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==Death Guard== ===Why Play Death Guard=== *'''Pros''' **Poxwalkers can spawn more Poxwalkers by killing enemies. **Plague marines are disgustingly tough in every sense of the word, capable of eating small arms fire like popcorn. The Plague Marines are one of a very small handful of T5 units in the game. **Poxwalkers are great soft cover units. **FLAIL OF CORRUPTION FTW! **Flesh wounds are a thing, meaning that with your FNP you have three layers of saves, assuming anyone can hit and wound you in the first place. *'''Cons''' **Your best strategy is to use poxwalkers to give marines cover from heavier weapons. Expect everyone to know this and field one or two dedicated anti-infantry guns to mow them down first and fire accurate anti-armour into your gooey centre. **You'll easily become [[that guy]] if you bring these to friendly games against un-optimised opponents. **In a multi-person match, you'll be the first one focused down after the guy with four frag cannons. **You're expensive, you aren't fast, and you're geared towards getting in close. You are very good when you get there, and you got some tools to help you get there but never forget your team is centred around 3-5 very expensive one wound models. Getting mobbed, sustained fire, an unlucky roll, or a bad tactical decision can really hurt you. **The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle's Babies still don't have psykers in Kill Team, or a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has, which will obviously mean that your opponent can easily bypass your high toughness and armour save, and put d3 wounds up against DR and flesh wounds. ===DG Special Rules=== *'''Disgustingly resilient:''' FnP5+ as an extra layer of protection even against multi-damage hits. And Kill Team's flesh wound mechanic means a single wound goes a long way. *'''Death to the False Emperor:''' Nurgle's still chaos. Roll an additional melee attack on a 6+ to hit an {{W40kKeyword|Imperium}} model. This new attack has to be aimed at the same target, and cannot generate itself further DttFE attacks. *'''Transhuman Physiology:''' Ignore the penalty to the model's hit rolls from the first flesh wound. Thus, the enemy has to go through your toughness, armour save and FNP ''twice'' to get an effect on you, meaning you can still DttFE on a flesh wound. *'''Icon of Despair:''' -1Ld to enemies within 6". It is useful that it doesn't require essentially being in melee like other armies' debuffs. ===DG Faction Attributes === *'''[Elites] Inexorable Advance:''' Your dudes don't suffer the Hit Penalties from moving with a Heavy weapon and with advancing with an Assault weapon. In addition they can Rapid Fire out to 18". **Basically DG get to all be Heavies for free, completely invalidating a specialism. And then on top of that, as a bonus, they get something that is an entire subfaction for some of the other Factions. Good thing too, they absolutely needed the buff. Not like they were one of the best factions before or anything. ===DG Ranged Weapons=== *'''Boltgun:''' The standard 24" RF S4 gun everything compares to. Though with Gunner options and expensive models you may see only one. This isn't 40K, you <strike>''don't'' rapid fire from 18" here.</strike> '''Special weapons''' *'''Blight launcher:''' 24" Assault 2 S6 AP-2 D3 dmg, re-rolls wounds of 1 for being a plague weapon. Pretty much a Frag cannon's standard profile, for all intents and purposes, ''but cheaper''. It shines when used by a ''Demolitions'' specialist, wounding everyone obscure on re-rollable 2+, noticeably reducing armour and with a good chance for true kills. Its good rate of fire and mobility can be used by a ''Veteran'' employing '''Adaptive Tactics''' to get into a good starting position, and a ''Heavy'' can both advance without penalty and an even higher rof with '''More Bullets'''. Models with a Blight launcher also make great targets for the ''Grandfather's blessing'' stratagem, especially heavies. 3 shots with 2+ to hit and 2+ to wound, -2ap and d3 damage will put most things in kill team in the ground. *'''Meltagun:''' Capable of overkill, but there's no such thing when facing Lictors, Primaris, Aberrants and the like. Used to be useful in a ''Heavy''s hands to run and gun but since Elites gave you Inexorable Advance, you can do this with anyone. *'''Plague Belcher:''' S4 flamer that re-rolls wounds of 1. Powerful on a ''Demolitions'' specialist's hands. *'''Plague Spewer:''' Better S5 AP-1 Plague Belcher, so a ''Demolitions'' wounds almost all obscured targets on re-rollable 2+. The catch? It's Heavy, so this is a 9"-flamer your movement-5" marine can't advance with, and a ''Heavy'' can't help you with it. *'''Plasma Gun:''' Sadly we don't have a ''Sniper'' specialist to re-roll those 1s, but at least it's also available to our leader figure. The supercharge risks an automatic ''death'', so it's less appealing in this Kill Team. Either use the '''Tactical re-roll''' or your other multi-damage guns. '''Pistols:''' Sidearms exclusive to a dedicated melee Champion. *'''Bolt Pistol:''' Useful. Really, it's there for when you'd rather spend the points on a melee weapon instead. *'''Plasma Pistol:''' Pistol version of the plasma gun. One of the best things you can spend a point on if you have a melee Champ. '''Grenades:''' Their short range means they're situational, especially given how slow Death Guard are. Fortunately, plague marines can survive the approach, and don't fear counter charges as much as other armies. You can use only one per phase. *'''Blight grenade:''' Plague frag. Unlike other armies' frag grenades, however, D6 Str3 re-rolling 1s to wound is, on average, ''better than a rapid firing bolter''. And your dudes have plague knives too. On an Icon bearer, there's the argument to keep going forward on and on. Something something inevitable death theme. *'''Krak grenade:''' Grenade 1 S6 AP-1 D1d3, always better than the bolt pistol/gunshot it replaces. ===DG Melee Weapons=== *'''Flail of Corruption:''' JEEZ, NURGLE, this weapon really shows a middle finger to Khorne. On a Combat Specialist this gives 3D3 attacks at S6 AP-2 D2 while rerolling wound rolls of 1. Death To The False Emperor also triggers '''d3''' extra attacks for every hit roll of 6 as well. The most dangerous melee weapon in Kill Team. It becomes even more deadly with the tactic "Grandfather's Blessing" (if it doesn't kill the bearer) for 2+ to hit, 2+ to wound, rerolling 1s, against most things (except GEQs, against which you have a 1+), along with D2 to really fuck with Primaris Marines and double the dice in the Flesh Wound rolls. Seriously, this guy can take on some of the best commanders in the game and come out on top. Obviously however, this is the equivalent of putting a giant "SHOOT ME" sign on the bearer. Even more so than usual, anyway. And the best part? You can field two of them (more if you bring some termies). Give a Plague Champion a Fist and enjoy your unstoppable Death Star. **Practically designed for killing GEQs. S6 ensures you’ll be wounding on 2s even before Grandfather gives you his blessing, AP -2 means they don’t get an armour save, and the high volume of attacks means you can easily take on more than one and emerge victorious. **It was slightly nerfed by the September 2018 errata, dropping the damage down to 1, so a slight performance dent. However, it is still awesome vs horde armies, and the high number of attacks mean he can still take out individual high-wound models like Primaris, Aberrants and Lictors wiht some luck, and put a MAJOR dent in them if not. Plus, he's a Plague AMrine, so he'll probably survive the revenge attack anyway! It also only generates more hit rolls against its target, and you can still only target as many models as you have Attacks (so, basically, don't charge four models at once). Splitting attacks on the Cleaver is more likely to successfully kill multi-wound units (like Primaris) than the Flail, even with the bonus hits. *'''Bubotic Axe''' This weapon can be a nice cheap and quite strong option on a fighter. The high AP and +1str make it rather nice against single wound power armor, but you're probably better off with a flail. *'''Mace of Contagion''' This instead is for when you need to crack open that pesky multi-wound Tyranid warrior, Primaris marine, aberrant etc. Hell, even rubric marines are going to regret lifting their dusty mugs from their also dusty books. Although, if you REALLY want to kill stuff on the spot you might like... *'''Great Plague Cleaver''' Essentially [[awesome|a meltagun that you can use in Close Combat]]. If the flesh wounds build up you could have some trouble hitting with this but when you do, oh boy, the thing you strike is going to disappear. For some reason it costs the same as a power fist while having the potential to do double the damage. Don't give the bearer the ''Zealot'' specialty as the extra 2 strength is basically useless in Kill Team- the only thing you'll need the +2Str against are other plague marines! (Usually - remember a lvl 2 medic can give someone +2 toughness for a round) Again, consider Grandfather's Blessing to keep the 3 Attacks hitting at a 3+. *'''Power fist''' You will probably want this on your leader if you expect him to see some CC action. Not too easy to hit with but will kill anything it connects with. Again, consider Grandfather's blessing if you want to mitigate this hit modifier and wound marines on a 1+ (well, still 2+ as unmodified 1's always fail. However, any -1 to wound modifiers you may come across will do nothing to you rolls as you'll still be wounding on 2s, even against T5 or higher). That is, of course, if you're willing to take the risk of losing your leader (and 1 extra CP per turn) before turn 1 actually begins. *'''Plague Sword''' Ugh... I wish that a plague champion could get a Balesword or a Bubotic Axe. It's cool in that it's free, so there isn't really a reason not to take it. It does not do much damage outside of GEQ. *'''Plague Knife''' Better than nothing. It makes base Plague Marines a bit better in Close combat than they would be but even a chainsword will put it to shame. MEH. *'''Improvised Weapons''' Generic but come with poxwalkers so '''who cares'''. ===DG Units=== *'''Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran):''' Dead strong at T5 with Disgustingly Resilient, practically immovable on objectives and within cover, although a bit slower than other MEQs. True all-rounders, they have bolter for standard firefights, but can also gut someone with their plague knife. Regular fighters at all ranges, they become truly scary when within 6", as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6". **'''Plague Marine Gunner (2):''' Great flexibility, whether you're going ranged or melee, a good idea is to make at least one of them either a ''Heavy'' or a ''Demolitions'' specialist. **'''Plague Marine Fighter (2):''' They will be your ''Zealot'' and ''Combat'' specialists. While they keep their grenades, at that range they'll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch. **'''Plague Champion (1):''' Tactical in the extreme - he WILL have a plague sword to stab the little ones, can further take a power fist for the big ones without letting go of the sword, a pistol for melee OR a full sized Plasma gun, which is an excellent way to patch your lacking number of special weapons. Just remember he can't do everything at once, so don't ''bloat'' his cost. *'''Poxwalkers (Combat, Zealot):''' Aka (un)living shields. Put some in front of your marines and enjoy open field cover. Despite being slower than Plague Marines, lacking guns they'll be advancing when not charging (and charges are 2d6" regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines. *'''Blightlord Terminator: '''As if the Plague Marines needed more of the two things they all have: toughness and slowness. They're Plague Marines in Terminator armor, which means they have an extra attack, wound, and point of leadership, plus a freakin' 2+ save, and a 4+ invuln, plus they keep Disgustingly Resilient. They come standard with combi-bolters, and either Bale Swords or Bubotic axes, and also come with the Aura of Rust ability, meaning unmodified wound rolls of 6 give a melee weapon 1 better AP. and considering they can take Bale Swords and Bubotic axes for free that's already pretty solid, but did I mention you can also switch their other weapons for a Flail of Corruption for free as well? Plus any Blightlord Termie can switch their combi-bolter for a combi-plas, flamer, or melta, and two of them can be gunners and take a Plague Spewer, Blight Launcher, or a Reaper Autocannon, and keep their swords or axes. However, Blightlords do have a couple major drawbacks, namely they cost 40 points each, minimum, and that their cataphractii armor halves all their advance rolls, which is really bad for them, considering they only have a 4" move. As far as Terminators go, these guys are a contender for "toughest bastards to wear termie armor" but sacrifice a some of their versatility and even more speed to get there. However, in my humble opinion (feel free to correct me if someone knows better) they are probably the best Terminators in kill team, as of the time of this writing, on the premise that they don't need to sacrifice any of their weapons to be the excessively durable Terminators they are, freeing them to take whatever weapons they need (and as a bonus they get a some of their weapon costs included in the price of the model, such as the plague spewer, and all of their melee weapons, including the flail) , and, in many situations, their low mobility won't hamper them too much, as A: for 1 CP you can teleport up to 3 of them in wherever you need them(how you have the points for 3 of them is up to you to figure out, though) and B: with your ranged termies, set them up where they need to be, and watch them hose your poor enemies with autocannons or blight launchers, and laugh as their return fire bounces of their armor, if they have a Flail of Corruption, all you need to do is get them in range to charge, say a prayer to nurgle, and let the dice do the rest, and his abysmal move speed won't matter. Not to say other Termies don't have their strengths, Rubrics have mind bullets, All is Dust, and crazy Thousand Sons weapons, standard Astartes Termies are much more versatile (and cheaper too!) and have a huge wargear list and can take storm shields to almost reach Blightlord levels of tough, if you accept the obligatory Thunder hammer, or are a Space Wolf.''' **Tl:Dr: They're real expensive, real tough, and have solid special weapons, but are slow as hell, and, especially when given dangerous weapons, are liable to be focused down quickly, leaving you with 40+ wasted points. But they'll laugh off a lot of incoming heat before they die (bar the dice hating you) and if they get the chance, can do some *serious* killing. ''' *'''Deathshroud Terminator:''' Deathshroud Termies are very similar to their Blightlord Bros, except a couple things: they have 1 more attack, are S5, which is cool, can only take Manreapers (melee weapon, S+3, AP-3, D3 Dmg, re-roll wound rolls of 1, ultimately, really good on them) and Plaguepurt Gauntlets (Pistol D6 S3 flamers, rerolling 1s to wound cause plague), and have a couple VERY niche abilities: Eyes of Mortarion (Commanders within 3" get +1 Attack) and Silent Bodygaurd (when a commander gets punched/shot on a 2+ they take the attack instead), and this is kind of a downside for them, and why I consider them niche units (to an extent) and as such not much better than a standard Blightlord, simply for their bloated points cost as they cost 50-58 points each (9 more minimum than a Blightlord with a Flail of Corruption), and their only unique abilities help Commanders, and nobody else. And aside from the Lord of Contagion, none of the other DG Commanders can really make use of their strengths, as their abilities buff melee commanders, and protect them as long as the DeathShrouds stay close, and the only DG commander punchy enough to really get into the thick of it with the Deathshrouds is the 114 point, minimum, Lord of Contagion. Meaning just for that combo, you'll pay a whopping 164 points minimum. With that said, together, those two become the toughest blender to ever butcher your friend's army... So, they aren't worthless, to say the least. But any cheaper Commander won't really be able to make good use of the Deathshroud, as none of them are the choppy, ultra tough beast the LoC is, meaning either you risk the death of both your Termie and commander by rushing in, or you waste the Termie's combat potential (and lots of his point value) by hanging back to protect your commander. However, with all that said, with his manreaper and plague hand flamer (two if you pay 8 extra points to get a champion +1 attack, and the extra plague flamer) is a monster in melee, even on his own, with the manreaper for anti-everything and his plaguespurt gauntlet(s) for anti-GEQ/pouring shots into tougher targets 'cause A. you can, its free and B. fishing for lucky rolls, which with 1 or 2 D6 shots, is pretty likely.However, he suffers from the same drawbacks as a Blightlord: Slow, expensive, and with a target on his back, because he carries a power weapon by default. So, to sum up, for 50-58 points you get a Blightlord termie, with all the same disadvantages, with the added power of a melee power weapon and 1-2 hand flamers, making him a monster in melee, and a couple neat abilities that make your Lord of Contagion an unstoppable blender, if you're willing to pay 164 points for the combo. Important side note: a Blightlord Termie Champion is similarly good as the Deathshroud, with what is still considered one of the best melee weapons in kill team (even after the nerf), but doesn't have hand-plague flamers. I'm not smart enough to do the math to see which is better, but keep in mind that the Blightlord with Flail is 9 points cheaper minimum. ====DG Commanders==== *'''Foul Blightspawn (Fortitude, Logistics, Melee, Strength):''' The Blightspawn's Plague Sprayer was nasty enough in vanilla 40k, but with the Logistics specialism at level 3 (which will coincidentally let him shrug off AP-1 attacks) he can boost it to a vicious 15" range. Don't forget about the Refractor Field tactic to make him even more unkillable! *'''Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength):''' Grenade specialist. *'''Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura. *'''Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength):''' *'''Lord of Contagion (Ferocity, Fortitude, Leadership, Logistics, Melee, Strategist, Strength):''' A monster of a melee machine, sporting Terminator armor and either a PlagueReaper or a Manreaper. With 4 attacks, six wounds, and the Vector of Contagion tactic, he's truly a melee powerhouse. If you're willing to pay the points, pairs very well with the Deathshroud terminators... His own personal mini-me, who also makes him even better at smashing faces. ===DG Tactics=== *'''[Core] Nurgle's Gift (1CP):''' Use this Tactic after a {{W40kKeyword|POXWALKER}} from your kill team takes an enemy model out of action in the Fight phase. Roll a D6. On a 4+ you may set up a new Poxwalker within 1" of the Poxwalker that made the attack. The new Poxwalker is treated as a member of your kill team, but is not part of a fire team and is not added to your command roster. **It is, however, useful as an expendable meatshield. Since you lose nothing when it dies it can act as a suicide unit. Well, you say nothing - every expendable dead is another +1 to nerve tests... *'''[Core] Cloud of Flies (2CP):''' Use this Tactic at the end of the Movement phase. Pick a model from your kill team. Until the end of the battle round, enemy models can only shoot that model if it is the closest target visible to them. ** If you were wondering how to protect Grandaddy's favourite flail combat specialist, now you know. Put a pair of Poxwalkers in front of him, use this tactic and go and have fun out there, you little rascal you. *'''[Core] Putrid Splatter (2CP):''' Use this Tactic when a model from your kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1" of that model. On a 6 that enemy model suffers 1 mortal wound after all of its attacks have been resolved. **Cool if you are fighting really massed infantry, if not then it is rather meh, especially for 2 CP. *'''[Core] Grandfather's Blessing (2CP):''' Use this Tactic at the start of the first battle round. Pick a model from your kill team and roll a D6. On a 1, that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic once per battle. *'''[Core/Elites] Veterans of the Long War (2CP):''' Use this Tactic when a {{W40kKeyword|PLAGUE MARINE}} or {{W40kKeyword|TERMINATOR}} model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target {{W40kKeyword|IMPERIUM}} models, until the end of the phase. **Would be really good if not for the fact that it comes at 2CP and that "Grandfather's Blessing" exists. Alternatively, use on a model with Grandfather's Blessing and a Flail to up their wound rolls against the bad boy <strike>Lictors to 2+</strike> (can't be used against Lictors, {{W40kKeyword|IMPERIUM}} models only). Elites just updates this to include Terminators instead of just Plague Marines. *'''[Elites] Teleport Strike (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 {{W40kKeyword|TERMINATOR}} models from reserves anywhere more than 5" from an enemy. *'''[Annual2019] Death March (1CP):''' Use this Tactic at the start of the Movement phase. Until the end of that phase, increase the Move characteristic of all models in your kill team by 2". However, until the end of that phase, models from your kill team may not Fall Back, Advance or charge. *'''[Annual2019] Grandfather's Tally (1CP):''' Use this Tactic at the start of a Shooting phase or Fight phase, if exactly 7 enemy models have been taken out of action during the course of the battle. Until the end of that phase, re-roll failed wound rolls for attacks made by models from your kill team. *'''[Annual2019] Leaking Brain-Fluid (1CP):''' Use this Tactic when a {{W40kKeyword|POXWALKER}} from your kill team suffers a flesh wound. For the rest of the battle, you do not have to take Nerve tests for that model. *'''[Annual2019] The Three-Eyed Fly (3CP):''' Use this Tactic at the start of the battle round, when you control exactly three objectives. Until the end of the battle round, add 1 to rolls you make for the Disgustingly Resilient ability for models from your kill team that are within 3" of any of those three objectives. *'''[Annual2019] Grasping Tentacles (1CP):''' Use this Tactic at the start of the Movement phase. Choose a model (other than a shaken model) from your kill team that is within 1" of one or more enemy models, and choose one of those enemy models. Neither of the models chosen can make a Fall Back move in this phase. *'''[Annual2019] Nurgling Infestation (2CP):''' Use this Tactic at the end of the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound. *'''[Annual2019] Inured to Pain (2CP):''' Use this Tactic when a model from your kill team suffers a flesh wound. Ignore any penalties to hit from flesh wounds for attacks made by that model for the rest of the battle. ===DG Commander Tactics=== *'''[Commanders] Revolting Stench (Aura) (1 CP):''' Use at the start of the Fight phase if your kill-team includes a non-shaken Foul Blightspawn. Enemy models within 3" of this model that charged this turn lose the benefits of charging, even if they have abilities that would normally let them fight as if they had charged. *'''[Commanders] Festering Zealot (Aura) (1 CP):''' Use at the start of the Fight phase if your kill-team includes a non-shaken Tallyman. Friendly models within 7" of the Tallyman can re-roll failed hits for that phase. *'''[Commanders/Errata] Blight Racks (Aura) (1 CP):''' Use at the start of the shooting phase if your kill-team includes a non-shaken Biologus Putrefier. All friendly models within 3" that have access to blight grenades get them upgraded with +1 S and the ability to cause a mortal wound on a wound roll of 6. *'''[Commanders] Tainted Narthecium (1 CP):''' Use at the start of the fight phase if your kill-team includes a non-shaken Plague Surgeon. Friendly models within 3" of the Plague Surgeon can re-roll 1s for their Disgustingly Resilient roll. *'''[Elites] Vector of Contagion (2 CP):''' Use at the start of the battle round. Roll a dice for every enemy within 1" of an a friendly model that is within 3" of your Lord of Contagion (yup, within 1" of a model within 3"). On a 4+ the enemy model suffers a mortal wound. ===DG Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''DG Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div> ===DG Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously. *Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. Prime candidate for Grandfather's Blessing. Additionally, in Narrative Play games where the opponent has a higher point Kill Team, remember the fact that you get an additional 1 CP per turn, and use this as insurance against Grandfather's Blessing going wrong. *1 Plague Marine Gunner with Blight Launcher. Demolition specialist as Inexorable Advance invalidates making them Heavies. use him together with the other gunner and focus fire to make sure that your target joins Papa Nurgle in his Garden. *1 Plague Marine Gunners with Blight Launcher. Veteran maybe? Your movement isn't great and the extra advance at the start of the game will help your slowboy get where he needs to be. Alternatively, take Heavy for access to More Bullets. Not great on the Launcher but its not like your other models can really use the specialism. *Bog-standard Plague Marine. Use as more durable mobile cover for your Flail or Leader. *3 Poxwalkers, to make up the numbers. Use as mobile cover and be very suprised if they actually kill anything. Total: 100 points. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' * Level 3 Foul Blightspawn. Logistics or Fortitude. (120 points) *Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously. *Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. With Grandfather's Blessing, this guy can even take on Commanders and emerge victorious. *2 Plague Marine Gunners, each with Blight Launchers. Heavy specialists for advancing and firing without the -1 to hit modifier. Use together as a single unit and focus fire to make sure that your target joins Papa Nurgle in his Garden. *Total: 200 points ''For When Commanders Cost Nothing'' *Poxwalker Party: **Level 4 Tallyman. **Everything else: poxwalkers. *Get stuff up the field as fast as possible as use tallyman's melee bonus to use your grisly horde to wipe out everything. Slowly does it! </div> </div>
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