Switch Theme:

1850 Nurgle Chaos  [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 us
Dakka Veteran



Culver City, CA

Edited the list below. 

1850 Death Guard List.

HQ
Chaos Lord.
Mark of Nurgle
Statue
Manreaper
Daemonic Flight.
Daemonic Essence

Chaos Lt.
Mark of Nurgle
Terminator Armor
Daemonic Strength
Twin Lightning Claws.

Elites
6 x Terminators
Mark of Nurgle
Tank hunter
2 Reaper Autocannon.
2 Power fists.
4 Power weapons

Troops
7 x Nurgle chaos marines
Infiltrate
1 x plasma
1 x melta

7 x Nurgle chaos marines
Aspiring champion (plasma pistol, power weapons, daemonic strength)
Infiltrate
2 x plasma

7 x Nurgle chaos marines
Aspiring champion (power fist, mutation)
2 x flamer
Rhino, smoke, ea

7 x Nurgle chaos marines
Aspiring champion (power fist, mutation)
2 x melta
Rhino, smoke, ea


7 x Nurglings

Heavy
Tri-las pred, daemonic possession

Defiler, indirect fire.



"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in de
Regular Dakkanaut




Id actually drop the Rhinos. They often slow you down, block los to your Preds occasionally and cost too much. How abou t some Demons instead?
   
Made in us
Dakka Veteran



Culver City, CA

Dropped down to 2 rhinos.

Mostly I use them to get into position, and try and screen me from some enemy fire.  Even the wrecks help screen my troops, and even if they don't, they do give a 4+ cover save.

I don't have any Plaguebearers because they've done nothing but dissapoint every time I've fielded them.



"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Forgot to comment on this earlier.


I'm wondering what is the point of the Lieutenant w/Lightning Claws running around with the Terminator unit? Does that unit need more CC punch? Can't those points be put somewhere more useful?

Is this a full Deathguard army (with free Asp Champs, etc.), or just a Nurgle-themed Chaos list?


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Longtime Dakkanaut




I like the LT with twin claws. He helps keep units off of the Terminators who, with tank hunter, are more designed to shoot every turn. Also enemy terminators against your terminators will likely come out a wash and kill off most of both units. This Lt. will keep enemy terminators away because he will kill most of them off before the powerfists can come into play.

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


He's already got 4 power weapons in the unit. . .they should do a pretty good job of hacking up loyalist terminators (w/powerfists) before they strike.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in ca
Dakka Veteran





I'd take the powerfist and spikey bits. its 5 points cheaper than powerfist and mutation. if you roll 5 attacks on the charge how often will all 5 of them hit on a 4+ (against marines) its rare. Spikey bits is also good on high WS characters. This is good list, you just need to trim a bit of fat and get a few more models on the table. Also on the squad that is infiltrating why not give the champ a powerfist, or power weapon/strength. They will most likely be in cc before most of your squads. Plague Bearers are good if used properly. Don't give up on them yet.
   
Made in us
Rampaging Carnifex





I will never understand why chaos armies load up on ubercharacters, their guys and vehicles and everything else are so great. Nurgle especially is fantastic for the ability to put 70 T5 guys on the table. why dilute that with gay characters who are not as powerful as a 4 attack powerfist champion?
   
Made in us
Rampaging Carnifex





also, mixing rhinos and infiltrate is a poor idea. you need to go all one or the other. I forget the nurgle rhino squad, but I am fairly sure they can have 2-3 troop squads in rhinos and then 3 havoc squads in rhinos.

7 man havoc squads with 4 specials in rhinos are pretty fantastic.
   
Made in us
Dakka Veteran



Culver City, CA

Pure DG list.
2 squads in rhinos are troops. Any more than that count as fast attack.

Infiltrate is 21 points for a 7 man squad. Rhino is 50 base. I'd have to get an extra 58 from somewhere to toss the other two squads in rhinos.

Mutation and spikey bits are both 10 points for aspiring champions.

About the Lt versus an upgraded champion in the squad.

Lt is 120 points for 5 base str 5 attacks at ws/init 5.
A champion for the squad would be 44 points base. 
60 points with mutation, str and a ccw
89 with the above + lightning claws.
So, 31 points gives 1 more wound, higher initiative, and hit on 3's.

This gives me the flexability of shooting one thing and having the Lt charge something else.


"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
Rampaging Carnifex





A champion could just have a hidden powerfist with 4 attacks and kill vehicles as well as guys.

Easy way to get more points for rhinos and more dudes is to drop your vehicles or nurglings. Nurgs are too slow and vehicles are too pricy and not shielded by rhinos enough.

I've seen two good deathguard lists lately. One dude uses 3 x 14 infiltrating marines with powerfists and 2 infiltrating havoc squads and a great unclean one and some other crap.

Another is rhino/tank heavy with like a few troop squads in rhinos, 2 predators and a defiler and a nasty choppy daemon prince with a manreaper.

Either way you get a more effective style of list than mixing infiltrators and rhinos, you're great in escalation or not in escalation (instead of sucking at it entirely) and you present more warm bodies with T5 and true grit.
   
Made in us
Dakka Veteran



Culver City, CA

HQ
Chaos Lord.
Mark of Nurgle
Statue
Manreaper
Daemonic Flight.
Daemonic Essence

Elites
7 x Terminators
Mark of Nurgle
Tank hunter
Aspiring champion, fist, mutation
2 Reaper Autocannon.
1 chain fist
5 Power weapons

Fast Attack
7 x Nurgle chaos marines
Aspiring champion (power weapons, daemonic strength)
1 x plasma
1 x melta
Rhino, smoke, ea

7 x Nurgle chaos marines
Aspiring champion (plasma pistol, power weapons, daemonic strength)
2 x plasma
Rhino, smoke, ea

Troops
7 x Nurgle chaos marines
Aspiring champion (power fist, mutation)
2 x flamer
Rhino, smoke, ea

7 x Nurgle chaos marines
Aspiring champion (power fist, mutation)
2 x melta
Rhino, smoke, ea


7 x Nurglings

Heavy
Tri-las pred, daemonic possession
Defiler, indirect fire.

Notes
Dropped the Lt. Added champion for the termies and 2 rhinos for the infiltrating squads.

4 rhinos, 1 pred, 1 defiler to give their AT guns a lot of targets.
nurglings will run around with the terminators to keep them from being charged.

Prince needs to order some sails or something put on the rhinos so he can hide behind them, but t6, 4 wounds, 12" move should get him into hand to hand, and he only has to kill 9 naked marines to make up his points.

Infiltrate vs rhino is a 37 point difference. If you figure the rhino as one wound, average cost / wound for a rhino squad is is only 1.8 more per model than an infiltrating squad. You do give up being 6" of distance to start in exchange for a nice moving piece of terrain and the mobility if you decide to actually hop inside.


"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Prince needs to order some sails or something put on the rhinos so he can hide behind them, but t6, 4 wounds, 12" move should get him into hand to hand, and he only has to kill 9 naked marines to make up his points.


You should totally model giant pustules on top of your Rhinos. Although if you actually did I don't think I'd talk to you anymore!


Honestly, I think this is a better list than the mix of the infiltrating/Rhino units you had before. Also, by having all your units mounted your opponent will likely not have enough AT firepower to take out both your Rhinos and your Lord, so in a way you don't need to model sails on your Rhinos. If they're shooting your Lord then all your Rhinos are moving your troops to where you want them, and if they target your Rhinos then the Lord attacks where he wants.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Rampaging Carnifex





The Lord just needs to be posed so that he's flying low across the ground
   
Made in us
Dakka Veteran



Culver City, CA

What if I modeled pirate hats and all the characters with green stuff and said yarr and matey a lot?

"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
Dakka Veteran




Orlando, Florida

I'd buy the pirate hat explanation

The new list is a lot better in my opinion. Only thing I could suggest is not mixing the special weapons in that one squad, especially because one is rapid fire and the other is assault. I would suggest changing the plasma gun in that squad to another melta.
   
Made in us
Rampaging Carnifex





The only comment I still have is that the terminators are kind of unnecessary. I would sac them to get another rhino squad if you have the rhino.
   
Made in us
Rampaging Carnifex





You could even get a dg havoc squad in a rhino. 4 melta might be fun, and 4 plasma would give you a unit you could sit at 24" with and plink stuff if you had to for some reason.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Okay, I've been thinking about Deathguard a bit, and here are some of my musings:

You've got these really tough guys that are hard to kill (and very costly points-wise). I think you want to maximize the effort the enemy has to go to in order to kill these fools.

However, whenever I see DG in Rhinos as an opponent I always am quite glad, because an exploding Rhino (especially if it has moved more than 6") with DG inside is probably the easiest way to get wounds onto these tough models. Same with Plasma guns and their overheat.

Both these mechanisms give automatic wounds to models that would be otherwise very difficult to wound. I think if you minimize these two effects as much as possible, you'll probably do much better.

So what I'm saying is perhaps you *should* dump the Rhinos and try out the all infiltrating army instead (and just pray you get to infiltrate).


But assuming you're going to keep your basic list, I was also thinking about your squad's weapon load-outs (thanks to some of the comments above). I notice that you only have 2 PFists and the other two units have PWeapons. Wouldn't you want to mix them up so that every unit has a chance to take out vehicles?

What I mean is give the 2 melta squad's champion the power weapons (because the meltas can take care of vehicles). I also agree with the former poster that you should probably go with 2 meltas in that one unit instead of the melta/plasma (and give that champion the power weapons).

That way your plasma and flamer squads have the PFists and, if they have to, can charge a vehicle and take it out if the opportunity arises.


So, those are my thoughts. Doesn't mean you should listen to 'em, but I just thought I'd send 'em your way.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Rampaging Carnifex





Taking any power weapons is a big mistake.

from what I've seen the infiltrating DG army is a bit better - even without infiltrate it does OK, if you take big squads and utilize cover.

He has a totally playable list though.
   
 
Forum Index » 40K Army Lists
Go to: