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Games Workshop 99070102005" Death Guard Biologus Putrifier Miniature

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Don: As with the other 9th edition codexes, the Death Guard book gives us a set of faction-specific secondary objectives to consider. There are three of these and two of them are pretty good. LoW: Magnus the Red (465), Warlord, Powers: Warptime, Doombolt, Weaver of Fates, Tzeentch’s Firestorm Same goes for giving the color shade to the ampoules. Use the lighter color almost like a glaze, bringing the color from the bottom up, so that it settles at the top, creating that gradient we are looking for. For the ampoules I avoided the gray, preferring to color the missing part with dark green, obtained by mixing the colors already present on the wet palette. Always simulating a hypothetical light from above, as for the syringe, I created white reflections on the ampoules. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:

This list makes heavy use of Nurglings to get out in front of the otherwise slow-moving Death Guard units and hold objectives early on. The Chaos Daemons Daemon Prince of Nurgle gives the army an extra psyker without opening it up to too much to Abhor the Witch, while giving it the Locus of Virulence aura that can apply to the Plagueburst Crawlers and boost their damage output while both Daemon Princes can lend their re-roll 1s auras to the tanks as they rumble forward shooting their improved Entropy Cannons. The Blightspawn can also boost the PBCs’ output with the ability to re-roll wounds and he can take out incoming threats himself or combine with the Daemon Princes to make a nightmare counter-charge duo with his 10″ fight last aura. HQ: Lord of Change, Exalted: Random, Relic: The Impossible Robe, Powers: Infernal Gateway, Gaze of Fate, Treason of Tzeentch, Warlord: Born of Sorcery Living Plague stops opponents benefitting from any Aura abilities while within 3” of the Warlord. Not good against every army, but going to absolutely crush some opponents, especially on Mortarion. Speaking of…

Let’s Build Some Lists

You get a +1 on the To-Wound rolls due to Veterans of the Long War. (so effectively 5,6s on your to-wound rolls, trigger the bonus Mortal Wounds) Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard Lord Bloodletters • Plaguebearers • Horror of Tzeentch • Daemonette • Nurglings • Beast of Nurgle • Plague Drone • Flamer • Screamer We posted this in the Thousand Sons Faction Focus, but it’s worth reposting here where it’s less of a troll for readers. This list is patterned after the one that Davis Frye recently piloted to a 1st-place finish at a 9th-edition release party RTT in Virginia, and focuses on threat saturation with big daemons (Frye has given credit to Seth Riggins for coming up with the list).

Mortarion’s Anvil have lost the Transhuman Stratagem but retained Relaptic Assault , which for 1 CP lets any unit perform a Heroic Intervention if there’s an enemy unit within 3”. They also get the insanely powerful Gloaming Bloat plague, which prevents enemy units from firing Overwatch or setting to defend and prevents them from re-rolling hit and wound rolls. Their relic, the Warp Insect Hive , gives the warlord full re-rolls to hit and wound in melee. 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.

On the other, equally diseased hand, Foetid Virion is a neat rule that opens up some list building opportunities for you, allowing you to take up to 3 FOETID VIRION units in a single Elites slot as long as they all have different datasheets. The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn. This lets you essentially run as many as you want in a single Detachment, which is pretty great. Finally there’s Warpcraft, which focuses on Pyskers. Although Daemons have cheap Psykers and the ability to take more thanks to Horrors, Psychic Actions can only be done by CHARACTERS, and because those are all in the HQ slot and powerful units, you’ll want them casting psychic powers and smiting rather than spending their psychic phases on actions. The big downside here is Abhor the Witch, which is going to be used against you in almost every game you come up against an army with no psykers, and will typically be combined with Assassinate/Bring It Down to make each Greater Daemon kill worth an insane 8 Victory Points, and that’s for killing a unit that can’t be protected by Look Out, Sir and was already part of your opponent’s game plan. It’s not quite reason enough to not take Greater Daemons, but it makes taking exactly three of them kind of awkward, meaning you may want to conisder going all in and bringing more (or other big things). Recruiting from the toxic world Barbarus, the Death Guard prided themselves on their hardiness, their indomitability, and their resistance to pain. They fought in the foulest of warzones, prosecuting the most uncompromising and gruelling sieges through swamps poisoned by industrial waste, trenches filled with radioactive contaminants, or jungles alive with alien plagues. Mortarion will be target number one for your opponent, but, if he has the chance to get to grips with the foe, he will tear that heart from the enemy with a single, diseased claw.

With their victims selected, the Biologus Putrifiers strike. They fire their Injector Pistols into vulnerable spots such as exposed flesh, chinks in armour and eyelenses before squeezing a concentrated dose of foulness into the target's body. The results are rarely less than spectacular, with victims erupting in explosive boils, liquefying into screaming sludge, vomiting billowing clouds of flies, and countless other revolting -- and mercifully lethal -- Greater Daemons went up 20 points almost across the board (the Bloodthirster of Insensate Rage, the one with the big axe, went up 30), pretty much in-line with other units based on their cost. The Keeper of Secrets and Lord of Change came out of this the best, since they were useful before and haven’t gone up by enough to make them bad. Exalted Lords of Change and Keepers of Secrets can also take some great abilities from Engine War and have enough good ones that it might be worth rolling for them at random to get two Don: It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

Not every unit in the Death Guard is slow, but none of them are really fast. Myphitic Blighthaulers and Foetid Bloat Drones have a 10” move, which is about as good as it gets. FA: Chaos Spawn [6 PL, 69pts, -1CP]: Chaos Spawn, Chaos Spawn, Chaos Spawn, Contaminated Monstrosity (-1 CP)

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