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!
More 1000 Sons please!
ReplyDeleteI 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.
They get the primaris power from their chosen God's chart. That is the extra.
DeleteWhat? Why?
DeleteI 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?
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!
DeleteOk, I totally missed that rule.. Good to know! Thanks!
DeleteAre the Sorcerer's Exalted or normal Sorcerer's as per CSM? :P
ReplyDeleteIf 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.
DeleteI would be most appreciative, thanks! :D
DeleteYes sir, he was indeed running them as regular Sorcerers to shave points for other things in the list.
Delete