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I'm debating a couple of changes to this Death Guard Army I am building:

 

If I drop the Phosphex on the leviathans I can afford 2 more Destroyers to bring the unit up to 10 guys.  But the Phosphex feels so... on-brand for the Creeping Death.

 

Alternatively I've been considering dropping the Alchem Destroyers + A Warden for a third Tactical Squad + Apothecary.  The list is VERY slow, and objective heavy games are a tough nut to crack.

 

Allegiance: Traitor

Rite of War: Creeping Death (DG)

 

+ HQ: +

Calas Typhon [200Pts]: Warlord
 

Herald, Cataphractii [115Pts]: 
Toxin Bombs, Power Scythe

 

Siege Breaker, Cataphractii [130Pts]
Combi-Bolter, Power Scythe

 

+ Elites: +

Apothecarion Detachment [90Pts]
Apothecary
Apothecary

 

Destroyer Assault Squad (8) [230Pts]
Sergeant: Toxin Bombs, Power Scythe
16x Alchem Pistols
 

Techmarine Covenant [140Pts]
Techmarine: Bolt Pistol, Cognis-Signum, Power Axe
Techmarine: Bolt Pistol, Cognis-Signum, Power Axe

 

+ Troops: +

Grave Warden Terminator Squad (10) [485Pts]
Chem-master: Power Scythe
2x Chainfist
7x Power Fist

 

Tactical Squad ( 20) [245Pts]
Sergeant: Power Fist, Toxin Bombs
Legion Vexilla
Nuncio-Vox

 

Tactical Squad ( 20) [245Pts]
Sergeant: Power Fist, Toxin Bombs
Legion Vexilla
Nuncio-Vox

 

+ Heavy Support: +

Heavy Support Squad (10) [225Pts]:

10x Volkite Culverin

 

Heavy Support Squad (10) [275Pts]:

10x Lascannon

 

Leviathan Dreadnought Talon [620Pts]
Leviathan: Cyclonic Melta Lance, Leviathan Siege Claw, Phosphex Discharger
2x Heavy Alchem Flamer
Leviathan: Cyclonic Melta Lance, Leviathan Siege Claw, Phosphex Discharger
2x Heavy Alchem Flamer

  • 1 month later...

General comments:

  • It looks like you’ve only got three scoring units. It depends on the sort of game you play in your area, but that wouldn’t be enough in my local meta
  • The grave wardens are a great unit, but they are slow. It may be worth considering a transport to get them to where they are going
  • Two heavy support squads with a tech marine power assist and a Dakka leviathan would be a very strong choice in my meta, and I would be asked to calm it down if I ran it. Your local meta may be more competitive and be fine with it
  • kudos for taking two twenty man tactical squads. Super fluffy. Helps balance out the super strong heavy supports
  • Power scythes generally dissapoint. I would consider taking thunder hammers or similar on the characters at least

If I was rewriting this I would give the Siege Breaker and Herald a Thunder Hammer. I’d swap the Leviathan for a Spartan to get the terminators up the board. Then I would playtest it - three very large, durable scoring units might be enough

First up, I love Typhon and the Destroyers, cool, thematic, decently powerful. The Herald is a great addition to Typhons unit.

Here are some suggestions for the List: 

1. Drop the Scythes on the ICs and the Chem-Master, they need Hammers (Fists in the chem-masters case)

2. 15-strong tacticals with apothecaries are still very difficult to remove but cheaper and easier to maneuver 

3. With the changes to what you can use in a shooting reaction I don't think Techmarines are worth it

4. Those HSSs are a bit beardy, maybe swap the Lascannnons for Multimeltas. Still a very powerful unit in DG but with the Short range there are some more counterplay-opportunities. 

5. Leviathans are very slow, very expensive and contribute very little on their approach. I'd cut or replace at least one

6. Three line units is to few for modern missions. Nemesis Recons are excellent but a unit of Despoilers or Assault Marines who can push enemy troops off objectives and immediately score themselves would also work well

Edited by Razorblade
13 hours ago, Razorblade said:

 

3. With the changes to what you can use in a shooting reaction I don't think Techmarines are worth it

 

Just to jump on here, I dont disagree with any particular point and just have this one question, What changes?

11 hours ago, Galron said:

Just to jump on here, I dont disagree with any particular point and just have this one question, What changes?

Models can no longer use "instead of shooting" abilities in Reactions, which means you only get the cognis-signuns effect in your own shooting phase, not on the up to 3 potential reaction shots. 

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