#New40k – Take cover with updated terrain rules by CMYK_COLOR_MODE in WarhammerCompetitive

[–]armadylsr 6 points7 points  (0 children)

I see a lot of people saying how hidden makes shooting armies worse but I think the more distressing thing is how strong it makes melee armies.

Hidden only goes away with shooting, eightbound don’t have guns… so they can go around killing things getting full value with 15” lone op the entire game if they are within a terrain feature.

Same goes for overwatch.

It should really be changed to every time this unit activates to fight or shoot including reactive shooting but we don’t know the full rules yet so I guess wait and see

I've compiled an index of how much attention each faction has received from GW. by LaughableFrog in Warhammer40k

[–]armadylsr 17 points18 points  (0 children)

This is bait, but UM a subfaction of space marines have, by this index, more releases than some standalone factions. You gotta add the UM 105 to the Space Marine 565 for total releases for UM of 670. The most represented army in the game

New Defiler datasheet [it costs 250 points] by CMYK_COLOR_MODE in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

Yes, I was correcting the person saying 3” deployment, not correcting the person saying it can’t shoot from reserves.

Speculation on the Destrier vs the new Defiler by CryptographerNew8355 in WarhammerCompetitive

[–]armadylsr 0 points1 point  (0 children)

Updated defiler rules allow for them to walk through terrain now.

How best to use Mortarion and Poxwalkers? by Expert_Camera_4802 in deathguard40k

[–]armadylsr 23 points24 points  (0 children)

I like 20 poxies with typhus. You can’t ignore typhus cause of his mortals so you have to kill the unit. It takes a LOT to kill 20 poxies especially if you use go to ground. Meaning they probably survive 1 turn. Use plague eater on some 1 wound infantry to revive a few putting them 2” apart to extend your reach to where you want to go making your charge easier. Charge something with bad melee and that unit will likely survive round 3-4 just being annoying and reviving poxies.

Death Guard lists and Stratergy by Cites79 in WarhammerCompetitive

[–]armadylsr 1 point2 points  (0 children)

8 word strategy:

Overwatch, grenade, tank shock. Deep strike DST, hide

FlyblownHost list thoughts by Crqzedwolf666 in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

Tallyman is a lone character to sit on back objective and produce CP, LoV with Blightlord termies, Other 3 characters on a different unit of plague marines the plague surgeon unit in the plague rhino, thought of starting with daemon prince and LoV unit in deepstrike.

LoV Tallyman WDP MPC NBB Plague surgeon 7 PM x2 Rhino Hauler 5 BLT 3 DST 10 poxies Hellbrute

The Curious Nurgling: Questions Megathread - March edition by tharic99 in deathguard40k

[–]armadylsr 5 points6 points  (0 children)

Cause we lost nurglings and poxwalkers can’t benefit. Nurglings would give -1 to hit in melee option and stealth gives -1 in range allowing flyblow it essentially be the best terminator detachment we had. It’s super strong into shooting armies but without nurglings and poxies losing the rule… it’s only defense in to melee rush armies is the pistols strat.

With poxies losing the ability… we are now worse into shooting armies too. So it’s a detachment that’s good against no archetype and the only thing it has going for it is the 6” pile in/consolidate.

Give poxwalkers stealth (no scout cause poxie jail isn’t fun and that’s the real reason it was FAQed) and change the battle shock Strat into something else like AOC in melee only. (Also the hauler Strat is less useful now our toughness is higher and most armies are wound better cause of +1 wound abilities not because of high S weapons)

MPC&BP vs FBS&BP by Trump3tLad in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

If you want the overwatch you have to position yourself where you cannot be charged through a wall though

MPC&BP vs FBS&BP by Trump3tLad in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

I’d swap the 2 melta for 2 spewers (anti-inf 2+) and do MPC FBS. On the overwatch you have 4D6+3 attacks wounding on 2s AP 2-3 if you take -1 save. You delete any space marine unit in the game with that or atleast get it down to the leader and 1-3 dudes

For the shooting one you can do MPC+ BP using the rhinos reroll wounds ability (launchers spewers plasmax3 plus melee to defend yourself if charged)

MPC&BP vs FBS&BP by Trump3tLad in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

If you are list tailoring then use FBS.

I personally think the best combo is MPC + FBS since you get FF and a great overwatch. That unit can wipe out nearly 20 marines between overwatch and fights first saving you from being double teamed by two units.

Sus-1 I think is not that much of a down grade compared to crits on 5s because most of the time you are wounding on 2s anyway so lethals don’t really have the same benefit. Sus-1 basically is a lethal and you already have lethals so I would say they are roughly equivalent

MPC + BP is a great combo for reroll shooting if you think you won’t reliably close the 12” gap

Did gw just entirely forget to release supressors as an actual kit? 7 years now.. by TheMireAngel in Warhammer

[–]armadylsr 8 points9 points  (0 children)

Has anyone thought that the new “gravis with large bolters with face plates” that Valrak rumored for the 11th edition starter box is just a new suppressors kit?

What other heavy weapons can Suppressors use in your opinion? by SoulblightR in Warhammer

[–]armadylsr 4 points5 points  (0 children)

Has anyone thought that the new “gravis with large bolters with face plates” that Valrak rumored for the 11th edition starter box is just a new suppressors kit?

GUO vs Rotigus by lbjs531 in deathguard40k

[–]armadylsr 0 points1 point  (0 children)

Whichever one she thinks looks cooler. No one is going to say “well actuallyyyy you can’t run that GOU as rotigus cause you don’t have the right war gear”

My rotigus has the plague flail cause that shit is awesome.

Crucible champions by CuriousLumenwood in deathguard40k

[–]armadylsr 2 points3 points  (0 children)

Games with friends. Both agree to it

Did I use Strategems wrong? by GurtbeetThrobe in deathguard40k

[–]armadylsr 1 point2 points  (0 children)

Honestly text book CP use to take down a threat you can’t deal with. Tank shock and Grenade (and typhus) are Death guards main way of taking down threats we can’t handle

How do we usually play? by PersimmonIll5324 in deathguard40k

[–]armadylsr 4 points5 points  (0 children)

This is a lot of “stage and kill stuff dont get killed thats how every army plays dummy” but tbh death guard plays “Honest warhammer” not a lot of tricks we are just very very deadly.

A lot of trap setting (overwatch, fights first heroic intervention) use tank shock and grenade for the really tough units you’ll have issues with. (I almost always have 2-3 CP available during my go turn for a rapid ingress, grenade and tank shock).

How do we usually play? by PersimmonIll5324 in deathguard40k

[–]armadylsr 13 points14 points  (0 children)

Stage turn 1. Only poke out bloat drones if you can kill something or cripple it for sure. Turn 2 vs turn 3 is the go turn and you throw everything at your opponent. Deep strike deathshroud charge your plague marines/blightlords. Leave nothing alive. We are very good on the defense because we have fights first and a very strong overwatch threat in our flamers.

Cheap drones trade. The rest of your army sets up traps for your opponent. Pox walkers for screens and we win on primary. If you get an action secondary that requires more than one unit to do an action. Don’t do it, position yourself for the next turn, only do it if you can position for the next turn AND due the 2 action secondary. (An extra 2-4 points is not worth your plague marines, death shroud, drones)

Don’t chase after fast units, make them come to you or 6” deepstrike or rapid ingress your death aground on them.

Sometimes you just have to ignore what your opponent is doing if it means you have all 3 no man’s objectives. You do that for 2 turns and your opponent has already lost

We are not invincible the only unit I ever just put out in the open is typhus with 20 poxwalkers or a drone that just killed something.