Death Guard vs Adeptus Mechanicus (2,000 pts) – Battle Report

This game was a couple of weeks ago but I’ve been bit busy so I’m playing catch up….

List Theory

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I had no idea what the Adeptus Mechanicus would be like, so I wanted a fairly flexible list and didn’t try to build it to counter any particular type of army.

I’m still enjoying playing a Zombie horde so I took two full squads of 20 Poxwalkers backed by Typhus to buff them.  They could be used to take an objective (as long as it wasn’t too far away), hold something in my deployment zone, to act as a screen against melee armies or to tarpit big monsters.

I then took two seven man squads of Plama equipped Plague Marines.  They would be supported by a Chaos Lord and would travel in two Rhinos.  These would be used to rapidly get somewhere useful so as to get the Plasma into useful range.  This would give me some S8 anti-tank capability.

Further anti-tank would be provided by a Helbrute equipped with Lascannons and a Missile Launcher, this would be backed by another Chaos Lord to try to make him as effective as possible.

Some light long range anti-armour would be proved by two Wardogs armed with Autocannons.  They’re not so good at taking on T8 armour but if there’s any T7 or under armour around then they’re pretty good.  They’re also useful at taking down tougher multi-wound models such as Primaris Marines or Terminators.

I did need something speedy that I could hurl at the enemy to buy time while my Poxwalker horde gets into position.  And that would be a Daemon Prince backed by two Plagueburst Crawlers.  The Prince would also be my Warlord with the Arch-Contaminator trait so as to buff the Crawlers.

My army is now getting pretty large with a lot of infantry, I add two ten man Cultist squads which allow me to take two Battalions and earn some extra CP.  The Cultists can also act as a screen to protect my Helbrute against any deep striking mischief.

The Game

Setup

We rolled the Narrow the Search Eternal War mission from Chapter Approved 2018.  This would have one objective in the centre which you would control by having the most number of models near it.  To begin with it had an 18″ control zone but this would narrow by 3″ per turn.

There was also meant to be a 12″ null field around the centre which would prevent invulnerable saves but we forgot this.  I don’t think it would have made a different though.  The troops that went into the centre didn’t have invulnerable saves anyway, the Daemons that did have invulnerable saves went around the edges to get where they needed to be.

The deployment map would be Spearhead Assault, I would deploy first and go first.

For my Deployment I push all my units as close to the deployment limits as I could.  My Poxwalkers were front and centre.  They would rush for the objective.  They would start within 18″ of it, but there was a building in the centre that would provide me with cover if I could get them there.  My Prince and the Crawlers took my left flank and the Rhinos took my right.  The Armigers held back with the Helbrute with one squad of Cultists in support.  The other squad of Cultists took the right flank ready to get more bodies onto the objective.

The Adeptus Mechanicus weren’t quite so pushed forward in their deployment.  It looked they would would be a gun line and rely on shooting me off of the table.

The Game

Turn 1

I pushed hard for the centre, that would be my plan.  I had so many bodies that I would be a nightmare to shift off of it.  I just had to hold up against the firepower for long enough.  For my shooting I focussed on trying to kill the enemy troops so they would have problems taking the objective off of me.  I did kill at least one unit and got a point for First Strike.

The Adeptus Mechanicus weren’t just a gun line, they had some walkers that shot around onto my right flank and tried to take on my Rhinos.  This wouldn’t be a particular problem for me, the Rhinos had got the Plague Marines nearer to the centre so even if they now died that wasn’t a huge issue.  They would be absorbing incoming fire that could have been hurting other units that I did need.  The melee from the walker things was pretty ineffectual and I didn’t lose any units this turn.

The turn ends with the Death Guard controlling the objective and getting the point for First Strike.

Death Guard: +2 (2 total)

Adeptus Mechanics: +0 (0 total)

Turn 2

My Daemon Prince hurls himself at some enemy robots that seemed to have nasty heavy weapons.  He takes down one of them.  Other than that it’s pretty much just consolidation, I get more of my units into cover around the objective and deploy my Plasma Plague Marines.  More of the enemy troops die, holding the objective for them is looking increasingly difficult.

The robots don’t withdraw from close combat, which I consider to be odd.  I thought that that might mean that they were pretty punchy in combat, but they didn’t appear to be.  Maybe it was just trying to tie my Prince down.  Now that I have the contents of the Rhinos out in the open the enemy snipers begin to strike out hard.  They’re long ranged and lethal inflicting mortal wounds that units that don’t have Disgustly Resilient, such as the Chaos Lord backing up the Marines cannot avoid.  The enemy deep strike in some powerful shooting units and they decimate a Wardog.  But they’re fragile and will pay a price next turn when my Cultists open fire on them.

The turn ends with the Death Guard still in firm control of the central objective.

Death Guard: +1 (3 total)

Adeptus Mechanics: +0 (0 total)

Turn 3

I continue to consolidate my position in the central cover.  My Plasma fire is working out quite nicely for me, two squads with three Plasma guns each can lay down quite a lot of fire especially when Death Guard can rapid fire out to 18″.  On my left flank my Plagueburst Crawlers catch up with the Deamon Prince and begin to hose down the remaining Adeptus Mechanicus infantry with filth.  I push my remaining Rhino forward on my right flank to stop anything else trying to get down there.

The enemy are in trouble, they’ve now lost a lot of their infantry and that which remains has the snipers with them and they cannot fire and move.  So if they move to try and reach the objective their firepower is dented.  Heavy bolter type guns from the walkers try to take out my Plague Marines but with the cover and Disgustingly Resilient they shrug it off.  The enemy Warlord, Belisarius Cawl himself, charges my Warlord but fails to kill him.  I hurt him in return, and in the next round when I fight first I’m pretty sure I would kill him.

At this point the game is called.  I’m securely on the objective, am whittling down the enemy forces and have nearly killed the Warlord.

Death Guard: +1 (4 total)

Adeptus Mechanics: +0 (0 total)

Post game thoughts

  • I really focussed on the mission here and in getting my Plasma into range quickly.  I think this helped me do well in the game, if only I focussed so much more often…
  • I was lucky in that I took a lot of troops for this game, my ability to hold the central objective was strong.  On the other side the enemy had few troops that they wanted to move, due to the sniper weapons needing to stay still, and those that they had were not tough.  It was a potent combination.

The List

Total: 115 PL, 1,997pts

Battalion +5CP (Death Guard) [64 PL, 1,008pts]

HQ [10 PL, 152pts]

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

Troops [23 PL, 308pts]

  • Chaos Cultists [3 PL, 50pts]
    9x Chaos Cultist w/ Autogun [45pts]
    Cultist Champion [5pts]: Autogun
  • 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]

Elites [7 PL, 120pts]

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

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 (Chaos Knights) [9 PL, 172pts]

Lord of War [9 PL, 172pts]

  • War Dogs [9 PL, 172pts]
    War Dog [9 PL, 172pts]: Heavy stubber [2pts], Infernal Household, Two War Dog autocannons [10pts]

Super-Heavy Auxiliary (Chaos Knights) [9 PL, 172pts]

Lord of War [9 PL, 172pts]

  • War Dogs [9 PL, 172pts]
    War Dog [9 PL, 172pts]: Heavy stubber [2pts], Iconoclast Household, Two War Dog autocannons [10pts]

Battalion +5CP (Death Guard) [33 PL, 645pts]

HQ [18 PL, 355pts]

  • Daemon Prince of Nurgle [9 PL, 180pts]: 6. Arch-Contaminator, 6. Curse of the Leper, Hellforged sword [10pts], The Suppurating Plate, Warlord, Wings [1 PL, 24pts]
  • Typhus [9 PL, 175pts]: 4. Blades of Putrefaction, 5. Putrescent Vitality

Troops [15 PL, 290pts]

  • Chaos Cultists [3 PL, 50pts]
    9x Chaos Cultist w/ Autogun [45pts]
    Cultist Champion [5pts]: Autogun
  • Poxwalkers [6 PL, 120pts]: 20x Poxwalker [120pts]
  • Poxwalkers [6 PL, 120pts]: 20x Poxwalker [120pts]

 

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