Death Guard vs Astra Militarum (1750 points)

I took on the Cadian Shock’s Astra Militarum for the fourth time, I’ve won the previous three times (twice by a single point), so how would this play out…

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List Theory

I really like the Deathshroud Terminator models.  In a far future Universe where there is a vast amount of Dakka, but still not enough Dakka, flying around I would definitely march into combat with a scythe.  However I’ve not had much luck with them, so this list was built to give the another shot at glory.

So the Deathshrouds are the heart and were the first unit taken.  Deathshrouds can act as bodyguards taking hits on characters that are near them, they also buff those units by giving them an extra attack.  To increase the value of the Deathshrouds I want them to be buffing and protecting as many units as possible.  And given that Deathshrouds can deepstrike and are slow I though the units they were meant to work with should be able to do the same.  And that lead me to select Typhus and a Lord of Contagion to go with them.

I’ve now got 472 points of melee only (well other than some pistol type weapons that fire no more than 6″) deep striking units.  I’m going down the Terminator road at this point so I also add in a unit of Blightlords who all take a combi-bolter and axe.  Blightlords are pretty good at melee but also give me some ranged dakka to try and peel away the inevitable screens that I will encounters protecting vulnerable units.

Building around the Deathshrouds has now cost me nearly 700 points, ouch…

My first plan for the rest of the list was to go for my usual armoured choice of Plagueburst Crawlers and Plague Marines in Rhinos.  I’m well aware that by going for a melee deep striking heart to my army I’m missing a tough shooty component.  So that seemed like a good choice, but I just couldn’t get it to work out.

So I had a last minute change of heart, I went for Plague Marines on foot backed up by some characters.  The remaining points went on three Bloat Drones.  That would give me some fast units to race around grabbing objectives and they would also be pretty good at dealing with the Ratling snipers I was sure that I would be facing that can be a real threat to my characters.  All I had to do was remember what they were for, grab objectives and kill infiltrators.  What are the chances I would forget that…

The Game

I lost, 12 points to 7…

You can read Cadian Shock’s write up of the game here:
https://cadianshock.com/death-guard-vs-guard-1750-points/

Post game thoughts

  • I had three units that I needed to deep strike and then to get into close combat.  And that just didn’t work out for me.  Typhus and the Lord of Contagion managed it, the Deathshrouds failed.  The Deathshrouds just stood there looking a bit sheepish, happy but sheepish, Nurgle is a cheerful chap.  This meant that the Deathshrouds, which my army was built around, failed to protect or buff anything the entire game.  Given that there’s only about a 25% chance of making a 9″ charge after a deep strike even getting two units out of three into melee was actually very lucky.  In short this bit of the army, around which everything else was was built, failed.  There’a a whole blog article brewing about melee only deep strikers…
  • Deathshrouds…  I said that I’ve never had much joy playing this unit, and once again I felt that they failed.  I just don’t think that I’m using them right.  Maybe I shouldn’t be deep striking them, or maybe I shouldn’t be focusing on the buffing and protection.  As said above I really like this unit, but it clearly needs more thought on my behalf.
  • I think that I did use the foot slogging portion of my army pretty well.  The Relic of Lost Cadia is awesome against Chaos and I didn’t want to expose my whole army to it at any one point in time.  So I used the terrain and full width of the table (drones on my left, Plague Marines in the centre and deep strikers on the right) to make sure that when the relic was revealed the fire it buffed couldn’t hit everything.  When I’ve seen the relic before it was used on the first turn to hit my armour hard.  This game it was held back until the second turn, so stuff did live longer, and when it was used only some of the Guard’s shooting was buffed.
  • Area control when facing deep strikers is really important, and the Cadians did this brilliantly.  The Ratlings in the centre and the flanking Sentinels shut down huge areas of the table when it came to dropping my Terminators in.  I’d spent so much on my deep striking units and compromised the rest of my army to fit them in that causing trouble for that part of my tactics really paid off.
  • I didn’t use the drones for what I intended them to be for, I ended up throwing them at the Guard’s centre to whittle away the screens so that my Foul Blightspawns could get in close and destroy things.  Was this bad?  Well on the one hand the Blightspawns were great and probably my most successful units of the game.  But the trouble I had deep striking given the area denial of the units like the Ratlings played a part in the failure of my deep strikers to pay their points back.  The deep strikers should have been cutting the path for the Blighspawns.
  • A big thumbs up for the Foul Blightspawns 🙂  They can be terribly random, especially the 1d6 for the number of shots, but having two of them helps ride out the averages.  I’m really tempted to get another…

The List

Battalion Detachment +5CP [72 PL, 1122pts]

HQ [13 PL, 227pts]

  • Lord of Contagion [7 PL, 117pts]: 6. Arch-Contaminator, Manreaper [17pts], Warlord
  • Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper, Fugaris’ Helm

Troops [26 PL, 336pts]

  • Chaos Cultists [6 PL, 56pts]: 13x Chaos Cultist w/ Autogun [52pts]
    Cultist Champion [4pts]: Autogun
  • Plague Marines [10 PL, 140pts]
    Plague Champion [18pts]
    Codex [1pts]: Boltgun, Plaguesword [1pts]
    4x Plague Marine w/ boltgun [68pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
  • Plague Marines [10 PL, 140pts]
    Plague Champion [18pts]
    Codex [1pts]: Boltgun, Plaguesword [1pts]
    4x Plague Marine w/ boltgun [68pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]

Elites [33 PL, 559pts]

  • Blightlord Terminators [14 PL, 225pts]
    Blightlord Champion [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
    Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
    Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
    Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
    Blightlord Terminator [45pts]: Bubotic Axe [5pts], Combi-bolter [2pts]
  • Deathshroud Terminators [11 PL, 180pts]
    Deathshroud Champion [60pts]: Manreaper [17pts], Plaguespurt gauntlets [8pts]
    2x Deathshroud Terminator [120pts]: 2x Manreaper [34pts], 2x Plaguespurt gauntlets [16pts]
  • Foul Blightspawn [4 PL, 77pts]
  • Foul Blightspawn [4 PL, 77pts]

Outrider Detachment +1CP [33 PL, 627pts]

HQ [9 PL, 175pts]

  • Typhus [9 PL, 175pts]: 1. Miasma of Pestilence, 4. Blades of Putrefaction

Fast Attack [24 PL, 452pts]

  • Foetid Bloat-drone [8 PL, 136pts]: Fleshmower [12pts], Plague probe [25pts]
  • Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters [34pts], Plague probe [25pts]
  • Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters [34pts], Plague probe [25pts]

 

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One thought on “Death Guard vs Astra Militarum (1750 points)

  1. Pingback: Death Guard vs Astra Militarum 1,750 points - 40K Blog

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