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Post by Eric formerly Eric on Nov 15, 2017 12:35:52 GMT -6
I personally take my terminators very basic, just guns and axes so they can dump 20 shots up to 18" from deep strike and then be a backfield distraction. Blightbringer is only useful when using a poxwalker horde. I don't know who else would advance in the army. (I'm thinking of the bell guy, disregard this) I think bell guy is who doubleback is referring to. He was useless.
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doubleback
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Post by doubleback on Nov 15, 2017 14:36:00 GMT -6
AND he was with pox walkers. The issue is, if you are running the infinite pox walker stratagems then your cultists are still only moving 6 inches then firing (unless you build them all melee) in which case, that is the max your pox walkers can more forward as well. I might try the melee cultists, since they are just there as a PW generator, but they actually manage ti kill things with weight of fire, and I am hesitant to give up 80 shots at 18 inches.
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doubleback
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Post by doubleback on Dec 1, 2017 11:23:56 GMT -6
Some nice point drops there for DG, might make the LoC a viable unit now with that point drop. Also nice to see our main artillery get a little reduction, and the small drop to marines is nice.
Really the only disappointing thing I saw was the Helbrutes got neither a 5++ save or a 5+ + fnp, so non FW dreadnaughts remain confusingly one of our most fragile units, especially for their cost. Not sure that mine will last past my acquisition of a second PB Crawler.
*Not you, Doritos Dreadnaught. Your cool ranch cannons remain as effective as ever, and your spicy nacho force field is always worth it's cost now that you can move and fire at full BS. Nurgle bless you, you sexy, crunchy son of a bitch.
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cj
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Post by cj on Dec 1, 2017 11:26:58 GMT -6
Some nice point drops there for DG, might make the LoC a viable unit now with that point drop. Also nice to see our main artillery get a little reduction, and the small drop to marines is nice. FAQ? Chapter Approved? What was released? (I haven't paid attention to 40k a whole lot the last couple weeks)
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doubleback
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Post by doubleback on Dec 1, 2017 12:28:20 GMT -6
Chapter Approved
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doubleback
novice
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Posts: 1,262
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Post by doubleback on Dec 7, 2017 10:33:50 GMT -6
Another week, another game against the Tyranids. Here are my immediate takeaways
-Fetid Blight Drones - Worth the points...tough as nails and infantry killers. -Typhus - Solid buffer/caster/fighter, but probably not a very effective lone wolf. Got whacked by a flyrant. -Demon Prince - Very hard to kill, but not impossible if you aren't careful where you put him. -Infinite Pox Walker/Cultist trick is still great. If your opponent goes first they have to waste all their firepower removing 200 points of trash form the board, or it will quickly grow out of control. If you go first...it just grows out of control. -Hel Brute...honestly better than I anticipated, crazed can really up his damage. You probably still get more bang for your buck out of a PBC though, especially sine the Hel Brute lacks a demon save and D.R.
I am not sure two smaller units of Marines makes quite as much sense as one massed group with a lord for re-rolls. The weight of plasma, blight launchers, and good ol' bolters can really tear shit up, but one big tear might be better than two small rips. I also need mobility desperately. Last nights deployment pinned me in a corner with nowhere to retreat and no way to get outside objectives, leaving me to either table my opponent or lose to points (never a great prospect against Nids). I have several nasty toys coming in from Forge world including a chaos drop pod and an Eagle flying transport, which should give me more flexibility, but both come with extra costs in an army that struggles for points. I am also working on an idea wherein I teleport terminators into the backfield, then use a stratagem to guarantee a nurgle plague hulk summoning next turn. That combination should be enough to throw off any gunline for a while. By the New year I should also have 3 Blight Haulers, which if grouped allow for a fast moving 3 tank unit with 3 heavy flamers, 3 meltas, and 3 rocked launchers hitting at BS 3. If I had that, plus three blight drones I would have two fast moving groups running around the board able to threaten basically anything. which may reduce my need for deep strike units to one. Overall very happy with DG in general, if you are rolling well they are insanely hard to kill, and pack a very nasty counter punch, allowing you to just outlast your opponents. I might, if I find a willing participant, bring out Morty sometime soon, but he is just so damn expensive.
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Post by Eric formerly Eric on Dec 7, 2017 11:06:38 GMT -6
Yeah dude it was an interesting setup. I think those drones are great. They took 4 wounds off my broodlord in overwatch and stomped genestealers. With 5++ and 5+++, it's really hard for me to take out your vehicles with shooting. I also think the daemon is great. Typically, i would use big stealer horde to overwhelm monsters and vehicles through massed ap-1 attacks. But that ability to cause mortal wounds on successful armor saves is an amazing counter to my typical strategy. I think mobility is definitely a problem only because you bunch up around the poxwalker horde. If you put some marines into rhinos, etc, you can speed around easily to take objectives.
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doubleback
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Post by doubleback on Dec 7, 2017 11:30:23 GMT -6
Yeah, the rhinos are coming with everything else, so that will somewhat fix itself. With the big drop to the smaller Chaos drop pod, which can ram into enemies after it drops, I am not sure that is not the better option. Your ability to deep strike two major threats with precision though made my deployment particularly difficult especially with you getting first turn, and I need something that can offer a similar threat. I am really hoping that the Dorrito's 5++ force field will make the main blob much more resilient to turn 1 fire, allowing me to string it out a bit more and give me more board control (as well as giving me a nasty mobile gun platform), but I still need something that can deep strike. You were able to set up your artillery basically with impunity, knowing that I could not do shit to hurt it util at least 2-3 turns in. Dropping a pimped out squad of terminators plus a summoned Plague Hulk is about the same cost as Mortarion, but with more tactical flexibility and does not require me to bring a LoW, which I am hesitant to do with a codex army at this point without warning my opponent ahead of time. I could also be a huge asshole and throw my -1 to hit power on the eagle transport, dropping 20 tough as nails marines wherever they are least wanted and then flying around shooting shit with the relative impunity of a -2 hit modifier.
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Post by Eric formerly Eric on Dec 7, 2017 13:31:12 GMT -6
The ability to deepstrike is key this edition. It really keeps your opponent on their heels and necessitates spending extra points on chaff/sacrificial units to block ds.
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doubleback
novice
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Post by doubleback on Jan 2, 2018 18:20:08 GMT -6
Locus of Virulence.....Dear God. This effects half my army....all of whom are already armed with plague weapons that allow them to re-roll 1's to wound.
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Post by rogerspacem on Jan 2, 2018 18:21:02 GMT -6
Yep... Daemons
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Post by rogerspacem on Jan 4, 2018 11:34:44 GMT -6
Eric did you see the new nurgle abilities and model rules? Looks pretty good.
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Post by Nick P on Jan 4, 2018 11:48:46 GMT -6
Locus of Virulence.....Dear God. This effects half my army....all of whom are already armed with plague weapons that allow them to re-roll 1's to wound. I thought you had mainly Death Guard - do you run a lot of deamons? If so, this is going to be killer - makes demon princes, plaguebearers, plague engines and any of the new stuff like Beasts of Nurgle ridiculously good.
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Post by rogerspacem on Jan 4, 2018 12:25:04 GMT -6
Especially the drones
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cj
neophyte
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Post by cj on Jan 4, 2018 12:25:31 GMT -6
Do the rules apply for different codex daemons, or all allied nurgle daemons? I'm afraid I haven't paid much attention to how rules like this interact this edition.
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