Codex: Death Guard. Impressions

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Warzone40k
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Codex: Death Guard. Impressions

Post by Warzone40k » Thu Sep 14, 2017 9:54 am

We are going to share our impressions from the new Death Guard codex. It’s hard to call it a complete review since it’s impossible to judge this army without multiple playtests. So, here are some impressions and ideas of how to play it. We will surely share the results of playtests with you later. The army on the photos belongs to Jes Bickham. the editor of the White Dwarf.

Why so? Because Death Guard seems the most variable and complex army in the 8th edition by far. There are so many mechanics and tactics, and a real synergy between them. You can see how the one character’s special rules give meaning to the other ones’, added by stratagems or magic and provide incredible results.

How about, for example, a chance to throw 20D6 grenades from one unit? Grenades with mortal wounds on 6+ and additional damage. You need only to combine two characters, the units itself and the stratagem. And the transport to bring them 3 inches to the enemy, of course.

Or the spell that makes you inflict mortal wounds on 6+, combined with common CSM stratagem for +1 to wound roll. Or maybe you need a close combat squad with re-rolls of everything? And here are only the first combinations that come into the head.

In general, «Mortal wounds» - is the keyword for this book. They are delivered by almost everyone in many different ways. If you were always depressed about those saving throws your enemy makes, forget about them. This codex is definitely for you. But there is an issue – most of the mortal wounds abilities work in 7 inches or even closer. (Again, you have the ways to increase that aura). Such distance makes us think about the ways to deliver the units, and this is also an interesting part of the codex.

The most obvious choice – terminator drop. They are as awesome, as it’s possible. Tough, with a great choice of weapons (both shooting and close combat), available for all the cool Nurgle spells. Even lack of 3++ doesn’t spoil them. T5 and FNP makes them may be better. The best terminators in the game, for sure.

However, such alpha strike is balanced by the fact that all the characters with buffs can’t deep strike. So, you have to delay your terminators until they come closer somehow. Or act straightforward and don’t wait for any help. You have all standard transports for infantry models’ delivery, but all the special rules push you to the barefoot march towards the enemy. There is shooting with assault weapons at full BS after running, Rapid fire range increased, crawlers with +1 to cover save, spell with -1 to hit, and the bell with a choice of 2D6 for advancing – everything to make your clumsy plague warriors move faster. And they don’t stop shooting.

Playtests will show if this tactic is more effective than classic «plague marines on the rhino» On the one hand it takes more time, on the other – they can’t shoot while being in transport. So, the concept of the Death Guard advance by far looks like waves – terminators to strike your enemy first, plague marines with characters, marching towards and providing fire support, Bloated Drones and Rhinos for fast battlefield control, and the last wave of zombies, crawling behind and capturing objectives. It greatly represents the spirit of the Death Guard.


By the way – the full specter of Nurgle daemons is in the codex. So, Drones and nurglings can be a real help in field control. Let’s see, how it will look in the game.

Image

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Mecha82
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Re: Codex: Death Guard. Impressions

Post by Mecha82 » Thu Sep 14, 2017 2:38 pm

Until now I haven't been interested from Death Guard since Nurgle is my least favorite Chaos God but this review has made me really tempted to start them. I was going to start Tzeentch and Slaanesh Demons as my next army but not anymore. Now I want myself Death Guard army.
Warhammer 40k:
Blood Angels
Dark Angels

Infinity;
Nomads

Warmachine:
Khador

Hordes:
Legion of Everblight

Somethings never change.

It was already broken when I got here.

blippityblip
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Re: Codex: Death Guard. Impressions

Post by blippityblip » Fri Sep 15, 2017 4:02 am

I hate the fact you keep using the word magic, this is 40k not fantasy


Secondly, this is overly vague, I mean you haven't even said if you like it or mentioned any of the new units except for 'these are the best terminators' (which ones btw, there's 2 different types), you've said about mortal wounds being the theme of the army and there's good synergy between units, but what do you think of the relics, warlord traits, army wide rules? What are your impressions of the new characters, units, vehicles? You haven't even mentioned the primach. If you guys are reviewing these I have to presume your experienced playing 40k (although referring to psychic powers as magic does make me wonder) so while you haven't playtested it much you can still look at the book and think 'oh that looks good' or 'oh I want to use that' and have a good idea of what will be good or bad before you even put a model on the table
power levels
Iron hands 1384pl
Ynnari 88pl
Admech 162pl
Imperial guard 326pl
Chaos 128pl
Space wolves 110pl
Tyranids ?

And a small dwarf army

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Mecha82
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Re: Codex: Death Guard. Impressions

Post by Mecha82 » Fri Sep 15, 2017 4:16 pm

By the way I forgot to ask this in my first reply so here i comes. I happen to hear that Death Guard Codex only has they units and no units from basic CSM Codex. Is this true?
Warhammer 40k:
Blood Angels
Dark Angels

Infinity;
Nomads

Warmachine:
Khador

Hordes:
Legion of Everblight

Somethings never change.

It was already broken when I got here.

coldsteel
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Re: Codex: Death Guard. Impressions

Post by coldsteel » Fri Sep 15, 2017 6:17 pm

Mecha82 wrote:
Fri Sep 15, 2017 4:16 pm
By the way I forgot to ask this in my first reply so here i comes. I happen to hear that Death Guard Codex only has they units and no units from basic CSM Codex. Is this true?
it will probably have you use the entries from the CSM Codex, but with the special Nurgle rules..
Crucifiers (SM codex) (11881/703 PL)
Orks (3745/255 PL)
Astra Militarum (####/378 PL)
Fallen Crucifiers (CSM codex) (####/351 PL)
Khornate Daemons (####/65 PL)
Death Guard (2387/128 PL)
Primaris Marines (1099/60 PL)

Jeffers
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Re: Codex: Death Guard. Impressions

Post by Jeffers » Sat Sep 16, 2017 2:57 pm

They look good in my opinion. Hits the fluff of being slow moving, resilent SOB's.

Was surprise of the no havocs since they are quite static unit, appreciate losing the fast units as its not very fluffy.

Be interested to see how much money the new units will cost. Any guess on the new tanks?

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