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Warhammer 40,000/9th Edition Tactics/Chaos Daemons
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====<span style="color:#387439;">Troops</span>==== *'''[[Plaguebearers|Plaguebearers of Nurgle]]''' (9ppm) Slow but tough and ok in melee with their re-rolls to wound. If you want to hold the line, they are the right choice, especially with the new codex giving them T5 and two wound each. In packs of 20 (so get 30 to keep the bonus for a while), enemies have to subtract 1 from their attack rolls. Unfortunately, they lost the rusty sword abilities to auto-glance vehicles or poison monsters, and for that old shrouded rule, they need to be 20 or more but still cost defacto the same - somewhat a downgrade, but we got the FNP for that. Two or three blobs of 30 can flood the field and can be surprisingly (disgustingly) resilient and soak up a lot of fire and damage. When combined with a Poxbringer and a Spoilpox Scrivener, they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units. **Here's where some of that sweet, sweet synergy comes in. Combine the Locus of Virulence (+1 damage if your wound roll is 6+), the Plague Banner (one-time pop to make plagueswords do 2 damage for one turn), the Virulent Blessing power (+1 to wound rolls, and if you roll 7+ to wound, you do double damage), and the Scrivener (Plaguebearers get +1 to hit, and a hit roll of 7+ lets them make an extra attack). What do you get? A combat phase in which plagueswords are 2 damage base, on a wound roll of 5 each plaguesword does 3 damage, on a wound roll of 6 each plaguesword does '''5 damage''', and if the hit roll is 6, each Plaguebearer makes another attack! And remember, plagueswords let you re-roll failed wound rolls automatically. This isn't even considering Epidemius' Tally shenanigans or the hit buff from a nearby Daemon Prince. Fucking drown your opponent in wounds! Add a Poxbringer and they will wound MEQ's on 2+. ***Realistically you want to target big multi-wound stuff like vehicles, Knights, etc. with this, since the bonus damage is wasted on single-wound opponents (and larger-based targets let you get more Plaguebearers in close to swing). If you're targeting a vehicle with this one-turn damage extravaganza, coordinate the fight phase with a Plague Hulk. The Rusting Curse will effectively give your Plaguebearers AP-1. **Take 20+ Plaguebearers, buff them with Miasma of Pestilence and park them completely within 7" of a Feculent Gnarlmaw or two. They'll have a 4+ cover save, and your opponent is at -2 to hit them. These guys become some of the best objective-campers in the game, because they'll never, ever die. Maybe keep a GUO with the doomsday bell nearby, so on the off-chance some do kick, you can bring one back each turn. *'''[[Nurgling|Nurglings]]:''' (18ppm) Now, who forgot these buggers? These little shits get to deploy 9" away from the enemy DEPLOYMENT ZONE, and then act normally. Yes, that's right. They can move and then charge after doing this. Combined with the Disgustingly resilient rule (which they only get against weapons with damage 1 and they are multi-wound models...), they can easily tie down a shooty unit, or force them to fall back and waste a turn, granting your footsloggers valuable time. Sloppity Bilepipers will give them more attacks for better tarpit functionality. In addition, these very cheap tarpits make a decent objective holder, a screen to protect your units from deep-strikers, and a sneaky way to prevent knights from falling back (they are neither infantry nor bike).
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