cj
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Post by cj on Dec 4, 2018 20:37:42 GMT -6
For Typhus to work you have to invest in a lot of poxwalkers and you also need to make sure to have the bell guy. The bell guy moves him faster so he can reliably move 7 inches per turn with advancing, and he needs to be with what he buffs, which are the poxwalkers.
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doubleback
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Post by doubleback on Dec 4, 2018 20:53:03 GMT -6
I just can't really get behind poxwalkers, they are so slow, and with Typhus's advance halved he's somehow even slower. When they could increase infinitely that was one thing, but capped by points they are just way less effective against above willing to just sit back and shoot you
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Post by Nick P on Dec 5, 2018 7:35:07 GMT -6
Can't you reliably make pox walkers T5 though? That with disgustingly resilient is nasty to chew through, they're like the best horde in the game in terms of just holding objectives and screening characters and never going away.
But that's a lot of models to paint...[eyes shelf of 80 unpainted termagants suspiciously]
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cj
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Post by cj on Dec 5, 2018 8:08:09 GMT -6
It's very easy to make the poxwalkers toughness 5, but only one unit, and they are capped at 20 in the squad unless you reserve points to make the unit bigger. Theoretically, you could have them ambling along with typhus and the bell, typhus sitting in the back making the front squad t5 and making a second squad unable to be shot at right behind the front squad. It won't be fast, and if the objectives are in the middle of the table I can see it being annoying to deal with, but the question of army effectiveness will be what the remainder of your army looks like. If you have something else that is threatening either to score points or to kill the enemy, the poxies will get to the other side eventually, but who knows. You could theoretically also put them into deep strike, and Typhus comes with it, so there is that option to move them around. Again, it all comes down to what you want the rest of your army to look like.
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doubleback
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Post by doubleback on Dec 5, 2018 8:56:38 GMT -6
Ok see now that is interesting, as I was under the impression the final decision was that Pox Walkers were not demons and therefore could not deep strike.
Now I am not convinced that deep striking them is even a great idea, because they have to arrive turn two and cannot really move till turn 3, and would have to do so without the benefit of the Bell, but at least that would offer up another option. As it is I generally just use them to hand back field objectives because shooting then of is such a pain in the ass
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doubleback
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Post by doubleback on Dec 5, 2018 9:04:43 GMT -6
Can't you reliably make pox walkers T5 though? That with disgustingly resilient is nasty to chew through, they're like the best horde in the game in terms of just holding objectives and screening characters and never going away. But that's a lot of models to paint...[eyes shelf of 80 unpainted termagants suspiciously] Honestly I don't really use screens. I welcome CC from my enemies, as most of my units are lousy with plague weapon Flamers and are T7 and up. Ramming my front line is like slamming your head into a brick wall that is somehow also on fire.
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cj
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Post by cj on Dec 5, 2018 9:16:51 GMT -6
Ok see now that is interesting, as I was under the impression the final decision was that Pox Walkers were not demons and therefore could not deep strike. Now I am not convinced that deep striking them is even a great idea, because they have to arrive turn two and cannot really move till turn 3, and would have to do so without the benefit of the Bell, but at least that would offer up another option. As it is I generally just use them to hand back field objectives because shooting then of is such a pain in the ass They don't deepstrike because they are daemons, they deepstrike because you would use some command points and deepstrike them that way. As you said, still not a great use of them. Some units exist only to hold objectives, and maybe deepstriking them onto an objective would be good, and maybe they should just sit in the backfield. As annoying as it is to hear, it's all situational and depends on what you want to do with them.
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Post by Nick P on Dec 5, 2018 12:12:03 GMT -6
Can't you reliably make pox walkers T5 though? That with disgustingly resilient is nasty to chew through, they're like the best horde in the game in terms of just holding objectives and screening characters and never going away. But that's a lot of models to paint...[eyes shelf of 80 unpainted termagants suspiciously] Honestly I don't really use screens. I welcome CC from my enemies, as most of my units are lousy with plague weapon Flamers and are T7 and up. Ramming my front line is like slamming your head into a brick wall that is somehow also on fire. I meant for protecting characters from being shot at, but that works too lol
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doubleback
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Post by doubleback on Dec 5, 2018 13:28:53 GMT -6
Ok see now that is interesting, as I was under the impression the final decision was that Pox Walkers were not demons and therefore could not deep strike. Now I am not convinced that deep striking them is even a great idea, because they have to arrive turn two and cannot really move till turn 3, and would have to do so without the benefit of the Bell, but at least that would offer up another option. As it is I generally just use them to hand back field objectives because shooting then of is such a pain in the ass They don't deepstrike because they are daemons, they deepstrike because you would use some command points and deepstrike them that way. As you said, still not a great use of them. Some units exist only to hold objectives, and maybe deepstriking them onto an objective would be good, and maybe they should just sit in the backfield. As annoying as it is to hear, it's all situational and depends on what you want to do with them. Clearly I missed something big, how can I use command points to deep strike Pox Walkers?
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cj
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Post by cj on Dec 5, 2018 15:34:23 GMT -6
Unless I'm mistaken, there is a strategy that you can use to deep strike any <Death Guard> infantry unit, and pox walkers have the relevant keywords. I could very well be mixing that up with a different codex, and if so I apologize. I'm running this all off memory and I have the unfortunate habit of mixing up my codices.
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doubleback
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Post by doubleback on Dec 5, 2018 16:02:49 GMT -6
While I am aware of a Nurgle Deamon strategy like that, my understanding is that it does not work on most DG units excepting I believe the DP
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doubleback
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Post by doubleback on Dec 5, 2018 16:03:30 GMT -6
And you would need a full battle Forged Nurgle unit to use it
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cj
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Post by cj on Dec 5, 2018 16:16:26 GMT -6
Ah, for some reason I though deathguard had it too for their infantry. Good to know!
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doubleback
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Post by doubleback on Dec 5, 2018 16:47:30 GMT -6
Man I wish
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Post by Nick P on Dec 6, 2018 8:24:12 GMT -6
Thousand Sons does, Death Guard really should if you ask me. Maybe they'll get one in the new special detachment rules in the Vigilus campaign book?
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