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===DG Units=== *'''Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran):''' Dead strong at T5 with Disgustingly Resilient, practically immovable on objectives and within cover, although a bit slower than other MEQs. True all-rounders, they have bolter for standard firefights, but can also gut someone with their plague knife. Regular fighters at all ranges, they become truly scary when within 6", as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6". **'''Plague Marine Gunner (2):''' Great flexibility, whether you're going ranged or melee, a good idea is to make at least one of them either a ''Heavy'' or a ''Demolitions'' specialist. **'''Plague Marine Fighter (2):''' They will be your ''Zealot'' and ''Combat'' specialists. While they keep their grenades, at that range they'll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch. **'''Plague Champion (1):''' Tactical in the extreme - he WILL have a plague sword to stab the little ones, can further take a power fist for the big ones without letting go of the sword, a pistol for melee OR a full sized Plasma gun, which is an excellent way to patch your lacking number of special weapons. Just remember he can't do everything at once, so don't ''bloat'' his cost. *'''Poxwalkers (Combat, Zealot):''' Aka (un)living shields. Put some in front of your marines and enjoy open field cover. Despite being slower than Plague Marines, lacking guns they'll be advancing when not charging (and charges are 2d6" regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines. *'''Blightlord Terminator: '''As if the Plague Marines needed more of the two things they all have: toughness and slowness. They're Plague Marines in Terminator armor, which means they have an extra attack, wound, and point of leadership, plus a freakin' 2+ save, and a 4+ invuln, plus they keep Disgustingly Resilient. They come standard with combi-bolters, and either Bale Swords or Bubotic axes, and also come with the Aura of Rust ability, meaning unmodified wound rolls of 6 give a melee weapon 1 better AP. and considering they can take Bale Swords and Bubotic axes for free that's already pretty solid, but did I mention you can also switch their other weapons for a Flail of Corruption for free as well? Plus any Blightlord Termie can switch their combi-bolter for a combi-plas, flamer, or melta, and two of them can be gunners and take a Plague Spewer, Blight Launcher, or a Reaper Autocannon, and keep their swords or axes. However, Blightlords do have a couple major drawbacks, namely they cost 40 points each, minimum, and that their cataphractii armor halves all their advance rolls, which is really bad for them, considering they only have a 4" move. As far as Terminators go, these guys are a contender for "toughest bastards to wear termie armor" but sacrifice a some of their versatility and even more speed to get there. However, in my humble opinion (feel free to correct me if someone knows better) they are probably the best Terminators in kill team, as of the time of this writing, on the premise that they don't need to sacrifice any of their weapons to be the excessively durable Terminators they are, freeing them to take whatever weapons they need (and as a bonus they get a some of their weapon costs included in the price of the model, such as the plague spewer, and all of their melee weapons, including the flail) , and, in many situations, their low mobility won't hamper them too much, as A: for 1 CP you can teleport up to 3 of them in wherever you need them(how you have the points for 3 of them is up to you to figure out, though) and B: with your ranged termies, set them up where they need to be, and watch them hose your poor enemies with autocannons or blight launchers, and laugh as their return fire bounces of their armor, if they have a Flail of Corruption, all you need to do is get them in range to charge, say a prayer to nurgle, and let the dice do the rest, and his abysmal move speed won't matter. Not to say other Termies don't have their strengths, Rubrics have mind bullets, All is Dust, and crazy Thousand Sons weapons, standard Astartes Termies are much more versatile (and cheaper too!) and have a huge wargear list and can take storm shields to almost reach Blightlord levels of tough, if you accept the obligatory Thunder hammer, or are a Space Wolf.''' **Tl:Dr: They're real expensive, real tough, and have solid special weapons, but are slow as hell, and, especially when given dangerous weapons, are liable to be focused down quickly, leaving you with 40+ wasted points. But they'll laugh off a lot of incoming heat before they die (bar the dice hating you) and if they get the chance, can do some *serious* killing. ''' *'''Deathshroud Terminator:''' Deathshroud Termies are very similar to their Blightlord Bros, except a couple things: they have 1 more attack, are S5, which is cool, can only take Manreapers (melee weapon, S+3, AP-3, D3 Dmg, re-roll wound rolls of 1, ultimately, really good on them) and Plaguepurt Gauntlets (Pistol D6 S3 flamers, rerolling 1s to wound cause plague), and have a couple VERY niche abilities: Eyes of Mortarion (Commanders within 3" get +1 Attack) and Silent Bodygaurd (when a commander gets punched/shot on a 2+ they take the attack instead), and this is kind of a downside for them, and why I consider them niche units (to an extent) and as such not much better than a standard Blightlord, simply for their bloated points cost as they cost 50-58 points each (9 more minimum than a Blightlord with a Flail of Corruption), and their only unique abilities help Commanders, and nobody else. And aside from the Lord of Contagion, none of the other DG Commanders can really make use of their strengths, as their abilities buff melee commanders, and protect them as long as the DeathShrouds stay close, and the only DG commander punchy enough to really get into the thick of it with the Deathshrouds is the 114 point, minimum, Lord of Contagion. Meaning just for that combo, you'll pay a whopping 164 points minimum. With that said, together, those two become the toughest blender to ever butcher your friend's army... So, they aren't worthless, to say the least. But any cheaper Commander won't really be able to make good use of the Deathshroud, as none of them are the choppy, ultra tough beast the LoC is, meaning either you risk the death of both your Termie and commander by rushing in, or you waste the Termie's combat potential (and lots of his point value) by hanging back to protect your commander. However, with all that said, with his manreaper and plague hand flamer (two if you pay 8 extra points to get a champion +1 attack, and the extra plague flamer) is a monster in melee, even on his own, with the manreaper for anti-everything and his plaguespurt gauntlet(s) for anti-GEQ/pouring shots into tougher targets 'cause A. you can, its free and B. fishing for lucky rolls, which with 1 or 2 D6 shots, is pretty likely.However, he suffers from the same drawbacks as a Blightlord: Slow, expensive, and with a target on his back, because he carries a power weapon by default. So, to sum up, for 50-58 points you get a Blightlord termie, with all the same disadvantages, with the added power of a melee power weapon and 1-2 hand flamers, making him a monster in melee, and a couple neat abilities that make your Lord of Contagion an unstoppable blender, if you're willing to pay 164 points for the combo. Important side note: a Blightlord Termie Champion is similarly good as the Deathshroud, with what is still considered one of the best melee weapons in kill team (even after the nerf), but doesn't have hand-plague flamers. I'm not smart enough to do the math to see which is better, but keep in mind that the Blightlord with Flail is 9 points cheaper minimum. ====DG Commanders==== *'''Foul Blightspawn (Fortitude, Logistics, Melee, Strength):''' The Blightspawn's Plague Sprayer was nasty enough in vanilla 40k, but with the Logistics specialism at level 3 (which will coincidentally let him shrug off AP-1 attacks) he can boost it to a vicious 15" range. Don't forget about the Refractor Field tactic to make him even more unkillable! *'''Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength):''' Grenade specialist. *'''Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura. *'''Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength):''' *'''Lord of Contagion (Ferocity, Fortitude, Leadership, Logistics, Melee, Strategist, Strength):''' A monster of a melee machine, sporting Terminator armor and either a PlagueReaper or a Manreaper. With 4 attacks, six wounds, and the Vector of Contagion tactic, he's truly a melee powerhouse. If you're willing to pay the points, pairs very well with the Deathshroud terminators... His own personal mini-me, who also makes him even better at smashing faces.
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