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===Why Play Death Guard=== *'''Pros''' **Poxwalkers can spawn more Poxwalkers by killing enemies. **Plague marines are disgustingly tough in every sense of the word, capable of eating small arms fire like popcorn. The Plague Marines are one of a very small handful of T5 units in the game. **Poxwalkers are great soft cover units. **FLAIL OF CORRUPTION FTW! **Flesh wounds are a thing, meaning that with your FNP you have three layers of saves, assuming anyone can hit and wound you in the first place. *'''Cons''' **Your best strategy is to use poxwalkers to give marines cover from heavier weapons. Expect everyone to know this and field one or two dedicated anti-infantry guns to mow them down first and fire accurate anti-armour into your gooey centre. **You'll easily become [[that guy]] if you bring these to friendly games against un-optimised opponents. **In a multi-person match, you'll be the first one focused down after the guy with four frag cannons. **You're expensive, you aren't fast, and you're geared towards getting in close. You are very good when you get there, and you got some tools to help you get there but never forget your team is centred around 3-5 very expensive one wound models. Getting mobbed, sustained fire, an unlucky roll, or a bad tactical decision can really hurt you. **The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle's Babies still don't have psykers in Kill Team, or a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has, which will obviously mean that your opponent can easily bypass your high toughness and armour save, and put d3 wounds up against DR and flesh wounds.
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