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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.
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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!

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 by Aothaine

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?

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.

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.

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

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?

 

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 

@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. 

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

 

 

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! :happy.:  Also, thanks for the correcting on the suppurating plate. It is still one of the best artifacts for daemon princes imho.

Edited by Aothaine

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?

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?

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 by Arkhanist

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.

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

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.

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.

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