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Made in us
Regular Dakkanaut





Papa Nurgle visited me in my sleep and gifted me with this most unholiest of tomes... yadda, yadda, yadda...

Before the flame war begins (and I fully expect it, so lock and load ), let me give you some of my thoughts on this project:

First, this is not meant as a tested, play-ready, download-and-go-forth-and-spread-the-rot "book." It is simply how I would shape a Codex: Death Guard where I handed the keys to the design studio.

Second, I did my best to follow the methodology of the new codex system. Unfortunately, all the new-style codexes I own still have variable squad sizes (Orks, Eldar, CSM). What I really wanted, though, was a Dark Angels style squad type, i.e. the squad is X points for Y models without deviation. And for the entries that could have large numbers, you can buy another Y models for another X points. This is ON PURPOSE. This is Death Guard. Not The Purge, or the Lords of Decay, or the I-Don't-Want-to-Buy-Metal-Models-So-I-am-Using-Plastic-CSMs-as-Plague-Marines Marines (and I have no problem with doing that, FYI, I'm poking fun at a buddy of mine, hope you read it dude). The Death Guard are Nurgle's chosen sons, and in order to have become the chosen sons you need to have done everything in your power over the last 10,000 years to endear yourself to the Lord of Filth. So you must be Favoured. You don't get rewarded for doing what you MUST do. Unless of course you want to lose Nurgle's blessing and truly feel how astoundingly horrible that wonderful circus of disease and pestilence festering in your gut truly is...

Thirdly, obviously, Nurglesque demons WILL be included. However, they will not be cut-and-paste copies directly from Codex: Demons. Or maybe they will. I haven't really decided. I don't have C: Demons yet, and 'Bearers are the only thing I could truly remember off the top of my head. So the rest of the Warp Poopiness won't have a full entry... yet.

Thirdly, part B - I am unsure of what the points cost of demons should be, or the summoning method. Obviously, C: Demons takes into account that your opponent gets, at minimum, 1 shooting phase at the demons before he has to really worry about them. By my figuring, I could either a) greatly increase the cost of the demons (maybe+50%...ish) and use the summoning rules from C:CSM, or b) use the points cost in C: Demons and use that books summoning, i.e. standard deep strike. Opinions please.

Fourthly, I am not trying to ressurect C:CSM v3.5. At all. Ever. It was a good book, in it's day, but so is the new book (shoosh you disagreers, I can hear you from here in Phoenix, no need to quote me and disagree, we all know how you feel). Further down the Propsed Rules forum is a 'Dex someone wrote for the Emperor's Children, and it was loaded with all sorts of rediculously powerful gear, created weapons, new psychic powers, etc. I am sure (in fact, I guarantee) he meant well with his list, wanting to play the Emperor's Children in all that he saw their glory to be. But I read that list and starded looking for my fondu set, so I could dip some delicious homemade sourdough into all that cheese. This list is meant to be as close to what WE WOULD ACTUALLY BE GIVEN should CG become a reality, not what I wish it could be based on C:CSM 3.5.

Fifthly, I welcome all criticism, constructive or otherwise. If it's constructive, I'll look at what your saying and ammend my entries as I see appropriate. If it's "otherwise" I'll just ignore you, hopefully, but at least you'll feel better.

That being said, rant over. I'm going to post this caveat, then get to work typing out the unit entries. I'll post the 'Dex as I finish each entry then go abck and edit it with the next, so you can see how it's going. If you post before I do, cookies for you. See a Mod for your cookie...

This message was edited 2 times. Last update was at 2008/05/08 02:06:36


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Typhus

Not gonna break the rules. See C:CSM.


Great Unclean One

Coming Soon.

Death Guard Daemon Prince 130 points

WS BS S T W I A Ld Sv
7 5 6 5(6) 4 5 4 10 3+

Unit Type: Monstrous Creature
Number/Squad: 1
Wargear: A Daemon Prince always counts as armed with a single close combat weapon.
Special Rules: Fearless, 5+ Invulnerable Save, Eternal Warrior, Mark of Nurgle (included above)

Options:

* May have wings for 20 points.

* May be a psyker by taking one of the following psychic powers:
- Doombolt for 10 points
- Warp Time for 25 points
- Wind of Chaos for 25 points
- Gift of Chaos for 30 points
- Nurgle's Rot for 15 points

(Writer's note: easily converted, just make all the Nurgle options requirements, done and done.EDIT: thought, I left out FNP because hell, its ALREADY a DP. Should FNP be in there? I thought no, to OTT, but what do you all think?)

Death Guard Lord 140 points

WS BS S T W I A Ld Sv
6 5 4 4(5) 3 5 3 10 3+

Unit Type: Infantry
Number/Squad: 1
Wargear: Power Armour, Bolt Pistol, close combat weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Independent Character, 5+ Invulnerable Save, Feel No Pain, Mark of Nurgle (included above)

Options:

* May replace bolt pistol with a plasma pistol for 15 points.

* May replace close combat weapon with one fo the following:
- Power Weapon for 15points
- Power Fist for 25 points
- Single Lightning claw for 25 points
- Plaguebearer (Daemon Weapon) for 40 points

* May replace bolt psitol and close combat weapon with a pair of lightning claws for 30 points.

* May take one of the following, unless armed with a pair of lightning claws:
- Twin-linked bolter for 5 points
- Combi-bolter for 10 points

* May take one of the following:
- Jump Pack/Wings for 20 points
- Palanquin of Nurgle for 30 points

* May take:
- Personal Icon for 5 points
- Melta Bombs for 5 points

** May instead replace all wargear with Terminator Armour, twin-linked bolter and power weapon for 40 points. In this case, the Death Guard Lord may only select from the following options lists.

* May have a personal icon for 5 points

* May replace twin linked bolter with a combi-bolter for 5 points

* May replace power weapon with:
- Power Fist for 10 points
- Chainfist for 15 points
- Single lightning claw for 10 points
- Plaguebearer for 40 points

* May replace his twin-linked bolter and power weapons for a pair of lightning claws for 10 points.

Chosen Bodyguard: A Death Guard Lord wearing power armour may take 6 Chosen Death Guard as a Bodyguard unit for 170 points. The 6 Chosen Death Guard have full access to all of the options given in the Chosen Death Guard entry of the Elites section of this Codex. The Death Guard Lord may not leave the Bodyguard Squad for any reason, and other Independent Characters may not join the Bodyguard squad. If all the Chosen Death Guard are slain, the Death Guard Lord reverts to being a standard Independent Character.

Terminator Bodyguard: A Death Guard Lord wearing terminator armour may take 6 Death Guard Terminators as a Bodyguard unit for 240 points. The 6 Death Guard Terminators have full access to all of the options given in the Death Guard Terminators entry of the Elites section of this Codex. The Death Guard Lord may not leave the Bodyguard Squad for any reason, and other Independent Characters may not join the Bodyguard squad. If all the Death Guard Terminators are slain, the Death Guard Lord reverts to being a standard Independent Character.

(Writer's note: I thought it appropriate to include the option to utilize bodyguards. I believe fluff backs me up with this, as Mortarion always had his scythe wielding mute psychotics with him wherever he went, and I envision all the commanders of the legion to follow his lead. ON a different tact, I thought long and hard about the Initiative values of my characters. I felt that dropping their I would be too unbalancing in the opponents' favor, so kept their I5 and upped their cost. Thoughts and opinions?)

Death Guard Sorceror 130points

WS BS S T W I A Ld Sv
5 5 4 4(5) 3 5 3 10 3+

Unit Type: Infantry
Number/Squad: 1
Wargear: Power Armour, Bolt Pistol, force weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Independent Character, 5+ Invulnerable Save, Feel No Pain, Mark of Nurgle (included above)

Options:

* A sorceror is a psyker and must have one of the following psychic powers:
- Doombolt for 10 points
- Warp Time for 25 points
- Wind of Chaos for 25 points
- Gift of Chaos for 30 points
- Nurgle's Rot for 15 points

* May take one of the following:
- Jump Pack/Wings for 20 points
- Palanquin of Nurgle for 30 points
* May replace bolt psitol and close combat weapon with a pair of lightning claws for 30 points.

* May replace his bolt pistol with a plasma pistol for 15 points

* May take any of the following:
- Personal Icon for 5 points
- Melta Bombs for 5 points
- Familiar for 5 points

** May instead replace all wargear with Terminator Armour, twin-linked bolter and force weapon for 15 points. The Death Guard Sorceror may replace his twin-linked bolter with a combi-bolter for 5 points. He may not use any of the following from the above lists: jump pack/wings, palanquin of nurgle, or plasma pistol.

Chosen Bodyguard: A Death Guard Lord wearing power armour may take 6 Chosen Death Guard as a Bodyguard unit for 170 points. The 6 Chosen Death Guard have full access to all of the options given in the Chosen Death Guard entry of the Elites section of this Codex. The Death Guard Lord may not leave the Bodyguard Squad for any reason, and other Independent Characters may not join the Bodyguard squad. If all the Chosen Death Guard are slain, the Death Guard Lord reverts to being a standard Independent Character.

Terminator Bodyguard: A Death Guard Lord wearing terminator armour may take 6 Death Guard Terminators as a Bodyguard unit for 240 points. The 6 Death Guard Terminators have full access to all of the options given in the Death Guard Terminators entry of the Elites section of this Codex. The Death Guard Lord may not leave the Bodyguard Squad for any reason, and other Independent Characters may not join the Bodyguard squad. If all the Death Guard Terminators are slain, the Death Guard Lord reverts to being a standard Independent Character.

(Writer's note: See the DSeath Guard Lord notes.)

This message was edited 4 times. Last update was at 2008/05/05 08:49:21


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Chosen Death Guard 200 points

WS BS S T W I A Ld Sv
4 4 4 4(5) 1 3 1 10 3+ Chosen Death Guard
4 4 4 4(5) 1 3 2 10 3+ Aspiring Champion

Unit Type: Infantry
Number/Squad: 7
Wargear: Power Armour, bolter, Bolt Pistol, close combat weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Infiltrate, Feel No Pain, Mark of Nurgle (included above)

Character: Any number of Chosen Death Guard may be upgraded to Aspiring Champions for 10 points each

Options:

* Any model may have meltabombs for 5 points

* One model may replace his bolter with one of the following:
- Death Guard Heavy Bolter for 20points
- Plasma Gun for 15 points
- Melatgun for 10points
- Flamer for 5points

* Up to 4 models may choose one of the following four options:

~Either replace bolt pistol with plasma pistol for 15 points;

~Or replace close combat weapon with one of the following:
- Power weapon for 15 points
- Power Fist for for 25 points
- Single Lightning Claw for 25 points

~Or may replace bolter, bolt pistol and close combat weapon with a pair of lightning claws for 20 points.

~Or replace bolter with one of the following:
- Flamer for 5 points
- Meltagun for 10 points
- Plasma Gun for 15 points
- Twin-linked bolter for 5 point
- Combi-bolter for 10 points

Transport: The squad may have a Death Guard Rhino dedicated transport vehicle (see the entry in the troops section).

(Writer's note: Only question was the points for including fearless and FNP. EDIT: OK, I lied. I though long and hard about getting Heavy bolters into the army - this comes up again with Havocs - mostly because of the artwork at the beginning of the book of nurgle in C:CSM v3.5. In the end I settled on allowing it, and bastardizing the Deathwatch's heavy bolters. I kept the stabilised version - were fat enough and stubborn enough to make it work - but tossed out the 36" option to keep us in line with the close range fire fight legion theme. Thoughts?)

Death Guard Terminators 310 points

WS BS S T W I A Ld Sv
4 4 4 4(5) 1 3 2 10 2+ Death Guard Terminator
4 4 4 4(5) 1 3 3 10 2+ Aspiring Champion

Unit Type: Infantry
Number/Squad: 7
Wargear: Terminator Armour, twin-linked bolter, power weapon
Special Rules: Fearless, 5+ Invulnerable Save, Feel No Pain, Mark of Nurgle (included above)

Character: Any number of Death Guard Terminators may be upgraded to Aspiring Champions for 10 points each

Options:

* One model may have a personal icon for 5 points

* Any models may replace their twin-linked bolter with a combi-bolter for 5 points per model

* Any model may replace his power weapon with one of the following:
- Power fist for 10 points
- Chainfist for 15 points
- Lightning claw for 10points

* Any model may replace his twin-linked bolter and power weapon for a pair of lightning claws for 10 points per model

* Up to two models may replace their twin-linked bolter with the following:
- Reaper autocannon for 25 points
- Heavy flamer for for 5 points

(Writer's note: same issue with the chosen.)

Possessed Death Guard 275 points

WS BS S T W I A Ld Sv
4 4 5 4(5) 1 3 2 10 3+ Possessed Death Guard
4 4 5 4(5) 1 3 3 10 3+ Aspiring Champion
Unit Type: Infantry
Number/Squad: 7
Wargear: Power Armour, all possessed count as having a single close combat weapon.
Special Rules: Fearless, 5+ Invulnerable Save, Feel No Pain, Mark of Nurgle (included above)

Character: Any number of Possessed Death Guard may be upgraded to Aspiring Champions for 10 points each

Options:

* An additional 7 Possessed Death guard may be included in the squad for 275 points

* The entire squad may take one fo the following upgrades:
- Plagueswords for 5 points per model
- Wings for 10 points per model
- Scouts USR for 5 points per model

Transport: If the squad consists of 7 models it may have a Death Guard Rhino dedicated transport vehicle (see the entry in the troops section).

(Writer's Note: All sorts of issues here. Points cost seem ok, with adding FNP? I tossed out the chart not because I dislike randomness, but because many of the options didn't seem to fit for DG, FNP is inlcuded with the squad already, and couldn't think of 6 options. Thoughts, especially on more options, maybe get the chart back into it? Nothing too OTT please...)

Death Guard Dreadnought 105 points

.....................Armour
WS..BS..S.....F....S....R...I..A
4......4...6.....13..12..10..4..3

Unit Type: Vehicle (Walker)
Number/Squad: 1
Wargear: Smoke Launchers, searchlight, dreadnought close combat weapons incorporating a twin-linked bolter in 1 arm.
Special Rules: Crazed!, Crusted Grime (included above - the extra armor in the front)

Options:

* The other arm must incorporate one of the following:
- Reaper Autocannon for 25 points
- Twin-linked lascannons for 40 points
- Twin-linked heavy bolters for 20 points
- Multimelta for 15 points
- Plasma Cannon for 30 points (increased with 5th ed. coming)
- Additional dreadnought close combat weapon incoporating a twin-linked bolter.

* Mayve have extra armour for 15 points.

* May replace one twin-linked bolter with a heavy flamer for 5 points.

* One close combat arm (with its twin-linked bolter) may be replaced by a missile launcher at no cost change. If the dreadnought has no close combat arms, its A is reduced to 2 and is no longer armed with a dreadnought close combat weapon.

(Writer's Note: Thoughts on crsuted grime and the PC change? I wanted to differentiate our dreads from the normal somehow, other than paint job, and represent the nurgleness...)

This message was edited 5 times. Last update was at 2008/05/05 09:59:46


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Death Guard Plague Marines 160 points

.............................WS..BS..S...T....W..I..A..Ld...Sv
Death Guard............4.....4...4..4(5)..1..3..1..9....3+
Aspiring Champion...4.....4...4..4(5)..1..3..2..10...3+

Unit Type: Infantry
Number/Squad: 7
Wargear: Power Armour, bolter, Bolt Pistol, close combat weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Feel No Pain, Mark of Nurgle (included above)

Icon: One model may be given a personal icon for 5 points

Character:
* One model may be upgraded to Aspiring Champion for 15 points

* He may replace his bolt pistol with a plasma psitol for 15 points

* He may replace his bolter with one of the following:
- Twin-linked bolter for 5 points
- Combi-bolter for 10 points

* He may replace his close combat weapon with one of the following:
- Power sword for 15 points
- Power fist for 25 points

* He may have meltabombs for 5 points

Options:

* An additional 7 Plague Marines may be taken for 160 points.

* Up to two models may replace their bolt pistols with plasma pistols for 15 points each, or replace their bolters with one of the following:
- Plasma Gun for 15 points
- Melatgun for 10points
- Flamer for 5points

Plaguebearers 110points

.............................WS..BS..S...T....W..I..A..Ld...Sv
Plaguebearer...........4.....4...4..4(5)..1..2..1...8.....--

Unit Type: Infantry
Number/Squad: 7
Wargear: Plaguesword (single close combat weapon, never needs worse than a 4+ to cause a wound)
Special Rules: Feel No Pain, 5+ Invulnerable Save, Summoned, Cloud of Flies (for the life fo me, I cant remember how this worked in C: Demons, lol)

Options:

* An additional 7 Plaguebearers may be included for 110 points

Nurglings 90points

.............................WS..BS..S...T....W..I..A..Ld...Sv
Death Guard............Stats coming soon, cant recall off the top of my head

Unit Type: Swarm
Number/Squad: 7
Wargear: Single close combat weapon
Special Rules: Swarm, 5+ Invulnerable Save

Death Guard Rhino 40 points
........................Armour
...............WS...F....S...R
Rhino........4....11..11..10

Unit Type: Vehicle (Tank)
Number/Squad: 1
Wargear: Twin-linked bolter, smoke launchers, searchlight
Fire Points: 1
Access Points: 3 - two side hatches and the rear ramp
Special Rules: Repair, Cloud of Filth (vehicle always counts as occupying cover).

Options:

* The Rhino may take any of the following options:
- Dozer Blade for 5 points
- Extra armour for 15 points
- Daemonic Possession for 20 points

* The Rhino may be armed with one fo the following weapons, ina ddition to its twin-linked bolter:
- Pintle-mounted twin-linked bolter
- Pintle mounted combi-bolter
- Havoc launcher

Transport: A Death Guard Rhino may carry 10 models. Models in terminator Armour and summoned daemons may not be transported, even though they are infantry models.

(Writers note: Thoughts on Cloud of filth? is 5 points enough?)

This message was edited 1 time. Last update was at 2008/05/05 09:27:53


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Beast of Nurgle ?? points

As much as I hate the model, the Beasties are included. Use spawn


Mounted Death Guard Plague Marines 160 points

.............................WS..BS..S...T....W..I..A..Ld...Sv
Death Guard............4.....4...4..4(5)..1..3..1..9....3+
Aspiring Champion...4.....4...4..4(5)..1..3..2..10...3+

Unit Type: Infantry
Number/Squad: 7
Wargear: Power Armour, bolter, Bolt Pistol, close combat weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Feel No Pain, Mark of Nurgle (included above)

Icon: One model may be given a personal icon for 5 points

Character:
* One model may be upgraded to Aspiring Champion for 15 points

* He may replace his bolt pistol with a plasma psitol for 15 points

* He may replace his bolter with one of the following:
- Twin-linked bolter for 5 points
- Combi-bolter for 10 points

* He may replace his close combat weapon with one of the following:
- Power sword for 15 points
- Power fist for 25 points

* He may have meltabombs for 5 points

Options:

* Up to two models may replace their bolt pistols with plasma pistols for 15 points each, or replace their bolters with one of the following:
- Plasma Gun for 15 points
- Melatgun for 10points
- Flamer for 5points

[u]Transport: The squad MUST take a Rhino dediacted transport vehicle. See the Troops section for details.

This message was edited 1 time. Last update was at 2008/05/05 09:27:09


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Death Guard Land Raider
Death Guard Predator
Death Guard Vindicator
Death Guard Defiler

Not reprinting rules, gonna behave. Only change is that all 4 come with Cloud of Flies at a cost of an additional 10 points over their C:CSM costs



Death Guard Havocs 160 points

.............................WS..BS..S...T....W..I..A..Ld...Sv
Death Guard............4.....4...4..4(5)..1..3..1..9....3+
Aspiring Champion...4.....4...4..4(5)..1..3..2..10...3+

Unit Type: Infantry
Number/Squad: 7
Wargear: Power Armour, bolter, Bolt Pistol, close combat weapon, frag grenades, krak grenades, blight grenades.
Special Rules: Fearless, Feel No Pain, Mark of Nurgle (included above)

Icon: One model may be given a personal icon for 5 points

Character:
* One model may be upgraded to Aspiring Champion for 15 points

* He may replace his bolt pistol with a plasma psitol for 15 points

* He may replace his bolter with one of the following:
- Twin-linked bolter for 5 points
- Combi-bolter for 10 points

* He may replace his close combat weapon with one of the following:
- Power sword for 15 points
- Power fist for 25 points

* He may have meltabombs for 5 points

Options:

* An Additional 7 models may be included for 160 points

* Up to four havocs may replace their bolters with one of the following:
- Death Guard Heavy Bolter for 20 points
- Plasma Gun for 15 points
- Melatgun for 10points
- Flamer for 5points

[u]Transport: If the squad numbers 7 models, it may take a Rhino dediacted transport vehicle. See the Troops section for details.


This message was edited 1 time. Last update was at 2008/05/05 09:33:23


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Army Special Rules and Notes:

Army Special Rule: Rarity (to be named something more appropriate later).

Mortarion led his legion in his own style blah blah blah add more fluff

The vast majority of Death Guard are Plague Marines in power armour. Vehicles and Terminator Armour is significantly more unusual in Death Guard formations. To represent this, a Death Guard must field 2 units in power armour (Chosen, Possesses, Plague marines, Mounted Plague Marines and Havocs) for every unit of Terminators (note that a Terminator Bodyguard is NOT included in this, as they are a HQ choice and NOT a standard Terminator Squad), Land Raider, Predator, Vindicator, or Defiler.

(Writer's note: This is here to represent the unique style of the Death Guard. I know it is a harsh imposition, but it's how the Death Guard rolled. You can still field an all mounted force if you wish (demons as your compulsories, for example), but your main core HAS to be PA Death Guard. It is a fluff list, after all...thoughts?).

Vehicle Special Rule - Dreadnoughts: Crusted Grime

The Front Armour of the Dreadnought is increased by +1, to a total of 13.

(Writer's note: Dreadnoughts are more important for the Death Guard, imo, fitting their tactical doctrine in an anti-armour role better than land raiders or predators, for example. A hearken back to mutated hull, without (hopefully) going ott. Thoughts?)

Vehicle Special Rule: Cloud of Filth

The vehicle emits vast quantities of noxious smoke and fumes, flys and all sorts of insects swarm about it, and is so repulsive to look at many gunners close their eyes to shoot. The vehicle counts as being in cover (cover save in 5th, obscurement chance in 4th) for the purposes of all shooting directed at it.

(Writer's note: Originally, and the way its written now, I had planned on Cloud of Filth to be mandatory on all vehicles except the dreads... now I am wondering if it should be an upgrade option...thoughts?)

Death Guard Heavy Bolter 18" range, S5, AP4, assault 3


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Noone cares to comment?

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Critisms
-----------
I'm not big on the Death Guard Heavy Bolter. It's non-canon, and I don't think anti-infantry is something the list lacks.

Personally I would limit dreads rather than terminators. Actually, I would just not limit anything at all.

Comments
-------------
I appreciate the lack of both raptors and bikes. Don't forget that Renegades with an Icon could be worthwhile (which then maybe opens a 1:1 slot for Icon Raptors, Bikes and Terminators) but I think the list is fine without it.

You could allow the Chosen (not havocs, the Chosen), to take two heavy weapons at devastator squad prices. Heck, you could even give them the option of a veteran skill.

I didn't look at the points.

Suggestions
--------------
Since we're being awesome, maybe an option for a Venerable dread? As a comment I think the AV13 is OK since Terminators and Chosen are both good.

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ur hax are nubz 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I would think that 0-1 Biker units wouldn't be such a problem. An army like this has to have a recon element, and whilst no Raptors makes sense, a single unit of Bikers isn't a bad idea.

But I like the list overall. As someone who just put together (most) of a Death Guard army, this is something I would use. Some of the army special rules are nice and fit very well with the fluff. Love the emphasis on Dreads being an important part of their tactical doctrone, and the addition of Heavy Bolters is one that I've thought of myself on many occasions.

Tacobake wrote:I'm not big on the Death Guard Heavy Bolter. It's non-canon, and I don't think anti-infantry is something the list lacks.


In the last Chaos Codex there were two pictures of Plague Marines with Heavy Bolters.

And as far as tactical doctrine goes, a SAW in an infantry-based/no-real-heavy-weapon army makes perfect sense.

The Heavy Bolter is a wonderful and fluffy addition to a Death Guard army.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

I like it. I didn't look at points, but it seems like you've avoided the traps of fan codexes. It's a characterful list to be sure.

   
Made in us
Regular Dakkanaut





Polonius wrote:I like it. I didn't look at points, but it seems like you've avoided the traps of fan codexes. It's a characterful list to be sure.



Best compliment you coulda have given me, thanks. I worked hard to avoid it.

HBMC, you hit the nail on the head with my thoughts on the HB. On the other hand, I disagfree with your comment on bikes/raptors. I don't think either fit post-heresy (I tend to envision Mortarion becoming even more set in his ways, rather than becoming more tactically flexible), but Death Guard have alot more fluff support for raptors than for bikes. BUt I just don't think they much belong at all...

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ie
Small Wyrm of Slaanesh




Devouring the souls of the Godly

Fourthly, I am not trying to ressurect C:CSM v3.5. At all. Ever. It was a good book, in it's day, but so is the new book (shoosh you disagreers, I can hear you from here in Phoenix, no need to quote me and disagree, we all know how you feel). Further down the Propsed Rules forum is a 'Dex someone wrote for the Emperor's Children, and it was loaded with all sorts of rediculously powerful gear, created weapons, new psychic powers, etc. I am sure (in fact, I guarantee) he meant well with his list, wanting to play the Emperor's Children in all that he saw their glory to be. But I read that list and starded looking for my fondu set, so I could dip some delicious homemade sourdough into all that cheese. This list is meant to be as close to what WE WOULD ACTUALLY BE GIVEN should CG become a reality, not what I wish it could be based on C:CSM 3.5.


:S
I would appreciate constructive criticism from you, should you care to give it, rather than sniping from the comforts of your own thread.
You know where to find me.

OT: Your list seems rather conservative. Not so much a DG list, but a C:CSM list with restrictions to bring it closer to DG. Perhaps you should consider how DG is supposed to function on the battle field and construct a few subtle rules/abilities which encourage the army to be played in a particular way.

It is what I attempted ...
   
Made in au
Killer Klaivex






Forever alone

H.B.M.C. wrote:I would think that 0-1 Biker units wouldn't be such a problem. An army like this has to have a recon element, and whilst no Raptors makes sense, a single unit of Bikers isn't a bad idea.

But I like the list overall. As someone who just put together (most) of a Death Guard army, this is something I would use. Some of the army special rules are nice and fit very well with the fluff. Love the emphasis on Dreads being an important part of their tactical doctrone, and the addition of Heavy Bolters is one that I've thought of myself on many occasions.

Tacobake wrote:I'm not big on the Death Guard Heavy Bolter. It's non-canon, and I don't think anti-infantry is something the list lacks.


In the last Chaos Codex there were two pictures of Plague Marines with Heavy Bolters.

And as far as tactical doctrine goes, a SAW in an infantry-based/no-real-heavy-weapon army makes perfect sense.

The Heavy Bolter is a wonderful and fluffy addition to a Death Guard army.

BYE

Yeah, as far as I know, the DG had Bikers even if they were reliant on infantry. Everyone needs recon.
And please do point out the Plague Marines with HBs for me.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
 
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