Warhammer Community has spoiled some of the Stratagems, Relics and Warlord Traits and advised which Warlord Traits Typhys and Mortarian have.
There’s a lot of Mortal Wounds being handed out here – all of them relatively short ranged but those will stack up quickly. Warhammer Community is kidding itself if this is going to be effective at scalping out Commissars (7″ is really easy to buffer a model from when we are talking Commissars buffing Conscripts) but it’s amusing to see them try and respond to the tournament sourcing. We said Conscripts were going to be mainstays the minute that Index got leaked back in June and look what’s happened…
I am a huge fan of the stratagem to allow vehicles to auto-explode. It’s shitty to play against but love it because it’s another stratagem that you should not build an army around but will be great to keep in your back pocket. Someone got a little too happy killing off a vehicle or said vehicle is on an objective? Use it. Vehicle dying in the backfield or just a bunch of Conscripts poking their bayonets into the vehicle? Don’t bother wasting it. This will force your opponent to be mindful how they are destroying things as well – particularly for those potential titanic explosions if Death Guard have any available.
Mortarion has been confirmed to have the Arch-Contaminator Warlord Trait which is okay depending upon what plague weapons there are. It’s certainly not amazing but not also terrible without context (and at least not Disgustingly Resilient to make that a monster [heh] of a multi-wound model to bring down). Typhus has Living Plague. Both are okay but not amazing – 4+ FNP in a game where 4+ FNP does not exist and its the only roll which can be madea gainst Mortal Wounds is pretty big.
The Plate is a nice Relic – forcing multiple Mortal Wounds on passed saves in combat means shoot me or take damage in combat. Good option but also sensing a theme of things that are generally better than waht we have seen from CSM, Space Marines and Grey Knights to date. Then again, these may be the best things Death Guard have…
Copy paste of info below.
Part 1: Stratagems, Relics and Warlord Traits
With the Death Guard codex on pre-order this weekend, we’ve had all sorts of questions about how this army is going to work on the tabletop. While the Death Guard have been a part of Warhammer 40,000 for years, the upcoming codex reinvents the army with new units and new rules. This week, we’ll be previewing what makes this army unique, starting off with a look at the Stratagems, Relics and Warlord Traits and your disposal.
In the game, the Death Guard march inexorably towards the enemy, weathering incoming fire with Disgustingly Resilient and slowly wearing down the foe with hails of fire, an accumulation of mortal wounds and deadly plague magics.
Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.
The Death Guard have a range of powerful Stratagems available to their army, all of which complement their relentless way of war. Cloud of Flies, for instance, can be used to shield a key Death Guard Infantry unit from enemy fire:
Meanwhile, Nurgle’s Rot can turn a key Death Guard character into a lethal plague bomb – combined with Mortarion’s Host of Plagues, this has the potential to cripple an army in a single turn, or slay characters like Commissars that try and hide behind their underlings!
Our favourite Death Guard Stratagem is Putrid Detonation. Here at Warhammer Community, a popular (if unreliable) strategy is to spitefully spend a key command re-roll to try and make a tank explode. With the Death Guard, things are much simpler – spend a command point on Putrid Detonation and punish your foes for daring to kill your Land Raider!
The Relics of Decay owned by the Death Guard have a range of fun (and deadly) in game effects. The Suppurating Plate is particularly deadly on a Death Guard Daemon Prince. A 2+ Save is superb on a Toughness 6 model with 8 Wounds and Disgustingly Resilient, while the secondary effect of the armour is punishing on melee units with a high volume of low AP attacks. A unit of Ork Boyz with 80 Attacks, for example, would only be able to deal 2 Wounds to this Daemon Prince, and would suffer around 5 mortal wounds in return!
The Pandemic Staff is a simple relic that helps your Chaos Sorcerers and Malignant Plaguecasters maximise the effectiveness of Smite. It also increases the chances of triggering Pestilential Fallout, another ability that helps your Malignant Plaguecasters stack up Mortal Wounds on the enemy.
The Dolorous Knell is yet another source of mortal wounds (are you spotting a theme here?) and a great way to rack up additional casualties from failed Morale tests.
While Mortarion and Typhus make for great leaders in a Death Guard army, if you’d rather lead your force with a character of your own creation, there are a host of powerful Warlord Traits to help you do so. Living Plague provides EVEN MORE mortal wounds for anyone foolish enough to stand in the presence of your Warlord:
Revoltingly Resilient means that a Death Guard character will ignore half the wounds he receives – combined with a Daemon Prince wearing the Suppurating Plate, or a Lord of Contagion, your characters are going to be all but unstoppable.
Arch Contaminator is a support-focused ability that helps your Death Guard threaten higher Toughness characters with their plague weapons:
The Death Guard are the army for you if you want to take your enemies apart slowly and methodically, forcing them to watch their army dwindle as yours fights on unabated.
If you’re curious and want to know more, come back on Thursday, where we’ll be looking at the Psychic Powers and universal rules available to the Death Guard.