Death Guard vs. Space Marines (1,000 points) – Battle Report

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List Theory

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I went back to mono-codex Death Guard for this game.  The size was dropped to 1,000 points in the hopes that we might manage two games.  My Nurgle Daemons battalion is a heavy investment at 768 points, and I felt that I wanted a bit more shooting then I could fit in around that.  So I went for pure Death Guard, and after saying that I wanted to be a bit more shooty I then decided that it would be fun to try and work on my melee Plague Marines again.  Plus I now have two rusted Rhinos, so this would be a good excuse to get them onto the table.

So my melee Plague Marines needed to get into combat quickly, so they would go into one Rhino.  The second Rhino was to carry some Plasma equipped Plague Marines, and they’d need a Chaos Lord for re-rolling those 1’s when overloading.  A Plagueburst Crawler was also taken so as to give something else to shoot at other than my Rhinos.  And now the list pretty much wrote itself.  Some Poxwalkers for objective holding and board control and a Deamon Prince to offer a fast moving threat along with the Plagueburst Crawler.  To fill up the Rhinos I popped a Foul Blightspawn into each.  And now we’re good to go.

The Game

Setup

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I couldn’t believe it but we re-rolled the Narrow the Search mission from Chapter Approved 2018 again, exactly the same as my last game.  So one objective with a decreasing range for controlling it.  Around that would be a 12″ null field that would stop invulnerable saves.  Curses.

The Deployment Map was Dawn of War, so we’d have a long side of the table each and would be 24″ apart.

Most of my Death Guard don’t have invulnerable saves, but the Daemon Prince and the Plagueburst Crawler do.  So they’d go on the right and would circle around to get the Marines.  The two Rhinos would take just left of centre.  The melee one would get at the enemy as fast as it could.  The other would see what was best, but I wanted the Plasma Marines within shooting as quickly as possible.  The Poxwalkers lurked in the centre.  They’d lumber into range of the objective and just try to hold onto it.

I lost the first turn to the Marines.

Turn 1

I spent 2CPs to give all of my units the benefit of cover, I needed to try and save as much of my stuff as I could from the Alpha strike.  All things told the incoming fire wasn’t that effective, but it did cost me the Rhino with the melee Marines inside.  This was a problem, they’d have to get to their targets on foot, and Death Guard are not quick.  Other than that not much else died, but the Marines had picked up First Strike for one VP.

On my turn I disembarked the Plague Marines and got the plasma guns with 18″ of the Marines so I could rapid fire at them.  I used the Cloud of Flies stratagem to make sure that they couldn’t shoot be shot at if there was a close target.  I needed to buy my heavy weapons some more time, and one CP for the stratagem seems like a good investment.  The melee Plague Marines move on up into the ruins but roll badly for their advance, even with a CP re-roll, they’re going to take a while.  One Foul Blightspawn goes with them, the other charges at the enemy.  I try to take down a Marine squad so as to give me First Strike too, and after everything else has fired I haven’t taken a squad down.  So I fire the Blightspawn at it, which is questionable, maybe I should’ve used it on the Dreadnought or the horrible Hellblasters.  But I take a unit down, I get First Strike too.

At the end of the turn I control the objective, so I’m a point ahead.

Death Guard: +2 Points (2 Total)

Space Marines:+1 Point (1 Total)

Turn 2

The Marines begin to manoeuvre slightly so as to get things close the the central objective.  Their fire takes down most of my Poxwalkers and most of the melee Plague Marine squad.  The brave Foul Blight spawn is also shot down, but he absorbs a lot of fire before doing so.

On my turn the Daemons on my right flank begin to hurt the Marines, I take down quite a few including those Hellblasters.  But I’m beginning to take losses at a rate that I just can’t afford.  I hurl my last Blightspawn forward and he dents the Dreadnought, but the remaining melee Plague Marines blow their charge and don’t get it into combat.

At the end of the turn I still have the most troops in range of the objective, another VP for the Death Guard.

Death Guard: +1 Point (3 Total)

Space Marines:+0 Point (1 Total)

Turn 3

More repositioning from the Marines, their fire slow but it was knocking my units down. The Daemon Prince was hit by a psychic power that took away his invulnerable save, and then he was dispatched.  I kept up the fire and killed the last of the Marine’s troop units.

At the end of the turn I was still clinging onto the objective, just.

Death Guard: +1 Point (4 Total)

Space Marines:+0 Point (1 Total)

Turn 4

It’s just a case of whether I can hang on long enough now.  I think that the Marines no longer had any units with the troop role left, so I could still take the objective if I did due to the Plague Host Death Guard ability (Objective Secured).  But the volume of fire is just too much.  All that I have left is the Chaos Lord and the Plagueburst Crawler, I lose the objective.  I think that it was this turn that I finally managed to get my last remaining melee Plague Marine into combat, where he did nothing, and was flattened by the Primaris Lieutenant that he charged into.

Death Guard: +0 Point (4 Total)

Space Marines:+1 Point (2 Total)

Turn 5

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Failed charge!

I’m clinging on in there, if the game ends this turn I might be able to take it.  However I’m nice and suggest to my opponent that rather than just chase my Plagueburst Crawler he also push a unit forward to get Linebreaker if the game ends.  That’ll net him another victory point.  My Warlord falls, which nets the Marines an extra VP.  On my turn The Plagueburst Crawler heads into the enemy’s deployment zone so that I can get Linebreaker too.

If the game ends now it’ll be a tie, but we roll for another turn.

Death Guard: +0 Point (4 Total)

Space Marines:+2 Points (4 Total)

Turn 6

The Marine Dreadnought fails its charge on the Plagueburst Crawler, but the Marine Warlord succeeds, he doesn’t kill it, that Crawler is a tough beast.

Fortunately the game does end this turn, we both get Linebreaker, but the extra turn has pushed the Marines into the lead through the holding of the objective, victory to the Space Marines.

Death Guard: +0 Point (4 Total)

Space Marines:+1 Point (5 Total)

Post Game Thoughts

  • I have a lot of fun with melee Plague Marines but I’ve got to be honest I question their efficiency.  The other squad with plasma guns was cheaper, and they really hurt the Marines when they fired, and they were firing from turn one.
  • But, on the other hand, they did lose their ride in turn one.  They then terrible for their advance and blew their first charge, and that’s despite spending a CP to re-roll both.  So, to be fair, that is all quite unlikely.  I’ll play them again 🙂
  • Did I do the wrong thing with the First Blightspawn?  Taking down a squad for First Strike seemed important.  But it could have hit the Dreadnought really hard, and that Dreadnought caused me a lot of trouble.
  • The Marine’s new Combat Doctrines do certainly give them a boost.  They start off in Devestator Doctrine with an additional -1AP for Heavy Weapons, and that hurt my Rhino.

The List

Total: 58 PL, 997pts

Battalion Detachment +5CP (Death Guard) [58 PL, 997pts]

HQ [14 PL, 256pts]

  • Chaos Lord [5 PL, 76pts]: 6. Arch-Contaminator, Chainsword, Combi-bolter [2pts], Warlord
  • Daemon Prince of Nurgle [9 PL, 180pts]: 4. Blades of Putrefaction, Malefic talon [10pts], The Suppurating Plate, Wings [1 PL, 24pts]

Troops [20 PL, 299pts]

  • Plague Marines [10 PL, 126pts]
    Plague Champion [16pts]
    Codex: Boltgun, Plague knife
    Plague Marine w/ melee weapons [26pts]: Flail of Corruption [10pts]
    Plague Marine w/ melee weapons [26pts]: Flail of Corruption [10pts]
    Plague Marine w/ melee weapons [21pts]: Bubotic Axe [5pts]
    Plague Marine w/ melee weapons [21pts]: Bubotic Axe [5pts]
    Plague Marine w/ melee weapons [16pts]: 2nd Plague knife
  • 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]

Elites [8 PL, 154pts]

  • Foul Blightspawn [4 PL, 77pts]
  • Foul Blightspawn [4 PL, 77pts]

Heavy Support [8 PL, 140pts]

  • 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]

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