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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Genestealer_Cults&amp;diff=57026</id>
		<title>Warhammer 40,000/10th Edition Tactics/Genestealer Cults</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Genestealer_Cults&amp;diff=57026"/>
		<updated>2023-06-03T14:38:51Z</updated>

		<summary type="html">&lt;p&gt;2607:FB91:3F80:4E1:D49C:33F3:96F3:36C3: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
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This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Genestealer Cults]] tactics. [[Warhammer 40,000/9th Edition Tactics/Genestealer Cults|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Genestealer Cults==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Your forces have a lot of ways of not staying down between Cult Ambush resurrecting your troops and Icons resurrecting models.&lt;br /&gt;
*Deep Strikes everywhere.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Cult Ambush&#039;&#039;&#039;: Any time a unit dies, roll a d6, adding +3 if the unit is {{W40kKeyword|Battleline}}. On a 4+, the unit gets thrown back into reserves with a special marker being placed anywhere on the board at least 9&amp;quot; away from an enemy. On your &#039;&#039;opponent&#039;s&#039;&#039; next reiforcements step, the unit comes back.&lt;br /&gt;
**This comes with two major caveats. The first is the fact that any attached characters won&#039;t return with any attached units, meaning a dead hero is truly dead. The second is the fact that if any enemies end their movement within 9&amp;quot; of a marker, that marker will go away - In these cases, you really need to be careful where you deploy your reinforcements.&lt;br /&gt;
*&#039;&#039;&#039;Brood Brothers&#039;&#039;&#039;: The anticipated rule that lets you ally in the [[Warhammer_40,000/10th_Edition_Tactics/Imperial Guard|Imperial Guard]]. You can ally in a fixed amount of Guard units (250/500/750 points depending on size). Though allied, these units can&#039;t be used for a Warlord and can&#039;t accept Enhancements.&lt;br /&gt;
**There are restrictions to what you can take, but none too shocking. No Epic Heroes, no Tempestus, no Commissars, no Preachers, no Ogryns or Ratlings, no Techpriests or Servitors. The one surprise here is the lack of aircraft, which can be very crippling since the army has absolutely no aircraft to consider.&lt;br /&gt;
**Because your Imperial Guard allies won&#039;t have their Army rule of Orders (or your Army rule of Cult Ambush, of course), if you stick to units that can&#039;t be ordered anyway, you lose nothing in the transition.  Similar logic applies to Detachment rules.  An excellent example is Inferno Cannon Hellhounds.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
===Ascension Day===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;They Came From Below&#039;&#039;&#039;: Any units that emerge from reserves gain &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; until the end of the Fight phase. Both of these are excellent for your gunlines as well as for any ambushing Purestrains and Aberrants.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Coordinated Assault (1CP):&#039;&#039;&#039; Get two units to shoot or fight the same enemy. All attacks either unit makes against this enemy get to re-roll 1s to wound, which you&#039;ll definitely need with how flimsy they are.&lt;br /&gt;
*&#039;&#039;&#039;Tunnel Crawlers (1 CP):&#039;&#039;&#039; When a unit deep-strikes, you can have them arrive much closer, making them only need to stay at least 3&amp;quot; away from an enemy. Sadly, they can&#039;t charge after arriving, but they can still open fire with anything &#039;&#039;Rapid Fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Weapons==&lt;br /&gt;
&lt;br /&gt;
===Ranged===&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;: &#039;&#039;&#039;[PISTOL]&#039;&#039;&#039; 12&amp;quot; A1 BS4+ S3 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Hybrid firearm&#039;&#039;&#039;: &#039;&#039;&#039;[RAPID FIRE 1]&#039;&#039;&#039; 24&amp;quot; A1 BS4+ AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Leader pistol&#039;&#039;&#039;: &#039;&#039;&#039;[PISTOL]&#039;&#039;&#039; 12&amp;quot; A1 BS4+ S4 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: &#039;&#039;&#039;[IGNORES COVER, TORRENT]&#039;&#039;&#039; 12&amp;quot; Ad6 BS(NA) S4 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Grenade launcher&#039;&#039;&#039;:&lt;br /&gt;
**Frag: &#039;&#039;&#039;[BLAST]&#039;&#039;&#039; 24&amp;quot; Ad3 BS4+ S4 AP0 D1&lt;br /&gt;
**Krak: 24&amp;quot; A1 BS4+ S9 AP-2 Dd3&lt;br /&gt;
*&#039;&#039;&#039;Heavy stubber&#039;&#039;&#039;: &#039;&#039;&#039;[RAPID FIRE 3]&#039;&#039;&#039; 36&amp;quot; A3 BS4+ S4 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Mining laser&#039;&#039;&#039;: &#039;&#039;&#039;[HEAVY]&#039;&#039;&#039; 24&amp;quot; A1 BS5+ S12 AP-3 Dd6+1&lt;br /&gt;
*&#039;&#039;&#039;Seismic cannon&#039;&#039;&#039;: &#039;&#039;&#039;[HEAVY, RAPID FIRE 2]&#039;&#039;&#039; 24&amp;quot; A4 BS5+ S6 AP-1 Dd3&lt;br /&gt;
*&#039;&#039;&#039;Webber&#039;&#039;&#039;: &#039;&#039;&#039;[DEVASTATING WOUNDS, TORRENT]&#039;&#039;&#039; 12&amp;quot; Ad6 BS(NA) S2 AP0 D1&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;s claws&#039;&#039;&#039;: &#039;&#039;&#039;[DEVASTATING WOUNDS, TWIN-LINKED]&#039;&#039;&#039; A5 WS2+ S6 AP-2 D2&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;: A1 WS4+ S3 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: A2 WS4+ S3 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Power weapon&#039;&#039;&#039;: A1 WS4+ S4 AP-2 D1&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Being that the Imperial Guard index (and eventual codex) is essentially the second half of the GSC index/codex, the Imperial Guard units that you can take will be listed along side the Genestealer cult unit but with the &amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt; tag attached for your convenience.&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Patriarch:&#039;&#039;&#039; The absolute unit, maintaining their small-monster tier T5 W6 and 4+/4++. His lone weapon is their set of talons, a devastating S6 AP-2 D2 claws with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Twin-Linked&#039;&#039; so you can guarantee their effectiveness. They can also share &#039;&#039;Devastating Wounds&#039;&#039; with any units (presumably Purestrains) they lead.&lt;br /&gt;
**Sadly one of the more serious losers in the psychic culling, as they only get Cosmic Horror as a power, which forces one unit within 6&amp;quot; to take a Battleshock test. Their familiar similarly has lost a lot of value, only being a single-use item to double the range of their single power.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrids:&#039;&#039;&#039; Your basic gunline remains as piddly as you&#039;d imagine, with their &amp;lt;s&amp;gt;Autoguns&amp;lt;/s&amp;gt; Hybrid Firearms (which also accounts for things like lasguns) remaining an unimpressive 24&amp;quot; A1 BS4+ S3 AP0 D1 with {{W40Kkeyword|Rapid Fire 1}}. Melee for your forces is similarly lacking, with your leader&#039;s only options being either a Chainsword for more attacks or a Power Weapon if you&#039;re looking for punch.&lt;br /&gt;
**Alongside Cult Ambush, these hybrids have the Cult Icon to let them resurrect 3 models or 3+d3 if you have them on an objective, the latter hooking neatly onto A Plan Generations in the Making, which gives you a chance to generate free CP for each unit on an objective. Simply put, these bastards refuse to go away unless you throw artillery at them. That said, this protection isn&#039;t extended to any attached characters.&lt;br /&gt;
**Gun choices: Flamers are useless (Webbers are better in virtually every circumstance), and the tl;dr here is that if you take special weapons, you want Webbers and Seismic Cannons.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Purestrain Genestealers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops&amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Cadia&#039;s finest can now be inducted into the cult, guess they spread out onto so may worlds after Cadia fell that some of them were bound to find a Genestealer or two, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size. This doubling-up confirms the fears that unit sizes will now be fixed like in AOS, but unlike that game, you&#039;re not stuck in a specific budget for making bigger units.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
**Unlike the Neophytes, these guys can&#039;t respawn after death, making Cadians much less tempting to take instead of said neophytes. Not helping things is the unclear nature in which they fit with characters - If they can&#039;t even be bodyguards, their only use will be as weapons specialists.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg&amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; alternate troopers. Masicists, by nature, They get more acreate the more they are decimated, and medic revies D3 troopers.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade&amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chimera&amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Probably the premier budget fighting transport you&#039;ll be using, as that &#039;&#039;Firing Deck&#039;&#039; will absolutely see a use for your Neophyte Hybrids.&lt;br /&gt;
*&#039;&#039;&#039;Taurox&amp;lt;sup&amp;gt;Brood Brothers&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Neophyte Hybrids aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
&lt;br /&gt;
===Specific Tactics===&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2607:FB91:3F80:4E1:D49C:33F3:96F3:36C3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Death_Guard&amp;diff=56496</id>
		<title>Warhammer 40,000/10th Edition Tactics/Death Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Death_Guard&amp;diff=56496"/>
		<updated>2023-06-03T03:59:16Z</updated>

		<summary type="html">&lt;p&gt;2607:FB91:3F80:4E1:D49C:33F3:96F3:36C3: /* Stratagems */&lt;/p&gt;
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This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Death Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Death Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Death Guard==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plague Weapons have converted over to having &#039;&#039;Lethal Hits&#039;&#039;, making Toughness less of a hassle.&lt;br /&gt;
*Army rules are still super simple, making it the best Chaos army for beginners 3 ED&#039;s running. Thanks Papa Nurgle. Very cool.&lt;br /&gt;
*The army is simple to paint. Just slather dark greens and purples everywhere as well as some flesh tomes and voila! Instant Nurgle army.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Movement 4 Terminators are a PAIN IN THE DIIICK.&lt;br /&gt;
*Since 8th has seen massive downgrades each edition, gone from universal special rule to a limited and expensive Stratagem. no omnipresent -1 Dmg, no FNP.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;s Gift&#039;&#039;&#039;: Unchanged from last edition, it&#039;s a slowly growing bubble on every unit that inflicts -1 to Toughness for enemies inside it.&lt;br /&gt;
**On turn 1, the bubble is only 3&amp;quot;, on turn 2, the bubble grows to 6&amp;quot;, and on turn 3, it reaches its max size of 9&amp;quot;.&lt;br /&gt;
**because of the expanded toughness chart are most effective against models with already low toughness like GEQ with some payment against MEQ. Not effective agienst Vehicles.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Plague Company===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Spread the Sickness&#039;&#039;&#039;: If you hold an objective at the end of your Command phase, you have infected it. Not only will it now remain capped even if you don&#039;t have anyone on it, but it&#039;s now able to spread Nurgle&#039;s Gift as if it had that rule.&lt;br /&gt;
**While an enemy capping the objective will undo the plague, it does put them in a bit of trouble, as they&#039;ll be taking anything that contagion will give them for that turn, risking getting blasted off the map.&lt;br /&gt;
====Enhancments====&lt;br /&gt;
*&#039;&#039;&#039;Shamblerot:&#039;&#039;&#039; when bearer&#039;s unit is charged, -2 to that enemy charge roll.&lt;br /&gt;
*&#039;&#039;&#039;Living Plague:&#039;&#039;&#039; +3&amp;quot; to bearer&#039;s aura abilities.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Sanguous Flux (1 CP):&#039;&#039;&#039; &#039;&#039;Nurgle has infected your enemies with Bloody Shits.&#039;&#039; One unit that fights gains &#039;&#039;Sustained Hits 1&#039;&#039; for this phase. This is improved to &#039;&#039;Sustained Hits 2&#039;&#039; if they&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient (2 CP):&#039;&#039;&#039; Since 8th has seen massive downgrades from special rule to limited and expensive Stratagem. During the fight phase when targeted, one Death guard unit takes -1 damage from weapons for the rest of the phase.&lt;br /&gt;
**Counter point: there&#039;s no minimum damage at the moment. So turning damage 1 to damage 0 is a thing now.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foul Blightspawn:&#039;&#039;&#039; Has 1 job, and does it well: protecting a unit you care about.  He gives any Plague Marines he leads the &#039;&#039;Fights First&#039;&#039; rule, and he can be paired with any other Leader on the same unit.  His Plague Sprayer is a decent gun optimized for Overwatch, a super-flamer with S7 AP-2 D2 with &#039;&#039;Anti-Infantry 2+&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Virulence:&#039;&#039;&#039; Now better at his job at being master of ordnance. He gives his Blightlord/Deathshroud terminator buddies re-roll to wounds with ranged attacks. He also acts as a spotter, giving &#039;&#039;Blast&#039;&#039; weapons from your army +1 to hit and ignores cover against units he can see. &lt;br /&gt;
*&#039;&#039;&#039;Malignant Plaguecaster:&#039;&#039;&#039; Plague Wind gives this gross psyker a flamer-like weapon, with the basic version getting S4 AP-1 Dd3 and the overcharged version upping the power to S6 AP-4 with &#039;&#039;Hazardous&#039;&#039;, both benefiting from Pestilential Fallout and making anyone wounded by the power take -2 to movement and advance/charge rolls. Gift of Contagion gives you a debuff that makes an enemy within 18&amp;quot; take -1 to wound in melee on a 2+ (with a 1 backfiring and dealing d3 MWs instead). &lt;br /&gt;
*&#039;&#039;&#039;Tallyman:&#039;&#039;&#039; If you ever feel useless, remember, you&#039;re more useful than this guy.  {{W40Kkeyword|Leader: Plague Marines}} and grants his led unit +1 to hit, even though Plague Marines are full of weapons that don&#039;t really benefit from that due to {{W40Kkeyword|Lethal Hits}}, or worse, {{W40Kkeyword|Torrent}}.  He also has a rule for a 7/12 chance of gaining you 1 CP in your command phase.  Strong competitor for least useful character in the faction.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Mortarion:&#039;&#039;&#039; In a fine example of GW failing to read their own rules, Mortarion&#039;s datasheet specifies both that his hit rolls cripple like a normal high-W model (at 1/3W rounding up, in this case 6, or less, -1 to hit rolls) and that he ignores modifiers to his hit rolls.  Stellar work, GW.&lt;br /&gt;
*&#039;&#039;&#039;Typhus:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Plague Marines:&#039;&#039;&#039; Kinda sad that these guys no longer get any defensive features. After 9E nerfed their FNP to just flat damage reduction, now you&#039;ve got nothing. No, the universal nerf to AP doesn&#039;t really help things. They&#039;re just as vulnerable to meltaguns and plasma guns as any other marines. Remorseless only adds +1 to battleshock test while within range of an objective they control, which only lets them keep them in place.&lt;br /&gt;
**Their basic bolter is the same as any other, with the addition with &#039;&#039;Lethal Hits&#039;&#039; like any other plague weapon, as is their melta and plasma gun. While their Plague Belcher and Plague Spewer can&#039;t benefit from &#039;&#039;Lethal Hits&#039;&#039; due to not needing to roll to hit, they do get &#039;&#039;Anti-Infantry 4+&#039;&#039; and &#039;&#039;Anti-Infantry 2+&#039;&#039; respectively to get through any high-toughness units. The Blight Launcher lets them get something in between the basic and charged plasma gun, complete with &#039;&#039;Lethal Hits&#039;&#039;. Your squad can pick up quite a few of these guns, with a squad of 5 getting the option for a Plague Spewer, Blight Launcher and a Plague Belcher/Plasma/Melta at the same time - with no way to double up on guns without more models.&lt;br /&gt;
**Alongside their sergeant, two of your models can also pick up either a S5 AP-2 Bubotic Weapon (essentially a power weapon with &#039;&#039;Lethal Hits&#039;&#039;) or S8 AP-2 D2 Heavy Bubotic Weapon.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Blightlord Terminators:&#039;&#039;&#039; Dear lord have these bastards taken a buff, they&#039;re now at T6 without needing to take any Primaris gene-seed. The Plague Weapon conversion to (usually) &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; serves them quite well, as their S5 AP-2 Bubotic Blades now all get to bypass Toughness on a critical hit, as does the Flail of Corruption, which is now more suited for handling multi-wound models, but suffers in AP.  Of course, this also means a distinct lack of synergy in melee: whenever Lethal Hits goes off, Nurgle&#039;s Gift doesn&#039;t matter.  &lt;br /&gt;
**Blistering Fusillade makes their guns the big selling point, letting them re-roll 1s to wound when shooting the closest target. Between their basic Combi-Bolters gaining &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; and their Reaper Autocannon getting both &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; and &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, they&#039;ve got plenty to work with.  Bear in mind that &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; is better the worse you are at wounding, so re-rolling 1s to wound makes LH &#039;&#039;less&#039;&#039; useful overall - basically, always take a Reaper Autocannon over a Blight Launcher.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Helbrute:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plagueburst Crawler:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Land Raider:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rhino:&#039;&#039;&#039; T9 gives the Rhino at least a chance to shrug off handheld meltaguns, but not by much - at least it has the ability to heal a wound each turn. Of course, it can carry up to 12 {{W40kKeyword|Infantry}} units that aren&#039;t terminators, cultists or poxwalkers and two of the models inside it can fire out of it thanks to &#039;&#039;Firing Deck 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2607:FB91:3F80:4E1:D49C:33F3:96F3:36C3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Death_Guard&amp;diff=56495</id>
		<title>Warhammer 40,000/10th Edition Tactics/Death Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Death_Guard&amp;diff=56495"/>
		<updated>2023-06-03T03:57:13Z</updated>

		<summary type="html">&lt;p&gt;2607:FB91:3F80:4E1:D49C:33F3:96F3:36C3: /* Stratagems */&lt;/p&gt;
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This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Death Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Death Guard|9th Edition Tactics are here.]]&lt;br /&gt;
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==Why Play Death Guard==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plague Weapons have converted over to having &#039;&#039;Lethal Hits&#039;&#039;, making Toughness less of a hassle.&lt;br /&gt;
*Army rules are still super simple, making it the best Chaos army for beginners 3 ED&#039;s running. Thanks Papa Nurgle. Very cool.&lt;br /&gt;
*The army is simple to paint. Just slather dark greens and purples everywhere as well as some flesh tomes and voila! Instant Nurgle army.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*Movement 4 Terminators are a PAIN IN THE DIIICK.&lt;br /&gt;
*Since 8th has seen massive downgrades each edition, gone from universal special rule to a limited and expensive Stratagem. no omnipresent -1 Dmg, no FNP.&lt;br /&gt;
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==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;s Gift&#039;&#039;&#039;: Unchanged from last edition, it&#039;s a slowly growing bubble on every unit that inflicts -1 to Toughness for enemies inside it.&lt;br /&gt;
**On turn 1, the bubble is only 3&amp;quot;, on turn 2, the bubble grows to 6&amp;quot;, and on turn 3, it reaches its max size of 9&amp;quot;.&lt;br /&gt;
**because of the expanded toughness chart are most effective against models with already low toughness like GEQ with some payment against MEQ. Not effective agienst Vehicles.&lt;br /&gt;
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==Detachments==&lt;br /&gt;
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===Plague Company===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Spread the Sickness&#039;&#039;&#039;: If you hold an objective at the end of your Command phase, you have infected it. Not only will it now remain capped even if you don&#039;t have anyone on it, but it&#039;s now able to spread Nurgle&#039;s Gift as if it had that rule.&lt;br /&gt;
**While an enemy capping the objective will undo the plague, it does put them in a bit of trouble, as they&#039;ll be taking anything that contagion will give them for that turn, risking getting blasted off the map.&lt;br /&gt;
====Enhancments====&lt;br /&gt;
*&#039;&#039;&#039;Shamblerot:&#039;&#039;&#039; when bearer&#039;s unit is charged, -2 to that enemy charge roll.&lt;br /&gt;
*&#039;&#039;&#039;Living Plague:&#039;&#039;&#039; +3&amp;quot; to bearer&#039;s aura abilities.&lt;br /&gt;
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====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Sanguous Flux (1 CP):&#039;&#039;&#039; &#039;&#039;Nurgle has infected your enemies with Bloody Shits.&#039;&#039; One unit that fights gains &#039;&#039;Sustained Hits 1&#039;&#039; for this phase. This is improved to &#039;&#039;Sustained Hits 2&#039;&#039; if they&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient (2 CP):&#039;&#039;&#039; Since 8th has seen massive downgrades from special rule to limited and expensive Stratagem. During the fight phase when targeted, one Death guard unit takes -1 damage from weapons for the rest of the phase.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
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===Characters===&lt;br /&gt;
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*&#039;&#039;&#039;Foul Blightspawn:&#039;&#039;&#039; Has 1 job, and does it well: protecting a unit you care about.  He gives any Plague Marines he leads the &#039;&#039;Fights First&#039;&#039; rule, and he can be paired with any other Leader on the same unit.  His Plague Sprayer is a decent gun optimized for Overwatch, a super-flamer with S7 AP-2 D2 with &#039;&#039;Anti-Infantry 2+&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Virulence:&#039;&#039;&#039; Now better at his job at being master of ordnance. He gives his Blightlord/Deathshroud terminator buddies re-roll to wounds with ranged attacks. He also acts as a spotter, giving &#039;&#039;Blast&#039;&#039; weapons from your army +1 to hit and ignores cover against units he can see. &lt;br /&gt;
*&#039;&#039;&#039;Malignant Plaguecaster:&#039;&#039;&#039; Plague Wind gives this gross psyker a flamer-like weapon, with the basic version getting S4 AP-1 Dd3 and the overcharged version upping the power to S6 AP-4 with &#039;&#039;Hazardous&#039;&#039;, both benefiting from Pestilential Fallout and making anyone wounded by the power take -2 to movement and advance/charge rolls. Gift of Contagion gives you a debuff that makes an enemy within 18&amp;quot; take -1 to wound in melee on a 2+ (with a 1 backfiring and dealing d3 MWs instead). &lt;br /&gt;
*&#039;&#039;&#039;Tallyman:&#039;&#039;&#039; If you ever feel useless, remember, you&#039;re more useful than this guy.  {{W40Kkeyword|Leader: Plague Marines}} and grants his led unit +1 to hit, even though Plague Marines are full of weapons that don&#039;t really benefit from that due to {{W40Kkeyword|Lethal Hits}}, or worse, {{W40Kkeyword|Torrent}}.  He also has a rule for a 7/12 chance of gaining you 1 CP in your command phase.  Strong competitor for least useful character in the faction.&lt;br /&gt;
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====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Mortarion:&#039;&#039;&#039; In a fine example of GW failing to read their own rules, Mortarion&#039;s datasheet specifies both that his hit rolls cripple like a normal high-W model (at 1/3W rounding up, in this case 6, or less, -1 to hit rolls) and that he ignores modifiers to his hit rolls.  Stellar work, GW.&lt;br /&gt;
*&#039;&#039;&#039;Typhus:&#039;&#039;&#039;&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Plague Marines:&#039;&#039;&#039; Kinda sad that these guys no longer get any defensive features. After 9E nerfed their FNP to just flat damage reduction, now you&#039;ve got nothing. No, the universal nerf to AP doesn&#039;t really help things. They&#039;re just as vulnerable to meltaguns and plasma guns as any other marines. Remorseless only adds +1 to battleshock test while within range of an objective they control, which only lets them keep them in place.&lt;br /&gt;
**Their basic bolter is the same as any other, with the addition with &#039;&#039;Lethal Hits&#039;&#039; like any other plague weapon, as is their melta and plasma gun. While their Plague Belcher and Plague Spewer can&#039;t benefit from &#039;&#039;Lethal Hits&#039;&#039; due to not needing to roll to hit, they do get &#039;&#039;Anti-Infantry 4+&#039;&#039; and &#039;&#039;Anti-Infantry 2+&#039;&#039; respectively to get through any high-toughness units. The Blight Launcher lets them get something in between the basic and charged plasma gun, complete with &#039;&#039;Lethal Hits&#039;&#039;. Your squad can pick up quite a few of these guns, with a squad of 5 getting the option for a Plague Spewer, Blight Launcher and a Plague Belcher/Plasma/Melta at the same time - with no way to double up on guns without more models.&lt;br /&gt;
**Alongside their sergeant, two of your models can also pick up either a S5 AP-2 Bubotic Weapon (essentially a power weapon with &#039;&#039;Lethal Hits&#039;&#039;) or S8 AP-2 D2 Heavy Bubotic Weapon.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Blightlord Terminators:&#039;&#039;&#039; Dear lord have these bastards taken a buff, they&#039;re now at T6 without needing to take any Primaris gene-seed. The Plague Weapon conversion to (usually) &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; serves them quite well, as their S5 AP-2 Bubotic Blades now all get to bypass Toughness on a critical hit, as does the Flail of Corruption, which is now more suited for handling multi-wound models, but suffers in AP.  Of course, this also means a distinct lack of synergy in melee: whenever Lethal Hits goes off, Nurgle&#039;s Gift doesn&#039;t matter.  &lt;br /&gt;
**Blistering Fusillade makes their guns the big selling point, letting them re-roll 1s to wound when shooting the closest target. Between their basic Combi-Bolters gaining &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; and their Reaper Autocannon getting both &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; and &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, they&#039;ve got plenty to work with.  Bear in mind that &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; is better the worse you are at wounding, so re-rolling 1s to wound makes LH &#039;&#039;less&#039;&#039; useful overall - basically, always take a Reaper Autocannon over a Blight Launcher.&lt;br /&gt;
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===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Helbrute:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Plagueburst Crawler:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Land Raider:&#039;&#039;&#039;&lt;br /&gt;
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====Dedicated Transports====&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Rhino:&#039;&#039;&#039; T9 gives the Rhino at least a chance to shrug off handheld meltaguns, but not by much - at least it has the ability to heal a wound each turn. Of course, it can carry up to 12 {{W40kKeyword|Infantry}} units that aren&#039;t terminators, cultists or poxwalkers and two of the models inside it can fire out of it thanks to &#039;&#039;Firing Deck 2&#039;&#039;.&lt;br /&gt;
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{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
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