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===HQ=== See [https://i.imgur.com/rHQD4Yl.jpg this ruling] for an explanation, but you use Codex datasheets with Index points values when both datasheets exist but you're using wargear only available from the Index, and Index datasheets when the Codex datasheet doesn't exist, with Codex points values for wargear when available. This is relevant to multiple HQ choices who lost options when the Codex came out. *'''Daemon Prince''' - Note the difference from the Daemon Prince of Nurgle, below; the name change does not matter, because the Daemon Prince is an Index model that is overridden by Codex:Chaos Space Marines and Codex:Thousand Sons datasheets. However, to get a Daemon Prince with the Dark Hereticus powers you can run one from the aforementioned codices. Compared to the Nurgle version, hasn't got Disgustingly Resilient, but can take a Warp Bolter (which is where it will come up that he ''won't'' get Inexorable Advance - Death Guard are the only Legion who don't share their trait with their Demon Princes). *'''Daemon Prince of Nurgle''' - Buffs himself, Death Guard, and Nurgle Daemons the same way a Chaos Lord buffs their Legion. Also a seriously powerful melee character who, thanks to his Wound count, can still hide behind your dudes. Same as the CSM version, but with Disgustingly Resilient. The FAQ specified that it can take wings for 24 pts. Can now bring a Plague Spewer (if using a sword and one claw), which makes up for not having a Warp Bolter, but still doesn't get Inexorable Advance, because Death Guard are bad at trait sharing; because the weapon automatically hits, this doesn't actually matter, but it's still massive [[derp]]. Must also follow the Contagion discipline (which is great when you want to cast the -1 to hit spell on him). Remember that this unit is Death Guard specific. *'''Chaos Lord''' - Your "basic bitch" with a "reroll 1s To Hit"-aura that especially your plasma guns like. Same stats as CSM version, but replaces frag grenades with blight grenades. Interestingly he can take a Balesword, but none of the other new Nurgle-only melee weapons. It's also probably one of the better options for him, since with Arch-Contaminator this is basically a Lightning Claw with better AP for two points less. **'''Chaos Lord Jump Pack (Legends Model)''' - Can still be run using the Legends point costs for wargear. **'''Chaos Lord on Palanquin of Nurgle (Legends Model)''' - Same story as above but because it is {{W40Kkeyword|CAVALRY}}, it ''won't'' get Inexorable Advance. **'''Chaos Lord in Terminator Armour''' - Same as a standard Chaos Lord, but with -1" M, +1 W and +1 Sv. He can do a pretty good thing that his little brother can't: deep strike. Blightlords are going to thank you, especially if you give him Arch-Contaminator as well. A balesword is pretty good on this guy too for the same exact reason as above. *'''Sorcerer''' - Unless fielded with a Palanquin, he uses Contagion instead of Dark Hereticus. **'''Sorcerer with Jump Pack (Legends Model):''' Still legal, but has to use Contagion. **'''Sorcerer on Palanquin of Nurgle (Legends Model)''' - Legends datasheet, with Codex points values for ''wargear'' (use the Legends points value for the model itself). As a result, this is your only Sorcerer who can use Dark Hereticus; because it is {{W40Kkeyword|CAVALRY}}, it ''won't'' get Inexorable Advance. **'''Sorcerer in Terminator Armour''' - Got a massive price cut in Chapter Approved, but still vastly inferior to what Typhus can bring to the table. Typhus is tougher, stronger in melee, a better Psyker, and buffs your units more. Yeah. Take only if you already have Typhus and for some reason don't want a Daemon Prince. *'''Lord of Contagion''' - Your generic Nurgle-blessed Chaos Lord, with a Plaguereaper/Manreaper, Cataphractii armor, the ability to deep strike, and the Disgustingly Resilient rule, but ''without'' the re-roll aura. Like Typhus, he has the Nurgle's Gift aura instead, which allows all Death Guard models within 7" to cause mortal wounds to units they are in melee with on a 4+. Inexplicably, they've ''lost'' wargear options in their promotion from Deathshroud Terminators, and can't take 1 or 2 Plaguespurt Gauntlets. **Had a massive price drop from 137/150pts with a man/plaguereaper down to 112/115 respectively. It used to be an auto-upgrade to Typhus for the extra points, but now the difference is a fairly chunky 60pts for psychic powers and 2d6 extra attacks that hit on a 5+. **Since Nurgle's Gift triggers at the start of your turn, it is best suited to counter units who charged the previous turn. Put this guy near a Blightspawn if you absolutely don't want a certain unit to be charged. **As of Chapter Approved 2018, Plaguereapers are now only 3 points more than Manreapers, meaning the choice between the two now largely depends on what you want him to do. While Manreapers will cause more wounds against T6 and T7, Plaguereapers will demolish multi-wound heavy infantry (like Tyranid Warriors or Terminators) as the flat 3 Damage means that every wound that gets through will kill something. ***Note that dropping from S7 to S6 only makes a difference against T6, T7, T12, and T13, plus you can buff strength pretty easily using Putrescent Vitality *'''Malignant Plaguecaster''' - Nurgle-themed Sorcerer with a corrupted staff (force staff), blight grenades, and Disgustingly Resilient. He knows Smite and two Contagion powers. Every time he rolls a 7+ on his psychic test, the closest enemy unit within 7" takes a mortal wound, which makes him fantastic in short-ranged firefights, same as the Plague Marines. Keep him in Grenade range and he can unleash a Blight Grenade, Smite, either a buff, debuff, or yeet more Mortal Wounds, and then 2 Mortal Wounds from his ability for casting twice. That's quite a lot of dakka, most of which also works in melee. **Remember the '''Pestilential Fallout''' occurs after the power is resolved. Don't '''Smite''' the enemy within 7" and go denying yourself a "free" Mortal Wound. <div style="margin-left:1em;">
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