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Games Workshop 99070102005" Death Guard Biologus Putrifier Miniature

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Though they often have to wade through barrages of enemy fire, the Death Guard have the fortitude to survive it, and close to killing range with the enemy. 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. 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 Auras affect CORE units. Most of the faction’s auras are now limited to friendly CORE units, significantly limiting their effects.

If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. 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 -- And, among this cavalcade of madness, the Chaos Space Marines of the Death Guard march stolidly forwards, plague-ridden bodies impervious to the puny weaponry flung against them by terrified defenders.Heldrake • Stormbird • Thunderhawk • Chaos Storm Eagle • Chaos Fire Raptor • Hell Blade • Hell Talon • Harbinger • Chaos Dreadclaw • Kharybdis Assault Claw • Fire Lord • Doom Wing Overall Chaos Daemons did pretty well in the points adjustment! I was probably a bit too harsh on them in our original assessment of factions immediately following our review of the Munitorum Field Manual points update. The real question is how they play. 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. Another previewed rule in Warhammer Community, Contagions are rules that affect enemy models or units within a certain range, and the range expands as the game goes on. If those sound like Auras to you well, they should be but the rules explicitly state that they aren’t and are not affected by rules that affect Auras. Contagion ranges start at 1” on turn 1 and go up each turn after that, to 3” on turn 2, 6” on turn 3, and 9” on turns 4+, and some units (like Mortarion) get to treat their Contagion ranges as being turn 4+ all the time. There are multiple Contagion abilities – each Plague Company Warlord Trait is a special Contagion – and several ways to boost their range.

Oh man, I almost forgot to add the Tallyman! For 70 points he’s a bargain. And we’re just now at 1599. What else do we need now. Well, we have a lot of bodies on the tabletop and some firepower with the Plagueburst Crawlers. We’re great at holding an objective but pushing into enemy territory is going to be a challenge. Especially as this army isn’t particularly fast. Don: It seems like the only reason to run Cultists in a DG army is to have really cheap units to perform actions. 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: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). Rob: Infernal Jealousy is the only rule I don’t love here, and only because the Death Guard don’t have a non-Psyker Death Guard HQ. This rule is going to work a lot better in Codex: Chaos Space Marines, where you have a dozen different HQ options that aren’t Chaos Lords or Daemon Princes.

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. 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. The Keeper of Secrets’ datasheet got updated again, returning the unit to its rightful 14″ Movement.

Death Guard lore

Chaos Cultists • Poxwalkers • Pestigor • Plague Zombies • Plague Ogryn • Thrall Wizard • Tzaangor • Tzaangor Enlightened • Tzaangor Shaman • Dark Disciple 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.

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