Warhammer 40,000 Battle Report #55 – Death Guard vs Thousand Sons

Chaos has invaded the Maelstrom! Today, Change and Decay revisit an old grudge match from our high school days. Enjoy the slugfest, brought to you by the new Traitor Legions book.

Ahriman cast his mind across the skeins of fate, cursing inwardly when he saw the putrescent horde that advanced on his position. He knew an enemy would be here, but something had bent his perception, preventing foreknowledge of the foe to come. Now, he understood why.

The city still held its secrets, and Ahriman needed more time. With a gesture, he sent his forces into battle. The gurgling lord that led the Nurgle host was singing a jaunty tune as he came up the street, supported on the backs of a hundred grunting demons. Ahriman grimaced as the tune grated against his senses, and his nose curled in disgust; there would be a reckoning for this intrustion.


The Armies

Nuntius Cacotheus
Death Guard – 2,000

Death Guard Vectorium
Lord of the Legion
Chaos Sorcerer: Psyker (Mastery Level 3), Spell Familiar, Force Staff; Nurgle’s Rot, Fleshly          Abundance, Curse of the Leper, Blades of Putrefaction

Lord of the Legion
Chaos Sorcerer: Psyker (Mastery Level 3), Spell Familiar, Force Staff; Nurgle’s Rot, Plague          Wind, Curse of the Leper, Gift of Contagion

Plague Colony
Chaos Lord: WARLORD (Hulking Physique), Veteran of the Long War; Planaquin of Nurgle,             Plaguebringer, Sigil of Corruption

Plague Marines: two additional Plague Marines, Veterans of the Long War; 2x Flamer, Plague      Champion has Power Axe

Plague Marines: Veterans of the Long War; 2x Plasma Gun, Plague Champion has Power Fist,      Rhino transport with Dirge Caster

Plague Marines: Veterans of the Long War; 2x Plasma Gun, Plague Champion has Power Fist,      Rhino transport with Dirge Caster

Plague Marines: Veterans of the Long War; 2x Plasma Gun, Plague Champion has Power Fist,      Rhino transport with Dirge Caster

Plague Marines: Veterans of the Long War; 2x Meltagun, Plague Champion has Power Fist,          Rhino transport with Dirge Caster

Plague Marines: Veterans of the Long War; 2x Meltagun, Plague Champion has Power Fist,          Rhino transport with Dirge Caster

Plague Marines: Veterans of the Long War; 2x Meltagun, Plague Champion has Power Fist,          Rhino transport with Dirge Caster

Spawn
Chaos Spawn: Mark of Nurgle

Chaos Spawn: Mark of Nurgle

The Seekers
Thousand Sons – 2,000

Thousand Sons Grand Coven
War Cabal
Ahriman: WARLORD (Princeps of Deceit), Disc of Tzeentch; Tzeentch’s Firestorm, Baleful        Devolution, Psychic Shriek, Mental Fortitude, Invisibility

Sorcerer: Veteran of the Long War, Force Stave; Tzeentch’s Firestorm, Siphon Magic

Rubricae: five additional Rubricae; Aspiring Sorcerer knows Tzeentch’s Firestorm, Baleful            Devolution

Scarab Occult Terminators: Sorcerer knows Tzeentch’s Firestorm, Doombolt, Armor of Hatred

Tzaangor Warherd
Sorcerer: Veteran of the Long War, Force Stave, Psyker (Mastery Level 3); Tzeentch’s      Firestorm, Siphon Magic, Terrify,Psychic Shriek

Tzaangors

Tzaangors

Tzaangors

Tzaangors

Demon Engine
Maulerfiend

Demon Engine
Maulerfiend

Demon Engine
Maulerfiend

Legion Armory
3x Chaos Predator: Twin Lascannons

After Action Review

At the end of the day, I think Khorne is the biggest winner from this game. So much close combat from the Thousand Sons!

When the Rhino wall advanced I wondered how the Maulerfiends were going to do, but they took it all in stride, quite literally leaping through the wrecks to tear apart the squads that were sheltering behind. I don’t think it’s any exaggeration to say that the Maulerfiends were the deciding factor in the outcome of this game. Their raw power tore through so many Death Guard marines that they had no capacity to push on through and engage the rest of the Thousand Sons. This freed the Tzeentch worshippers to spend their time capturing objectives and generally laughing at their plague-ridden foes.

With that said, the Death Guard showed their tenacity and power in several areas of the fight. Their ability to shrug hits in melee was gruesome, but their true terror came in their ability to do so much damage in return. The debuffs from the Plague Colony are HUGE when it is at full strength, which is a good thing since it takes up so much of your army. The Sorcerers filling in for backup also worked well, providing that little bit of extra support in several instances to keep the rest of the army in the fight.


Stay tuned, the Death Guard will be back, and in greater numbers!

Comments

  1. More 1000 Sons please!

    I am putting together a 1000 Sons army myself and I noticed that all your Sorceres have one psychic power too many (or am I missing something?) The Detachment benefit allows them to "cast" an additional power, not generate one extra.

    ReplyDelete
    Replies
    1. They get the primaris power from their chosen God's chart. That is the extra.

      Delete
    2. What? Why?

      I thought they would only get the primaris for free if they have psychic focus, meaning: take all of their powers from the same discipline.

      What am I missing here?

      Delete
    3. Chaos Psychic Focus allows them to get the Primaris from their patron deity's tree in addition to their other powers. It's one of the positive aspects of having to roll on the somewhat subpar Tzeentch table. Hope this helps!

      Delete
    4. Ok, I totally missed that rule.. Good to know! Thanks!

      Delete
  2. Are the Sorcerer's Exalted or normal Sorcerer's as per CSM? :P

    ReplyDelete
    Replies
    1. If I remember correctly, he was running them as the standard Sorcerers, but I could be wrong. When I talk to Griff again I will get some clarification for you.

      Delete
    2. I would be most appreciative, thanks! :D

      Delete
    3. Yes sir, he was indeed running them as regular Sorcerers to shave points for other things in the list.

      Delete

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