Showing posts with label death guard. Show all posts
Showing posts with label death guard. Show all posts

Wednesday, January 11, 2023

Horus Heresy 2e Review: Calas Typhon

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up to 4 stars. He costs a lot. But he remains vulnerable to instant death as a strong counter.

Background.
First Captain of the Death Guard and the one who would become Typhus the Traveller in later life aboard his flagship the Terminus Est. A Librarian who subsequently repressed his gifts, he was also among the first to fall to Chaos and spread his taint through the legion thanks to the seven pillared lodge. 

Strengths.
Typhon is a Grave Warden terminator with extra buffs. Or at least that's the best way to think about him. He comes with most things you would expect from that sect of terminators. He has a full grenade harness in place of an assault grenade launcher, some rad grenades as well as the chemical loaded pistol. He is replete with a strong stat line that has WS=6 along with 4 wounds and I=5 which is amazing for this legion. 

His scythe has flesh bane attached to it, and it also swings at initiative which is very strong. His Warlord Trait, Comes the Reaper, buffs flesh bane even further along with poisoned. This is spread to his unit as well, which begs him to be placed with a large blob of grave wardens himself. Movement reaction bonus is amazing here as well. 

He is also a repressed psyker. Witchsense gives him a bonus buff to WS and A which is strong. While Toxin Cloud is a massive blob of flesh bane and pinning. Both are great. But he can't use them with Mortarion on the board. 

Weaknesses.
There are 2 very major points to consider about Typhon. The first one is the price tag. He costs a bomb. Perhaps literally. The points cost is mainly justified, but it is worth considering if a plain praetor might be better if you are at lower points levels and (or) not running Mortarion.

The second major negative is T=4. He is very vulnerable to instant death and to sneaky snipers who can clear him off the board. Seriously invest in a land raider to keep him alive until he's needed!

And just for fun, in 30k, he doesn't have any plague zombies hanging around him yet. 

Overall.
Do NOT take him with Mortarion since he cannot use his psyker powers and this results in points value being not worth it. He is a great choice for a Mortarion lacking army though, albeit an expensive one. 

Difference to First Edition.
No more calling down a chemical bombardment from orbit. Equally, almost every orbital bombardment has been removed from second edition for reasons that I haven't explored too deeply. 

Tuesday, January 10, 2023

Horus Heresy 2e Review: Grave Warden Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong.

Background.
The second special terminator unit from the Death Guard, these marines were originally synonymous with Typhon and the Terminus Est, but became more of a talisman for the entire legion over time. They specialize in lethal and Geneva Convention defying arms to provide a truly grotesque end to their enemies in the Great Crusade and the civil war of the Heresy. 

Strengths.
I want to pick out their "Shrouded in Death" special rule first. They produce a thick toxic gas offensively and defensively. In game, this means that any charge against them is disordered. This is therefore one terminator squad that people will always have second thoughts about charging. Add to this a standard stat line with 2 wounds and you have a strong squad.

This is beefed up more with relentless, firing protocols (which is absolutely amazing here), and shrouded (plus stubborn of course). Their death cloud projector provides a handy template poison weapon and the assault grenade launcher is a great krak or toxin medium-short range assault weapon. Power fists round off this unit nicely.

My immediate thought is to put a librarian in here, but that wouldn't be very fluffy if Mortarion is on the table. Otherwise, treat them as you would most other cataphractii squads: use them up close and personal to take out other units. Consider a land raider proteus for transport. 

Weaknesses.
WS=4 is problematic here if you are thinking of close combat against many other legion terminators (even Alpha Legion Lernaeans will have an advantage here if they select against the Death Guard). 

Difference to First Edition.
A bit shuffled around here but mostly rather similar despite the time between editions. 

Builds.
5 Grave Warden Terminators, 2 chain fists (260 points).
Baseline unit. Consider a grenade harness if you are going to be charging. Might also be entertaining to give them Line (e.g., with a Herald) and sit on an objective, but I feel this is a waste.

10 Grave Warden Terminators, 2 heavy alchem flamers, chem master with combi-melta and grenade harness, 4 chain fists (525 points).
The overkill unit to charge out of a land raider with. You're not going to make friends with this one. 


Monday, January 9, 2023

Horus Heresy 2e Review: Deathshroud Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong.

Background.
The best of the legion, and often selected as survivors of squads where all else failed. They effectively give up their identities and remain all but silent as the personal bodyguards of Mortarion himself. A couple of them are never more than 49 paces away from the Death Guard Primarch at any one time.

To add a bit of old school spice to the above statement, 7 is the "sacred number" of Nurgle. And 49 is 7 times 7. QED. 

Strengths.
Triple wound terminators are terrifying. Marry this up with the Death Guard special rule, relentless and stubborn, and you have a recipe for a very tough unit here. They also come with a natural BS=WS=5 which is more than handy. The alchem pistol is a nice touch to have here, and the power scythe screams out to get into base to base contact with as many enemies as possible.

Weaknesses.
Power scythes are not reliable AP2 weapons. The option to take a power axe along with the legion standard when making a retinue will therefore be tempting. The points cost is also very steep. But balance this statement against battle hardened and realize that they will not be instant death victims. They will stick around a long while for the points cost and tar pit characters for the entire game given the opportunity.

Difference to First Edition.
An extra wound, at the price of no deep striking. They retain their key roles as retinues and escorts, as objective sitters, as tar pits, and as blob killers. Great ablative wounds for praetors and Mortarion alike. 

Builds.
5 Deathshroud Terminators, 1 grenade harness (360points).
If this is a retinue, add on the legion standard upgrade to make for a total of 375 points. There's not many other options here, but melta bombs can be nice given the opportunity. Might as well take a couple?


Friday, January 6, 2023

Horus Heresy 2e Review: Mortarion

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars - just. The Primarch of the Death Guard casts his sinister shadow over the Second Edition of Horus Heresy with malice and strong rules. 

Background.
Of all of the Emperor's sons, Mortarion had the toughest upbringing of the lot. Cast on Barbarus, he lurched from being adopted by a necromantic giant, through to escaping and forging an army to take on the darkness out of the brave souls that were preyed upon by the dark overlords of that world. He failed. The Emperor had to save him and slay his would be adoptive parent. The darkness never really left him, and Horus persuaded him that the Emperor was really just another tyrant to bring to justice. Mortarion and his own sons paid an exceptionally high price for their heresy. 

Strengths.
The warlord trait (Sire of the Death Guard) is an army boost that ensure his sons don't worry about Fear or Shell Shock. This is excellent and harks back to first edition very nicely indeed. The added assault phase reaction is fine. 

Mortarion comes with the usual armour (which surprisingly provides no other boons). Poison, rending, and flesh bane have a much reduced effect thanks to another rule though. His weapons are fine without being outstanding. That scythe does have reaping blow (2) though - so ensure his targets are nice and tightly packed.

His stat line is mostly good, with the exception of initiative which will see him swing last most of the time - this is a significant negative. This is made up for by the 4+ It Will Not Die rule, along with a small list of other special rules like adamantium will at 3+ (beautiful and fluffy!) as well as hatred of psykers. 

He signature move (sic) is the Shadow of the Reaper. This allows him to redeploy up to 10 inches - intervening terrain be damned - during a shooting phase AND he can make a disordered assault right after it. I cannot underscore this ability enough. Mortarion has some of the best movement among his brothers. This will allow him to easily choose his targets, and herein is his purpose: he is fundamentally a killer that gets to choose his targets. Select a big blob of back line enemies perhaps? Grind that contemptor to spare parts? Take your pick. Literally. With this ability, you can afford to choose your targets every time. Take him with a unit of terminators or Death Shroud and you're good to start turn 1 with them, but then you will want to depart and get him doing his own deadly thing. 

Weaknesses.
Like some of his other brothers, he is not quite the dueling super star. In fact, he is wasted in this role as much as Alpharius might be and is probably not in the top half of his brothers overall either. Hence he has to be played to his strengths. To be blunt: he has to select his targets and chew through them quickly and in succession. Use an escort to begin with, and go from there. Don't get into Primarch duels with him. He is utterly wasted doing that, although given his toughness and It Will Not Die, he might be able to tar pit them for several turns in the hour of need.

Overall.
Mortarion is strong against large mobs, and backline targets. In fact, he's great against everything that isn't a Lord of War or his brothers. Plus he has army wide boosts and 7 juicy phosphex bombs to let rip (try not to forget about those bombs!). 

Difference to First Edition.
He no longer re-rolls It Will Not Die, nor is he totally immune to poisons, nor spreading stubborn to his sons. Arguably he is therefore a tiny bit weaker in second edition overall.  But it doesn't matter. He will still smash through a unit per turn when played right. 

Thursday, January 5, 2023

Horus Heresy 2e Review: Death Guard Armoury

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. I was a bit torn here. 

The Death Guard have what feels like a miserly choice of 3 items in their armoury, and not a single special consul in sight. The items they do have veer between fine, to rather good, to not sure. 

Alchem Munitions. Swap out flamers to alchem munitions to gain fleshbane at the price of gets hot. This should be an automatic upgrade for every Death Guard armed with such to be candid. The Gets Hot rule is unlikely to do massive damage to you, but the fleshbane - especially when fired by larger squads - will have a bigger impact. 

Toxin Bombs. Almost over powered, these bombs cause a wound against a charging unit 1 in 6 times and only invulnerables count against it. They do cost a modest price, so its worth taking a few here and there in an army. Quite rude really. 

Power Scythes. AP3 at S+2 with some rending and reaping blows. This is fine overall, but can only be taken by characters. Might not be worth it if you're facing lots of terminators. And given this is Horus Heresy, you probably are. 

Difference to First Edition.
Some tweaks, but things are thematically similar. 

Wednesday, January 4, 2023

Horus Heresy 2e Review: Death Guard Traits and Rites

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars, rounded down. Only 1 trait out of 3 will be seen on the battlefield outside of specific builds, and only 1 rite out of 2 will be played at all. That rite is hideously over-powered as well, and only for the traitors. 

Warlord Traits.
Death Guard commanders have 3 warlord traits to pick between, with one of them being traitor only.

The Reaper's Visage. They look like death and are able to channel the Primarch's terrible gaze. As a result, the enemy gets -2 to Ld tests within a large bubble. This is surprisingly strong but doesn't affect those accompanied by independent characters or other Primarchs. Nice assault reaction bonus too, but I suspect the utility of this won't be high since it demands an assault based army which the Death Guard are generally not. Suitable for a front line praetor I guess? From experience though, it can shine in lower points value games. 

Witch Hunter. Very fluffy for the Death Guard. But also very situational. The bonuses against psykers during combat (WS and T) are great and the large bubble invulnerable save against powers cast at them is superb. But unless you're facing Thousand Sons, or maybe certain Word Bearers builds, its not going to be that great. Bonus for assault is fine, but again, this feels like an assault trait for a gunline army. 

The Blood of Barbarus. Fluffy again, and this time much better. This destroys bonuses due to rending, murderous strike, and fleshbane on a roll of anything but a 6 against the warlord and his unit. The bonus in the shooting phase is strong. This will be the default trait for all Death Guard commanders. 

Rites of War.
The Reaping. Get heavy support squads as non-compulsory troops as well as veterans as troops. This is a great way of loading up on the heavy weapons as well as toolkit veterans. Beautiful really! Rad grenades for a steal of points available to all characters is amazing - get it on all your terminators. But the problem here are the downsides. No deepstriking, flanking, underground assault, no run moves, and NO REACTIONS IN MOVEMENT are a terrible combination. You're just not going to take this rite of war in anything other than a static gunline army. Perhaps you like the idea of a static Death Guard gunline. I don't - I feel it needs to take advantage of some of its terminators myself. Hence this rite probably won't see much play sadly - the negatives are just far too strong in comparison to the boons.

Creeping Death. The Death Guard bombard the battlefield before play and turn all those nice trees and forests into hideous death traps. The Death Guard don't mind this because they grew up on Barbarus in the main part (certainly after the events of Isstvan 3 where the Terrans were expunged, this became the norm). It results in passing dangerous terrain checks, making their deployment zone difficult and dangerous and those marines in it get a shrouded save; all area terrain becomes dangerous, and grave warden terminators get to be chosen as troops. The army has to have a Centurion or a Siege Breaker, and this rite is for Traitors only. Honestly, this is really strong, and pretty much in the category of you're not making any friends. It is your default choice.

I wish there were a half-way house between the above two, the first is poor, the second is over-powered. 

Difference to First Edition.
Lots of change present here since the original Death Guard was released the maximum number of years ago (i.e., in 2014!). I therefore won't be commenting in depth considering those rules were also in 7th edition 40k style. Suffice to say that I'm mainly unimpressed with the selection here and there's only 1 trait and 1 rite you will be taking in the main part unless you're building a witch hunter Death Guard or something?

Tuesday, January 3, 2023

Horus Heresy 2e Review: Death Guard Legion Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up to 4 stars. The rules are rather strong in the right situations and with the right army builds. Just make sure to build to the strength of this army and create a remorseless horde that never stops advancing and shooting its big guns. 

Background.
Seen by Horus as one of the few on his side of the conflict as being ever-reliable. Not hard when you have the savagery of the World Eaters or the preening of the Emperor's Children to pick between to start out with I guess? The Death Guard was once a byword for resilience and courage, but toward the very end of the conflict got stuck in the warp and had to take the proverbial knee to Nurgle to survive. They assaulted the throne world in a very different form to when they began this course of action, and probably not to Mortarion's liking either. 

Legion Rules Review.
Remorseless. The core rule for the legion is very interesting and strong. It allows them to shrug off any movement modifier. This means that they pass through terrain with ease. It also explicitly states they get to ignore being pinned for the sake of moving. This is really strong given that a lot of the meta hinges around pinning for many space marine builds. More than this, they always count as stationary for when they shoot their weapons. This is amazing: just think of those heavy weapon squads advancing without worrying what their BS might have been otherwise. And don't forget Fury of the Legion. As often as possible. Cavalry and artillery don't get this though. This rule calls for the Death Guard to consider taking plenty of heavy weapons coupled with core bolt gun marines to maximally exploit its fire power potential. I like the idea of the heavier volkites all round here as well. Go heavy realistically. Including tanks, but infantry heavy is also perfectly viable if they have big guns. Creep forward and make the enemy pay for every mis-step against them. 

The Reaper's Aresenal provides the unique wargear options, while Sons of Barbarus grants the warlord traits for the Death Guard.

Advanced Reaction.
Remorseless Advance. This is a shooting reaction that not only grants a 4+ feel no pain to the intended target, but also makes them pass morale and pinning test plus allows them to move 7 inches after this. Considering that some terminators move slower than this, its just rude. Facing off against this sort of army is scary when you're trying to gun down close combat enemies and they just got all the closer for you trying!

Difference to First Edition.
It has been a very long time since First Edition for the Death Guard - they appeared in the first Black Book: Betrayal right at the beginning. It might be useful to just regard this as wiping the slate clean and re-writing for second edition than to make a meaningful comparison. I will say that previously they had the closest thing to "And They Shall Know No Fear" out of most of the legions (perhaps alongside the Salamanders). They've lost slightly in terms of never taking fear or pinning tests in second edition, but there remains so many boons here that it arguably doesn't matter too much. Welcome back to second edition the Sons of Barbarus. 

Monday, January 31, 2022

Horus Heresy Review: Mortus Poisoner Squad

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably sentenced to a slow demise thanks to their munitions.

Strengths. 
The access to the flamers with the chemical components is the real attractive feature here. Indeed, multiple hits from either flamers or heavy flamers will spell the death of many units pitched against them. Add in some Phosphex bombs, and this squad is going to be rather deadly in combination with other parts of the Death Guard army. The counter attack rule is just the icing on the cake really. 

Weaknesses.
These marines are still marines. Worse, without upgrades, they are regular bolt gun wielding marines in hardened armour and a rad grenade. Sure, they will still cause carnage, but they just beg to be upgraded further. And this is what is totally recommended here. 

Builds. 
5 Poisoners, 5 flamers with chem munitions. (125 points).  
Something of a distraction squad, but also very effective mobile infantry and an effective entry level squad. Purchase a rhino and go hunting for opponents within cover. 

5 Poisoners, 4 Flamers and 1 Heavy Flamer with chem munitions, Master with power scythe and 1 Phosphex bomb (170 points).
Building on the squad above, this squad adds in a heavy flamer and extra capability from the Master to increase its deadliness value. Very good hunting material here. Take melta bombs to taste, although they are not cost effective here arguably.

10 Poisoners, 4 Flamers and 2 Heavy Flamers with chem munitions, Master with power scythe, artificer armour, and 2 Phosphex bombs (300 points).
A squad for a larger army overall. Take a rhino or other insertion method and get to work. You should probably consider melta bombs here to add to the fun. 

15 Poisoners, 3 Heavy Flamers and 12 Flamers with chem munitions, Master with power scythe, artificers armour, and 3 Phosphex bombs (420 points).
Find a way to insert (read: deep strike) and sit on an objective. Shoot at anything that comes to close, or be a distraction Carnifex to taste. Very good value melta bombs if desired. Might want to cut back on the flamers to exchange them for some bolt guns instead if you need to have a bit more range whilst objective camping?

Sunday, April 28, 2019

New eBay Items from my collection

I have made the tough decision to sell off my award-winning Warhammer 40k Death Guard army. Candidly, the reason for selling is to make room for other, newer armies that I am playing more (i.e. 30k legions). I have now not played with this Death Guard army in over 2 years, and therefore the time has now come to part with it, sadly.



I am selling the army in smaller lots, the core of which I have put on to eBay this afternoon. These consist of three "core" plague marine squads, each of which has 8 miniatures and 1 rhino. I used to use these in squads of 5 or 7 and they have proven very effective during their history.

Here are the links:
Death Guard Squad 1 (pictured)
Death Guard Squad 2 (plasma gunner based)
Death Guard Squad 3 (maw rhino)

Most of the miniatures have undergone my characteristic conversion work, many extensively (such as the maw-mouthed rhino!). Many feature metal parts, Forge World parts, as well as zombie parts from Age of Sigmar / Warhammer Fantasy and other esoteria. They are all well painted, as attested by my winning the best painted army prize at a grand tournament. Plus, they did come in the top 10 in a grand tournament a decade or so ago in Australia when I lived there.

In addition, I'm also selling my Death Guard dreadnought (Helbrute) which is a Forge World original.

Whilst I am sad to part with them, I hope they will bring a new owner a lot of joy.

Finally for 40k, and mostly for fun, I am also parting with Pvt. Smith taking a plasma bolt to the head! I hope to get at least one bid on this one! It is, afterall, a piece of Warpstone Flux history!

In other categories, I have just added the Al-Qadim ADnD campaign Land of Fate and City of Delights as a single bundle. These have hardly been used, but there is some wear and tear on them.

Wednesday, September 20, 2017

Cartoon Bad Guys (and Good Guys)

In this short article, I wanted to briefly talk about a few views that have been developing in the back of my mind with the recent releases that we have seen from Games Workshop -- and specifically the Death Guard chaos space marine faction for 40k.

My long term readers will know that I have owned a Death Guard army of one flavour or another since my youth. In modelling the Death Guard post-Heresy, I have long opted for the green colours of decay mixed in with browns and reds of flowing blood and the occasional purple of diseased flesh. Combined together, they make for a gritty and rather grim interpretation of the downfall of a once great legion and represents the monsters that they have become. Unconcerned with the feelings of the flesh and the dents in their armour, with the odd mutation here and there, they are a particular type of repugnant that only the grim dark can fathom.

In the new releases of the Death Guard, I have become a little concerned that the representation of these notorious bad guys has become a little bit more cartoonish. By this, I mean that the mutations have become almost laughable -- not so much the subtle change here and there, an odd horn growing out of the head or an addition to the armour, but a big gut of teeth and a mouth in the place of a stomach. Not some revealed corrupted flesh where the armour has dropped off, but exposed spines leaking gaseous effluent.

Now before I go further, I will readily concede the point that the ancient Great Unclean One miniature had a belly full of teeth option. So these kinds of changes are not without precedent by any means. The opening of the guts to intestines and the baring of naked spines have long since been with the Death Guard and the daemons of Nurgle in general.

However, the thing that is new for me is the sheer degree and the in-your-face style of these mutations. Many of the newer space marines in the Death Guard seem almost like an exaggerated cartoon of themselves in a number of regards. The over the top tentacles instead of arms. The exposed flesh is on almost every miniature. Combined with the proportions, it all adds up for me as being an army that now looks too cartoonish rather than inherently dark and foreboding. To much Skeletor's assistants, and too little fallen from grace.

Okay. Those are probably controversial views. I suspect that the comments below will soon have people chipping in saying they like the new sculpts. I can see merit in the sculpts, to be clear. But I do wish that not every single Death Guard marine was so over the top with the mutations and naked flesh. Just a little bit more subtle fallen angels please, and less of the cartoon bad guy would make it much better for me.

Let me end by saying something positive. I like the new Mortarion. In fact, I like this interpretation of the primarch even better than the Forge World sculpt. It shows him in his full corruption. Still wearing the battle plate from millennia ago. Still wielding his preferred scythe. Still holding Lantern. Still everything that he was. Yet darker. More grim. A true spectre on the battlefield. With appropriate levels of Nurgle built in along with the wings. His visage is that of a man who has been through a lot and has grudges unfulfilled. I really dig it.

Okay, I'm going to hide from the flak now...

Saturday, July 8, 2017

Ramblings about the Death Guard Codex and Miniatures

My long term blog readers will be away that I have various soft spots for some armies, and am an avid collector of others. The latter includes the Death Guard of the 40k era.

Thus far, I have held off purchasing any more Death Guard chaos space marine miniatures. This has been for a number of reasons. Most importantly, I felt that I had completed my Death Guard collection a number of years ago and I had almost everything that I could have wanted to have in my collection (plus or minus some concessions). Vindicators, chaos lords on bikes, predators, plaguebearers, plague marines, and their rhinos were amongst many that I own and have played extensively with over the years and generally not embarrassed myself at tournaments with either. Also, I've been working on other things of later (e.g., my 30k Alpha Legion force) which is approaching a similar level of completion.

However, now that the Death Guard Codex has been announced recently along with the other codex releases (e.g., core space marines, etc.), I am sorely tempted to get back in to the Death Guard. I think the new codex is exactly what the community has been wanting for many MANY years to be honest. Well, even just cult terminators would have made many people happy I think. Myself included. I wonder what other delights the Grandfather Nurgle might have included in that book for us?

How have other people been finding the new miniatures?
At first, I thought that they were a bit dis-proportioned and not quite up to the same quality as the Forge World upgrade set. But now I'm not so sure. I do like the look of the pox walkers to say the least. And an army of shambling plague zombies does appeal at some level. But I'm still torn and not too sure.

Anyway, those are my internal ramblings for today. More in future weeks no doubt!


Monday, June 5, 2017

Battle Report: Alpha Legion vs. Death Guard (1500 pts)

Overview.
With a new mat from Game Mat EU, I had a game of 30k vs 40k with JK last Friday. I brought 1500 points worth of Alpha Legion using the Pride of the Legion Rite of War to make my terminators and veterans in to scoring units (as it means I can take them as troops).

I was using Skorr with a large blob of veterans inside a storm eagle transport and a master of signals. This was complemented by a squad of terminators riding in a land raider. A scout squad with rifles and a heavy support squad with missiles rounded out my list. More can be read about this style of list here which is essentially the same but without the transports.

My opponent was using a double vindicator approach coupled with two plague marine mechanised units (with flamers, melta guns) in rhinos with havoc launchers, a chaos dreadnought, heldrake and a Forge World blight drone. Templates everywhere basically. Oh, and did I mention the chaos lord on a bike with the Burning Brand? No? Well, he also had a pet chaos spawn for laughs. Or a meat shield. 


Set up and Early Turns.
The game was being fought over two objectives placed in the deployment zone of the enemy after regular squads had been deployed. I infiltrated my sniper squad on to my enemies as he castled up in the corner. This, I thought, gave me a tactical advantage. I had my missile launchers in a ruins on the lower right of the picture and kept the storm eagle in reserves.

The Death Guard, meanwhile, were deployed in a "castle" formation with the fliers in reserves. 

The early turns saw some significant damage to my forces thanks to all of the templates that were going around. Plasma carnage from the dreadnought saw off a heavy support marine, and the scouts got repeatedly whacked by a vindicator and havoc launchers. The land raider came through un-scratched though.

Middle Turns.
There was great carnage as the game progressed. My scouts got whittled down. My land raider moved up and disembarked the terminators to kill the rhino that they successfully charged. And the smelly Death Guard oozed out of the wreck to counter attack the terminators. The chaos lord and the spawn joined in the fun.


I immobilised one of the vindicators though from the heavy support squad.

By now though, the plasma dreadnought was truly whittling them down and the heldrake came on to finish a few off. I got a lucky shot in to kill the heldrake thankfully. But this did not stop the blight drone from killing off all my missile launchers a turn later.

Late Turns. 
Some unlucky reserve rolls saw my storm eagle spend a lot of time off the board. But when it finally came on, I disembarked the veteran squad on to the objective in my board zone. 

However, the other side of the board was looking grim. My scouts had been wiped out and the other Death Guard squad sat comfy on the objective inside their rhino. The storm eagle killed the rhino, but I couldn't dislodge the rest of the squad from the objective.


Meanwhile, the chaos marines slew my terminators eventually. The image above shows the near final board situation. We both have one objective each. And there is little that either of us can do to dislodge the other player from these objectives in time.

The game ends on turn 5 with a draw. Both of us have one objective each. If the game had continued, I think the storm eagle might have done more damage to the death guard on the objective. But equally, the blight drone and the chaos lord on the bike would have made it to my veteran's position for some template carnage. 

Overall, a very entertaining, tactical game full of carnage in the middle. And -- this is not our last 7th edition outing either. There's a tournament on Friday that we'll be doing using this (and more) scenery. 
 

Monday, November 7, 2016

Warhammer World: Death Guard of Horus Heresy

The turn of the Death Guard today from the Horus Heresy special exhibit of Warhammer World. Check out all the white armour that has been chipped, scorched and everything else from a plethora of toxic worlds. And the scythes too!


Friday, January 15, 2016

Death Guard 30k Army List: 1850 points Calas Typhon Orbital Assault


Introduction.

Following hot on the heels of yesterday's Reaping Death Guard Army List, today I wanted to focus on something a little bit different. This is one for the traitor Death Guard players amongst you: a Calas Typhon army list that takes the Orbital Assault rite of war. This is to showcase a different aspect of the Death Guard Legion -- their ability to take a lot of chemicals and plunge toxic death in to the face of their opponents. This plays to one of their key strengths -- the ability to take upgraded flamers, and their willingness to use disreputable weapons.

Army List.
HQ.
Calas Typhon (200 points).
As Master of the Legion and the First Captain, Calas Typhon is a force to be reckoned with and will be placed with his command squad of Deathshroud terminators.

Command Squad: 7 Deathshroud terminators, with melta bombs (325 points).
Typhon's command squad. Seven strong, because, ummm, Nurgle!

Primus Medicae, terminator armour, combi-flamer with chem munitions (127 points).
To also be deployed with Typhon's squad. 

Elites:
Contemptor Deadnought with 2 close combat fists with heavy flamers and chem munitions (195 points).
Dreadnought Drop Pod (65 points)
I might be tempted to swap out one fist for something like a Kheres here.

Troops:
Tactical Squad, 10 strong, sergeant with power fist and artificer armour (175 points)
Dedicated Transport: Drop Pod (35 points)

Tactical Squad, 10 strong, sergeant with power fist and artificer armour (175 points)
Dedicated Transport: Drop Pod (35 points)

Fast Attack:
Primaris Lightning Strike Fighter (135 points)

Primaris Lightning Strike Fighter (135 points)

Heavy Support:
Grave Warden Terminator Squad, 5 members all with chain fists (225 points)

How it Works.
What can the Death Guard do that no other legion can do? Bring really nasty chem munition flamers, of course. This army list highlights some of this with the terminators dropping in by deep strike and flaming away everywhere.

Overall, this is a surprisingly balanced army list at first glance. Fundamentally, it is a deep striking army list powered by drop pods and by terminators. Both components combine to deep strike in to play where appropriate. Combining Typhon with the Primus Medicae and the command squad makes a really nasty pseudo-Death Star combination. Double wound terminators with feel no pain are simply nasty to dislodge if played right. On top of this, do not forget that Typhon is a psyker. And one with access to telepathy at that. You are not above using invisibility here folks, if you get that power. It is a really powerful combination and one to be feared. Fundamentally, use it as a character killer combination. Although it lacks power fists, it can usually cope. That said, if you do need to take down an enemy HQ deep inside a power fisted terminator squad, link Typhon and the Medicae up with the Grave Wardens instead. 

The grave wardens are to teleport on top of enemy vehicles and use their chain fists to solve that problem. They can function very well against troops as well. Similar statements can be made for the contemptor dreadnought -- it is a terrific threat to play.

When designing this list, one thing that was gapingly obvious was the lack of anti-aircraft fire. This is partially solved by the primaries fighters. In a pair with the lascannons, they can certainly bring some hurt, but I might add in some mortis dreadnoughts if I had the spare points. Plus, despite the extensive deep striking nature of the army list, it is fundamentally a very close combat and in-your-face style list and lacks a lot of ranged firepower. More ranged weapons and fast weapons are needed here. 

Hence beware: this army functions as an alpha-striking army. You must do significant damage when you come in from reserves and take care of the enemy. The troops meanwhile capture any objectives and use fury of the legion when appropriate. It could do with a bit more synergy to be perfectly honest, but it can be competitive overall so long as you realise what this list is.

Expansions and Contractions.
I really wanted to include a legion destroyer squad in here with rad missile launchers for ranged rad attacks. Hence, this is where I would think about starting to expand this list. I would also think about including more aircraft to provide superior aerial support and threats. A heavy support squad all armed with heavy flamers with a drop pod would also be very fitting. And more grave wardens or generic terminators would be awesome. To drop it back to 1500 points, ditch the dreadnought and one of the aircraft possibly.

[Image Credit: Galle by Thor, distributed under CC BY 2.0].

Thursday, January 14, 2016

Death Guard 30k Army List: 1850 points The Reaping

Of all the legions, none probably had a more sinister and worse struggle to free themselves from the confines of their home world than the Death Guard and Mortarion. In today's post, I wanted to look at building a Death Guard Army List for gaming in 30k and 40k games.

If you have not done so already, I would encourage you to look at my previous posts on how to think about constructing army lists for the Horus Heresy era -- both the basics and the synergy concept. A brief look at the Betrayal of Calth list is similarly recommended.

Strengths.
What is it that the Death Guard can do that other legions do not, or fail to fully replicate? What are the strengths of this legion? My earlier post on the legion rules covers most of this.

Perhaps one of the most overlooked is that they automatically pass fear tests. They are one of the few legions that have an in-built hard counter to the Night Lords game plan, and will require being swept off the board to ensure a victory. Nor will they suffer pinning. They're used to hellish battlefields, but this is balanced up by a negative to their sweeping advance rolls.

Their unique Rite of War is the Reaping. This allows them to bring an unprecedented amount of fire power to the table in the form of heavy support squads and veteran tactical squads as none-compulsory troops. Not only that, they can get move through cover, and purchase rad grenades for characters.But the cost is steep: no running, no flat out moves, no deep striking, and only one fast attack choice thank you very much. Yet, unlike many other legions, they are permitted to take fortifications. This is therefore a rite of war that calls for lots of bodies on the ground and somehow must compensate for being slow.

How do we take advantage of this rite of war and all of the goodness that the rad grenades and bonus firepower can bring?

I would personally favour a lot of troops, backed up by some key elements. 

Although I will write at least one more Death Guard army list to take advantage of their chemical munitions, I want here to focus on the Reaping rite of war.

Army List.
To use The Reaping, we need a HQ with the Master of the Legion to be our warlord. For the Death Guard, only Typhon can give us that as a named special character -- I would have personally preferred Crysos Morturg to write a bit more of a fully entry myself and for his infiltrate rule. Rask would also be cool for his tank hunters. Given that a Master of the Legion can re-roll their traits, perhaps aim for getting Master of Ambush to take advantage of this. Indeed, some infiltration could really help this army list. That's ultimately why I'm taking a generic praetor here. I'm also aiming for 1850 points as that's pretty typical for a tournament list. I'll detail below how to expand it to 2000 points.

HQ: 
Legion Praetor, jump pack, iron halo, paragon blade, rad grenades, combi-plasma gun and melta bombs (195 points). 
Rite of War = The Reaping. This HQ will go with an assault squad (below). Take Rask instead as an alternative.

Master of Signal, artificer armour, melta bombs (100 points).
This is one to go with one of the heavy support squads.

Troops:
Assault Squad with 10 member, Sergeant with thunder hammer, artificer armour, melta bombs (285 points).
A somewhat basic assault squad and a compulsory choice.

Tactical Squad with 20 members, legion vexilla, Sergeant with power fist, artificer armour (285 points).
A large body of troops on the ground as a compulsory choice. These are objective grabbers and takers.

Heavy Support Squad with 10 members, missile launchers all around, augury scanner (290 points).
A TROOPS selection that is none compulsory.

Heavy Support Squad with 6 members, plasma cannons all around, augury scanner (245 points).
Another TROOPS selection that is none compulsory.

Heavy Support Squad with 5 members, lascannons all around, augury scanner (240 points)
A third TROOPS selection that is none compulsory!

Fast Attack:
Storm Eagle Gunship (210 points).
The only fast attack permitted - and its a transport.

TOTAL ARMY COST = 1850 points.

How it works.
This army list takes advantage of The Reaping rite of war by bringing more heavy weaponry than your opponent can handle. A full 10 krak or frag missiles every turn is nothing to be sneezed at and can handle hordes, as well as montrous creatures and tanks. The lascannons are there to handle tanks. The plasma cannons take care of more elite enemies like terminators, forcing enough saves to get through even invulnerable saves. All of these squads need to be set up well inside ruins or fortifications when deployment happens. Importantly, all of them have augury scanners to prevent infiltrators (such as the Alpha Legion) creeping up on them -- this is important as it would be a hard counter to this style of army. In addition, the interceptor rule that it allows them discourages nearby deep striking. Hence a deployment zone with overlapping 18 inch augury scanners is in place from the start. Add the Master of Signals to one of these squads to improve their BS, and to provide an orbital bombardment and its looking very good already.

The full troops squad is to be deployed inside the storm eagle and transported to wherever it needs to be. In this way, we have some rapid moving components that don't need to sit on objectives like the heavy support squads are doing.

The praetor goes with the assault squad and is there to hunt down both tanks, their contents, and other enemy squads. 

Subtle this army list is not. Effective, it can certainly be. It works by simply laying down a degree of firepower that the enemy simply cannot handle and making them stay in their cover. Meanwhile, the more rapidly moving components goes to hunt isolated parts of the enemy down. If in trouble, castling up will work. One problem they will face is against a flyer-heavy army list, but they should have enough fire power to cause such a list trouble and pause for thought. The enemy has to come to the heavy support components to win (assuming they're sat on objectives). The trick is to ensure you kill them before they reach you. 

Should the warlord trait be lucky and we get a Master of Ambush, we can infiltrate three of the squads plus the praetor. This may be a good idea for the core troops squads and maybe one of the heavy support squads if we can get them in to a superior position. 

Expansions and Contractions.
For 2000 points, I would consider adding in a second master of signals (or siege breaker), or even Rask for his tank hunters ability and upgrading a few bits and pieces here and there, or throwing in another lascannon to the third heavy support squad. Flakk missiles would be a terrific addition here as well. I might even be tempted to purchase a fortification to place one of the squads inside if need be. To reduce to 1500 points, we would need to shed 350 points, so we would need to ditch one of the heavy support squads at least, and then probably think about reducing the tactical squad downward as well. 

Comments and thoughts welcome.

[Image Credit: Galle by Thor, distributed under CC BY 2.0].

Sunday, November 30, 2014

Horus Heresy Review: Calas Typhon


Once a librarian in the Death Guard, and also one of the first in his legion to succumb to chaos, Typhon would eventually become Typhus the Traveller. But in the crusade and heresy era, Typhon is the master of chemical death, embodying the deathly chemical war traits that the Death Guard became synonymous with.

Typhon is one of the pricier sub-commanders available in Massacre - coming in more costly than Kharn or Eidolon. He is equipped in some ways like a Grave Warden terminator, but also carries a master crafted death shroud power scythe.

In addition to this, he has the power to call down a chemical bombardment since he is the master of the Terminus Est. A large blast with poison and no cover saves is a great wound inflictor, but a different beast to a regular blast. Hence he gets Ordnance 3 to make up for this.

Finally, he also has "Witch Blood". This means he is a low level psyker. The only issue is that he cannot use his abilities on the battlefield if Mortarion is also present before the primarch's fall to chaos.

Is he worth the points in comparison to a praetor with terminator armour? Possibly. I think the combination of being a psyker coupled with the orbital bombardment just about cuts it to an even level between the two points wise.

Tactically, I think Typhon wants to be getting in to combat later on in the game, after calling down his bombardment. His access to telepathy should help with this. I would think he would want to be with other Death Guard terminators (Grave Wardens or Deathshroud terminators) but could be equally effective with a large blob of regular tactical squad troopers who are footslogging across the board. And moreover, he is also a very fluffy choice for a traitor player (he cannot be selected by the loyalist side after Isstvan) that can inspire dread in an opponent due to his fame in 40k. But he doesn't get any plague zombies of his own to command here!

Saturday, November 29, 2014

Horus Heresy Review: Grave Warden Terminator Squad


Carrying the foulest of Terminus' Est's armouries, the Grave Wardens are Nurgle Terminators in all but name and toughness bonuses.

All of them are armed with an impressive array of weapons. Not only do they have power fists as standard, but they also have the Death Cloud (a toxic template weapon that ignores cover) and an assault grenade launcher.

It is important to note that all of these weapons have a short range -- 18" in the case of the grenade launcher. Hence the Grave Wardens are fundamentally a close combat squad and therefore need to be on board a land raider phobos or spartan for maximum effect (not withstanding any Orbital Assault rite of War). That said, I feel these terminators can take on most things in the game and come out smelling of … yuck.

Upgrade wise, the chain fists are attractive for maximum damage potential against all types of units in the game. The heavy flamer with chem munitions is attractive, but might be overkill. The combi-weapon for the chem-master is a nice choice and could conceivably be either a melta or flamer component (which in turn could also be given chem munitions as well). More members is also a good option, particularly for a land raider spartan.

Here are a pair of potential builds.

5 Grave Wardens, 2 chain fists (210 points)
Probably the baseline build here, but still very effective so long as they get in to the optimum position. Highly points effective too.

10 Grave Wardens, 2 heavy flamers with chem-munitions, chem master with combi-melta, 4 chain fists (415 points)
A large squad for a land raider spartan. This can take on anything in the game technically.

Tuesday, October 7, 2014

Horus Heresy Review: Marshal Durak Rask

The second of the two Death Guard HQ characters (who is not a primarch!) is Durak Rask. From the outset, I'll note that he's the traitor option. This is one of the really nice aspects of Betrayal: for each of the four main legions involved, there's the primarch and at least one loyalist HQ to play around with.

Unlike Morturg, he didn't survive Isstvan III. His background is one of being utterly loyal to Mortarion, and also being a regular of the seven-pillared lodge (the Death Guard analogue of the warrior lodge present in many other legions).

As a Marshal, he was in charge of the legion's Ordnance. Therefore it is of little surprise that the character is geared toward this flavour.

To be perfectly honest, Rask's character is a vehicle wrecker. His wargear (thunder hammer) and special rules (wrecker and tank hunters) back this up 100%. He also grants the warlord trait of target priority which is a real boon (multiplier even) when played alongside friendly units. Although he's probably not as good as a well thought-out praetor, he is worth taking in my opinion. Team him up with some legion tactical support squads or legion heavy support squads and see what happens when you shoot opponents off objectives. Move in to close combat (detaching from the squad in doing so perhaps) to mop up any final resistance. Job done. Worth taking.

Monday, October 6, 2014

Horus Heresy Review: Section Leader Crysos Morturg

Crysos Morturg is a loyalist HQ choice for the Death Guard. He has the unusual distinction of being an Isstvan III atrocity survivor, largely because he simply would not go down. This makes him the epitome of the Death Guard ethos in my book.

Hence as a loyalist Death Guard player, he would make an ideal HQ choice for Betrayal. To be fair, Morturg is a fairly "typical" space marine commander in terms of stats - nothing really note worthy about his stat line stands out to me to be honest. Not even an extra pip in toughness, much to my sadness!

What does set him apart is his combination of special rules. Alongside the usual Death Guard Astartes rules, he gets infiltrate, stubborn and Endurance (from biomancy) as a level 1 psyker. These are an interesting set of abilities, but not outstanding. If he confers the infiltrate to other loyalist death guard, this could be a good move to get some terminators up front and bring some serious hurt to enemy players.

Having said that, I actually think that a specifically tailored praetor would be a better choice all round as Morturg has a seemingly odd combination of abilities to some extent. Cost wise, I think he's about typical for his stats and equipment. The question is: what sort of leader do you want? If its a fluffy choice for an Isstvan III loyalist Death Guard force, then this guy will certainly do rather well. If not, then go for a praetor of your own design.

Sunday, October 5, 2014

Horus Heresy Review: Mortarion the Reaper

Mortarion. Of all the primarchs, Mortarion had the toughest time before rediscovery by the Emperor. His time on Barbarous shaped him, his scions, and something of his adoptive homeworld's darkness seeped in to his very soul somewhere along the way.

In the background to Warhammer 40k, Mortarion is portrayed as the toughest of the lot of them. He is readily able to shrug off injury. And just to prove how darn tough he is, he has a greater that emits whisps of Barbarous' atmosphere wherever he goes so he can always smell home. (Yeah, I think that's a bit odd as well).  On top of this, he is also shadowy and rather sinister. With his scythe, he looks like the embodiment of Terran death myths.

Do these facets come across in the rules for Mortarion in 30k? For me, they do.

Starting with his stat line, he has a high toughness that we've come to expect from Death Guard and some select primarchs (T=7), coupled with more wounds than a Great Unclean One (W=7), and a 2+/4+ save. But more than this, he re-rolls any failed "it will not die" rolls! That means that 55.5% of the time, he's regaining 1 wound per turn ... assuming that he somehow managed to take *any* wounds in the first place. On top of this, his immunity to poisons ensure that rules that score wounds on him based on a flat stat line only activate on a 6. So if you want him dead, I hope you've got a titan to tread on top of him. He is also able to employ his shadowry reaper fluff via redeploying a whopping 10" in a shooting phase, lining up his next assault. With The Lantern and Silence, he will slay many a marine who stands in his way.

But more than that, he is a minor force multiplier, adding poisoned to certain weapons (most excitingly for me, havoc launchers and frag missiles!), as well as spreading stubborn to his sons.

In all, this means that Mortarion is a strong assault orientated primarch (not quite Angron, who is a pure melee specialist), and is a minor force multiplier (nowhere near the potential of Alpharius for instance). But he is also going to last the entire game in all probability. This means that defensive manoeuvres can be successfully employed and "Take and Hold" strategies will become very easy. But to be honest, if you're taking Mortarion, he should be getting in to close combat rather than just sitting on an objective inside a land raider. Team him up with some of his body guard (heaps of sweep attacks if possible!) and go hunt anything in the game you like. And see if he can outlast a titan. (Let me know how that goes). 
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