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Guys,

 

I desperately needed a change of pace. I have tried to steer away from all loyalist activities heading into the new year. I wanted marine infantry with staying power in this edition of mass destruction while sticking with Chaos so here we are.

 

I have to start with some advice though. I haven’t played DG since the codex came out, and I’m starting with the new Plague Marine box and wanted some unorthodox build in a Landraider to launch the project.

 

I love the look of some of the new cc models/ bits. ... but I don’t want t handicap myself too much. So that said, let’s pretend 2 of my squads will be traditional, champ Fist/ plasma and 2 Blightlaunchers. And this third squad will be for mixed or more specific for CC ability coming out of the Landraider.

 

Could you share some wisdom on this? Flails look amazing to model, the giant axes are fun, but what works for you and what’s reasonable?

I've not had a chance to play at all, and I am also still in the process of building my PMs. I went with a close support role for one of my squads.

 

Champ with Plasma Pistol and Fist

2 with Melta Guns (one from the Plague Brethren)

Icon Bearer (the clampack one)

Flail

2 with Bolter and Plague Knife.

 

I've never been one for "optimum", and usually take what I think is cool. I dont know how well this squad will do, but it looks nice.

 

Sorry I really couldnt answer your question though. I look forward to what you come up with, your Ultramarines are beautiful.

Thank you for the feedback.

 

For now I do realize that most are running shooty/not so stabby/special weapons DG, and for the most part I'm sure I will too. But when the new stuff came out, I just kind of went with what was in the Dark Imperium box, then I wanted to experiment a bit.... for fun but also just in case I find something that works.

 

So until I can fill out the army more.... I'm thinking since i have to use a Landraider, why not load it up with something that might hit a little harder:

 

Malignant Plague Caster w/Blades of Putrefaction + Putrescent Vitality

Foul Blightspawn

Plague Surgeon

 

7 PM's

 

The Icon Bearer is a nice model... I'm just not sure how he works in this situation?

 

Flail seems like a must... but I'd also love to get one Great Plague Cleaver in there just for the rule of cool. (typically I can't stand -1 to hit weapons though. They're my curse!)

 

Thanks for the Ultra compliment! I will probably have a very 'typical' looking DG army though. The models are insanely detailed, and I really want to get these guys on the table. ;)
 

Thank you for the feedback.

 

For now I do realize that most are running shooty/not so stabby/special weapons DG, and for the most part I'm sure I will too. But when the new stuff came out, I just kind of went with what was in the Dark Imperium box, then I wanted to experiment a bit.... for fun but also just in case I find something that works.

 

So until I can fill out the army more.... I'm thinking since i have to use a Landraider, why not load it up with something that might hit a little harder:

 

Malignant Plague Caster w/Blades of Putrefaction + Putrescent Vitality

Foul Blightspawn

Plague Surgeon

 

7 PM's

 

The Icon Bearer is a nice model... I'm just not sure how he works in this situation?

 

Flail seems like a must... but I'd also love to get one Great Plague Cleaver in there just for the rule of cool. (typically I can't stand -1 to hit weapons though. They're my curse!)

 

Thanks for the Ultra compliment! I will probably have a very 'typical' looking DG army though. The models are insanely detailed, and I really want to get these guys on the table. :wink:

I didnt want to go full melee as it didnt feel very Death Guardy IMHO. I'm also limited to the models from Dark Imperium, First Strike, Plague Brethren, and a PM kit as they were all birthday presents.

Still, if you were loading them into a Land Raider like that, mostly melee might be best. Having some special weapons like Spewers or Meltaguns would add some extra kick.

 

Something like this?

 

Champ with Fist and Plasma Pistol

Flail

Cleaver

Plague Spewer

Meltagun

Axe and Mace

Axe and Mace

 

It might not be "optimal", but it would look really cool I think

Edited by CMDR_Welles

I don't have the Axe/Maxe combo running... but I started with a Flail, and heavy Axe (can't remember the name.)

 

I'll probably regret it but what the heck... hopefully it'll be fun. :smile.:

Edited by Prot

I run 5 man squads with 3 plasma for shooting and holding objectives and a 7 man squads with plasma p./sword, 2 flails, and 2 blight launchers for advancing and causing havoc.

In the games I've played most players don't focus on the 7 man squad until it's too late, but they usually are moving up behind a rhino full of possessed with a plague caster near by for buffs.

It's not the most competitive way to run them, but they are fun to play and it gives me a variety of stuff to use.

Yea that sounds like a fun build that should hold its own against most similarly built lists.My meta can be quite competitive but to me that stuff gets a little boring... it always defaults your codex (any codex) into a typical monobuild.

 

I've been putting some of the CC guys together and the models are outstanding. The cc bitz, axes, flails, maces, big axes, plague swords, etc... they are fantastically done.I can't see leaving those great bitz in the box even if those models don't see competitive play; I will try to make them a part of the list.

 

Plus there are some very interesting tricks that other armies don't have:

 

Foul Blightspawn? I'm pretty sure this guy comes down to my house every Christmas but I know him as an uncle that over stays his welcome. No charging this dude...That Plague sprayer is a nice little touch.

Tallyman is auto include unless you have a cheaper way of mitigating the very low attacks that Plague Marines have.

Unbreakable Pox set the whole thing up nicely (great strategem too)

 

Is it going to win you a tournament? Doubtful but I did just watch a batrep where a CC Deathguard army did very well against a very competitive new Nid list. (Of course Mort was in it, but he died in T1-2).

 

The Flails seem really good. Great Plague Cleaver is no joke, but again the low attacks seem to force DG to take something to make sure these low volume weapons work.... like Tallyman.

 

I see the DP as a must too. He's just a great, fast moving resilient psyker.

 

Further down the road I'd love to support this idea with Termies of some description...even Deathshroud.

Foul Blightspawn? I'm pretty sure this guy comes down to my house every Christmas but I know him as an uncle that over stays his welcome. No charging this dude...That Plague sprayer is a nice little touch.

Tallyman is auto include unless you have a cheaper way of mitigating the very low attacks that Plague Marines have.

Unbreakable Pox set the whole thing up nicely (great strategem too)

 

Is it going to win you a tournament? Doubtful but I did just watch a batrep where a CC Deathguard army did very well against a very competitive new Nid list. (Of course Mort was in it, but he died in T1-2).

 

The Flails seem really good. Great Plague Cleaver is no joke, but again the low attacks seem to force DG to take something to make sure these low volume weapons work.... like Tallyman.

 

Ive read the rules a few times and i think that the Blightspawn wont stop the first charge fighting first but you could change the order of the second combat

 

But that plague spewer- thats a charge stoper right there! Totally dont want to charge something with that sort of auto hit, low ap weapon!!

If i think that squad is going to get charged, he is going in the middle of a horse shoe of plague marines!!

I run the Foul Blightspawn with Fugaris' Helm, this gives my army a bubble of just over 20" across that negate my opponents charging first attacks. As an added bonus it doubles the range of his Unholy Death's Head ability.
It doesn't negate the first charge though. It negates their second unit and fourth one if they have that many charging. If they charge with only one it doesn't do anything, since then it goes to sequence and the opponent gets the first pick

When the fight phase starts, the advantage goes to the charging unit(s), after all chargers have attacked, the charging player get to choose one of his units (that didn't charge) to attack first, then the other player chooses a unit and so on.

I play aggressively so I charge a lot, the next turn I usually get counter charged by multiple units. This leaves my CC units vulnerable to getting attacked by all of those units plus the initial unit I charged before I get to do anything.

The FB negates all of that, they only get to pick one of those units, then I get to attack.

To me that's a huge advantage, for my play style anyway.

Edited by McElMcNinja

I agree. It creates an interesting dynamic that forces a very difficult situation for your opponent. I just had it happen yesterday. My opponent charged in three spots. Two were affected by the Blightspawn.

 

The first time he could activate it had to be in a very inconsequential spot. I then interrupted before he could use his best units. It was quite a game changer.

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