Editing
Warhammer 40,000/8th Edition Tactics/Death Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===The Harvest=== Get a Tallyman and a Malignant Plaguecaster, give the Tallyman the Fugaris' Helm relic for the extra 3" range for re-rolls in the fight phase. Give the Malignant Plaguecaster 'Blades of Putrefaction' for +1 to wound in the fight phase as well mortal wounds on 7+ with plague weapons, and 'Putrescent Vitality' for +1 Strength, and +1 Toughness. Stick them in a 'Rhino' with a unit of your choice. Get a squad or squads of 'Deathshroud Terminators', put the terminators in reserve. Ride the Rhino to the enemy line. Deploy when available to do so. Deep strike the Deathshroud Terminators as close as possible to the enemy but stay within the range of the Tallyman, and the Malignant Plaguecaster. Target the Deathshroud with the psychic powers. Keep in mind the modified 10" of the 'Tallymans' Re-roll range for the fight phase. Charge. Fast forward to fight phase. Use Veterans of the Long War for a +1 to wound (This means due to BoP psychic Power, it's +2 to wound, and mortal wounds are now going off on 5+). Deathshroud are hitting on 3+, re-rollable misses, wounding anything Toughness 9 on 2+, rerolling 1s, and mortal wounds go off on 5+ in addition to damage. Very good at killing anything tanky like Land Raiders or Knights. Not a bad point cost for a death star. You basically have 'Mortarion', but doesn't die first turn. *A massive con for this strategy is the vulnerability of the Deathshroud after screwing up your charge. I hope you remembered the marines that were accompanying the Plaguecaster, and the Tallyman. Put them between the Deathshroud and the enemy. Use Cloud of Flies on the terminators, so the enemy can't target them. Charge your marines in, just so the enemy can't overwatch you. *Another con is the time it takes for this to work. You have to be a couple of turns in to be able to get the characters out the 'Rhino'. Heavily relies on deployment and enemy placement. Typically a lot of factors can make this strategy not work, but on paper it works great.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information