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===Fast Attack=== *'''[[Chaos Spawn|The Thing That Shall Not Be Named]]''' We don't talk about these things, but when we do, we say that they aren't terrible, but they aren't as good as the other "Fast" Attack options that the death guard have available to them. Take another bloat drone instead. That said, if, for detachment requirements, you need a Fast Attack slot filled, a little <s>33</s> 25 point Chaos Spawn '''nonononoNEEEAAAARGHOFHAFHURJG''' ...a little 25 point monster is a quick way to get it done. Remember though that their main use of keeping up with fast HQs is basically limited to only the winged Daemon Prince. Additionally, thanks to their melee attacks being AP-2 and D2, they actually hit pretty hard for their cost. Also of note is the fact that they impose a -1 Ld penalty on enemy units, which pairs fantastically with all the other Ld modifiers in the army. *'''[[Foetid Bloat-drone]]''' - Close-range and fast (always advance) anti-infantry vehicle with two plaguespitters and a plague probe. With T7, Disgustingly Resilient, and a 5++ daemon save, it's quite tanky. Slightly more likely to explode than other vehicles, too. Always Fall Back and shoot as the Drone's melee is nothing to write home about (it's not that bad A3/2/1 AP-2 D3 will kill some SM). That is, unless if you have its new Fleshmower weapon, which makes it absolutely terrifying in close quarters: S+2 AP-2 D2 is powerful in itself, but as an added bonus it adds a whopping 6 attacks! It can also swap out a plaguespitter for a Heavy Blight Launcher, which is basically three normal Blight Launchers with 12" more range; considering that it's got a 4+ to hit, and can't get Inexorable Advance, is a mediocre option at best. **'''On Heavy Blight Launchers:''' At first glance this seems like an option that you'd never really have any good reason to take. In practice, it is actually a lot better than you'd think. 8th edition has many, many fast moving assault armies and plenty of units that can charge out of deepstrike to be on top of your fire support elements in the blink of an eye. Plagueburst Crawlers are awesome, but not when a unit of Assault Marines is sitting on top of them. That's not even accounting for things like Helldrakes and Hive Tyrants, that can move so quickly that they're almost assured to be on your back line by turn 1 or 2 depending on the deployment. A Plagueburst Crawler, Myphitic Blight-Hauler, or squad of shooty Marines isn't worth a pile of rotting dicks if they can't fire. Enter the Bloat Drone. The Plaguespitters are great, but if you need some long range fire support that can't get tied up by enemy assaults, the Heavy Blight Launcher has you covered. It can fly, its (important) stats don't go down as it takes damage, it's tough as nails for its cost, and it can play keep away with assault elements in the enemy army without sacrificing its usefulness. I find it to be especially useful floating around your backfield grabbing objectives, so that your slower, shorter ranged dudes can march forward without giving up valuable victory points. If your meta is thick on the ground with Space Wolves, World Eaters, Tyranids, and Genestealer Cults, you definitely want to lean more on the Blight Launcher Drones than Crawlers or Haulers. *'''[[Myphitic Blight-Hauler]]''' - A speedy (10" movement, lightning-quick by Nurgle's standards) tank that can be taken in squads of 3. Which you will always do since it boosts them to BS/WS 3+. 8 Wounds gives them solid durability without subjecting them to a damage table, and with 3+/5++ paired with Disgustingly Resilient, they'll be sure to stick around. Weapons-wise, they come with a missile launcher, a multi-melta, a bile spurt (a 12" Assault d3 with S6 AP-1, and a plague weapon), and a gnashing maw (S User, AP-2, plague weapon). As it ignores the normal penalties for moving and shooting heavy weaponry, it's good at quickly shuttling anti-armor weapons to where they need to be- and more importantly, it acts like cover to any {{W40kKeyword|DEATH GUARD INFANTRY}} units entirely within 7" of it, allowing to buff your troops and unleash its dakka simultaneously. As one more bonus, all to hit rolls against it in the fight phase are made with a -1 penalty. A squad of 3 is pretty much all the anti-tank you will need in a TAC list. **Chapter Approved <s>2018</s>2019 made literally everything about these little guys cheaper, and they now clock in at just <s>117</s>102 points each. Taking 3 has never been easier. **With the new Great Unclean One, these things might have gone from a cool buff unit to something that is legitimately terrifying. They are your only daemon engine that can be taken in squads. Stick them next to a Great Unclean One with a Doomsday Bell, and you can replenish a lost Blight Hauler to the squad on a 4+, at full health. The GUO can also heal them with Psychic powers, and use Shriveling Pox to lower the toughness of T8/T9 targets to something more manageable. An expensive combo, but one that packs a huge amount of punch and absolutely will not die. **A nearby CSM sorcerer will make these guys legitimately terrifying to armour. Add prescience (they are Heretic Astartes after all) to a unit of 3 to have 3 multi-meltas and 3 missile launchers hitting on 2s, EVEN AFTER MOVING 10!" In an army which can lack both speed and long ranged firepower, this is definitely worth considering. **Since first being release, MBH have been buffed continually, whilst also being ignored by many in the competitive community. 3 of them can now be described as a remarkably versatile killy unit. With 3 missile launchers/bile spurts, they are no slouches against infantry, with 3 missile launchers/multi-meltas they can kill tanks, and in combat, a squad of 3 will get 12 attacks on the charge, hitting on 4s, at S6, re-rolling 1s to wound and -2AP. Very often the versatility of these can catch opponents off guard, especially opponents who assume they can simply deal with them by tagging them, only to then find a squad of infantry eaten by their gnasher maws. A squad of 3, despite their high price tag, should be seriously considered if you are in need of a hardy jack-of-all-trades Swiss army knife unit. ====Forge World==== *'''Greater Blight Drone'''- For a flat 231pts (post-Chapter approved) you get an extremely fast moving (14" movement with 9" infiltrate) daemon that hits like a ton of bricks and (as long as you keep him away from lascannons and mortal wounds) is one hard dude to put down at 12 wounds with T7 and a 3+/5++ (no disgustingly resilient though). Oh, and he regenerates one wound per turn thanks to Infernal Regeneration. This beast comes stock with a bile maw (12" range S8 AP-2 D3 pistol 3 with rerolls of 1). Also the drone hits on 3+. Nurgle be praised. At 36" range you get a 4 shot S7 AP-1 D2 gun with 6's increasing the AP to -3. for close encounters you get a plague probe. Now being 31 more points in CA, it isn't such a great choice. You're getting into a different price point and need more offensive output to stay competitive. Take at your own risk. *'''Hellforged Dreadclaw Drop Pod''' - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 models or a Dreadnought/Helbrute and comes in via Drop Pod Assault. Moves 15" which does NOT go down as you lose wounds, though its S and A do. T7 W10 3+ with Blade struts for melee (S User, AP-2 D2) and Thermal Jets for shooting (6" Pistol D6, S6 AP1 D1, which automatically hits all units, friend and foe, within 6" with separate shooting attacks and can only be used if more enemy units are affected than allies. Can eat things in melee combat for a wound back on a 5+. When it explodes {{W40kKeyword|PSYKER}} units nearby take D6 mortal wounds rather than D3. While the tears of the loyalist scum fill the streets after watching their drop pods get pumped up to 108 pts per pod (boo-hoo), the Dreadclaw hits you in the groin with 130 pts. **One opinion: 130 points for a gimmick transport flier without the firepower or speed of a flier. Like its older brother, Kharybdis, <s>totally overshadowed by</s> different to the Storm Eagle, clocking in at 295pts. **Another opinion: 130 points to put 10 models (plus the Dreadclaw) in charge range turn one and have a flying Rhino to ram into your enemy's back<s>side</s> field. *'''Hellforged Kharybdis Assault Claw''' - Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Seriously, it's like Forge World mails you a giant block of resin and you chisel it out and glue some pointy parts on (so that they know it's supposed to be Chaos). Having almost the same stats as a Dreadclaw (except BS4+, T8 and W16) but with more weapons/troop capacity/model weight and of course SPIKES. 300 pts gives you a flyer/drop pod that can carry 20 infantry into battle by either drop pod assault or like a normal transport. A fat 16 wounds and the ability to regain wounds on a 5+ after killing an enemy model in CC. In addition to the blade struts and thermal jet array that the Dreadclaw has, the assault claw can charge something that's Titanic, a vehicle, or a monster, and you have the option to instead use ONE Melta cutters attack, S16 AP-5 hitting on 2+ doing 2D6 damage. Additionally, to soften whatever you'reβ about to forcefully-melta-sodomise, it's equipped with 5 Hvy 3 Storm launchers S6 ap-1. **Maybe throw it at your opponent. The weight and extending spikes will bring about guaranteed victory! (And assault charges) (And ended friendships) </div>
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