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Discussion Starter #1
I haven't ever played with them so I have no idea how Slow and purposeful would work in reality. quite shit i'd imagine. for something that doesn't shoot, and could scatter away from the enemy.

it may depend on the context, was thinking a nurgle daemonzilla list:

HQ

GUO's x2 w/ breath of chaos & COF - 390

Troops - 390

2 x 9 PB's
1x 8 PB'S


Heavy Support

3x DP's, flght, mon, hide, might, gaze - 720

See, 26 Plaguebearers seems like enough, so I can't decide if this list would work. while the DP's are pricey, they'll be useful in any scenario. but can you get the GUO's into soon enough for them to be handy?
 

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Handmaiden of Slaanesh
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In my experience, GUO are absolute beasts. They're durable as all hell and since you DS, you don't have to fret too much about the slow & purposeful. Breath is a great addition to add that extra punch before you finish them in the assault. With that beastly stat line, your shouldn't worry about much of anything taking you down too fast.
 

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I'm a big fan of GUOs. Nothing short of full-force Lascannon or Plasma spam is going to take them down before they do their job.

S&P isn't really a problem since you DS in anyway, so you're looking only at 1-2 turns of walking before you're in assault range. They more than make up for being slow by being more durable than just about anything else in existance.

As for your list, i'd run 4 squads of Plaguebearers (9, 7, 5, 5). This gives you better coverage for Objectives, and lets you drop both GUOs and all 3 DPs in the first wave. Thats major Daemon-zilla coming in on turn 1.
 

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WFB Moderator
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I love my GUO, but the only upgrade they ever get is cloud of flies (they really need it- keeps them striking before PFs and stops charges getting those extra attacks). Breath requires you to get really close, and if you are that close you'll probably want to charge anyway (rather then potentially killing all those in your assault range). Just save the points, get into combat and do your killing there... very little can beat a GUO in combat.

As for the rest- I find that units of 6 plaguebearers are fine... they kill very little but survive for long periods, which is all you need. That does mean that you only normall need a couple of units of them to grab objectives- you'll probably want some other troop choices to help take the fight to the enemy (unless you want mono-nurgle). If you do want mono-nurgle then I would try to squeese Epidemus in there- he'll really help the plaguebearers do damage and means you can drop the might off the DPs (best list I've seen runs 1 winged DP with iron hide and has the other 2 pretty basic- by the time they reach the enemy they're powered up by Epi so dont need the upgrades as much... saves a huge amount of points).
 

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Discussion Starter #5
Thanks for all the feedback!

good to know this could be a feasible list. i do want to go mono-god at this stage- was interested in a khorne/nurgle list but bloodletters disappointed in playtesting!

i did think hard about the Breath on the GUO's - while it's 4 PB's, I think it's necessary again other power units. Assault termies would ruin a GUO, but breath gives me a chance to soften up before I charge. same with horde or cc specialist troops. i figured if i'm in for 160, i mgiht as well be in for 190, and give him the punch he needs.

and the more i think about it, the more 4 troops slots sounds better. my main opponent fields 2 vindis!

I'd like to trim my DP costs. i had to have might for AT (LR's) more than Noxious Touch. wings are kinda necessary to chase tanks, and gaze at BS 5 is great value. especially on that first turn!!! any suggestions?
 

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GUO are my favorite greater daemon. they take so much abuse and can easily dish it out themselves. I would keep your GUO the way they are. Breath is always nice not only for troops but for those pesky tanks as well. if you can keep them from shooting you then it's worth it. Other than that I do have to agree with Deathscythe. having five big things come in is pretty nasty against any list
 

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Unfinished Project King
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GUO's are very nice indeed. I run a mixed god force, and I love the punch this guy packs as one of my HQ's. I had a game against a guard opponent, where my GUO marched up the middle of the field, flanked by PB, shielding my more fragile units behind them. The GUO and PB, took 2 full rounds of shooting from LRBT, artillery, and HWT, and still had enough umph to assist in the ensuing assault. Speaking of that LRBT that only managed to get a wound on my GUO, he managed to eat that damn thing for breakfast when you trundled into it. The only thing that has taken out a GUO in my experience without batting an eye was another opponents damn furioso dread with blood talons. I would suggest avoiding those guys at all costs.

I have never run a sole force of nurgle just cause the deep strike gods hate me and I find in my games they are always trying to get somewhere where everyone else is. That being said they are incredibly resilient, and great support units for the rest of the daemons force.

Nurgle DP's are the bomb, nuff said.
 

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i did think hard about the Breath on the GUO's - while it's 4 PB's, I think it's necessary again other power units. Assault termies would ruin a GUO, but breath gives me a chance to soften up before I charge. same with horde or cc specialist troops. i figured if i'm in for 160, i mgiht as well be in for 190, and give him the punch he needs.
If you see assault termies run... a nurgle force really cant deal with them. To be honest nurgle and khorne struggle vs assault termies, while daemonettes and horrors do quite well.
If those termies are on foot then just ignore them and run away... if they are in a LR then you have a serious problem. You might have to sacrifice a unit and try to keep them out of the way while you sneak round and smack the rest of his army.
 

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But then the issue arises that he doesn't have to take the bait, unless it is something important like a Daemon Prince.

And you just can't sacrifice something like that, in a Daemon army.

It's one thing taking an icon, and plopping it close to an inexperienced enemy that thinks you're gonna use it. It's a whole nother to plop a Daemon Prince in the path of TH&SS terminators to get them outside and delayed.

Anything else will be tank-shocked away, unworthy of the attention of TH&SS termies.
 

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Discussion Starter #10
If you see assault termies run... a nurgle force really cant deal with them. To be honest nurgle and khorne struggle vs assault termies, while daemonettes and horrors do quite well.
Yeah they are just ridiculous. just did a bit of mathammer and even 2 MC's would only draw combat with them - and those 5+ invl's are harder to make in real life than in theory. I don't know what was wrong with the 4+ invl in cc only rule for the SS in previous editions!

so really, my tactics should be avoid them, kill his troops as quickly as possible, and stop him doing the same thing to me. sounds so simple...
 

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Its why I like my GUO without upgrades (other then CoF.. appropriate accronym), you throw a GUO in front of the termies, but far enough away that they'll need to pull themselves far away from the fight (hopefully somewhere it can threaten something too- like another flanking enemy unit), and then drop everything else close in to the enemy's core. Termies charge you, only get 10 attacks... you should kill 1 (ish) and then take 2 wounds in return. you should lose the fight but it should last for at least 3 combat phases and it should keep those termies out of your hair (and kill a couple), meaning they have far less impact on the game.

I normally use a mixed list if using GUO (in a mono-nurgle I normally have kugath and epidemus), and I just use them as bullet magnets. Drop them in the centre of the field facing the bulk of the enemy line and almost everythign normally shoots at them... they'll die in a couple turns but may survive to make combat, and normally live long enough for the rest of your army to start causing utter havoc.

The friends I usually play tend to scream 'cheese' or 'beardy' as soon as I reach for my daemons... it gets a little annoying because really its just them falling into the same old traps time and time again.
 

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I've never bothered giving him many upgrades, because I just use him as a tarpit. DS him near an important unit, then somehow get them into CC. They shouldn't pose much of a problem to him unless they have something that REALLY hurts.
 
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