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The bell relic is going to be pretty fun for those DG players who use Predators and Helbrutes. Doesn't specify Infantry. Also, the stratagem that allows Daemon Engines to fall back and shoot could be interesting for using Blight Hauler units to bully charge, then break free and shoot or to allow a Crawler to better position to fire the mortar when it's in close.

Edited by GreaterChickenofTzeentch

I'm surprised nobodies talking about maxed out plague spewers

 

That +6" could help bathe a deep striking unit. Or 2d6 plague heavy flamers at 13 inches could spoil someones day

Deathshroud dropping in with a Lord, Termi Scorcerer, Typhus, etc. could do some interesting things for screen clearance or maybe attacking away from or behind their charge target, especially if the character they were protecting had Arch Contaminator.

Extra range on a big, protected unit of marines going for the grenade bombardment of doom will be fun, at least :tongue.:

 

Yep, this is what i was thinking, their example is terrible lol

12" range grenades would be great. Put in a rhino, get out 3", move 5", throw 12" grenades. Thats a pretty decent 20" threat range.

5++ on my helbrutes and land raider? Yes please!

 

Deathshroud actually being able to shoot after deep strike? Yay

Exactly what I was thinking!  Land Raider not getting wombo'd by AP -4 too hard, and some protection for the rhinos hauling the plague lads, and the plague lads once they disembark? Sign me up!

 

Plus, it's a gorgeous model.  I've always tried to bring pox hordes just to get his gorgeous model in play. 

 

We'll see if Poxes get the 50% increase like cultists though. If so, yeesh! (Regardless of them not getting the 5++)

Edited by Dark Legionnare

I have a feeling that Relic will be FAQ'ed into INF only pretty quickly. 

On one hand, I think so too.

 

But on the other, most things in mono DG already have a 5++ Demon save sans the defiler, pred, brute, and land-raider.

 

Time will tell, and I'll keep running the Land Raider regardless, because damnit, I'll keep that dream alive, even if it is usually just a near 300 pt box full of napalm amid my lines.

 

 

I have a feeling that Relic will be FAQ'ed into INF only pretty quickly.

On one hand, I think so too.

 

But on the other, most things in mono DG already have a 5++ Demon save sans the defiler, pred, brute, and land-raider.

 

Time will tell, and I'll keep running the Land Raider regardless, because damnit, I'll keep that dream alive, even if it is usually just a near 300 pt box full of napalm amid my lines.

Defilers already have the 5++ Daemon save too.

I am not so excited about the 5++ relic.
It requires a character tax and take a relic slot for something we already had in most cases.

As most weaponry is ap 2-3 when in cover or in range of haulers we already had a 5-6 save so it is only minor improvement on the stats.

 

The pox-walkers were the one that would have benefited the most of it (these days with the bucket of dice that are thrown at us a 5++ with 5DR is really not saving you anymore).

Even the strat to outflank pox-walkers is meh.

It will cost you 3 cp to outflank from a border table (So no possibility for caging) 2 unit of pox and if we don't receive any charge bonus (I don't think we will) will most likely run all game after a smart opponent that will just outrun them.

 

The best strat and only one worth so far is the extra range of plague weapon for potential grenade blast.

Forgive me brothers. I’m just not seeing it. I know the synergy with the grenade dude and stratagem to all throw a grenade. But I don’t see how Killy it is compared to masses bolters/blight launchers.

 

Can you give me some real unlife anecdotal examples of what you have brought low with a blight grenade barrage?

Forgive me brothers. I’m just not seeing it. I know the synergy with the grenade dude and stratagem to all throw a grenade. But I don’t see how Killy it is compared to masses bolters/blight launchers.

 

Can you give me some real unlife anecdotal examples of what you have brought low with a blight grenade barrage?

Nada for me. DG were one of the first codexes and people figured that one out quick. We are the slowest moving army in the game, it's easy to see things coming from a mile away. PA was always going to be lackluster for us anyways.

Well, 10 plague bois getting out of a Rhino with the range stratagem have a 3+5+12 = 20" threat range which isn't the worst to begin with on turn two and is comparable to the bolters. With the Biologist on average you kill four Custodians or cause 15 wounds to a T8 3+ target with Veterans of the Long War. Using a deep striking drill with 10 men + Biologis + a Lord gets you in position to immediately lob stuff with 12" grenades and ups the average damage 2-3 wounds more. Edited by Sherrypie

Forgive me brothers. I’m just not seeing it. I know the synergy with the grenade dude and stratagem to all throw a grenade. But I don’t see how Killy it is compared to masses bolters/blight launchers.

 

Can you give me some real unlife anecdotal examples of what you have brought low with a blight grenade barrage?

I used it once in my last tournament. Mostly for fun because I had already won the game by this point so I used the nades to destroy a DE venom with a 7 man pm squad.

 

The strat works wonders for my current list which has 9PMs riding with grenade man in a land raider. After getting out of the raider on turn 2 I have a guaranteed range of 17 with the nades, so I should be able nade something nasty.

 

It will use up 3 strats though - range cp, nade cp, veterans but I get 9d6 shots, str 4 with 1+ to wound and full rerolls from arch contaminator, doing mortals on a 5+. That's an average of 16 wounds on a knight If I'm not mistaken and anything smaller i.e. A riptide, goes bye bye in one shot.

 

Edit - the regular wounds becone d2 from grenade man so that's actually 24 wounds on average on a T8 knight (I also forgot to account for rerolls)

Edited by Plague _Lord

I was playing my nephew and had loaned him my death guard. I was using my orks.

 

Small game must have only had about 5 plague marines in the squad.

 

I figured make it fun for him so set him up to unleash a Blight Bombardment. He had some good dice rolls and I think took out about 10 orks. Enough that the mob was depleted to the point it was ineffectual

 

This was without the grenade guy or a Chaos Lord

 

I think the extra 6" will make a difference to the viability of the blight bombardment. Now it can be used to hit from deep strike or as a ranged weapon if the squad is all close combat armed.

 

Yes its costly in command points but its 2cp to give a pistol range to D6 hits weapons. That's either one shot from each squad member or a max of 6 hits each.

 

Better than a slap in the face with a wet fish.

Edited by Wolf Lord Loki

Well, 10 plague bois getting out of a Rhino with the range stratagem have a 3+5+12 = 20" threat range which isn't the worst to begin with on turn two and is comparable to the bolters. With the Biologist on average you kill four Custodians or cause 15 wounds to a T8 3+ target with Veterans of the Long War. Using a deep striking drill with 10 men + Biologis + a Lord gets you in position to immediately lob stuff with 12" grenades and ups the average damage 2-3 wounds more.

That implies the metal bomb the marines were riding in didn't get shot off the board T1... Or relying on a 134pts Forgeworld transport. Neither situation seems ideal to me.

 

 

I have a feeling that Relic will be FAQ'ed into INF only pretty quickly.

On one hand, I think so too.

 

But on the other, most things in mono DG already have a 5++ Demon save sans the defiler, pred, brute, and land-raider.

 

Time will tell, and I'll keep running the Land Raider regardless, because damnit, I'll keep that dream alive, even if it is usually just a near 300 pt box full of napalm amid my lines.

Defilers already have the 5++ Daemon save too.

 

Goes even further on my "plenty of stuff has a 5++ already" in that case!

 

Thanks for the input, I haven't seen a Defiler since 4th edition, so I've not committed them to memory by way of facing or using them.

These rules are very cool imo, I hope the rest of them follow the same trend of a good mix of narrative themes and strength for us. I do think a lot of the responses so far are looking through the lens of 8th which I think that's now the wrong way to be looking at the game.

 

We know that you're able to put units into strategic reserves to come on from a board edge, this is great for a PM mob, Pox walkers and potentially even Morty if the strategem is applicable to him.

Terrain is changing, they've said time and time again that it'll be a boost to combat armies and vehicles, this is great as it's more ways to get our troops and transports up the board.

Vehicles are changing so that they can still shoot even in combat (unless the weapon has the Blast keyword), this is great for the PBC, helbrute and blightcrawlers. The PBC can't just be touched and forced out of the game for a turn or more. No heavy penalities for vehicles doesn't effect us too much but again the PBC gets a boost here.

CP changes are also great for us, we can take whatever we want and aren't forced to take the bare minimum for troops

Big boosts to our melee options both through 9th ed changes and the strat giving additional attacks (this makes a tallyman, Arch Contaminator WLT and Blades of Purtrification power really, really tasty)

 

I think we're in for a lot of re-learning and some tricks but I'm really looking forward to it and I think DG will still be my favourite army by far

 

 

 

 

I have a feeling that Relic will be FAQ'ed into INF only pretty quickly.

On one hand, I think so too.

 

But on the other, most things in mono DG already have a 5++ Demon save sans the defiler, pred, brute, and land-raider.

 

Time will tell, and I'll keep running the Land Raider regardless, because damnit, I'll keep that dream alive, even if it is usually just a near 300 pt box full of napalm amid my lines.

Defilers already have the 5++ Daemon save too.

Goes even further on my "plenty of stuff has a 5++ already" in that case!

 

Thanks for the input, I haven't seen a Defiler since 4th edition, so I've not committed them to memory by way of facing or using them.

It's the Daemon engine trade off. They get a 5++ but forget how to aim (4+ ws/bs) haha!

These rules are very cool imo, I hope the rest of them follow the same trend of a good mix of narrative themes and strength for us. I do think a lot of the responses so far are looking through the lens of 8th which I think that's now the wrong way to be looking at the game.

 

We know that you're able to put units into strategic reserves to come on from a board edge, this is great for a PM mob, Pox walkers and potentially even Morty if the strategem is applicable to him.

Terrain is changing, they've said time and time again that it'll be a boost to combat armies and vehicles, this is great as it's more ways to get our troops and transports up the board.

Vehicles are changing so that they can still shoot even in combat (unless the weapon has the Blast keyword), this is great for the PBC, helbrute and blightcrawlers. The PBC can't just be touched and forced out of the game for a turn or more. No heavy penalities for vehicles doesn't effect us too much but again the PBC gets a boost here.

CP changes are also great for us, we can take whatever we want and aren't forced to take the bare minimum for troops

Big boosts to our melee options both through 9th ed changes and the strat giving additional attacks (this makes a tallyman, Arch Contaminator WLT and Blades of Purtrification power really, really tasty)

 

I think we're in for a lot of re-learning and some tricks but I'm really looking forward to it and I think DG will still be my favourite army by far

Yeah but you need to compare that to other armies. Loyalist, who are arguably way better then chaos or DG at the moment, are getting new melee marines and vehicles too. So all the small bonuses we are getting going into 9th they are getting as well, on top of their mono bonuses we don't get. It's not changing the scale. Alot of our PA is still tied to Detatchments, which sucks going into 9th, because you have to pay for each Detatchment from the sounds of it.

 

DG will always be my favorite but that doesn't mean they will be any good.

 

 

 

 

I have a feeling that Relic will be FAQ'ed into INF only pretty quickly.

On one hand, I think so too.

 

But on the other, most things in mono DG already have a 5++ Demon save sans the defiler, pred, brute, and land-raider.

 

Time will tell, and I'll keep running the Land Raider regardless, because damnit, I'll keep that dream alive, even if it is usually just a near 300 pt box full of napalm amid my lines.

Defilers already have the 5++ Daemon save too.
Goes even further on my "plenty of stuff has a 5++ already" in that case!

 

Thanks for the input, I haven't seen a Defiler since 4th edition, so I've not committed them to memory by way of facing or using them.

It's the Daemon engine trade off. They get a 5++ but forget how to aim (4+ ws/bs) haha!

 

Not anymore in 9th apparently.  Just infantry get the penalty now according to recent information.

 

Running the the double PBC's with mortar and spewers for all these years, stubbornly, will finally pay off even more. Especially now being able to clear up any taggers in melee with the flamers. Dark Eldar and Guard opponents already loathed charging them to tie it up, but with the reward of turning it off once they do. Now even in melee you get to spew the auto hit wound on 2, re-roll 1's, against them. Good, good~

 

Said penalty removal is sure to make defilers see some love again I imagine.  Same problem the PBC had; going from 4 to 5+ to hit (without ork levels of volume of fire) is agonizing. Preds too perhaps?  Wonder what they'll change the PoTMS on land raiders to, and the tri-tracked rules (myphitics) and such on units that already have those one-off rules to ignore the heavy penalty as vehicles.

 

 

 

Good times.

Edited by Dark Legionnare

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