial
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I recently had a thought about the effectiveness of Disgustingly Resilient going into 10th. While someone may think that 10th being less lethal than 9th would by default make us even tougher, I think that a decrease in lethality might come back to bite us in the butt. Because if a lot of 2 damage weapons get turned into 1 damage weapons, but not a lot of 3 or 4 damage weapons get turned into 2 damage weapons, that would lead to us feeling less resilient overall. Do any of you think that this could be an issue or is it just me?
And on the topic of transports, they have always been a great way for us to avoid how slow our troops are, so right now the buffs are looking pretty good to me. The Firing Deck keyword also looks great for us, as shooting out of a transport with a blight launcher or plasma gun will always be some nice extra value.
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“When you tire of living, change itself seems evil, does it not? For then any change at all disturbs the deathlike peace of the life-weary.”
― Walter M. Miller Jr., A Canticle for Leibowitz |
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![[Post New]](/s/i/i.gif) 2023/04/25 10:33:49
Subject: Mortarion's sons Death Guard tactica 9th ed
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Locked in the Tower of Amareo
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We don't even know if dr stays, if it stays or is different or if d2 weapons are going to d1 a lot...
We do know marines lost atksnf and doctrines as standard rules at least. So assuming any old rule goes to 10e as is is optimistic
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/04/28 00:11:49
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Been Around the Block
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tneva82 wrote:
Transport move, disembark and charge was mentioned for land raider. Don't see such mention for rhino.
Normal transport if you disembark after transport moves you can shoot but not charge. ,
Assault ramp the land raider has, rhino posses not.
Well in 9th you couldn't even disembark from a transport if it had moved that turn.
Now it looks like units will be able to disembark and shoot after it moves.
"Now any embarked unit is free to hop out once a transport has moved – provided the vehicle didn’t Advance or Fall Back. They can also shoot, but can’t make a charge, unless they disembark before the vehicle moves. "
And the assault ramp is back for land raiders allowing disembarking units to charge.
"The Land Raider reclaims its Assault Ramp – meaning passengers can declare a charge on the same turn they disembark."
So yeah you're right the assault ramp is a cool thing that land raiders have again but according to this warhammer community article the rules for disembarking (and shooting) the same turn as a rhino moves is indeed what is happening.
https://www.warhammer-community.com/2023/04/19/transports-are-the-fast-and-flexible-way-to-travel-the-new-edition-in-style/
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![[Post New]](/s/i/i.gif) 2023/04/28 07:51:39
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Locked in the Tower of Amareo
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Darkmatter wrote:tneva82 wrote:
Transport move, disembark and charge was mentioned for land raider. Don't see such mention for rhino.
Normal transport if you disembark after transport moves you can shoot but not charge. ,
Assault ramp the land raider has, rhino posses not.
Well in 9th you couldn't even disembark from a transport if it had moved that turn.
Now it looks like units will be able to disembark and shoot after it moves.
"Now any embarked unit is free to hop out once a transport has moved – provided the vehicle didn’t Advance or Fall Back. They can also shoot, but can’t make a charge, unless they disembark before the vehicle moves. "
And the assault ramp is back for land raiders allowing disembarking units to charge.
"The Land Raider reclaims its Assault Ramp – meaning passengers can declare a charge on the same turn they disembark."
So yeah you're right the assault ramp is a cool thing that land raiders have again but according to this warhammer community article the rules for disembarking (and shooting) the same turn as a rhino moves is indeed what is happening.
https://www.warhammer-community.com/2023/04/19/transports-are-the-fast-and-flexible-way-to-travel-the-new-edition-in-style/
Uh yes? I know all that.i was commenting regarding rhino move disembark charge idea...
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/04/29 07:36:28
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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FoxHybrid wrote:I recently had a thought about the effectiveness of Disgustingly Resilient going into 10th. While someone may think that 10th being less lethal than 9th would by default make us even tougher, I think that a decrease in lethality might come back to bite us in the butt. Because if a lot of 2 damage weapons get turned into 1 damage weapons, but not a lot of 3 or 4 damage weapons get turned into 2 damage weapons, that would lead to us feeling less resilient overall. Do any of you think that this could be an issue or is it just me?
And on the topic of transports, they have always been a great way for us to avoid how slow our troops are, so right now the buffs are looking pretty good to me. The Firing Deck keyword also looks great for us, as shooting out of a transport with a blight launcher or plasma gun will always be some nice extra value.
The previews showed the return of many old rules, I wouldn't be surprised if DG went back straight to the 5+ FNP they had for a long time.
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![[Post New]](/s/i/i.gif) 2023/05/01 21:49:08
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Been Around the Block
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tneva82 wrote:
Uh yes? I know all that.i was commenting regarding rhino move disembark charge idea...
Yeah but I never mentioned such an idea I think that's where you're confused.
I think just being able to disembark after a rhino moves is significant enough for us considering past DG tactics.
But will that be more or less relevant in the setting of 10th regarding the edition as a whole? Time will tell but I'd like to speculate.
It also looks like we're "last" in line regarding the new codex lineup unless CSM is going to incorporate us.
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![[Post New]](/s/i/i.gif) 2023/05/02 20:12:55
Subject: Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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I'd be happy if we got Heldrakes back. I have 2 rusty flyboys that haven't seen a game since 8th edition.
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![[Post New]](/s/i/i.gif) 2023/05/17 14:17:04
Subject: Mortarion's sons Death Guard tactica 9th ed
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Pewling Menial
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While we still don’t have too much info on our favorite Nurgle blessed marines (I would have loved to see the plague marine data sheet), what do we think of the Death Guard? I think the thing I like the most out of the reveals is the Plagueburst Mortar profile, I may have to pick one up sometime soon.
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“When you tire of living, change itself seems evil, does it not? For then any change at all disturbs the deathlike peace of the life-weary.”
― Walter M. Miller Jr., A Canticle for Leibowitz |
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![[Post New]](/s/i/i.gif) 2023/05/17 15:24:25
Subject: Mortarion's sons Death Guard tactica 9th ed
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Regular Dakkanaut
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No FNP rule hurts. And the terms don't apear to hit vehicles very hard.
Plague burst mortar looks good though.
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![[Post New]](/s/i/i.gif) 2023/05/17 15:27:47
Subject: Mortarion's sons Death Guard tactica 9th ed
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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Boosykes wrote:No FNP rule hurts. And the terms don't apear to hit vehicles very hard.
Plague burst mortar looks good though.
We don't know if we have FNP rules or not.
I would argue it's probably locked in some units. (ie, poxwalkers, plague marines, etc...)
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Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2023/05/17 20:25:46
Subject: Mortarion's sons Death Guard tactica 9th ed
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Pestilent Plague Marine with Blight Grenade
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Another edition of gak Death Guard rules. Joy.
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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. |
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![[Post New]](/s/i/i.gif) 2023/05/18 11:05:57
Subject: Mortarion's sons Death Guard tactica 9th ed
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Oozing Plague Marine Terminator
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Aside from the obvious doom and gloom, I'm excited to see what our Support Characters offer, as we have alot of them.
Let's see what the Tallyman, Blightbringer and Plague Surgeon can do.
Disgustingly Resilient or Inexorable Advance might make a comeback as a Strat for one (or 3) units.
I'm also looking forward to bringing Rhinos, Predators and Land Raiders back.
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![[Post New]](/s/i/i.gif) 2023/05/18 18:24:50
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Been Around the Block
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Good lord am I feeling bummed out after seeing those new DG rules.
Spent years painting up my stinkbois and now they're hardly looking as tough as regular marines =(
The Blightlords thing was just so meh I couldn't believe it.
With vehicles and monsters having these insane toughness values and Knights getting FNP it is indeed discouraging.
This just feels like GW is tired of DG models selling so well compared to Knights and wants to engineer a shift in the market, man I hope GW gives us more in the department of resilience cuz this news is totally killing my former urge to make another army.
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![[Post New]](/s/i/i.gif) 2023/05/24 05:03:10
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Been Around the Block
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Sorry for freaking out I think it's just jealousy at the more impressive looking previews.
I think Toughness might be a more reliable stat in 10th and since a lot of our stuff has lethal hits I think we'll do pretty well damage wise able to auto wound on alot of our 6s.
Also the PBCs Mortar is going to force people to take Battle Shock tests, which is going to be the most abused tactic from a lot of armies in10th IMO. With this we can combine it with out new sticky objectives to try and outscore people by forcing them off objectives while being able to ignore the same problem.
That with the area around us causing -1 I think we look pretty good in close combat, but with the slower movement it seems like it's going to be a game or luring our opponent to us making for tough matchups.
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![[Post New]](/s/i/i.gif) 2023/05/24 07:55:35
Subject: Mortarion's sons Death Guard tactica 9th ed
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I'm looking at it this way - DG were durable as rocks when we had Armor of Contempt. With AP getting culled across the board it's essentially like getting AoC back and there also is no more "safe" overcharging, TH getting nerfed and "ignore invul saves" going away. There is a chance that durability might just be high enough. There also is a huge question mark on how durable PBC, drones, MBH and daemon princes will be. There is no way to tell without playing the game though. In general, I'm a lot less worried about losing -1 damage than I was about losing 5++ FNP. And even that worked out ok in the end.
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This message was edited 4 times. Last update was at 2023/05/24 08:00:54
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/05/24 14:00:28
Subject: Re:Mortarion's sons Death Guard tactica 9th ed
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Pewling Menial
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Yeah, honestly I’m pretty fine with most of the changes that have been made, as it seems like they don’t want to make anti-tank weapons necessary against our terminators. However, after a look back at the weapons on the Blightlords, I’m kind of disappointed. Where we used to always get 4 shots with our combi-bolters now most of the time we will probably get 4 shots with mortal wounds on 6s on the turn they teleport in, but then 2 shots for the rest of the game with that unit. We really do just have to wait and see though. I’d be disappointed if we were turned into an army that became extremely reliant on demon engines though.
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“When you tire of living, change itself seems evil, does it not? For then any change at all disturbs the deathlike peace of the life-weary.”
― Walter M. Miller Jr., A Canticle for Leibowitz |
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