Finally in the series we come to
my personal favourites – the Death Guard. Firstly, plague marines have a lot
going for them in the codex with the ability to take 2 special weapons in small
squads, some close combat advantages (blight grenades, plague knife) and of
course the durability factor with toughness 5 and FnP. Not only that, but we
have another great advantage in that Typhus allows cultists to be zombies who
also have FnP and fearless (and have now been FAQd so you can take large
squads). Vehicles aside, who don’t seem to have had a lot of mark love this
edition, almost everything can be marked in the codex. Sounds great right?
Well, it’s a little but more complex than that and, IMO, one of the most
disappointing things about the new codex.
For starters we have mark of
nurgle, which boosts every unit to +1 toughness as you would expect. This can
make some units downright nasty, such as bikers (T6!) and
obliterators/mutilators (T5, 2W). Makes for a great nurgle theme army so far,
conjuring up visions of an encrusted, pustulant army trudging relentlessly
across the battlefield with endless shots ricocheting off armour or simply
passing straight through them. Unstoppable and terrifying. This is where
problems start to creep in.
I personally love the look of
death guard terminators and was hoping to add a unit into my army courtesy of
Kromlech (legs) and forgeworld (torsos). All the Death guard were turned to
Nurgle at the same time so it makes perfect sense that they should all be as
durable as each other, whether they are power armoured, terminator armoured
etc. I loved the idea of being able to field nigh unstoppable warriors,
whatever the points costs, who do everything their little power armour pals do
just much better. After all, GK get paladins with FnP, Blood angels get priests
to grant their terminators FC and FnP. Surely there will be a way in the Chaos
codex to grant your Death Guard terminators Feel no pain? Wrong.
I know a lot of people are
moaning about this point, and I’m sorry to say I have to join them. I can see
why Phil Kelly may not have wanted to add in FnP as a banner trait for MoN
models – quite simply the combos with bikes, oblits/mutils and terminators may
have been too powerful. But lets face it, balancing points costs across the board
i.e. making them so darn expensive that any advantage in numbers is lost to
durability would have sufficed IMO. Even if pairing these units up with Zombie
blobs was also considered too powerful, it would have been nice to have been
able to at least have the option. I’m certain there are ways of balancing
points costs to compensate – other codexes seem to manage i.e. the price of
sanguinary priests or apothecary upgrades for paladins, so why not this one?
There is also the problem that
the icon of excess does pretty much the same thing as we hoped the nurgle icon
would. It does make me wonder if unrestricting the Icons would have been a good
idea and just rebalancing the points costs slightly to compensate. For example,
making an icon that represented the power and favour of the Chaos Gods and the
effect it has on that unit, driving it to perform all acts in servitude no
matter the cost. This icon grants the unit feel no pain. You get the idea.
Maybe I’m just wishlisting but as one of the armies I was condsidering making
(and with more than just plague marines and zombies) I’m rather gutted that I
can’t equip any other units with blight grenades, poisoned weapons and
especially feel no pain. The only unit you can kind of get around this with are
the ever useful bikes – just give them MoS and IoE and call them T5/FnP nurgle
bikers. I’m also seriously considering using mutilators as stand ins for
terminators with the 2W making them a little more durable as death Guard
terminators should be. Here’s the list I would try and run at 2000 points:
Typhus
|
1
|
|
Mutilators
|
3
|
MoN
|
Helbrute
|
1
|
reaper, scourge, Heavy flamer,
|
Plague marines
|
10
|
rhino, 2 flamer, fist
|
Plague marines
|
10
|
rhino, 2 melta, axe
|
Plague marines
|
10
|
rhino, 2 plasma, axe
|
Zombies
|
32
|
|
Zombies
|
32
|
|
Land raider
|
1
|
Possession, dirge
|
Well, this marks the end of the
4-part series with me concluding that the new codex allows the following fluffy
armies to be made. Slaanesh comes out in first place with the ability to make a
full army of cult themed marines. In a close second place is Khorne which also
allows most of the traits of beserkers to be spread around the army. Third
place is Tzeentch with terminators mainly letting the side down. Last place in
Nurgle, with the lack of ‘feel no pain’ leaving many units with plague marine
envy. It’s been fun writing these articles and getting a good idea myself of
how to approach army builds around cults. I hope to do the same for the other 5
legions in due course to see what the new codex has to offer them also. Cheers.
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