The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn. 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. 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. 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. 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. The Lord of Contagion gets a change to his Aura; he now gets +3 to his Contagion ranges rather than having an aura that does Mortal Wounds. The Death Guard are the Traitor Legion most favoured by Nurgle. Infernal Jealousy is the only rule I dont love here, and only because the Death Guard dont have a non-Psyker Death Guard HQ. I do believe that Death Guard feel like they should from the lore. still lets you pick an enemy unit within 18 and roll a dice for each model, dealing a mortal on each 6. on a 5+ with the higher cast. 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. Its a nice little add-on to have for your Plague Marine and Blightlord Terminator Units. Announcing The Goonhammer 2023 Global 40k Campaign. We covered the math behind this in a previous, also returns, giving you double shooting on Rapid Fire bolt weapons at full range if you remain stationary in the Movement phase, which combines with. The 9th edition Astra Militarum codex - a.k.a. It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Finally, Daemons are no longer in the book. This is going to let you do some extremely stupid stuff in combination with the Plague Company Contagions and the. 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. 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. Look upon them and see the signs: pus seeping from festering wounds that never heal; miasmic smogs of corrosive, stinking gas hanging . Also the Rothail Volley Gun is Rapid Fire 3. Yes, they did. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. He is respectably durable with 6W at T5 with a 2+/4++ and Disgustingly Resilient (-1 incoming damage). These upgrades cost between 10 and 20 points and are a nice way of using any spare points left by giving your units a couple of buffs! Lord of Virulence: $40. We are using cookies to give you the best experience on our website. This is a very good bonus; its not quite as singularly powerful as Combat Doctrines (and their Chapter Doctrine tag-alongs), and thats a good thing. The unit also now caps at 10 models rather than 20. now gives friendly BUBONIC ASTARTES infantry units within 3 a 6+ roll to ignore wounds, and can heal a friendly model for up to D3 wounds. Also. 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. Rob: I cannot imagine building a Death Guard list now without a Fugaris Helm Plague Surgeon. 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 . In addition the Remorseless rule lets them ignore Combat Attrition modifiers. It may not be the old 5+ Disgustingly Resilient, but this is as close as you can get in the book for your infantry units! This comes with a drop to 5 points per model, making them significantly better than their prior incarnations, and now get to be in a PLAGUE COMPANY by default, so can benefit from more rules than just the Harbingers one. Theyve got 2W and 2A each on their profiles now, plus. Theyre generally much better than they were at baseline, but can no longer benefit from most auras. PDF CODEX: DEATH GUARD - Warhammer Community Codices (List) - Warhammer 40k - Lexicanum ASIN : 1839061375 : Customer Reviews: 4.8 out of 5 stars 230 ratings. Infernal Jealously limits you to one LORD OF THE DEATH GUARD unit per Detachment. Ah, the suffering! B-. We have this is especially true in the Crusade content, and I cant wait to see the unravelling story as my Plague Company begin to make their mark on the galaxy, Codex Death Guard is up for pre-order today and is released 23/01/2021. 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. 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! This is the psyker heavy faction, the Strat gives a Psyker an additional power and allows them to reroll a psychic test once per psychic phase, their relic increases the range of splash wounds for casting on a 7+ and their warlord trait adds a contagaion that makes any hits of 6 auto wound. Warhammer 40k 9th edition Codex pdfs . 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. 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. This one was very good already and is now going to be a must-take. Speaking of. While it doesnt have Disgustingly Resilient (and has no way to get it), it does get Contagions and it benefits from the upgrade to WS/BS 3+. Don: As with the other 9th edition codexes, the Death Guard book gives us a set of faction-specific secondary objectives to consider. This is an interesting change and I wonder if we see any other actions like this in other codex in order to restrict cheap units that often got picked to fill out detachments. Im largely fine with removing bonuses for souping, but this one hurts. All the big monsters went to T8 with 2+ save, number of attacks up across the board, the warlord traits, relics, and all that are also better. The buffs are probably still the more interesting thing from this discipline, but if you have spare slots you can consider it. Not good against every army, but going to absolutely, some opponents, especially on Mortarion. Keeping in line with the other recent Codex releases we also get a really clear and concise reference section containing the points in a much easier to digest format than in the 8th Edition books, and full quick reference glossary and rules appendix making it really handy for looking up rules mid-game. Interestingly his pistol has gone and has been replaced with an aura that does mortal wounds to a unit in the command phase. As with previous Codexes we also get a miniatures showcase showing off the entire range, but also a look at the Crusade army of Tom Moore of the Army Painter team painted in their classic Horus Heresy scheme. 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. That makes them the perfect combo with the. Similarly, the, is also very good here. They basically count as terminators for the purposes of what they are allowed to embark upon and how much space they take up in those transports. Despite all this, Blightlords still get to sit at a very attractive 40ppm. platform from which to lunch your contagions into the thick of the enemy army. Contagion ranges start at 1 on turn 1 and go up each turn after that, to 3 on turn 2, 6 on turn 3, and 9 on turns 4+, and some units (like Mortarion) get to treat their Contagion ranges as being turn 4+ all the time. New Crusade rules allow your force to spread their influence, and reference photos and lore sections round out the Codex to . essentially limit your army building for Death Guard detachments. 873. 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. All of the Chaos Space Marine units with T4 now have T5 in the book, so Chaos Lords, Possessed, and Sorcerers in Terminator Armour got a nice boost to their durability. 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. Despite all this, Blightlords still get to sit at a very attractive 40ppm. This lets you essentially run as many as you want in a single Detachment, which is pretty great. No, they did not. CODEX: DEATH GUARD Indomitus Version 1.1 These documents collect amendments to the rules and present our responses to players' frequently asked questions. 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. 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. Within the 3rd Edition a new type of codex was published. interaction to catch a nerf, because this book essentially has 2CP Veterans, and Id be surprised to see that particular cross-book synergy stand. 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. is the star of the show again. His non Terminator equivalent is gone, but this guy gets the Death guard treatment with extra toughness and relevant abilities and keywords. 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. 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. Stratagem, which reduces the number of attacks models make with ranged weapons to generate an even more potent effect. There are notably a few things missing from this book! 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!). 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! This website uses cookies so that we can provide you with the best user experience possible. Theres a huge number of interesting effects, plenty of thought put into giving all the different weirdo characters they released in 8th useful roles, and should really capture the inevitable doom represented by the Death Guard on the table. and has been replaced with most units just having more attacks. This may be a kiss of death for them, but this is a subject of ongoing debate among the team as youll see below. This really only matters for Poxwalkers because well, youre never going to take Death Guard Cultists again. Almost every datasheet in Codex: Death Guard has been updated. I dont know that Possessed are good enough with 1 damage weapons to make this worth it, but I think someones going to try. rule to replace the old Crazed one that gives them the ability to re-roll wound rolls of 1 if theyve taken any damage. 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. Get hype, Chaos fans. Possessed are in a weird spot. Chaos Spawn are also still here and rocking 2D3 Attacks instead of D6 and can be improved with the Grandfatherly Influence Stratagem, which gives a unit of Spawn +1T and Disgustingly Resilient. His pistol now does mortal wounds instead of having D6 damage, his Blight Racks improve the AP and Damage of nearby blight grenades by 1, and his new. Often . 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. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators . Hobby Guide: I did an Army Centre-piece model and so can you! is gone, so if youre a Death Guard player you no longer have to worry about remembering that rule. There are three of these and two of them are pretty good. He now gets you 1 CP per turn on a roll of 7+ instead of an exact 7 on 2D6, ensuring hell reliably get you 2-3 CP per game. Corrupted by the powers of Nurgle, the children of Mortarion grow bloated with filth, their unnatural resilience lending to their tenacious trench warfare abilities. The action is completed at the end of your turn. 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. 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). Wings: I agree those two stand out as the best, but I do think the Poxmongers will see use still, as a full Blight Hauler unit with the Ironclot buff up is great. However, I do think theres one place Possessed could do something in pure Death Guard, because surprisingly enough (for tentacle monsters) they do have the CORE keyword. Daemon Engines got +1 to their WS and BS. Every time an enemy unit attacks the unit of blight haulers with a ranged weapon, reduce the number of attacks that weapon makes by 1, to a minimum of 1. You get to roll on a D333 chart with everything from +3 movement to +1 Toughness available and no poor results. I can not remember putting more than one Lord of the Death Guard per Detachment anyways. The new Contagion rules give you access to a unique battlefield control tool, and will reward you for clever positioning and use of stratagems to spread the sickness. 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. Codex Death Guard 8th edition was released on 01-23-21 Unit points throughout Time. Wings: 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. I almost forgot this section because the new datasheet for Mortarion was released more than a month ago. And this goes beyond just removing things like Death to the False Emperor and adding Contagions almost every unit has statline changes and most have changes to their special rules. 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. Possessed now have 4 Attacks (awesome), and T5 (hell yeah), but only 2 wounds apiece (boo) and still 1 damage claws, and they now count as 2 models when carried in transports they cant ride in Rhinos at all. I am in the camp of loving the Malignant Plaguecaster though. Five Things to Know About Chaos Space Marines. 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! https://boards.fireden.net/tg/thread/55423922/ 2 1 comment Top Add a Comment 0N3-X 5 yr. ago u/Xivai More posts you may like r/deathguard40k Join 25 days ago 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. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. It has a weapon but at 6 range I cant see anyone getting anywhere close to it! 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. 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. Rob: The Droning is incredibly rude, but overall I think Mortarions Anvil gets the nod from me. Charles Velazquez 3rd Place Flying Monkey Con 2020 - Death Guard; More than I think Ive seen for any other army. have perhaps the strongest ability in the book their Warlord Trait/Contagion, halves the Movement characteristic of enemy units in range. Yes and yes. Codex: Death Guard (9th Edition) - Warhammer 40k - Lexicanum Games Workshop 99120102078" Death Guard Plague Marines Miniature. Its not all buffs though, with The Lantern being reduced to a range of 12 and his re-roll hits ability affecting a single Core or Character unit. This is going to let you do some extremely stupid stuff in combination with the Plague Company Contagions and the Flash Outbreak stratagem. 9ed Codex [Chaos] - Heretic Astartes - Death Guard - AnyFlip By and large, they even more powerful than before in many ways. I look forward to seeing what people come up with. If your army is Battle-forged, your Death Guard Detachments gain the Diseased Missions, Infernal Jealousy, and Foetid Virion rules, plus your BUBONIC ASTARTES units gain the Inexorable Advance rule and Plague Marines and Poxwalkers in Death Guard detachments gain the Objective Secured rule. for a turn with a bonus to their range. 9ed Codex [Chaos] - Heretic Astartes - Death Guard - AnyFlip 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. PDF Codex: Death Guard 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). Warhammer 40k 9th Edition Core Book. They have lost their fog ability that granted them a -1 to hit aura, but have gained WS, BS, Wounds and Attacks making them much more reliable now! Bigger chances are afoot for Plague Wind (WC6) and GIft of Contagion (WC5), both of which now have a basic mode and a more powerful effect that goes off on a cast that exceeds the target charge by 3 or more. Over the course of your Crusade campaign your disease will mutate and evolve into a weapon and vital part of your army! Death Guard INFANTRY only, including Poxwalkers (its the only action Poxwalkers can perform). There are multiple Contagion abilities each Plague Company Warlord Trait is a special Contagion and several ways to boost their range. Your Plague Marines, Terminators and Daemon Engines can soak up absurd levels of punishment as they creep inexorably closer to the enemy, and when they arrive they can do spectacular damage, crushing all resistance in their path. both came back, though Creeping Blight lost its +1 to damage rolls bonus. Imperial Guard codex - was released as part of the 'Cadia Stands!' Astra Militarum army set on November 25, 2022, after a two-week pre-order period. jasonherethere 1 yr. ago Ebiter competitive had custom fleets. All of the plague companies are great, but if I had to pick one as being the best Plague Company, I would have to go with, . This means that they will most frequently have to foot slog. This means that every time you visit this website you will need to enable or disable cookies again. This comes with a, to 5 points per model, making them significantly better than their prior incarnations, and now get to be in a PLAGUE COMPANY by default, so can benefit from more rules than just the Harbingers one. PDF CONTENTS Its a hell of a tank. There is a ton to unpack here. Another excellent choice with some brilliant options, a 1CP strat allows any number of friendly units within 3 of a friendly model that has been charged to heroically intervene (Careful charging these guys!). 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. You're missing that, besides hiveguard and maybe genestealers, every single model is much better. B+, Don: This unit is capable of spreading Nurgles Gift around and is very capable of helping to keep your infantry alive against shooting. Now that melee-specced plague marines are going to be obliged to load up with maces of corruption and (maybe) great plague cleavers. They all get a jump to 5 movement, +1 attack, and 3W but get to keep their T5 and their 4+ invulnerable saves. If those sound like Auras to you well, they should be but the rules explicitly state that they arent and are not affected by rules that affect Auras. We were lucky enough to be sent a copy a little early by Games Workshop, so settle back as we take a look through the new Codex and explore all its disgusting delights! He does nothing for your daemon engines. Codex: Death Guard is a codex for the 9th Edition of Warhammer 40,000. The extra trait and relic strats both have the new wording requiring your actual Warlord to be Death Guard to use them, so you cant dip into the traits and relics here without a reasonable commitement to the Plague Legions. Theres only one truly bad unit in the book and even they have a purpose, and I can already picture multiple builds with this army both as monofaction Death Guard and in soup lists. We covered the math behind this in a previous Hammer of Math article. Without Rhinos or drills to move a unit of 10 across the table, is your next best bet for getting them where they need to be. So let's talk about the most important things to know about the . Finally his Poxwalker buff now only increases their Strength, not their Toughness. 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! Its the one area Possessed bring something to the table that Blightlords dont, by virtue of being DAEMON units. 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. Plague Wind still lets you pick an enemy unit within 18 and roll a dice for each model, dealing a mortal on each 6 or on a 5+ with the higher cast. 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. Games Workshop have been teasing us with some incredibly nasty rules over the last four weeks and thanks to the wonderful folks over there we were finally able to sit down with a copy of the new book and dive into the rules. I would like to start off by saying the warhammer community misspoke in their introductory article for this guy. good, particularly on Blightlord Terminators. Artwork is great as ever with some brilliant pieces such as the gorgeous cover art depicting Mortarion and the Death Guard striking down the Ultramarines and even classic . They no longer have a degrading profile and also boast improved WS BS and A, they also show some weapon improvements with the mower now giving them a fairly mental 12 attacks in total! DelightfulMiracl3 http://anyflip.com/jtepp/tijd/ Download PDF Share Discover the best professional documents and content resources in AnyFlip Document Base. Whether it works out is probably going to come down to whether you can consistently set it up in a way that leverages the effect without its presence becoming a liability by letting your opponent get extra movement by charging into it, and maybe even waiting out a shooting phase in engagement with it. Death Guard have a lot of Detachment rules now. Yeah I've got the death guard 9th and Limited edition Beast Snaggas 9th. Theyre hyper efficient with this buff, and youll probably see most armies that use them take exactly one squad with this. As part of your Crusade force you also get to craft your own disease, with its own Vector, Infection and Terminus. The other two new ones that caught my eye were: The Contagion Discipline returns, and a lot of whats in it is going to seem pretty familiar, but there are some changes to consider. It is relatively cheap. 9ed Codex [Chaos] - Heretic Astartes - Thousand Sons - AnyFlip 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! Core unit, Now have 2D3 attacks and a -1 Leadership aura. Just add 9ed Codex [Chaos] - Heretic Astartes - Death Guard of DelightfulMiracl3 to My Favorites. Mike: Finally, Chaos Marines are able to summon Daemons still, although this could change once Daemons receive their 9th Edition codex. I think i would reserve the use of this model to being one Id only use at an event with a lack of true terrain. Its a positive change, since having 2 attacks is better than having 1 and getting a second one conditionally. I do not know what the list will become because so many builds look great and viable. This really only matters for Poxwalkers because well, youre never going to take Death Guard Cultists again. Finally their relic allows you to give an objective marker contagion, making it a -1 toughness node, or even a mortal wound vendor when combined with the above warlord trait. 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.