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====How to handle these cons==== * You should imagine playing a DG army as slow-growing but potentially lethal tumor. Sure, we are slow, but we can utilize Spawn, Possessed, Tanks or flying DPs to move ahead of the main wave and cause dissent before the rest catches up into mid-range to cause maximum damage. * If you had Bikers, Helturkeys, and Obliterators in 7E and want to use them in a DG army, you still can, but they must be restricted to a separate detachment of vanilla CSM (if you want your DG to keep Inexorable Advance and Plague Host). In addition, nothing stops you from painting your Bikers in DG colors and running them with rules for regular CSM Bikers, so get creative! It's all about [[your dudes]]! Bear in mind that this is forbidden in Tournament play. * Transports can help our slow-moving troops to get across the board, but most of them don't have Disgustingly Resilient. [[Rhino|Metal Boxes]] are not as good as they used to be. Taking transports has always been a tactical choice, but now more than ever. This subject is a bit of a [[skub]] depending on who you ask and on the kind of terrain you usually play on. I suggest experimenting with having more troops, but no transports OR 2-3 transports, but fewer troops. There is always a sweet spot in balance that Papa Nurgle would approve. If you have a LoW slot to spare and can afford Forge World, the Hellforged Spartan Assault Tank is a perfect solution to the transport issue. *Opinion on transports. Put a plague marine squad (7 if you're feeling fluffy) and characters to fill the rest of its capacity. Counts as 1 unit drop during deployment while deploying as many as 4 units inside. This can help you move up the board and fire what long range weapons you can. Start the game on your own terms. *Another opinion about transports. First of all, without disgustingly resilient, they will be focused with 2 damage weapons, you can see them as functionally 5HP in death guard. **But at the same time, even a destroyed rhino is useful: when you disembark, you have gain 3' move for what's inside. It seems pointless... But it's actually huge: with this and the 5+1d6' move of your plague marines, you are now sure to reach a middle field objective. And you win or lose by objectives. Question is: are you ready to pay ~90points for 5HP T7 3+ armor and the certitude to be able to reach T1 the middle board? *An option for a slightly less expensive long range anti tank than predators (as long as you don’t mind taking an allied detachment or two) to take some R&H Disciple/Command squads with las cannons or missile launchers. A second much less expensive option is renegade heavy weapon squads with las cannons, they’re cheap but they will miss more often than not. *Consider taking a Sorcerer on a Palanquin (Legend) or an Index Daemon Prince (totally not a Legend), or alternatively allying with a CSM sorcerer, with warptime and 1 other power (Prescience is a good pick). Dark Hereticus powers affect Heretic Astartes, rather than [Legion] models, so it will buff your Death Guard. The ability to move an appropriately killy unit twice in an army as slow as DG can make a huge difference in getting your guys where they need to be, when they need to be there. *Battle maps are now smaller in 9th making our short range anti tank better
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