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===Special Characters=== *'''[[Typhus]]''' - Grossest living mortal being in the galaxy. Incredibly tanky with a 2+/4++ (with Cataphractii armor, which halves his Advance rolls), the Disgustingly Resilient rule, and six wounds. He gives all Poxwalkers within 7" of him Strength 4 and Toughness 4, as well as blessing any Death Guard models within 7" of him with the ability to cause mortal wounds to units they are in combat with on a 4+, which conveniently stacks with his own Living Plague Warlord Trait. His Destroyer Hive is now a Pistol 2d6 weapon with S4 and AP-3 that always hits on a 5+ (even on Overwatch!), and he knows Smite and two Contagion powers in addition to his S+3 AP-3 D3 '''[https://en.wikipedia.org/wiki/Kevin_Spacey MASTER CRAFTED MANREAPER]'''. He can also teleport. He is quite versatile, allowing you to putting him on foot along with poxwalkers and plague marines for a huge blob of nasty space AIDS or send him deepstriking along with blight lords and every good thing you can think. You can also pair him with a chaos lord in terminator armor or a Lord of Contagion and give them the role of general and Arch Contaminator, making Typhus even more killy. **Though it may be slightly unfluffy, he pairs exceedingly well with Necrosius. Give Necrosius Arch Contaminator and he will do the job of a Chaos Lord, while buffing Poxwalkers even further. **Typhus' Manreaper gives him D3, something that should never be overlooked. Have a friendly allied sorcerer (or Typhus himself with the CSM Familiar Strategem) cast Diabolic Strength on him for that tasty +2S and +1A, then have him cast Blades of Putrefaction on himself. This gives Typhus 6 attacks against a T8 opponent (*cough*Knights*cought*) in the first turn, hitting on 2s, wounding on 2s (re-rolling fails) and doing additional mortal wounds on 6s (5s with VotLW). This makes him a fairly reasonable platform for doing high damage to tough targets. He is not invincible, but with his T5, 2+/4++/5+++, it is not impossible for him to tank a fair number of hits from even a very strong opponent in retaliation. Don't forget the mortal wounds he puts out every turn from his WT and LoC aura. ====Forge World==== *'''[[Necrosius the Undying]]''' - Necrosius lost his Plague Zombies in favor of Poxwalkers which is not super surprising. T5 W6 A4 Ld9 and a 3+/4++ save. Has Death to the False Emperor and Disgustingly Resilient. Buffs friendly units with {{W40Kkeyword|THE TAINTED}} keyword by adding 1 to their to hit rolls during the fighting phase (if you take him in Death Guard, he only buffs himself and Mamon Transfigured). Also buffs Poxwalker units by allowing them to reroll results of 1 for their Disgustingly Resilient rolls. However unfluffy and abhorrent, combining this with Typhus's +1S/+1T to Poxwalkers buff would be a very interesting combination. He can cast two powers a turn, can attempt to deny 3 psychic powers in each enemy phase (cool!), and knows three psychic powers from the Contagion discipline (also cool!). **<s>Always take him over a Malignant Plaguecaster. He knows 1 more spell, buffs your troops and has better weapons. For just 10 as of Chapter Approved 25 points more.</s> ***Chapter Approved has made it more of a desicion to take Necrosius. At 40pts more than the Plaguecaster you are paying for two denies, knowing one more spell, Surgeon effect for Poxwalkers, and a AP1 D2 Bolt pistol. **[[Derp|Despite basically being a Force Bubotic Axe,]] [[RAW]] [[Fail|his Tainted Force Blade is not a Plague Weapon and thus is not buffed by any ability that affects them.]] *'''[[Mamon Transfigured]]''' - Named Daemon Prince and the bastard responsible for the entire mess at Vraks, but only allows re-rolling misses of 1 in the Fight Phase for {{W40kKeyword|THE TAINTED}}. Has two melee weapons, a kick that ''really'' excels at murdering high-wound infantry (it deals 3 more damage to them) but is also his best bet against most targets, and a punch that can also deal mortal wounds. The punch is usually worse, but has some very specific niche use-cases, like murdering Knights, or against stuff with high-level invulns. Also has an auto-hitting 9" Pistol 2D3 S* AP-1 D1 weapon that wounds non-vehicles on a 2+ and Vehicles on a 6+. Not particularly great at face value. **Amusingly, despite his weapons being called 'Contagion Spray', 'Pustulant Stomp', and 'Fist of Decay' (all of which include names of nurglite illnesses), [[derp|not one of them is a plague weapon]], which makes him a little less reliable at wounding in cc than the other big hitters in the Death Guard (I wonder who we could mean...). Despite this, he still hits at S8 or S9, so it's kinda mitigated. **Alternate Opinion: He may not be great at face value, but when you dig a little deeper, you realise that this is one of the hidden gems of the forge world rules sets, one of the nigh-mythical Forge World units that hit very hard without being insanely overcosted (looking at you, mastodon). First, when you factor in that he only costs 200 points, he immediately becomes a lot better; for that, you get a high toughness, 5+ invuln, along with DR, (and a 3+ armour save if he’s near a blight hauler and in a building) making him extremely durable, and with the fact that he's below W10 meaning that he can't be shot at unless he's the nearest unit (and as you're likely to be spamming poxwalkers anyway) making him a tough customer for your opponent to deal with. His Spray wounding everything except {{W40kKeyword|vehicles}} on 2s is hilarious considering the sheer number of units that aren’t vehicles, including all named characters and [[rape|tyranid bio-titans]] (yes, this guy wounds bio titans on 2s in the shooting phase). His fist dealing additional wounds at S9 but only being ap -1 is invaluable against armies with non-{{W40kKeyword|infantry}} units that have very high toughness and invuln saves like Knights (who, incidentally, are the most popular ally for imperial armies), and his kick is excellent against TEQs and named characters (barring primarchs and nids), all while allowing himself (and others around him if you choose them to have {{W40kKeyword|The Tainted}} keyword in addition to {{W40kKeyword|Death Guard}}) to Reroll hit rolls of 1 in the fight phase. At power 9 he's also quite easy to summon using Daemonic Ritual, preventing him from being targeted down and essentially meaning he can deep strike so long as your Psyker is nearby. So, a mini great unclean one that can deepstrike and hits like a rape train in shooting ''and'' melee? Yes please. In short, he's the middle ground between Typhus' force multiplication and Mortarion's "'''Imma gon' kill EVERYTHING'''". Use him for taking down the enemy's warlord and his elite bodyguard, or for showing the middle finger to the guy who deepstriked his unit beside that "lone" sorcerer. *'''[[Cor'bax Utterblight]]:''' - He's a tough customer, even for Nurgle characters. T8, 12 wounds, 5++, Disgustingly Resilient that gets buffed to 4+ if hit by anything that does 1 damage (pair with the revoltingly resilient warlord trait for 3+ disgustingly resilient against 1 damage weapons). Offensively, he has no ranged weapons, but in melee he hits at S6 dealing 3 damage at -3AP with his main weapon but each hit of a 6 becomes 3, which is nasty... and then gets D6 more attacks at S2 AP0 D1 from his worms after he's done swinging. But wait - that's not all, because when he charges, enemies within an inch of him take a mortal wound a 2+. Oh, and he also ignores movement penalties caused by terrain for his charge rolls, and dishes out D6 mortal wounds to any unit within D6" on a 4+ if he dies. Sounds great, but once he starts taking damage (which will hapen as he's a {{W40kKeyword|Character}} with more than 10 wounds), he starts losing some serious speed; therefore, better to summon him, especially as he can't hit back at range as he doesn't have ranged weapons - he's juuuust at the point where summoning him is doable at PL12. He's a great way to fit a GUO into your army when it's otherwise not allowed.
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