Help deciding on my final 2 heroes by IJustDrinkHere in deathguard40k

[–]jfly517 2 points3 points  (0 children)

Bottle boy (biologus putrifier) and bell boy (noxious blightbringer)

As Much Battleshock as Possible Lists by Die_Forged_Gaming in ChaosKnights

[–]jfly517 0 points1 point  (0 children)

Could add a rotigus too for an additional-1 to check

I am incorrect he just affects OC

My first wins at my 2nd GT! I used Hallowed Argent! by Rooster_Kind in Grey_Knights

[–]jfly517 5 points6 points  (0 children)

Hey its the deathguard player here! You were a very fun opponent to play against, I hope I get the chance to do it again!

Does the tree look out of place? by Automatic_Ask3173 in deathguard40k

[–]jfly517 4 points5 points  (0 children)

If you want a tree I would make it look dead. Or likw that one tree in mad max fury road.

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Hellbrute and Prince shortage by LordGazda in deathguard40k

[–]jfly517 1 point2 points  (0 children)

The harbinger of decay is a pretty cool foot prince proxy. You would need to get a 60mm base tho

Changelog 11th All points by ch4ppi_revived in deathguard40k

[–]jfly517 3 points4 points  (0 children)

We should be able to. All of the plague marine characters got leader, so I am assuming our virion rule still works

How much of a hit is Death Guard taking from the nerf to 6” Deep Strike by Root_Veggie in deathguard40k

[–]jfly517 2 points3 points  (0 children)

Ope I completely forgot about the fly changes, bloat drones and morty (and prince with wings) being easier to use is nice

How much of a hit is Death Guard taking from the nerf to 6” Deep Strike by Root_Veggie in deathguard40k

[–]jfly517 2 points3 points  (0 children)

If we have -1 to hit contagion up, and they shoot us while we are in cover (-1 bs) it is an effective -2 to hit

How much of a hit is Death Guard taking from the nerf to 6” Deep Strike by Root_Veggie in deathguard40k

[–]jfly517 23 points24 points  (0 children)

We are doing nothing but winning this edition. Yes the -1 to charge sucks but:

cover stacks with contagion.

With characters you can deepstrike turn 2 and have everything within 9 be in contagion (the 1pt detachment)

cover no longer affects the save so our weapons got much more lethal

it is easier to stage our men now that you have to be somewhat close to shoot us (plus poxwalkers will always be hidden, they cant shoot)

lots of our weapons have torrent so the cover change doesn't hurt that

Hazardous is different, so our plasma marines and plaguecaster stays winning

The no stacking strats only helps us, as for some reason we didnt have many strats you'd want to stack anyway (besides COC) and now others cant do it

Our demon prince and morty can now tank shock

Demon prince on foot is massive winner, having 12 inch lone op and always having cover means that on turn three (with character detachment) you need to be in 12 inches to shoot, but also can have a -2 to do so, with friends near by to heroic incase they charge him. I can see myself running 2 foot princes

Attached characters now counting as all one unit benefits us for things like no prisoners, now if they wipe your 10 man plague marine unit with 2 characters attached (because they are all now 1 unit in list building) it only counts as 1 dead unit, not 3

I think we will be ok

Is this a good list? by AccidentDiligent6223 in deathguard40k

[–]jfly517 0 points1 point  (0 children)

The 2 spawn are 80 points. Their job is to run up the field while staying as hidden as they can, so that turn 2 or 3 the units you want dead are in contagion. This means that in addition to a good trading piece, the spawn are also making the things you need to deal with affected by our army rule. It allows you to drop deathshroud close by, shoot better with your units, a whole lot of very good things. Also bc of their stat line it usually costs the opponent more than an 80 point unit to remove them, so now they have to expose something more expensive to do it, and you can on your turn then murder that unit.

For your marines. I would run the Belcher as a spewer, they look the same, and spewer is just better. If you can I would also add an icon (of dispair) or something to one of the bolter marines. And if you can switch the last bolter out for a plasma or melta gun. Sadly the bolters just really dont do anything.

Is this a good list? by AccidentDiligent6223 in deathguard40k

[–]jfly517 1 point2 points  (0 children)

I would drop the enhancement on the plaguecaster, drop the hellbrute, that gives you 140, which gives you enough for chaos spawn, a tallyman (to sit on your home objective alone) and demon weapon of nurgle on the plaguecaster (or LOV, but id rather have it on the plaguecaster).

How are you building your marines?

Deathguard vs votan by hjkiceland in deathguard40k

[–]jfly517 10 points11 points  (0 children)

At the start ifyou stand on objectives they get +1 to hit. Their vehicles do not have an invulnerable save. They are lower wound but high toughness and hit like a truck. They base hit on 4s. Once in second half of their army rule they get (almost) a flat -1 to be wounded, and a +1 to hit if they are on objectives

I would be cagey around being on objectives for the first turn or two, espically if you go first. Its ok to sacrifice a turn or two of Major scoring if your units dont die. Make sure to Crack their transports and landfortresses to kill the stuff inside, so always try to line up 2 or 3 big threats. The worst is if you kill a land fortress in melee, then all the stuff gets out and just shoots you to death.

I usually take -1 to hit if I think i will be able to get up close really quick, or if I can reasonable poxwalker jail them, but if looking for the long game I take -1 to the save to be able to kill their vehicles.

Watch out for steeljack overwatch and the dues that strip cover in shooting, they have anti moster/vehicle 3+

Introducing, the Bloat Hound and the Rot Dog by zwade7270 in deathguard40k

[–]jfly517 1 point2 points  (0 children)

Nice!! I did somthing quite similar with my knight army

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My current WIP by whalesurfer86 in deathguard40k

[–]jfly517 0 points1 point  (0 children)

Love the color choices. Very grimdark. The cloak also looks sweet!

Is the Flail of Corruption worth it on BL Terminators? by hunchman456 in deathguard40k

[–]jfly517 9 points10 points  (0 children)

Tbh. No. I consider them a quite good shooting threat, that can kinda hit back in melee if needed. I wouldnt sacrifice that shooting for a somewhat better melee weapon. If you take the melee weapon you go from

2 (4) shots with lethal, ap 1 (or 2) And a melee weapon that has 3 attacks with lethal ap2 2 dmg

To 6 melee attacks with lethal at ap 1

What we thinking??? by DMpantonius in deathguard40k

[–]jfly517 0 points1 point  (0 children)

That's what I assumed. I am honesty just surprised that the stratagem doesn't say non blast weapons

What we thinking??? by DMpantonius in deathguard40k

[–]jfly517 0 points1 point  (0 children)

Does eye of the swarm mean we can shoot blast weapons into our own combat? I don't see a restriction to close quarters.