Knight charges Poxwalkers

Death Guard vs. Imperial Knights & Astra Militarum (1,750 pts) – Battle Report


Given that Necrosius was finished I now wanted to get him on the tabletop to see how he would do.  I wasn’t expecting much and considered my list pretty “fluffy” and non-competitive. I came up against three Imperial Knights backed by the loyal 32 acting as a Command Point battery.  Oh my.

Knights are a real weak spot for my Death Guard and facing three of them is a nightmare at the best of times yet alone when I’m playing around with Poxwalkers and Necrosius.

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Death Guard vs. The Imperium (1,750 pts) – Battle Report



I’ve been having real trouble taking on Knights, and in this game there would be three of the things…

List Theory


At first I became a bit pre-occupied trying to build a list that could take on the Knights.  Then, at the last minute, I though to the Plague Garden with it and built the list that I wanted to play and would have fun with.

So the heart would be a Land Raider carrying Typhus and his Deathshroud bodyguard.  I’d also take two Foetid Bloat Drones and a Daemon Prince to give me something speedy.  Blightlord Terminators are also fun and something that I feel I need to practice more with so they went into the list too.

The infantry would be two squads of Plasma equipped Plague Marines and a unit of Cultists.  A Chaos Lord also went into the mix to allow for the overcharging of the Plasma.  They’d be holding the backline.

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Death Guard vs the Imperium (1,750 pts)


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…

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Death Guard vs Imperium (1,750pts)


I’m taking on the Imperial Knights again, my second game against them (though I’ve played the player many times).  I believe that I need more experience playing against the super heavies in the game, and Knights seem to be the leading example of that right now.  This was going to be a tough game, but an educational one.

List Theory


As with my last game I really wanted to run a mono Death Guard list, so that’s what I did.  My army is very similar to that used in the last game but I tinkered with it slightly to see what else it could do.

What I was tinkering with was taking a unit of Combe-Plasma equipped Blightlord Terminators back by a Chaos Lord in Terminator armour to take on some of the anti-armour load.  As I played with the list I added and removed the Rhino with the melee Plague Marines multiple times, but the last time I put it back in I forgot to add the Rhino itself.  Compared to the cost of the Melee Plague Marines (151 points), the Plague Caster (110 points) and the Biologus Putrifier (60pts) the Rhino is a little bit on top.  But you need all of those components for it to work.  So it was a really bad move.

What I should have done was to probably drop the Foul Blightspawn.  One on their own is questionable due to the randomness of his weapon and the Plasma should have made up for his anti-armour effect.  Or the Blightlords and the Terminator Lord should have been dropped out and something else work in in their place.

So that’s why my list is too many points, it reflects what I actually put on the table that night.

The Game

I believe that we rolled the Strategic Gamble Maelstrom of War Mission from Chapter Approved 2018.  For reasons that become apparent this didn’t affect how the game played out.


We had some quite lovely Orky looking scenery that we used to construct two walled off enclosures.  After some discussion we agreed that we couldn’t see through the walls or move through them, you’d have to find a gate or climb them.  This would be a key issue in the game.

I setup first and dropped most of my stuff near the centre with one squad of Plasma Marines on top of the walls.  The other Plasma stuff went to their left with the Prince, Drone and Crawler off on my right.  The Plasma squads would hold still with the Helbrute and backed by the Chaos Lord hopefully do some anti-armour damage.  My Rhino would also go in the middle but race to the enemy lines as quickly as possible.


The enemy set up with their Marines and Knight in the centre with both flanks taking an Armiger and a squad of Guardsmen.  Note how most of the Marines are not on the wall.  This was done under the assumption that I would get first turn and that this would protect them from my shooting, which it did, but it caused trouble for the Imperials too.

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Death Guard vs Imperium (1,750 pts)


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


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.

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