General Strike Posted September 19, 2017 Share Posted September 19, 2017 So, I feel like I am the only one who doesn't see why they are so great? Can anyone enlighten me on why I would take these over Plague Marines or Cultists? Guidebot 1 Back to top Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/ Share on other sites More sharing options...
Lord Marshal Posted September 19, 2017 Share Posted September 19, 2017 (edited) Mainly if you're running Typhus for the +1 S/T, but they're okay-ish without him. Disgustingly Resilient is really what makes 'em shine, at least in high numbers. Where Cultists would get pulverised and leave your Plague Marines wide open, so long as even one of your Poxwalkers passes his DR roll then he can serve as the 'unless they're the closest unit' whilst you throw Cloud of Flies on the guys behind. Cultists may get torn apart holding the objective, but with a bunch of DR rolls that lone Poxwalker can sit pretty and claim ObSec. They're a unit you have to think a lot more about using than just ramming down the enemy's throat; stratagems, characters, positioning, etc. That said, they're still overcosted but viable. Plus fluffy. Edited September 19, 2017 by Lord Marshal Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890184 Share on other sites More sharing options...
Guest Posted September 19, 2017 Share Posted September 19, 2017 they are boosted by typhus/characters and a few other things like strategems, they regenerate when they fight infantry, and are cheap bullet shields for your marines. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890187 Share on other sites More sharing options...
SkimaskMohawk Posted September 19, 2017 Share Posted September 19, 2017 Cultists are cheaper, but you always get a save with poxwalkers; they get buffed by typhus and most importantly imo don't take morale. Hitting the zombos with vitality and you have a t5 screen that regrows dudes when you slay them, or if you burn a cp, when other things die around them Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890189 Share on other sites More sharing options...
Bulwyf Posted September 19, 2017 Share Posted September 19, 2017 They should be lower point cost. They are slow, never shoot and only rise to mediocre if you have Typhus backing them up. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890190 Share on other sites More sharing options...
Guidebot Posted September 19, 2017 Share Posted September 19, 2017 (edited) I too have been wondering what the merits of poxwalkers might be, compared to our other options. I think nurglings might be decent tbh. For the cost of 3 poxwalkers, you get one more wound (W4) that's behind a 5++ save as well as Disgustingly resilient. Sure, the DR can be cancelled by D2+ weapons, but you'll almost always have that 5++ save so I think in terms of saves the nurglings will be better most of the time. The problem is of course, they're T2... Still, I'll take WS4+, A4, a plague weapon, 5" move and the option to deploy with "Mischief Makers" over the poxwalkers, and see how I do even with the T2. Bottom line, nurglings look more fun to use, opening up more decisions for me. They might even hurt vehicles. EDIT: Am I to take it from "Mischief Makers" (the nurgling special rule) that I don't have to set them up via demonic pact? I can just set them up in my deployment zone at the start, or anywhere further than 9" from the enemy deployment zone, right? Edited September 19, 2017 by Guidebot Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890193 Share on other sites More sharing options...
bozo69pd Posted September 19, 2017 Share Posted September 19, 2017 (edited) DG and Nurgle is all about the synergy. Pox Walkers with Typhus Plague bearers with Nurgle Herald Nurglings and cultists operate well on their own though. Personally I think plaguebearer option is much more scary on the table. to Guidebot yes nurglings basically infiltrate (as they always have). Edited September 19, 2017 by bozo69pd Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890201 Share on other sites More sharing options...
SkimaskMohawk Posted September 19, 2017 Share Posted September 19, 2017 They should be lower point cost. They are slow, never shoot and only rise to mediocre if you have Typhus backing them up. Compared to cultists? You can run the pox walkers and with a bell you go an average of 8-9". You pay 2 points more a dude for replacing models, a save that never goes away, and immunity to morale at the cost of 2". If you need a backfield objective unit cultists are probably better, but if you need something thats going to take fire and counter charge, poxwalkers are far better. Especially with typhus and the +1 S+T buff Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890204 Share on other sites More sharing options...
General Strike Posted September 19, 2017 Author Share Posted September 19, 2017 I'm considering them for my anchor and shield for a plaguewing now...hmm, I see the merit in them. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890218 Share on other sites More sharing options...
wulfgar hammerfist Posted September 19, 2017 Share Posted September 19, 2017 I see them as being a durable unit that can be taken in relatively large numbers that are useful for board control. With the stratagem you can increase their numbers due to casualties from surrounding units. I'm considering running several cultist blobs in front to increase their number. If the opponent shoots the cultists then they are essentially giving you free points since you get to add a more expensive model to your army. The pox walkers slowly grind up the board and provide a second or third wave of bodies to tie stuff up, block, or simply zone objectives. Nurglings are very useful too but need a separate detachment to avoid keyword conflicts. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890222 Share on other sites More sharing options...
SkimaskMohawk Posted September 19, 2017 Share Posted September 19, 2017 Nurglings are very useful too but need a separate detachment to avoid keyword conflicts. Or summoning. You should be able to get a Max unit most of the time of you need a huge annoyance of models wulfgar hammerfist 1 Back to top Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890244 Share on other sites More sharing options...
Azekai Posted September 19, 2017 Share Posted September 19, 2017 Poxwalkers can't be that overcosted, because people are still fielding 50, 80, or ~100 of the things. Even if they aren't super cheap, they are still far and away better than cultists in my estimation.I generally play at smaller point values, and the most I have used so far is 30. The poxwalkers aren't supposed to accomplish anything offensive. They are there to act as screens and speedbumps. The killing power in my lists are daemon princes, blight drones, and hellforged contemptors. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890252 Share on other sites More sharing options...
wulfgar hammerfist Posted September 19, 2017 Share Posted September 19, 2017 Nurglings are very useful too but need a separate detachment to avoid keyword conflicts. Or summoning. You should be able to get a Max unit most of the time of you need a huge annoyance of models Absolutely. Summoning is definitely a possibility. I haven't messed with it too much yet but the requirement to stay still kind if dampens the potential for me. Death Guard are already slow enough as is. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890261 Share on other sites More sharing options...
Closet Skeleton Posted September 19, 2017 Share Posted September 19, 2017 Summoned nurglings can't infiltrate or block alpha strike. General Strike and wulfgar hammerfist 2 Back to top Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890277 Share on other sites More sharing options...
SkimaskMohawk Posted September 19, 2017 Share Posted September 19, 2017 Right, in which case you need a separate detachment, which means if you're not running mortarion to benefit from the heralds power, you just paid a 70pt tax or broke faction. Neither of which is worth infiltrate for marginally better alpha strike push back compared to what poxwalkers or cultists already do. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890296 Share on other sites More sharing options...
Closet Skeleton Posted September 19, 2017 Share Posted September 19, 2017 Right, in which case you need a separate detachment, which means if you're not running mortarion to benefit from the heralds power, you just paid a 70pt tax or broke faction. Neither of which is worth infiltrate for marginally better alpha strike push back compared to what poxwalkers or cultists already do. Breaking faction is actually fine with Deathguard HQs so is an option if you're taking 3 anyway (I would not). Its basically only Blightlords, Plague Marines and Helbrutes who even care. Technically autogun cultists also care but you shouldn't. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890396 Share on other sites More sharing options...
bozo69pd Posted September 19, 2017 Share Posted September 19, 2017 its not hard for a seperate detachment of 1 HoN and 2 nurglings. Link to comment https://bolterandchainsword.com/topic/339565-poxwalkers/#findComment-4890550 Share on other sites More sharing options...
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