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Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

Effective use of pox walkers has been on my mind. At 120 pts for a full strength mob they seem like a pretty fantastic deal for a fearless unit with a 5+ feel no pain (disgustingly resistant) roll. They are slow and pretty feeble in melee but they do have some big perks. Like the ability to turn nearby dead into blobs of friendly pox walkers.

Strength 3 is buffed by adding typhus who also buffs their toughness. He seems like s must have unit to make pox walkers work. He can also cast blades of putrefaction and putrecient vitality. The noxious blightbringer will enable them to get down field faster so he seems like a must have as well and adding the tally man will enable them to reroll misses in melee. As an exclusively melee force, this would also seem to be a must have. 312 pts worth of characters. Add in 3 full strength pox walker units and your looking at 672 pts.

At this point in time I also like to look at other options that will enable the pox horde to be buffed by even more cheap bodies and some shooting. I have been fielding chaos cultists. I feel like fielding them in squads of 40 from CSM gives you the benefit of a lot of shooting and when backed by a sorcerer and a chaos lord, you gain prescience and either warptime or Death hex. Shooting and melee with the cultists gains a reroll of 1’s as well. Use of tIde of traitors CSM strategem allows you to recycle cultist units for two command points. This at a total cost of 656 pts.

So with about 672 points left to spend you have 180 bodies to clog the field of battle with. You can effectively burry objectives. Creative use of spells like Blades of putrefaction coupled with veterans of the long war will guarantee pox walkers a ridiculous amount of mortal wounds in melee. Plus wounds from typhus aura.

So what would you spend those other 672 points on?
4 foul blightspawn 308 pts
4 chaos lords with Bale swords n seems pretty good at 320 pts. Give one of them Arch contaminator And that’s re roll to wound for the whole bunch.
Or...
Mortarion, 2 foul blightspawn and a plague surgeon just to be annoying.

I’ve also been thinking about fielding only two units of ten pox walkers in rhinos. Speeding up along the flanks to enable them to reach units of cultist res pawning along the side of the board.

So those are my thoughts. Please feel free to comment. I am 60 painted pox walkers deep so your thoughts would be appreciated.

This message was edited 2 times. Last update was at 2017/10/16 15:07:16


Pestilence Provides.  
   
Made in nl
Crazed Spirit of the Defiler




 sennacherib wrote:
Effective use of pox walkers has been on my mind. At 120 pts for a full strength mob they seem like a pretty fantastic deal for a fearless unit with a 5+ feel no pain (disgustingly resistant) roll. They are slow and pretty feeble in melee but they do have some big perks. Like the ability to turn nearby dead into blobs of friendly pox walkers.

Strength 3 is buffed by adding typhus who also buffs their toughness. He seems like s must have unit to make pox walkers work. He can also cast blades of putrefaction and putrecient vitality. The noxious blightbringer will enable them to get down field faster so he seems like a must have as well and adding the tally man will enable them to reroll misses in melee. As an exclusively melee force, this would also seem to be a must have. 312 pts worth of characters. Add in 3 full strength pox walker units and your looking at 672 pts.

At this point in time I also like to look at other options that will enable the pox horde to be buffed by even more cheap bodies and some shooting. I have been fielding chaos cultists. I feel like fielding them in squads of 40 from CSM gives you the benefit of a lot of shooting and when backed by a sorcerer and a chaos lord, you gain prescience and either warptime or Death hex. Shooting and melee with the cultists gains a reroll of 1’s as well. Use of tIde of traitors CSM strategem allows you to recycle cultist units for two command points. This at a total cost of 656 pts.

So with about 672 points left to spend you have 180 bodies to clog the field of battle with. You can effectively burry objectives. Creative use of spells like Blades of putrefaction coupled with veterans of the long war will guarantee pox walkers a ridiculous amount of mortal wounds in melee. Plus wounds from typhus aura.

So what would you spend those other 672 points on?
4 foul blightspawn 308 pts
4 chaos lords with flail of corruption seems pretty good at 346

Mortarion, 2 foul blightspawn and a plague surgeon just to be annoying.

I’ve also been thinking about fielding only two units of ten pox walkers in rhinos. Speeding up along the flanks to enable them to reach units of cultist res pawning along the side of the board.

So those are my thoughts. Please feel free to comment. I am 60 painted pox walkers deep so your thoughts would be appreciated.


Completely unrelated question but... can Chaos Lords even take Flails of Corruption?
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

nope I guess bale swords are going to have to be it.


Automatically Appended Next Post:
Any thoughts on the viability of using a rhino to drop off a unit of poxwalkers right where the action is going to take place. Then shoot up the unit they are adjacent too in order to inflate the size of the pox walker unit and to speed the travel of said unit up the field and into enemy lines.

This message was edited 1 time. Last update was at 2017/10/15 21:00:16


Pestilence Provides.  
   
Made in us
Oozing Plague Marine Terminator





The Dead Walk Pox horde and strategy eats up alot of CPs quickly. I played a list yesterday. Smaller cultist units would probably work out better. Tide of traitors is gonna eat up 2 cps, plus dead will walk, and cloud of flies. Also, save some CP to auto pass morale, or the cultist blob will just be wiped by morale and you won't be able to bring them back. If you're adding VOTLW to them, you would have spent most of your CPs turn two. Im looking for cheap HQ choices to fill out more battalions. If the list isn't Shooty, perhaps one (or several) detachment with daemon heralds instead? I think a tallyman would help with getting some CP back.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I realize that cp would get burned up pretty fast. 11 command points is where a list with all the added blightspawn and chaos lords would sit.

I figure 2 points for 3 turns at most.
The dead walk 1cp
Cloud of flies 1 cp
Once your blob of pox walkers makes contact with the enemy you won’t need either of these strategies. Receycling cultists 2 times using tide of traitors would leave you with a random point plus whatever the tallyman recoups for you to spend on veterans of the long war.



Pestilence Provides.  
   
Made in us
Slippery Scout Biker




Vegas

I have been having fantastic results with 2-3 Malignant Plaguecasters, especially against horde armies. With Typhus added, it gives you 3 Smites, Blades, Vitality and a spare. If you are in range of enemy infantry blobs, Plague Wind can slay lots of infantry to add to your poxwalkers. If you put the Fugaris relc on a Plaguecaster, you get a 10” radius for Pestilential Fallout for an extra Mortal wound.

Autocorrect is for light slapping nun shoes! 
   
Made in it
Been Around the Block




Desio - Italy

I played some games with a similar list:
Main Issues

- blobs are slow, VERY slow

- spreading is a problem due the presence of scenic ( if you habitually play in scenic-crowded tables) because of you are risking to exit the aura ranges

- you have to stay close, very close to the pivotal walkers unit on which you use Dead Walk Again with all your cultist unit

- If you play against shooty armies placing 30-40 additional walkers can be an issue, in a couple of matches Typhus find himself sorrounded by a giant wall of zombies and he did't make cac

- the main blob can easily stopped by expendables units or units that sacrifice themselves to stop it for a couple of turns: this and the slow pace can put you in trouble

- I had an headache facing a big FW superheavy (guess it was a Fachion o are something like that): yes, you can put some mortal wounds but you lack a real anti tank ability





Chaos Marines since the beginning - For The Dark Gods 
   
Made in gb
Ship's Officer



London

I don't play death guard but I've played against them. I've found it pretty easy sometimes, so let me talk about how not to play DG.

The major problem is if you don't threaten your opponent early on. Filling the board with zombies sounds good, but unless you can kill things on turn one your opponent will lose nobody, and you'll always lose some stuff.

So you need to support your zombies with serious firepower. And luckily Death Guard get access to it. Plagueburst crawlers and even going all out with a killshot predator squadron are both good options.

I don't know if you need Typhus. There's an argument for just taking loads more zombies instead. On the other hand, he seems decent in his own right so it's probably not a bad option.

You could consider deep striking him in rather than deploying him with the zombies. It doesn't matter what their strength is at the start of the game when they aren't in combat, but Typhus is really slow and it does matter if he is out of position. Deep striking would let you put him where he was actually needed. This assumes that he can deep strike of course!
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






brugner8 wrote:
I played some games with a similar list:
Main Issues

- blobs are slow, VERY slow

- spreading is a problem due the presence of scenic ( if you habitually play in scenic-crowded tables) because of you are risking to exit the aura ranges

- you have to stay close, very close to the pivotal walkers unit on which you use Dead Walk Again with all your cultist unit

- If you play against shooty armies placing 30-40 additional walkers can be an issue, in a couple of matches Typhus find himself sorrounded by a giant wall of zombies and he did't make cac

- the main blob can easily stopped by expendables units or units that sacrifice themselves to stop it for a couple of turns: this and the slow pace can put you in trouble

- I had an headache facing a big FW superheavy (guess it was a Fachion o are something like that): yes, you can put some mortal wounds but you lack a real anti tank ability


To be honest... that pretty much describes playing an ork green tide.

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
Contagious Dreadnought of Nurgle





Hell Hole Washington

Mandragola wrote:
I don't play death guard but I've played against them. I've found it pretty easy sometimes, so let me talk about how not to play DG.

The major problem is if you don't threaten your opponent early on. Filling the board with zombies sounds good, but unless you can kill things on turn one your opponent will lose nobody, and you'll always lose some stuff.

So you need to support your zombies with serious firepower. And luckily Death Guard get access to it. Plagueburst crawlers and even going all out with a killshot predator squadron are both good options.

I don't know if you need Typhus. There's an argument for just taking loads more zombies instead. On the other hand, he seems decent in his own right so it's probably not a bad option.

You could consider deep striking him in rather than deploying him with the zombies. It doesn't matter what their strength is at the start of the game when they aren't in combat, but Typhus is really slow and it does matter if he is out of position. Deep striking would let you put him where he was actually needed. This assumes that he can deep strike of course!


I’ve been playing lists with far less of a horde feel initially. Typically I field 12 las cannons and 2 units of allied obliterators. That can get some work done at a distance while the herd closes with the enemy. As I said earlier i am wondering about using a rhino to deposits a unit of 10 pox walkers into the midst of the enemy to create a separate and forward herd.

What units do you consider indispensable for a pox walker army list.
I’m thinking typhus for the Str and toughness buff. The added mortal wounds to everything. Near the pox walker herd are a nice buff.
Also tallyman for the reroll to hit in melee and the noxious blightbringer for the bump to advance.

Pestilence Provides.  
   
Made in gb
Ship's Officer



London

 sennacherib wrote:
What units do you consider indispensable for a pox walker army list.
I’m thinking typhus for the Str and toughness buff. The added mortal wounds to everything. Near the pox walker herd are a nice buff.
Also tallyman for the reroll to hit in melee and the noxious blightbringer for the bump to advance.

I don't know the codex well enough to say, honestly. It's more a question of your overall approach, rather than specific units that are needed.

Supporting your wall of zombies with a bunch of shooty tanks and obliterators sounds like a good approach.
   
Made in us
Legendary Master of the Chapter






The poxing dead is an annoying list to fight.

not terrably hard to kite but with typhus its not going to be easy to delete units fast enough.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

The way assault rules work kiteimg someone is not really possible. You don’t have to move towards someone.

Pestilence Provides.  
   
Made in us
Longtime Dakkanaut




I like the idea, I am working on a similar idea using skeletons as pox walkers and Nagash as mortarion. But I definitely agree with what others have said, the big blobs can be fine but you definitely need something to put damage on the enemy every turn. Just pox walkers won't do it, too easy to kill.

Unfortunately I think I will be looking at chaos marines to fill that roll for my army. Or fortunately. Not sure yet.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I’ve been using the CSM strategems to great effect. The hellforged strategem that lets a defiler reroll hits and wounds for one full turm can be pretty effective. What do you take with your pox walker horde lost.

Pestilence Provides.  
   
Made in it
Been Around the Block




Desio - Italy

IF you have more o less 650 points to spend , given the cost of the main horde:

You have a slow and unkillable horde, that slowly grinds every enemy opponent, so you need to field fast units to grab forward objectives and a bit anti-tank fire, because your main issue will be tanks.

I tried with a couple of havocs and a battery of quad-bolter rapier, it's effective but completly immobilize your army

I think that a couple of termy and obly are best suited for this list, you need to earn time to engulf and grind your opponent

Chaos Marines since the beginning - For The Dark Gods 
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I’ve been using a list like this at 2000 points. I put the characters in the landraider when I place it. That allows them an extra 3” move turn 1 when they disembark. I advance the land raider with the 10 pox walker unit right behind it. Turn 2 I embark the pox walkers onto the landraider. This strategy just ensures I have a living unit of pox walkers and 1 that I can move upfield fast. It’s also a low drop list so I get a bit of advantage to going first on turn 1.

Landraider 356
Plagueburst crawler entropy cannons 162

Malignant plaguecaster 110 miasma of pestilence curse of the lepers
Typhus 175 pestilential vitality Blades of putrefaction

20 pox 120
10 pox 60
39 cultists + 3 flamers 183

Noxious blightbringer 70
Tallyman 67
1567

CSM
Oblits 195
Oblits 195
Sorcerer 102 warp time or Death Hex / prescience
Predator 190

This message was edited 1 time. Last update was at 2017/10/18 13:52:04


Pestilence Provides.  
   
Made in us
Death-Dealing Devastator




Tampa, FL

I don't use as much as you, but I think it could be considered similar to what I run. I take 2 full Poxwalker units and a 20 man Plague Marine melee squad. So far my favorite way of backing this up is with 2 Bloat Drones and 2 Plagueburst Crawlers with a 5 man Blightlord squad. I DS Typhus with the Termies, fly my DP up to give them the rerolls, and then use the Noxious Blightbringer to advance my Poxwalkers and Plague Marines. My Drones accompany the DP and are generally in my opponents face forcing them to deal with them, and all the while the PBC's are hitting them. I have only played this list once so far, but the only difference from my older lists are that I used to take a third Drone and a Terminator lord instead of the PBC's.
   
Made in it
Regular Dakkanaut





This is what I learned on fielding poxwalkers, I played 20 25 games with a high winrate.
1-I love them, they are beatiful to field and so funny to play
2-Their strenght comes from the various perks and abilities, rather than raw power like plaguebringers
3-Being so slow makes them mediocre in an aggressive list, they still camp objectives quite well
4-In a defensive list they are amazing, the perfect anvil, but you need to have a good fire power (more or less 70% of points in tanks and shooty PMs and a DP for rerolling 1s)
5-They need support from stratagem powers and auras, therefore just one unit of 20 is sufficient, the blight bringer for just a couple of inches in movement is a waste
6-Always take a couple of cultist units to use the TDWA stratagem
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

 DarklyDreaming wrote:
This is what I learned on fielding poxwalkers, I played 20 25 games with a high winrate.
1-I love them, they are beatiful to field and so funny to play
2-Their strenght comes from the various perks and abilities, rather than raw power like plaguebringers
3-Being so slow makes them mediocre in an aggressive list, they still camp objectives quite well
4-In a defensive list they are amazing, the perfect anvil, but you need to have a good fire power (more or less 70% of points in tanks and shooty PMs and a DP for rerolling 1s)
5-They need support from stratagem powers and auras, therefore just one unit of 20 is sufficient, the blight bringer for just a couple of inches in movement is a waste
6-Always take a couple of cultist units to use the TDWA stratagem


Can you post a list here for myself and others so we can compare notes. I feel like the list I posted a couple of posts up the thread sounds a lot like the list you suggested. Just want to see what your fielding.

Pestilence Provides.  
   
Made in it
Been Around the Block




Desio - Italy

MIne is based on sinergy with renegade & Heretics:
1850 points

Typhus + 2 malignant plaguecasters
2 x20 poxwalkers
biologus
surgeon
2x plague marines on foot
2x bloat drones with fleshmower

7 malefic lords
3x10 renegades marauder with plasma

The smite spam is hard to withstand for my opponent, i keep all my characters in a center powwalker unit sorrounded by marauders.
I use the other unit to sit on an objective in my area, the drones and a unit of plague marines on both flanks.

This message was edited 1 time. Last update was at 2017/10/19 07:41:17


Chaos Marines since the beginning - For The Dark Gods 
   
Made in it
Regular Dakkanaut





Sure!

++ Battalion Detachment +3CP (Chaos - Death Guard) [80 PL, 1497pts] ++

+ HQ [18 PL, 355pts] +

Daemon Prince of Nurgle [9 PL, 180pts]: Daemonic axe [10pts], Fugaris' Helm, Putrescent Vitality, Wings [1 PL, 24pts]

Typhus [9 PL, 175pts]: Blades of Putrefaction, Miasma of Pestilence

+ Troops [19 PL, 329pts] +

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun [36pts]
Cultist Champion [4pts]: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun [36pts]
Cultist Champion [4pts]: Autogun

Plague Marines [7 PL, 135pts]
Plague Champion [33pts]: Plaguesword [1pts], Plasma gun [13pts]
2x Plague Marine w/ boltgun [38pts]
Plague Marine w/ Special Weapon [32pts]: Plasma gun [13pts]
Plague Marine w/ Special Weapon [32pts]: Plasma gun [13pts]

Poxwalkers [6 PL, 114pts]: 19x Poxwalker [114pts]

+ Elites [21 PL, 367pts] +

Blightlord Terminators [14 PL, 240pts]
Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
Blightlord Terminator [57pts]: Blight launcher [14pts], Bubotic Axe [5pts]
Blightlord Terminator [48pts]: Flail of Corruption [10pts]
Blightlord Terminator Champion [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]

Helbrute [7 PL, 127pts]: Helbrute plasma cannon [30pts], Missile launcher [25pts]

+ Fast Attack [4 PL, 66pts] +

Chaos Spawn [2 PL, 33pts]: Chaos Spawn [2 PL, 33pts]

Chaos Spawn [2 PL, 33pts]: Chaos Spawn [2 PL, 33pts]

+ Heavy Support [18 PL, 380pts] +

Chaos Predator [9 PL, 190pts]: Twin lascannon [50pts]
Two lascannons [50pts]: 2x Lascannon [50pts]

Chaos Predator [9 PL, 190pts]: Twin lascannon [50pts]
Two lascannons [50pts]: 2x Lascannon [50pts]




Automatically Appended Next Post:
This is the best list I can think of without doing cheeky stuff like fielding csm allies, FW bull***t or Mortarion (I hate primarchs).
It s a defensive list, the Helbrute can do nice combos with Fire frenzy and the garanteed explosion and shares fire with the predators (that's why he has cheaper options). The cultist cover the sides and do combos with TDWA stratagem (and in Rapid fire they can do a decent damage agains light infantry). All is supported by the 9' aura of the Prince. The Spawns take objctives and countercharge, while Typhus and the terminators give me aggressive potential against enemy shooting. It's fluffy and competitive, I never lost with it.

This message was edited 1 time. Last update was at 2017/10/19 17:05:43


 
   
Made in us
Virus Filled Maggot




Automatically Appended Next Post:
 sennacherib wrote:
nope I guess bale swords are going to have to be it.



So, in reading the DG Dex, it says a Chaos Lord can take any weapon from the Melee Weapons List. The Flail is a melee weapon.....was that FAQ'd recently? I thought it was fine as long as you follow the same rule as the PMs when taking one. My plan was to take a Lord with Flail and stick him in a Rhino with 7 CC Plague Marines (2 flails, 4 axes, and the champs fist), a Biologus Putrifier, and Surgeon or Blightspawn.

Rolling it out in the Beats Lab has this unit doling out crap tons of damage. Please let me know where I'm wrong....I REALLY wanted to give that dude a Flail and watch him wreck shop. 4 D3 swings is amazing.

This message was edited 3 times. Last update was at 2017/10/19 17:25:56


- Brother Phil 
   
Made in us
Loyal Necron Lychguard





philsminions wrote:
Automatically Appended Next Post:
 sennacherib wrote:
nope I guess bale swords are going to have to be it.



So, in reading the DG Dex, it says a Chaos Lord can take any weapon from the Melee Weapons List. The Flail is a melee weapon.....was that FAQ'd recently? I thought it was fine as long as you follow the same rule as the PMs when taking one. My plan was to take a Lord with Flail and stick him in a Rhino with 7 CC Plague Marines (2 flails, 4 axes, and the champs fist), a Biologus Putrifier, and Surgeon or Blightspawn.

Rolling it out in the Beats Lab has this unit doling out crap tons of damage. Please let me know where I'm wrong....I REALLY wanted to give that dude a Flail and watch him wreck shop. 4 D3 swings is amazing.

The "melee weapons list" is specifically the melee weapons under the Death Guard Wargear Lists table, so only the Balesword, Chainaxe, Lightning Claw, and power weapons.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

 DarklyDreaming wrote:
Sure!

++ Battalion Detachment +3CP (Chaos - Death Guard) [80 PL, 1497pts] ++

+ HQ [18 PL, 355pts] +

Daemon Prince of Nurgle [9 PL, 180pts]: Daemonic axe [10pts], Fugaris' Helm, Putrescent Vitality, Wings [1 PL, 24pts]

Typhus [9 PL, 175pts]: Blades of Putrefaction, Miasma of Pestilence

+ Troops [19 PL, 329pts] +

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun [36pts]
Cultist Champion [4pts]: Autogun,

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun [36pts]
Cultist Champion [4pts]: Autogun

Plague Marines [7 PL, 135pts]
Plague Champion [33pts]: Plaguesword [1pts], Plasma gun [13pts]
2x Plague Marine w/ boltgun [38pts]
Plague Marine w/ Special Weapon [32pts]: Plasma gun [13pts]
Plague Marine w/ Special Weapon [32pts]: Plasma gun [13pts]

Poxwalkers [6 PL, 114pts]: 19x Poxwalker [114pts]

+ Elites [21 PL, 367pts] +

Blightlord Terminators [14 PL, 240pts]
Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
Blightlord Terminator [57pts]: Blight launcher [14pts], Bubotic Axe [5pts]
Blightlord Terminator [48pts]: Flail of Corruption [10pts]
Blightlord Terminator Champion [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]

Helbrute [7 PL, 127pts]: Helbrute plasma cannon [30pts], Missile launcher [25pts]

+ Fast Attack [4 PL, 66pts] +

Chaos Spawn [2 PL, 33pts]: Chaos Spawn [2 PL, 33pts]

Chaos Spawn [2 PL, 33pts]: Chaos Spawn [2 PL, 33pts]

+ Heavy Support [18 PL, 380pts] +

Chaos Predator [9 PL, 190pts]: Twin lascannon [50pts]
Two lascannons [50pts]: 2x Lascannon [50pts]

Chaos Predator [9 PL, 190pts]: Twin lascannon [50pts]
Two lascannons [50pts]: 2x Lascannon [50pts]




Automatically Appended Next Post:
This is the best list I can think of without doing cheeky stuff like fielding csm allies, FW bull***t or Mortarion (I hate primarchs).
It s a defensive list, the Helbrute can do nice combos with Fire frenzy and the garanteed explosion and shares fire with the predators (that's why he has cheaper options). The cultist cover the sides and do combos with TDWA stratagem (and in Rapid fire they can do a decent damage agains light infantry). All is supported by the 9' aura of the Prince. The Spawns take objctives and countercharge, while Typhus and the terminators give me aggressive potential against enemy shooting. It's fluffy and competitive, I never lost with it.


Thank you for posting.

I am seekinG to create a suppository for other like minded DG players wishing to embrace the herd of the dead. I see that you do not use the tallyman or the noxious blightbringer. Any reason why. I see the reroll to wound for the tallyman as almost a must have with these bad boys. Also, what psychic abilities do you use with your psykers.

Pestilence Provides.  
   
Made in it
Regular Dakkanaut





The Noxious is just a waste, he should be used on a running list with PMs assault weapons and more walkers. The Tallyman is ok, but I already reroll 1s, and being on foot he will never reach the terminators, y help the zombies? They do not have AP, so they ll do such damage. For the psykers Miasma and Blades for Typhus to boost the terminators, and for the Prince the Vitality in order to give the poxes S and T 5. This list is not the herd of the dead, but you can make it so: against Orks the other day my pox unit grew to 44 members and took down a wounded gorkanaut!
   
Made in us
Fresh-Faced New User





I usually run 20 poxwalkers with about 6 characters behind them including the blightbringer. They work well to protect the characters and with the blightbringer move fast enough. Also, if they dip under 10 from shooting you can fairly easily get them back above 10.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

Noxious blightbringer might be a waste for only an added inch per turn. Does anyone else feel similarly.

I feel like the tallyman increasing melee hits from 50% to 75% merits inclusion. The captain only increases hits in melee to 58%. The. Attain does however buff shooting by the cultists however the cultists will all be dead by turn 2 unless my foe is not doing their job. Also the chNce of the tallyman refunding a command point is 1 in 6.

Typhus is a no brainer. He buffs pox walker survival by 17% and increases the likelihood of doing damage by the same. Plus great punch in melee and being a psycher buffing the pox walkers with blades of putrefaction and putrecent vitality.

Anyone else trying the pox bomb. Dropping pox walkers out of a transport next to an enemy foot blob, busting the dead will walk and then slaughtering the blob with nearby firepower.

Pestilence Provides.  
   
Made in au
Speed Drybrushing





Newcastle NSW

If your running a Poxwalker horde the two auto includes are Typhus and a Noxious Blightbringer. Having Strength and Toughness 4 Poxies moving as fast as a Blightdrone is having your Anvil hitting as hard as your Hammer and not shattering.

Not a GW apologist  
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

Had a game recently using a 60 poxwalker blob led by Necrosius (The Tainted Vectrorium, of course), a Blightbringer, and a Tallyman. They met Typhus and his Blightlords upfield in turn 2. After that and using charges to slingshot poxies forward, it was a slaughter. I had not realized how much Necrosius' straight +1 to hit and Tallyman in tandem could add to poxwalkers' accuracy.

I also now accept the Blightbringer as part of the cost of running poxwalkers in blobs. With enough troops pushing forward they feel like a necessary evil.

This message was edited 1 time. Last update was at 2017/10/21 21:00:27


 
   
 
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