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This week end I played my friends death guard/ nurgle army. My main problem was that I needed 5+ to wound anything most of the time. It was a 2,500 point battle and he to typhus with a retinue of termis. I had a agoniser in ever squad but I was never able to roll what I needed to do anything. My wyches and Incubi went though all of his 47 marines with little effort but his retinue did the same to my warriors and I lost a lot when my kroot hounds got killed early on. Nugle also makes a lot of DE wargear mostly useless because of everything being fearless. Do any of you have and advice on what to take and how to beat Death Guard?
Thanks for any help in Advance
What's the rest of his army look like? Most D.G. builds have serious issues managing vehicles at long range. You should try and take advantage of this, but it may be hard for D.E..
Spambot kill tally. . .337
He had Typhus and a Deamon prince. Chosen in termi armour and like 5 chosen. A land raide and deflier and dreadnought.
I have a friend with a death guard army that I play against all the time, and I would say for the most part I come off with wins. The biggest problem for me is his daemon prince and the first turn charge. ALso each of his squads have infiltrate. The most important counter to this kind of army, i believe is set up. You have to make sure that you can see enough of the board so that he doesnt have that many places to hide, and will be forced to set up a little further back in cover just in case he doesnt get first turn. Now dark eldar armies might have a hard time with this because of their lack of units on the board when using a wwp army or exposing a unit to fragile to be shot at. Now I play with 5 warrior squads on foot so I am usually able to do this,other army lists will have to figure out something else.
Ravagers equipped with 3 dissies are also death guards worst enemy. Death guard arent usually equipped with heavy weapons and so dont have the best range so a ravager can stay far enough back to not get shot. Also I believe that it is crucial to deply wwp first turn since death guard already start so close. This way stuff can come on the board as soon as possible. The only reason I keep things in the wwp is lack of terrain. Remeber that DP t counts as 4 when calculating insta kill. SO try to draw this weakness out whenever you can. Whether it be a tank hunter jetbike sqd suiciding in close enough so that the dp is the closest target and shooting it with two blasters or whatever other tactic you can think of. If you dont have this oppotunity then target him with your archon. The archon is the best character in the game in my oppinion. As for his command squad just shoot it with whatever you have. You can target it.
I agree that it can get frustrating with that t5. splinter rifles and cannons seem worthless against them. But you should like you take enough agonisers, which is the only other advice I can think of at the moment.
Take as many Strength 7/8 weapons as you can, to start with- Ravagers with 3 Disintegrators, Warrior squads with DL and Blasters. Take Blasters with every squad you can- Shredders are almost worthless (particularly when compared to Blasters), SC are nearly as useless (but can be good with Warrior squads you're going to assault with).
I've found Haemonculae to be moderately useful (2+ to wound), but a Dracon with Incubi or a Wych Dracite with a retinue of Wyches to be more useful.
Wyches have a lot of staying power in CC and are therefore very useful- I take as many Wyches as I can against Death Guard.
Warp Beasts are useful (more so than Kroot Hounds)- sure they're only Str 4 and have a negligible armour save, but they're fast and they pump out a lot of attacks. Plus the added Agoniser attacks, which are always useful.
Taloi are very useful. I usually take 2, and 1 Ravager. I'd take 3 if I had 3 Talos models.
As for wargear, a lot of wargear is useless against Death Guard. But the more Agoniser/Combat Drugs armed models you have, the better. I've even taken Combat Drugs with Sybarites and Wych Succubi, and that helps a lot- it's one of the few times I take Combat Drugs for any models but Archons and Dracons/Dracites.
The rule of 'bully tactics' is twice as important to stick with against Death Guard as any other army, except Necrons.
Don't split your forces, attack with EVERYTHING you can at once, don't make 'heroic' charges with your characters, and DON'T deepstrike unless you've got a good plan that involves deepstriking. A WWP or 3 (I'd take 3 or 4 against Death Guard at 2500 points) is almost essential.
The funny thing was that one of my few units left was a raider. I found that scouges were useful. They got their points back and then some. They would have crippled his retinue but he started to roll all 6's and made his inv saves.
In most games my wych squad succubus has drugs mostly because most of the time I don't ID on drugs and sometimes I get re-roll misses and +1 attack.
In the battle I found that grots were mostly useless and the points would have been better spent somewhere else.
Thanks for the help.