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==Unit Analysis== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Blightlord Terminator Champion''': Though not as focused as the Seeker of the Mantle, you're still a terrifyingly tough terminator marked by the Big N himself. You can pick up a decent share of things between combi guns and the plague weapons, and your Aura of Rust makes sure you can chop down even marines without a sweat. *'''Plague Champion''': The basic leader, sharing a share of the versatility of a plague marine. If you intend to spend points elsewhere but want an actually competent leader who can take down something, you'll tend to pick this one. *'''Plague Surgeon''': Costly, and this is after downgrading his melee weapon to a plague knife. He's still plenty helpful as he gives a minor boost to your Disgustingly Resilient saves and he's more motivated to chop up Loyalist forces. *'''Tallyman''': He's more of a support leader than a combatant. He's got an aura to support his fellow plague-spawn and he has a rare chance of refunding TP when you spend it. *'''Plaguecaster's Apprentice''': A mini wizard. He's ungodly expensive, but he's not only a plague-infested psyker, but he also has the ability to set off more plague grenades after casting thanks to a special rule. *'''Seeker of the Mantle''': The Deathshroud-lite leader. Though they lack the special rules for characters/Morty, but they house an aura of 7" that make engaged enemies take a hit as if they were hit by a grenade. Don't worry about their weapon either, you're just losing a point of Strength unless you pony up for the full Manreaper. *'''Cultist Champion''': Let's face it: If you're taking him, it's not going to be to fight. He's absolutely shit at that, and he can't even take anything aside from trash weapons. He's got a risk of backfiring on rituals, he lacks any benefits from {{W40kKeyword|<legion>}} traits, and he can only use IP on other cultists. So why take him? Because you wanna load up on your other boys. Simple as that. *'''Possessed''': This is the guy you want to lead a possessed force. He makes 0-5 Possessed Core and has his extra mutations to bolster his lessers. If there's any issue, it's that fucking atrocious pricetag. ===Core=== *'''Chaos Cultist''': A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business. *'''Plague Marine''': The basic goon, these are the standard in plague warfare and are just as versatile as their unaligned brethren. With some loadouts you can make them fight harder, otherwise abuse the fuck outta their ability to shoot heavy weapons without issue and their access to plasma, melta, and not-flamers. *'''Poxwalkers''': Your durable distractions. They're still able to convert enemies to their cause and gain a bonus to hit if you grab more than 5 of the fuckers - which you should. ===Special=== *'''Noxious Blightbringer''': If your leader tends to be the upfront sort, then you'll likely want to bring him too so his aura can get to work and push those routs. *'''Journeyman Blightspawn''': The Foul Blightspawn's apprentice. Their gun's a bit weaker than in Bighammer, but they remain as much of a wall to crash upon as the termies. Their grenade becomes even more valuable, as all grenades are single-use, so you need to choose when to throw it. *'''Biologus Putrifier''': The grenade party becomes infinite, as this guy's hyper blight grenades will never run dry and he can bolster his allies' lone grenades. Excellent for a use of the Bombardment TA. *'''Deathshroud Terminator''': These guys are very much untouched, unlike the Seeker of the Mantle. Though they lack the variety of armaments offered by the Blightlords, these guys have the deadliest weapons out there and are true HQ guards. Where the Blightbringer's for supporting your assault, the Deathshroud's here to back up your boss and tank a few blows while they rack up a tally of bodies. *'''Blightlord Terminator''': The vanilla-ish Terminators. These fuckers have it all, from melee weapons that are even deadlier, a wide list of armaments, and the double-downer of thickness from Cataphractii armor and Disgustingly Resilient. *'''[[Chaos Spawn|Those Thingies]]''': Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it. Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways. *'''Possessed''': Deadly bastards, they are pretty good for their price and their random powers are useful in combat. However, they absolutely NEED to get into combat in order to be useful. Despite being Death Guard, they sadly lack the protection afforded by Disgustingly Resilient, but their weapons are just as deadly and they possess the Daemonic 5++ save. Useful to support in melee, but not as a centerpiece in the assault. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category:Chaos]][[Category:Space Marines]]
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