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Games Workshop 99070102005" Death Guard Biologus Putrifier Miniature

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Helbrute • Ferrum Infernus Dreadnought • Chaos Contemptor Pattern Dreadnought • Sonic Dreadnought • Berserker Dreadnought • Leviathan Dreadnought Plagueburst Crawlers are probably going to be the MVP of this list in most games. With that wall of plaguebeef in front of them, they can lob shells at the enemy and once they DO get close, you can infect them with those plaguespitters. Those things are gross. We’re gonna take two of these. They are 135 points + 5 if you want the Entropy Cannon. We’ll save some points for wargear at the end. But that’s going to run us 270 points for now. Flamers are also worth consideration, given that they have the Infantry keyword and are relatively cheap given they have 2 wounds and 12″, AP-1 autohit weapons. Taken in large units they can be pretty nasty when paired with the Flames of Mutation Stratagem from Engine War and they’re decent for performing actions like Raise the Banners High.

Despoiled Ground (Battlefield Supremacy): (end game scoring) This secondary gives you four conditions to score points off of at the end of the game: There is no finer laboratory than the battlefield. Such a glut of test subjects, their flesh and vitae awaiting only the touch of Nurgle's gifts to flourish into new and magnificent fecundity. With every jab of the needle, every crisp shattering of the alembic, their blessed suffering brings my concoctions closer to perfection." Contagions: The Plague Company rules give you seven plagues to spread, and the book provides you a bunch of tools to manipulate them and unleash them where it matters most. This is a bigger deal for competitive play than casual, but previously many rules such as Psychic powers, add-on Warlord Traits and Relics, and using stratagems that Exalt your Greater Daemons were done at the start of the game, after you’d seen your opponent’s list, allowing you a chance to respond to what they were bringing. That’s not the case anymore, meaning that we have to be much more laser-focused with our pre-game strategy, and it means that a lot of traits and powers that we’d have used conditionally now just aren’t likely to make it into our lists. Note that if you’re rolling for random Exalted traits for your Greater Daemons, those rolls happen before you make decisions about placing units in Reserves. Army Construction Mortarion: He’s just so good, and is going to be one of the most enjoyable models in the game to throw down with.Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit. Don: It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Almost every datasheet in Codex: Death Guard has been updated. And this goes beyond just removing things like Death to the False Emperor and adding Contagions – almost every unit has statline changes and most have changes to their special rules. There are far too many to cover them all, so let’s talk about some of the major shifts and then we’ll dive into winners and losers. General Changes

The Death Guard were the XIVth Legion Astartes, one of twenty forged by the Emperor to spearhead the Great Crusade that would claim the galaxy in the name of humankind. We can’t go deep on every option, but these are a few more things you might want to think about when building armies.: On the tabletop, Typhus is a powerful character, combining psychic might and the formidable melee prowess of his Master-Crafted Manreaper. ‘The Destroyer’ Hive penalises enemies that target him or his bodyguard unit with -1 to hit. ‘The Eater Plague’ is a deadly psychic ability that on a 2+ inflicts D6 mortal wounds on an enemy unit, increasing to D3+3 on a roll of 6. Vermid Whispers (1 CP) is used in the Shooting or Fight phase to give a unit of Terminators +1 to its hit rolls. Simple but incredibly powerful.

Warhammer 40k 10th edition Death Guard rules

These Grenades do a BONUS Mortal Wound on top of everything else on each To-wound roll of 6 (THANK YOU Biologus Putrifier) Now the Death Guard stalk the stars, superhuman monsters made even more impossibly resilient and hideously deadly by the interference of the warp. Terminators: Both flavours of Terminators are now some of the nastiest in the game, and should be incredibly satisfying to use on the table. This article explains the main information from the Warhammer 40k 10th edition Death Guard rulesthat you’ll need to bear in mind when planning your army. The Wretched haven’t retained their ability to summon on the move – sadly all mentions of summoning Daemons seem to have been removed from this book – but can use the Sevenfold Blessings Stratagem during army construction to give a Pysker an extra power and the ability to re-roll a Psychic test once per turn for free.

Typhus, the Traveller, Herald of Nurgle, Host of the Destroyer Hive, master of the dead who walk… Typhus has many names, each one earned through uncountable atrocities enacted in the name of the plague God. Acidic Malady (20pts): +1AP. Surprisingly great on a Malignant Plaguecaster, as pushing their staff to S8 AP-2 makes it much, much more dangerous for opponents to wander into bonk distance. HQ: Death Guard Daemon Prince of Nurgle [9 PL, 195pts]: 1. Miasma of Pestilence, Hellforged sword, Wings Mortarion gets three of these, so now is a good time to decide which of the remaining ones you want to consider. Don: Possessed, unfortunately their transport options have been limited. They basically count as terminators for the purposes of what they are allowed to embark upon and how much space they take up in those transports.

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Use a fine brush to paint smaller details such as the face, belt, and other intricate elements. This step requires steady hands and attention to detail. Choose contrasting colors for these details to make them stand out. For example, you can add small symbols with colors like Mephiston Red or Yriel Yellow, or paint the guns and metallic details with Brass Scorpion. Grandfatherly Influence (1 CP/2 CP) upgrades a unit of Chaos Spawn to get +1 Toughness and gain Disgustingly Resilient, and costs 2 CP if the unit has 4+ models. I really like Spawn in 9th edition and the rate here of 1 CP per 3 models improved is pretty solid. They’re hyper efficient with this buff, and you’ll probably see most armies that use them take exactly one squad with this. It’s a solid list, and a few of them can be given to squad champions via a Stratagem. Deadly Pathogens Heldrake • Stormbird • Thunderhawk • Chaos Storm Eagle • Chaos Fire Raptor • Hell Blade • Hell Talon • Harbinger • Chaos Dreadclaw • Kharybdis Assault Claw • Fire Lord • Doom Wing

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