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TheHostwiththeMost
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PostSubject: Re: Death Guard Codex   Sat Sep 16 2017, 07:51

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amishprn86
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PostSubject: Re: Death Guard Codex   Sat Sep 16 2017, 08:27

I think all the store got them yesterday and selling them today?

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TheHostwiththeMost
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PostSubject: Re: Death Guard Codex   Sat Sep 16 2017, 08:59

Yeah I think so. Here is my list so far:

Basically, the idea is to use the fact that we have both the Nurgle and Daemon keywords on our tanks.
Nurgle battalion consisting of Epidemius, a herald, 2x3 nurglings, 30 plague bearers, and 3x plague drones.
Then a Death guard Outrider detachment:
Consisting of a daemon prince w wings (Counting the points for the wings from the csm codex, its just a typo that we dont pay, not gonna abuse it) and 2x claws, 3x 1 blight drones (1 plague spitter 2 mower), and 2x plague burst w 2x entrapy cannon.
Super heavy:
Big Morty.
Comes to 1997
If I am allowed to take 4 detachments, I would drop the plague drones and 3 plague bearers and get an auxiliary CSM for a sorc w jumpack to shake and bake morty up the field. However, most competitive tournaments allow 3 it seems.
Basic strat is to use the nurglings deploy shenanigans and then screen the plague bursts with the plaguebearers (5++/5+++ -1 to hit is a pretty dirty screen)
The mob squad will be Morty, the Daemon prince w wings (warlord +1wound each turn, supp plate), 3 plague drones, and 3 blight drones rolling around with 10" or more movement. Not the fastest but damn right terrifying and tough as nails as everything in the army is a <Nurgle Daemon> with 5++/5+++.
Because of Epidemius, after I kill:
2 units I reroll 1's to hit
3 +1" movement
4 +1 strength
5 +1 toughness
6 +1 attack
7 units killed I can reroll 1's for DR. These apply to everything in the army.
Downside is that I dont really have great targets for the stratagems or psychic spells, although I can heal everything with herald (copied from my reddit post lol)
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Jimsolo
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PostSubject: Re: Death Guard Codex   Sat Sep 16 2017, 15:56

I'm intrigued that they seem to be backing off the 'no more force multipliers' thread that was running through the rules for a grip.

I'm more hopeful about our future.
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Count Adhemar
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PostSubject: Re: Death Guard Codex   Thu Sep 28 2017, 16:13

Played against them last night and got absolutely butchered. They just don't seem to die (which is fine - they're supposed to be tough) but they also seem to have re-rolls for virtually everything so they hit like a ton of bricks too.

Now, it's fair to say that my dice were betraying me on an almost constant basis and I also didn't draw a single maelstrom card all battle that was for anything other than an objective in my opponents deployment zone but I basically bounced off them and then got slaughtered. 9 Wracks and an Haemonculus with Electrocorrosive Whip lost combat to a unit of bloody Poxwalkers!

Also, unless my opponent was massively cheating, they seem to be awfully cheap! He had about 50 Poxwalkers, 3 Hellbrutes, 3 Foetid Bloat Drones, some Plague Marines, Plague Drones, a Daemon Prince, Typhus, some Terminators, some Plaguebearers and some Nurglings which looks like a pretty big army!

Oh, and he's getting Mortarion and some Deathshroud so my next game will not be any easier!

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amishprn86
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PostSubject: Re: Death Guard Codex   Thu Sep 28 2017, 16:35

IDK his gear but i will add what i think he took

50 Poxwalkers is 300pts
3 Helbrutes around 380pts
3 Foetied Drones around 475
5 man Plague Marines lets say Blight Launcher 128
10 Plague Bears 70pts
Nurglings 54pts
Daemon Prince 150 base, idk if he had wings
Typhus 175
x2 Plague Drones 100pts
And Blightlord Termies is 190

This is 2050pts, so he could have done it with 2k easily, i added a couple options i think are a must, but he might not have done so.

Yeah its a though army for sure.

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PostSubject: Re: Death Guard Codex   Thu Sep 28 2017, 19:11

Jeah I also played against them in a small battle 750

I got butchered.
He seemed to reroll pretty much everything. A bad decision and some bad luck on my part
Failed to kill both a unit nurglings turn 1 and his sorcerer surviving with 1 wound. While my transport was shot in 1 turn, by a single hellbrute (the only thing that could target him after moving).
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Archon_91
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PostSubject: Re: Death Guard Codex   Thu Sep 28 2017, 21:58

So there is a huge power difference between the index armies and the codex armies ... Just looking at what's been release ... Index armies were balances against other index armies and codex armies "seem" to be balanced against other codex armies so we will struggle until our own codex arrives ... But I really do like the direction the codex are going ...
I haven't played against death guard yet but I might this weekend so I'll see for myself how strong they be
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TheHostwiththeMost
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PostSubject: Re: Death Guard Codex   Fri Sep 29 2017, 21:11

Just to check, he summoned the daemons right? If he deployed them, he was running a chaos detatchment, not deathguard as the daemons do not have <death guard> keyword.
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Count Adhemar
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PostSubject: Re: Death Guard Codex   Fri Sep 29 2017, 21:49

In my game I think he summoned the Blight Drones and Plaguebearers but not the Nurglings.

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TheHostwiththeMost
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PostSubject: Re: Death Guard Codex   Fri Sep 29 2017, 21:51

Yeah, he cheated then =/  Probably not intentionally though.  I had the same confusion:

"what do you mean I cant take units in the troops section of my codex as troops!?"

It confused the hell out of me.  But alas, they do not have the keyword.  They are just in there for the purpose of summoning.

Because he deployed nurglings his army became chaos instead which means no relics or strats from DG.
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Kurdush
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PostSubject: Re: Death Guard Codex   Mon Oct 09 2017, 18:09

Precisely, they are not Scions of Mortarion, so you don't get the Inexorable Advance or Plague host (ob sec) either, right?

I cheated in the same manner once when I played CSM and deployed plaguebearers. I lost the game though so I didn't feel that bad about it (plus, I apologized). :-)
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Salen
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PostSubject: Re: Death Guard Codex   Tue Oct 10 2017, 09:50

Rule to support that DG lose rules after summon? My friend play DG and argue with this rule
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PostSubject: Re: Death Guard Codex   Tue Oct 10 2017, 11:18

I would say no problem for your if you summon, summons must abide by the restrictions on the army. And summoning demons will make the army a chaos army instead of a deathguard army. But the detachments which gave all those goodies like stratagems and inexorable advance won't change.

That is under the assumption that since the summoned units did not cost a slot in the force orginazition card they are not part of any detachments even if they are part of the army.
I think there is no reason why you would suddenly get extra CP (or lose some) since you get more units and thus get an extra/bigger detachment, cannot summon a unit because your detachment was filled or something similar.
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CptMetal
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PostSubject: Re: Death Guard Codex   Tue Oct 10 2017, 12:16

If you summon your Army stays a death guard army. If you put them on the table at the beginning you become a chaos army not a death guard one.

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Kurdush
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PostSubject: Re: Death Guard Codex   Tue Oct 10 2017, 21:04

That's exactly my interpretation as well. Summoning is ok, deployment from start is not.
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