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Death Guard v0.2

 Post subject: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 3:23 pm 
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DEATH GUARD.

Initiative 1+, Daemon Engines+Navy+spacecraft 2+, Strategy 4+

Implacable Advance: Nurgle armies are noted for their slow, ponderous and methodical advance. to represent this I have borrowed the necron rule - therefore no units can March.

Summoning - as Black Legion List (including free daemon per pact purchased)

CORE FORMATIONS

PLAGUE MARINE RETINUE
1 Plague Lord and 7 Plague Marines 325pts
Upgrades: All


ELITE FORMATIONS
1 may be selected per core formation

DEATH SHROUD TERMINATORS
1 Plague Lord and 4 Death Shroud Terminators 400pts
Upgrades: Grave Wardens, Champion, Icon bearer, Daemonic Pact, Nurgle Land Raiders, Nurgle Dreadnoughts, Lord of Decay, Walkers

BLIGHT DRONE SWARM 250pts
5 Blight Drones
Upgrades: None

SUPPORT FORMATIONS
2 per Core formation

ARMOURED COMPANY
4 to 7 Armoured vehicles - 50pts per Nurgle Predators, Nurgle Vindicators, 75pts per Nurgle Land Raider
Upgrades: Walkers

WALKER HORDE
4 of any Walker type (Defiler, Desecrator, Plague hulk)
Upgrades: Dreadnoughts, Chaos Spawn

CONTAGION TOWERS
4 Contagion Towers 350pts
Upgrades: Plague Towers

PLAGUE ZOMBIE INFESTATION
2D6+3 Plague Zombies 175pts
Upgrades: none

PLAGUE TOWERS
1-3 Plague Towers 325pts each
Upgrades: Walkers, Contagion Engines, Dreadnoughts

DAEMON POOL
Plaguebearers 15pts each
Great Unclean one 50pts


TITANS, WAR ENGINES, AEROSPACE FORMATIONS
3 Hellblades 200pts
2 Helltalons 225pts
1-3 Plague Reapers 200pts
Fester Titan 275pts
Repugnant Titan 625pts
Plaguelord Titan 850pts
Plague Ship 175pts

UPGRADES
0-1 Warlord Replace the Plague Lord character with a Lord of Pestilence 50pts
0-1 Daemon Prince Replace the Plague Lord or Lord of Pestilence character with a Daemon Prince 50pts
Nurgle Rhinos 10pts per Rhino
Champion of Chaos 50pts
Daemonic Pact 25pts
Icon bearer 25pts
0-3 Contagion engines 75pts each
Plague towers 300pts
0-3 Chaos Spawn 25pts each
Nurgle Land Raiders 75pts each
0-3 Chaos Dreadnoughts 50pts each
Walkers (Defiler, Desecrator or Plague Hulk) 75pts
Havocs - replace 0-3 Plague Marines with Plague Havocs in a Plague Marine retinue 25pts
Grave Wardens - replace 0-2 Death Shroud terminators for free


PLAGUE LORD Ch
Man Reaper (base contact) Assault Weapon MW EA+1
Bolt of Decay (Small arms) (15cm) MW EA+1
Notes Leader, Fearless, Invulnerable Save. Plague Lord can be 3 types: Plague Lord who has the Man Reaper, Nurgle Sorcerer who has the Bolt of Decay and Lord of Pestilence who has Supreme Commander.

NURGLE VEHICLES
Nurgle Rhino, Predator, Vindicator and Land Raider are as Black Legion Chaos vehicles with 2 exceptions - each has a 5cm speed reduction and an invulnerable save.

CHAOS UNITS
Plaguebearer,Great Unclean One, Plague Marines, Chaos Dreadnought, Hellblades and Helltalons as Black Legion list. Chaos Spawn, Contagion Engines, Plague Tower as LatD list.

PLAGUE MARINE HAVOCS Inf
Speed 15cm
Armour 3+ CC5+ FF3+
bolters (15cm) small arms
2 x Autocannon 45cm AP5+/AT6+
Notes: Fearless

BLIGHT DRONES AV
Speed 35cm
Armour 4+ CC 6+ FF 4+
Maw Cannon 30cm AP3+/AT5+ Ignore Cover
Reaper Autocannon 30cm AP5+/AT6+
Notes: Invulnerable Save, Fearless, Skimmer

DEATH SHROUD TERMINATORS
Speed 15cm
Armour 4+ CC3+ FF3+
Power Scythe (assault weapon) base contact EA+1 (MW)
2 x Reaper Autocannon 30cm AP4+/AT6+
Notes: Reinforced armour, thick rear armour, fearless, teleport, INV

GRAVE WARDEN TERMINATORS
Speed 15cm
Armour 4+ CC3+ FF3+
Power first (assault weapon) base contact EA+1 (MW)
Alchemical weapons (15cm) small arms EA+1
Notes: reinforced armour, thick rear armour, fearless, teleport, INV

DESECRATOR AV
Speed 15cm
Armour 4+ CC 4+ FF4+
2 x Desecrator Cannons 45cm AP4+/AT6+/AA5+
Vomit Launcher 30cm AP5+/AT6+ Disrupt
battle claws (Assault weapon) base contact EA+1 (MW)
Notes: Fearless, Invulnerable Save, Walker

PLAGUE HULK
Speed 15cm
Armour 4+ CC3+ FF6+
Decay Cannon 30cm AP3+ Disrupt
Battle claws (Assault weapon) base contact EA+1 (MW)
Daemon Sword (Assault Weapon) base contact EA+1 (MW)
Notes Daemon Engine, Invulnerable Save, Fearless, Walker, Infiltrate

PLAGUE SHIP
Orbital bombardment 8BP Disrupt
Notes: In addition for each template placed in the bombardment the Nurgle players place D6+2 Plague Zombies. These must be placed in the centre of the template area (taking into account normal ZoC rules) and each group count as a separate formation.

FESTER TITAN
Speed 25cm Armour 5+ CC 4+ FF5+
Pus Cannon 30cm 3 BP Disrupt, Ignore Cover Forward Arc
Decay Cannon 30cm 4 x AP3+/AT5+ Disrupt Forward Arc
DC 4 2 Void Shields
Notes: Fearless, Reinforced Armour, Crit as normal

REPUGNANT TITAN
Speed 20cm Armour 4+ CC 3+ FF 4+
Putrifier Cannon 60cm 4 x AP3+/AT5+ Disrupt
Plague Flail (assault weapon) base contact TK(1) EA(+3)
Rot Mortar 60cm D3+3 BP Disrupt
Cloud of Pestilence (small arms) (15cm) EA(+1)
DC 7 4 Void Shields
Notes: Fearless, Reinforced Armour, Crit as normal

PLAGUELORD TITAN
Speed 15cm Armour 4+ CC2+ FF3+
Liquefier Cannon 75cm 3 x MW3+
2 x Putrifier Cannon 60cm 4 x AP3+/AT5+ Disrupt
Plague Claw (assault weapon) (base contact) TK(D6) EA(+1)
Cloud of Pestilence (small arms) (15cm) EA(+1)
DC 9 6 Void Shields
Notes: Fearless, Reinforced Armour

PLAGUEREAPER
Speed 15cm Armour4+ CC5+ FF4+
Pus Cannon 30cm 3BP Disrupt, Ignore Cover, Fixed Forward
Demolisher Cannon 30cm AP3/AT4, Fixed Forward
3 x Heavy Bolter AP5+
3 x Lascannon AT5+
DC3
Notes: Fearless, Reinforced Armour

PLAGUE TOWER
Speed 20cm Armour 4+ CC4+ FF4+
Plague Mortar 60cm 3+D3 BP Disrupt FFA
2 x Battlecannon 75cm AP4+/AT4+
Rot Cannon 90cm AP3+/AT5+ IC. FFA
Notes: DC6, INV, Fearless, Transport (16 - Chaos Spawn, Plague Marines, Plague Havocs, Death Shroud Terminators, Grave Warden Terminators, Plaguebearers, GUO, Daemon Prince, Chaos Dreadnought) GUO, Chaos Spawn, Terminators, Daemon Prince, Chaos Dreadnought take up 2 spaces each.
Crit: Extra point of DC and D3 selected passengers killed (no saves). The DG player may pick which passengers.

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 3:26 pm 
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Changes
- name changed to Death Guard, Nurgle Marine Options removed
- DS+GW terminators save changed to 4+ RA INV
- AT5+ added to Fester
- Plague Tower stats updated matching LatD redux

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 5:51 pm 
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To do
- test list
- look at Great Unclean one
- possibly DG specific Daemon Prince+Dreadnought

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 7:25 pm 
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What extra attacks does the Lord of Pestilence gain.
Also which stats are to be used for the defiler.


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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 7:38 pm 
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- man reaper so CC EA+1 MW
- defiler as Black Legion

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Sep 19, 2014 10:37 pm 
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Woohoo! Great stuff! Building tbis army at the moment! Will help approve Space Wolves and Knights then this one will have all my attention!

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 6:16 pm 
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hi,

wow :o this is quite a change to the 2014 compendium list i was using in my last tournaments.
as i like the idea of having a uniform plaguemarined army and plaguehulks very, very much i still have some notions.
infantry is getting more and more expensive it seems to me. so a plague marine retinue with 3 havocs is now 400pts, where it was 350 before (dg marine retinue 250 + 2 havocs 100pts) and included more ranged units at nearly the same resilency but better cc abilities and mobility? this limits the available activations per turn even more. also the feeling of a more and more drop optimized list starts growing in me. is this intentional?
is the plaguereaper missing an ignore cover on its demolisher cannon?
and the grave warden terminators seem a bit expensive to me. losing 2 ranged ap/at attacks in exchange for an extra attack in ff does not really compensate, i think.
was the blight drone downgraded as well weaponwise?

still i would love to play it. death guard has always been by far my favorite and those buggers seem to be more resilent then ever ;D


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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 7:00 pm 
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Graf_Spee wrote:
hi,

infantry is getting more and more expensive it seems to me. so a plague marine retinue with 3 havocs is now 400pts, where it was 350 before (dg marine retinue 250 + 2 havocs 100pts) and included more ranged units at nearly the same resilency but better cc abilities and mobility?



The retinue is 325, the Havocs are 0-3 replacing the plague marines for 25 points (not 25 points each).
This keeps the formation at 350 with the havoc upgrade.


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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 7:03 pm 
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Haven't got the previous list to hand but if IIRC none of the infantry units were fearless in that list, adding fearless is responsible for the points increases. There is no option to use drop pods at the moment.
Blight drone+plaguereaper are typos that I'll change.
Regarding the terminators - how often do shoot with terminators? In my experience CC is obviously optimal but FF is very common against skimmers or after the initial teleport when speed is an issue. You could still take 1 shroud and 3 wardens to allow shooting.

Glad to see interest in the list, testing more than welcome

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 7:51 pm 
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dptdexys wrote:
The retinue is 325, the Havocs are 0-3 replacing the plague marines for 25 points (not 25 points each).
This keeps the formation at 350 with the havoc upgrade.


ah.. thanks. missed that one. better :)

Steve54 wrote:
Haven't got the previous list to hand but if IIRC none of the infantry units were fearless in that list, adding fearless is responsible for the points increases. There is no option to use drop pods at the moment.
Blight drone+plaguereaper are typos that I'll change.
Regarding the terminators - how often do shoot with terminators? In my experience CC is obviously optimal but FF is very common against skimmers or after the initial teleport when speed is an issue. You could still take 1 shroud and 3 wardens to allow shooting.

Glad to see interest in the list, testing more than welcome


well plague marines, terminators and characters were fearless in the compendium. the rest was indomitable, which was nearly as good.

i use the shooting option for terminators. especially when i need to cancel out a formation quite badly (and have no indirect fire capabilities). like a deathstrike battery thats babysitted and scout screened. then i teleport just within range and cover and shoot sustained. normally this causes a break of the formation. also i use shooting in follow up turns for crossfire.

right, no drop pods. my fault. just thought them to be in as its marines (kind of). mhmm.. but the option will come then?

and there is good interest. i've built some 5000pts according to the 2014 compendium list and love playing it. the offensive potential isn't really great (at least when you skipped the drop or plaguelord option) but i loved advancing lots of big infantry formations with dreadnought/walker cover. like holding a sign "do your worst" and smiling to my opponent. they take brutal punishment and were especially devastating to orks. at least when i did not encounter odd boys or gargants with mw barrages.

will start to test it. i really like the option to take vindicators as own formation. do you intend to add the stalker AA to the list?

regards


Last edited by Graf_Spee on Mon Oct 13, 2014 8:48 pm, edited 1 time in total.

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 8:37 pm 
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the stalker as it is currently is a pair of big blue pants with its poxy 30cm range....

I think the desecrator is the better AA option

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Oct 13, 2014 9:12 pm 
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kyussinchains wrote:
the stalker as it is currently is a pair of big blue pants with its poxy 30cm range....

I think the desecrator is the better AA option


it is. but will slow down any armoured formation.


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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Nov 26, 2014 1:43 am 
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PLAGUE SHIP 175pts
Orbital bombardment 8BP Disrupt
Notes: In addition for each template placed in the bombardment the Nurgle players place D6+2 Plague Zombies. These must be placed in the centre of the template area (taking into account normal ZoC rules) and each group count as a separate formation.

>>>>

Looks pretty good - is the intention that the disrupt replaces MW for the orbital attack? When you say is placed in the centre, do you mean bases stacked next to each other? Otherwise, have you considered taking these simply as an activation boost? First turn for 175 points I can delay moving the army for 4 activations (ship, zombie, zombie, zombie), or am I misunderstanding how the zombie rules work? If I paste an objective that is at least three activation worth of shooting/assaulting to get rid of the zombies. Can't imagine wanting to use them in the enemy half of the table!


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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Dec 04, 2014 9:33 pm 
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is there a pdf of the new list yet?


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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Dec 04, 2014 9:46 pm 
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if Steve wants, I can probably put this into PDF format over the weekend while I'm slaving away over a hot armyforge server... ;)

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