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I am afraid I've caught a nasty case of filthy nurgle-itus! I couldn't resist the new Death Guard Models, I was really inspired by the old Deathguard.org site of Ryan Powell in the early 00's, and thought i'd be really cool to do a CSM force along similar lines in the old legion colours, unfortunately this never really happened and I drifted out of the hobby. I have since returned to heresy era modelling but the awesome new DG range gives me this opportunity - at least until the Emperor's Children are re-done! I wanted to put these guy well and truly in the heresy era, so that I can use them for both 30k/40k i've adapted the base models slightly by de-nurlging them as much as possible. I wasn't a big fan of silly belly mouths and overly 'deformed' tentacles, as I see these as more 'possessed' sort of features. It'll be a welcome change painting up a highly weathered and dirty army after having to be extra neat and clean with my Third Legion pretty boys! Dirty, scruffy Death Guard are just about as far as you can get!!
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Hello everyone, new to posting on B&C here and looking for some help with my crusade list. Backstory: My best friend and I are doing a crusade campaign where we start with the 1st Combat Patrol mission and go through all the missions, in order, until we finish out with the last Onslaught mission. For the last several years, he had been beating the ever living crap out of me. I can't remember the last time I won a game against him, and it certainly wasn't with my Blood Angels. We played the first combat patrol mission (25 PL each) in the Crusade part last week and he proceeded to absolutely crush me. Seriously, I had a 5-man squad on Incursors that I set up in cover on an objective, and he proceeds to roll up with a Foul Blightspawn (this was the first time he's used one, so I didn't know what it was) and wiped out 4 of them with the plague-sprayer. Needless to say, the last man did not survive long. Then the Blightspawn's "Revolting Stench" ability really took the wind out of my Blood Angels' sails. By turn three, nothing remained of my proud Sons of Sanguinius but ash and a plague-ridden sludge. We used to get a good chuckle that the reason I lost so much is because he rolls like he made some pact with an evil spirit and I roll like my dice are weighted.... to roll 1's. I did some ole' googling to find some advice on how to beat Death Guard. While this whole campaign is for fun and to get some immersive narrative play in, frankly, it's stopped being fun playing 40k against my best friend knowing I'm just going to get wiped and he's going to have a card up his sleeve to counter every plan I make (seriously, how to hell are the Death Guard going to get to go first in my own fight phase when I charged with 3 different units....?). So, after doing some researching, I realized I'm going to have to play my Blood Angels in a less Blood-Angelsy manner. I completely swapped out my entire Crusade force and chose some specific units for the next game (Supply Drop). Below is my current 60 PL Crusade army that I can choose from: HQ: Librarian Dread w/ Biomantic Sarcophogus and Gift of Foresight. Quickening and Wings (8 PL) Primaris Lieutenant (Indomitus) (4 PL) Troops: 10-man Intercessors Squad w/ grenade launcher (10 PL) Scout Squad w/camo cloaks, 4x sniper rifles, and 1x Heavy Bolter (4 PL) 5-man Tactical squad w/ Heavy Bolter. Probably going to do power sword and plasma pistol for the sergeant (5 PL) *Including the heavy bolters here due to the update they're getting to be damage 2. Figure having some S5 D2 AP -1 shots would be good to have against Death Guard, especially since things like missile launchers tend to miss thanks to the fact that every single Death Guard has some mystical cloud of flies that makes them impossible to shoot.....* Fast Attack: 3-man Inceptor squad w/ Plasma Exterminator (6 PL) Dedicated Transport: Impulsor w/ Bellicatus Missile Array (7 PL) (still haven't built it yet, but would like to hear opinions on missiles vs shield dome. Or maybe even do that orbital bombardment thing....) This brings me to 56 PL, so I still have 4 PL if there's something I really need this moment or to put toward something else later. So, for the next battle, we'll have 25 PL each and I've gone with taking the Librarian Dreadnought (8 PL), 10-man intercessor (10 PL), and inceptor squad (6 PL) [24 PL total]. Thought process behind some of this: Librarian Dreadnought is to help counter the Plaguecaster my friend seems to always take. The biomantic sarcophagus will help make sure I get my powers off and make it easier to deny. The Gift of Foresight is to make it a little sturdier. Additionally, taking a Librarian in Dreadnought form gives me access to Dreadnought/vehicle specific stratagems that will make him even sturdier, such as Armour of Contempt to shrug off some mortal wounds from Smite, or Duty Eternal to make multi-damage weapons (like that plague sprayer and its D3....). Additionally, I can use Wisdom of the Ancients to give him the captain's re-roll 1's to hit if I want to supercharge the plasma on the inceptors or just give the Intercessors a little boost. Intercessors are there to do what intercessors do: hold down some objectives and detract a little bit of the Death Guard's hardiness with the -1 AP of their bolt rifles. I plan to keep them as a 10-man blob until the Death Guard make their way to mid-field. Then I'll use Rapid Fire (and maybe Wisdom of the Ancients) to unload 40 bolt rifle shots into the Plague Marines. Then I'll probably use Tactical Flexibility to combat-squad them and have one team hold my backfield objective, while the other goes for a mid-field. As for the Inceptors, I know these guys aren't known for being that great, but they seem to really hit all the wickets for being anti-Death Guard: high mobility and good damage output. I can bounce around the board with them to get objectives, while still dumping plasma shots into whatever needs it, without getting too close. They're also pretty sturdy in their own right, so they should last until turn 5. Depending where the final objective for Supply Drop is on the final turn, I can Upon Wings of Fire them to grab it, assuming there aren't already Death Guard perched atop it.... Anyways, would love to know what you all think of the above. I know it might get a little CP intensive with some of the stuff I have planned, so hopefully I won't need too many command re-rolls early on in the game. Thanks!
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To start off I'm acrowsperch and I've been into 40k for about 12 years now? I've never really able to play games and had to take a huge break during school from the hobby, but I'm back. My ambition has always been to make a Death Guard/Lost and the Damned force following a narrative theme and I finally have the time and resources to make it. As an intro, I wanted to do the white/green color scheme of the death guard, but with reason to it: in that aspect I always thought the green on the post-corruption Death Guard was a result of algae/microorganisms on the armor that created that hue. Following that trail of thought I wondered what their armor would look like if it was trapped underground for long periods of time, without sunlight, and what the result of that would be for both the Plague Marines and the unfortunate mortals that followed them. Here's the beginning of it, having a HUGE pile of unpainted plastic shame. I've always loved converting, and was heavily inspired by the crows from Ynneadwraith's project for a few models, as you'll see. A lot of the idea of the project is to create a force where each unit or two of the Lost and the Damned was its own culture/group of people that have been trying to eke out a living in the subterranean environment where the DG rule. Any criticism is welcome, thanks for checking it out! -acrowsperch Sorry if the photos aren't great, I'm going to keep working on a solution to the lighting and only using my phone as a camera
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I have not played 40K for years, but after reading about the recent PA series, and the news about 9th edition, I've decided I'm going to give it another try! Even when I was not playing, the 8th edition Death Guard miniatures really caught my eye. I loved the look and the variety of DG specific units and characters available, so the other day I picked up a set of the DG miniatures from the Dark Imperium box set. Even though prices are already going up for DI stuff, it was still a great deal! I've started putting together the miniatures, and I hope to get them all primed this coming weekend (depending on the weather). Even though I don't have one new miniature painted yet, I still ordered some things to expand on the DI set. Specifically, I got two more Foetid Bloat-Drones, and another box of Plague Marines. I think I may wait to buy anything else until the 9th ed rule book is available, so I can make some informed choices. I'll probably be mainly lurking for now, but meanwhile any advice for a new Death Guard player is always welcome1
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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From the album: Heresy Alpha Legion
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Not so much a batrep as showing off my friend Dom's gorgeous DG army. I'm trying to get in some practice games for WHFest, and Dom has been working hard on these awesome DG so we got a game lined up! Alpha Legion - No RoW Vigilator - nemesis, dagger Librarian - telepathy, force axe, power maul, pinning wlt. Contemptor talon - 1x melta, grav fist, 1x las, fist 2x rapier grav cannon 5 fulmentarus, 3 fists, 2 axes 10 Effrit - daggers 10 tacs - arty 10 tacs, arty, dagger 5 recons nemeis 10 seekers, arty 5 Headhunters, arty, 4 cmeltas, mmelta. 3x preds 2x meltacannon, 1x pred cannon, all lascannons Deredeo - hellfire plasms, aiolos, hvb's. Death Guard - Creeping Death RoW Praetor - MC hammer, claw, pinning wlt. Siege breaker, nemesis, with autocannon havocs 10 grave wardens in spartan (as las no flare) contemptor - 2x grav las contemptor - 2x fists 20 tacticals - arty 10 tacticals - arty 5 seekers, nemesis, arty 2 scorpius's 10 autocannon HSS, arty Typhon Mission was tide of carnage, so 3/5/7 VP for holding own dz/no mans land/opposing dz, with the quarters deployment rolled - we'd be starting 18" from one another with a typhon on the table. A double edged sword if there ever was one. Neither army was really optimised, just taking what we had [mostly, in my case] painted. DG won the roll off and deployed first, two scorpiuses, 2 contemptors, a typhon and spartan full of grave wardens was pretty scary. I deployed as much out of LOS behind the central building as possible, and out of LOS of the typhon even with a 12" move, including the melta preds, HH's and fulmentarus, then my other infiltrators to the left to try and get the tactical marines, and left my 2 tac squads in reserve to come into the game later and maybe try to mop up. I was all set to be on the receiving end of a whole lot of pieplates when this happened Which basically won me the game. The headhunters scouted to 9.1" away from the typhon, then moved to within 6" of it. The Typhon was blocked by the whirlwinds so couldn't retreat, the melta dread got in MM range, and while the HH's fluffed their rolls, the dread did not and blew it sky high. The melta preds moved 14" to get a bead on the whirlies, and a single salvo from the melta cannon made both explode, wasting 6 lascannons, another melta and predator cannons. Job done, though. The fulmentarus plasma shot the nearby melee contemptor, scoring 3 wounds and failing 5 saves for brutal 2, the dread was then finished off by the rending, breaching 6+ shotguns on the effrit. The las contemptor fluffed the bolt shots at the seekers, but the lascannons killed 2, they failed morale and ran off the board! Other scattered fire chipped 2HP from the spartan. That's about 1000pts dead T1, and myopponent's army crippled! Return fire, the autocannons and twin las cotemptor shot my preds, killing 2 outright through HP strupping and took the last to 1HP and snap shots. Down but not out. The spartan shot the deredeo for 2W, the grave wardens disembarked, fired everything at the mm contemptor then charged it, easily mashing it in melee. At this point we'd spent so long chatting and catching up it was late, so we called it there, with a win to the Alphas! Next time, we need a bit more terrain on the table, and to put the scorpius behind cover instead of in the open, The Death Guard Praetor has learned to fear the melta! Takeaways: I'd planned the army to mess with the opponent with grav templates, dangerous terrain and such, but DG ignore some of that natively, and creeping death lets them ignore the rest of it - this might be the natural counter match up to what I'd planned for the army, despite the end result. Other legions all seem to have amazing or at least decent RoW's, while the Alphas have 1 DoA one (coils) and one that restricts army building to the point of being difficult to list write to be able to take on armoured targets with the current plastic range from GW, meaning heavy weapons need to go into FA or Elites. This will change when/if we get plastic javelins. I think I might drop 1 pred from the list, despite the discount, as 3 seems too unwieldy with terrain, alternatively get better at using the AL special reaction and save it for the preds to get them out of dodge asap. This might mean blowing it in T1 though. The rapiers underperformed here, though DG were their weakness. Zero casualties from them, but in other games this might change. If I get rid of them, I could swp the deredeo for a Levi for the fun that entails. I could always directly swap the deredeo for a 2xlas+helical contemptor, which frees up a HS slot, meaning 1 less FA is needed for Leviathal.
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From the album: Chaos WIP
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From the album: 306th Ronarii Rifles
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"In the embrace of great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once feared: Death."
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(Narrative 40k) Battle for the Bio-Labs - DG/Tyranids
Sherrypie posted a topic in + LIBER VICTORUM +
Hello! Had a game with a friend who doesn't enjoy the basic matched system of 9th, so we whipped up a little narrative blast instead. Glacer's Creek, aka Rorke's Drift from the19th century Zulu wars, is a delightful classic and seemed a good fit for the amount of miniatures we had at hand. The core of the scenario is simple: 1000 points of defenders sit in a hastily fortified location, in this case a remote bio-research facility, trying to survive 3-5 waves of varying enemies coming to get them. If half of the attacking models die, a wave ends. Defender's casualties are rolled for between the rounds, they can either die, return to the ranks with a band-aid or get put in a makeshift hospital to see if they can be patched up later. Should there be any defenders left at the end of the final wave, they win. With that in mind, let us set the scene! The Battle for the Bio-Labs At the distant backwaters of the galaxy, there exists a diminutive, discreet shadow empire ruled by their post-human Astartes overlords. Calling themselves the Echoes of Eisenstein, these marines consider themselves the true heirs of the XIV Legiones Astartes, the Unbroken Blades who never fell to the fell embrace of the Plaguefather. Though loyal to the cause of humanity, the millenia have not been kind and by the 41st millenium, their lot is that of open secession in all but name as far as the Imperium is concerned. Dour and stoic as ever before, the Death Guard however take this in stride and carry on with their clandestine wars. Bitter is the hate festering in them, seeing how the rotting Imperium they were made to protect slowly crumbles into further insanity and self-destruction as it ever pushes them further away, but for which they must still take up their arms and die if there should ever be a better tomorrow. Their bloated, fallen kin in the darkness of the Eye stand as an unforgivable example of what awaits, should they ever again become so lofty as to think nothing of the little people sheltering behind their might. Even if there is no hope, only slow decay and eventual collapse of it all, there is no despair and struggle, no such humiliation by the words of their erstwhile allies, that they won't endure to keep the unthinkable dream alive. The futility of it all is grimly amusing for their warriors, almost a point of pride even. In one of their many secret holdings, Captain-Commander Erasmus and his terminator guard have come to meet the apothecary doctor running an important gene-engineering project. Situation around the planet has become increasingly dire with alien lifeforms making planetfall, requiring immediate bolstering of existing facilities. Abruptly, the radars start screaming. There is no time, the xenos are already here. Barrels and crates are thrown to makeshift barricades as men scramble to firing positions. "Prepare the labs! I will stop them here!" Erasmus growls. Meanwhile, in the falling dusk, the alien monsters creep closer... The first, exploratory wave is quickly cut down in a storm of bolter fire. Though the xenos are pushed back, a rampaging carnifex manages to down one of the terminators and couple of lesser men. The second wave takes a suicidal charge from one of the terminator teams sallying out of the facility to break, but is likewise thrown back in tatters in short order. While the Doc manages to patch some of the terminator brethren back on their feet, the approaching third wave thunders closer with much more force. Hulking monsters and massed smaller nightmares scitter on the dunes and charge forwards from the darkness. As fighting heats up on the trash heap side, at the other side the second terminator squad sallies forwards under covering fire from the rooftops to take the fight to the enemy, crushing raveners, rippers, gants and the heavier fire support beasts as they charge over. While that side gets taken care of, the central square is overran. The few terminators there cannot hold against the psionic might of the leader beasts and get mopped up by 'stealers in rapid succession. The auxiliaries don't fare much better and are unceremoniously cut down.- 1 reply
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Hey guys - Starting a Death Guard army, could use some advice. The wife is asking for a list of Christmas demands, I'm really torn on how to proceed. 1) Are Plagueburst Crawlers worth it? I don't see many in competitive lists, wondering if they significantly outperform Laspreds. 2) Are Deathshroud Terminators worth it? Right now I have 3, which I think would be enough Look Our Sirs for most games. 3) With Poxwalkers - when they kill enemy infantry, does it cost points to add models to the unit?
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I caught an image of a 40k Plague Marine sporting a Tempestus Scions Grenade Launcher as a conversion for a Blight Launcher. They look great for a hand held quick fire conversion, I was tempted to use some of my spare Frag Launchers from Death Watch but I didn't want to use up the few I have. My question is, are the Cadian Shock Trooper ones of the same size and therefore equally as usable as the Tempestus Scions version?
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From the album: Death Guard
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From the album: Death Guard
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From the album: Death Guard
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From the album: Death Guard
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From the album: Death Guard
Glamour shots of my Nurgle warband that I sold to a buddy. First painting commission haha since he has no plans to strip them. Just wanted to take some final shots for posterity. -
From the album: Death Guard
Glamour shots of my Nurgle warband that I sold to a buddy. First painting commission haha since he has no plans to strip them. Just wanted to take some final shots for posterity. -
From the album: Death Guard
Glamour shots of my Nurgle warband that I sold to a buddy. First painting commission haha since he has no plans to strip them. Just wanted to take some final shots for posterity.