More information for Codex Death Guard following some insights into their warlord / relics / stratagems. We all know that nearly every model has Disgustingly Resilient (5+ FNP) and we are now privy to Inexorable Advance. No penalty for moving and shooting heavy weapons or advancing and firing assault weapons and can shoot rapid fire weapons at double tap range when in 18″ instead of 12″.
This might seem insanely powerful on paper but only applies to Infantry units and Hellbrutes (most likely Daemon Princes when this gets updated as per CSM but DPs don’t run around with Missile Launchers). Death Guard do not also get access to units like Chosen or Havocs where a lot of these weapons could really shine. Death Guard units are not known for their heavy weapons either. It’s still a great option though for those couple of heavy weapons on those models you do have (Hellbrutes) or getting better range / mobility out of Assault and Rapid Fire Weapons.
Blades of Putrefecation is like Hammerhand for Grey Knights but with the added bonus of doing mortal wounds on 7+ to hit. Grey Knights are generally better in combat with their nemesis force weapons but this is nice given the general tarpit nature of Death Guard units in combat. Easy to cast as well. Putrescent Vitality though adds +1S/T to a unit (Infantry only) which can turn Pox Walkers into S5/T5 with Typhus – that’s pretty durable for their point cost.
Some interesting options but no where near as “on paper this is really good” as the first lot of previews.
Codex Focus: Death Guard Part 2: Special Rules and Psychic Powers
With the Death Guard codex (alongside Mortarion, the Plague Brethren and the awesome limited edition) on pre-order this weekend, we’re previewing what you can expect from this re-invented army in Warhammer 40,000. Following on from our look into the Relics, Warlord Traits and Stratagems from Tuesday, we’re checking out the army special rules and psychic powers that’ll help make your Death Guard unstoppable.
Army Special Rules
Inexorable Advance is the Death Guard equivalent to the Chapter Tactics and Legion Traits we’ve seen so far. If you’re using a Death Guard Detachment, your units won’t suffer any penalties for moving and firing Heavy weapons, or Advancing and firing Assault weapons, as well as being able to use your Rapid Fire weapons at a longer range.
In practice, this means you’ll be able to keep your Death Guard bearing down on the foe without blunting your offensive capabilities. This is of particular use to Helbrutes, who possess a range of Heavy weapons, while Plague Marines with Assault weapons like a meltagun or blight launcher will make for a surprisingly mobile fire-support unit.
While it’s not an army special rule as such, it’s worth noting that nearly every new Death Guard unit has Disgustingly Resilient. This includes all the new Daemon Engines serving alongside the Death Guard, as well as both their unique Terminator units (rest assured we’ll be taking a closer look at these soon!). Disgustingly Resilient is an incredibly useful ability, helping your units cope with high AP weapons and even Mortal Wounds that can be deadly for heavily armoured infantry. Older units like Possessed and Helbrutes lack Disgustingly Resilient but will benefit from your Stratagems significantly, meaning they still very much have a role to play in your army.
What units do I get?
Talking of older units, you may be wondering which units the Death Guard can still use – particularly if you’re a long standing fan looking to revamp your army with a new codex! The Death Guard will be keeping access to everything they could use in Index: Chaos – so Chaos Lords, Sorcerers, Chaos Cultists, Helbrutes, Possessed, Chaos Spawn, Chaos Land Raiders, Defilers, Chaos Predators and Chaos Rhinos. In addition, there are 9 completely new units in the codex, datasheets for the 4 new units from Dark Imperium, and an updated datasheet for Plague Marines that gives them some powerful new options – we’ll be previewing these closer to release.
That’s not all – the codex also contains rules for a range of Nurgle Daemons – perfect for summoning into your army if you’re in need of some Nurglings or need some fast-moving Plague Drones in a hurry.
The new Death Guard codex also brings an expanded Contagion discipline to the army. As well as the powers from Index: Chaos, there are three new powers to complement them. Blades of Putrefaction makes Death Guard units deadly in close combat and allows you to stack up mortal wounds with your Plague weapons.
Putrescent Vitality is a superb support ability that can easily bring Plague Marines up to Toughness 6, or provide a Lord of Contagion with a handy bump to strength.
Make sure to pre-order your copy of Codex: Death Guard this weekend and take advantage of these powerful special rules for yourself! In the meantime, Dark Imperium and Know No Fear are a great way to start a Death Guard army of your own – pick up your copy online or in store.