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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. *'''Death Guard Daemon Prince''': Buffs all {{W40kKeyword|<Plague Company> Core}} units the same way a Chaos Lord does. 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 all the Death Guard goodies and wings cost +2 PL/35 points. Because your version has the Nurgle's Gift contagion, the axe is an automatic skip compared to the sword. Can bring a Plague Spewer if using a sword and talons instead of double talons, which makes up for not having a Warp Bolter and then some since it automatically hits, but the Spewer can't be taken if you took Wings, and you probably took Wings. That said, the fact that this gun is the ONLY non-relic plague weapon that the prince can carry is a big load of [[derp]]. Must also follow the Contagion discipline (which is great when you want to cast the -1 to hit spell on him). It isn't a {{W40kKeyword|Lord of the Death Guard}} as of the 22/02/2021 FAQ so yay! **Because of the various perqs the legion has (Inexorable Advance, Contagions, the buff aura targeting a specific keyword that normally wouldn't be covered by CSM) compared to the base CSM, it's become a bit of a hassle to bring in a CSM or Daemons DP instead, which is inconvenient because your daemon princes no longer have access to the Dark Hereticus or Malefic discipline. You could bring in an allied detachment of generic Nurgle CSM, but they're going to be playing considerably differently compared to your sluggish tanks spreading all sorts of fuckery in the air. *'''Death Guard Chaos Lord:''' Changes have made them like space marine captains, only one per detachment and does not compete with a Daemon Prince. It has the {{W40kKeyword|Lord of the Death Guard}}. Now comes in line and gets all that Death Guard goodness plus the captain re-roll aura. <tabs> <tab name="Chaos Lord"> Your "basic bitch" with a "re-roll 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 Nurgle-only melee weapons. However, the best melee weapon for him would probably be the Lightning Claw with +1A and re-roll all wounds, due to the massive synergy with Nurgle's Gift. Can and should take a free combi-bolter for his other weapon, since that puts him on the very short list of your infantry models that actually benefit from Inexorable Advance on their guns. Legends (arguably) allows this guy to pick up a jump pack, but that's a can of worms for your opponent to settle because it hasn't been updated for the new codex (and may never be updated). </tab> <tab name="Terminator Armour"> Same as a standard Chaos Lord, but with -1M, +1W, 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 Lightning Claw is pretty good on this guy too for the same reasons as the normal lord. </tab> <tab name="Palanquin of Nurgle (Legends)"> Lord on a chair with fewer weapon options but because it is {{W40Kkeyword|CAVALRY}}, it ''won't'' get Inexorable Advance. It also lacks a bunch of the new rules available to the chaos lord, mostly on virtue of it not being updated for the 9E codex - unless GW shows us mercy, this may be permanent. </tab> <tab name="Lord of Contagion"> Your generic Nurgle-blessed Chaos Lord in Cataphractii armour, with a Plaguereaper/Manreaper+Orb of Desiccation, Disgustingly Resilient, but no real ranged weapons. This guy's particular knack is that he boosts the ranges of his own contagions by 3", making him quite the obstacle in later turns. *The choice between a Manreapers and a Plaguereapers: Always take a Plaguereaper unless you have an ''excellent'' reason not to - it's ''cheaper'' (because you don't have to buy the god-awful Orb of Desiccation you'll never end up throwing) and hits ''harder'' against anything with the W to absorb its D. </tab> <tab name="Lord of Virulence"> The new Death Guard character that's been teased since the advent of ninth edition comes with a twin heavy plague flamer and a plague power fist on top of Cataphractii armour that makes him stupidly hard to kill and lets him deep strike. The reason you want this guy is because it has a lot of firepower for a single model and also carries a second aura: all {{W40kKeyword|<Plague Company> Core}} models within 6" of him that shoot plague weapons and roll a natural 6 to hit improve their AP by 1. This is on top of the regular re-roll 1s aura of the chaos lord, making him a decent candidate for accompanying blightlord terminators. Also, if you take him against a very bunched up enemy you should absolutely consider lobbing a blight bombardment on their stupid loyalist heads since he makes it cost only 2 CP if he's your Warlord. A very poor candidate for Viscous Death, because he rolls 2d6 for his shots, but a very decent candidate for Virulent Fever since he can deep strike, shoot his gun, and then charge. A very solid warlord choice all in all, and a very shooty one. </tab> </tabs> *'''Sorcerer:''' These guys have also been rejiggered, with the generic Sorcerer now being shunted to Legends. Fortunately these guys aren't subject to the restrictions given to Chaos Lords and Daemon Princes, but you're still likely to skip since they don't support your army in the same way as the other HQs. If you do need to take one over a lord, you'll be needing a {{W40kKeyword|Foetid Virion}} to help support the frontlines. <tabs> <tab name="Sorcerer (Legends)"> Your baseline caster that can cast two Contagion powers a turn and deny one. Can buy a jump pack for a 12" move and {{W40Kkeyword|FLY}}. Truth be told, the Plaguecaster's got more to offer, but this guy's cheaper and has a few more options. </tab> <tab name="Terminator Armour"> 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 or a Daemon Prince but really can't cut anything else. </tab> <tab name="Palanquin of Nurgle (Legends)"> Same story as the lord. Forget it. </tab> </tabs> *'''Malignant Plaguecaster:''' Nurgle-themed Sorcerer with a bolt pistol, corrupted staff (force staff), blight grenades, and Disgustingly Resilient. Every time he rolls a 7+ on his psychic test, the closest enemy unit within 12" 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 yet 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. In 9th is a must because most HQs are capped at 1 and this is the cheapest non-capped, and he's surprisingly useful. **Remember the '''Pestilential Fallout''' occurs ''after'' the power is resolved. Don't '''Smite''' the enemy within 12" and go denying yourself a "free" Mortal Wound. ====Special Characters==== *'''[[Typhus]]:''' Grossest living mortal being in the galaxy. Incredibly tanky with a 2+/4++, the Disgustingly Resilient rule, and six wounds. He gives all Poxwalkers within 6" of him Strength 4 alongside his typical Chaos Lord aura. His Destroyer Hive now attacks on the command phase, dealing d3 mortal wounds to an enemy within 6" on a 2+, 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 MANRAPER]'''. He can also teleport. He is quite versatile, allowing you to put 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. **Note that while he can join any Death Guard army regardless of plague company and let them take their particular contagion, he'll never be able to benefit from their contagions without spending a stratagem for Flash Infection unless the army's from the {{W40kKeyword|Harbingers}}. And really, Shamblerot's just the Destroyer Hive but with a variable range and ineffective on tanks. (Alternately, if you're already going out of the way to proc Destroyer Hive, you might as well proc Shamblerot for the trouble!) **Though it may be slightly unfluffy, he pairs exceedingly well with Necrosius. **Typhus' Manreaper gives him D3, something that should never be overlooked. He is not invincible, but with his T5, 2+/4++ -1D, 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 his Destroyer Hive. ***The changes to Typhus in the upcoming codex has increased his number of attacks from four to SIX. This drastically increases his melee potential. Combine this with the default Blessings of Nurgle contagion and Typhus can take on pretty much any other infantry character in the game, and that’s without including the two psyker powers he’ll still be able to cast. **With all the recent changes to Poxwalkers limited to a max of 1:1 unit ratio with all of the other infantry CORE units, the good old zombie horde is gone and Typhus is more of a powerhouse than a buffing character. The only downside is that he competes with <s>Daemon princes and</s> (FAQ'd) the basic Chaos Lord's many variants for the lone HQ unit with Lords of the Death Guard, and this is a tough competition. *'''[[Necrosius the Undying]] (FW legends)''' - Necrosius lost his Plague Zombies in favour of Poxwalkers which is not super surprising. T5 W5 A5 Ld8 and a 3+/4++ save and contains all the rules except for contagions (though he does have DttFE like the basic spikey boys). Is essentially a fatter Plaguecaster but with better weapons and respawns D3 Poxwalkers on each successful cast in addition. However unfluffy and abhorrent, combining this with Typhus's +1S to Poxwalkers buff would be an interesting combination. He can cast two powers a turn, can attempt to deny 1 psychic power in each enemy phase and knows two psychic powers from the Contagion discipline. **A pretty good choice, if you are taking blobs of poxwalkers and your opponent will let you take him, as he is only 20pts more than a Plaguecaster. **[[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]] but it can re-roll all wound rolls.
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