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Death Guard v0.5

 Post subject: Re: Death Guard v0.5
PostPosted: Tue Feb 13, 2018 2:27 am 
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Forgive my spelling and grammar. Typing this from my phone.

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 Post subject: Re: Death Guard v0.5
PostPosted: Tue Feb 13, 2018 3:02 am 
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gunslinger007 wrote:
Thanks for the tactical overview on how you is CE IJW. I'll have to see if I can make them work in that context.

I can't speak for the DG list that won NEAT, but my list won Fall In back in November. I brought:

Retinue + Supreme Commander + mark
Retinue + Champion + mark
Retinue + mark
Blight Drones
Terminators + mark
Plague Tower
Plague Ship
Fester Titan
Vidicators + Nurglings


No AA? Interesting, I usually played slight varients on the following:

Incompertus, 3000 POINTS 
Death Guard (NetEA V0.4.2) 
================================================== 
PLAGUE MARINE RETINUE [415] 
7 Plague Marines, Lord of Pestilence (Supreme Commander), Daemonic Pact (includes 1 Lesser Daemon), 4 Death Guard Rhino
PLAGUE MARINE RETINUE [400] 
Death Guard Daemon Prince, 4 Plague Marines, 3 Havocs, Daemonic Pact (includes 1 Lesser Daemon)
ARMOURED ASSAULT COMPANY [250] 
6 Death Guard Vindicators
BLIGHT DRONE SWARM* [250] 
5 Blight Drones
DEATH GUARD CHOSEN [295] 
4 Plague Marine Chosen, Plague Lord, Daemonic Pact (includes 1 Lesser Daemon), 2 Death Guard Rhino, Chaos Champion
PLAGUE TOWERS* [350] 
Plague Tower
PLAGUE TOWERS* [350] 
Plague Tower
HELLBLADES* [200] 
3 Hellblade Fighters
HELLTALONS* [225] 
2 Helltalon Fighter-Bombers
PLAGUE SHIP* [200] 
DAEMON POOL [65] 
Lesser Daemon (Plaguebearers, Beasts of Nurgle), Great Unclean One

Garrison the non SC retinue and the chosen. Use the SC retinue as blitz guard. Apply pressure with the towers and the aircraft. Disrupt the opponents deployment with the plague ship and zombies. The GUO is just fun and really hard to deal with.

Haven't tried played with the current terminators yet. I did play against them though. They are next to impossible to kill, mainly just break and ignore. The 5+ inv is quite strong on a 4+RA fearless infantry though.

Edit: working on building a list with the new version. My biggest criticism is you badly need to simplify. There is just way too many special rules. A lot of special rules means you are going to piss off your opponents.

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 Post subject: Re: Death Guard v0.5
PostPosted: Tue Feb 13, 2018 3:59 am 
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I'm planning on adding hellblades to my next list trial list. As fluffy and fun as the desecrator variants are, I find they die too easily for their price point. Doubly so in an expensive list low on activations. I'd rather take a plague reaper, vindis, hellblades or squeeze in another retinue at a similar price range.

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 Post subject: Re: Death Guard v0.5
PostPosted: Tue Feb 13, 2018 7:23 am 
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Interessting how different both of those lists are to what IJW generaly plays. Tbh, most of our games have been at UK tournaments, but generally he plays a simular strategy in NetEA, plus some extra (very handy) tools (blight drones!!) Strangely we havent managed many games since i moved near, and both involved me experimenting heavily - plus they got decided to lesser or greater extent by my activation rolls. We should try to do a bat rep (unless IJW has one saved somewhere?)


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 Post subject: Re: Death Guard v0.5
PostPosted: Tue Feb 13, 2018 10:44 am 
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The first six batreps on http://wargamingtrader.com/tags/battle-report are for various versions of NetEA Death Guard, but nothing more recent than 0.4.3. However the lists aren't always typical as I tend to be trying out new unit changes and 'forcing' stuff like fully tooled out Chosen.

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