Death Guard vs Astra Militarum (1750 pts)


It’s been while since my last game against the Astra Millitarum but we finally got one booked in at Boards and Swords.  I’ve had three narrow victories against them and taken one pretty crushing defeat in return, this is going to be tough.

List Theory

I was feeling quite unwell on the day of this game and I came close to cancelling it.  But I’d not had a game the week before, wasn’t sure if I could manage the week after and I hate cancelling on people.  So the game went ahead.  But I was more than a little fuzzy headed, so this gave my list a few drivers.

  • It had to be simple to build, I left it until late in the day and needed it done.
  • It had to be simple to play, I was going to have enough issues gaming as it was without trying any tactics that were too new or complicated.
  • I wanted to try out my new Chaos Spawn.

So with that in mind I stuck with my recent runs of trying out the Land Raider carrying Typhus and his Deathshrouds.  That’s over 500 points, so nearly a third of my list off of the bat.

I needed to get the Land Raider in close to drop of its cargo so I once again took two Plagueburst Crawlers as units that might distract fire away from the Land Raider.  They’re genuinely useful in their own right and tough so they should pose a difficult question about target priority.

The Land Raider was going to be my main long range anti-tank capability, so I wanted to be sure it could hit as reliably as possible.  So I took a Daemon Prince to let it re-roll 1s to hit.  The Prince could also join in the melee once Tyhpus disembarked and would be buffed by the Deathshrouds.  Points wise I couldn’t afford him with wings though, which is the first time I’ve ever played him this way.  I made him the Warlord and gave him Arch-Contaminator so that on the way into melee he could buff the Plageburst Crawlers melee weapons and once in melee he would buff Typhus and the Deathshrouds.

I took a unit of Plague Marines with blight launchers and a Foul Blightspawn that would ride in a Rhino.  Depending on the mission they could race off to grab something or pose another distraction to protect the Land Raider.  By giving them plague weapons if they end up near the Arch-Contaminating Prince then they’ll get a buff too.

I now needed something that would sit and hold objectives in my deployment zone.  So I took another unit of Plague Marines with three Plasma Guns backed by a Chaos Lord to re-roll the ones, what could go wrong with that I thought…  I also took a max-sized unit of 20 Poxwalkers to act as a tarpit and slow down any incoming threats.  Without Typhus to buff them they wouldn’t kill much and would die quickly, but, they should slow down incoming units so that the Plasma Marines can deal with them.

Oh, and two Chaos Spawn, that I didn’t know what to do with.  But I wanted them on the table so into the list they went.

The Game

The Mission

We rolled the Beachhead mission from Chapter Approved 2018.  Three objectives, one in the centre and one in each deployment zone.  The marker in the middle is worth two points, the one in your enemy’s zone is worth three points and the one in your zone is worth one.

This is good, I’ve played this mission a few times, less thinking for my fuzzy head.  I have a plan for the game.  I will hurl myself at that central objective and try to grab it, I will defend the marker in my zone and I will probably ignore the one in the enemy’s.  We’ll both get a point a turn for holding our objective and every turn that I hold that centre and the enemy doesn’t will net me two more points.  That’s enough to win the game.

The Battle

I’ll now pass the buck over to Cadian Shock’s write up of the game who will do a much better job than I would…

The Result

After four turns the Death Guard had seven points and the Astra Militarum had three.  The Astra Militarum seemed to be running out of units on the table and the central objective and the one in my deployment zone was pretty securely in my hands.  So, a Death Guard victory.

Post Game Thoughts

  • I forgot Death to the False Emperor again!  This allows any 6s rolled in melee combat against Imperium units to generate extra hit rolls.  I don’t think it made any substantial difference to the game but a few extra attacks might have caused Yarrick to fall a little bit quicker.
  • This game was nearly a draw, if the deep striking Marines had managed to grab the objective in my deployment zone then they would have gained three points.  As was they managed to make me lose it which cost me one.
  • The melee phase of the game is really powerful and has lots of scope for tactics and good choices.  Cleverly removing Poxwalkers meant that when the Marines consolidated or piled in they couldn’t move closer to the objective marker, they had to move towards the Poxwalker who was furthest from it.
  • The Spawn didn’t do very much, or they didn’t seem to, were they a distraction?  I get the feeling that I should have hung them back to guard my objective.  They can move quite quickly so they could react to threats.
  • The Astra Militarum had the choice of going first, but they passed it to me  Was this correct?  A tough one.  They wanted me to spend my turn getting up close to them so that on their turn they could fire their short range weaponry.  I don’t think that’s bad reasoning.  The Death Guard are, mostly, an army who like getting up close rather than a long range “stand still and shoot army”.  So by going first I should, in theory, just move closer and have not that many targets.  Then on the Guard’s turn they’re ready to do their stuff.  And I think it kind of worked.  I wasn’t able to get the  Plagueburst Crawlers into spitting distance on my turn so a fair chunk of my firepower was nerfed.  So I think it was probably the right think to do.  Had the Guard gone first I might have got Typhus into melee combat in my first turn as they’d get a movement buff from deploying out of the vehicle (3″ deployment + 1.5″ base size + 4″ movement).
  • My Deamon Prince didn’t do very much, I really missed the wings.  With them you can hop over your own units and get to where you need to be.  I found it really hard to get him into position.  Even taking my foggy head into account it still seems to have been difficult.  On the positive side I did get to use the model for my wingless Daemon Prince again 🙂
  • I charged the deep striking Marines with my Plagueburst Crawler.  For the life of me I cannot recall what I was thinking when I did that.  I should have left it in place where it would have mopped up the Marines on my next turn, or been charged, in which was it’s auto hitting weaponry would have been great at overwatch.

The List

Battalion Detachment +5CP [66 PL, 1093pts]

HQ [17 PL, 331pts]

  • Daemon Prince of Nurgle [8 PL, 156pts]: 6. Arch-Contaminator, 6. Curse of the Leper, Malefic talon [10pts], The Suppurating Plate, Warlord
  • Typhus [9 PL, 175pts]: 4. Blades of Putrefaction, 6. Curse of the Leper

Troops [26 PL, 399pts]

  • Plague Marines [10 PL, 146pts]
    . Plague Champion [28pts]
    . . Codex [12pts]: Plaguesword [1pts], Plasma gun [11pts]
    . 4x Plague Marine w/ boltgun [64pts]
    . Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    . Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
  • Plague Marines [10 PL, 133pts]
    . Plague Champion [17pts]
    . . Codex [1pts]: Boltgun, Plaguesword [1pts]
    . 4x Plague Marine w/ boltgun [64pts]
    . Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
    . Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
  • Poxwalkers [6 PL, 120pts]: 20x Poxwalker [120pts]

Elites [15 PL, 233pts]

  • Deathshroud Terminators [11 PL, 156pts]
    . Deathshroud Champion [52pts]: Manreaper [17pts], 2x Plaguespurt gauntlets
    . 2x Deathshroud Terminator [104pts]: 2x Manreaper [34pts]
  • Foul Blightspawn [4 PL, 77pts]

Fast Attack [4 PL, 50pts]

  • Chaos Spawn [4 PL, 50pts]: Chaos Spawn [2 PL, 25pts], Chaos Spawn [2 PL, 25pts]

Dedicated Transport [4 PL, 80pts]

  • Chaos Rhino [4 PL, 80pts]: Combi-bolter [2pts], Combi-bolter [2pts], Havoc launcher [6pts]

Spearhead Detachment +1CP [40 PL, 655pts]

HQ [5 PL, 76pts]

  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]

Heavy Support [35 PL, 579pts]

  • Chaos Land Raider [19 PL, 299pts]: Combi-bolter [2pts], Twin heavy bolter [17pts], 2x Twin lascannon [80pts]
  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]
  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]


3 thoughts on “Death Guard vs Astra Militarum (1750 pts)

  1. Pingback: 1,750 points - Raven Guard & Astra Militarum vs Death Guard

  2. Pingback: Death Guard vs Astra Militarum (1750 pts) – Plague Gardening

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