Daemon2027 Posted September 17, 2017 Share Posted September 17, 2017 For those of you using Plague marines, how are you kitting them out? Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/ Share on other sites More sharing options...
MoGuy Posted September 17, 2017 Share Posted September 17, 2017 Three squads of seven guys. 2x Blightlaunchers and Sargent with Fist and Plasmagun. They are solid allrounders, able to hurt vehicles (Votlw stratagem), TEQs and MEQs alike. Haven't tried a close combat oriented load out yet. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888696 Share on other sites More sharing options...
Hathor42 Posted September 17, 2017 Share Posted September 17, 2017 I think I'm going to try a 7man shooty squad with plasma guns and a cleaver then a 7man CC squad with blight launchers and flails. Hide the CC squad behind a poxwalker unit with cloud of flues. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888702 Share on other sites More sharing options...
2gud2bbad Posted September 17, 2017 Share Posted September 17, 2017 Three Squads of Seven with 3 Plasma Guns each in Rhinos with two Combi-Bolters each. "Inexorable Advance" is way too good to not use it on Plasma Guns. "Blight Bombardment" + "Veterans of the Long War" (1CP each) + Putrifier + Blightspawn let you pile on loads of (mortal) wounds as well with your blight grenades. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888703 Share on other sites More sharing options...
Daemon2027 Posted September 17, 2017 Author Share Posted September 17, 2017 I love how everybody goes for squads of 7 despite there (unfortunately) not being a bonus for going so. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888712 Share on other sites More sharing options...
TURBULENCE Posted September 17, 2017 Share Posted September 17, 2017 Right now I've only got two of 5. One with three plasma and one with two blight launchers. Champs both have fists, and squads both have icons. Have some ideas for when I expand though Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888718 Share on other sites More sharing options...
Azekai Posted September 17, 2017 Share Posted September 17, 2017 I always go with squads of 7. Nurgle rewards his own. Also I like having a few extra guys to pull off as casualties before I have to remove champions or blight launchers. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888719 Share on other sites More sharing options...
01RTB01 Posted September 17, 2017 Share Posted September 17, 2017 How are you finding blight launchers? Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888742 Share on other sites More sharing options...
MoGuy Posted September 17, 2017 Share Posted September 17, 2017 They are really good since I can plop my PMs on a midfield objective and still get to shoot 4 shots with them. They also have pretty much the identical prime targets as Plasmaguns. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888760 Share on other sites More sharing options...
Urauloth Posted September 17, 2017 Share Posted September 17, 2017 (edited) Is anyone planning to run the plaguespewers once the full kit is out? e; it's interesting how the plasmagun is specifically an upgrade for the champion. I'll definitely be running a 7-strong unit with triple plasma, and it seems like a waste not to take the gun on a champion in a blight launcher squad too if you have the points, so I'll be doing that too, I think. no decision yet on if I want to try a cc unit, but once the mins are available I'll be adding a flail or cleaver to my squads for utility. Edited September 17, 2017 by A Kvlt Ghost Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888807 Share on other sites More sharing options...
TURBULENCE Posted September 17, 2017 Share Posted September 17, 2017 Launchers are great. Took down a dread in one round of shooting last game, while the triple plasma cut a unit of terminators down to just the champ. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888860 Share on other sites More sharing options...
Mack Posted September 18, 2017 Share Posted September 18, 2017 4 squads of 7. I have 3 rhinos, I think one of those rhino squads will be a CC oriented, 2 with 3 plasma, and 1 with 3 blight. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888891 Share on other sites More sharing options...
Plaguecaster Posted September 18, 2017 Share Posted September 18, 2017 (edited) I love how everybody goes for squads of 7 despite there (unfortunately) not being a bonus for going so.True sons of Mortarion will always field them 7 strong anything else just feels wrong :D I think I'll be running at at least 2x 7 man squads with 2 blight launchers and a champion with plasmagun, each one will be accompanied by a Blight hauler for the lively buffs. I'd probably have a 3rd squad but still deciding if I'll be including any of the new terminators or not Edited September 18, 2017 by Plaguecaster Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888897 Share on other sites More sharing options...
SkimaskMohawk Posted September 18, 2017 Share Posted September 18, 2017 Pretty sure it's true sons of Nurgle, since that's where the 7 is important. Squads of 7 literally have nothing going for them other than 4 ablative wounds instead of 2. Plasma on the whole is worse than Blight Launchers, especially if you have arch contaminator going wulfgar hammerfist 1 Back to top Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888903 Share on other sites More sharing options...
Interrogator-Chaplain Ezra Posted September 18, 2017 Share Posted September 18, 2017 I've had some fun with 12-man units. Plasma weapons, of course. Still, 7-10 will be my go-to. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888937 Share on other sites More sharing options...
DuskRaider Posted September 18, 2017 Share Posted September 18, 2017 7 works out well in terms of using transports as well, it allows you to squeeze ICs in with the Plague Marines to buff them when they pile out. It's also easier to fit multiple squads of 7 within the Plague-Hauler's 7" bubble than larger squads. Interrogator-Chaplain Ezra 1 Back to top Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888955 Share on other sites More sharing options...
Guest Posted September 18, 2017 Share Posted September 18, 2017 Is anyone using their PM for melee? seems like everyone is going mid-range My plan for now, and until I get a codex in hand is: Squad Rust: (ranged) Champion: Plague Sword, Plasma Gun 2x Blight Launchers 4x Normal PM Squad Corrosion: (melee) Champion: Plague Sword, Power Fist, Plasma Pistol 1x Plague Spewer 1x Flail 1x Mace 2x Normal PM (supported by the Plague Grenade character) Then some haulers to increase their survivability. Squad Corrosion taking Poxwalkers to help them get into combat. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888960 Share on other sites More sharing options...
DuskRaider Posted September 18, 2017 Share Posted September 18, 2017 Can't all Plague Marines take the Power Axe equivalent if they're kitted out for CC? Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888962 Share on other sites More sharing options...
Guest Posted September 18, 2017 Share Posted September 18, 2017 Can't all Plague Marines take the Power Axe equivalent if they're kitted out for CC? aye, I suppose they I guess 2 bolters isn't worth much. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4888965 Share on other sites More sharing options...
Closet Skeleton Posted September 18, 2017 Share Posted September 18, 2017 All bubotic axes is expensive. I'm going with two knife guys as bullet catchers in my melee squad. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889372 Share on other sites More sharing options...
DominikB Posted September 18, 2017 Share Posted September 18, 2017 What HQs/elites characters are people running with their PM? I'm thinking the Grenade guy could be quite good pre charge? Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889414 Share on other sites More sharing options...
Checkmate77 Posted September 18, 2017 Share Posted September 18, 2017 I was thinking of running a 7-man squad in Rhino. Champ with PF, Flail and 2 of the heavy Plague Spewers. The rest of the squad would have the two plague knifes. Support them would be a Foul Blightspawn (helps for countercharges plus has a nasty flamer) But especially the Blight Grenade Guy (Putrifyer? Sorry don't have codex on me) Plan would be to move up and drop them 6" from target. Flamers shoot, everyone else uses their Blight grenades thanks to Putrifyer with S and D +1. Even if the target survives and charges next turn the three flamers would hit again. That, plus they wouldn't get their Charge initiative thanks to foul blightspawn. Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889491 Share on other sites More sharing options...
MoGuy Posted September 18, 2017 Share Posted September 18, 2017 How does the Blightspawn help against countercharges? Your opponent still gets to activate a unit to fight before you. His ability is only useful if there are already fights going on. :( Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889511 Share on other sites More sharing options...
Checkmate77 Posted September 18, 2017 Share Posted September 18, 2017 Charging units within 7" of him in the Fight phase lose the ability to fight first in the Fight phase even if they charge or have rules that would otherwise allow them to fight first Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889524 Share on other sites More sharing options...
Panzer Posted September 18, 2017 Share Posted September 18, 2017 Charging units within 7" of him in the Fight phase lose the ability to fight first in the Fight phase even if they charge or have rules that would otherwise allow them to fight firstKeep in mind that once everyone who was allowed to hit first you start alternating units with the active player starting first. So if only one unit is affected by that aura or no other units already are in melee since last turn he can just activate the unit he charged with and still hits first. Checkmate77 1 Back to top Link to comment https://bolterandchainsword.com/topic/339489-plague-marines/#findComment-4889535 Share on other sites More sharing options...
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