Finally, we have the new Scenery piece for the Death Guard. Thats a good point, and means you probably will see one unit in lists here and there, as theres not really anything else that can fulfil that role in a pure list. The usual suspects are all here and the Plagueburst Crawler is the star of the show again. Combined with the +1S, near mandatory on your first Foul Blightspawn at the price. , however. Look, if you're a Chaos Space Marines player you've been waiting for this a long time. It should make lists more interesting, I think. In addition the Remorseless rule lets them ignore Combat Attrition modifiers. Here are my votes for the seven best new Death Guard stratagems: There are a ton more here worth talking about but well be diving into them more deeply in future articles. It is relatively cheap. No, they did not. The Entropy Cannons are only +5 points now and also strongly worth consideration, since they now do a staggering D3+3 damage. Losing contagions for them stings a little, but opening up your arsenal to include Daemons and Chaos Space Marines gives you access to Poxbringers and psychic powers like Shrivelling Pox and Virulent Blessing as well as the Veterans of the Long War Stratagem. In a similar but slightly more controversial move, Infernal Jealousy now means you can only take one Lord of the Death Guard per detachment this is a massive list: Death Guard Daemon Prince, Typhus, Death Guard Chaos Lord, Death Guard Chaos Lord in Terminator armour, Lord of Virulence and Lord of Contagion. I look forward to seeing what people come up with. Games Workshop 99120102080 Etb Death Guard Myphitic Blight-Hauler Tabletop and Miniature Gaming, Black. This is such a good ability and can cause so many headaches for the enemy, especially when it is on a Daemon Primarch scything his way through their lines, This adds 1 to the warlords wounds and makes them only able to be wounded on a 4+, This has been tweaked a little, it is now a 6 aura that lets you reroll wounds on plague weapons, but for ranged weapons the target needs to be within 12 too, Makes your Warlord a bit of a tank, it improves their toughness by 1 and makes any attacks of Ap 1 or 2 allocated to them count as 0. One of the things that we have enjoyed the most about this edition of the game is Crusade, in which you create a force and tell their story over a series of games, gaining upgrades, experience and telling deeds of your heroic acts! 873. Both conditions must be met to gain these points. Flash Outbreak Now this one is great as it allows you to pass the Plague Company contagion from your warlord onto another of your units and they also count the contagion as being one turn higher for the purposes of the aura. Plan to have the whole set painted in the next month, with a couple of other projects mixed in to prevent me from being burnt out on scenery! . Games Workshop 99120102078" Death Guard Plague Marines Miniature. It is not the most flashy relic, but increasing the range on the Noxious Blightbringers or Plague Surgeons aura effects are extremely good and allow for greater coverage. #warhammercommunity #warhammer40k #40k #new40k #thelion #primarch #darkangels #miniatures #miniaturespainting #hobby #paintingwarhammer #painting #warhammer #gamesworkshop #warmongers, A big thanks to @warhammerofficial for sending us Ivya Volga for the Gravelords to paint! Meanwhile Deathshrouds get updated Manreaper Scythes that now have a second profile for scything (double the attacks, 1 damage per), and a more power fist-like cleaving attack, plus they can take Chimes of Contagion to up their Contagion ranges by 3 (to a max of 12). Ankbars Expedition Kharadron Overlords, Podcast: Episode 121 | Mortarions Wrath Sprues & Brews, Warhammer 40,000 War Zone Charadon | Act 1 The Book of Rust Written and Video Review Sprues & Brews, New Warhammer 40,000 Codex Thousand Sons Review | 9th Edition Sprues & Brews. They do pay for this, going to 140pts each, meaning youre likely not spamming 9 any more. on the other hand, are much improved: Theyre now WS 4+ and T4, and theyve kept the ability to ignore wounds, albeit on a 6+ instead of a 5+. That makes them the perfect combo with the. is gone, so if youre a Death Guard player you no longer have to worry about remembering that rule. Don: As with the other 9th edition codexes, the Death Guard book gives us a set of faction-specific secondary objectives to consider. Charles Velazquez 3rd Place Flying Monkey Con 2020 - Death Guard; Cultists have dropped to 5 points but lost ObSec so are functionally worthless except for Deploying Scramblers. The limited range also encourages a certain type of play style (keep moving forward) and it makes transports like Rhinos much more interesting since they can be disease vectors and help their passengers out by dropping them off, then Advancing to be within range of a target enemy unit the passengers want to shoot. Luckily for Daemon Prince fans, theyve gone to 6A base (so +2 rather than the +1 for most things) and the hellforged sword and axe have been treated as if theyre power weapons, so go up a point of S each. Theyve lost their Tri-lobe rule and no longer have fog to shield nearby units, but the new fortification can play that role well enough and they have the Belching Fumes Stratagem, which reduces the number of attacks models make with ranged weapons to generate an even more potent effect. Finally, looming over it all, you get Mortarion, who is now one of the games most powerful Lords of War, a nigh-unstoppable killing machine who can rip through almost any opposition. got way better. The Death Guard, in service of Nurgle and spreaders of plague and corruption, emerge into 9th Edition Warhammer 40,000 with this Codex of updated rules and datasheets for every unit you're able to add to the battlefield. Stratagem that basically does the same for characters, but this feels very spicy on a Deathshroud Champion, where it gets their scythe up to S8 or S6 as relevant, and lets them cleave through hordes even harder with their 5 or 10 attacks. is potentially the only loser of the bunch, having received a major nerf to his plague sprayer damage its now only damage 2 and is locked in at S7 and a big nerf to his fight last aura, which now only affects one unit within 3, but has been improved to include the not eligible language that turns off fight first abilities. 2020 Death Guard Lists. Have lumped these together as no major changes outside of smoke becoming a strat and both weapon options of the Predator becoming different Datasheets allowing you to take 6 Predators in your army if you want! (WC6, -1 to hit against a DEATH GUARD unit) are both completely unchanged. That means the sword build in particular is massively better here you get 6 S8 AP-3 D3 attacks (plus one with your default talon), and your opponent is going to be at -1T. This means that they will most frequently have to foot slog. (progressive scoring) Score 3 Victory Points at the end of any battle round that an enemy unit fails a morale check and has suffered at least 1 casualty from a plague weapon that battle round. If youre a Death Guard player you should be over the moon about this book and if youre a Chaos player otherwise you should be psyched about this direction and level of design being applied to the other Chaos factions. It should make lists more interesting, I think. Just add 9ed Codex [Chaos] - Heretic Astartes - Death Guard of DelightfulMiracl3 to My Favorites. This really only matters for Poxwalkers because well, youre never going to take Death Guard Cultists again. Well, the short answer is any HQ that isnt a Malignant Plaguecaster or a Sorcerer in Terminator Armour. So if you want to take a Battalion Detachment or any Detachment requiring 2+ HQs, it will have to include a Psyker. Hes T8 now and he gets a staggering three Warlord Traits, plus at the start of every game you get to pick one of the Plague Company Warlord Traits to give to him. The Death Guard have a 9th edition Codex so if you pick up Codex: Death Guard and make sure you're up-to-date on any published FAQs then you should be set! platform from which to lunch your contagions into the thick of the enemy army. for a turn with a bonus to their range. Download PDF Share Related Publications. Units with this rule count as Stationary if they didnt Advance or Fall Back in the previous Movement phase, Vehicles with the rule dont get a penalty for firing Heavy Weapons at units within Engagement range, and INFANTRY with this ability ignore any/all modifiers to its Move characteristic and Advance and Charge rolls. Over the last two months weve seen a steady drip-feed of rules previews for Death Guard via Warhammer Community and most of the army-wide rules have been covered already. This should be something that is further expanded in the Plague Purge Crusade supplement that is hopefully not too far behind this Codex! powerful, and means having one unit of Haulers trundling around is going to be extremely tough to stop. Score 6vp if you are in all 4 instead. A few especially cool ones are: Mortarion gets three of these, so now is a good time to decide which of the remaining ones you want to consider. Theres too much you cant control and it shares a slot with the. This gives you back some of the old Foul Blightspawn magic, giving one of them a 6 aura that means enemies never count as having charged, and cannot benefit from any Fight First effects. Its a hell of a tank. The. Possessed are in a weird spot. ability, which gives enemy units within contagion range -1 Toughness. At only 10ppm more than Blightlords, theyre also priced to move. prevents you from taking more PLAGUE FOLLOWER units (Cultists) than BUBONIC ASTARTES CORE infantry units in your Detachment, and applies the same restriction for Poxwalkers, so a given Detachment can only have a maximum of one Poxwalker and one Cultist unit per Plague Marine, Blightlord or Deathshroud unit. For the final power, we have a new entrant Blades of Putrefaction has gone off to the big plague pit in the sky, replaced with Gift of Plagues (WC6). The 9th edition Astra Militarum codex - a.k.a. Stratagem, unchanged from War of the Spider, and their, contagion prevents a unit from getting the benefits of cover. This is a super nasty modifier to drop on a unit and killing a single model with blightlords isnt terribly difficult. I could see pairing this unit with a squad of Deathshrouds and being a massive thorn in peoples sides. There were a couple nerfs, like the malefic talons going down to AP1. The other two new ones that caught my eye were: (2CP) gives all weapons in a DEATH GUARD CORE the old flail of corruption effect, allowing them to spill over excess damage to the next model. Now that melee-specced plague marines are going to be obliged to load up with maces of corruption and (maybe) great plague cleavers. They cant protect Mortarion any more with their. On the other, equally diseased hand, Foetid Virion is a neat rule that opens up some list building opportunities for you, allowing you to take up to 3 FOETID VIRION units in a single Elites slot as long as they all have different datasheets. So let's talk about the most important things to know about the . It also got the bump to WS/BS 3+ and 4 Attacks base, which combine with the Fleshmower upgrade (only S+1 but now makes 3 hit rolls per attack so you get 12 instead of 10) to make the melee variant worth considering. I can not remember putting more than one. Equally though, gather enough boons and you can choose to spend a requisition point to ascend your character to Daemonhood! Check back everyday as new leaks and rumors for Warhammer 40k Death Guard 9th edition codex will be added, without notification. You probably do consider taking a 2-model unit to keep this cheap, as you want to be able to pop it almost every turn. Psychic Powers The Contagion Discipline. So what do I think of the latest Death Guard Codex? We have Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful. Fully agree with Don here, this guy rocks, just a really strong, flexible character. By and large, they even more powerful than before in many ways. Presentation is top notch, keeping the same styling and layout as the previous 9th Edition Codexes with the contents split into colour codex sections for easy reference. Contagions are a fun new mechanic, though outside of a stratagem it is a shame the really interesting ones are tied to your Warlord that said, I can see a lot of people bringing Mortarion as their Warlord as he is certainly very tasty and gives you a resilient (daemonically so!) Don: It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Rob: I have to admit I was skeptical theyd produce a fortification worth fielding competitively but the Contagions rules for this thing are solid the Toxic Presence rule means that it always counts the current battle round as 4 for its contagions rules (so, max range), and its Putrescent Fog rule gives friendly Death Guard Infantry within 6 Light Cover or -1 to be hit if they already had light cover. Continuing from the character upgrades seen in the Space Marine codex, the Death Guard can pay points to give upgrades to the characters and unit champions and while named characters cannot take them, I absolutly love the fact that you can for example give your Deathshroud champion an upgrade giving each hit of a 6 an additional hit, or why not make each wound of 6 cause a mortal wound on top? In the largely unchanged corner, (WC7, up from WC6, +1 S/T to DEATH GUARD INFANTRY) and. Something to note is that the unit now hews much closer to the box contents and many special weapon options are now limited to one per 5 models, instead of just being two models. So sadly, no more 5-man Plague Marine squads sporting three plasma guns. The Warlord Traits in the Death Guard codex have all changed but maintain their feel from the 8th edition codex. On the whole however I do feel that the Death guard come out of this for the better and it seems a fairly balanced book. Thanks comments sorted by Best Top New Controversial Q&A Add a Comment . Most of these got better Chaos Lords now have T5 and they all have more attacks. They still ignore morale tests so will never be affected by combat attrition either. Wow, just wow! He is respectably durable with 6W at T5 with a 2+/4++ and Disgustingly Resilient (-1 incoming damage). The majority of datasheets in this section have the < P LAGUE COMPANY> keyword. He, like the rest of our Lords gained the aura of reroll hit rolls of 1 for CORE units within 6. We hope thats whetted the diseased, depraved appetites of all the Chaos players out there, and were pretty sure that in the next few weeks were going to be seeing Death Guard armies slamming onto any tablenot quarantined by a sadly-too-real disease in force. is back, but now can affect Death Guard CORE units instead of just Plague Marines, which is a welcome plus for Blightlords. interaction to catch a nerf, because this book essentially has 2CP Veterans, and Id be surprised to see that particular cross-book synergy stand. Rob: The Droning is incredibly rude, but overall I think Mortarions Anvil gets the nod from me. They basically count as terminators for getting in to our codex transports and I would be willing to wager a Forge World Errata to normalise this is not far off. Wings: This applies to melee options too, which means you cant double stack on flails in a five model squad, and the flail has also received a downgrade, no longer spilling over its excess damage. Without Rhinos or drills to move a unit of 10 across the table, Warptime is your next best bet for getting them where they need to be. is back, but now it gives the Helbrute +1 to hit and wound. As a Lord of the Death Guard he now has a 6 reroll hits of 1 aura that only affects Core units. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators . document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); This site uses Akismet to reduce spam. (end game scoring) This secondary gives you four conditions to score points off of at the end of the game: Score 4 VP if you have at least 1 unit in each deployment zone with the. The Death Guard codex is the first Chaos codex of the 9th and I was really eager to read it. Essentially it acts as a forward contagion node giving you a 9 -1 Toughness bubble out on the battlefield, It also gives Deathguard Light Cover or -1 to hit if they already are in cover. Interested in flipbooks about 9ed Codex [Imperium] - Adepta Sororitas? Theres also some fun interplay between this and the Miasmic Malignifier. Very good power, increases a target infantry unit by +1 Strength and Toughness, T6 Plague Marines anyone? I just try to compare a plague marine to a possessed and ask why take the possessed. This is, with most of your stuff at T5 it will strip away the capabilities of mid-tier stuff going after you, and getting a big cast will help a lot, but its a little risky, because you cant. is used in the Fight phase when you destroy a model with a Terminator model in an Infantry, Beasts, or Swarm unit. For the final power, we have a new entrant Blades of Putrefaction has gone off to the big plague pit in the sky, replaced with, (WC6). While it doesnt have Disgustingly Resilient (and has no way to get it), it. This secondary objective is also really bad on missions with fewer than 5 objective markers. Remorseless is a new rule that lets units ignore modifiers when taking attrition tests. The new kid on the block improves the AP of nearby core units on a wound of 6 in addition to his reroll 1s, which is cool but I feel he is again fighting for the precious Lord of the Death Guard slot, and may struggle to see the tabletop because of that. In order to benefit from these rules a unit needs to both be in a Death Guard Detachment and all models in that Detachment that can be from a Plague Company must be from the same one. The ability to Heroically Intervene with your units, even as a Stratagem, is an incredibly good trick to have in your back pocket and Gloaming Bloat is also super good. While it no longer gives you the incredible turbo combo potential, this is extraordinarily efficient when you have a Biologus Putrifier following some melee Plague Marines around, giving them a powerful short ranged shooting spike that can clear out a screen and, more subtly, allow you to burst your way out of engagement with an enemy thats bully charged you in your shooting phase, then charge into something else later in the turn.This is deceptively great, and priced to move. They also dont count as relics, so you can combine them on your non-named characters too! Over on www.spruesandbrews.com I share our full review and how to paint it up and make the tower destructible! contagion resembles Mortarions old ability to do mortal wounds on a 4+ to nearby units. Hes an absolute powerhouse and I strongly believe hes going to make an immediate splash in competitive play. Theres too much you cant control and it shares a slot with the Grind them Down secondary, which looks to be Death Guards bread and butter. I guess well see how it plays out on the table, and I dont want it to take away too much from the achievement here this book shows that the new 9th Edition Codex magic still works for an army with a far smaller roster than either Marines or Necrons, and I cant wait to see it on the table. As with our other reviews, were not going to exhaustively cover every detail in the book well talk about the major things, whats good and whats bad, and talk about the broader implications of the rules. Plague Marines and Poxwalkers (but interestingly not cultists) have Objective secured, dispelling fears that the Poxwalkers may not have this (and making them really good for camping objectives, especially with their points cut!). Good riddance. It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Death Guard Supreme Command Deatchment (0 CP, 490 Points) LoW: Mortarion, WARLORD, The Droning, Powers: Miasma of Pestilence, Curse of the Leper, Gift of Plagues Death Guard Patrol Detachment (-2 CP, 1,509 Points) Plague Company: Mortarion's Anvil The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn. DEATH GUARD CODEX RELEASE DATE The delayed new Death Guard codex (9th edition's first rulebook released for a Chaos army) went up for pre-order on January 16 and was released on January 23. Yes, they did. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. incredibly official Goonhammer store on RedBubble. (1 CP/2 CP) upgrades a unit of Chaos Spawn to get +1 Toughness and gain Disgustingly Resilient, and costs 2 CP if the unit has 4+ models. These are now fully fledged Death Guard getting Disgustingly Resilient, extra toughness and the Lord of the Death guard keyword and aura. Warhammer 40k 9th Edition Core Book. Can still be useful for making it impossible to shoot your supporting buffing characters like the Plague Surgeon. (1 CP) lets Foetid-Bloat Drones Heroically Intervene and move 6 when doing so. . If you like playing a powerful, tanky force the Death Guard might be for you, but thats not all they have going for them. It has gone up to 18 range, but in 9th with fixed power choices its very hard to take an option thats going to be dead or nearly dead in some games. 9ed Codex [Chaos] - Heretic Astartes - Death Guard Like this book? Faster and more attacks than he previously had, but no longer has mortal wound auras, instead he has a bigger contagion aura, he also gets a new grenade with 3D3 shots! View flipping ebook version of 9ed Codex [Imperium] - Adepta Sororitas published by DelightfulMiracl3 on 2021-11-06. Certainly some cool rules, but I feel its a tad too expensive for what it does. The Foetid Bloat-Drone is even better now. The 9th edition codex has baked that into the main book and has given players a little bit more clarity when it comes to army design, as each of the companies offer some specialization . Required fields are marked *. Its a hell of a tank. To put it mildly, being able to slap a 12 bubble of half movement or no re-rolls on a Bloat-Drone on turn 2 and just sort of fly it near your opponents entire dang army is quite the thing. This rule was added to Death Guard in War of the Spider and has been replaced with most units just having more attacks. We definitely have some stand out units/stratagems, but each codex of 9th does. . It has gone up to 18 range, but in 9th with fixed power choices its very hard to take an option thats going to be dead or nearly dead in some games. Core unit so affected by most buffs. Combine those with the one-per-detachment restriction and an inability to field one alongside another Lord and while I still think the Death Guard daemon prince is good, he wont be the auto-include he was. Codex Death Guard keeps up his standard with some really fun Crusade content! Its a massive improvement. Mike: Finally, Chaos Marines are able to summon Daemons still, although this could change once Daemons receive their 9th Edition codex. Each time a model is destroyed by an attack made by this weapon, the models unit suffers a mortal wound on a 4+, to a maximum of 3 per turn. Click to share on Twitter (Opens in new window), Click to share on Facebook (Opens in new window), Robert "TheChirurgeon" Jones, Thundercloud, TheArmorOfContempt and Ace, Robert "TheChirurgeon" Jones and MildNorman. The traits he gets are Arch Contaminator (re-rolls to wound on plague weapons), Revoltingly Resilient (5+ to ignore wounds), and Living Plague (enemy units within 3 cant be affected by aura abilities from the opposing army). You pay 30 points more for it than Chaos Space Marines do theirs, but the other upside is that the Defiler Cannon is now a flat 3 damage gun. Did they improve as much as everything else? They do pay for this, going to 140pts each, meaning youre likely not spamming 9 any more. There are some complaints I have, sure there are a few areas where the rules are clunky and the lack of cross-faction synergy with daemons isnt great, but so much of it just works. This book contains the most up-to-date points values that should be used in your matched play games, covering all the factions in Warhammer 40,000. He is, however, a front line boss/beat stick. Their stratagem is great at letting you get more coverage with those characters and their warlord trait, The Droning is the first thing I have seen out of 9th edition that I have called broken or far too powerful, The Droning is incredibly rude, but overall I think, gets the nod from me. only reduce incoming damage by 1 and are 6 movement, but got a ton of tweaks to their weapons (Plasma cannons are now 3 damage flat, power scourges are only S+1) and a new. With. However there is a downside, and if you get the same result twice then you will get turned into a Chaos Spawn! The action is completed at the end of your turn. Rob: Infernal Jealousy is the only rule I dont love here, and only because the Death Guard dont have a non-Psyker Death Guard HQ. A nice debuff that reduces a target units Strength by 1, and also reduces their attack characteristic on a cast of 8+. Losing contagions for them stings a little, but opening up your arsenal to include Daemons and Chaos Space Marines gives you access to Poxbringers and psychic powers like. 2. He does nothing for your daemon engines. Rob: For my money the Daemon Prince of Nurgle is one of the losers in the book, even with some decent buffs. . Myphitic Blight-Haulers are also likewise enhanced, with better WS/BS and an improvement to 9W and 4A each. All your favorite characters return, and theyre all better than ever. Possessed, unfortunately their transport options have been limited. The standalone Astra Militarum codex released just over two months later on Saturday, January 28. While we saw something similar with the Space Marine Captains, they have a lot more HQ options with lieutenants who dont have that restriction. This is also where the Death Guard army bonus comes in. Interestingly his pistol has gone and has been replaced with an aura that does mortal wounds to a unit in the command phase. I compare 2 possessed to a death shroud and still shrug. Also, Death to the False Emperor is gone, so if youre a Death Guard player you no longer have to worry about remembering that rule. The Icon of the despair now causes a mortal wound of a 4+ for each unit in engagement range at the morale phase, they also get a Sigil of Decay that makes any bolt weapon hit of 6 auto wound for the unit, this is a great little 10 point upgrade! Thats no bad thing as both are strong, so expect to continue to see them perform in lists, and both being able to go onto big Poxwalker blobs is nice. 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000. ), The Dead walk Again Brings back Poxwalkers in the command phase! Don and I are very excited to talk about this book theres a lot here and Chaos players of all stripes should be extremely pleased with these rules. At only 10ppm more than Blightlords, theyre also priced to move. To put it mildly, being able to slap a 12 bubble of half movement or no re-rolls on a Bloat-Drone on turn 2 and just sort of fly it near your opponents entire dang army is quite the thing. This means that they will most frequently have to foot slog. In addition to this written review I have also filmed a video review on YouTube going through the entire 2021 Codex, so make sure to check that out below! Well were happy to say that the Plague Companies are back, in nearly the same form each one has its own special Contagion Warlord Trait, a Stratagem, and a Relic (so net loss of one Stratagem, but the book makes up for those losses and then some).