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I'm a little bit into flight of the eisenstein and holy hell, love it. Such awesome portrayal of the 14th.

 

I tried listening to fulgrim but found it a challenge with all the pompous hanging around.

I'm a little bit into flight of the eisenstein and holy hell, love it. Such awesome portrayal of the 14th.

 

I tried listening to fulgrim but found it a challenge with all the pompous hanging around.

 

I would actually disagree with this on many levels, but that discussion doesn't really belong in this thread. While I am not admin, I am going to suggest we keep things on track before this moves away from in game tactics.  

 

:)

Ah very sorry, was just inspired! :biggrin.:

 

So any games recently? Good things to report?

 

I hope Garro has cool rules to use with a loyalist Legion...

 

Easy to get carried away isn't it?  :P

 

Being honest, i'm not convinced Garro will be a DG character - i think he will be for use with 'Agents of the imperium' instead for black shield lists. I would guess he has low initiative due to his bionics, but its really hard to say at this stage.  More likely, I think as the timeline evolves we will see Grulgor become a playable character - hopefully with lots of wounds or high toughness - something our characters haven't really displayed at this point.

 

 

Back to tactics...

 

i've been thinking about the reaping recently. Is it really that much of a hindrance not being able to run? I mean, in honesty, a given squad is unlikely to run more than once per game, but we can move freely through cover to compensate. So net /net, you should still be able to cover the same amount of ground on a terrain ridden board and get defensive bonuses for doing so as you are in cover (plus rad 'nades). So my question is, is there any way we can reliably make squads relentless ?  This could stack rather nicely with our access to scoring (non compulsory) devastators?  I don't know, might be a terrible idea, just trying to think outside the box here as our rules aren't as easy to use as other legions. 

 

I think we should explore our synergy with allies and fortifications too.

The issue with the Reaping is it's scaling efficiency. The minimum requirements are steep to get any benefits from hesvy weapons as non compulsory troops. At minimum, you are looking at 2 man squads with rhinos. Mininum units are not cost effective in the heresy. On top of that, they have no staying power, no special weapons.

Allies definitely need to be discussed more, for all Legions! Interestingly, "The Reaping" allows ALL allies, which is rare.

 

SWORN BROTHERS

- Sons of Horus are the only Sworn Brothers, so they bear special consideration. Perfect for an Isstvan III ally. They have innate combat prowess and mobility, something the Death Guard lack. Sharing a units nuncio-vox is useful, as are the Psychic power benefits. But the trick here is Characters joining units and conferring rules. A SoH Vigilator makes a cheap compulsory HQ that can Scout a key Death Guard unit forward. Morturg has Stubborn, and his WT means he can choose ANY 3 non-vehicle units to Infiltrate, like a 15-man unit of Reavers. Definitely some potential here.

 

FELLOW WARRIORS

- Emperor's Children, the 2nd Isstvan III ally, are difficult to showcase their style of warfare on the table. Going for Eidolon and an Assault Squad with power weapons will give the Death Guard a nice hammer unit though.

- Iron Warriors have similar methods of warfare to the Death Guard, so it may not be as beneficial allying with them as with others.

- Night Lords are the 2nd combat Legion. Morturg can get assault troops close to the action, or just take Terror Assault as an allied force (brilliant anti-infantry).

- Iron Hands have the Legion rules that the Death Guard want. They don't bring really anything new to a Death Guard army, but Head of the Gorgon is pretty cool.

- World Eaters are the 3rd combat Legion, and the 3rd Isstvan III ally. Berserker Assault is possible here, and a wave of chainaxe-wielding crazies running forward is just awesome.

- Mechanicum is a good ally for every Legion, and Death Guard are no exception. Use them to fill your weaknesses.

- Solar Auxilia bring tonnes of vehicles and specialty firepower. Militia bring the bodies, and the models can be anything you want, so you can make them super-thematic.

 

As for fortifications, the Wall of Martyrs Imperial Bunker, with an ammo dump, is the best choice for a Heavy Support Squad to hide out in (add a comms relay if you need reserves manipulation). Prometheum relay pipes are also a cool idea for chem-munition heavy famer squads.

I'm planning to use the amazing 500 ish points of allies that is a Solar Auxilia tank Commander in a Malcador infernus with a storm section (choooom).

 

Adds bodies, Choom and more Chem death on AV 14. Yay for super heavies.

Allies definitely need to be discussed more, for all Legions! Interestingly, "The Reaping" allows ALL allies, which is rare.

 

SWORN BROTHERS

- Sons of Horus are the only Sworn Brothers, so they bear special consideration. Perfect for an Isstvan III ally. They have innate combat prowess and mobility, something the Death Guard lack. Sharing a units nuncio-vox is useful, as are the Psychic power benefits. But the trick here is Characters joining units and conferring rules. A SoH Vigilator makes a cheap compulsory HQ that can Scout a key Death Guard unit forward. Morturg has Stubborn, and his WT means he can choose ANY 3 non-vehicle units to Infiltrate, like a 15-man unit of Reavers. Definitely some potential here.

 

 

Now that is interesting!  I was thinking of SOH allies anyway to get in the enemies face. I didn't realise we could use Morturg to infiltrate reavers 

^^ Yep. Master of Ambush is 3 units of your choice, not specifically from his detachment. He'll still have to be the Warlord.

 

I'm liking the Eidolon and Assault Squad idea myself. 500 points that will wreck face. Morturg can Infiltrate them too...

Morturg being able to infiltrate units outside of his detachment could stack well with the mechanicum too  - vorax and castellax being prime candidates for wrecking face.

 

The only problems I see are that Morturg is pretty weak and will need protection (his psychic ability kinda makes up for that), and is also counted as a 'loyalist' so some people may not be able to ally with certain characters e.g. Eidolon depending on your local scene.

 

I've heard of 'Rask-bomb' too, although I admit I haven't worked out what exactly that is yet.

I actually reckon it's a fair call. Plus there's rules to support it too (Calas Typhon's "Witch-Blood", for instance). It also keeps with the theme, which I think matters just as much.

 

Rask-bomb is in Post #2

 

http://www.bolterandchainsword.com/topic/282330-death-guard-tactics/?p=3504366

Something else to consider when running reaping list - your move through cover bonus actually gives you quite a nice bonus against enemy grav weapons. So even if your (much needed transport) is blown up by grav rapiers etc, at least you wont be bogged down in the bad terrain for long.

Something else to consider when running reaping list - your move through cover bonus actually gives you quite a nice bonus against enemy grav weapons. So even if your (much needed transport) is blown up by grav rapiers etc, at least you wont be bogged down in the bad terrain for long.

Considering that's the reason take Grav Weapons (outside of Haywire, obviously), it is a good benefit. The downside is obviously having to truck there. It is nice that it affects all units, and not just Legiones Astartes, so your Dreadnoughts can keep on trucking forwards (Kheres Mortis or double Culverins can do okay, actually in this list, moving forwards, and just unleashing a truck load of S6).

Cooked up a small list based loosely on what has been said over the last few pages for fun, thoughts? Wasn't sold on the tactical blobs but threw them in reasoning there are quite a few scoring marines there anyway.

 

Deathshroud x4 (melta bombs, rad grenades)

 

14 Tactical Marines - extra ccw, Power fist/melta bombs/rad grenades

14 Tactical Marines - extra ccw, Power fist/melta bombs/rad grenades

5 man HSS w/ heavy flamers, chem munitions, rad grenades, rhino

5 man HSS w/ heavy flamers, chem munitions, rad grenades, rhino

 

3 Graviton Rapiers

3 Graviton Rapiers

 

Deredeo w/autocannons, missile launcher, heavy flamers

Spartan w/Flare Shield, AC, Dozer Blade

 

Mortarion (The Reaping)

 

(edit: 2500)

 

---

 

What are the opinions on Mortarion in a 2500 list like this? Is a Spartan helpful or even required, or is he better just 'shadow of the reapering' across the board?

Edited by Marshal Loss

Not bad, solid wall of dudes and the rapiers with Deredeo cam handle any AV while flamers toast thier dudes.

 

I think the list would work wonders with an apothecary or 2, helping your blobs out.

 

You could try Mortug instead of Mortarion, you lose your rad nades but instead you doubly up your hesvy flamer squad to 10 men and then infiltrate them and your blobs (or one unit of rapiers against high AV saturation). Use spare points on apothecaries and a hitty centurion for the deathshroud like a Primus with Chain Fist or a chaplain.

 

I can understand wanting to use Mortarion though, and I think he works well at lower points due to his mobility :)

  • 2 weeks later...

Okay I'll spark this topic up again before it gets shoved to the second page...

 

When running the reaping we get a single fast attach choice.

 

Let's say you had to run a choice from it - what would it be and why?

 

I think Multi-Melta or Chem Heavy Flamer attack bikes are strong contenders with move through cover, as well as Jetbikes.

 

I'm also interested in seekers, but without a deep strike method can't really see how they'd work...

Yeah the Primaris Fighter seems to be a common one. 

 

I'd say Outriders. Rad grenades, squad-wide melta bombs, and a bunch of power weapons with Move Through Cover is pretty sweet. Probably better synergy than you get from Jetbikes.

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