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Death Guard 0.7

 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 8:44 am 
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I think the reapers won't do much - taking them anyway 'cause cool. Also, I dont think the Vindicator option is going to get much use as it unlocks nothing...

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 8:48 am 
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Also - It would be super if the list rules and generic chaos stuff were added to the current pdf - bit of a hassle tyo crosscheck lists to get the full picture atm.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 10:15 am 
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Personally, I'd struggle with the list due to the lack of transports and ranged capability.

In particular the two Retinues only have small arms, which won't combine well with them being on foot and therefore easy to avoid/hard to assault with. A canny opponent will place their two objectives at the extreme sides of the table, badly affecting your ability to garrison forwards with the Retinues. Time to paint up your hump-back Rhino designs! Or, if you want to garrison with them, swap out some Plague Marines for Plague Marine Havocs, and add some Walkers. A single Contagion Tower in a garrisoning Retinue can also be surprisingly effective, starting up the table and in Overwatch orders, able to reach all the way into the enemy deployment zone.

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I think the reapers won't do much - taking them anyway 'cause cool. Also, I dont think the Vindicator option is going to get much use as it unlocks nothing...

The Plaguereapers are bit dependent on terrain density. I try to stick to the guidelines in the rules which can be a lot denser than you usually see people using for EA as the guidelines potentially allow up to 50% coverage! They are very very good at clearing enemy formations out of cover and inflicting lots of Blast markers. I've also used them with good success on Overwatch orders as a Blitz guard against Drop Pods or airborne assaults.

Fester Titans are even better then Plaguereapers at clearing out terrain and obliterating broken formations, but are obviously coming out of the Titan/Air/Space third, and a pair of them is a full 200pt more expensive than a pair of Plaguereapers.

For the Vindicator formation, it's not that they don't unlock anything, but that they don't use up an elite or support 'slot'! I generally use them to double up and still have good odds of getting hits on formations in cover to prep and then support an assault.

Nitpick wrote:
Also - It would be super if the list rules and generic chaos stuff were added to the current pdf - bit of a hassle tyo crosscheck lists to get the full picture atm.

Yeah, that's a good idea.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 10:53 am 
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Great feedback - will take note. Particularly of that lone contagion option - completely passed me by. I was thinking one of the marine units be the blitz guard, so not much mobility needed there. Will probably add either shooty troops and/or rhinos to the other. I was going to rely on termies, chosen, and plagueship plus zombies to kill isolated units, but this is probably a bit optimistic...

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 11:08 am 
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A Retinue will definitely work well as a blitz guard (and can even garrison off it to spread out a lot), but even there it's useful to have some ranged capability to plink BMs onto attackers.

The termies etc. will be good at hunting down isolated stuff, mainly by using the Plague Zombies to keep them isolated because the zombies sure aren't going to be killing anything themselves! Although the zombies can be useful to set up crossfires, or to block off retreat paths after an assault.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 12:12 pm 
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Sounds like the zombie plan I had was valid then :)

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 12:16 pm 
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Incompertus, 2890 POINTS
Death Guard (NetEA V0.7.2 Taccoms Thread)
==================================================

PLAGUE MARINE RETINUE [490]
Plaguecaster Lord, 7 Plague Marines, Lord of Contagion (Supreme Commander), Daemonic Pact & Nurgle's Rot (No LD!), 4 Death Guard Rhino, (Walkers) Plague Hulk

BLIGHT DRONE SWARM* [200]
4 Blight Drones

BLIGHTLORD TERMINATORS [465]
4 Blightlord Terminators, Plaguecaster Lord, Teleportarium, Daemonic Pact & Nurgle's Rot (No LD!), Blightbringer Icon Bearer, Nurgling Infestation (3 Nurgling Swarms)

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

PLAGUE SHIP* [200]

PLAGUEREAPER COMPANY [375]
2 Plague Reaper

PLAGUE MARINE RETINUE [425]
Plaguecaster Lord, Daemonic Pact & Nurgle's Rot (No LD!), Contagion Tower, 4 Plague Marines, 3 Havocs

DEATH GUARD CHOSEN [295]
4 Plague Marine Chosen, 2 Death Guard Rhino, (Walkers) Plague Hulk, Daemonic Pact & Nurgle's Rot (No LD!)

DAEMON POOL [45]
3 Lesser Daemon (Plaguebearers)

DEATH GUARD CHOSEN [220]
4 Plague Marine Chosen, 2 Death Guard Rhino, Daemonic Pact & Nurgle's Rot (No LD!)

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 12:18 pm 
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A bit Low on activations and some tweaking likely remains.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 12:20 pm 
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Like moving the hulk to the second chosen

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 12:25 pm 
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That's relatively high for Death Guard! Don't forget that you get an extra activation from the zombies that the Plague Ship barrage leaves behind.

As you've got four detachments with Daemonic Pact/Nurgle's Rot, I recommend adding some more Plaguebearers as three is very low. Unlike the other Chaos lists, Daemonic Pact for Death Guard comes with Nurgle's Rot rather than a free Lesser Daemon.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 4:10 pm 
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Yeah... I am not really convinced as to the utility of that Rot-ability at all. I suppose that if I do pay for the summoning I ought to go all in with the demon pool too. But I did not plan on all of them to be in need of demons every single turn and I am too cheap to buy demonic focus for all of them :)

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 4:23 pm 
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I honestly think that is a bit of an unnecessary list micromanagement. I think the summoning/rot thing at least could be mandatory as part of a (higher) base price of a marine unit, but I guess it is individually priced for historical reasons and difficult to agree upon.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 4:38 pm 
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The previous version caused an extra hackdown kill if you won a close combat, or BM if you lost, which was really hard to price.

It's been a while since I played EA and I actually thought that was still in the list instead of the new version that increases the Lesser Daemon pool each time the detachment is in an assault and causes any casualties. This version is probably more useful as it also works during firefights.

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 Post subject: Re: Death Guard 0.7
PostPosted: Thu Oct 06, 2022 5:14 pm 
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I like it, and I will try it. I found the hackdown a bit dull. It’s just that I am hesitant that the rot thing gets that much impact. But I’ll try!

I do stand by the second thing though: summoning and all except focus ought to be an intrinsic mandatory part of marine units.

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