There are two new units in Codex: Death Guard The. Lord of Virulence: $40. Today, Robert "TheChirurgeon" Jones is talking about . His staff now has an extra pip of strength and his extra mortal wounds on a cast of 7+ is now a 12 range, other than that no major changes! good, particularly on Blightlord Terminators. Possessed are in a weird spot. and has been replaced with most units just having more attacks. The Foetid Bloat-Drone is even better now. are also likewise enhanced, with better WS/BS and an improvement to 9W and 4A each. Games Workshop - Warhammer 40,000 - Codex: Death Guard (9th Edition) Colour Black : Are Batteries Included No : Item Weight 640 g : Additional Information. So let's talk about the most important things to know about the . I could see pairing this unit with a squad of Deathshrouds and being a massive thorn in peoples sides. 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. Here thats offset by you now getting +1A with the flail, because the rule giving extra attacks if you have multiple weapons now works with any of them, and the model keeps a plague knife. gets a change to his Aura; he now gets +3 to his Contagion ranges rather than having an aura that does Mortal Wounds. I am not sure how hard it is going to be to keep this fortification alive. is used in the Fight phase when you destroy a model with a Terminator model in an Infantry, Beasts, or Swarm unit. Im largely fine with removing bonuses for souping, but this one hurts. Don and I are very excited to talk about this book theres a lot here and Chaos players of all stripes should be, Death Guard have a lot of Detachment rules now. Theres some really fun stuff here from such as; Trench Fighters At the end of the fight phase each Plague Marine with plague knives can make an extra attach with it this is on top of the additional attack they have already gained in their new rules! There are notably a few things missing from this book! This makes Terminator Lords even more durable. This lets you pick a DEATH GUARD unit within 18, and boost the range of their Contagion abilities by 6 till your next psychic phase, to a maximum of 12. If you would like to support the site then why not order Codex Death Guard through our affiliate Element Games and save yourself 20% too! If you disable this cookie, we will not be able to save your preferences. As part of your Crusade force you also get to craft your own disease, with its own Vector, Infection and Terminus. Check back everyday as new leaks and rumors for Warhammer 40k Death Guard 9th edition codex will be added, without notification. (Warhammer 40/30/AoS) . The sword and axe are buffed and so I feel that the sword/claw loadout is the way to go. The Contagion Discipline returns, and a lot of whats in it is going to seem pretty familiar, but there are some changes to consider. Don: I actually like Infernal Jealousy and wish they made it one Daemon Prince per army. Now that melee-specced plague marines are going to be obliged to load up with maces of corruption and (maybe) great plague cleavers. That said it can also help you take down a CTan or Ghazghkull, where it gives you an extra way to do damage to them in the Movement phase. is the star of the show again. Within the 3rd Edition a new type of codex was published. As a Lord of the Death Guard he now has a 6 reroll hits of 1 aura that only affects Core units. Finally his Poxwalker buff now only increases their Strength, not their Toughness. Continuing on from the Codex releases that followed the launch of Indomitus and the 9th edition of Warhammer 40,000 it is now the turn of Chaos to get their attention, and this kicks off with one of the armies that got their previous Codex back at the launch of 8th Edition, the Death Guard. This new book finally brings the faction forward into 9th edition with a massive release that includes new units and a major refresh of the model range. This can be good if you can get units within your contagion bubble roll 7 dice, each one over your targets toughness causes a mortal wound use on elite low toughness units like Eldar to upset anyone with pointy ears. Theyre hyper efficient with this buff, and youll probably see most armies that use them take exactly one squad with this. Yes, they did. Well be recording a fest special podcast this week, and well be putting together a video too. I literally found a really nice condition second hand white dwarf edition with the 2013 updates in it and I jokingly said "was this the last time they got an update" and it was honestly the case when I talked to a dude at a GW shop about it. Death Guard will give you a powerful, elite force that can act as both a hammer and an anvil, taking whatever is thrown at them and hitting back in kind. and an optional relic here are the available Plague Companies: These are the 1st Company represented by hordes of poxwalkers, and their strat allows a unit of poxwalkers to reroll all hits, which is pretty good! are also still here and rocking 2D3 Attacks instead of D6 and can be improved with the. The many Relics of the Death Guard Codex have undergone some changes as well. The Death Guard get their own psychic discipline in the form of the Contagion Discipline! This lets you essentially run as many as you want in a single Detachment, which is pretty great. A couple on objectives in the midground could be an option, but thats eating into your already tight points. I just try to compare a plague marine to a possessed and ask why take the possessed. got several tweaks as well. It incentivizes and rewards a mono-Death Guard army and really shines on Plague Marines and Blightlord Terminators (bubotic axes wounding space marines on a 2+ rerolling 1s is. If you want to take multiple picks from this list then you are going to have to spend those command points and take multiple detachments! If you want to really upset the above mentioned Eldar then this power adds 6 to your contagion giving you an impressive aura of -1 T. The Death Guard have had quite a few changes across their rules, so lets take a look at what has changed compared to the previous book and see how they stack up now! I have a feeling that this will be folded into the Nurgle Daemon rules too, which will be interesting to see as Plague Bearers currently wouldnt get a benefit from it. 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. Rather than letting a whole unit throw grenades, it lets you pick three models in your army to have their grenades become Pistol 6 for a phase, and automatically hit in melee. 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. In addition, in order to take any of the relics here your actual warlord has to be from that Plague Company, so you can only ever have one of those in a list unless you take Mortarion, who doesnt have a company, but lets you pick the relics for other Plague Company characters as if he did. 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. Every HQ choice except for the Malignant Blightcaster and the Sorcerer in Terminator Armour now has the LORD OF THE DEATH GUARD keyword, preventing you from taking more than one in a detachment. The Entropy Cannons are only +5 points now and also strongly worth consideration, since they now do a staggering D3+3 damage. Codex Death Guard 8th edition was released on 01-23-21 Unit points throughout Time. It should make lists more interesting, I think. The usual suspects are all here and the Plagueburst Crawler is the star of the show again. 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. The. He does nothing for your daemon engines. The action is completed at the end of your turn. both came back, though Creeping Blight lost its +1 to damage rolls bonus. Contrary to some rumours going around still have a 4+ inv save. Rob: For my money the Daemon Prince of Nurgle is one of the losers in the book, even with some decent buffs. got way better. It incentivizes and rewards a mono-Death Guard army and really shines on Plague Marines and Blightlord Terminators (bubotic axes wounding space marines on a 2+ rerolling 1s is real good), but it also isnt so strong that youd never benefit from or consider souping Death Guard with Daemons and Chaos Space Marines. (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. Whatever, I hate painting them anyways. This power seems very strong if youre planning around any of the special Contagions, so expect to see it a bunch. Battletome review at the link https://spruesandbrews.com/2023/04/08/soulblight-gravelords-warhammer-age-of-sigmar-battletome-review/, Massive thanks to @warhammerofficial for sending us over the new Gondor scenery! Thanks comments sorted by Best Top New Controversial Q&A Add a Comment . Thats. WARHAMMER , - CODE: DEAH GUARD 1 CODEX: DEATH GUARD Versin Indomitus 1.0 En estos documentos recogemos correcciones a las reglas y nuestras respuestas a las preguntas frecuentes de los jugadores. It lets friendly Core units within 6 score an additional hit for every unmodified hit roll of 6 in the shooting phase. Charles Velazquez 3rd Place Flying Monkey Con 2020 - Death Guard; 6K views 100 pages Deathguard Ninth Original Title: Deathguard ninth Uploaded by sir loin Copyright: All Rights Reserved Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of 100 Ah, the suffering! No, they did not. Poxwalkers by Craig MasterSlowPoke Sniffen, Don: This book is filled with potential and has made all of our units better. In a similar vein, you have a whole laundry list of attractively priced buff characters that give you more ways to confound the enemy while also enhancing your own troops. In the largely unchanged corner, (WC7, up from WC6, +1 S/T to DEATH GUARD INFANTRY) and. S++ ULTRA GOLD. They do pay for this, going to 140pts each, meaning youre likely not spamming 9 any more. Yes, they are a bit faster than our other infantry, but they dont necessarily hit much harder and have practically no interaction in the shooting phase. It is relatively cheap. The durability you get is eye-watering, but thats tempered by there being very few mobility options, and hefty price tags capping the number of ranged threats you can afford to bring. However, most of these units have other things that buffed them, like the daemon prince sword becoming str +1 ap3 3dmg. There are three of these and two of them are pretty good. jasonherethere 1 yr. ago Ebiter competitive had custom fleets. 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. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. 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. There are multiple Contagion abilities each Plague Company Warlord Trait is a special Contagion and several ways to boost their range. 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. The only thing to say here as a negative is that you do have to start planning for this early crucially, in missions with objectives in both deployment zones, youre sometimes going to be giving up half the points if you cant get at least one Bubonic Astartes unit right across the board, and need to leave one at home too. Announcing: The Unified Tournament Circuit (UTC). Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. I have to admit I was skeptical theyd produce a fortification worth fielding competitively but the Contagions rules for this thing are solid the, rule means that it always counts the current battle round as 4 for its contagions rules (so, max range), and its, rule gives friendly Death Guard Infantry within 6 Light Cover or -1 to be hit if they already had light cover. is also barely changed (roll 7d6 against closest enemy T, deal a mortal for each time you beat it), and in this case thats less good news. He is my favorite HQ and I can not wait to field him. Or if you rather your reviews in text form then make a fresh brew and read on! You're missing that, besides hiveguard and maybe genestealers, every single model is much better. It should make lists more interesting, I think. There are a few things we havent seen yet, though, and were covering them all here. If your army is Battle-forged, your Death Guard Detachments gain the, rules, plus your BUBONIC ASTARTES units gain the. If you are a fan of the Elite Characters however you are in for a spot of luck with Foetid Virion, as they can now be taken 3 to an Elite slot in a similar way to the Necron Crypteks, giving you more space to take more fun stuff! This rule is going to work a lot better in Codex: Chaos Space Marines, where you have a dozen different HQ options that arent Chaos Lords or Daemon Princes. Notably, going from S4 to S5 matters less than it normally does but S6 (as per the Bubotic Axes) is considerably more of a big deal because you start wounding many elite Infantry units on 2s, while S7 compared to S8 is less of a drawback than normal for tank punching, and going from S8 to S9 is almost completely pointless. This could also combo with the Suppurating Plate on a Daemon Prince to make him a highly durable bruiser-type HQ. The only thing Im a bit worried about is The Droning I dont love having to pick on a single effect, but its just a bit too easy to slap down a massive bubble of this on turn 2 onwards, and I think theres a reasonable chance that goes too far in bringing the opposing force down to the Death Guards level. Their Relic allows the wielder to reroll all hits and wounds too! The majority of datasheets in this section have the < P LAGUE COMPANY> keyword. Those are pretty great rules but the clincher is that you can deploy this model and its furnace buddy within 6 of each other anywhere more than 12 away from the enemy deployment zone and any enemy models, allowing you to drop these guys mid-table and control sections of the board as your units move up. Has changed a little now giving +1 Move and Advance to Core Units and Elite Characters within 6 sadly this means he cant speed up Poxwalkers or HQ options any more. Score 4 VP if every objective marker is within the Contagion Range of Contagion abilities that units in your army possess. 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. ), but it also isnt so strong that youd never benefit from or consider souping Death Guard with Daemons and Chaos Space Marines. They cannot do any actions (Except for the Darth Guard Specific Spread the Sickness) however so dont bank on them for all objectives, they are also not Core. I dont see any reason why I would not try to field at least one. Often . You know. 9 offers from $59.50. A far cry from the original books list, the Death Guard now have four glorious pages of stratagems, though not as much of the War of the Spider list has made it into this book several of those abilities were rolled into specific units and others have just vanished and the returning ones tend to have small adjustments. Once per battle, at the end of your Movement Phase, you can use this relic to pick an enemy unit within 6 and roll 7D6. Five Things to Know About Chaos Space Marines. Every HQ choice except for the Malignant Blightcaster and the Sorcerer in Terminator Armour now has the LORD OF THE DEATH GUARD keyword, preventing you from taking more than one in a detachment. Helbrutes 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 Frenzy rule to replace the old Crazed one that gives them the ability to re-roll wound rolls of 1 if theyve taken any damage. Miasmic Malignifier: $48. Don: It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Also. This is a wonderful upgrade from the previous (now mostly broken) iteration, giving Plague Marines the ability to Rapid Fire (via the returning Malicious Volleys rule) at 24 on the move, and dramatically improving the armys mobility overall. There are notably a few things missing from this book! 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. Theyve got 2W and 2A each on their profiles now, plus. has gotten major improvements as well. I do not feel that this codex is more powerful than the Space Marines or Necrons codexes. He is also in competition for that precious one Lord of the Death Guard slot per detachment! ffAh, the suffering! So what do I think of the latest Death Guard Codex? Well be following this up with more content next week Starting with a Death Guard-focused Hammer of Math on Monday, a review of the books Crusade rules on Tuesday, and a look at building competitive lists from these new rules on Wednesday.
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