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Blight Bombard+VotLW


General Strike

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I don't get the Foul Blightspawn to be honest. It's special grenade throw wouldn't benefit from the Biologus Putrifier grenade buff since you throw it's no Blight grenade.

 

The amount of Mortal wounds it dishes out is quite nice (10 Plague Marines ~11 Mortal wounds iirc) plus the remaining S4 AP0 D2 shots with +1 to-wound and re-roll on to-wound rolls and while we are there, Arch Contaminator of course buffs their other Plague weapons as well.

The problem tho is getting such a huge unit plus Characters (especially your Warlord) within 6".

 

Imo Blight Bombardment is more for Overwatch and regular shooting against chaff units that tries to stop your slow advance instead of for building a list around it.

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The foul blightspawns deaths head ability is what you'd take it for, letting the putrifier throw 2d6. You can honestly just leave him out and make the putrifier the warlord while you're at it, cutting down on the amount of characters needed.

 

Using Blight bombardement for overwatch is a bit of a waste since you lose so many hits. It's not even a huge investment, the 20 and a putrifier is around 450, plenty of room for a complete list to follow up

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This seems to be the one thing the codex has that allows some serious levels of damage.  

 

Isn't it a problem that Plague Marines have a move of 5", and you can't advance and throw grenades?  So in order to use it, your foe has to let you start a turn with your Plague Marines close enough to move and throw the grenades?  So, not more than 11" away.  If they let a valuable target get hit this way, it seems like it has to be their fault.  The plan is loudly telegraphed by the Putrifier.  

 

Imagine you have a unit of 20 Plague Marines.  How many are you going to be able to move into grenading range?  It's not as simple as just mathhammering the effectiveness; a savvy foe shouldn't let you get that perfect barrage off.  

 

Am I missing something?  Not saying it's not good, just saying that I can't imagine it being consistent or as powerful as it looks on paper.  I guess it does force your opponent to respect your Plague Marines and zone their high value targets.  

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I think the compromise is to take the biologus putrifier and 7 plague marines in a rhino. This way it's not too much of a points investment and it can still offer a tangible threat to an enemy that gets too close. Pair this up with a daemon prince with arch contaminator given the chance. Obviously redundancy can help too by running a couple of squads. This style of play works well in mech lists as the rhinos are less likely to be targetted early on.
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Why not 9

 

If you are going for optimum "plague bomb" size, 9 is probably your best bet.

 

Probably something like:

  • 1x Champ with Fist
  • 2x Flail guys
  • 6x Guys with Axes
  • Putrifier
  • Rhino

Gun it as fast as you can across no man's land, disembark, blight-bombard/VotLW one unit and charge another. Remember to charge with your rhino first to soak up overwatch fire.

 

It's a pretty nasty bomb and not terribly expensive for the amount of damage it can do to an opponent's flank.

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That's simply untrue. The increments are only there for garbage power levels and they all say "up to an additional X amount", meaning you're not forced to take blocks of 5 or whatever like in AoS.

No as in you literally can't buy more or less than 7 plague marines at one time. 7 man box remember.

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That's simply untrue. The increments are only there for garbage power levels and they all say "up to an additional X amount", meaning you're not forced to take blocks of 5 or whatever like in AoS.

No as in you literally can't buy more or less than 7 plague marines at one time. 7 man box remember.

 

Nothing stopping you from leaving 5 of the second box at home...or using it for another squad. :huh.:

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