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Warhammer: Top 5 things about Codex: Death Guard

Goatboy here and it's a great time to be a chaos 40k player. Here are the top 5 things I liked the new Death Guard Codex. They are back and harder than ever.

What a time to be a 40 km chaos player. We have received an updated chaos daemons index, a number of detachments and even two new chaos cult codex in the world eater and the death guard. Today I would like to talk about the top 5 things that I liked on the new Death Guard book. Overall, the codex of the 10th edition seems to be quite powerful, since a Death Guard updated data slats, powerful departments and even tougher.

As always, these are just the top 5 things that I like about this codex that I notice. At the moment I'm pretty excited about the book of the world eaterly, but I think the death guard could be the stronger codex that is based solely on rules. We have to see whether points reduce things again, but the death guard now feels like a “chaos” version of the adeptus -Custodes with many more options. The death guard was always one of the Chaos Cult Legion books that really feel filled with unit options. The army has a lot of decisions among all “types”. They have good vehicles, good troops, strong “elites” and powerful characters. Really, it is a fully realized codex with a lot of cool options with which you can play. There are as many options as a player can take the army! What is the best in the Codex?

5. Many strong characters to lead the army

There are piles of options to make your units more powerful. The latest Pest Marine Champion The Lord of Pockets gives the unit an additional 3 “to its contagion rule and creates it where the unity of the plague marine he closes can only be shot if they are within 18”. So many characters indicate additional rules that you can easily “combine” your units with things like Lance, persistent hits 1, fold all wounds, +1 to OC for unit, -1 that are to be hit, and a stack of others. Really, the army makes you make great options with her crazy characters.

The Lord of the infection shone with the ability to get up on a 2+, which makes it an excellent “singleton” to take an army and a deep strike to meet a mission. You have the same ability to combine with several characters as it is pretty cool. The Foot Demon Prince is just as good as the World Eater with a 12 -inch -cp discount -Aura and a single operation if they are close to a selection of troops. All of these characters seem to be good and astonishing.

4 .. infection current updated and tidy

I am glad that you have removed the ability to get a double stack -2 to beat, and now it's just a flat hit. This helps clean up this interaction and lets Warhammer work 40k, as we spoke to a maximum -1 with what the enemy tries to speak to maximum -1. You have retained the -1 to save and a new updated, the leadership of saving OC and Move, which can be quite annoying. You have also added a whole new word with Afflyced when an enemy unit is within the contagion area or if it puts something like some of the powers and skills of the book in it. I would probably get token or do something if someone has got sick.

3. Louser deposits

The book has 6 departments and the Flyblown host from Grotms Update. This gives them the magical number 7, which is quite fantastic for the cult. Those I expect to show a bin would be the Flyblown host and updated the original, which is now called virulent vectorium.

The Vectorium Holded the sticky objective force, which is still very good. Just think about how to start your rhino, hand in some plague marines, make the lenses sticky and win the game. The sticky goal also begins to pump the infection, which is pretty amazing. It also has an automatic explosion strain, -1 damage reduction and a complete hit/wound repetition with shooting compared to affected units. The improvements are also good for a rolling wound if they are close to a target that you control, a 5+ spearing for the carrier and plus 1 strength/attack with devastating wound weapon.

The Shamblerot vector is the Poxwalker detachment with which you can grow around 2.3 and 4 “a 10 Poxwalker Unit” ants, which seems to be pretty good. The Poxwalker are also a slaughter line, which is pretty neat. There are a lot of improvements that strengthen their smallpox hikers when they have connected managers. It is a crazy amount of great strats to make your little baby zombies better. They have things like mortal wounds that are thrown back while killing Poxwalker. You can also improve your Poxwalker with +1 strength and attack. Heck, you even get a way to make your Poxwalkers unit deep into the depths.

2. Deathshroud & Terminators are back

A department was created for your Terminator boys because you received a nice sharp update. All of these bodies got toughness 7 and now moved 5 inches. This is a pretty big deal because the old 4 -inch train was slow again. To go hard 7 also means that large, unusual anti -knight cannons are most likely only on 3.

The department is called The death lord is selected And there is a lot of Terminator -based improvements and Stratagem. Its main rule is the ability to roll a 2D6 for each affected unit. If the device is at half strength, the check is carried out at a -1. The improvements basically build up their terminator and the bois with which they give a NO shoot if they are not within 18 ”, the ability to return to reserves, and even faster movements. All strands help Terminator bodies with a struggle for the death option, the reinforcement of their shooting option, the repetition of hits and ways to cause more mortality lodge.

The Blightlords are currently a bit too expensive, but will see in the course of the game. The Deathshroud is again amazing with the ability to get to a 6 -man squad, amazing surveillance skills and only severe damage. The Blightlords now have a nice bump to damage 2 weapons because of their melee. So you will see whether you will get a nicer bump in the future so that you will appear.

Nevergle Plagubearers

1. The TALLYBAND CONTRIATION & DEAMON COMBOS

While the shadow legion is probably the most competitive replacement, both sides of the army do not work really well together. The TALSBAND CONTRICATION are set up by a number of rules that stand out from each other as best friends. This is pretty fantastic and makes it a very funny army style. I don't think it's the best, but at least it feels most of the “Papa -Nurggel” bois department.

The army is basically accepted if you have Nurgle dasemons within 7 inches of your death watchmen units, you will receive the ability to give Nurgle, which corresponds to the death guard. When there is a Death Guard unit near a NureGle das, push your contagion range of only noble gift at 3 ”. It is a fairly proper interaction because it always works and you can cover it in a stank. You were able to see many of the“ faster ”only dasemons elements that feed a lot of real estate between your plague brothers.

The judgment

Overall codex: The death guard seems to be quite strong. It is a deep code with many units, a lot of rules, and it seems to be a power package in the 10th edition. I assume that it will be hit a little with the points over time and that certain things float up. I know that it is an exciting book for those who loved to play the death guard because they have a lot of ways to bring this army to the top of the table and to promote the face.

Hail the Xivth Legion!

Thomas Reidy, also known as Goatboy, the always evile member of Bols. I do art, play 40 km and times a lot of things. I have been playing Warhammer 40k since the 1990s and have won several national events, including adepticon and GW GTS. I've been writing for Bols for 15 years. Take a look at my Instagram to see what I am working on – or work on someone. I always do some hobby.

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