One unit can perform this action if they are within 3 of an objective that is not already Contaminated and no enemy units (excluding aircraft) are within 3 of that objective. The Death Guard codex is the first Chaos codex of the 9th and I was really eager to read it. get Contagions and it benefits from the upgrade to WS/BS 3+. I legitimately believe there isnt a bad Stratagem among them and theres a ton of power in the list. All your favorite characters return, and theyre all better than ever. That never made sense anyways. This means that they will most frequently have to foot slog. Yes and yes. Finally his Poxwalker buff now only increases their Strength, not their Toughness. 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. Also Available on Spotify & Google Podcasts, Well, what a weekend! Hes an absolute powerhouse and I strongly believe hes going to make an immediate splash in competitive play. 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. While it doesnt have Disgustingly Resilient (and has no way to get it), it. 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. 9 9th Edition. 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. (1 CP/2 CP) is used at the start of your opponents Shooting phase on a unit of Myphitic Blight-Haulers. 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. He also has that new aura that has unmodified 6s to Wound with ranged plague weapons increase their AP by 1 if fired by a CORE unit within 6 of him. Most of these got better Chaos Lords now have T5 and they all have more attacks. The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn. 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.
Warhammer 40k 9th edition Codex pdfs : r/DHExchange - Reddit The sword and axe are buffed and so I feel that the sword/claw loadout is the way to go. Yeah I've got the death guard 9th and Limited edition Beast Snaggas 9th. is basically the updated Death Guard legion trait, and its pretty solid. I like this book a whole lot. This has a high floor (itll be unusual to score below 6) but a pretty low ceiling, as you can only do one per turn so maxing it out against a savvy opponent is going to be very tough. 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. He is, however, a front line boss/beat stick. He does nothing for your daemon engines. 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. Now, this is just on your Warlord, but by the end of the game that becomes a large bubble in which your opponent will find it difficult to counter your attacks! rule lets you pick one nearby PLAGUE COMPANY CORE unit per turn and until your next turn any time they roll an unmodified 6 to hit in melee with a plague weapon they do a mortal wound to the target. The relic. 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. Fleeing Vectors (No Mercy, No Respite): (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. Its a hell of a tank. 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. 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. 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. Speaking of. 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 . ffffAh, the suffering! 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. The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn.
Death Guard 9th Codex | PDF - Scribd 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. Despoiled Ground (Battlefield Supremacy): (end game scoring) This secondary gives you four conditions to score points off of at the end of the game: So long as you dont get tabled, this secondary is fairly easy to score 8-15 points on, as you can use lots of the Elite helper characters to tick off the requirements. The Death guard also 9 Relics they can give to a character, again we have some old favourites returning with a few new ones! Theres also more reason to take the, The first of these stays pretty strong because you pretty much always pay 10pts for the. Not good against every army, but going to absolutely, some opponents, especially on Mortarion. Each roll of a 4 or a 5 inflicts 1 mortal wound and each roll of a 6 inflicts D3 mortal wounds. 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. Announcing The Goonhammer 2023 Global 40k Campaign. This power seems very strong if youre planning around any of the special Contagions, so expect to see it a bunch. 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. 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! I could see pairing this unit with a squad of Deathshrouds and being a massive thorn in peoples sides. Hes an, has been completely reworked and received huge boosts; it now gives enemy units within 6 -1 to their combat attrition tests (which combos well with. That makes them the perfect combo with the. essentially limit your army building for Death Guard detachments. 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. 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. . Similarly, the Defiler is also very good here. They cant protect Mortarion any more with their. Death Guard INFANTRY only, including Poxwalkers (its the only action Poxwalkers can perform). Theyve got 2W and 2A each on their profiles now, plus. I do not feel that this codex is more powerful than the Space Marines or Necrons codexes. Good riddance. Its a little paragraph and easy to miss. Remorseless is a new rule that lets units ignore modifiers when taking attrition tests. Some big changes here, now 2 wounds and an extra attack each. have lost the Transhuman Stratagem but retained, , which for 1 CP lets any unit perform a Heroic Intervention if theres an enemy unit within 3. Theres too much you cant control and it shares a slot with the. 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. 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.
Codex: Death Guard (9th Edition) - Warhammer 40k - Lexicanum Don: As with the other 9th edition codexes, the Death Guard book gives us a set of faction-specific secondary objectives to consider. 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. July 15, 2020. per Detachment anyways. 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 Holy crap theres so much in this section. Unit options are now based on what is in the box, so one of each weapon type for every 5 models. . Combined with the +1S, near mandatory on your first Foul Blightspawn at the price. I feel he is the best unit in the book, but still needs to be careful against things such as the Nightbringer! So what do I think of the latest Death Guard Codex? 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. Almost everything about it feels unique and powerful but not overbearing. 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. Your Warlord also gets an additional aura of his own based on which Plague Company you select. You use it in the Command phase to give a single
unit in your army all of the contagion abilities that other units have until you next Command phase, and also until then your army counts the battle round as 1 higher for your Contagion abilities. This company have a stratagem which reduces enemy charge rolls by two, the warlord trait is a contagion that improves friendly AP and a relic that restores wounds when you destroy a model these all seem good options! For my money the Daemon Prince of Nurgle is one of the losers in the book, even with some decent buffs. Rob: Putting aside the fact that I think well see errata for the Terrax drill to make it hold half the number of Possessed and until it does I think the drill and Possessed have play in a mono DG list I think theres potentially a home for Death Guard Possessed, but that home is in a soup list. Its a nice little add-on to have for your Plague Marine and Blightlord Terminator Units. 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. Description. Im largely fine with removing bonuses for souping, but this one hurts. 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. Due for release in late 2020 but fittingly delayed due to the current pandemic, the brand new Codex Death Guard for the 9th edition of Warhammer 40,000 is finally in our grubby disease ridden hands! This has a high floor (itll be unusual to score below 6) but a pretty low ceiling, as you can only do one per turn so maxing it out against a savvy opponent is going to be very tough. He has the twin plague spewer and a plague weapon power fist, called a Plague Claw. of weapon profiles were tweaked, to the point that Im. B. 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? I have a small collection of marines but I'm too poor to buy the book Thanks in advance 28 65 comments Add a Comment gatedcerulean 1 yr. ago B-. 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. Can see some really fun lists with aggressive mortars and defilers with this! 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He is respectably durable with 6W at T5 with a 2+/4++ and Disgustingly Resilient (-1 incoming damage). The usual suspects are all here and the Plagueburst Crawler is the star of the show again. The first is. are also still here and rocking 2D3 Attacks instead of D6 and can be improved with the. Almost every datasheet in Codex: Death Guard has been updated. A nice debuff that reduces a target units Strength by 1, and also reduces their attack characteristic on a cast of 8+. is gone, so if youre a Death Guard player you no longer have to worry about remembering that rule. They also dont count as relics, so you can combine them on your non-named characters too! The Death Guard also still get their Space Marine equivalent bolter rules allowing them to get the benefits of rapid fire in half range, if they stay still or if they are a terminator. I am in the camp of loving the Malignant Plaguecaster though. After more than two years of hiding in the far corners of the table, scraping by on Psychic Awakening Stratagems, and waiting, Astra MIlitarum players finally have their 9th edition codex. Blightlord Terminators, Deathshroud Terminators, Tallyman, Plague Surgeon, Poxwalkers, Mortarion. 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. 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. 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. This may mean some people may need to shuffle their army in order to have the required number of Astartes units to unlock them. This may be a kiss of death for them, but this is a subject of ongoing debate among the team as youll see below. I feel this makes Mortarion a real must take in this book due to how good these traits make him! This faction has a stratagem that increases the range of your auras, a contagion that reduces movement and a rather nasty manreaper as a relic some fun bits, but dont feel these are the strongest. 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. Rob vs. Don: Are Death Guard Possessed Good? It is relatively cheap. 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. 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. by Lord-Solar Looking for a good pdf fro the 9th ed space marines codex Like the title. Disgustingly Resilient has had a big change in that it now reduces the damage of an attack rather than being a 5+ wound shrug this makes you much more susceptible to Damage 1 weapons, but is actually a net improvement against damage 2 shots. I dont know that Possessed are good enough with 1 damage weapons to make this worth it, but I think someones going to try. gets an update as well, gaining the HARBINGERS keyword but a rule that lets him moonlight in other Plague Company detachments without messing anything up. That makes them the perfect combo with the Biologus Putrifier, and way more cost-efficient for getting volume of attacks down than Plague Marines now that only one model in five can swap to a free second plague knife. +1AP. Its worth noting that all the Daemon engines have the Contagions keyword too, so are also handing out your -1 Toughness aura. More than I think Ive seen for any other army. (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. If you disable this cookie, we will not be able to save your preferences. One unit can perform this action if they are within 3 of an objective that is not already Contaminated and no enemy units (excluding aircraft) are within 3 of that objective. Codex: Death Guard (8th Edition) - Warhammer 40k - Lexicanum 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. 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. Look upon them and see the signs: pus seeping from festering wounds that never heal; miasmic smogs of corrosive, stinking gas hanging . Death Guard are, with this book in hand, one of the most durable armies in the whole game. The Death Guard are the greatest champions of the Plague God, Grandfather Nurgle, his favoured spreaders of his bounteous gifts. I was not originally convinced with the changes to Disgustingly Resilient, however Plague Marines increased toughness (And ways to get them to S6) the reduced damage will make it really hard to kill them, this combined with the Plague Surgeon giving them a 6+ shrug still means that if you are lucky you can still get some fluke saves and keep the unit standing even under massed fire. You now can only give him wings or a Plague Spewer with the wings now only increasing his movement to 10. #warhammercommunity #paintingwarhammer #warhammer #miniatures #miniaturespainting #terrain #scenery #middlearthsbg #middleearth #middleearthstrategybattlegame #sbg #lordoftherings #gondor, Massive thanks to @warhammerofficial for sending us out Snikrot and Farsight to paint up! 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! of the Plague Planet .68 Plaguebusst Cawier Lords ofthe Desth Guatd.ncce-30 Death Guard Warf LS oninvern69 Defer bs Death . 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. 339. 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). Death Guard 9th Codex Original Title: Death guard 9th codex Uploaded by sir loin Description: War hams for tea kay 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! This applies to all melee attacks but now only applies to ranged weapons with the Plague Weapon rule if they are within 12 of their target. He also has that new aura that has unmodified 6s to Wound with ranged plague weapons increase their AP by 1 if fired by a CORE unit within 6 of him. 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! Did possessed get better with the new book? Now that melee-specced plague marines are going to be obliged to load up with maces of corruption and (maybe) great plague cleavers. Don: The Biologus Putrifier this guy throwing out an unblockable Blades of Putrefaction is absolutely amazing. 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. I do not know what the list will become because so many builds look great and viable. Plague Weapons are just as great as you remember re-roll wound rolls of 1. Ok, lets talk about the new ones. is also back, but now only gives a 4+ invulnerable to a single friendly Daemon Engine within 6, picked during the Command phase. 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. I do believe that Death Guard feel like they should from the lore. 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! 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. Despite all this, Blightlords still get to sit at a very attractive 40ppm. unit wholly within 3 table quarters and outside of 6 inches of the center of the table. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. He, like the rest of our Lords gained the aura of reroll hit rolls of 1 for CORE units within 6. Nice horde unit stripper roll a dice for each model, every 6 is a mortal wound on a cast of 9+ each 5 is also a mortal wound! This guy has had a few changes too, the weapon is less spiky now simply being S7 and is damage 2 with a 12 range, his stink has also changed somewhat now allowing him to select 1 enemy unit within 3 to fight last, Couple of changes here, his Blight Racks make nearby units grenades Ap1 and Damage 2, which is pretty fun, he can now also make a friendly Core unit cause mortal wounds on a wound of 6 in close combat in addition to any other damage, The Tallyman has a fun new ability that gives a Core unit within 6 +1 to hit for a turn, his Seven Fold Chant has also changed, simply giving him a command point on a 2D6 roll of 7+ each turn. Its the one area Possessed bring something to the table that Blightlords dont, by virtue of being DAEMON units. rule) at 24 on the move, and dramatically improving the armys mobility overall. Cultists have dropped to 5 points but lost ObSec so are functionally worthless except for Deploying Scramblers. !! | - Vk Its been a long road to get here but Death Guard players can finally rejoice and enjoy the long-awaited gifts of Grandfather Nurgle because Codex: Death Guard is nearly upon us! (1 CP) is used in the Shooting or Fight phase to give a unit of Terminators +1 to its hit rolls. I can not remember putting more than one Lord of the Death Guard per Detachment anyways. Possessed, unfortunately their transport options have been limited. Lord of Virulence: $40. 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. It should make lists more interesting, I think. Discover the best professional documents and content resources in AnyFlip Document Base. Thanks comments sorted by Best Top New Controversial Q&A Add a Comment . is now -1 to incoming damage instead of a 5+ roll to ignore a wound. So long as you dont get tabled, this secondary is fairly easy to score 8-15 points on, as you can use lots of the Elite helper characters to tick off the requirements. WIngs: So, Id expect the Veterans interaction to catch a nerf, because this book essentially has 2CP Veterans, and Id be surprised to see that particular cross-book synergy stand. The buffs are probably still the more interesting thing from this discipline, but if you have spare slots you can consider it. This could also combo with the Suppurating Plate on a Daemon Prince to make him a highly durable bruiser-type HQ. 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! Rob: As for Cultists losing Objective Secured well, if GW doesnt want me to buy any more of these ever again, sure. 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. He is now better used for worsening enemy combat attrition and reducing psychic cast rolls. Learn how your comment data is processed. By and large, they even more powerful than before in many ways. relic can heal nearby vehicles every time the bearer kills a model. stops opponents benefitting from any Aura abilities while within 3 of the Warlord. PDF CODEX: DEATH GUARD - Warhammer Community The Death Guard get access to a list of 6 Warlord Traits from which you can pick. 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.