Ok so I had the game I mentioned above, using the exact list above.
My opponents list wass more or less:
Mars battalion - Cawl, techpreist dominus, 2 Dunecrawlers with icarus arrays, 3 5man vanguards with plasma, 10 shooty priests
Stygies battalion - 2 tech priest enginseers, 2 flamer/fist robots with dataengineer, 3 5man vanguards, 3 dragoons
Knight detachments - 2 armigers with the new weapon profiles.
We were playing a local tournament ruleset that basically changed D3 VP maelstrom cards into a set 2 VPs.
6 objectives were placed on the board.
My deployment below:
I started holding 2 objectives in my deployment zone (poxwalkers on far left, plaguebearers on far right and nurglings on centre objective). He had a lot of his units in stygies infiltration so its was hard to guess where his hard hitters would deploy. I played a somewhat refused flank - counting on holding the left flank with obsec zombies as long a possible and focusing on the centre and right (where his warlord was hiding). I used up 2 of my 8 CPs to put the GuO into deep strike. Below you can see the plaguebearers on the right hand objective.
His diployment (after stygies shenanigans):
Yeah... my poxwalkers were goners... he deployed his robots and datasmith right next to my plaguebearers. Looks like his hard hitters were going for my weakest troops. I had to make a choice - help them or go for his lines. I had much less drops so won the roll to go first. He also fails to seize the initiative... that's a first for me! We agree upon dawn of war deployment (-1 to hit in the first round). I move up my forces - each plaguemarine squad has an accompanying blight hauler to make em much more tougher. The land raider with lord of corruption (I took -1dmg for his warlord trait) and deathguard chooses to go right of the central chaos rift. My plague caster tries to pull off miasma on the land raider but fails, I do manage to get off smite and do 3 MW to a castellan robot. The land raider then finishes it off with a nice lascannon hit. I fail to do any more with my shooting.
In his turn he moves up his dragoons, armigers and remainig robot. He really wants to kill the land raider (every one wants to do it in every game!!) so he puts nearly every gun on it resulting in a total of 5 unsaved wounds. The electrpriests burn the nurglings off the central objective with help of the Wrath of Mars stratagem and the lone robot flames a plaguebearer. In the assault phase he tries to charge both armigers into the Land Raider but only one makes it - he rolled a 12 and managed to also tie up my plague marines and blighthauler... I hadn't seen that comming. The dragoons charge the poxwalkers, while the lone robot trundles into the plaguebearers. After a tonne of attacks from all of hits units (really they hit like bricks) I lost 11 poxwalkers, a few plaguebearers and the Raider was down to 5 wounds left. My plague marines obviously fail to damage the armiger with some really bad rolls on my part.
At the end of turn 1 however I was leading 5 to 4 in VP.
With the beginning of turn 2 things weren't looking good. I had 3 units locked in a melee I hadn't intended so I pull out blight hauler, keeping the plague marines in combat. My LoC and deathguard jump out and head straight for the second armiger. The blight hauler moves closer to help the beleaguered plaguebearers on the right. I cant see a good spot for the GuO to drop so I keep him in reserve for now. The plague marines in the centre move up closer to another midfield objective. This is how the battlefield looks after my moves:
In my psychic phase I cast miasma on the deathguard and blades on putrefaction on the plague marines. My shooting does litte aside from a blight hauler missile doing 3 damage to a dunewalker and a few sciatrii dying to bolters/plasma. In the assault phase my plaguemarines manage to bring the armiger down to 6 wounds while the deathshroud obliterate the other armiger... really the LoC didn't even get a chance to swing. Boy are they brutal on the charge. In the other combats he kills all but 3 zombies and another plaguebearer dies.
In his turn he runs the electropriests up to the deathshroud just so all have range. The rest of his forces rearrange just so the have better firing lanes on my terminators. He uses wrath of mars, cawl rerolls and despite having -2 to hit (advancing and miasma) he manages to dish out 7! mortal wounds on the deathshroud... i fail to roll a single DR roll and they go poof. The rest of his army focuses on bringing down the LoC, but thanks to his warlord trait, manage to only bring him down to 2 wounds. Now this is where it starts to get shady... my opponent charges with his electropriests (are they allowed to after advancing?) and I of course fluff my DR rolls and the LoC dies to mortal wounds. He manages to kill the rest of the poxwalkers and only the plaguebearer champ is left on the rightside objective. My plaguemarine with great plague cleaver takes 6 wounds off of the armiger and they consolidate towards the centre.
At the end of turn 2 I am starting to lose 9 VP to 13 VP (he had a card that required him to kill my warlord among other things... he scored 9 VPs this round).
sneaky gits attacking from behind!
Turn 3 starts and its time for payback!
I move my forces up and really am in need of VPs now. I drop the GuO next to the central objective and heal a wound off of the blighthauler. My right flank move up to the elctropriests en masse, while my left hand side unit of plague marines gets on to an objective and lets loose into some vanguard reducing them to mulch. My central blighthauler takes some more wounds off of the wounded dune crawler and then charges into some vanguard. I put miasma on my land raider and smite the electropriests but he passes his FnP saves. I then use blight bombardment on the marines near the priests for a total of... 10 shots... they naturally do nothing. The rest of my shooting pours in them killing 4 and then I assault them with everything I have killing... 1. Yeah 5 plaguemarines, a plaguecaster and a blighthauler manage to kill 1 toughness 3 infantry dude. He did make his FnP saves like crazy. He kills 2 in return but thankfully he rolls a 6 on his morale test and the rest flee.
In his turn he destroys my left hand plaguemarines in one charge from his dragoons. He shoots everything he has into my plague marines and blighthauler but thanks to the daemonic engine they are as tough as terminators and only 1 falls. He manages to kill the last plaguebearer and now controls 5/6 objectives....
Turn 3 ends with me losing 13 VPS to 18 VPs... so I'm still in the game.
On my turn 4 I concieve a cunning plan. It was a big gambit but if it worked then it would be glorious!! I move my plaguecaster into a position in which he is shielded from enemy fire by plaguemarines, is in the blighthaulers putrescent aura and is within 7'' of all of his units on the flank, including his enginseer warlord. But first the psychic phase... I try to cast miasma on the plaguemarines... snake eyes! Fortunately I only take 1 mortal wound from perils. I then try to cast smite into the nearest vanguard squad only to roll... snake eyes again!! I take 2 mortal wounds leaving him on his last... that was bad but worse was only to come... The shooting phase starts nicely with the landraider taking 10 wounds off a dunecrawler (despite hitting on 5s) and killing 5 scitarii with it's anti-infantry guns. Now was the time to shine! Nurgle great plan would unfurl! I use my last 3 CPs to cast nurgle's rot onto the mortal world only to fail every roll... I had 7 units lined up and thought that at best would decimate his forces, while at worst maybe only damage a few but I literally did 0 damage. To add insult to injury I failed to kill a single scitarii in the assault phase with my plague marines, plaguecaster and blight hauler, while the GuO which charged cawl managed to bring him down to 1 wound despite 3 bilesword hits going through cawl's inv save... after this I concede. There was no way I could get back into the game and it was running late anyway.
All in all a very fun game! In hindsight a made a BIG mistake at the start by DSing the GuO. That was 3 turns in which 320pts were useless. My opponent deployed his chaff really well and didn't give me a good spot to drop him in. If I put him out from the start then he would have a huge "shoot me" sign but at least could help out with the knights/dragoons/robots. My bad. The blight hauler did the dirty work for me this game and were very usefull - making my infantry as hard as terminators, picking off wounds from both infantry and vechicles alike and then getting stuck in combat. Their speed is very nice and catched my opponent off guard. The Deathshorud were brutal - killing an armiger with ease... shame I can't make saves with them though. I might actually put a surgeon with them next time. The landraider was great - it did what it suppossed to do, that is get my terminators into combat, draw a lot of fire and shoot stuff dead. In the end it actually dealt a lot of wounds out and having 4 lascannon on a mobile platform is nice to have.
Sadly the lord of corruption is just bad. He's going to be a terminator lord from now on that will be waltzing with the plaguemarines on foot (my shooting was bad, I rolled a tonne of ones). Plaguebearers do 0 damage in combat, either go 30 of them with plaguebanner or go home. Poxwalkers are good objective holder and nothing more.
I plan on making my list pure DG by adding a DP, drone and plagueburst crawler instead of the GuO.