to happen. Your army's copy of the Psychic Awakening (for now, anyway). A charge roll is usually 2d6, which gives you an average roll of 7, a 1/36 chance of rolling 12+, 3/36 chance of rolling 11+, 6/36 chance of rolling 10+, 10/36 chance of rolling 9+, 15/36 chance of rolling 8+, 21/36 chance of rolling 7+, 26/36 chance of rolling 6+, 30/36 chance of rolling 5+, 33/36 chance of rolling 4+, 35/36 chance of rolling 3+ and 36/36 chance of rolling 2+. Extra useful when your Troops have higher toughness and Disgustingly Resilient to make them harder to shift. Also comes with fewer options, but the Plaguereaper is a good weapon and one of the few 3-Damage weapons weapons that Chaos can get. He’s also got a 7″ aura that makes charging units fight as though they hadn’t charged, which can be really handy for protecting your units. The Plagueburst Crawlers still sit back and do their thing, but now we’ve got more long-range firepower in the form of two Hellforged Deredeo Dreadnoughts that can put in work against screens in time for our Blightlord Terminators to arrive on the scene. It’s neat, but not enough to make him worth taking. Heâs tough with T7/W18/3+/4++ along with a 5+ FNP. This is coming after the release of the 2019 Space Marine Codex. Most of the time you’re going to just run a Daemon Prince as your psyker option, or Typhus if you’re going for something a little more “out there.”. 9th edition has introduced a big change in how the auras themselves work, however. This is a huge deal and can be very powerful when you’re shambling large hordes of Poxwalkers across the table. They’re also Psykers and know and can cast one power per turn. health, and has charged), though note that this doesn’t take into account Blades of Putrefaction. As always, if you’ve got a question or comment about the article or your army, feel free to drop us a question in the comments below, or email us at contact@goonhammer.com. Here we’ve got Typhus and Necrosius palling around, giving the 37 Poxwalkers a boost to Strength and Toughness and the ability to re-roll Disgustingly Resilient rolls of 1. As always, if you’ve got a question or comment about the article or your army, feel free to drop us a question in the comments below, or email us at contact@goonhammer.com. One way to do this is to have a "tanky" unit lead the vanguard. While in 7e this meant using either the old Combined Arms Detachment of previous editions or one of the faction exclusive FOCs or mega-formations to make your force into a single Detachment, you now are capped in how many detachments you can take based on game size. Meanwhile we’re also playing with a drill full of Plague Marines and a Foul Blightspawn, where we can either hold them back to capture objectives or put them all in the drill and throw them at the opponent if we need a crazy forward bullet. Bear this in mind when it comes to weapons with different AP or damage stats. When shooting, it's better to shoot with 2 five-man units than 1 10-man unit, because you can see how the first five do before deciding what to shoot at with the other five, preventing overkill. Here’s a general guide you can use (assume Mortarion is at max. incredibly official Goonhammer store on RedBubble, Relic Leviathan w/Ironstone and Duty Eternal. The downside is that you have to spend points on a Great Unclean One. We’ll include a note on those but it’s important to note that including those in a detachment with Death Guard will cause it to not be a Death Guard detachment (it will be a Nurgle detachment), and you will lose Inexorable Advance and access to Death Guard stratagems if you do this (unless the Daemons are summoned, as mentioned earlier). Command benefits are better than the other mono-FOC Detachments, but it will fucking eat up your points like there's no tomorrow. Plague Marines being a bit lacklustre makes transport for them a reasonably hard sell. In theory, two people can attempt to build armies to out-tailor and out-counter each others' hard counters, but in practice, it's easier to attempt to strive for something resembling a "Takes-All Comers" (TAC) army; if nothing else, sticking with the same army and gradually making adjustments to it as you learn what works and what doesn't work, will improve your skill as a player, compared to going "Fool, you think your Wraithknight can save you next time. Knowing the ruleset being used is also important: Matched Play is assumed to be the default in our articles, but a lot of alternate options open up when using the Power Level system featured in Narrative Play due to the majority of weapon upgrades being free under those rules. Finally the Blightlord Terminators don’t act so much as a teleporting threat here as they do an advancing one that can hold objectives and use Cloud of Flies to hide, or counter-charge units that come close to the Plaguebearers. Chapter Tactics is a 40k podcast which focuses on promoting better tactical play and situational awareness across all variations of the game. They’re also a prime target for the Grandfather’s Blessing stratagem, which can return dead Blightlord Terminators to play if none of the rest are wounded. Realistically the only other option you’re going to even sniff among the Forge World Lords of War for the Death Guard is the Hellforged Spartan, which can act as a delivery mechanism for your Blightlords or Deathshroud Terminators plus a helpful cohort of characters to buff them. In 7th Edition he was pretty awesome and had several very useful traits that allowed him to dominate. Hard-hitting units. As a rule, only units which have the CORE keyword can benefit from an aura. Alternatively, it can help screen the characters in the army.”Daemons,1,902 Points, 10 CPChaos Daemons Battalion (745 pts, +5 CP)HQ: Changecaster HQ: Sloppity BilepiperTroops: 20x Pink Horrors w/Instrument Troops: 30x Plaguebearers w/Instrument + Icon Troops: 30x Plaguebearers w/Instrument + IconThousand Sons Supreme Command (491 pts, +1 CP)HQ: Ahriman HQ: Daemon Prince w/Wings, Talons HQ: Daemon Prince w/Wings, TalonsDeath Guard Vanguard Detachment (666 pts, +1 CP)HQ: Nurgle Daemon Prince w/Wings, TalonsElites: 8x Blightlord Terminators, 6 w/Axe + Combi-bolter, 1 Flail of Corruption, Champion has Balesword + Combi-Bolter Elites: Foul Blightspawn Elites: Foul BlightSpawnArmy Reinforcement Points: 98 Final ThoughtsWell that about wraps things up. Death Guard Termy Tactics. Typically, you’re going to take 7-10 of these guys with Bubotic Axes and Combi-Bolters, swapping out the weapons on one or two for a Flail of Corruption, and giving another one or two Blight Launchers, depending on the unit size. This is commonly referred to as a “5+ Feel No Pain” save, because that’s how it used to be back in 6th/7th edition. They resolve in this order, in general: As will be discussed below, you always re-roll before applying modifiers. Note that you can charge any number of units, but unless your charge roll allows you to end up in engagement range of. Salt donkey wrote: Morty in soup doesnât sound too bad, but I think mono deathguard has legs. They also go over a tournament matchup between Death Guard and Harlequins. One is completely worthless and another two just aren’t very good. When you charge, all models can be moved in any direction, including backwards, towards an objective, on top of a building or towards an enemy unit you did not charge; the only rule is that the unit has to end the charge move in coherency, in engagement range of every unit you declared a charge against, and outside of engagement range of any other enemy units. Because of how people throw dice, a re-rollable 2+ has a lower chance than math suggests. In Matched Play each stratagem of a given type can only be used once per turn, so make them count. Generally speaking, any other mechanics that improve rate of fire, such as re-rolling the dice, stack with Blast but have diminishing returns. If you really want a single character like Celestine or a Contorted Epitome and don't have the points to bring enough cheap units to have the detachment qualify as a Patrol, or if you just want a single Space Marine squad or Deathwatch kill team for fluff reasons, you're stuck with this. Nurgle Daemons are great. I can’t put my hand on my heart and say these are a serious tournament contender, but if you just want a surprisingly spicy option for a local league or something, they’re worth a look. Possessed aren’t good enough when they have the support of multiple characters and specialist detachments designed only to buff them. Unfortunately for pure Death Guard players, you are better off taking a separate detachment of Daemons and making sure they’re well-supported and have access to the stratagems you need to make them shine. Oh, and they can’t take Jump Packs, because apparently the Death Guard don’t have those. Death Guard psykers have access to the Contagion Discipline, which borrows some powers from the Nurgle Daemon psychic powers. You will be lacking in CP if you only run with a Vanguard Detachment and most Elite units work best in conjunction with other units, running just a single Vanguard Detachment or even multiple Vanguard Detachments will usually not be the strongest option, it is more of an option to get extra Elites or to ally with the elites from a different sub-faction. Your wound roll (WR) is 2+ if S ⥠2T, 3+ if 2T > S > T, 4+ if S = T, 6+ if S ⤠T/2, and 5+ if T/2 < S < T. The odds of wounding is: (7-WR-modifier)/6. Alright, now we’re talking. Finally, he has an extremely strange shooting attack that appears to comprise entirely of shooting moderately accurate plague bees at the enemy. Terrain deployed in this way will gain Terrain Abilities in addition to the normal traits, which grants them more complex effects than usual. It’s certainly a more attractive option now that it has its own Power of the Machine spirit, but it’s still too expensive and too fragile to be worth taking in a competitive environment. The new Codex should make narrative and competitive players alike happy with the way the army plays and its competitive strength. It's also a good idea to look over the codex and tactics for armies other than your own, so you know what kind of forces and strategies other players will bring to the table. It runs three double blight launcher/plasma gun Plague Marine units at troops to press forward and hold objectives, while the Plague Surgeon with a Fugaris Helm can provide a more mangeable aura for re-rolling 1s on Disgustingly Resilient. Players go back and forth each picking one unit at a time to fight with, starting with the player whose turn it. This means you can usually roll the dice for all of the non-mortal wounds a model is suffering at once, as order does not matter - enough failures to remove the model's remaining wounds kill the model, and the excess is wasted - but remember that special rules can apply (such as a model that only gains an FNP after it suffers some damage, or a weapon that lets non-mortal wounds spill over to other unit members). Requires the most units. Make sure you know what stratagems are good options for your army and save your command points for these. Well, the Plague Brethren are a special set of 3 monopose Death Guard Plague Marines that Games Workshop released as a set shortly after the Codex released. This page is meant to index pages for the Warhammer 40,000 tactics dumps, and also acts as a repository for more general 40k tactics. Anyways, Mortarion’s great, and has a place in both pure Death Guard lists and soup lists that run Thousand Sons and lots of daemons. As the de facto âbad guyâ half of the 8th edition starter kits and a majo⦠While many things may still work, the rules have changed fundamentally in 9th. With the launch of Warhammer 40,000 8th editionâs Dark Imperium boxed set, it was clear that Mortarionâs boys were finally getting some love with a Codex and units all their own. This can be relevant against Tau or Eldar’s +/re-roll wound abilities – the wound roll is made against the Terminators, not Mortarion. Also, pay close attention to if the rules mention 'model within 6" ' or 'unit within 6" ' as this can make a major difference in how you need to place the units on the field. That’s…fine we guess. As of 9E, it also adds the Crusade campaign system, which allows units to gain experience and grow stronger (or weaker, if they're unlucky in the post-battle sequence and get Battle Scars) over time and has an initially fixed Power Level limit that can itself be improved through the course of the campaign. The problem is that Death Guard just don’t do anything for them in the way that loyalist or even other CSM armies do. The only reason to take a Chaos Spawn is because it costs 25 points and you need to fill out a detachment. (Defensible terrain, Tau Supporting Fire/Counterfire Defensive Systems, flamers, etc) can take their toll, especially if you're relying on glass cannon units (Harlequins, notably). Start with an HQ and two Troops. Order of procession is pick one targeted unit at a time to be attacked, then cycle through each model that targeted that unit. Comes with a Plague Sprayer, which is one of the most hilarious weapons in the game – a 9″ d6 shot Plague Weapon flamer with 2d6 strength and AP-3 that does an insane 3 damage. At 117 points each, these adorable little monsters aren’t wildly overcosted for what they’re bringing, but you’ve just got access to much better options if you aren’t trying to go pure Death Guard. Death Guard Patrol (Poxmongers) Demon Prince (Wings, Plague Sprayer, Warlord) 9 Plague Marines (2 Flails, 3 Axes) 5 Plague Marines (2 Flails) 5 Plague Marines (2 Flails) 2x Plague Burst Crawler (Plague Spitters, Stubber) 2x Chaos Rhino (Contaminated Monstrosity) 2x Foul Blightspawn; Daemons Patrol. They get an extra gun and a scout move that’s a neat addition, but at more than 200 points per model, you can comfortably skip these. The whole of 8th edition, the FW tanks were weaker than their weight in Leman Russ/Baneblade equivalents and Death Riders only became really strong with 9th. They tend to have average statlines, but are reliable and good for holding objectives since Battle-forged lists give them a rule that keeps other units from contesting their held objective unless they also have a similar rule. If you do kill an Eldar jet with fleshmowers, please take a photo of it and email us at contact@goonhammer.com so we can see it cause it sounds like it’ll be hilariously awesome. Of special note are weapons with the Blast ability, as these weapons get a higher minimum amount of shots against larger units. Next, decide on a play style. Generally, that means Troops, most Elites, and a handful of units in other FOC slots (mostly infantry, but a few vehicles may also have the keyword depending on the faction). This is the standard “Objective Secured” rule that all armies get, which makes your Troops’ claims to Objectives stronger than non-Troops’. Mortarion’s biggest problem is that he’s a targetable character and in the post-Knights meta, armies are tooled out to handle a T7, 18W target, no matter how Disgustingly Resilient it is. Today we discussed how to use poxwalkers as well as poxwalker tactics and more general death guard tactics with the new death guard codex. For the people who love fielding teams of advance battlesuits and a more standard sci-fi force we have the T'au, while if you have a penchant for scratchbuilding stuff out of trash you are at home with the space fungus and their ramshackle vehicles and weapons... and if you like 80s sci-fi movies and/or have a preference for robots that aren't from anime, go nuts with the metalheads or the cogboys. The only reason this bad boy doesn’t seem more play is because Hellforged Deredeos can also fire indrectly and pack more firepower with a more accurate package and the ability to move and shoot. As always, if you’ve got a question or comment about the article or your army, feel free to drop us a question in the comments below, or email us at contact@goonhammer.com. I’m personally of the mind that this is less useful now that Death Guard can just take Termite drills to fill the same role more effectively, but it’s an effective way to use them, particularly if you aren’t putting a lot into supporting them with auras. GW also schedules a "Big FAQ" to come out twice a year to address balance issues as they come up and make wider, more sweeping changes they want to get feedback for before they're officially added to the core rules. When attacking a large spread-out unit, you can negate a lot of its strength by attacking on opposing flanks. They’re extremely resilient for their cost, and as a powerful multi-model unit they’re a great target for buffs like Miasma of Pestilence or (if you’ve got a Dark Hereticus caster) Prescience. Weapons with this ability re-roll To Wound rolls of 1. We’re always happy to hear from readers!Share this:Click to share on Twitter (Opens in new window)Click to share on Facebook (Opens in new window)Related, Troops: 20x Pink Horrors w/Instrument Troops: 30x Plaguebearers w/Instrument + Icon Troops: 30x Plaguebearers w/Instrument + Icon, Thousand Sons Supreme Command (491 pts, +1 CP), HQ: Ahriman HQ: Daemon Prince w/Wings, Talons HQ: Daemon Prince w/Wings, Talons, Death Guard Vanguard Detachment (666 pts, +1 CP), Elites: 8x Blightlord Terminators, 6 w/Axe + Combi-bolter, 1 Flail of Corruption, Champion has Balesword + Combi-Bolter Elites: Foul Blightspawn Elites: Foul BlightSpawn. Shooting attacks may target a different unit with each weapon and melee attacks may target a different unit with each attack, for determining how many targets to select - declare which weapons and how many attacks with each (if melee) are going against each target now. In this case you’re also using the tank’s size to screen other units’ approach and even charging with it to absorb overwatch fire against very shoot targets. An odd unit in that his only weapon is a plasma pistol. There’s really just the one Lord of War option for Death Guard but fortunately, that option is one of the strongest units in the entire Chaos range. Jericho: Chapter 4 | The Blood Temple Origins | Dungeons & Dragons Cast of Players Stratagems have a wide variety of effects, from buffing your units to weakening enemies to inflicting mortal wounds. Big units are more resilient to being charged, as they have a good chance of surviving to strike back. The Death Guard have access to six relics which, again, is both fewer than a standalone Codex and fewer than what the new Space Marine supplements get. We’re always happy to hear from readers!Share this:Click to share on Twitter (Opens in new window)Click to share on Facebook (Opens in new window)Related, HQ: Necrosius the Undying (Warlord, Trait: Arch-Contaminator) HQ: Chaos Lord w/Boltgun + Chainsword, Troops: Plague Marines (6) w/2x Blight Launcher, Champion w/Plasma Gun Troops: Plague Marines (6) w/2x Blight Launcher, Champion w/Plasma Gun Troops: Plague Marines (6) w/2x Blight Launcher, Champion w/Plasma Gun, Elites: Plague Surgeon [4 PL, 60pts]: Balesword, Relick: Fugaris Helm, Fast Attack: Myphitic Blight-haulers Unit (x3) [21 PL, 351pts], Death Guard Super-Heavy Auxiliary Detachment (470 pts, 0 CP), Nurgle Spearhead Detachment (528 pts, +1 CP), HQ: Chaos Sorcerer w/Jump Pack (Legion: The Purge), Bolt Pistol, Force Sword, Mark of Nurgle, HS: Plagueburst Crawler [8 PL, 136pts]: 2x Entropy cannon, Heavy slugger HS: Plagueburst Crawler [8 PL, 136pts]: 2x Entropy cannon, Heavy slugger HS: Plagueburst Crawler [8 PL, 136pts]: 2x Entropy cannon, Heavy slugger. I don’t think they’re as good as Plaguebearers overall, but they have to be killed to a man to be taken off the table and they’ll be a pain to remove. For an army as slow and hardy as the Death Guard, you’d think that having Drop Pods to plant units in key positions would be great. It is the only detachment in which you can bring under strength squads to matched play, so there is that. "Good players build a list to deal with whatever may come their way. At the start of each turn, you roll a D6 for each NURGLE DAEMON unit within 7″ of the GUO and on a 4+, you return a slain model back to the unit. You have some tough outer cake, a creamy center of characters, and even some extra cake in the Pox Walkers to go around it. Even in more casual lists you’ll want to skip him. Most of them focus on survivability. They can’t transport Terminators, so they work best as a delivery mechanism to either get Plague Marines to an objective, or to put a squad of double-knife Plague Marines right in front of your opponent. When choosing buff-HQ's, you should make the most of their buffs. In this first list, modeled off Mark Towns’ LGT list, you’re basically running Death Guard with a minimal Battalion of Nurgle Daemons filled with Nurglings to drop on objectives, hoping the big threats occupy our opponent long enough for the little daemons to score us some progressive points. Hopefully by now you’ve got a good idea of what’s going to work and what won’t in your Death Guard army, and you’ve got the foundation you need to start experimenting. It received a slight reprieve last time around with the points decreases for twin lascannons, but 240 points for a 10-Wound flyer is a lot to ask. It’s not competitively priced, but bringing one won’t kill you, either. Unlike 7th, there is no limit to what can fire overwatch or how many shots. Generally speaking , against anything with 3+ wounds per model, go with Eviscerating Blow unless it’s got damage reduction so severe that the damage difference between the two weapons doesn’t matter. a model fled), you take combat attrition tests: roll for every remaining model in the unit, applying -1 to the result if the unit is below half strength after that model was removed. The continual point decreases keep making me come back to look at Chaos Land Raiders but even if Death Guard see another drop in Chapter Approved to bring the base cost down to 180 points, it still won’t be worth taking one. So your consolidation move will not allow you to strike at other units, even if you use an ability or stratagem to allow them to fight again. 1 detachment at combat patrol, up to 4 detachments for incursions. As such, we recommend that you proceed with caution. Most command point abilities are very potent and will more often than not make the difference between who wins and who loses. For example, when charging a unit armed with multiple flamers, have a fast monster/walker lead the charge. The fancy melee options are cool here, but they likely make the squad too expensive for what you want and so you are likely better off going with double plague knives if you go down this route than spending the points on bubotic axes and flails for regular Plague Marines. This is a cooler ability in theory than execution. The Plagueburst Crawlers still sit back and do their thing, but now we’ve got more long-range firepower in the form of two Hellforged Deredeo Dreadnoughts that can put in work against screens in time for our Blightlord Terminators to arrive on the scene.Death Guard and Daemons - click to expand1,996 ptsDeath Guard Spearhead (1,640 pts, +1 CP)HQ: Daemon Prince of Nurgle with Wings, Suppurating Plate, Malefic Talons HQ: Necrosius the Undying, WarlordElites: Blightlord Terminators x10, w/Bubotic Axe, 2x Blightlauncher, 2x Flail Elites: Foul BlightspawnHS: Hellforged Deredeo w/Butcher Cannon Array, Greater Havoc Launcher, Twin heavy bolter HS: Hellforged Deredeo w/Butcher Cannon Array, Greater Havoc Launcher, Twin heavy bolter HS: Plagueburst Crawler w/2x Plaguespitter HS: Plagueburst Crawler w/2x Plaguespitter HS: Plagueburst Crawler w/2x PlaguespitterNurgle Daemons Battalion (356 pts, +5 CP)HQ: Poxbringer HQ: PoxbringerTroops: Nurglings x3 Troops: Nurglings x3 Troops: Nurglings x3 Troops: Nurglings x3List 2This is more the kind of list you expect to see Death Guard in at the highest competitive levels, essentially focusing on adding a small number of high-impact units to support a larger strategy. More often, it will be a constant number- melee weapons generally use the Attacks stat of the user, while ranged weapons will specify the number of attacks they can perform in their profile. I’ve chosen this list, piloted by Jonathan Jones to a 4-1 and 54th place finish at the London GT, over one heavy on Dreadnoughts because it emphasizes the utility of Blightlord Terminators in the post-Hateful Assault world, and because honestly Deredeo and Leviathan Dreadnoughts are going to be more effective run as The Purge most of the time.This list is similar to the Nurgle/Thousand sons lists that saw success earlier this year, only it swaps out the Bloodletters and Hellforged Contemptor Dreadnought for a squad of Blightlord Terminators and a pair of Foul Blightspawn. At 5 points per model, they’re overcosted for use as a horde, but it is notable that, unlike with Codex: Chaos Space Marines, Death Guard Cultists can still come in squads of 40, making them a little bit better if you happen to be including some Chaos Space Marines to get access to the Tide of Traitors Stratagem. A unit can lose additional models in the morale phase; failing a morale test by rolling over your Leadership with 1d6 + the number of casualties the unit has taken this turn means one of your models flees. Stratagems. On their own, they might not be too bad. He’s a single character-murdering machine and he’s one of the single worst units to charge at in 40k 8th edition, and that’s pretty great. So you've managed to hamfistedly slap together your first list, and it's even won you a few games, but is it good? And without Killshot, Predators aren’t really good enough to take as a 1- or 2-of. Mortarion does his usual thing and the Blight-Haulers zip around and cause problems. More fluffy than OP (usually) and the real meat of Specialist Detachments are the Stratagems (i.e. On a roll of X or more (typically 6), ignore it. Characters on the other hand do not have this keyword and so cannot buff themselves or receive buffs from other characters. That said, Poxwalkers aren’t terrible – the biggest problem is that they’re just worse in almost every respect than Plaguebearers, which do come in squads of 30, have better melee weapons and toughness, can teleport onto the table, and can regain models via an icon when they take a morale test. HQs are almost always characters that either act as tough beatsticks or grant buffs to everyone around them; sometimes they can even do both at once. It unfortunately doesn’t allow them to count as stationary, so you can’t trigger Fire Frenzy after moving. The original Death Guard character, Typhus offers 1 Wound over a Terminator Sorcerer and a 4+ invulnerable save owing to his Cataphractii armor (he loses 1″ of movement for this, though). Adeptus Custodes can charge you in your charge phase as well with their jetbikes, so watch out for these things!
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