So in a 5 blightlord unit you want: 4x plague combinolter, 1x Reaper auto cannon I was going to magnetise both arms and combi bolsters so I can swap! But reading the stats I just need to magnetise the flail
Thank for great analysis! Could you also check (add row in comparison) for combo: Chaos Lord + closest enemy? I guss that overall independently of combinations, the best usage of Blightlords is short range shooting + melee. In such "environment" I guess that we are shooting closest enemy and CL buff will looks great)
Sad part is CSM terms are far superior with nurgle than blightlords. Better shooting with sustained hits on 5+, better melee choices and far better army rules. Makes me sad that the only unit worth taking are plague Marines tricked out for full melee.
I was very sceptical about the format/ presentation at the beginning of this channel. (maybe I was a bit too harsh) Im glad to see it has improved to a very useful informational channel for us DG players. Thank you very much Jannis, love the content. Question for all (Jannis + comment section) anyone else running 3+ MBH's ? I honestly feel like they're our best points per unit (alongside the rhino's which are a must now imo).
Thanks for the feedback :-) It’s a hard balance to strike between giving some indepth analysis and not doing too much and complicated :-) For MBH I think the range of the Melta at 18” hurts. And PBC has the advantage with the Mortar
I believe the terminator chaos Lords ability triggers every turn, not specifically its owners turn. If so, could this be rapid ingressed for a sneaky double shot of it before the enemy can move their units out of range? Seems like a decent bomb if so.
from rules commentary: The Turn/the Phase: If a rule triggers during ‘the turn’ or ‘the phase’ instead of during ‘your turn’, ‘your phase’, ‘your opponent’s turn’ or ‘your opponent’s phase’, that rule triggers in both players’ turn/phase so yes, it really triggers twice per battle round, that is nice
I feel like the LoV is just in a really awkward spot for leading blightlords. If you use him within twelve inches, you make the termies native rerolls redundant, and if you use him at twenty four inches, his own weapons are worthless. They really couldn't give one of them a different ability to make them synergise better?
I don't understand why you wouldn't assume you have something tagging them for -1T in shooting. In my opinion our Terminators are so slow you'd almost never want to put them on table turn 1. It seems like you'd always want to deep strike them. My thought is you'd want to rapid ingress them on your opponent's turn 1 if you went first, or your opponent's turn 2 if you went second. (so far nothing stops you from turn 1 deep strike) Either way you'd end up 9" from the target, and with your 4" move you bring the target within your 6" aura so they can trigger it themselves. Otherwise, if Tau can have spotter units for their army ability, Deathguard can have some for theirs. The only times we don't really care about it is against vehicles, when we're using our heavy weapons, and we don't have very many of those, especially not shooting.
@@Gibst69 I still have not seen that anywhere. Where did they clarify? It's always been in mission rules, and I didn't see that. I've seen you can't turn 1 strategic reserves, but deep strike units are not strategic reserves. Even still, it just pushes it back to the next turn. Which sucks, but DG max aura and Tau army ability don't come online until turn 3 anyway, makes sense to play defensively till then
Welp at least they are better than plague marines, I’ve played a couple games with them. The lack of movement is difficult at best, they are a reasonable tarpit for opponent terminators. They will melt against helblasters.
Best 40K TH-camr, love from the USA🇺🇸👍🏾
Favourite death guard TH-camr thank you for the video
So in a 5 blightlord unit you want: 4x plague combinolter, 1x Reaper auto cannon
I was going to magnetise both arms and combi bolsters so I can swap! But reading the stats I just need to magnetise the flail
Awesome, I love this style of video
ty for the good video.
this made me just convert a Chaos Lord in Terminator armor from an old Terminator i had laying around :)
Thank for great analysis! Could you also check (add row in comparison) for combo: Chaos Lord + closest enemy? I guss that overall independently of combinations, the best usage of Blightlords is short range shooting + melee. In such "environment" I guess that we are shooting closest enemy and CL buff will looks great)
I'd love to see a similar deep dive into CSM Terminators
Sad part is CSM terms are far superior with nurgle than blightlords. Better shooting with sustained hits on 5+, better melee choices and far better army rules. Makes me sad that the only unit worth taking are plague Marines tricked out for full melee.
You should take a look at the death guard list that went 5-0 at a reasonably sized tournament
At least blightlords are cheap as a terminator equivalent of grots
@@anexistanthuman2435 where do I find that?
@moxopal5681 it's on auspex tactics video on a competitive list for every faction. The most recent one hes done
@@Bmac1027 Which one? How long ago?
Many thanks for all your work mate 👌
I was very sceptical about the format/ presentation at the beginning of this channel. (maybe I was a bit too harsh) Im glad to see it has improved to a very useful informational channel for us DG players. Thank you very much Jannis, love the content. Question for all (Jannis + comment section) anyone else running 3+ MBH's ? I honestly feel like they're our best points per unit (alongside the rhino's which are a must now imo).
Thanks for the feedback :-) It’s a hard balance to strike between giving some indepth analysis and not doing too much and complicated :-) For MBH I think the range of the Melta at 18” hurts. And PBC has the advantage with the Mortar
Nice Video. Quick question can i attach two leaders in the terminators squad ?
No only 1 Leader there
I believe the terminator chaos Lords ability triggers every turn, not specifically its owners turn. If so, could this be rapid ingressed for a sneaky double shot of it before the enemy can move their units out of range? Seems like a decent bomb if so.
from rules commentary:
The Turn/the Phase: If a rule triggers during ‘the turn’ or ‘the
phase’ instead of during ‘your turn’, ‘your phase’, ‘your opponent’s
turn’ or ‘your opponent’s phase’, that rule triggers in both
players’ turn/phase
so yes, it really triggers twice per battle round, that is nice
I feel like the LoV is just in a really awkward spot for leading blightlords. If you use him within twelve inches, you make the termies native rerolls redundant, and if you use him at twenty four inches, his own weapons are worthless. They really couldn't give one of them a different ability to make them synergise better?
I don't understand why you wouldn't assume you have something tagging them for -1T in shooting.
In my opinion our Terminators are so slow you'd almost never want to put them on table turn 1.
It seems like you'd always want to deep strike them.
My thought is you'd want to rapid ingress them on your opponent's turn 1 if you went first, or your opponent's turn 2 if you went second. (so far nothing stops you from turn 1 deep strike)
Either way you'd end up 9" from the target, and with your 4" move you bring the target within your 6" aura so they can trigger it themselves.
Otherwise, if Tau can have spotter units for their army ability, Deathguard can have some for theirs.
The only times we don't really care about it is against vehicles, when we're using our heavy weapons, and we don't have very many of those, especially not shooting.
Pretty sure they clarified no turnnine deepstrike
@@Gibst69 I still have not seen that anywhere.
Where did they clarify?
It's always been in mission rules, and I didn't see that.
I've seen you can't turn 1 strategic reserves, but deep strike units are not strategic reserves.
Even still, it just pushes it back to the next turn.
Which sucks, but DG max aura and Tau army ability don't come online until turn 3 anyway, makes sense to play defensively till then
Welp at least they are better than plague marines, I’ve played a couple games with them. The lack of movement is difficult at best, they are a reasonable tarpit for opponent terminators. They will melt against helblasters.
Its just so silly that the PM flail is stronger then the Blords, cant wrap my head around
The PM Flail is Basically a Power Fist- lol