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Made in ru
Drop Trooper with Demo Charge






After we discussed the new Death Guard codex, we said that it was too early to judge its effectiveness at that moment – we needed playtests. Now after some of them, we can share our impressions and say how Death Guard should be played.

It’s important to decide from the outset whether you want to play this codex without any allies, or you’d like to add some CSM. This makes sense in case you take a sorcerer in TDA who will speed up your terminators with warptime spell after the deepstrike and increase their chances for the successful charge. You only need a patrol detachment with 1-2 sorcs and cultists as a troops choice. Sure, you can take something else, but it’s not crucial. It’s really sad that the sorcerers from DG codex can’t use warptime, even though they are much similar to the usual ones.

Why do we need warptime so much? The playtests demonstrated that 4 inches move is dramatically low. Terminators can’t create a sustainable threat since it’s too easy to keep away from them. It’s not critical for the shooting Blightlords but totally ruins the idea of the Deathshrouds. And since we are talking about terminators, their usefulness appeared to be lower than we supposed in the review. The reason is not only 4 inches move, but also weapons they carry. Unfortunately, Blightlords don’t have so many options – they can’t take the cleaver and can take only one flail. Power fists are also not available, so the only thing they can destroy in close combat is infantry. Not really tough infantry. However, they are still one of the most effective units in the book due to their durability and combi-weapons they may carry. One unit is a must. Two – also a good idea, depending on your strategy and points limit.

Unfortunately, Deathshrouds are not so useful. They are deadly in close combat and can destroy almost everything. But they die too quick for their price. Your enemy will surely focus them with fire as soon as they are left unengaged in combat. And considering the 4-inch move, it’s only the matter of time. Transporting them in Landraider will cost you too many points – they won’t ever kill so many. If they got 15 points cheaper or got 1-2 extra wounds, they would be perfect. At this moment they seem useful only for friendly play. However, you can use them as extra wounds for Typhus – he is always great and their combination looks logical.

Speaking about detachments again, this army lets you take Brigade with no struggle. 6 troops choices are not a problem. You have nice cheap Poxwalkers able to attract fire and create some problems to the enemy. And you will definitely have a lot of Plague marines in your roster – this is a working horse for this army. They perfectly interact with almost all stratagems and act effectively both in shooting and in close combat. Useless weapons are «flamers» - 8ed is not for flamers, and cleavers – 1 attack from the model hitting on 4+ is definitely not the thing you can rely on. The other weapons – up to you. Equip them as you wish. You can even use combined squads where 5 are carrying melee weapons, and 2 – blight launchers. Seven models per unit leaves enough space in Rhino for the characters.

Almost all of them proved to be useful in particular situations. We’ve already written about the combination with grenades, but this is not the only example. Also, you can make your enemy disappear in the morale phase using the artifact bell for the Blightbringer. And many other things. You can make a lot of trouble to the enemy by combining the characters. Moreover, they are all cheap. The main thing is transportation. So, classic archetype «Plague marines on the Rhino» is still up to date. You will need about 3 of them, full of marines and characters.

As for the vehicles, not all of them are so useful as terminators and 3+ marines. Drones are fun if you don’t expect much of them. Close combat version is nice against small infantry units if it doesn’t die on the way to them. The drone seems to be quite durable, but if a serious anti-tank squad pays attention to it… Flamer version is also not so bad due to auto-hits after advancing. So you have 19+D6 radius of threat. The only bad thing is that it shoots randomly. Heavy blightlauncher version suffers from low ballistic skill. Considering that it goes down after the movement, you can deliver more successful blightlauncher shots from a single Plague marines unit.

There is a weird thing about the Blight-hauler…Where is the miniature??? The release is over and it’s still gone. No idea how to play it. The couple of them could make cover for advancing Rhinos. But the fact that it explodes in the same range it gives cover, makes you think twice before using it. The mortar is another weird unit. The main cannon is useless and random. And almost-lascannon-weapon makes it way too expensive. So, if you want an effective tank-fighter you still need a Predator. Nevertheless, the mortar miniature looks impressive.

And, finally, Mortarion. He’s really strong and can destroy half of the enemy’s army. If he manages to come to it. Any adequate player will turn all his firepower against him from the first turn. So, by the time, Mortarion could do some damage, he’s either degraded or dead. But he still costs a lot. So, sometimes it’s easier not to take him. His effectiveness strongly depends on the enemy’s firepower. A Far more reliable choice is Typhus with terminators – for the same point cost, they will bring your enemy more trouble.

So, Death Guard proved itself as not so versatile and powerful codex as it seemed. Don’t get it wrong – it’s still a strong and competitive army. However, there are only Plague marines who don’t have any BUTs. So, your effectiveness depends on the thoughtful control and on unit combinations. And there should be a great piece of luck since your success also depends on how you roll 5+ FnP.
Find more in our blog: https://warzone40k.com/death-guard-how-to-play

This message was edited 1 time. Last update was at 2017/10/25 16:36:24


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Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

Great read. Pretty sure Blight-Haulers only provide cover to infantry, sadly. I'd love it if I could park one between my PBC's.

 
   
Made in us
Been Around the Block




Agree with everything except about the drones. They are so good at what they do. They are too tough to kill easily, deal too much damage to ignore, too cheap to care if you lose one, and are a perfect escort / harassment / first wave unit .
   
Made in us
Oozing Plague Marine Terminator





Nurgle armies have always been good at taking damage, but difficult to dish. Our infantry is solid. Daemon Princes are solid bloat drones, spawn, and the Daemon units are all worthy.

Smite spam is still great for CSM, and the plague caster gets to force even more mortal wounds on successes. I am a big fan of the Dead Walk strategem, as I have been playing zombie lists since 6th. Tyohus is auto include for this.

All in all, you play Death Guard to have fun. Your opponent will have a difficult time knocking them dead but they're not invincible.
   
Made in us
Longtime Dakkanaut





Wow I can’t disagree more about the OP observations. For example a PBC does more damage against tanks than a Predator. Mortarian is very solid and hard to take down. Blightlords are solid and cause havoc in enemy lines. With blades cast on them they are monsters in combat.
   
Made in ru
Virulent Space Marine dedicated to Nurgle





My main issue with mono-dg army is the inability to use cloud of flies during enemy turn. Too much is decided on who is going first.

Other tier1 armies have good ways of alpha strike mitigation.
I'd say (judging on local metagame) DG on their own are tier2 at best and despite it's background are too much of a glasscanon* army.

*when face top lists like stormravens, ynari reapers, imperial guard gunline and many csm lists.

This message was edited 1 time. Last update was at 2017/10/28 23:30:25


 
   
Made in us
Slippery Scout Biker




Vegas

Death Guard without Morty is just a fun army to play, unlike most tournament lists which are generally NOT fun to play.

FBDs get launched into the enemy, soak up a lot of enemy fire, and are surprisingly good at killing characters, once they are in the backfield. 2D6/6/-1/1 auto hits are exceedingly difficult to ignore. CC? Auto hit overwatch, decent melee, and DR keeps it alive until it can fly away and keep Plague Spitting. You know a unit is good when your opponent considers every FBD kill a "moral victory".

PBCs are really medium range artillery. Park them on top of an objective, out in the open. Dare your opponent to dump firepower into them, because they are just as resilient as FBDs. Shoot everything in sight with Entropy cannons and mortar everything else. If Deep Strike melee is a real concern, drape them with a unit of Cultists. A 40 point meat shield will buy you a turn to blast it with everything the PBC has.

Between these two, build up a list that matches your play style. Right now, I like Psykers with a Poxwalker meat shield. I haven't had much luck with Poxies as an offensive unit. But I like recharging my shield with the bodies of my foes!

Frankly, I think Morty is a Tournament unit. He is simply too much work for fun play, IMO. You have to twist your army up a lot to support Morty.

Now, I don't quite get how DG is a glasscannon army. By definition, a glasscannon unit is one that can deliver a huge amount of damage, but can usually be destroyed by a relatively small amount of damage. I would classify most DG units as being able to deliver an average amount of damage, but capable of withstanding a large amount of punishment. What DG lacks most is a diversity of Big Damage units, or Big Buff units. Morty is both a CC Damage King and a Wound Buffing Giant, but really, he is the only one.

It doesn't surprise me that DG by itself appears to be a Tier 2 Army in Tournament play. It is actually a sub-faction. DG is to CSM like BA or GK is to SM. CSM simply has a LOT more resources to drawn up compared to DG.

Um, what's the advantage to taking Blightlord Terminators with Typhus?

This message was edited 1 time. Last update was at 2017/11/02 08:14:50


Autocorrect is for light slapping nun shoes! 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Typhus is just an all around awesome unit right now. If you drop him with blightlords, he can make them more offensive and defensive, while also providing some serious CC assistance to the blightlords combi-whatever shooting. Cast vitality and blades on the blightlords and lul your way to the puss factory.

   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I pretty much agree with the above.

Terminators are to slow on paper. They may kill a unit and then end up trudging across the battlefield for the rest of the game.

Pox walkers are awesome. When coupled with cultists there just is not any reason to take plague marines. A sad reality for an army who’s core are marines.

I have very much enjoyed playing the army. It’s not as slow as it seems and some objective based like relic can be heavily biased to DG from the outset.

I have been playing this set up with Death Guard allies. Plague bearers are very tough and resilient. Nurglings allow you to go after objectives early on and to deny deep strikers and infiltrators. By mixing and matching these elements you only loose objective secured on the pox walkers.
Unallied battalion.
30 plague bearers instrument 220
20 pox walkers 120
5 nurglings 90
Typhus 175 pestilential vitality blades of pestilence
Herald of Nurgle 73 Virulent Blessings
678

Pestilence Provides.  
   
 
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