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Hey guys, i got a battle with nurgle tommorrow in the toxic forest and i need help.
Heres what i know
Its 2000 pts and i got 1500pts so i got room for allies and doctrines
I need to know what doctrines i i should take.
the battlefield will be dense with jungle, and theres going to be an outpost in the middle.
And heres the most grave of news...his HQ squad cost around 800pts.
This demon must be slain but the there is no plan B if they get into CC. what should i do.
The thing about nurgle is that they are T5 so lasguns need 6s to wound not that lasguns kill anything anyway
His HQ is a massive point sick vs guard as here never kill enough models to get back his points, if hes coming to u witch it sounds like he will be doing then a leman russ Demolisher will work well here and may even kill him in one hit, maybe team it with a hellhound to cover the demo as it moves
Aslo nurgle cant get any heavy weapons in his squads only plasma guns a such so your tanks sould be fine as far as firepower gos, take 2 lemans and one Demolisher and your have firepower that can blow away hole squads at a time and as they cost more then normal he wount
have so many
nurgle is aslo slow and can only get rhinos for his troops in a fast attck chioce so you may end up being faster then him if you take a armoured fist squad
Lasty plasma guns and lascannons are the why to go as always when fighting marines and even better here as they cost more with the mark of nurgle
nurgle has a hard time with tanks so take any armour you can and your have a easer time:yes:
For doctrines close order drill and iron discipline to keep your men in the fight
For allies some gery ninghts would be good for when there get to you as with there S6 attacks they are more then a match for most of his troops
that sould help you own him
Last edited by KOS-MOS; July 11th, 2006 at 22:00.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
How does he have 800pts in a single unit?
Whatever it is, it'll have a hard time getting around in the jungle. You on the other hand, have the option of the jungle fighters doctrine. This will give you a solid advantage in terms of mobility, line of sight, and deployment. However, jungle fighter armies can't take lascannons, so you'd have to make do with missile launchers, meltas and plasma. Other doctrine's I'd be inclined to take would be Iron Discipline, Veterans, Special weapons squads, and maybe conscripts.
I probably wouldn't bring a Russ into a jungle board; movement options will be limited and line of sight will be severely cut down. A demolisher might work though. Either way, remember to bring your rough terrain mod. A basilisk or two would be a good investment. Indirect fire is a great asset when your visibility is cut down. Normally I'd suggest a hellhound or heavy flamer chimera, but I'm not sure if they'd be effective vs CSM, especially death guard.
And yeah, if he's going to use a greater daemon or daemon prince, you can make him regret it with a GK grand master with retinue. Expensive, yes, but it won't come close to 800pts unless you go overboard.
707 Travalonian Armored Brigade
If the tanks succeed, then victory follows.
hmm... sounds like a "good news/ bad news" deal to me
nurgle is rather slow. and is fairly expesive. meaning you'll get a lot of shooting time in on relativley few targets.
Bad news: slow yes, but they still have T5 which means that lasguns are astoundingly even more inefective. and even the trusty heavy bolter will lose alot of effectivness.
even though they r slow, the forest will probably provide a lot of cover.
Bad news: holy minibars batman! thats one expensive hq! the only way i can think of coming that close to 800 points is a demonlord with everything on him gaurd by a huge bodygaurd of chosen terminators. T5 2+ save, 5+ invulnerable save in your way. top that with a great unclean one, and through all in a raider, or perhaps deepstrike it behind the gaurd lines and ouch.
good news: lol i remeber when my bt friend tried to drop pod on my gaurd buddy. you know what a single earthshaker cannon did to his expensive assault terminator unit? of course you do... such an expesive sqaud can easily be shot down by a basilisk and some lascannons. you should be able to auto kill all the termies, maybe even the lord.
88th Ragnarok Stone Legion
Current Total 1845
Close Order Drill
doctrine combi 20pts
Doctrine total cost-120pts
Heroic Senoir Officer-70pts
Guardsmen with Flamer-6pts
Plasma Rifle 10pts
9 Snipers 99pts
with Power Fist-20pts
Kasrkins x 10-100pts
Allied Grey Knights with Teleporters-150pts
4 grey knights-100pts
Sentinel Squadron Gamma-65pts
Basic Sentinel x 1-35pts
Armored Crew Compartment-15pts
Leman Russ Battle Tank-192pts
Heavy Bolter Sponsons-10pts
Track Guards 10pts
Basilisks Siege Tank-125pts
Demolisher Asssult Tank-203pts
Plasma Cannon Sponsons-20pts
honestly 800 points isn't All that high the most expensive lord and retiune i have ever taken with chaos is 1500 points for like 12 models... point sink yah... fun as hell you bet. Now i can give you advice from both ends of the spectum as I play guard and Chaos. ( Albiet my guard have never played chaos) Nurgle is a tricky army to play against. If most of the terrain, is forest he is going to have a great advatage due to you not being able to see him. He may not be packing much in the way of heavy weapons, but once he gets a single squad into combat your guardsmen are going to be having a very bad day ( Don't underestimate nurgles rot, its horribly effective vs armies like guard). If it were be playing as the Chaos army i would probally be using the command squad mainly as a living shield. While it will probally not make up its points on its own, it will help other squads make up their points by absorbing a large portion of your fire. The key for you is going to be your deployment, if hes smart about it he can deploy the command squad 12 inches away in the woods w/ move through cover.... so technichly he could get in to an assault with you on the first turn, by the 2nd hes got you where he wants you for sure. Oh yah... then there is always defilers... man if i were him i'd have bout oh two of em and a pred....
Right so for allies Grey Knights are always a solid choice, and are honestly probally your best bet. They are shooty dead hard and all that jazz... plus will give you a nice way to blunt his assault. If you have the resources I would instead take two independent commisars with powerfists, and what ever elses tickles your fancy, and two conscript platoons. Thats like 500 ish points for two 50 wound powerfists. One of those plattoons will take down his command squad in a hurry. s. After that everything elses is basiclly sausce for the goose.
Now that your list is posted.... um personally I aint a big fan of storm troopers, I think vets are a more solid elite choice, but thats just me. Now this could just be me but I don't really like how you got your command squads tooled. The name of the game is stopping them from getting in to combat, give your officers storm bolters and every guy in the command suqad not on vox/banner/ or heavy weapon duty plasma guns. The vets i would not give the jungle fighter ability and hook the buggers up with a lascannon. , and three plasma guns. Ratlings are OK but remeber they cost a doctine point. Remember that jungle figthers costs 10 points a squad so um yah... In a 1500 point game I always have at least 2 full platoons... granted its like 800 points but they pay for themselves very very quickly. Oh every guardsmen squad should have a missle launcher and a plasma gun. A single squad of storm troppers aint going to do you much vs nurgle your going to want like 2 min all hooked up with plasma guns.At the very least drop the armored crew compartment on the sentinal, that 15 points almost buys you two plasma guns or two missles. Oh yah give the tin can a las cannon too All tanks should ALWAYS ALWAY ALWAYS have both extra armor and smoke. A moving tanks w/o weapons still counts vor VPS and can contest quarters. If your playing on a jungle board give all your tanks ( cept bassie rough terrain modd and drop track guards, and the heavy stubber.
Last edited by Greenbeard The Ex-pirate; July 12th, 2006 at 03:25.
Rheagar fought nobly
Rheagar fought valiantly
Rheagar fought honorably
And Rheagar died.
ok this givve me some good some bad.
Good things are that i can outrun and take free shots at my enemy, i can infatrate my army into the center outpost where hopfully ill be able to kill the predator(the only thing that can kill tanks) But 3 squads of 7 and 2 dreads not to mention the deamon prince will mussle my out of the base, but no worries. I can just run into the jungle and disappear. My Bassie and Demo can safley punish the enemy, while the grey knight teleport into position.
Bad thing Infantry is still only good for pisssing off the Marines. Theres no really good way of killing the deamon prince. He still has a 300pt lead on me, although im confient in my tatics and my men
A few suggestions for your list, if I may. I'll try not to echo the good points greenbeard's already made. Oh, and I hate to be anal but you should remove the individual point values from your list. I've made the same mistake before and I'd hate to see you catch flak over it.Originally Posted by Bladeweaver
Last edited by BannedInFrance; July 12th, 2006 at 06:43.
707 Travalonian Armored Brigade
If the tanks succeed, then victory follows.
The demolisher with plasma/lascannon set up is fine actually. All these weapons will actually threaten any demon prince if in range, as well as any deathguard in general. When the nurgle army closes in, then the demolisher cannon can start doing its thing. Dropping the track guards is pretty much a must, and I'd only take one of either smoke or extra armour unless you have lots of spare points in your list.
I would however strongly advise against putting power fists on either officers, or independant commissars. If you want them to do anything in close combat, giving them a powerfist (or equivalent) is about the worst thing you can do. All you get is an expensive character that will die in its first combat before ever getting the opportunity to strike. Unless you expect to be facing tau.. then you might have a slim chance.. heh Read page 51 of the BGB regarding characters and assault and it should become clear to you.
While I like your addition of GK's, there are a few things to remember with such a unit. Firstly, a 5 man squad wont really be enough. Ideally you want 8-10 GK's in a squad, if points are tight, 6 might be enough, but you will have to be very conservative in their battlefield application if you would want such a unit to earn its points back. Secondly, while GK's are definitely some tough hombre's, they wont be enough to take down a decently tooled daemon prince, and shouldn't be used in that role. Certainly not a squad of five... if you opponent takes a manreaper, as all good nurgle players should, you will have 5 very expensive and very dead GK's before you can say 'exterminatus'.
Everything else you need has pretty much been said. I'll just reiterate the call for 'more plasma!', its just about the only weapon that will really put the pain onto deathguard armies reliably other than IG pie plates of doom. Definitely no flamers.. almost as useless as lasguns against the DG.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
Apparently he's already had the battle (he said he'd be having it on the 12th). I'd love to see how it went.
Chuck Norris wouldn't stand a chance against Tana Umaga.