Death Guard vs Imperium (1,750 pts)

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This was a rematch against the Imperium player that I’ve played a few times before.  This time he was fielding his Knight…  The Knight is, so they say, one of the big units in the meta these days.  They’re really good and powerful units, and this would be the first time that I had taken one on.  I felt more than a little nervous.

List Theory

This is the same list that I took in my last game, so the theory from there still holds.  The game was very last minute and I didn’t have time to put anything else together, I also wanted to see how it would handle if I wasn’t such a dirty cheat with the Daemon Prince (see the last report).

The Game

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We rolled the Scars of Battle Maelstrom of War mission from Chapter Approved 2018.  In short we could throw out six objectives but then we would also roll and throw out another batch of objectives as well (e.g 21 to 26 if you roll a 2).

This hurt me right from the outset, I lost the “seize” objective cards.  These are the ones where you only have to hold an objective at the end of one turn.  Loosing those means objectives will not be so easy to grab, you’re left with “defend” which means holding them for two turns.

We played facing each other across the table with a long edge each.

Setup

Very simple.  The Armigers once again on the left and the right, the Land Raider on the centre left and the infantry on the centre right.

The Imperial dropper their Armigers on my left flank and most other stuff near the centre.  They had a Guard detachment, the loyal 32, to act as a CP Generator and to give them some numbers.  There was also a Marine detachment to lend some heavy support with two units of Hellblaster equipped Primaris Marines and a squad of Infiltrators.

Turns 1 & 2

I got the first turn and a rubbish set of objectives.  I pushed forwards but didn’t kill as much as I would have liked, nowhere near as much as I would have liked.  I focussed a fair bit of fire power on the Knight, and I think that was a mistake.  It’s a beast to kill and it would be the other units that caused me more trouble and would win the Imperium the points.

I did get Typhus into combat with his Deathshroud and they minced a few ground pounders but nowhere near enough.

The Imperials mostly stood still and blew things away.

I had poor objectives and scored poorly, but so did the Imperium, it was close.

Death Guard: +2 Points (2 Total)

Guard:+3 Points (3 Total)

Turn 3

I manage to finally kill the Knight, it wasn’t what I really intended but I ended up in melee combat with it and took the thing down.  It exploded!  D6 mortals all round!  It was right next to a bunch of his units and his warlord, and they all took a wound or two. Unfortunate, this could have been my moment to do well.

On their turn the Imperials managed to compete a whole host of objectives picking up 7 points for the round.  I had lost all of my infantry but still had an Armiger, a Plagueburst Crawler and my Land Raider on the table so not too bad a position.  The Imperials had lost their Knight and most, if not all, of their Primaris Marines.  But we were out of time, and with a 6 point lead we called the game in favour of the Imperials.

Death Guard: +2 Points (4 Total)

Guard:+7 Points (10 Total)

Post Game Thoughts

  • The Knight is tough, really tough.  It also has the ability to withdraw from combat, shoot the enemy and then charge back in again.  But, in a way, I don’t think it did that much really other than attract attention.  Things like the Plasma equipped Primaris Marines did an awful lot more damage.  I need to play Knights some more to get the measure of them.
  • I took Nurglings again and I’m not quite sure what they achieve in a Maelstrom of War mission.  If you know you’re after objectives then being able to drop them in the neutral ground between deployment zones to grab one could be really good.  But in Maelstrom missions you really don’t know what you’re after.  Nurglings are very cute though, so I forgive them 🙂
  • Maelstrom of War games can be hard, and random.  I got death a harsh set of objectives, I don’t think it cost me the game, but it made my game harder.  Especially with a slow grinding army like the Death Guard this sort of game is hard work, another things I need to work on.
  • With S7 weapons the Armigers do struggle taking on T8 opponents such as the Knights.  They would have fared much better taking out the Primaris Marines who, with 2 wounds apiece, can be a real struggle to shift.

The List

Battalion Detachment +5CP (Death Guard) [78 PL, 1170pts]

HQ [14 PL, 251pts]

  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]
  • Typhus [9 PL, 175pts]: 4. Blades of Putrefaction, 6. Curse of the Leper

Troops [26 PL, 324pts]

  • Plague Marines [10 PL, 129pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    3x Plague Marine w/ boltgun [48pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
  • Plague Marines [10 PL, 129pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    3x Plague Marine w/ boltgun [48pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
  • Poxwalkers [6 PL, 66pts]: 11x Poxwalker [66pts]

Elites [11 PL, 156pts]

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

Heavy Support [27 PL, 439pts]

  • 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]

Super-Heavy Aux Detachment (Renegade Knights) [9 PL, 172pts]

Lord of War [9 PL, 172pts]

  • Renegade Armigers [9 PL, 172pts]
    Renegade Armiger [9 PL, 172pts]: Heavy stubber [2pts], Two armiger autocannons [10pts]

Super-Heavy Aux Detachment (Chaos – Renegade Knights) [9 PL, 172pts]

Lord of War [9 PL, 172pts]

  • Renegade Armigers [9 PL, 172pts]
    Renegade Armiger [9 PL, 172pts]: Heavy stubber [2pts], Two armiger autocannons [10pts]

Patrol Detachment (Nurgle) [12 PL, 234pts]

HQ [9 PL, 180pts]

  • Daemon Prince of Nurgle [9 PL, 180pts]: 1. Miasma of Pestilence, 6. Arch-Contaminator, Hellforged sword [10pts], The Suppurating Plate, Warlord, Wings [1 PL, 24pts]

Troops [3 PL, 54pts]

  • Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]

One thought on “Death Guard vs Imperium (1,750 pts)

  1. Pingback: Custom Chaos Lord 2 – Plague Gardening

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