Death Guard vs the Imperium (1,750 pts)

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I’ve a problem taking on T8 armoured things, in particular super heavies likes Baneblades or Knights.  I need to learn how I can deal with them, there’s some mix of army changes and my own skill set that needs to be considered.  So in this game I took on an army with two giant Imperial Knights and two smaller Armigers, this is going to be a challenge…

List Theory

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There were a few things that drove this list.

  1. The new Chaos Knights Codex would be coming out in a few days, so the Armigers from Chapter Approved 2018 will be out of date.  I’ll be picking up the Codex but it might be a bit behind my gaming queue of getting my Nurgle Daemons army on the table.  I won’t play the Armigers again until I do get the Codex, so this might be my last chance for a while to use them.
  2. I knew it was likely that I would be facing an army with at least one Knight, so I needed some anti-armour.  I didn’t know how much armour I would be facing, and I didn’t want to deliberately build around that too much, but I knew I needed some S8 weaponry and that my Armigers wouldn’t give me that.
  3. I wanted to give my Terminators another chance after my somewhat inept use of them in my last game.  This combined with point 2 above gave me the idea to try them with Combi-Plasma again, which would mean also taking a Chaos Lord to avoid the resulting explosions from overcharging them.

So I’ve got two Armigers, five combi-plasma equipped Terminators and a Chaos Lord in Terminator Armour.  That’s already a fair chunk out of my army.  I’ve been enjoying my mechanised infantry in Rhinos so I repeated this again.  This time it would be two five man Plasma equipped Plague Marine squads backed by a Chaos Lord for the re-rolls, two Foul Blightspawn and a Malignant Plaguecaster.  It felt like this would give me a mix of stuff and some mobility, so I should be able to play a mission fairly well and hopefully make a dent in any heavy stuff I would be facing.

Setup

We rolled the Disruptive Signals Maelstrom of War mission from Chapter Approved 2018  and the Front Line Assault deployment map.  This would allow a player to spend 1CP to block the other player from achieving an objective for one turn.

I dropped my Rhinos on my right taking some cover behind a large ruin that should block Line of Sight from some things.  My Armigers and Plagueburst Crawlers went on my left ready to race forward and, hopefully, do something.  My Poxwalkers hid in a building out of sight.  They would be ready to seize objectives or just to be a pain as required.

The enemy dropped their two Knights on my left, their Armigers on my right and scattered their infantry hiding in various buildings.

First turn would go to the Death Guard.

The Game

Turn 1

I drew a poor set of objectives and knew that this would be a harsh round for me.  My fire was equally ineffective, I nearly killed an Armiger but not quite.  No First Strike for me.  I manage to claim a single point from my objectives.

My opponent then opened fire, and they did do better than I, but not as impressive as I thought it might have been.  A unit was taken out, I think one of my Rhinos, giving them First Strike, the surviviors from within fled into the ruin in the centre of the table.  The Imperium had a kinder set of objectives than I did and managed to claim an additional three points from them.

Death Guard:+2 Points (2 Total)

Imperium: +4 Points (4 Total)

Turn 2

My infantry from the Rhinos are in the central ruins, Terminators arrive to support them.  The surviving Rhino rushes on to claim an objective and to harass the infantry hiding in the ruins in the enemy deployment zone.  My fire is a bit more effective this turn, though not as much stuff is in rapid fire Plasma range as I’d hoped, and I down two Armigers and begin to take a toll on the enemy infantry.  But I’m not really hurting the Knights.

The fire from the enemy Knights continues to hurt me, one of my Armigers is ripped apart by a charging Knight and a Plagueburst Crawler is shot to pieces.

The objective cards favour me this turn and my opponent has a rough time.  I’m closing the gap and the game is now tied.

Death Guard:+3 Points (5 Total)

Imperium: +1 Point (5 Total)

Turn 3

I get a nice set of objectives (get one unit behind enemy lines, kill a unit in the shooting phase and have no enemy units near the centre) and I work hard to achieve them.  I’ve got one Knight moving around my right flank and I try to block him from reaching the centre and kill any remaining enemy infantry that are within 12″ of the centre.  That will net me extra points.  Point wise it’s a good turn but I’m not hurting the Knights.

The enemy Knight continues to flank around and carves its way through my units.  He scores a good number of points, but not as many as I do and I take the lead.

Death Guard:+5 Points (10 Total)

Imperium: +3 Points (8 Total)

Turn 4

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Most of the enemy infantry are dead now and I set myself up into last stand.  With the benefit of hindsight I think this was a terrible mistake.  I had some objectives to do with getting stuff into the enemy deployment zone.  Hurting, yet alone killing, knights is tough and that’s not what this mission is about.  I probably should have abandoned the building and really chased the objective cards.  But I didn’t.

Meanwhile my enemy is playing much better than I.  I do have a unit or two in the enemy deployment zone and he moves smartly and takes them down in melee combat while denying me overwatch.  I should have avoided that, I could have avoided that, but I didn’t and my opponent saw the opportunity and took it.  Well played sir!

Points wise it’s a low scoring round, 1 each, I’ve still got the lead.

Death Guard:+1 Point (11 Total)

Imperium: +1 Point (9 Total)

Turn 5

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My last stand continues, which although dramatic was dumb.  Why did I stand there allowing him to just shoot me off the table when I could either have been hiding or playing the objectives better.  A curious decision.

The enemy score a clutch of objectives a number of which revolved around killing characters, killing a particular character and slaying my warlord.  This could, and should, have been avoided, at least in part.

I score poorly this turn but, as just said, my enemy scores really well and take the lead back to win the game.  We both get Linebreaker for an additional point as well.  However it’s victory to the Imperium.

Death Guard:+1 Point (12 Total)

Imperium: +6 Points (15 Total)

Post Game Thoughts

  • Why on Barbarus did I allow that last stand to develop?  I knew my opponent had a lot of cards that would score highly through killing certain characters, knew that I would have  tough time killing the knights and knew his weapons could decimate infantry yet I just stood there.  I think in part there was a sense of wanting vengeance on the powerful knights and there was also the appeal of the drama of a last stand.  There was also an obsession with getting things into cover when it’s just better not to be shot at at all.  I could, and should, have played the mission better.  I could easily have picked up a few more points from my cards while also denying the enemy that impressive final round score.  I had the lead, lost sight of it, and lost the game.
  • But all that said the game was a lot of fun 🙂  It was very nicely and sportingly played by my opponent.
  • I probably should have dropped my Terminators elsewhere, this would have helped avoid that final stand where everything was in one place ready to be shot at.
  • My struggles with high toughness super heavies seem to continue, but at the same time maybe that’s just my perspective?  I was winning the game until my opponent just outplayed me and the game turned.  Knights are great powerful units, but they didn’t score that many points until I presented all my units in one place for them to blow away.  Maybe I shouldn’t be trying to kill them, maybe I should just ignore them or block their movement and focus on scoring points?  The biggest issue here is probably me.
  • Terminators get the benefits of the new Bolter Discipline all the time not only if they haven’t moved (this also applies to Biker, Centurion, Dreadnought and Helbrute units).  I thought that like other Infantry they also had to have not moved, that’s not so.  Death Guard Infantry can already rapid fire out to 18″ all the time, but the extra 6″ of range for bolter weapons might well be useful sometimes.

The List

Total: 1,749pts

Battalion Detachment +5CP (Death Guard) [52 PL, 900pts]

HQ [11 PL, 186pts]

  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]
  • Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Arch-Contaminator, 6. Curse of the Leper, Fugaris’ Helm, Warlord

Troops [17 PL, 286pts]

  • 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]
  • 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 [3 PL, 60pts]: 10x Poxwalker [60pts]

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 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 (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) [28 PL, 505pts]

HQ [6 PL, 101pts]

  • Chaos Lord in Terminator Armour [6 PL, 101pts]: Combi-bolter [2pts], Power sword [4pts]

Elites [22 PL, 404pts]

  • Blightlord Terminators [14 PL, 250pts]
    Blightlord Champion [50pts]: Bubotic Axe [5pts], Combi-plasma [11pts]
    Blightlord Terminator [50pts]: Bubotic Axe [5pts], Combi-plasma [11pts]
    Blightlord Terminator [50pts]: Bubotic Axe [5pts], Combi-plasma [11pts]
    Blightlord Terminator [50pts]: Bubotic Axe [5pts], Combi-plasma [11pts]
    Blightlord Terminator [50pts]: Bubotic Axe [5pts], Combi-plasma [11pts]
  • Foul Blightspawn [4 PL, 77pts]
  • Foul Blightspawn [4 PL, 77pts]

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

  1. Pingback: Contemptor Dreadnought – Plague Gardening

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