I think that tank takes some big design cues from that Sisters of Silence silver age Batmobile transport thing that was announced a while back, they both have a big, bulbous shape with overlapping panels.
yeah I think those colours are really not doing the model any favours.
The "official" GW colorscheme for the new Deathguard stuff looks nice on the models from a technical standpoint, but artistically it's way too clean for my tastes. All of the really nice DG stuff I've seen online has been painted to look like rusted out shit and it looks great.
Death Guard armor and vehicles should look like old soviet era farming equipment that has been sitting in an underground septic tank for the last 30 years.
Since a few of you play Chaos armies, I'm curious if you feel there's a viable Chaos undivided army option (ie, featuring stuff specific to all 4 gods)? Not, like tournament viable, but like playing with friends and the occasional pick-up game at a shop viable. This is a purely theoretical question, mind you, so don't put much effort into it unless you really enjoy speculative list building. I'm just curious because whenever I see people talk about their Chaos armies they mostly seem to be devoted to one god, or stick to the more generic Chaos stuff.
So my army is technically dual god but I play around with lots of stuff.
Play to undivided's strength which is you get a bit of everything. Elite slots are easy to come by so you can take a lot of specialist units if you want. Abbadon is good, not amazing but good. His bubble is really strong.
Thoughts on builds like themes:
1)Black Legion/Luna Wolves veterans+Abbadon. Use lots of termis in a vanguard deployment for deepstrike. Your troops are cheapo cultist to hold down objectives. Throw in a termi-sorc for support and a dark apostle to hold the cultist in place. Use summons from your terminators to bring in daemonic reinforcements to help Abb and the termi company strike.
2) Iron Legion- Bring the big guns. Get some heavy arty on the field. Use havocs for most of your bodies. Lots of heavy and special weapons. Cheap re-roll lords for the plasma fire you put down.
3)Word Bearers- Dark Apostles and cultist for your troops at your core. Then lots of daemons for the heavy hitters. A chosen squad or two for some more special weapon damage.
0
Options
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Interesting ideas, Mazzyx. I like all three, but would probably choose 1 or 3. Eliphas from the Dawn of War games was pretty awesome. :P
Thanks for the ideas, guys. Like I said, this was a hypothetical question, but I'm glad to hear there's options for the spikey boys to mix it up.
I don't know if it has the same oomph as the Ultramarines or the Ravenguard did though.
2" inches of extra movement when advancing is nice, being able to charge after falling back is nice. Much more close combat oriented than their fluff made them sound to me, which was much more shoot and scoot tactics.
They do have a strategem that lets them advance, shoot and charge in the same turn though. That's nice.
I don't know if it has the same oomph as the Ultramarines or the Ravenguard did though.
2" inches of extra movement when advancing is nice, being able to charge after falling back is nice. Much more close combat oriented than their fluff made them sound to me, which was much more shoot and scoot tactics.
They do have a strategem that lets them advance, shoot and charge in the same turn though. That's nice.
Secondly, all White Scars units – including Dreadnoughts! – can charge in the same turn that they fall back.
I actually played White Scars back when I was a pre-teen, and in the infinite wisdom of youth I decided that a dreadnought would be totally okay for them if I hacked its legs off and gave it tank treads instead.
But that was before the White Scars had any substantial fluff besides "speed freaks".
Space Wolves being masters of the hunt, with the scent of their prey on the wind, being able to charge after falling back....being able to channel their power to better the storm...I'm so exci- *rereads*
Space Wolves being masters of the hunt, with the scent of their prey on the wind, being able to charge after falling back....being able to channel their power to better the storm...I'm so exci- *rereads*
Wait White Scars???
Yeah, I... Hrrm. I'm curious what direction they're going to go with the Wolves. My lightning storm rune priest motif-d blood claw army might end up running under white scars rules?
I'm guessing this book will be Codex chapters only, and Blood Angels, Wolves etc will get a seperate book down the road? Or do we think everyone's gunna be in this one?
Grey Knights and Deathwatch are confirmed as getting seperate books, right?
Sallies: Each unit can reroll 1 hit and 1 wound roll (nutso with meltas/lascannons/fists!)
Imp Fists: Ignore cover and reroll wounds vs buildings (did they get them confused with Iron Warriors?)
Black Templar: Reroll charges (pretty good. Its hard to get nowadays)
Iron Hands: 6+ FNP (expected)
Yeah this makes me think of making my loyalist when I build them as UM or Raven Guard as both have more interesting tactics.
But we also haven't seen the strategems for these folks yet. Raven Guard get infiltrate. I don't remember what UM get but whatever they have a Primarch.
I do think the salamander one is powerful. MSU rerolls of hits and wounds across the board on all your weapons? That can be huge in tight games. Its basically your units get two free command points a turn per unit.
I guess I'm still missing last edition's "reroll all melta shots and all flamer shots for every unit in the army"
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
I guess I'm still missing last edition's "reroll all melta shots and all flamer shots for every unit in the army"
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
Now I am torn.
(i'm also trying to figure out how to work my current 2k army into something that gets the most out of these tactics, also, and I heavily built them towards 7th ed's melta/flamerspam tactics)
I guess I'm still missing last edition's "reroll all melta shots and all flamer shots for every unit in the army"
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
Now I am torn.
(i'm also trying to figure out how to work my current 2k army into something that gets the most out of these tactics, also, and I heavily built them towards 7th ed's melta/flamerspam tactics)
I would say it isn't that bad for it.
Your flamers still get a to wound reroll. Your meltas get both.
The entire Dark Angels chapter is a reference to a gay catholic priest, named Lionel Johnson, who wrote the poem "Dark Angel" about his forbidden, closeted homosexual tendencies. So the entire chapter is about being a closeted gay.
The entire Dark Angels chapter is a reference to a gay catholic priest, named Lionel Johnson, who wrote the poem "Dark Angel" about his forbidden, closeted homosexual tendencies. So the entire chapter is about being a closeted gay.
Armywide reroll charge aint nothing to slouch at though. Makes dreads, deepstriking terminators, and bigass crusader mobs way more lethal.
It's more focused than the others, really only benefiting melee lists, but it's still a decent upgrade.
I guess I'm still missing last edition's "reroll all melta shots and all flamer shots for every unit in the army"
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
Now I am torn.
(i'm also trying to figure out how to work my current 2k army into something that gets the most out of these tactics, also, and I heavily built them towards 7th ed's melta/flamerspam tactics)
I would say it isn't that bad for it.
Your flamers still get a to wound reroll. Your meltas get both.
Overall pretty productive there.
Well, dilemma is I've got three tac squads built, with these weapons
Squad 1, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Flamer, Missile Launcher, Combiflamer on Sarge
My old plan was "everyone goes in a drop pod, except I combat squad the missile launcher guy and have him chill in the backfield while Vulkan joins the flamer squad" except now
A. the range of flamers is now 8", which is outside of drop pod range and B. having multiple guns I want to reroll in a squad isn't good with the new tactics.
What I'm thinking is this, now
Squad 1, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 2, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 3
Flamer, Combiflamer, Drop pod with Vulkan and Librarian
Squad 4
4x Guys, 1x Missile Launcher, on foot
Squad 5
Melta, Combimelta, on foot protecting cannon
Squad 6
Melta, Combimelta, on foot protecting cannon
The rest of the list is an ironclad dread, a land raider redeemer with a unit of TH/SS terminators, and two thunderfire cannons
I'm basically not going to build any more guys for this army, since they are all kitbashed from Ironbreaker parts, and I don't have the energy, so I'm trying to make the best list I can
Kind of lame that Crimsons Fists get their own strategems and stuff but not their own tactics. Those tactics fit the Imperial Fists (kind of) well but not sure if they work for the Crimson.
I guess I'm still missing last edition's "reroll all melta shots and all flamer shots for every unit in the army"
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
Now I am torn.
(i'm also trying to figure out how to work my current 2k army into something that gets the most out of these tactics, also, and I heavily built them towards 7th ed's melta/flamerspam tactics)
I would say it isn't that bad for it.
Your flamers still get a to wound reroll. Your meltas get both.
Overall pretty productive there.
Well, dilemma is I've got three tac squads built, with these weapons
Squad 1, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Flamer, Missile Launcher, Combiflamer on Sarge
My old plan was "everyone goes in a drop pod, except I combat squad the missile launcher guy and have him chill in the backfield while Vulkan joins the flamer squad" except now
A. the range of flamers is now 8", which is outside of drop pod range and B. having multiple guns I want to reroll in a squad isn't good with the new tactics.
What I'm thinking is this, now
Squad 1, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 2, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 3
Flamer, Combiflamer, Drop pod with Vulkan and Librarian
Squad 4
4x Guys, 1x Missile Launcher, on foot
Squad 5
Melta, Combimelta, on foot protecting cannon
Squad 6
Melta, Combimelta, on foot protecting cannon
The rest of the list is an ironclad dread, a land raider redeemer with a unit of TH/SS terminators, and two thunderfire cannons
I'm basically not going to build any more guys for this army, since they are all kitbashed from Ironbreaker parts, and I don't have the energy, so I'm trying to make the best list I can
Maybe not so bad, tbh
That to me looks pretty nasty. Throw in your TH/SS get rerolls to hit and rerolls to wound. The land raider doesn't but it doesn't need it. The ironclad gets the rerolls as well.
You will have some issues with hordes but verse most things you should be doing a lot of damage.
Also those combis might be better in the pods. They still get to hit in range plus they can fire the bolter for a double tap at the same time.
Hmmmmmmmmmmmm I think this might be an okay list, if I understand how the Tactical Reserves and Combat Squad rules work
As I understand it, Tactical Reserves states that half the total number of units in your army must be deployed at the start of the game. Combat Squads states that, before the game even starts, you can split the 10 man squads into two separate units, of 5 models each. If I'm reading this right, it means that if I have three tactical squads, and combat squad them all, then I actually get 6 units.
Then, my math works out- Three drop pods (3 units) in reserves, three 5-man combat squads in a pod each (3 units), and Vulkan in a pod (1 unit) for a total of 7 units in reserve. That leaves three more tactical squads (3 units), an Apothecary (1 unit), a Land Raider (1 unit), Assault Terminators (1 unit), and two thunderfire cannons (2 units) on the table for a total of 8 units deployed, or more than half my army.
Plus! I can put my Apothecary and Terminators in the Land Raider for a reasonably tough package, and spend command points to reroll the revive ability.
Hmmmm this might actually be preeeeeettty good. Long range, rerollable hit and wound from the missile launcher, Drop pods with a multimelta who, while hitting on a 4+, can reroll hits AND wounds, Vulkan with some Flamer guys to mix it up against some hordes or tough enemies, thunderfires for support being guarded by meltas in case anyone rushes me and a redeemer full of tough terminators
EDIT: Or I could put the combis in the pods as well for the hell of it. I LIKE it.
The entire Dark Angels chapter is a reference to a gay catholic priest, named Lionel Johnson, who wrote the poem "Dark Angel" about his forbidden, closeted homosexual tendencies. So the entire chapter is about being a closeted gay.
Pretty heavily leaning Raptors now. I'm curious to see what the strategem and Relic Crimson Fists get, but I am already smearing grease paint on myface to become one with the jungle.
I am really REALLY glad they made them not all about jump packs! I can totally still run my jump pack heavy regular Ravens with Shrike at the head, but these new tactics work really well for Raptors. I hope there's a fancy bolter as one of the generic relics because I don't want to run Issodon for the simple reason of keeping it Primaris only and a shooty cap could use a bit more dakka than just a MC Stalker.
I am chomping at the bit for the death guard terminators. Which should hopefully come alongside the codex, since I'm pretty sure terminators are part of lore death guard forces.
Look, I just want to have a big fat deepstrike option for my painfully slow army.
Especially since I'm convinced I should wait and see what comes out before grabbing anything.
I am chomping at the bit for the death guard terminators. Which should hopefully come alongside the codex, since I'm pretty sure terminators are part of lore death guard forces.
Look, I just want to have a big fat deepstrike option for my painfully slow army.
Especially since I'm convinced I should wait and see what comes out before grabbing anything.
Yeah loads of terminators is a deathguard thing, it even says so in the chaos index before it promptly says they can't take em.
At least when we get deathguard specific ones we know they will likely have disgustingly resilient, which after playing with some nurgle demons, is very very good with an invulnerable save.
One thing I will say though is that "slow" death guard is a bit of a myth on the table if you do it right.
The bell guys ability to run on two dice pick the highest makes them advance surprisingly quickly, typhus always deepstrikes and you can take a normal nurgle sorcerer to cast warptime on stuff.
If you need something to move fast in DG, you can do it.
Posts
The "official" GW colorscheme for the new Deathguard stuff looks nice on the models from a technical standpoint, but artistically it's way too clean for my tastes. All of the really nice DG stuff I've seen online has been painted to look like rusted out shit and it looks great.
Death Guard armor and vehicles should look like old soviet era farming equipment that has been sitting in an underground septic tank for the last 30 years.
So my army is technically dual god but I play around with lots of stuff.
Play to undivided's strength which is you get a bit of everything. Elite slots are easy to come by so you can take a lot of specialist units if you want. Abbadon is good, not amazing but good. His bubble is really strong.
Thoughts on builds like themes:
1)Black Legion/Luna Wolves veterans+Abbadon. Use lots of termis in a vanguard deployment for deepstrike. Your troops are cheapo cultist to hold down objectives. Throw in a termi-sorc for support and a dark apostle to hold the cultist in place. Use summons from your terminators to bring in daemonic reinforcements to help Abb and the termi company strike.
2) Iron Legion- Bring the big guns. Get some heavy arty on the field. Use havocs for most of your bodies. Lots of heavy and special weapons. Cheap re-roll lords for the plasma fire you put down.
3)Word Bearers- Dark Apostles and cultist for your troops at your core. Then lots of daemons for the heavy hitters. A chosen squad or two for some more special weapon damage.
Thanks for the ideas, guys. Like I said, this was a hypothetical question, but I'm glad to hear there's options for the spikey boys to mix it up.
https://www.warhammer-community.com/2017/07/18/chapter-focus-white-scars-july18gw-homepage-post-3/
I don't know if it has the same oomph as the Ultramarines or the Ravenguard did though.
2" inches of extra movement when advancing is nice, being able to charge after falling back is nice. Much more close combat oriented than their fluff made them sound to me, which was much more shoot and scoot tactics.
They do have a strategem that lets them advance, shoot and charge in the same turn though. That's nice.
This heresy...
It's like, bro, do you even White Scar?!
But that was before the White Scars had any substantial fluff besides "speed freaks".
Wait White Scars???
Yeah, I... Hrrm. I'm curious what direction they're going to go with the Wolves. My lightning storm rune priest motif-d blood claw army might end up running under white scars rules?
Grey Knights and Deathwatch are confirmed as getting seperate books, right?
Well, not quite, cause Black Templar are in it. But anyone who got a recent stand alone codex is still going to get another stand alone.
http://imgur.com/a/DAvUr
http://imgur.com/lhlnxUg
Sallies: Each unit can reroll 1 hit and 1 wound roll (nutso with meltas/lascannons/fists!)
Imp Fists: Ignore cover and reroll wounds vs buildings (did they get them confused with Iron Warriors?)
Black Templar: Reroll charges (pretty good. Its hard to get nowadays)
Iron Hands: 6+ FNP (expected)
Salamanders- I guess you get a single reroll per unit or something sure
Iron Hands tactics sounds rather tame compared to the rest of the bunch.
But we also haven't seen the strategems for these folks yet. Raven Guard get infiltrate. I don't remember what UM get but whatever they have a Primarch.
I do think the salamander one is powerful. MSU rerolls of hits and wounds across the board on all your weapons? That can be huge in tight games. Its basically your units get two free command points a turn per unit.
You can argue they're boring but both seem very good IMHO.
???
I'm not sure what you're disappointed about. Every unit getting to reroll a hit and a wound is pretty damn stellar.
This is basically kind of like that but instead of meltas and flamers it is all your guns and you choose which one you want to reroll.
Miss that lascannon shot into that carnifex that is 3 wounds from dying? Whelp reroll. Need that melta to wound that dread? Reroll that. All sorts of goodness in there.
Hmmm...should I do salamanders instead of raven guard?
Now I am torn.
(i'm also trying to figure out how to work my current 2k army into something that gets the most out of these tactics, also, and I heavily built them towards 7th ed's melta/flamerspam tactics)
Still glad I went Raven Guard though. They exceeded my hopes with their rules. Feels very 30k in the best possible way.
Gonna run my Dark Furies as vanguard vets methinks.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I would say it isn't that bad for it.
Your flamers still get a to wound reroll. Your meltas get both.
Overall pretty productive there.
The entire Dark Angels chapter is a reference to a gay catholic priest, named Lionel Johnson, who wrote the poem "Dark Angel" about his forbidden, closeted homosexual tendencies. So the entire chapter is about being a closeted gay.
The history of 80's/90's gaming is amazing.
Well fuck me, I picked the wrong Chapter
I think Black Templar probably got the worst of it? UM, RG and WS maybe the best of it? Hm.
It's more focused than the others, really only benefiting melee lists, but it's still a decent upgrade.
Well, dilemma is I've got three tac squads built, with these weapons
Squad 1, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Melta, Multi Melta, Combimelta on Sarge
Squad 2, 10x marines
Flamer, Missile Launcher, Combiflamer on Sarge
My old plan was "everyone goes in a drop pod, except I combat squad the missile launcher guy and have him chill in the backfield while Vulkan joins the flamer squad" except now
A. the range of flamers is now 8", which is outside of drop pod range and B. having multiple guns I want to reroll in a squad isn't good with the new tactics.
What I'm thinking is this, now
Squad 1, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 2, 5x marines
4x Guys, 1x Multimelta, Drop Pod
Squad 3
Flamer, Combiflamer, Drop pod with Vulkan and Librarian
Squad 4
4x Guys, 1x Missile Launcher, on foot
Squad 5
Melta, Combimelta, on foot protecting cannon
Squad 6
Melta, Combimelta, on foot protecting cannon
The rest of the list is an ironclad dread, a land raider redeemer with a unit of TH/SS terminators, and two thunderfire cannons
I'm basically not going to build any more guys for this army, since they are all kitbashed from Ironbreaker parts, and I don't have the energy, so I'm trying to make the best list I can
Maybe not so bad, tbh
That to me looks pretty nasty. Throw in your TH/SS get rerolls to hit and rerolls to wound. The land raider doesn't but it doesn't need it. The ironclad gets the rerolls as well.
You will have some issues with hordes but verse most things you should be doing a lot of damage.
Also those combis might be better in the pods. They still get to hit in range plus they can fire the bolter for a double tap at the same time.
As I understand it, Tactical Reserves states that half the total number of units in your army must be deployed at the start of the game. Combat Squads states that, before the game even starts, you can split the 10 man squads into two separate units, of 5 models each. If I'm reading this right, it means that if I have three tactical squads, and combat squad them all, then I actually get 6 units.
Then, my math works out- Three drop pods (3 units) in reserves, three 5-man combat squads in a pod each (3 units), and Vulkan in a pod (1 unit) for a total of 7 units in reserve. That leaves three more tactical squads (3 units), an Apothecary (1 unit), a Land Raider (1 unit), Assault Terminators (1 unit), and two thunderfire cannons (2 units) on the table for a total of 8 units deployed, or more than half my army.
Plus! I can put my Apothecary and Terminators in the Land Raider for a reasonably tough package, and spend command points to reroll the revive ability.
+ HQ +
Vulkan He'stan [8 PL, 154pts]
+ Troops +
Tactical Squad [9 PL, 193pts]
. 7x Space Marine
. Space Marine Sergeant: Combi-melta
. Space Marine w/Heavy Weapon: Multi-melta
. Space Marine w/Special Weapon: Meltagun
-Combat Squad: Multi-melta, 4x Marines
-Combat Squad: Combi-melta, Melta, 3x Marines
Tactical Squad [9 PL, 193pts]
. 7x Space Marine
. Space Marine Sergeant: Combi-melta
. Space Marine w/Heavy Weapon: Multi-melta
. Space Marine w/Special Weapon: Meltagun
-Combat Squad: Multi-melta, 4x Marines
-Combat Squad: Combi-melta, Melta, 3x Marines
Tactical Squad [9 PL, 175pts]
. 7x Space Marine
. Space Marine Sergeant: Combi-flamer
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Special Weapon: Flamer
-Combat Squad: Sergeant, Special Weapon, 3x Marines
-Combat Squad: Missile Launcher, 4x Marines
+ Elites +
Apothecary [3 PL, 55pts]
Terminator Assault Squad [13 PL, 280pts]
. Terminator Sergeant
. . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
. 4x Terminator w/THSS: 4x Storm shield, 4x Thunder hammer
+ Heavy Support +
Land Raider Redeemer [18 PL, 366pts]: 2x Flamestorm cannon, Multi-melta, Twin assault cannon
Thunderfire Cannon [7 PL, 134pts]: Thunderfire Cannon
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter, 2x Servo-arm
Thunderfire Cannon [7 PL, 134pts]: Thunderfire Cannon
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter, 2x Servo-arm
+ Dedicated Transport +
Drop Pod [5 PL, 105pts]: Storm bolter
Drop Pod [5 PL, 105pts]: Storm bolter
Drop Pod [5 PL, 105pts]: Storm bolter
++ Total: [98 PL, 1999pts] ++
Created with BattleScribe
Hmmmm this might actually be preeeeeettty good. Long range, rerollable hit and wound from the missile launcher, Drop pods with a multimelta who, while hitting on a 4+, can reroll hits AND wounds, Vulkan with some Flamer guys to mix it up against some hordes or tough enemies, thunderfires for support being guarded by meltas in case anyone rushes me and a redeemer full of tough terminators
EDIT: Or I could put the combis in the pods as well for the hell of it. I LIKE it.
It's not a choice, bro.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I am really REALLY glad they made them not all about jump packs! I can totally still run my jump pack heavy regular Ravens with Shrike at the head, but these new tactics work really well for Raptors. I hope there's a fancy bolter as one of the generic relics because I don't want to run Issodon for the simple reason of keeping it Primaris only and a shooty cap could use a bit more dakka than just a MC Stalker.
Look, I just want to have a big fat deepstrike option for my painfully slow army.
Especially since I'm convinced I should wait and see what comes out before grabbing anything.
Yeah loads of terminators is a deathguard thing, it even says so in the chaos index before it promptly says they can't take em.
At least when we get deathguard specific ones we know they will likely have disgustingly resilient, which after playing with some nurgle demons, is very very good with an invulnerable save.
One thing I will say though is that "slow" death guard is a bit of a myth on the table if you do it right.
The bell guys ability to run on two dice pick the highest makes them advance surprisingly quickly, typhus always deepstrikes and you can take a normal nurgle sorcerer to cast warptime on stuff.
If you need something to move fast in DG, you can do it.
You can also of course, summon in demons.
They're going to replace the Chaos Land Raider?
Thoughts of a Part-Time Hobbyist - A Wargaming and RPG Blog