Posts Tagged ‘Warmongers’

Blood Reaver Gallery and Skin Painting Guide

Posted on October 12th, 2017 under , , , , . Posted by

The last week has been a blur. I was on duty in the boarding house 3 nights in a row, and we’re just gearing up for half term. But I did get some painting done over the weekend!
Here are the school club’s Blood Reavers, finally painted up to a decent standard. I’m not doing anything more to them, as they’re there to die in droves anyway.


Ethnic diversity is a weird subject to mention in the same breath as orruks and aelves, but I do approve of variety in colours. There are three different skin tones here, one of which turned out a little too orange leading to a HILARIOUS name given to them by my students.

Caucasian skin:
Ushabti bone
Wash with Reikland fleshshade

Dark skin:
Mournfang Brown
Wash with Agrax Earthshade

Trump skin:
Tau Ochre
Wash with Reikland fleshshade

I really don’t like painting hordes, which has put me off Imperial Guard since the beginning of time, and part of that is down to the faff of painting skin tones. The above methods are great for quickly getting through a bundle of chaff units, and have a decent enough look to them for games.

I’m now a little inspired to do an Age of Sigmar army. And I think I have a unique enough slant on a well established faction to make that fun…

Until next time!



Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Blood Reaver Gallery and Skin Painting Guide

Posted on October 12th, 2017 under , , , , . Posted by

The last week has been a blur. I was on duty in the boarding house 3 nights in a row, and we’re just gearing up for half term. But I did get some painting done over the weekend!
Here are the school club’s Blood Reavers, finally painted up to a decent standard. I’m not doing anything more to them, as they’re there to die in droves anyway.


Ethnic diversity is a weird subject to mention in the same breath as orruks and aelves, but I do approve of variety in colours. There are three different skin tones here, one of which turned out a little too orange leading to a HILARIOUS name given to them by my students.

Caucasian skin:
Ushabti bone
Wash with Reikland fleshshade

Dark skin:
Mournfang Brown
Wash with Agrax Earthshade

Trump skin:
Tau Ochre
Wash with Reikland fleshshade

I really don’t like painting hordes, which has put me off Imperial Guard since the beginning of time, and part of that is down to the faff of painting skin tones. The above methods are great for quickly getting through a bundle of chaff units, and have a decent enough look to them for games.

I’m now a little inspired to do an Age of Sigmar army. And I think I have a unique enough slant on a well established faction to make that fun…

Until next time!



Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



T’au Cadre Fireblade Conversion: Base Coats

Posted on October 5th, 2017 under , , , , . Posted by

Just a quick one, as I’ve been surprisingly busy at home. First reports and UCAS references for university applications are the big topic of the next two weeks, for anyone interested in the goings on of the educational cycle. Point of fact this wa…

Cadre Fireblade Conversion: Final Construction

Posted on October 1st, 2017 under , , , , . Posted by

I think this is a very aggressive T’au commander…As I constructed him, I kept thinking about how Imperial the model was becoming. This is not just because of the parts used on the model and the base, but the stance and the theme behind the model. I h…

Cadre Fireblade Conversion: Base

Posted on September 29th, 2017 under , , , , . Posted by

I think I went a bit overboard…But in my defence, he needs to math the height of the Ethereal…In other news, I’m trying to work out the best combination of weapons for the Crisis Suit. It’s turning into a bit of a deep rabbit hole, but I think I’m …

Cadre Fireblade Conversion: Blue Tack Mock Up

Posted on September 28th, 2017 under , , , , . Posted by

It’s been a while since I’ve done something purely creative in the hobby. I’ve done quite a bit of analysis work, and some catch up painting for well cemented colour schemes, but nothing amazingly creative.That changed when I walked past a pile of T’au…

School’s League 2017: First Warhammer 40K Skirmishes

Posted on September 27th, 2017 under , , , , . Posted by

Absolutely rammed at the moment, which is why the blog is updating so sporadically. However, it does not mean nothing is happening (only that my statistics are steadily getting worse… grumble grumble). Here are a few shots of the first 40K skirmishes…

School’s League 2017: First Warhammer 40K Skirmishes

Posted on September 27th, 2017 under , , , , . Posted by

Absolutely rammed at the moment, which is why the blog is updating so sporadically. However, it does not mean nothing is happening (only that my statistics are steadily getting worse… grumble grumble). Here are a few shots of the first 40K skirmishes…

Schools League 2017: The First Age of Sigmar Skirmishes

Posted on September 21st, 2017 under , , , , . Posted by

The club started a few days ago, and I have some time to upload some of the images from the first few skirmishes.
There are some odd alliances popping up, and students get out all their new toys gathered over Summer. We’re kicking off with the Age of Sigmar mosh pit, with Stormcast Eternals rubbing shoulders with Bloodbound against Serphon and Kharadron Overlords. 


 



As you can see, a complete mess of a battle, with some very dodgy interpretations of the rules. But it’s beautiful to see for the simple fact that I had no part in it. The senior Initiates set it up themselves, giving the new player Neophytes units to roll dice with, and I was able to marshal a game for the absolute raw beginners.

I think we’re off to a flying start this year, and I can’t wait for the next session to get some team training going!

Until next time.



Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Schools League 2017: The First Age of Sigmar Skirmishes

Posted on September 21st, 2017 under , , , , . Posted by

The club started a few days ago, and I have some time to upload some of the images from the first few skirmishes.
There are some odd alliances popping up, and students get out all their new toys gathered over Summer. We’re kicking off with the Age of Sigmar mosh pit, with Stormcast Eternals rubbing shoulders with Bloodbound against Serphon and Kharadron Overlords. 


 



As you can see, a complete mess of a battle, with some very dodgy interpretations of the rules. But it’s beautiful to see for the simple fact that I had no part in it. The senior Initiates set it up themselves, giving the new player Neophytes units to roll dice with, and I was able to marshal a game for the absolute raw beginners.

I think we’re off to a flying start this year, and I can’t wait for the next session to get some team training going!

Until next time.



Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Beginner Grey Knight 500 point Army List: The Lightning Hammer

Posted on September 20th, 2017 under , , , , . Posted by

Ironically does not use hammers.We had our first session for the Warhammer club at school two days ago, and preparations have begun in earnest for the School League tournament. I have some Student Initiates now, older players from last academic year wh…

Beginner Grey Knight 500 point Army List: The Lightning Hammer

Posted on September 20th, 2017 under , , , , . Posted by

Ironically does not use hammers.We had our first session for the Warhammer club at school two days ago, and preparations have begun in earnest for the School League tournament. I have some Student Initiates now, older players from last academic year wh…

Quick Tip: Using Your Captain in Gravis Armour

Posted on September 16th, 2017 under , , , , . Posted by

Just a quick one, as I’ve been swamped at school. I’ve been effectively at work for the past 2 days straight, and have only just had a relatively quiet afternoon to get any of my teaching work done!I spent some time looking at this guy:In all honesty I…

Space Marine Unit Spotlight: A Hellblaster Review

Posted on September 12th, 2017 under , , , , . Posted by

The incredible truth about Hellblasters is actually the lack of nuance. Unlike the other Primaris options in the Space Marine Codex the Hellblasters have a very clearly defined role, and weapon choice really comes down to just picking the most efficien…

Thousand Sons Exalted Sorcerers Gallery

Posted on September 9th, 2017 under , , , , . Posted by

It’s been a very full on week, but we’re finally through to Sunday. I know today is Saturday, but for me the next day starts when the last boarders door closes… baring any late night bed flipping.By the way, if you are a boarding student, don’t flip …

Can you be Alpharius? How would you start in Alpha Legion?

Posted on September 8th, 2017 under , , , , . Posted by

I received a comment on a now defunct 7th Edition Chaos Space Marine Starter list, asking what I’d do if I were to go nuts with creating a Chaos Space Marine starter army. This means no restrictions on using Starter kits, and just picking what I though…

Can you be Alpharius? How would you start in Alpha Legion?

Posted on September 8th, 2017 under , , , , . Posted by

I received a comment on a now defunct 7th Edition Chaos Space Marine Starter list, asking what I’d do if I were to go nuts with creating a Chaos Space Marine starter army. This means no restrictions on using Starter kits, and just picking what I though…

Death Guard Special Rules and Psychic Powers Preview Explained!

Posted on September 7th, 2017 under , , , , . Posted by

More rules for the Death Guard have dropped, but before we get into it I just want to say a special thanks to Lemondish. Thanks to him my blog titles can only be mildly click baity, instead of flagrantly click baity.

death guard nurgle rules review
The Gardeners of Nurgle approach fresh growing grounds

On to the Death Guard, with some rules with a few but significantly powerful rules. Here are the units they get from the vanilla codex:

  • Chaos Lords,
  • Sorcerers
  • Chaos Cultists
  • Helbrutes
  • Possessed
  • Chaos Spawn
  • Chaos Land Raiders
  • Defilers
  • Chaos Predators
  • Chaos Rhinos. 
How these units interact with the rules will make or break this army, so let’s dive in!

Really quite good for. All your hell brutes and Infantry can now move and shoot without penalty, giving this army some rather quirky mobility. Although they’re not the quickest at travel, they suffer nothing for doing so. So… quirky mobility.

The rapid fire increase also gives them greater threat range, so mobility is perhaps not as important. Being able to double tap your weapons 6-inches further than the others means you can somewhat out range opponents, and actually kite some of the slower ones out there, even with Plague Marines!

Okay, so it’s not army wide Feel No Pain, but this rule falls on all of the unique units that you collect Death Guard for. Robust Plague Marines and almost unfairly tough bloat drones mean you simply absorb damage!
Unfortunately you can’t get this on cultists, which would have made them crazily overpowered in the codex. As they don’t have it, they’re merely very good! 18-inch double tap autoguns along side better heavy stubber fire make cultists arguable more shooty than Imperial Guard, despite the lack of special weapon variety.

Ouch.

No really! +1 to wound on attacks means you’ll ne wounding Imperial Knights at least one third of the time, and swamping them with Poxwalkers can mean these beasts actually die horribly to a zombie horde. Or a bunch of cultists… yes, that symbol of Imperial might can be brought low more easily by a mob armed with rusty spoons than Space Marines!

Getting those mortal wounds slowing churning out from plague weapons is a nice bonus, and in addition to all the rules discussed two days ago keeps the steady death theme going.

Where to begin? Getting Plague Marines to wound on 3s against other Astartes re-rolling 1s thanks to Plague Knives? Strength 4 cultists? Strength 5 Poxwalkers? Toughening up a unit for a whole turn? An extremely potent spell, as it affects the whole unit.

So far all these have been tremendously powerful rules, that really capture the oppressive feel of the Death Guard army. They put out steady damage, if not an amazing number of attacks, and can weather storms of fire. The may not be fast, but they are relentless in every sense of the word.

However, there are a few new units yet to be revealed, so lets just sit tight and wait for them to complete the picture we’re getting of this army.

Until next time! 

Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

 

Death Guard Special Rules and Psychic Powers Preview Explained!

Posted on September 7th, 2017 under , , , , . Posted by

More rules for the Death Guard have dropped, but before we get into it I just want to say a special thanks to Lemondish. Thanks to him my blog titles can only be mildly click baity, instead of flagrantly click baity.

death guard nurgle rules review
The Gardeners of Nurgle approach fresh growing grounds

On to the Death Guard, with some rules with a few but significantly powerful rules. Here are the units they get from the vanilla codex:

  • Chaos Lords,
  • Sorcerers
  • Chaos Cultists
  • Helbrutes
  • Possessed
  • Chaos Spawn
  • Chaos Land Raiders
  • Defilers
  • Chaos Predators
  • Chaos Rhinos. 
How these units interact with the rules will make or break this army, so let’s dive in!

Really quite good for. All your hell brutes and Infantry can now move and shoot without penalty, giving this army some rather quirky mobility. Although they’re not the quickest at travel, they suffer nothing for doing so. So… quirky mobility.

The rapid fire increase also gives them greater threat range, so mobility is perhaps not as important. Being able to double tap your weapons 6-inches further than the others means you can somewhat out range opponents, and actually kite some of the slower ones out there, even with Plague Marines!

Okay, so it’s not army wide Feel No Pain, but this rule falls on all of the unique units that you collect Death Guard for. Robust Plague Marines and almost unfairly tough bloat drones mean you simply absorb damage!
Unfortunately you can’t get this on cultists, which would have made them crazily overpowered in the codex. As they don’t have it, they’re merely very good! 18-inch double tap autoguns along side better heavy stubber fire make cultists arguable more shooty than Imperial Guard, despite the lack of special weapon variety.

Ouch.

No really! +1 to wound on attacks means you’ll ne wounding Imperial Knights at least one third of the time, and swamping them with Poxwalkers can mean these beasts actually die horribly to a zombie horde. Or a bunch of cultists… yes, that symbol of Imperial might can be brought low more easily by a mob armed with rusty spoons than Space Marines!

Getting those mortal wounds slowing churning out from plague weapons is a nice bonus, and in addition to all the rules discussed two days ago keeps the steady death theme going.

Where to begin? Getting Plague Marines to wound on 3s against other Astartes re-rolling 1s thanks to Plague Knives? Strength 4 cultists? Strength 5 Poxwalkers? Toughening up a unit for a whole turn? An extremely potent spell, as it affects the whole unit.

So far all these have been tremendously powerful rules, that really capture the oppressive feel of the Death Guard army. They put out steady damage, if not an amazing number of attacks, and can weather storms of fire. The may not be fast, but they are relentless in every sense of the word.

However, there are a few new units yet to be revealed, so lets just sit tight and wait for them to complete the picture we’re getting of this army.

Until next time! 

Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

 

Gardeners of Nurgle: Poxwalker Gallery

Posted on September 6th, 2017 under , , , , . Posted by

The Poxwalkers for my Gardeners of Nurgle Death Guard are now complete. The bases will all be done when I can get my airbrush up and running properly.What’s great about these models is that they were all achieved with just three base paints and selecti…

Gardeners of Nurgle: Poxwalker Gallery

Posted on September 6th, 2017 under , , , , . Posted by

The Poxwalkers for my Gardeners of Nurgle Death Guard are now complete. The bases will all be done when I can get my airbrush up and running properly.What’s great about these models is that they were all achieved with just three base paints and selecti…

Death Guard Stratagems, Relics and Warlord Traits Explained!

Posted on September 5th, 2017 under , , , , . Posted by

Starting with full disclosure on this one, I obviously don’t have the Death Guard code yet. Warhammer Community has unleashed the hype train and given us a few scraps of information to go on, and I’d like to make some observations on what I see.

Apologies for the click baity title, but “Some Stratagems a Relic or two and a Warlord trait explained but in the context of not having a full codex so there are going to be some synergies and tricks that cannot be explained now” is too long a title.

So, what have the Death Guard got that warrants them joining the Blood Angels, Dark Angels and Space Wolves in the ranks of legions with their own codex.



The Nurgle’s Gardeners set to trimming their bubonic hedges

All of the following quotes are taken from Warhammer Community.



Army Overview

In the game, the Death Guard march inexorably towards the enemy, weathering incoming fire with Disgustingly Resilient and slowly wearing down the foe with hails of fire, an accumulation of mortal wounds and deadly plague magics.

So right off the bat you know what the Death Guard are all about. Attrition and slow, but sure damage output.

Typically the ability to put out high alpha damage is key to any successful tourney army, which is why drop podding grav-devastators and centurions were a thing. Being tanky is all well and good, but if you can’t output the wounds then you’ll still loose out to glass canons. What the Death Guard bring to the table is a tremendous tank backed up with very sure damage output. Plague weapons and mortal wounds ensure a steady flow of damage, even if it is on the low side

Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.

Somewhat true, the Death Guard present a surprisingly versatile force. With the tough Plague marines being one of the most flexible Troops choices you can get, with the only downside being their relative slowness, they have a great anchor to work from.

Poxwalker swarms aren’t really a favourite of mine, but they can be moved surprisingly quickly. They don’t have guns, so advancing all the time is certainly viable. They don’t have brains, so the enemy needs to kill them to the last walker, and can’t rely on morale check attrition.

The Foetid Bloat Drone is unbelievable. Ridiculous Toughness 7 on a model that has an invulnerable save and Feel No Pain, massive numbers of wounds, really quick and armed with guns that can’t miss. It’s dirt cheap for what it does… and you can certainly field a mini-swarm of them!

 So this is what you do… park your expensive units next to Poxwalkers. Instant zombie shield.

You can even use this to dilute focus fire. If you have a tough unit which is not crippled but battered, you can pop this on them and force enemy fire onto the fresh unit next to them. Since all Death Guard units are reasonably tough, you can get all of them to arrive at the enemy lines in more or less one piece.

An Un-Holy hand grenade! I don’t really like this, as it takes up quite a few Command Points, but I really like the wording. That last little sting on the end is just the kind of sacrilegious treatment of rules that makes table top gaming worthwile!

I really like this… parking your dreadnoughts, bloat drones or tanks in combat now runs some serious risks for melee tank hunters. Not only would it take them an age to break a Death Guard machine to pieces, but then it will explode all over them.

Something which may need to be FAQ’d though; does this mean that vehicles without Explodes! can explode? Because if it does, that would be just swell.

On to the warlord traits, and while I think they’re a nice bonus to have on characters to make them special, I wouldn’t be looking here for game breaking combos.

This is very good, and means you get some extra punch out of your Plague weapons. I’m a little curious though, as I think I saw that Plague Swords could re-roll wounds anyway. It certainly works well with other plague weapons, so I wonder why that is the example. 

Combine with Nurgle’s Rot to make a small bubble of pain on your enemies front lines. A good buff to your commander, but realistically 3-inches just means the unit they’re in combat with already. Even more realistically, you’ll need to get your war lord there to begin with. Pop this on a deep-striker, such as a terminator lord with cataphractii armour.

Um. So I mentioned no game breaking combos… Put this on a terminator lord, and cackle with glee as fully half the damage that manages to get through your armour and high toughness gets effectively cut in half.

Wargear now, and remember that these will cost you command points to unlock. You can get some really good combos here.

A better version of the Icon of Tzeentch in that it can knock of a mortal wound if you’re luck. Again, thinking about practical usage this is only going to be 1 or 2 mortal wounds a game on average. The real benefit here by far is that morale debuff on the enemy. Rolling two and getting the highest is going to cause massive headaches, and if you can match with other morale reducing abilities you’ll really get good mileage out of the bell.
Caveat here; this gives units like bonded T’au who auto-pass morale on a roll of 6 a 1-in-3 chance of getting their best result. Not an auto-pick, but nifty against the right enemy.

Yep, take this. Not only will it help trigger Pestilential Fallout, but it will also give you a higher chance of getting the d6 damage band of Smite.

I had a friend that played a Retribution Paladin in World of Warcraft, and would run into fights screaming “Hurt me!!”. This item is my friend. With a two plus save you’ll be making a great many saving throws, allowing you to get off those mortal wound chances with great regularity. I also can’t think of any better way to make your opponent scared of taking on your already tough and resilient Warlord in combat!

The above are actually all very strong, and I can’t think of a dud amongst them. If you can stomach the Nurgle grotty and sick theme, then you’ll have a rather fun time with the Death Guard.

Okay, I’m in full ramble mode at this point. The boys are all back in house now and I’ve been on my feet and active for the last 19 hours. Time for bed. Apologies for the spelling mistakes!

Until next time!


Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Death Guard Stratagems, Relics and Warlord Traits Explained!

Posted on September 5th, 2017 under , , , , . Posted by

Starting with full disclosure on this one, I obviously don’t have the Death Guard code yet. Warhammer Community has unleashed the hype train and given us a few scraps of information to go on, and I’d like to make some observations on what I see.

Apologies for the click baity title, but “Some Stratagems a Relic or two and a Warlord trait explained but in the context of not having a full codex so there are going to be some synergies and tricks that cannot be explained now” is too long a title.

So, what have the Death Guard got that warrants them joining the Blood Angels, Dark Angels and Space Wolves in the ranks of legions with their own codex.



The Nurgle’s Gardeners set to trimming their bubonic hedges

All of the following quotes are taken from Warhammer Community.



Army Overview

In the game, the Death Guard march inexorably towards the enemy, weathering incoming fire with Disgustingly Resilient and slowly wearing down the foe with hails of fire, an accumulation of mortal wounds and deadly plague magics.

So right off the bat you know what the Death Guard are all about. Attrition and slow, but sure damage output.

Typically the ability to put out high alpha damage is key to any successful tourney army, which is why drop podding grav-devastators and centurions were a thing. Being tanky is all well and good, but if you can’t output the wounds then you’ll still loose out to glass canons. What the Death Guard bring to the table is a tremendous tank backed up with very sure damage output. Plague weapons and mortal wounds ensure a steady flow of damage, even if it is on the low side

Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.

Somewhat true, the Death Guard present a surprisingly versatile force. With the tough Plague marines being one of the most flexible Troops choices you can get, with the only downside being their relative slowness, they have a great anchor to work from.

Poxwalker swarms aren’t really a favourite of mine, but they can be moved surprisingly quickly. They don’t have guns, so advancing all the time is certainly viable. They don’t have brains, so the enemy needs to kill them to the last walker, and can’t rely on morale check attrition.

The Foetid Bloat Drone is unbelievable. Ridiculous Toughness 7 on a model that has an invulnerable save and Feel No Pain, massive numbers of wounds, really quick and armed with guns that can’t miss. It’s dirt cheap for what it does… and you can certainly field a mini-swarm of them!

 So this is what you do… park your expensive units next to Poxwalkers. Instant zombie shield.

You can even use this to dilute focus fire. If you have a tough unit which is not crippled but battered, you can pop this on them and force enemy fire onto the fresh unit next to them. Since all Death Guard units are reasonably tough, you can get all of them to arrive at the enemy lines in more or less one piece.

An Un-Holy hand grenade! I don’t really like this, as it takes up quite a few Command Points, but I really like the wording. That last little sting on the end is just the kind of sacrilegious treatment of rules that makes table top gaming worthwile!

I really like this… parking your dreadnoughts, bloat drones or tanks in combat now runs some serious risks for melee tank hunters. Not only would it take them an age to break a Death Guard machine to pieces, but then it will explode all over them.

Something which may need to be FAQ’d though; does this mean that vehicles without Explodes! can explode? Because if it does, that would be just swell.

On to the warlord traits, and while I think they’re a nice bonus to have on characters to make them special, I wouldn’t be looking here for game breaking combos.

This is very good, and means you get some extra punch out of your Plague weapons. I’m a little curious though, as I think I saw that Plague Swords could re-roll wounds anyway. It certainly works well with other plague weapons, so I wonder why that is the example. 

Combine with Nurgle’s Rot to make a small bubble of pain on your enemies front lines. A good buff to your commander, but realistically 3-inches just means the unit they’re in combat with already. Even more realistically, you’ll need to get your war lord there to begin with. Pop this on a deep-striker, such as a terminator lord with cataphractii armour.

Um. So I mentioned no game breaking combos… Put this on a terminator lord, and cackle with glee as fully half the damage that manages to get through your armour and high toughness gets effectively cut in half.

Wargear now, and remember that these will cost you command points to unlock. You can get some really good combos here.

A better version of the Icon of Tzeentch in that it can knock of a mortal wound if you’re luck. Again, thinking about practical usage this is only going to be 1 or 2 mortal wounds a game on average. The real benefit here by far is that morale debuff on the enemy. Rolling two and getting the highest is going to cause massive headaches, and if you can match with other morale reducing abilities you’ll really get good mileage out of the bell.
Caveat here; this gives units like bonded T’au who auto-pass morale on a roll of 6 a 1-in-3 chance of getting their best result. Not an auto-pick, but nifty against the right enemy.

Yep, take this. Not only will it help trigger Pestilential Fallout, but it will also give you a higher chance of getting the d6 damage band of Smite.

I had a friend that played a Retribution Paladin in World of Warcraft, and would run into fights screaming “Hurt me!!”. This item is my friend. With a two plus save you’ll be making a great many saving throws, allowing you to get off those mortal wound chances with great regularity. I also can’t think of any better way to make your opponent scared of taking on your already tough and resilient Warlord in combat!

The above are actually all very strong, and I can’t think of a dud amongst them. If you can stomach the Nurgle grotty and sick theme, then you’ll have a rather fun time with the Death Guard.

Okay, I’m in full ramble mode at this point. The boys are all back in house now and I’ve been on my feet and active for the last 19 hours. Time for bed. Apologies for the spelling mistakes!

Until next time!


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Project Club Room: First Pictures

Posted on September 4th, 2017 under , , , , . Posted by

Whilst I think a Physics lab is quite possibly the best place to hold a Warhammer Club (easy access to water, clamps, power sockets, burning flames and water bottle rockets), my Head of Department is starting to grumble over the small horde of toy sold…

Project Club Room: First Pictures

Posted on September 4th, 2017 under , , , , . Posted by

Whilst I think a Physics lab is quite possibly the best place to hold a Warhammer Club (easy access to water, clamps, power sockets, burning flames and water bottle rockets), my Head of Department is starting to grumble over the small horde of toy sold…