Good day fellow Sons of Barbarus. I will be gradualy making a Death Guard force as a joint escalation project to be the counterpart to slipstream's Emperor's Children force.
I was a little suprised to find that there was no Death Guard tactical thread on here. As a legion with a decent following, the XIVth legion deserve it's gathering of thinking minds and generals about it's strategium war room, albeit with 100% more deadly gas fumes. Gather round the table and let us devise tactics and plan out our relentless pursiut of death dealing on genocidal scale! (do mind the corrosive toxic sludge near the doorway, I had to reservice my Cataphract armour twice this week because of it)
I feel that at this point, I must preface with the intentions of this guide and the spirit of my suggestions and reviews. If you want an absolute min/max over the top competitive force, this is not the right guide, or the right legion for you. Move onto the alpha legion for that. My goal is to provide general ideas and concepts to making a cohecive force that has good structure and playability without sacrificing the rule of cool for your models.
The legion was always a symbol of endurance. The Dusk Raiders were the bloody right hand of the Emperor, unyielding and relentless in their stoic defense of his Emperium of Man. After over 80 years of service in the Great Crusade, we were finally reunited with Mortarion, The Death Lord, sire of our legion. We eshewed the standard of others in favour of our own brand of warfare. Who cares about what is ethical and humane? The important part is to crush your enemy, see him driven before you and hear the lamentation of their chapter serfs.
Legion Special Rules
Great way to keep your troops fighting, even when the going gets tough. We get good milage out of immunity to fear and pinning. Especially in a setting without " And They Shall Know No Fear ".
Sons of Barbarus
A virtually useless rule outside of Zone Mortalis or city fights. It was buffed to include rerolling Fleshbane and poisoned wounds suffered... A much more useful perk indeed!
Legion Specific units
These guys have a unique spin on "fluffy". At 2 wounds each and sporting Manreapers and hand flamers, they echo what it is to be death guard. They can cut down massed infantry like it's nobody's business, but will struggle against other terminators weilding S8 weapons. they are also much shorter range with hand flamers, so make sure to have a good delivery system for these guys. However, they are only 10 points more per model than their standard counterparts, so do keep this in mind.
They can be taken as a bodyguard for your HQ, which frees up a slot in your force organization chart.
Grave Warden Terminators
As the only legion with 2 unique terminator units, one would expect some variation in design. Unfortunately, Grave Wardens tend to overlap with the Deathshroud in terms battlefield application. You will find yourself debating 2 wounds VS 4++, Manreaper VS power/chain fist, Grenade Launcher VS Flamer. At least they do not compete for the same slots, making the Death Guard the premium legion for all terminator force.
Their saving grace is their cost efficiency and great special rules. I would love for these to have be more like their Iron Warriors counterparts, for some ranged option with the frag replaced with chem-munitions.
RoW : The Reaping
The name alone makes it worth taking just to tell your opponents that you are fielding... THE REAPING! Psychological warfare is also a great factor. Second, there are no real drawback to the reaping, due to the advantages steering you away from using units that would greatly be affected by them. It's basically Pride of the Legion, more Dakka edition.
Veteran Tactical Squads and Heavy Weapon Squads become non-compulsory Troops. Sweet. Veteran Tacticals tend to be less mentioned that HWS, but they make fore great mobile fire bases and have access to tons of special rules and wargear. HWS can bring an unprecedented amount of fire power to bare with devastating results. the trade off is a low model count that is not exactly tough to deal with. Deployment will be key if you plan on aggressively fielding these.
Move Through Cover. Pretty self explanatory here.
... And Rad Grenades for all! Deliver your own brand of justice, one peice of prohibited weaponry at a time.
No deepstrike, flat out or running. Limited to 1 fast attack, but who needs more that one Primaeris Lightning? Tech gadgets and going fast are for Hipsters anyways.
Building the Reaping
Now that we know what the benefits are, we can look at different ways to build around this rite of war. If you plan on bringing heavy weapon squads and vets, make sure to bring rhinos along with them. Since HWS are vert stiff in their movement, bringing a 35 point scoring unit to be their proxy to hold objectives is great. Also adds the mobile wall bonus at the same time. You might not have your units ride them very often, but the rhino will be fast enough for a last turn objective grab, and be a scoring unit being a dedicated transport under Superior Firepower.
The flavour of your heavy weapons is entirely up to you. Heavy Flamers can be particularly brutal as a shock troop and objective contesting unit when paired with a transport. However, don't get too overzealous with the Anti-Infantry aspect and make sure of bring some good anti-armour options as well.
Filling the mandatory Troop choices
The hardest part to deal with when building around the Reaping is filling those compulsive troop slots.
Breachers can give you a solid forward element that has access to melta bombs. On the expensive side, but they can wreck the day of Knights and spartans who get too close all the same. Great for zone denial.
A bare bones tactical can provide you with another source of Rad Grenades and with a rhino can potentially contest or grab 2 objectives.
Assault squad can help you deal with entrenched elements and greatly benefit from Rad Grenades.
Edited by Wolf_Pack, 26 April 2015 - 12:43 PM.