Death Guard vs Dark Angels (1,750pts)

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List Theory

My list had three elements to it.  The first part would be a mechanised infantry group, something that could move pretty quickly.  There would be two Rhinos carrying infantry supported by two Plagueburst Crawlers.  The infantry would have a Malignant Plaguecaster, two Foul Blightspawns and a Chaos Lord for re-rolls.  These are all things that want to be up close to hurt stuff.  If I take the Fugaris’ Helm relic then the Plaguecaster can cause additional mortals out to 10″ rather than 7″.  This element would move quickly to grab an objective or to just get up the board.

The second part would be a backline.  This would secure my deployment zone and also have some long range anti-tank.  I do worry a lot about deep strikes and so took some Poxwalkers to give me some screening both to prevent deep strikes and to stop them being able to charge my anti-armour and stop them shooting.  The anti-armour itself would be Plasma equipped Plague Marines and a Helbrute both backed up by a Chaos Lord to re-roll 1’s.

The third part would be two Armigers.  I really dithered over this for a long time.  You’ll notice that my list doesn’t have a Daemon Prince or a Bloat Drone in it.  I’d have to give up my usual fast moving flying units to take the Armigers.  The Armigers are pretty flexible in that they can move quickly (by Death Guard standards) and threaten a variety of units with their S7 guns.  I also haven’t played them very much, so the usual flyers were out and the Armigers were in.  They could hang about shooting things at a distance supporting either the front or the back line.  But I’d have to be careful about units dropping in and getting them into melee combat, my Armigers are built for shooting and they’re not good at fisticuffs.

How would the Death Guard work without their rapid flyers?

The Game

We rolled the Beachhead mission, which was appropriate given it was the 75th anniversary of D-Day.  There would be three objectives on the table, one in the centre and one in each deployment zone.  The one in the centre would be worth 2VP a turn, the one in your own deployment zone 1VP a turn and the one in your enemy’s deployment one 3VP.

My plan was to hold the marker in my own zone against the expected deep strikes and then take the centre.  That should be enough to take the game.  My mechanised infantry would race in and either fight for the centre or push beyond it to tie down the enemy and make sure they wouldn’t push on to the centre.

Setup

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We deployed at opposite ends of the table, a 24″ deployment zone put the centre 12″ away.  Either side could get at it if they had something fast.  So I pushed my vehicles as far forward as I could, the backline at the rear holding my objective and the Armigers in between where they could go forwards or back and not be blocked in by the screening Poxwalkers.

Turn 1

The vehicles went forwards, the Rhinos advanced and popped smoke for defence, the Plagueburst Crawlers didn’t advance so they could do some shooting and take the central objective.  What shooting I had was pretty terrible.  I was really worried by the big Forge World Dreadnought I was facing and it was the closest unit to my Helbrute.  So I used the stratagem to let it fire twice, Fire Frenzy, and blew another Command Point on a re-roll.  But there was some really poor rolling from the Helbrute, the Crawlers and the Armigers.  I took out a fair few of the Helblaster equipped Primaris Marines that also scared me.  They’re S8, AP-3 and 2 damage when they overcharge.  Plus the Dark Angels have a stratagem to increase the damage of Plasma Weapons by 1.  So they could be really nasty to my vehicles.  The player had taken a big squad of ten to really max out the buff effect of that stratagem.

All things told I didn’t kill very much and failed to get First Strike.

My opponent secured his lines a bit and then opened fire, and his rolling was as poor as mine.  However he did take out one of the Rhinos and the explosion killed one of the marines within.

Death Guard:+0 Point (0 Total)

Dark Angels: +1 Point (1 Total)

Turn 2

You score at the start of your turn from turn 2 onwards, I controlled the central objective and the one in my deployment zone so picked up 3VPs.

My plan was to be to keep up the pressure on the enemy units in their deployment zone and to stop them from getting to the central objective.  So the infantry got out of the surviving Rhino and took up positions behind cover.  The two Foul Blightspawns moved towards the Dreadnought, it still troubled me and they can be great anti-armour units.  The Plagueburst Crawlers moved on from the central objective and the two Armigers moved up to cover it in their place.  My backline prepared for the deep strike that would come this turn.

The shooting was still pretty poor, a few more Hellblaster equipped Marines died but that Dreadnought just wouldn’t die.  So I charged it with a Rhino, it made a great charge roll and skidded sideways into the Dreadnought to block it in.

The Dark Angels seems to be on the back foot and only held one objective.  The deep striking units dropped into their own deployment zone to lend additional fire support.  This was good in that my backline wouldn’t get a hammering and they weren’t going to get 3VP for taking the objective, but it also meant that my backline was sitting there doing not very much.

I thought I had been pretty clever in nobbling the Dreadnought, but the Dark Angels player knew otherwise.  He played the Intractable stratagem, this let it withdraw and still shoot.  Curses to the False Emperor.  The Dark Angels, newly reinforced with Autocannon equipped deep striking Supressor Squads opened fire and a lot of my infantry died.  My two squads of Plague Marines were reduced to two or three survivors.  The Rhino also went down.  But this time it was within 6″ of a lot of the enemy, so I made it explode, and this dealt out a lot of wounds to the enemy.

We were both hurting each other a lot, but this was all happening in the Dark Angels deployment zone.  The centre and my own deployment zone were pretty secure, and this was earning me a lot of VP each turn.

Death Guard:+3 Point (3 Total)

Dark Angels: +1 Point (2 Total)

Turn 3

I try and consolidate what mechanised infantry survived behind the barricades while one of the Plagueburst Crawlers moves up to try and knock the Dark Angels off of their only objective.  My backline, knowing that it no longer faced a deep strike, began the long slog up the table.  My shooting works this turn and I finally kill the Dreadnought.  My Armigers meanwhile focus on the flying Suppressor Squads, their 3 points of damage per hit can knock one out of the sky for every wound I get through.

The Dark Angels aren’t going down without a fight, they continue to shoot.  One of the Crawlers explodes taking a few of the Dark Angels with it as it goes.

I still held the centre and my deployment zone at the start of my turn, the Dark Angels stubbornly cling on to their lone objective.

Death Guard:+3 Point (6 Total)

Dark Angels: +1 Point (3 Total)

Turn 4

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As the sun sets the Death Guard continues to advance from the rear of the battle field, but the Dark Angels are determined to avenge what appears to be a lost game.  A viscous assault takes down my Warlord and locks my last Plagueburst Crawler in close combat, it won’t be shooting next turn.  This is what I hoped to do to the Dreadnought in the second turn, the Dark Angels do it right though.

Scoring wise I’ve still got the two objectives worth there points in total, the Dark Angels hold theirs but also kill my Warlord for another point.

Death Guard:+3 Point (9 Total)

Dark Angels: +2 Points (5 Total)

Turn 5

This will be the last turn of the game, my Plagueburst Crawler might be out of action due to having to withdraw but my backline is finally all within shooting range and they begin to take their toll on the Dark Angels.  I can’t dislodge them from their final objective but that’s not going to matter.

The few Dark Angel survivors continue to fire on the advancing Death Guard but it’s not enough, it’s victory to the Death Guard.

Death Guard:+3 Point (12 Total)

Dark Angels: +1 Points (6 Total)

Post Game Thoughts

  • I really lack S8 weaponry.  The Helbrute can provide that, but it’s only two Lascannon shots and one Missile Launcher.  I know I was rolling poorly but the Dreadnought could take a battering and with a 4+ invulnerable save the few shots that did get through, and would cause high damage if they hurt the thing, were shrugged off.
  • The Dark Angels deep striking in their own deployment zone was I think a key decision that didn’t work out for them.  They were only holding one objective and needed to dislocate me from the centre or from the one in my own zone.  If they had have dropped in by my backline could they have captured the objective there for 3VP a turn?
  • The Armigers are rather good at taking down Primaris Marines and other multi wound units such as the Suppressors.  Is that overkill?  Not sure.
  • The Dark Angels player knowing that he had the Intractable stratagem in his pocket and playing it at exactly the right time was a really great move.  I was somewhat overly confident that I could nobble the Dreadnought, I thought it was a mistake to leave it out in the open, the Dark Angels player knew what he was doing and then inflicted a whole lot of hurt on me.  Well played sir, well played.

The List

Battalion Detachment +5CP (Death Guard) [63 PL, 1,018pts]

HQ [10 PL, 152pts]

  • Chaos Lord [5 PL, 76pts]: 6. Arch-Contaminator, Chainsword, Combi-bolter [2pts], Warlord
  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]

Troops [27 PL, 413pts]

  • Plague Marines [7 PL, 111pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    2x Plague Marine w/ boltgun [32pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
  • Plague Marines [7 PL, 111pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    2x Plague Marine w/ boltgun [32pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
  • Plague Marines [7 PL, 113pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    2x Plague Marine w/ boltgun [32pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
  • Poxwalkers [6 PL, 78pts]: 13x Poxwalker [78pts]

Fast Attack [2 PL, 25pts]

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

Heavy Support [16 PL, 280pts]

  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]
  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]

Dedicated Transport [8 PL, 148pts]

  • Chaos Rhino [4 PL, 74pts]: Combi-bolter [2pts], Combi-bolter [2pts]
  • Chaos Rhino [4 PL, 74pts]: Combi-bolter [2pts], Combi-bolter [2pts]

Super-Heavy Auxiliary 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 Auxiliary 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]

Vanguard Detachment +1CP (Death Guard) [21 PL, 384pts]

HQ [6 PL, 110pts]

  • Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper, The Pandemic Staff

Elites [15 PL, 274pts]

  • Foul Blightspawn [4 PL, 77pts]
  • Foul Blightspawn [4 PL, 77pts]
  • Helbrute [7 PL, 120pts]: Missile launcher [20pts], Twin lascannon [40pts]

 

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

  1. Pingback: Death Guard vs Astra Militarum (1,750 pts) – Plague Gardening

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