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==Crunch== In 40k these guys were the second hardest thing to kill right behind Plague Marines, but in 7th edition changed them up a bit. They're not nearly as durable, but they're a lot cheaper, and gain shrouded, giving them staying power when in cover comparable to the old version. They still excel at holding objectives, especially those in cover (2+ cover save in ruins, without having to go to ground), but are otherwise a mixed bag. They are 9 point infantry that can literally kill '''''ANYTHING''''' in the game, but that doesn't change the fact that small groups of them struggle in combat against guardsmen. In 8th Edition these blokes are even more shit. They've lost Shrouded, which has been replaced with Cloud of Flies, definitely not nearly as useful as it only provides a -1 to-hit modifier for enemy attacks and only if there are 20 or more Plaguebearers in the unit. Similar to AoS except it's -1 for both melee and shooting attacks. While they have the usual 5+ Invulnerability and Disgustingly Resilient (5+ FNP) they are only T4 with 1 wound. The good news is [[Daemon Weapon#Plaguesword|Plagueswords]] allow you to reroll '''any''' failed wound rolls (tho again this is a nerf from previous incarnations), and Daemonic Icons can be interesting as rolling a 1 on any Morale test lets you add D6 additional Plaguebearers to the unit. Instruments of Chaos just add 1" to any Advance/Charge rolls. 9th edition has fucked them really hard. Like a messy turd, plaguebearers are little different with their T5 W2 stats plus usually-weak 5/4 daemonic save. On top of that, they have two attacks and autowound on 6s to hit. Unfortunately, having a second wound means they cannot resurrect from their own Warp Storm ability. They've lost disgusting resilience, so good luck keeping alive along with their low leadership. Worth noting that despite having a movement of 5, due to advance rolls and deep strike plague bearers are extremely Mobile and easy to drop wherever you want, so they at least have easy board control. Unfortunately, itβs more efficient to run Horrors due to having 1 wound and being able to do more splits from warp regen. In Age of Sigmar, Plaguebearers serve as the ultimate tarpit. Their abilities not only effectively give them TWO SAVES (one save against mortal wounds as well), being near a '''HERO OF NURGLE''' lets them reroll 1s from their first save. Combined with units of 20+ giving -1 to hit them in melee and -2 for ranged means they can easily hold their ground for the entire battle, even against mortal wound-centered armies. {{Template:Chaos-Daemons}} {{Death Guard}} [[Category: Age of Sigmar]] [[Category: Maggotkin of Nurgle]]
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