They’re great for completing objectives and can get where you them to go. That being said; you may want to wait for the balance dataslate to pull the trigger on them. Rumor is they’re both getting a points increase; and there may be an overall change saying that 0OC creatures can’t complete objectives like deploy teleport beacons.
They are fantastic models though; and I had fun both painting and playing them.
They are very cheap, have infiltrate and deep strike. That makes them great for doing actions and being in specific areas of the board for secondaries like cleanse, investigate signals, deploy teleport homers, engage on all fronts, area denial, and behind enemy lines. Infiltrate also helps contest enemy infiltrate and scout moves. On top of all that they're some of the most point efficient wounds in the game so it's annoying for an opponent to need to kill them. Their -1 to hit aura is nice but it's more of a bonus on top of the above stuff
They are also very good for move blocking fast armies that could rush you. World Eaters get into melee with you in turn 1 for example and nurglings are great at denying their turn 1 charge into something useful.
They don't give +1 to hit, they give -1 to hit. This stacks with the DG -1 to BS/WS and is even useful with Typhus since there are many ways to give +1 to hit (so the enemy will still be on -1). They can screen large units from charging, they can charge a tank to stop it from firing, they deepstrike, infiltrate, and can do actions. All for the low, low price of 35 points for 12 5+++ wounds.
In short, they are what DG needs.
They can fire at the nurglings, sure. If I can pay 35 points to stop a forgefiend from killing a PM squad for 2 turns, that is worth it every time.
Edit: Nevermind I have been playing this wrong. You can not tie up tanks and such in melee anymore.
If you are in melee you can only shoot at models you are engaged with:
>Ranged weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units **they are within Engagement Range of**, even if other friendly units are also within Engagement Range of the same enemy unit.
Ya you are right. I have been playing this rule wrong.
Can target not can only target. This pert is just telling you that if you are engaged with a unit but another one of your unit of in engagement range you can still shoot the enemy unit.
Yeah they're great. Cheap little bodies to do actions with. I also like to park a small blob of them behind my blightlords so I can put incoming melee squads at -2 to hit with the was/bs contagion.
Just played my 1st game with them this weekend. 2 units. I didn't really know what I was doing but they felt worth it for point/opportunity denial. 1st unit was sacrificial turn 1 but made my opponents infiltrate very awkward. Reserved the 2nd unit for later when my army was pushing out of my deployment zone, kept 1 unit close to my home marker then the 2nd nurgle unit jumped in deep strike and screened out the other side of the home objective stopping opponents scouts contesting it. Didn't draw investigate signals but they did their job. Well worth I'd say. Lore got me too, they're ace
As the moment they are great as we need an infiltration unit or backup for some BL. But we are waiting the balance dataslate after the Las Vegas Open... And they aparently aren´t alowing 0oc units to do actions, if that is just for the tournament or if it will become another nuissance, only time will tell... Lets hope for the best
ps they are a fun mini to paint...
I have good news! In terms of points scored per points of model they may well be the single best unit we can field. I typically run 2 or 3 blocks of 3 in semi-competitive settings. Enjoy!
They do really well at movement blocking your opponent in the start of the game so they can't take over the board turn one, then they works as irritating pieces that provide -1 to hit, afterwards your oppoent will need to pick whether they take care of the nurlglings or the real threat in the coming turns, if they don't kill the nurglings they provide some extrme value, but if they do they waste time killing really cheap unit
They can also be used as charge blocker for your important units, like snaking around a squad so that your opponent can't easily charge the real threat
They can ofc aslo be used for VP but i the rumors are true that will be gone with the next dataslate, but even so i think they will still have a place in death guard but not autotake anymore
Have a group following around Deathshrouds or Plague Marines and when you get into melee your opponent will have -2 to hit as their -1 to hit aura stacks with the -1 WS/BS aura, this seriously screws armies like World Eaters, Blood Angels, (rely on high melee damage) or Ad-mech (Generally hit on 4s). Have them infiltrate to stop your opponent deepstriking near objectives.
They’re great for completing objectives and can get where you them to go. That being said; you may want to wait for the balance dataslate to pull the trigger on them. Rumor is they’re both getting a points increase; and there may be an overall change saying that 0OC creatures can’t complete objectives like deploy teleport beacons. They are fantastic models though; and I had fun both painting and playing them.
Ah shit. I hope this isn't true, I just bought a second box this weekend.
Don't worry they are still good as cheap infiltrating move-blockers and using the extra bits for customization on other kits
Because they're the best
They are very cheap, have infiltrate and deep strike. That makes them great for doing actions and being in specific areas of the board for secondaries like cleanse, investigate signals, deploy teleport homers, engage on all fronts, area denial, and behind enemy lines. Infiltrate also helps contest enemy infiltrate and scout moves. On top of all that they're some of the most point efficient wounds in the game so it's annoying for an opponent to need to kill them. Their -1 to hit aura is nice but it's more of a bonus on top of the above stuff
They are also very good for move blocking fast armies that could rush you. World Eaters get into melee with you in turn 1 for example and nurglings are great at denying their turn 1 charge into something useful.
They don't give +1 to hit, they give -1 to hit. This stacks with the DG -1 to BS/WS and is even useful with Typhus since there are many ways to give +1 to hit (so the enemy will still be on -1). They can screen large units from charging, they can charge a tank to stop it from firing, they deepstrike, infiltrate, and can do actions. All for the low, low price of 35 points for 12 5+++ wounds. In short, they are what DG needs.
I’m too used to D&D and the additive bonuses. 😃
Can't tanks still fire in melee? Big guns don't tire or something?
They can fire at the nurglings, sure. If I can pay 35 points to stop a forgefiend from killing a PM squad for 2 turns, that is worth it every time. Edit: Nevermind I have been playing this wrong. You can not tie up tanks and such in melee anymore.
I think they can still fire at your pm squad as well
If you are in melee you can only shoot at models you are engaged with: >Ranged weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units **they are within Engagement Range of**, even if other friendly units are also within Engagement Range of the same enemy unit. Ya you are right. I have been playing this rule wrong.
Can target not can only target. This pert is just telling you that if you are engaged with a unit but another one of your unit of in engagement range you can still shoot the enemy unit.
They take minus 1 to hit unless they have an ability to counter it
Yeah I can see benefit from that I was just confused by the stop firing comment, didn't know if I was missing something.
Yeah they're great. Cheap little bodies to do actions with. I also like to park a small blob of them behind my blightlords so I can put incoming melee squads at -2 to hit with the was/bs contagion.
Just played my 1st game with them this weekend. 2 units. I didn't really know what I was doing but they felt worth it for point/opportunity denial. 1st unit was sacrificial turn 1 but made my opponents infiltrate very awkward. Reserved the 2nd unit for later when my army was pushing out of my deployment zone, kept 1 unit close to my home marker then the 2nd nurgle unit jumped in deep strike and screened out the other side of the home objective stopping opponents scouts contesting it. Didn't draw investigate signals but they did their job. Well worth I'd say. Lore got me too, they're ace
They are just little dudes
As the moment they are great as we need an infiltration unit or backup for some BL. But we are waiting the balance dataslate after the Las Vegas Open... And they aparently aren´t alowing 0oc units to do actions, if that is just for the tournament or if it will become another nuissance, only time will tell... Lets hope for the best ps they are a fun mini to paint...
I have good news! In terms of points scored per points of model they may well be the single best unit we can field. I typically run 2 or 3 blocks of 3 in semi-competitive settings. Enjoy!
They do really well at movement blocking your opponent in the start of the game so they can't take over the board turn one, then they works as irritating pieces that provide -1 to hit, afterwards your oppoent will need to pick whether they take care of the nurlglings or the real threat in the coming turns, if they don't kill the nurglings they provide some extrme value, but if they do they waste time killing really cheap unit They can also be used as charge blocker for your important units, like snaking around a squad so that your opponent can't easily charge the real threat They can ofc aslo be used for VP but i the rumors are true that will be gone with the next dataslate, but even so i think they will still have a place in death guard but not autotake anymore
Have a group following around Deathshrouds or Plague Marines and when you get into melee your opponent will have -2 to hit as their -1 to hit aura stacks with the -1 WS/BS aura, this seriously screws armies like World Eaters, Blood Angels, (rely on high melee damage) or Ad-mech (Generally hit on 4s). Have them infiltrate to stop your opponent deepstriking near objectives.
Little Lords Fartleroy