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Made in nl
Crazed Spirit of the Defiler




I've been straining my brain over what to support Mortarion with. At the moment the obvious setup is a sorcerer with jump pack that casts Warptime and Prescience on him for that 1st turn charge, but that just screams - and I don't know all the ins and outs of Chaos fluff so correct me if I'm wrong here - "Papa Nurgle would not approve" to me. I'm struggling to find a solid fluffy alternative though to prevent Morty from just being focus fired and killed or severy crippled before he can have an impact. At the moment my would-be setup is (I admit that I haven't playtested anything yet but I'd like to research what has a good chance of working before I spend money on more models):

- Mortarion with Miasma of Pestilence and Blades of Putrefaction to protect and buff himself.
- DG Daemon Prince with wings, talons and Suppurating Plate to join the melee fun. Undecided on psychic power. Maybe Gift of Contagion would be nice to debuff any target before the fight phase.
- 5 Blightlord Terminators with combi-plasma together with a vanilla Nurgle lord in terminator armour with combi-plasma that deepstrike for safe 18" rapid fire overcharged plasma fire.

The things above are all models that I have in my possession already, so that would be ready for playtesting (as soon as I'm done assembling them )

A few things that have crossed my mind:

- Deepstriking Deathshrouds to Mortarions' position after he moved turn 1 seems wasteful to me, 3 of them run about 225 points and with their abysmal mobility they will most likely be sitting ducks for the remainder of the game and 225 points for 6 ablative wounds for 1 turn is just WAY too much points.

- I also considered sending a bunch of Bloatdrones with Fleshmowers with him but I don't think those have a big enough SHOOT ME! sign on them to redirect any fire away from Mortarion. They might be nice as an offensive aide though because they'd benefit from Mortarions' toughness debuff aura and Arch-Contaminator trait as well as his reroll 1s to hit.

- I'm also considering expanding my Terminator squad to 10. Reasoning being that that puts so much plasma weaponry within rapid fire distance of my opponents valuable units (if deepstruck correctly) that he has no choice other than divert at least some firepower away from Mortarion to deal with it, hopefully leaving both Mortarion and the plasma terminators in a healthy enough state to continue having an impact.

- And finally, maybe sending a Chaos Daemon DP with wings + talons and Fleshy Abundance could help, although he'd need to be in a separate detachment (which would also require Plaguebearer tax to not cost me CP) which might not be worth the trouble for a D3 wound heal once per turn.

All of this would be for 1500-2000 point games by the way. Any thoughts or suggestions? Thanks!

This message was edited 2 times. Last update was at 2017/10/08 15:16:51


 
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

A Sorcerer on Palanquin can be Death Guard and uses the Hereticus discipline to access those very powers. I would say Papa Nurgle very much approves.

 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

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Made in gb
Jovial Plaguebearer of Nurgle




Leicester

Nurgle daemon prince from the csm codex with wings and warp time? Would also mean you could easily bring in some csm support to fill holes in your list?
   
Made in gb
Longtime Dakkanaut





UK

I think teleporting Deathshroud are both fluffy and effective. They won't be sitting ducks for long as Morty is pretty much guaranteed a T2 charge meaning that the Deathshroud will only have to weather that one turn of firing before they wade into the fray after him.

Assuming the armies start 24" apart, Morty advances to 12" from the enemy on T1. The Deathshroud teleport in 9" from the enemy which puts them within 3" of Morty. This means both units should get a T2 charge with no sweat.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in nl
Crazed Spirit of the Defiler




Champion of Slaanesh wrote:
Nurgle daemon prince from the csm codex with wings and warp time? Would also mean you could easily bring in some csm support to fill holes in your list?


That might work, maybe with an Iron Warriors detachment. Somewhat similar fighting style (at least in the fluff) so I'm guessing it wouldn't be too weird to have IW and DG ally (will need to read up on that). It would also allow me to get a bunch of cover-ignoring Havocs for some long-ranged firepower. Interesting option.

 Karhedron wrote:
I think teleporting Deathshroud are both fluffy and effective. They won't be sitting ducks for long as Morty is pretty much guaranteed a T2 charge meaning that the Deathshroud will only have to weather that one turn of firing before they wade into the fray after him.

Assuming the armies start 24" apart, Morty advances to 12" from the enemy on T1. The Deathshroud teleport in 9" from the enemy which puts them within 3" of Morty. This means both units should get a T2 charge with no sweat.


Hmm, correct... assuming the enemy doesn't start kiting them. Mortarion will probably get in anyway because he can move 12, but the same can't be said about the Deathshroud. Still, thanks for mentioning it, I'll have to think about it.


Automatically Appended Next Post:
Vortenger wrote:
A Sorcerer on Palanquin can be Death Guard and uses the Hereticus discipline to access those very powers. I would say Papa Nurgle very much approves.


Well, I'm guessing that's correct because the Palanquin sorc doesn't appear in the Codex... good one

This message was edited 1 time. Last update was at 2017/10/08 21:02:06


 
   
Made in nl
Crazed Spirit of the Defiler




Well, decided to go with the Deathshroud and in my playtest today it was very effective. They didn't get to swing once themselves (they did get to shoot once with their Plaguespurt Gauntlets though and managed to inflict two wounds on Girlyman that way ) but they absorbed so much fire that it allowed Morty to kill Girlyman twice over and smash a Repulsor afterwards. The big thing is they intercept hits, not wounds. This meant that Guilliman had to waste most of his fight phase on my last remaining Deathshroud. It intercepted 3 of Guillimans 5 hits meaning only 2 could be resolved on Mortarion (because they are in different units hits don't spill over) which is VERY powerful. They were worth every last of the 233 points I paid for them, although my opponent did make the mistake of moving Guilliman too far forward allowing Mortarion to get into combat together with the Deathshroud. But even if that were not to be the case, paying 233 points for a bunch of ablative wounds for Morty is VERY worth it because the big guy wrecks face. His damage output is incredible with DTFE and Blades of Putrefaction working together, even with me forgetting to use his special rule that causes mortal wounds at the start of the fight phase on a 4/5/6+.

This message was edited 1 time. Last update was at 2017/10/15 18:36:20


 
   
Made in ru
!!Goffik Rocker!!






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