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Warhammer 40,000/8th Edition Tactics/Death Guard
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====Ranged==== *'''Autogun -''' 24" Rapid Fire 1 S3 AP0. (18 inch rapid with Inexorable Advance. Deathguard cultists still use the Deathguard codex datasheet, not the Chaos Marine one). *'''Boltgun -''' 24" Rapid Fire 1 S4 AP0. As mentioned above, that extra 6" of Rapid Fire range is a bigger difference than it looks for Plague Marines. *'''Blight grenade -''' Frag Grenade (6" Grenade 1d6 S3 AP0 D1) that rerolls 1s To Wound. Just about every unit in your army that would normally take Frag Grenades gets these instead, and they can be buffed from a surprising variety of sources. *'''Krak grenade -''' 6" Grenade 1 S6 AP-1 D d3, always better than the bolt pistol/gun shot it replaces. *'''Blight launcher -''' 24" Assault 2 S6 AP-2 D d3 plague weapon. A hard-hitting anti-infantry weapon that's also good against light vehicles. It can very well substitute plasma weapons if you want some more range in exchange with AP. It also has some really nice combo with Arch Contaminator. Now four points cheaper thanks to Chapter Approved! *'''Plague Belcher -''' 9" Assault D6 S4 AP0 D1. Standard flamer with an extra inch of range and the plague weapon special rule. Don't underestimate that extra inch- it'll let you Overwatch more effectively than a basic flamer. (Deep striking units need to be placed outside of 9" so this flamer still cannot hit) *'''Plague Spewer -''' Same as the Plague Belcher but with heavy D6 S5 and AP-1. The plague equivalent of the heavy flamer. Stronger, but keep in mind that you still can't shoot it after advancing, which is pretty important given your slow movement. It also comes at an ungodly price. *'''Plasma Gun -''' 24" Rapid Fire 1 S7 AP-3 D1 or S8 AP-3 D2 and you die if you roll a 1. You know it, you love it. Say goodbye to anything but the toughest units. The decision here is whether you want the launcher, to rip apart infantry units, or plasma for those pesky tanks and TEQ's. Remember that you can also fire it twice if you are within 18". *'''Meltagun -''' 12" Assault 1 S8 AP-4 D d6. If you're within half range, roll two damage dice and take the highest. One of the very few options the Death Guard have in dealing with large, tough units. Their pitiful range is somewhat mitigated by your ability to run and shoot them every turn with no penalty. Consider packing a model or two with a Great Plague Cleaver or Mace of Contagion, as you must be in charge range to use them anyway. Rhino delivery system optional, but recommended.
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