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Found 1 result

  1. I figure with the release around the corner we should at least start talking about how we are taking these guys on. First off if anyone cares, I did do a recent batrep of my Ultra's vs Deathguard. It was a very close game, and I wanted to make sure my list wasn't too over the top and once I saw his list I made mine on the fly and it's basically 'pure' DG vs 'pure' UM. (No superheavies, no allies, etc.) That batrep is here: Prot's UM vs DG (has some pictures as well.) Getting into the nitty gritty: Tactica for UM: I'll try to keep my own experience in point form to keep it clean. I invite all of you to do the same. The more info we share, the better off we are. 1. Counter Disgustingly Resilient with Damage: I found T5 + the Disgustingly Resilient is really annoying after a while. I think this is one saving grace of Intercessors. Giving the DG a flat 3+ / 5++ is just pretty crazy over time with T5 as well. So I find getting mutli damage weapons on DG is paramount in overcoming the overlapping saves. The codex for DG isn't out yet, but I believe it will get worse. (I over charge Plasma every chance I get.) 2. When high Damage isn't available SPAM is your friend: By this I mean we obviously don't have a ton of high damage. High damage is great against ANY chaos in my opinion as multi wounds are a plenty in their elite builds (including "All is Dust"), but in the event you are playing DG and can't find the damage, make sure you are spamming. This is my big saving grace on Aggressors. Aggressors do great spam, and whenever possible this is a great matchup for Poxwalkers. Another excellent weapon for this match up is the HOG. (In my Primaris list I always take one Redemptor with a HOG). 3. Get the right Poxwalker matchup: Please remember that Poxwalkers can only turn Infantry into additional Poxwalkers. At first glance scouts seem like a good match up, but at best you're stalling the conversion of Scouts into Poxwalkers. I prefer slamming into them with a vehicle, or bikes even.... anything that is not Infantry and is high toughness. If you can hit them from an angle, quite often they will be forced to disengage giving a free breather turn. As of now, Typhus has to be close to them for the +1 T. I find if I get them off to a side, they will break off Typhus in search of a better target. 4. Get ready to tank a potential high volume of Mortal Wounds. The reason I mention this is right now (pre DG codex) the Psychic phase isn't the only source of Mortal wounds. The aura's are dealing Mortal wounds, and I know Mortarion is rumoured to have a 7" 4+ mortal wound Aura. Typhus has an ability similar on a 6+ (I think). I've been hit with it often enough in late stages this can be brutal. While there is no firm 'counter' to this I often soften the blow by using the Psychic Fortress (roll of a 5 = a friendly unit within 18 has 4+ against mortal wounds.) I will often position a Redemptor/Dread out front, or a Rhino if available when I can foresee Smite/Mortal wounds coming, and I will often use Armour of Contempt. For a single CP as long as you target a UM Vehicle, you can get a 5+ save on the Mortal wounds. That's some stuff off the top of my head. Basic ideas would be less specific, more about playing in general but we all like different armies. I personally find keeping reserves off till the "DG horde" is about Mid table works well. They don't like to turn around to take care of their back field so sometimes this can work to your advantage. My Inceptors have done some real work here. This is a rare army where I may see them last a turn or two! :) Please add whatever you can from your experiences.
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