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Death Guard v0.3

 Post subject: Re: Death Guard v0.3
PostPosted: Fri Mar 25, 2016 1:25 am 
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I believe it's just here and the Red Corsairs.

They were also in the older Death Guard list that this is a reboot of, but with fairly different stats, as seen in the 2014 Compendium. The older DG version had:

Worse armour at 5+ instead of 4+,
Better Reaper Autocannon with AP4+ instead of AP5+,
An additional weapon in the Vomit Cannon, 15cm AP4+ Ignore Cover.

Given their speed and skimmer status, getting them within 15cm didn't tend to be a problem which gave them roughly twice the damage output against INF targets for not that much reduction in survivability.

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 Post subject: Re: Death Guard v0.3
PostPosted: Fri Mar 25, 2016 10:29 am 
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Hi lads,

Kicking around some models today and thought I'd see what you fellas thought of this list?

DEATH GUARD RETINUE [350]
7 Plague Marines, Lord of Pestilence (Supreme Commander)

DEATH GUARD RETINUE [300]
Plague Lord, 7 Plague Marines

DEATH GUARD RETINUE [300]
Plague Lord, 7 Plague Marines

PLAGUE TOWER [325]

PLAGUE TOWER [325]

PLAGUE TOWER [325]

PLAGUE SHIP [200]

WALKER HORDE [275]
4 Death Guard Desecrator

PLAGUE ZOMBIE INFESTATION [175]
3+2D6 Plague Zombies

DEATH GUARD HELLTALONS [225]
2 Death Guard Helltalon Fighter-Bombers

ARMOURED COMPANY [200]
4 Nurgle Predator

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 Post subject: Re: Death Guard v0.3
PostPosted: Fri Mar 25, 2016 10:59 am 
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Bear in mind that if you're planning to transport the Retinues in the Plague Towers, each Retinue doesn't get their own activation until they start the turn outside the Tower.

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 Post subject: Re: Death Guard v0.3
PostPosted: Fri Mar 25, 2016 4:22 pm 
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Another thing to watch out for is that your Supreme Commander is in your BTS formation, making that formation a double-priority target. That's not necessarily an issue given how tough Death Guard can be, but you're going to have to guard that Retinue carefully.

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 Post subject: Re: Death Guard v0.3
PostPosted: Fri Mar 25, 2016 5:55 pm 
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had a game last sunday using this list vs beelzemetz

he played black legion using following build (please correct me if i got something wrong, beelze).


Incompertus, 2990 POINTS
13TH BLACK CRUSADE BLACK LEGION (2014 Armybook Edition)
==================================================

RETINUE [425]
8 Chaos Space Marines, Daemonic Pact, Chaos Warlord (Supreme Commander), Obliterator, (Tzeentch)

RETINUE [340]
8 Chaos Space Marines, Chaos Lord, 4 Rhino, Daemonic Pact, (Tzeentch)

RETINUE [340]
8 Chaos Space Marines, Chaos Lord, 4 Rhino, Daemonic Pact, (Tzeentch)

CHAOS TERMINATORS [325]
Chaos Lord, 4 Chaos Terminator, Daemonic Pact, Icon Bearer, (Tzeentch)

CHAOS TERMINATORS [325]
Chaos Lord, 4 Chaos Terminator, Daemonic Pact, Icon Bearer, (Tzeentch)

CHOSEN [170]
4 Chaos Space Marine Scouts, Daemonic Pact, 2 Rhino, (Tzeentch)

HELL BLADES [200]
3 Hell Blade Fighters, (Chaos Undivided)

HELL TALONS [225]
2 Hell Talon Bombers, (Chaos Undivided)

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DAEMON POOL [90]
(Chaos Undivided), 6 Lesser Daemon


my deathguard build was:

Incompertus, 3000 POINTS
Death Guard (NetEA V0.2)
==================================================

DEATH GUARD RETINUE [400]
Lord of Pestilence (Supreme Commander), Chaos Spawn, 4 Plague Marines, 3 Havoc

DEATH GUARD RETINUE [500]
4 Plague Marines, 3 Havoc, 2 Dreadnought, Desecrator, Nurgle Sorcerer

DEATH GUARD RETINUE [450]
4 Plague Marines, 3 Havoc, Dreadnought, Desecrator, Nurgle Sorcerer

DEATH SHROUD TERMINATORS [400]
2 Death Shroud Terminator, Nurgle Sorcerer, 2 Grave Warden Terminator

BLIGHT DRONE SWARM [250]
5 Blight Drones

ARMOURED ASSAULT COMPANY [250]
6 Chaos Vindicators

PLAGUE ZOMBIE INFESTATION [175]
3+2D6 Plague Zombies

PLAGUE TOWER [300]
Plague Tower

FESTER TITAN [275]


The game ended a draw with 1:0 for black legion after 3 rounds. duew to time limitations we decided to skip round four. it was hard match seeing me facing seriously buffed (demons) terminator attacks which almost killed my bts of the table with only 1 survivor, as always super pesty deathwheels but on the other hand proved the stalwart caracter of the retinues. it was tough going to keep them in play and so i've been administering a couple of marshalls to them in order to keep the objectives on my half. the plaguetower (totally forgot to play it with 20cm move) and the fester titans were the actual matchwinners from my point of view. even though very short ranged and slow the fester titan proved to be invaluable to break and destroy his terminators which were buffed with hordes of demons. so he just claered the lines and didn't venture far into the oppents half. same goes for the plague tower mopping up retinues that came to close.
that disrupt really is brutal on broken formations. the grave wardens/deathshroud terminators performed really well fighting well in ff when i lost the strategy roll after teleporting them, passing every save and though losing the assault weres till in the bigger picter due to being fearless. next round i manged to get the into cc and they did what they do best, killing all of retinue at no own losses. the plague zombies were a bit of a bummer as i only rolled a 2 and a 1 summing up to 6 stands. still they managed to distract his chosen for two rounds and even killing a csm stand in cc. the vindicators prepped assaults more or less efficently and i was just moving them from rubble to rubble. the blight drones are a pure necessity with dg. the only source of real mobilty, even though a bit of a gamble to activat with 3+ when being blastmarkered. they killed of survivors in cover but did not add much damag wise. please leave them as AV. they are supposed to be resilent and the take an elite slot which wouldn't make up for much in my build but still are vital. i don't know what sense spamming them in an tournament would make because you definetly need your points elsewhere more.

the game was fun and actually felt like a deathguard army only long attrition evebtually seeing them grinded down. in the end i didn't have mus left on the table except for the we's terminators ad drones with his deathwheels threatening all objectives in my half and his aircraft without any opposition anymore. without fearless and most 3+ saves this game wuld have been a sad loss for me.

beelze is quite a good player who hardly makes any mistakes and it is alwys a challenge to battle him. i think he didn't viewd th dg list as op as it is but was sometimes complaining about my luck with the 3+ saves for the plaguemarines and an spectecular all dice hit with the fester titan on his broken terminator formation. ouch ;D

cheers and keep up the good work! i enjoy the feeling of this list


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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Apr 20, 2016 7:12 am 
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Just curious why the contagion towers are costed at 350. They use to be 325 and are still 325 in the approved chaos cultists list. Also curious about the stats line for the new nurglings swarms. Has anyone tested them?

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Apr 20, 2016 7:26 am 
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350 is what Steve had for them. From my experiences with the slightly less powerful EpicUK Contagion Engines (which don't have Ignore Cover on the Vomit Cannons) at 325pt, 350 is about right for their usefulness in a Strategy 4 army.

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Apr 20, 2016 9:59 am 
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yeah the boost from SR2 to SR4 justifies the extra 25 points, especially as most of the armies which will suffer particularly from 4BP of disrupt IC barrage have low(er) SR (nids, guard, orks, LATD)

also remember while ERC policy is that weapon stats should match across lists, points costs are less fixed and are at the discretion of the AC

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 Post subject: Re: Death Guard v0.3
PostPosted: Tue Apr 26, 2016 12:28 pm 
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Also indirect Disrupt Barrages making players want to spread out, in combination with some particularly nasty Terminator formations making making players want to clump their formations together to prevent clipping assaults.

As per the Plague Tower speed discussion, I'd appreciate playtest feedback on Plague Towers with speed reduced to 15cm and giving them Augment Summoning (+2) and Daemonic Focus.

Now I'm back from holiday, 0.3.2 should get done in the next couple of weeks with Plague Towers being the main change. Plus I'll probably remove standard Defilers.

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 Post subject: Re: Death Guard v0.3
PostPosted: Tue Jun 14, 2016 3:29 pm 
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Got a full day of Epic planned this weekend, going to field the Deathguard list as it should be finally finished. Modeled some new desecrators, rebased my plague zombies, made the defilers more Nurgley, got some plague beasts and nurgling swarms to try out as well. Will post some pictures in the next few days.

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 Post subject: Re: Death Guard v0.3
PostPosted: Tue Jun 14, 2016 3:35 pm 
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Great! After a long gap I'm hoping to refight the last Death Guard vs Dark Angels match-up with 15cm move Plague Towers.

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Jun 15, 2016 12:04 pm 
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Last night wash a wash as far as Epic was concerned, but I'm hoping to get more games in later this month.

Has anyone else managed any games with DG 0.3.1 in the last two and a half months?

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Jun 15, 2016 12:12 pm 
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I'll be playing a game in about a week. 2,000 points vs a newer player though so I'm not sure how useful it will be.
Is there anything specific you want tried out?

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Jun 15, 2016 4:02 pm 
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The new Daemons could do with some more testing.

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 Post subject: Re: Death Guard v0.3
PostPosted: Wed Jun 15, 2016 11:39 pm 
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Ok I'll see what I can do.

Also FYI I just spotted that in the PDF dreadnoughts don't have the walker special ability.

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