Pezza1989 Posted October 25, 2017 Share Posted October 25, 2017 Hello my bloated brothers , one of my friends is running a slow grow and i would looking for some advice. Rules are No characters, no CPs no Stategems ,the whatever you start with has to remain the same throughout. If i choose a Lord later on can become a lord in termie armour. So i have to start with 500 points with 1 Hq and 2 troops thats all was wondering what would be the best way to go about this. So far i know there are orks, eldar,guard,Nids. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/ Share on other sites More sharing options...
Checkmate77 Posted October 25, 2017 Share Posted October 25, 2017 You are facing three potential horde army's (Orks = 30-man blobs of Boyz / Guard = Conscripts / Nids = a horde of insects) I would not try to go toe-to-toe with these Armies if can be avoided. Instead I would maybe focus on mobility, HQ = Plague Caster. One unit of PM in a Rhino, and a second unit of PM either on foot or if you have the points (unlikely) also in a Rhino. Don't try to overkit your PMs, but I would go with either PG or BLs and then wear down your opponent at range. Havoc Launchers on Rhinos are also very helpful in this regard. If you have some points left over maybe consider Plague flails in your PM squads to give them a little more hitting power in CC. Just some thoughts, take and use what you wish. Good luck! Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4916981 Share on other sites More sharing options...
Reyner Posted October 25, 2017 Share Posted October 25, 2017 Not sure on the points but would a Bloat Drone be good here? 2D6 autohits from the spewers can be alright against blobs? Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917075 Share on other sites More sharing options...
Checkmate77 Posted October 25, 2017 Share Posted October 25, 2017 @Reyer, I'd agree but he's only allowed to take 1 Hq and 2 troops Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917083 Share on other sites More sharing options...
Reyner Posted October 25, 2017 Share Posted October 25, 2017 (edited) Ah I misread that then thought he meant he needs at least those units like the old Force Org charts sorry Edited October 25, 2017 by Reyner Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917085 Share on other sites More sharing options...
Aothaine Posted October 25, 2017 Share Posted October 25, 2017 (edited) I would start with the following Plague Caster Plague Marine (5-man) Plasma Gun, Blight Launcherx2 Pox-walkers (up to max points) Move into the following Finishing filling out the Pox-walker unit when you have the extra points and use it as a chaff unit or objective holder Plague Marine (5-man) Plasma Gun, Blight Launcherx2 (Keep adding these until you have 5 units) Blight Haulter (Is this the one that creates the aura that makes everything within always be in cover?) (Keep adding these until you have three and keep them in the same unit) Plague Burst Crawler (Ranged Setup) (keep adding these until you have three) Plague Character that lets you reroll 1s on Disgustingly Resiliant (Get at least two of these) Daemon Prince of Nurgle (Wings, Twin Malefic Claws, Suppurating Plate) (Get up to three of these) Edited October 25, 2017 by Aothaine Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917263 Share on other sites More sharing options...
Pezza1989 Posted October 26, 2017 Author Share Posted October 26, 2017 Thank you for your fast replies, just got a update on the campaign and i have rolled up reinforments adding 50 points to my current 500 points, taking on peoples suggestions so far it looks like this Hq- Malignant Plaguecaster Troops - x5 Plague Marines x1 plasma x2 Blight launchers -20x Poxwalkers With this it leaves me - 184 points was thinking maybe adding another unit of plague marines or maybe another 20x poxwalkers or add a rhino to the current plague marine squad to get up the board what are your thoughts? Also for my Plaguecaster i can choose my relic and warlord trait what are your recommendations? Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917513 Share on other sites More sharing options...
SkimaskMohawk Posted October 26, 2017 Share Posted October 26, 2017 Honestly I think I would have gone with cultists over poxwalkers without being able to have Typhus. They're cheaper and faster and provide a similar chaf screen to the melee armies of nids and orks. The big difference is that cultists have a worse save, and most importantly, take morale. Either way, you can consider adding a tallyman to add to the cc potential of 20 man blobs. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917551 Share on other sites More sharing options...
Aothaine Posted October 26, 2017 Share Posted October 26, 2017 Honestly I think I would have gone with cultists over poxwalkers without being able to have Typhus. They're cheaper and faster and provide a similar chaf screen to the melee armies of nids and orks. The big difference is that cultists have a worse save, and most importantly, take morale. Either way, you can consider adding a tallyman to add to the cc potential of 20 man blobs. Don't forget that cultists also don't have DR. The poxwalkers far outweigh the cultists imho. Thank you for your fast replies, just got a update on the campaign and i have rolled up reinforments adding 50 points to my current 500 points, taking on peoples suggestions so far it looks like this Hq- Malignant Plaguecaster Troops - x5 Plague Marines x1 plasma x2 Blight launchers -20x Poxwalkers With this it leaves me - 184 points was thinking maybe adding another unit of plague marines or maybe another 20x poxwalkers or add a rhino to the current plague marine squad to get up the board what are your thoughts? Also for my Plaguecaster i can choose my relic and warlord trait what are your recommendations? If you can get a second squad of plague marines do that. Death Guard do not need rhinos. Remember you can always advance without penalty to assault weapons and you can rapid fire weapons at 18". Alternatively, you can pick up a Plagueburst Crawler and take Entropy Cannon and Rothail Volley Gun for some anti-tank. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917582 Share on other sites More sharing options...
Pezza1989 Posted October 26, 2017 Author Share Posted October 26, 2017 So what i have come bang on 550 points Hq - Plague caster Troops - 2x5 plague marines - 2x14 pox walkers Only thing i can decide on is warlord trait and our relic. With the trait i was thinking tainted regeneration to suit the theme of the Weeping legion being robust, and the helm to extend the range of fallout? So i may add the plague marines have 2x blight launchers and a plasma gun Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4917818 Share on other sites More sharing options...
Aothaine Posted October 26, 2017 Share Posted October 26, 2017 So what i have come bang on 550 points Hq - Plague caster Troops - 2x5 plague marines - 2x14 pox walkers Only thing i can decide on is warlord trait and our relic. With the trait i was thinking tainted regeneration to suit the theme of the Weeping legion being robust, and the helm to extend the range of fallout? So i may add the plague marines have 2x blight launchers and a plasma gun Using the helm on your Plague Caster! Ohhh man I did not even think about that. Good idea! Get as many mortal wounds as you can there. Holy cow that is good. That makes it 14" right? *mind blown* As for the warlord trait I would take the one that gives you the 4+ DR. 50% chance to ignore all wounds. Your caster shouldn't be taking too many wounds due to his character status but just in case. I think you even get the saves against perils too. Revoltingly Resilient right? Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4918006 Share on other sites More sharing options...
SkimaskMohawk Posted October 26, 2017 Share Posted October 26, 2017 Honestly I think I would have gone with cultists over poxwalkers without being able to have Typhus. They're cheaper and faster and provide a similar chaf screen to the melee armies of nids and orks. The big difference is that cultists have a worse save, and most importantly, take morale. Either way, you can consider adding a tallyman to add to the cc potential of 20 man blobs. Don't forget that cultists also don't have DR. The poxwalkers far outweigh the cultists imho. I didn't forget, I mentioned that poxwalkers have a better save. Poxwalkers far outweigh them as a melee deterrent when Typhus is around, but when he's not, it's far more of a mixed bag. 20 autogun cultists are 80 points and can actively contribute against lightly armoured targets like guardsmen, orks and nids; poxwalkers for 120 need to be in melee with infantry to get anything back from their higher points investment. Using the helm on your Plague Caster! Ohhh man I did not even think about that. Good idea! Get as many mortal wounds as you can there. Holy cow that is good. That makes it 14" right? *mind blown* As for the warlord trait I would take the one that gives you the 4+ DR. 50% chance to ignore all wounds. Your caster shouldn't be taking too many wounds due to his character status but just in case. I think you even get the saves against perils too. Revoltingly Resilient right? It makes it 10"; the helm only adds 3" extra, not double the range. Revoltingly Resilient doesn't kick in against mortal wounds, so it doesn't work against things like perils or smite Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4918060 Share on other sites More sharing options...
Checkmate77 Posted October 27, 2017 Share Posted October 27, 2017 @SkimaskMohawk, I hear what you're saying and yes cultists have the advantage of being able to take ranged weaponry. However, we haven't discussed the fact that Poxwalkers are immune to Morale. Especially at low point games (and even without Typhus to buff them to T4) it will take a lot of effort to wipe that unit out. That said, I would not put all my eggs in one basket with 2x14 Poxwalkers. I still would recommend a Rhino w/Havoc launcher to give your marines mobility, but if you want to go the horde route then I would take Skimask's advice and at least make one unit cultists. This will also give you more flexibility. If I've done my math correct (and I'm trying to do this from memory so please someone correct me if I'm wrong) you can take Your Plague Caster, 20xPoxwalkers, 20xculltists, 5xPM + a Rhino for 550points. In regards to Relics, Offensively I would take the Pandemic Staff as a Relic. Or defensively you could take the Suppurating Plate to give your Warlord a 2+ save. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4918660 Share on other sites More sharing options...
SkimaskMohawk Posted October 27, 2017 Share Posted October 27, 2017 I also didn't forget that. You can see I mentioned it in the first quote. Morale is going to suck, and I'm a huge fan of poxwalkers in normal few because of their immunity, but the points matter a lot when you only have 500 or so to use. You get an extra 8% of points to work with; that could be another squad of 10 cultists. Other than the one big squad to screen the units, I think he should load up on as many plaguearines with special weapons as possible. That way he can be a threat to characters and other multi wound models; plaguemarines without their weapons are a giant waste Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4918972 Share on other sites More sharing options...
Aothaine Posted October 27, 2017 Share Posted October 27, 2017 (edited) Honestly I think I would have gone with cultists over poxwalkers without being able to have Typhus. They're cheaper and faster and provide a similar chaf screen to the melee armies of nids and orks. The big difference is that cultists have a worse save, and most importantly, take morale. Either way, you can consider adding a tallyman to add to the cc potential of 20 man blobs. Don't forget that cultists also don't have DR. The poxwalkers far outweigh the cultists imho. I didn't forget, I mentioned that poxwalkers have a better save. Poxwalkers far outweigh them as a melee deterrent when Typhus is around, but when he's not, it's far more of a mixed bag. 20 autogun cultists are 80 points and can actively contribute against lightly armoured targets like guardsmen, orks and nids; poxwalkers for 120 need to be in melee with infantry to get anything back from their higher points investment. Using the helm on your Plague Caster! Ohhh man I did not even think about that. Good idea! Get as many mortal wounds as you can there. Holy cow that is good. That makes it 14" right? *mind blown* As for the warlord trait I would take the one that gives you the 4+ DR. 50% chance to ignore all wounds. Your caster shouldn't be taking too many wounds due to his character status but just in case. I think you even get the saves against perils too. Revoltingly Resilient right? It makes it 10"; the helm only adds 3" extra, not double the range. Revoltingly Resilient doesn't kick in against mortal wounds, so it doesn't work against things like perils or smite Ohhhh! Thanks a bunch! Still 10" on that ability is amazing! Also, thanks for the correcting on the suppurating plate. It is still one of the best artifacts for daemon princes imho. Edited October 27, 2017 by Aothaine Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4919034 Share on other sites More sharing options...
Pezza1989 Posted November 1, 2017 Author Share Posted November 1, 2017 Hey everyone just a update on the campaign, My final list is listed above, My first opponent Guard HQ Tank Commander Heavy Stubber, Lascannon Battle Cannon Troops 4x9 Infantry Squad with sergeant Militarum Tempestus Scions 4x Scion 4x Hot-shot Lasgun Tempestor Fast Attack Hellhound Heavy Bolter, Turret-mounted Inferno Cannon My opponent got a fast attack slot thanks to his perk he rolled at the beginning of the campaign. So over the coarse of them game i stayed out of LoS of all the squads to avoid all the shots but the tank commander and hellhound where a pain in my side all game. Turn 4 over the coarse of the game blight launcher shells and plamsa took down the hell hound to 2 wounds. I attemped to over charge a plamsa to blow up the hell hound rolled a 1 lol. But it was Garalax the rancid (plaguecaster) smiting and blowing it up. Game ended turn 5 and score was 2-1 victory to the guard. But i did roll up treasury adding 50points to my army. So with the points i gained i just added 1 plague marine to each unit, just want them to group of 7 (to please papa nurgle). And added 1 pox to each unit coming up with 600 of the nose. Good idea? or just add more poxs? Azekai, Aothaine and Checkmate77 3 Back to top Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4921678 Share on other sites More sharing options...
Pezza1989 Posted November 1, 2017 Author Share Posted November 1, 2017 Just a question regarding perils and mortal wounds as Garalax (plaguecaster) rolled double 6 to smite the hellhound. I rolled 3 on d3 for wounds, do i get my disgustingly resilient to ignore the 3 wounds? I know i cant revolting resilient as it states i cant vs mortal wounds. But the wording says I "CAN" add 1 to disgustingly resilient. So can i choose to roll disgustingly resilient? Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4921679 Share on other sites More sharing options...
Arkhanist Posted November 1, 2017 Share Posted November 1, 2017 (edited) Yes, you can use DR against mortal wounds (it's in the 40k rulebook FAQ). You do have to roll for each wound individually though, so in your case you'd have rolled 3 times, each 5+ preventing a wound. Revoltingly resilient doesn't replace disgustingly resilient, it just improves it, boosting your DR to an effective 4+ except for mortal wounds, where it's the usual 5+. Edited November 1, 2017 by Arkhanist Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4921705 Share on other sites More sharing options...
Aothaine Posted November 1, 2017 Share Posted November 1, 2017 Just a question regarding perils and mortal wounds as Garalax (plaguecaster) rolled double 6 to smite the hellhound. I rolled 3 on d3 for wounds, do i get my disgustingly resilient to ignore the 3 wounds? I know i cant revolting resilient as it states i cant vs mortal wounds. But the wording says I "CAN" add 1 to disgustingly resilient. So can i choose to roll disgustingly resilient? Nothing wrong with going to 7 marines to please Papa. What do you think you had the most trouble with against the Imperial Guard? Keep in mind that at this points level you have to use your units very carefully. Death Guard are strong. But suffer a little at lower point values. Something else you can consider is trying to squeeze in a cheap lord so you can get reroll 1s going to prevent that plasma over-heat. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4922114 Share on other sites More sharing options...
Pezza1989 Posted November 2, 2017 Author Share Posted November 2, 2017 Thanks Arkhanist for the clarification. @ Aothaine the biggest problem i had was the hellhound as i had to full to 0 as it always hits 2d6. So my miasma was not never useful. I was trying to choose between a lord or a plaguecaster. I went with the caster as its a new model our powers are really good and it has T5 with DR. I felt a hq not having T5 and DR wasnt fluffy lol. But a lord will be coming sooner or later when i unlock a HQ slot Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4922350 Share on other sites More sharing options...
Pezza1989 Posted November 2, 2017 Author Share Posted November 2, 2017 Sorry about my grammer, my phone sometimes throws words in mid sentence. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4922353 Share on other sites More sharing options...
Aothaine Posted November 2, 2017 Share Posted November 2, 2017 Sorry about my grammer, my phone sometimes throws words in mid sentence. You're good. The plague caster first was a good choice. Vehicles are going to be somewhat difficult to deal with for awhile. You might want to consider grabbing a Helbrute with twin lascannon and fist as a decent anti-vehicle option. They don't have DR but they are still really good at burning down vehicles. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4922916 Share on other sites More sharing options...
SkimaskMohawk Posted November 3, 2017 Share Posted November 3, 2017 Honestly BlightLaunchers can do a number on vehicles too in sufficient numbers and arch contaminator really boosts their output Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4923424 Share on other sites More sharing options...
Aothaine Posted November 3, 2017 Share Posted November 3, 2017 Honestly BlightLaunchers can do a number on vehicles too in sufficient numbers and arch contaminator really boosts their output Only problem is that it is a slow grow campaign. I imagine you would need around 8 blight launchers before they start being able to handle vehicles. A Helbrute with Twin Lascannon and fist will be an easier fix that can be applied earlier in the campaign. Link to comment https://bolterandchainsword.com/topic/340769-500-point-slow-grow-help/#findComment-4923623 Share on other sites More sharing options...
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