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The Mobile XIV

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3 replies to this topic

#1
McElMcNinja

McElMcNinja

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  • Location:Kansas City, MO
  • Faction: Death Guard
Since my last tournament and reviewing many battle reports, I've been playing with lots of different combinations of units. I know on paper my final list doesn't look like a competitive one, but it actually performs very well. I admit it has to played a certain way or it falls apart, so it all comes down to keeping with my game plan and not letting my opponents disrupt that.

Vanguard Detachment
DP w/talons and suppurating plate
Sorcerer in Terminator Armour w/force axe and combo-bolter (Arch-Contaminator)
10 Blightlords w/6 combo-bolters and bubotic axes, 2 blight launchers and bubotic axes, and 2 flails
Foetid Bloat-drone w/2 spitters
Foetid Bloat-drone w/2 spitters
3 Myphtic Blight-haulers
Super-heavy Auxiliary Detachment
Renegade Knight w/2 avenger gattling cannons, ironstorm missile pod, and heavy stubber

It comes out to 2000 points with 4 CP. With limited CP I have to use them strategically and not waste them. Without my plague bus there aren't too many I need and in today's environment my opponents can't get many off of me.

#2
wulfgar hammerfist

wulfgar hammerfist

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This looks like a good list.  The terminators are a unit that can cause a lot of trouble for your opponent and can't be ignored.  I'm not 100% sold on the MBHs but if they work for you, roll with it.  


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#3
Prot

Prot

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I see the inspiration behind the list and your own touches in it . It doesn’t seem like you are posting for advice, so I will wish you luck and as usual we’d love to see the batreps!

Interesting list and that’s definitely the loadout of the Knight I would take.

Click to see....
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Instagram: @Prot40k


#4
McElMcNinja

McElMcNinja

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  • Location:Kansas City, MO
  • Faction: Death Guard
I am always looking for advise/questions/comments, I've learned a lot coming to these boards as everyone adds something.

I wanted a low drop count with some fast stuff. I move up and shoot with MBH's and try to advance with the DP and drones to hopefully get them in fire range of something (mostly scouts first turn). Shoot chaff with knight clearing the way for turn 2.
Turn 2 move up again and drop in the rest. When I keep everything close together (minus the knight) and sharing auras I've had no issues. It's when I've spread out it hasn't gone well with for me.




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