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==Death Guard== ===Why Play Death Guard=== *'''Pros''' **Plague marines are disgustingly tough in every sense of the word, capable of eating small arms fire like popcorn. **Plague marines are equally as capable at range as they are in close combat with bolters and knives as normal gear where most loyalists and even fellow traitors will focus more on one or the other. **Poxwalkers get GA2 to let them absolutely heckle anyone trying to distract your big boys. *'''Cons''' **You're few in number, you aren't fast, and you're geared towards getting in close. You are very good when you get there, but never forget your team is centered around two-four models. Getting mobbed, sustained fire, an unlucky roll, or a bad tactical decision can really hurt you. **Poxwalkers are used for only one thing - chaff. Using them for anything else is foolishness. ===DG Wargear=== *'''0-1 Nurgling (3 EP):''' Once per battle, when a visible enemy is within 3"/Square of the bearer, this can inflict -1 APL. Very handy if you plan on stealing an objective or want to guarantee that an enemy is cornered in regards to action. *'''0-1 Plague Bell (3 EP):''' Gain a 2 AP action to add one 2"/Circle to movement for friendly {{W40kKeyword|Bubonic Astartes}} operativesthat activate within 6"/pentagon for the Turning Point. Pretty much the only way to guarantee that they can pursue any enemies rather than being constantly outrun. *'''Blight Grenade (2 EP):''' Single-use Frag Grenade with Ceaseless to guarantee your hits. *'''Krak Grenade (3 EP):''' Basic krak grenade made to pop armor. *'''0-1 Filth Censer (3 EP):''' When the bearer uses the Contagion ploy, its range is increased to 2 circles/4". *'''Virulent Rounds (1 EP):''' +1 Crit damage for one Boltgun or Bolt Pistol the bearer uses. *'''Mephitic Toxin (2 EP):''' Add +1 base damage to the bearer's Plague Knife. ===DG Units=== All operatives have '''Disgustingly Resilient''', Granting an FNP 5+++ while cannot take injuries except for battle scars. makes the marines tankier, and chaff zombies more chaffy. The downside is slow, moving 4". The kill team is composed of two Fire teams <tabs> <tab name="Plague Marine Fireteam"> This Seek & Destroy/Security fireteam is composed of 3 of the following: *0-1 Plague Marine Champion (If you have no other leaders) *0-3 Plague Marine Warriors *0-1 Plague Marine Gunner or Plague Marine Heavy Gunner or Plague Marine Fighter *0-1 Plague Marine Icon Bearer *'''Plague Marine Champion (Combat, Staunch, Marksman):''' As a plague marine, they are very flexible between melee or shooting, and gain a few tools to make them stand above the rest. **Shooting isn't restricted by loadout like with other heretics. The bolter, of course, remains an ever-reliable tool but you can use the bolt pistol if you just want close-quarters shooting. The plasma pistol is also powerful up close, but overcharging might be a bad idea depending on your rolls. **The plague knife remains a decent enough weapon, but you have other options. The plague sword gives you a power sword that lacks Lethal. The power fist gives you absolute stopping power with Brutal, but it impacts your WS. *'''Plague Marine Warrior (Staunch, Marksman):''' Bulky being a traitor marine and more so with Disgustingly Resilient. However, they're incredibly slow with only 4"/two circles worth of movement. With 4 shots at a 3+ BS, they can easily gun down a weaker enemy and ding up anything close to their level of tankiness, and their knife can do the same, if not better depending on how many crits you score. The only reason You'd want to include him is if you're going a pure marine kill-team, in which you are practically required to take at least one. *'''Plague Marine Gunner (Staunch, Marksman):''' A footslogging marine who comes with some impressive guns. The Plague Belcher compensates for its low damage and short-range with Torrent covering crowds and +1 crit damage over other flamers. The meltagun is similarly short-ranged, but carries a serious punch with crits dealing mortal wounds. The plasma gun gives you AP1 and the chance to overcharge for AP2 at risk of exploding. *'''Plague Marine Heavy Gunner (Staunch, Marksman):''' The only reason you'd want to take this guy over the Gunner is because you see explicit need for their guns. The plague spewer is essentially a plague belcher that fires one additional time, which...makes it not so impressive. The blight launcher deals some decent damage above a bolter and has AP1 to pop armor. *'''Plague Marine Fighter (Combat, Staunch):''' the plague marine in the squad with the big sword. These are the only plague marines with a bolt pistol to keep them from the kiting game. **Plague knives get 2 more attacks than on the knife then Warrior's and has Relentless for crit fishing. The flail of corruption is +1 normal damage over knifes and has Reap 2 to deal 2MW to all other enemies within triangle/1", countering mobs. The greater plague cleaver hits like a power fist but has Rending to make crits absolute murder. Pairing the bubotic axe & mace of contagion provides the most flexible options with a choice of dealing more damage and Rending or inflicting Stun on crits. *'''Plague Marine Icon Bearer (Staunch):''' An upgrade on the Warrior, Getting a +1 APL for Objective control, and can plant the Icon of Decay as an action to grant other {{W40kKeyword|Bubonic Astartes}} within 3"/square can re-roll 1s or 2s on Disgustingly Resilient. This icon should be used in order to weather the absolute worst of the fire because your numbers can tank a good bit. </tab> <tab name="Poxwalker Fireteam (Max 1)"> This Security/Infiltration fireteam is composed of 8 Poxwalkers. *'''Poxwalkers (Combat, Scout):''' These aren't here to accomplish objectives. Simply put, their purpose is to be annoying, with GA2 to let them catch up with opponents that would normally outrun the plague marines. Expecting anything more than tying up enemies and occasionally nailing a guardsman is to be courting disappointment. </tab> </tabs> ===DG Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Malicious Volleys (1 CP):''' All {{W40kKeyword|Bubonic Astartes}} operatives during the Turning point may take two shoot actions with a bolt weapon instead of fighting. *'''Hatful Assault (1 CP):''' All {{W40kKeyword|Bubonic Astartes}} operatives during the Turning point may take two Fight actions instead of Shooting. *'''Contagion (1 CP):''' All enemies within 2"/circle of your operatives are treated as injured. This is absolutely useful for keeping them in place so your fighter or plaguewalkers can come to swarm the menace. </tab> <tab name="Tactical Ploys"> *'''Effluent Demise (1 CP):''' Upon death, a {{W40kKeyword|Bubonic Astartes}} operative can inflict D3 MW to each enemy within circle/2". *'''Revolting Durability (1 CP):''' When the enemy attempts to resolve any damage dealt to a {{W40kKeyword|Bubonic Astartes}} operative, this ploy degrades one of your opponent's crits into a normal hit. This is absolutely necessary in regards to something with Stun or MW. *'''Dig In (1 CP):''' A {{W40kKeyword|Bubonic Astartes}} operatives gain the action to boost his defence stat by 1. This is pretty big since most units have no way of doing this, even with cover. </tab> </tabs> ===DG Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''DG Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div> ===DG Example Teams===
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