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In a vacuum it is next to useless but the army I run has a lot of plasma PM's and considering our slow movement RF at 18 rather than 12 inch is quite a big help for me. Is it better than infiltrating 2/3 nurglings pre-game? Dunno, I haven't tried yet, but fact is losing our rules for daring to include a unit or 2 of demons is silly to begin with.
Updates from the DG Facebook group from David Demmel:
Hey folks, I went through the english translations someone made of the German PA content and cleaned up some inaccuracies and ambiguity. Hope it's allright to leave that here. All my additions are in allcaps.
Main changes: Looked up the correct weapon names, added clarification about who must be in an aura to do things. Changed the "Parasitic Fumes" strat to reflect how it is actually worded and how it works. Added the missing relic (which is a pretty cute auto-hitting grenade). Lots of small corrections. Added some commentary to Plague Company rules. Also, if anyone has the German version of Faith and Fury, White Scars / Imperial Fist Supplement or another book that has a rule that adds damage to an attack, hit me up to clarify the "Creeping Plague" stratagem.
Relics:
The Feverstone:
LoC only
Substract 1 from the Strength characteristic of enemy models AS LONG AS THEIR UNIT IS within 3″ of a model within your army carrying this relic.
Allwilter
Model with BALESWORD only and replaces the BALESWORD
Allwilter: Melee +1S -3AP 2D
Plagueweapon, INVULNERABLE saves cannot be taken against attacks with this weapon.
The Daemon’s Toll – Already previewed
The Epidemicystic Blade
Hellforged Sword only, replaces the hellforged sword
Epidemicystic Blade melee +1S -2AP 3D
plague weapon, UNMODIFIED HITROLLS OF 6 CAUSE ONE ADDITIONAL HIT
The Foul Amulet
Psyker only
models with this relic know an additional psychic power. Once per psychic phase, after this model manifested a psychic power heal it for D3 Wounds
Wormspitter
Bolt pistol only, replaces bolt pistol
14″ pistole 1 5S -2AP 1D
Plague weapon, If you hit a model with this weapon successfully it gets corroded until end of turn… when a friendly death guard model attacks a corroded unit it’s weapons gain the plague weapon ability.
Stratagems:
1CP: Plaguechosen
Pre battle after chosing a warlord, chose a death guard character model of your army without warlord trait and chose a unique warlord trait for it
1CP: Soulharvest
use this stratagem in the fight phase if a death guard daemon prince gets chosen to fight with its axe or sword. Add 3 to the Attack characteristics until the end of the phase. Only infantry units can be the target of its attacks
1CP: Emissary of Nurgle
Pre battle. choose a LoC unit in your army. until end of battle it gets the ability
Emissary of Nurgle: Reroll Hits of 1 for attacks of friendly DG units within 6″ of this model
1CP: Disgusttorrent
Use this stratagem in the shooting phase if a foul blightspawn model gets chosen, roll AN ADDITIONAL d6 to determine shots for the flamer and discard one. Same for strenght value.
1CP: Infecting Rounds
Shooting Phase when a PM unit gets chosen to shoot
Until end of phase the bolt weapons become Plague Weapon and against infantry an unmodified woundroll of 6 gets -4 AP
1/2CP: Endless Volley
Shooting Phase when a DG Infantry unit shoots. Until end of phase bolter and the bolter profile of combiweapons get rapid fire 2. Combibolter get rapid fire 3. Units with 6 or more models pay 2CP
2/3 CP: ???
Shooting phase or Fight Phase when a PM Unit gets chosen as target for an attack. If the unit is 10 or less models 2CP otherwise 3CP. Add 1 to Disgustingly Resilient Rolls
1CP: ???
Before Battle. Choose a Plague Surgeon model in your army. Until end of battle it gets the following ability
Hypertoxic Tincture: Reroll woundrolls of 1 or 2 for attacks with plagueweapons made by friendly dg models AS LONG AS THEIR UNIT IS within 6″
1CP: Trenchfighters
already previewed (extra attack with plague knives)
1CP: Warptoll
At the beginning of morale phase. Choose a Noxious Blightbringer. Add 1 to dicerolls for morale tests of enemy units within 7″ and double the amount of fleeing models if it fails.
1CP: Creeping plague
Fightphase when a DG unit in your army gets chosen to fight. Until the end of the phase add 1 to Damage characteristics for attacks and unmodified wound rolls of 6 get -4 AP
(COMMENTARY: This one is weird. The way the german is written suggests that the damage bonus only affects damage rolls. Since I don't own german books that include rules with a similar effect, I can't verify - better wait for the release before you plan around this)
1CP: Grimeeruption
If a Deathguard Terminator model gets destroyed, before it gets removed roll a d6 for every unit within 7″ without the Nurgle Keyword. on a 4+ deal 1 mortal wound
1CP: Toxic Burst
any phase except morale if THE LAST MODEL IN A DEATH GUARD UNIT OF YOUR ARMY gets destroyed. Chose an enemy unit within 3″ of the model and subtract 1 from their hitrolls UNTIL THE END OF YOUR OPPONENTS NEXT TURN when they attack.
1CP Mutated Stem
Fightphase if poxwalkers fight.
Until the end of the phase unmodified wound rolls of 6 against infantry units deal mortal wounds INSTEAD OF THE NORMAL DAMAGE. Unmodified hit rolls of 1 deal 1 mortal wound to the attacking unit
2CP: Miasmatic Sickness
Beginning of Fight phase.
Choose an enemy unit within 1″ of a friendly PM unit. Subtract 1 of its Toughness characteristic as long as it isnt in Mortarions Toxic Presence ability
1CP: Lifeeater
In fight phase if a DG unit gets chosen to fight.
Unmodified 6s to hit with plague weapons by the chosen unit cause an automatic wound.
1CP: Overwhelming Generosity
already previewed
1CP: Accelerated Entropy
Pre Battle.
Choose a PBC. Until end of battle its entropy cannons and all entropy cannons of PBC within 7″ get
Plague Weapon, Damagerolls of 1 or 2 count as 3.
1CP: Firefever
shooting phase after youve allocated the shots of a helbrute with 2 ranged weapons. Until the end of the phase you can reroll all hit rolls if you shoot all shots at one target for this model. (COMMENTARY: The way this is worded suggests it only applies to "Helbrutes", not models with the HELBRUTE keyword)
1CP: Contaminated Monstrosity
Before Battle.
Chose a DG Unit (no chaos cultists or titanic units) with 12 Wounds or less or for 2CP 13 Wounds or more. Until the end of the battle the unit gets disgustingly resilient. (COMMENTARY: Despite the name, this seems to be able to affect multi-model units.)
1CP: Parasitic Fumes
End of Movement phase.
Chose a Myphitic Blight Hauler unit. Until end of turn, WHENEVER AN ATTACK IS ASSIGNED TO AN ENEMY MODEL WITHIN 7" OF THIS UNIT, IMPROVE THE AP OF THAT ATTACK BY 1 (e.g. AP 0 becomes AP -1)
Plague Companies:
If your army is battle forged and the detachement is a DG detachment you can chose which plague company it belongs to.
All DG units in the detachement except chaos cultists, poxwalker and named characters get the <Plague Company> keyword.
You get the plague companies:
Warlord traits
Relics
Stratagems
COMMENTARY: This seems to be worded the way that the Thousand Son Cults are worded. Expect to only get the WL Trait/Relic of the Company your ACTUAL WARLORD is a part of. No "I'll just take a Chaos Lord, 3 PBCs and pay 1 CP for the extra relic to get a 4++.)
Harbingers:
Poxwalkers in this detachment get the Harbingers Keyword.
Warlord Trait: Zombie Plague
If your warlord destroys an enemy infantry model in melee add a model to a friendly Harbingers Poxwalker unit within 7″. You have to pay reserve points for models above its starting unitsize
Relic: BLIGHTSKULLBOMB Replaces a Blight Grenade
6" // Grenade 2d3 // S5 / AP -" // D 2
Plagueweapon. Do not roll to hit when making an attack with this weapon, it automately hits.
Stratagems
1/3cp: From the Carrion Heaps
already previewed
1CP Life transcending Death
Fight Phase when the last model of a Harbingers Unit gets destroyed. The enemy unit that destroyed the model suffers D3 mortal wounds
The relentless:
Warlord Trait: Ferric Blight
If an attack of a friendly <Relentless> unit targets a Vehicle UNIT within 7″ of this warlord add 1 to this weapons AP characteristic.
Relic: Leech Spore Casket
If a model gets destroyed in melee by a model with this relic heal a friendly <Relentless> vehicle within 18″ by 1. Every model in your army can only recover 3 Wounds per round THROUGH THIS ABILITY
Stratagems
1CP: Unholy Essence
Beginning of Shooting phase.
Choose up to 3 <Relentless> vehicle in your army. until end of the phase they get Inexorable Advance
1CP: Iron Miasma
Enemy Fight Phase if a friendly <Relentless> unit gets targeted by an enemy infantry unit. Subtract 2 from Attack rolls.
Mortarion’s Anvil
Warlord Trait: Gloaming Bloat
UNMODIFIED Wound rolls of 1-3 always fail against your warlord, REGARDLESS OF ABILITIES OF THE ATTACKING MODEL OR ITS WEAPON.
Relic: The Tally
Tallyman only.
Melee attack of <Mortarion’s Anvil> units within 7″ get AN EXTRA HIT if they roll a 6 to hit.
Stratagems
2/3 CP: Personified Futility
Enemy Shooting phase when a <mortarion’s Anvil> terminators unit gets targeted. Reduce Damage characteristics of weapons by 1 (minimum damage 1). If the unit consists of 5 or less models the stratagem costs 2 otherwise 3 CP
1CP: &%S) Counterattack
Fight Phase. Choose a Mortarion’s Anvil infantry unit. Until the end of the phase it can perform heroic interventions as if it was a character model.
The miserable
Warlord Trait: Eater Plague
If your warlord kills a model in melee, he heals 1 hit point up to 3 per phase.
Relic: Daemon’s Favour
Malignant Plaguecaster Only.
Substitute the Pestilent Fallout ability with
Stream of Decay:
After manifesting a psychic power the closest enemy unit within 7″ suffers 1 mortal wound if the psychic test was <7. If it was >=7 chose an enemy unit within 7″ it suffers D3 mortal wounds
Stratagems
1CP: the decayed veil
end of movement. Chose a <Miserable> character model that didnt perform a daemonic ritual this turn. It can perform a Daemonic Ritual as if it didnt move. It doesnt matter if it arrived this turn as deepstrike. Furthermore only roll 1D6 for summoning and add 7 on the result
1CP: sevenfold blessing
Pre Battle. Choose a <Miserable> psyker model. Until the end of battle you can reroll one of the dice EACH TIME THIS MODEL MAKES A PSYCHIC TEST. You can use this stratagem only once per battle
Poxmongers
Warlord Trait: Sanguous Flux
WHENEVER A POXMONGER MODEL MAKES A MELEE ATTACK AGAINST AN ENEMY INFANTRY UNIT, IMPROVE THE AP OF THE ATTACK BY ONE AS LONG AS THAT MODELS UNIT IS WITHIN 7" OF THIS WARLORD.
Relic: Iron coagulation oven
MODELS IN Poxmonger Daemon Engine UNITS have an INVULNERABLE save characteristic of 4++ as long as their UNIT IS within 7″ of a model with this relic
Stratagems
1CP: gallic bloodrush
beginning of shooting. Choose a poxmonger daemon engine unit. Until the end of the phase it can shoot after it already retreated from melee.
1CP: subsiding dysentery
fight phase if a friendly poxmonger Daemonengine unit destroys an enemy model heal a model of the unit by D3 Wounds.
The Ferrymen
Warlord Trait: the Drowning
Add 2 to morale tests for enemy units within 12″ of this warlord
Shooting phase if a <Ferrymen> blightlord terminator unit getschosen to shoot. Add 1 to all hit rolls of the unit until the end of the phase
2CP: On Humming Wings
beginning of movement. Choose a Ferrymen unit. Until end of turn aura abilities of this unit add 7″ to their reach. (Nurgles Blessing still only hits enemy units within 1″ of a friendly unit)
Mortarion’s chosen sons
Warlord Trait: Crawling Pustulance
Melee attacks against your warlord get 1 subtracted from their hit roll. If an enemy unit (only non flying) within 1″ of your warlord retreats roll a d6, on a 2+ it suffers D3 mortal wounds
Relic: Vomitryx
REPLACES A PLAGUE SPRAYER
9″ Assault 7 7S -3AP 2D
Plague weapon. Autohits.
Stratagems
1CP: Alembic Narthecium
Pre Battle. Choose a Mortarion’s chose sons plague surgeon model. Substitute its corrupted Narthecium ability with
Alembic Narthecium:
reroll disgustingly resilient rolls of 1 or 2 for friendly mortarions chosen sons infantry models AS LONG AS THEIR UNIT IS within 3″ of this model
1CP: Plaguebrewer
In Shooting phase if a Mortarions chosen sons unit gets chosen to shoot. until the end of the phase PLAGUE SPEWER, PLAGUE BELCHER and PLAGUESPURT GAUNTLETS of models in the unit have a damage characteristic of 2D.
This message was edited 2 times. Last update was at 2020/06/16 02:14:27
I’m seeing translation of other parts of the book listing Bile’s enhancement ability as being useable only in your own movement phase, and instead of mistakes causing a Mortal Wound they now inflict instant death
If true, he may be borderline unusable outside of a few niches
If you can get them into a fight to make replacements, ultra Poxwalkers might be one of them
broxus wrote: Updates from the DG Facebook group from David Demmel:
Thanks for this!
My thoughts on the new stuff, skipping things that aren't interesting (warning, long):
Spoiler:
Allwilter
Model with BALESWORD only and replaces the BALESWORD
Allwilter: Melee +1S -3AP 2D
Plagueweapon, INVULNERABLE saves cannot be taken against attacks with this weapon.
Sadly only usable by chaos lords and plague surgeons, but if I ever want to mess with someone heavily relying on invulnerable saves like harlequins or daemons, this is my sword.
The Daemon’s Toll – 5++ for DG outside of poxwalkers and cultists
If you are running plague marines, you should be running the toll. The difference between having a 5++ and just dying to plasma, shining spears or doctrine-charged marines is huge.
The Epidemicystic Blade
Hellforged Sword only, replaces the hellforged sword
Epidemicystic Blade melee +1S -2AP 3D
plague weapon, UNMODIFIED HITROLLS OF 6 CAUSE ONE ADDITIONAL HIT
1CP: Soulharvest
use this stratagem in the fight phase if a death guard daemon prince gets chosen to fight with its axe or sword. Add 3 to the Attack characteristics until the end of the phase. Only infantry units can be the target of its attacks
Finally a good weapon for our daemon princes, and it's a plague weapon to benefit from Arch-Contaminator and the stratagem helps whenever you would have taken the talons instead.
Wormspitter
Bolt pistol only, replaces bolt pistol
14″ pistole 1 5S -2AP 1D
Plague weapon, If you hit a model with this weapon successfully it gets corroded until end of turn… when a friendly death guard model attacks a corroded unit it’s weapons gain the plague weapon ability.
Very interesting idea, but with just 14" range it can't help the weapons that would want it - plasma guns, bolters, lascannons, missile launchers, multi-meltas or predator auto-cannons. I guess you could use it as yet another buff for pox walkers, but other relics seem so much better.
1CP: Plaguechosen
Pre battle after chosing a warlord, chose a death guard character model of your army without warlord trait and chose a unique warlord trait for it
"Have Arch-Contaminator in addition to your plague fleet trait". I guess you could hand out revoltingly resilient or rotten constitution to daemon princes, but I think we have better things to do with our CP
1CP: Emissary of Nurgle
Pre battle. choose a LoC unit in your army. until end of battle it gets the ability
Emissary of Nurgle: Reroll Hits of 1 for attacks of friendly DG units within 6″ of this model
Fusing the chaos lord with the LoC murder machine was pretty much the top of everyone's wish list, so, I will be using this stratagem every game, period.
1CP: Disgusttorrent
Use this stratagem in the shooting phase if a foul blightspawn model gets chosen, roll AN ADDITIONAL d6 to determine shots for the flamer and discard one. Same for strenght value.
I remember this game I lost because my foul blight spawn advanced and left behind any character protection to finish off my opponent's unit of destroyers. He rolled 2 for strength and 1 for shots, killed one and next turn the entire unit succeeded their reanimation protocols and proceeded to wipe the floor with my army. Nevermore! The real beauty of this stratagem is that you don't have to use it, but it will make the blightspawn much more reliable when it matters.
Keep in mind that you can still use the CP roll afterwards.
1CP: Infecting Rounds
Shooting Phase when a PM unit gets chosen to shoot
Until end of phase the bolt weapons become Plague Weapon and against infantry an unmodified woundroll of 6 gets -4 AP
1/2CP: Endless Volley
Shooting Phase when a DG Infantry unit shoots. Until end of phase bolter and the bolter profile of combiweapons get rapid fire 2. Combibolter get rapid fire 3. Units with 6 or more models pay 2CP
1CP: Overwhelming Generosity +6" range for plague weapons
Get 20 Plague Marines and either riddle your opponent with plague bullets or rain blight grenades down on them. Keep in mind that both options can get +6" range where needed.
2/3 CP: ???
Shooting phase or Fight Phase when a PM Unit gets chosen as target for an attack. If the unit is 10 or less models 2CP otherwise 3CP. Add 1 to Disgustingly Resilient Rolls
Unless I'm sure my opponent will be trying to wipe a large unit of plague marines this turn, I don't see myself using this. +1 to DR is not worth that many CP.
1CP: ???
Before Battle. Choose a Plague Surgeon model in your army. Until end of battle it gets the following ability
Hypertoxic Tincture: Reroll woundrolls of 1 or 2 for attacks with plagueweapons made by friendly dg models AS LONG AS THEIR UNIT IS within 6″
I'm not a huge fan of sinking multiple stratagems and a relic into the surgeon to make it a decent character, since it still can be splatted by sniper units.
1CP: Grimeeruption
If a Deathguard Terminator model gets destroyed, before it gets removed roll a d6 for every unit within 7″ without the Nurgle Keyword. on a 4+ deal 1 mortal wound
EXPLODING TERMINATORS Not good, but awesome. Might be able to assassinate a character using this.
1CP: Toxic Burst
any phase except morale if THE LAST MODEL IN A DEATH GUARD UNIT OF YOUR ARMY gets destroyed. Chose an enemy unit within 3″ of the model and subtract 1 from their hitrolls UNTIL THE END OF YOUR OPPONENTS NEXT TURN when they attack.
In case you want to punish your opponent's knight for stomping on your pox walkers. In 9th you can also hinder a vehicle that has shot itself out of combat this turn. Very situational, but might make a difference sometimes.
1CP Mutated Stem
Fightphase if poxwalkers fight.
Until the end of the phase unmodified wound rolls of 6 against infantry units deal mortal wounds INSTEAD OF THE NORMAL DAMAGE. Unmodified hit rolls of 1 deal 1 mortal wound to the attacking unit
EXPLODING POXWALKERS When fighting something with good saves but few wounds this might not be that bad.
2CP: Miasmatic Sickness
Beginning of Fight phase.
Choose an enemy unit within 1″ of a friendly PM unit. Subtract 1 of its Toughness characteristic as long as it isnt in Mortarions Toxic Presence ability
Too bad the plague marine unit has to be in combat with the unit, at 7" this would be good.
1CP: Accelerated Entropy
Pre Battle.
Choose a PBC. Until end of battle its entropy cannons and all entropy cannons of PBC within 7″ get
Plague Weapon, Damagerolls of 1 or 2 count as 3.
For just one CP the highly unreliable entropy cannon suddenly becomes much more reliable and als long as you keep them together, you pay 1CP for 3 PBCs. For me this is an auto-take.
1CP: Firefever
shooting phase after youve allocated the shots of a helbrute with 2 ranged weapons. Until the end of the phase you can reroll all hit rolls if you shoot all shots at one target for this model. (COMMENTARY: The way this is worded suggests it only applies to "Helbrutes", not models with the HELBRUTE keyword)
Stacks with fire frenzy, so you can get four lascannon and two missile shots with full re-rolls.
1CP: Contaminated Monstrosity
Chose a DG Unit (no chaos cultists or titanic units) with 12 Wounds or less or for 2CP 13 Wounds or more. Until the end of the battle the unit gets disgustingly resilient. (COMMENTARY: Despite the name, this seems to be able to affect multi-model units.)
Ignoring all the FW stuff for now, I can see myself using this on pretty much any of the traditional vehicles I bring - rhinos, helbrutes, predators or a scourge. And if I every bring a landraider for any reason, I will be giving it DR as well.
1CP: Parasitic Fumes
End of Movement phase.
Chose a Myphitic Blight Hauler unit. Until end of turn, WHENEVER AN ATTACK IS ASSIGNED TO AN ENEMY MODEL WITHIN 7" OF THIS UNIT, IMPROVE THE AP OF THAT ATTACK BY 1 (e.g. AP 0 becomes AP -1)
It's really hard to picture a situation when I want to use this. Probably not worth a CP.
Harbingers:
Warlord Trait: Zombie Plague
Relic: BLIGHTSKULLBOMB
1/3cp: From the Carrion Heaps
1CP Life transcending Death
Deep striking poxwalkers seem very interesting, as is the idea of a dual talon prince that can replenish ~5 pox walkers per turn.
Not terrible, especially if you enjoy playing zombie apocalypse. I wonder if Typhus can have this.
The relentless:
Warlord Trait: Ferric Blight
Relic: Leech Spore Casket
1CP: Unholy Essence
1CP: Iron Miasma
Lots of small utility tools for vehicles, which in sum can't compete with other fleets. It's also odd how both stratagems clearly haven't been designed with 9th in mind.
Reducing damage is brutal, and a plate prince or LoC with this trait will be extremely difficult to kill.
I'm not sure what to do with the tallyman though, and heroic intervention is situational at best. If your opponent knows the stratagem exists, he will play around it.
The miserable
Warlord Trait: Eater Plague
Relic: Daemon’s Favour
1CP: the decayed veil
1CP: sevenfold blessing
While the warlord trait isn't great, the relic is brutal if you can get the plague cast within range of your enemy. I'm running them regularly and against aggressive armies they work quite well, getting one or d3 damage with every single cast sounds great, and you can super-charge it with the second stratagem. Too bad it doesn't stack with the three casts relic.
The summon is also interesting, as you can get a guaranteed Epidemius or pox bringer to support your daemon engines without going into another battalion. Too bad we can't summon Feculent Gnarlmaws.
This is the big winner IMO. Aura with -1 AP, relic for 4++, fall back and shoot and a chance for drones and haulers to heal should they manage to kill a model. Combine with the entropy cannon stratagem for a seriously hard to shift firebase.
In 9th I can even see a defiler with 4++ and DR that regenerates and can eat other units to heal being pretty terrifying.
The Ferrymen
Warlord Trait: the Drowning
Relic: Ferryman’s Scythe
1CP: Pestwhispering
2CP: On Humming Wings
Odd thing, but I guess if you need nothing from the other fleets, you could always go for the scythe and buff your blightlords.
If 9th's moral rules are worth exploiting, this will be part of the toolbox.
In case you wondered, the relic replaces the foul blightspawn's weapon. 7 hits is good though, might be worth considering if you bring two or more spawns.
The warlord trait is a solid meh, the first stratagem is ok but I still don't like investing a lot of CP into a bad model to make it decent. Note that a he cannot heal Mortarion if updated this way.
The extra damage only works for the infantry-based flamers, which kind of requires to use the +6" as well. Not that impressive.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
You can now really go for an offensive or defensive list. If you like mech the Poxmongers is the way to go. The 4++ daemon engine relic is very good not to mention the other stratagems. . Also the trait to improve the AP is good.
Top Character combos:
-You can really make a very tanky DP: with Supperating Plate and revolting resilient
-You can make a really killy DP: with the Epidemicystic blade and either arch-contaminator or the Sanguous Flux (-1 AP against infantry).
-You can make a very buff/support oriented LoC: with Fulgaris Helm, arch-contaminator, and Emmisary of Nurgle stratagem.
-You can make a very good infantry surgeon support character: with Fulgaris Helm relic, living plague, Alembic Narthecium Strategem (1s & 2s DR rerolls), and the Reroll 1s & 2s to reroll against plague weapons (see below).
-conversely another solid infantry support infantry support character: with wormspitter relic, tainted regeneration/rotten constitution, Alembic Narthecium Strategem (1s & 2s DR rerolls), and the Reroll 1s & 2s to reroll against plague weapons (see below).
You could also use Fulgaris Helm relic to extend ranges (if you do then you would take the Living Plague trait)
Oddly enough very few DG have bolt pistols to replace with wormspitter the army. Only the chaos lord/sorcerer, Surgeon, and Plague can can use it. Only the chaos lord hits on a 2. The good thing you can extend the range since it is a plague weapon with the range to 20”. If it hits a target it is a very huge damage bonus for Poxwalkers. 20 of them now can benefit from blades of putrefaction power, veterans of the long war strategem, a tallyman nearby with The Tally Relic (exploding 6s), and arch contaminator trait will delete a knight in one round of combat (it is stupid good). That’s not even discussing the new mutated stem strategem that makes 6s to hit do a mortal wound against infantry.
Lot's of good findings, especially the interaction between blades of putrefaction and worm spitter.
Gotta love how they went above and beyond with the "stupid combo" theme of the original codex
This message was edited 1 time. Last update was at 2020/06/16 14:51:41
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
So do you think Typhus could be selected for the stratagem Emissary of Nurgle to allow him to give rerolls of 1 to hit aura? He does have Lord of contagion keyword... it’s not a warlord trait nor wargear or a relic, meaning I can’t find a reason why this unique character can’t be affected by this stratagem.
Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/
Depends on whether the stratagem says "Lord of Contagion" or "LORD OF CONTAGION". Sadly, I haven't found anyone to send me the leaked German pages to confirm.
Giving Typhus re-rolls would be rad.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
I feel pretty confident that Typhus can use it. It was stupid he didn’t before.
I think everyone is under estimating the mortal wound output from using the mutated stem strategem. If you have 40 attacks and reroll all failed hits you will likely do 11 mortal wounds in one round of combat. Then they would have to take saves as normal.
This message was edited 2 times. Last update was at 2020/06/16 15:32:27
Mutated Stem is basically how all Poxwalkers will fight from now on. If you just added that ability to their stat line as standard, that would be a scary scary unit to get into combat with.
Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/
Are there any details on the company traits and how you can select them? Do the traits only work on the actual warlord or can I have multiple traits from different ones so long as they are in different detachments.
Thanks for that. So it's official, Typhus finally remembered how to be a captain
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Jidmah wrote: Thanks for that. So it's official, Typhus finally remembered how to be a captain
Is it ungrateful to wish it was 7"?
Not at all!
Typhus also gains the Harbinger Keyword, too bad he can't have the warlord trait.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
broxus wrote: Are there any details on the company traits and how you can select them? Do the traits only work on the actual warlord or can I have multiple traits from different ones so long as they are in different detachments.
broxus wrote: Are there any details on the company traits and how you can select them? Do the traits only work on the actual warlord or can I have multiple traits from different ones so long as they are in different detachments.
That's everything I got I'm afraid.
Thanks for sharing.
Has anyone else seen any other good combos or have any list ideas??
I'm thinking a Poxmongers list, with an outrider and spearhead of 1 DP and 3 Bloat Drones/PBCs, and then a battalion of 3 CCPM squads packed into rhinos (given DR for 3CP) and accompanied by a couple of foul blightspawn. (Alternatively you could possibly bash this into a brigade - bearing in mind 9th ed)
Make one DP the warlord with Sanguous Flux, and another to have Arch-Contaminator (another CP), and give him the Ironclot furnace. You've got 6 4++ Daemon engines bearing down on you, plus melee PM in rhinos ferrying them to the front lines - with benefitting from the additional AP against infantry in addition to any other nasty supporting strats with whatever CP you have left.
Target priority for your opponent becomes a bit of a nightmare, everything is obnoxiously tough and atypically speedy for a DG list. Only downside is lack of long ranged firepower but I still think the PBCs are better with spitters - never had problems wounding with entropy cannons. It was always hitting with the smegging things that tripped me up.
This message was edited 1 time. Last update was at 2020/06/16 21:07:43
Do you know what your sin is, Malcolm Reynolds?
Ah hell, I'm a fan of all seven.
But right now, I'm gonna have to go with wrath.
I had a lot of success using DG engines already, 3 PBCs and 3 Drones backed by princes was already a viable strategy, now it is MUCH better because of that 4++ rule. They were so hard to kill already and now they will almost certainly make it into the center of the board to do what they do: allow the rest of your army to score points and win the game. I’m excited to try it out!
Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/
The Vomitryx relic pairs really well with the +6" range for plague weapons stratagem. Giving it a 15" range. And add the 5" move of the Blightspawn and you have a 20" threat range. You can even advance him since the weapon hits auto.
I'm not a great fan of Mortarion's Chosen Sons though, they are a bit all over the place. The only reason to pick them for me would be running a large unit of Deathshrouds.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
I like theMiseables, but mostly because it fits into models I have and how I play anyway.
A daemon prince who can get into combat and regain wounds along with a buffed up plaguecaster which I always bring close to the enemy anyway.
On top of that I just want to try out a daemon bomb. 20 PBs dropping in front of my lines while I try to advance sounds like a great distraction.
I haven't summoned since the edition started though.. are summons also limited to turn 2 onwards like reserves or can they happen turn 1? That makes a big difference
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Oddly enough very few DG have bolt pistols to replace with wormspitter the army. Only the chaos lord/sorcerer, Surgeon, and Plague can can use it. Only the chaos lord hits on a 2. The good thing you can extend the range since it is a plague weapon with the range to 20”. If it hits a target it is a very huge damage bonus for Poxwalkers. 20 of them now can benefit from blades of putrefaction power, veterans of the long war strategem, a tallyman nearby with The Tally Relic (exploding 6s), and arch contaminator trait will delete a knight in one round of combat (it is stupid good).
I wondered about this but the wormspitter text grants the benefits of a plague weapon to the attacker rather than gives their weapon the plague weapon keyword so we'll need to see how that gets FAQ'd.
Doohicky wrote: Much appreciate that link. Looks like consensus was that they could come in turn 1.
I suppose with CV-19 it is unlikely I will get a game until 9th hits anyway and who knows what reserve and summoning rules will be like then
Aye, I'm the same. The new rules are all well and good but there's no chance I'll be trying them before 9th. Makes list building pretty hard when you don't know what the new edition looks like.
This message was edited 1 time. Last update was at 2020/06/17 10:27:01
I doubt that list building will change a lot for DG, we just get more CP and need to bring less chaff.
Pox walkers also look like an awesome unit to do mission actions, as even a single surviving pox walker can keep scoring points.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Oddly enough very few DG have bolt pistols to replace with wormspitter the army. Only the chaos lord/sorcerer, Surgeon, and Plague can can use it. Only the chaos lord hits on a 2. The good thing you can extend the range since it is a plague weapon with the range to 20”. If it hits a target it is a very huge damage bonus for Poxwalkers. 20 of them now can benefit from blades of putrefaction power, veterans of the long war strategem, a tallyman nearby with The Tally Relic (exploding 6s), and arch contaminator trait will delete a knight in one round of combat (it is stupid good).
I wondered about this but the wormspitter text grants the benefits of a plague weapon to the attacker rather than gives their weapon the plague weapon keyword so we'll need to see how that gets FAQ'd.
It says other friendly DG units so it was intended to everyone to gain the benefit.
I think I've figured out what Unholy Essence is for (for the Inexorable).
It's for bloat drones with heavy blight launchers. Which are Assault weapons. So it can advance and fire these without penalty.
But if they really wanted to make that at all viable, they would have given us some sort of Discolord-style +1 to hit for Daemon Engines. It's an incredibly weak and niche role for this strat, but it does still work in 9th Ed.
Do you know what your sin is, Malcolm Reynolds?
Ah hell, I'm a fan of all seven.
But right now, I'm gonna have to go with wrath.