Warhammer 40,000 Faction Focus: *NEW CODEX* Death Guard – The Good, Bad & Ugly



Beard and Chef give some first impressions of the brand new Death Guard Codex, looking into the army as a whole as well as some stand out units!

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29 thoughts on “Warhammer 40,000 Faction Focus: *NEW CODEX* Death Guard – The Good, Bad & Ugly”

  1. 22:19 – HAH! That reminds of playing vanilla marines back in the day! The only thing I want to see out of Chaos (other than them dying) would be something interesting done with the Black Legion. If they found some way to reflect them as first amongst traitors, that would be really quite interesting.

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  2. My first reactions were. Cool new rules, Love the new stats on the lawnmower bloat-drone… my plague marines are no longer valid units so I might have to cut off arms and weapons because their load out options changed so much… ugh. And Disgustingly resilient feels like a side-grade, but I'm super fine with less dice rolling (speeds up the game a bit), but it's gonna take time getting used to. Another big win for me is vanilla Chaos lords and sorcerers with t5. the previous codex felt a bit half-measured with vanilla csm units just thrown in there. Sad to see they didn't go all the way with the vehicles tho'. Love the Helbrute change, but I wish they'd give it a 5++. It's easily one of the units that dies turn 1 if it can't hide. Also sad to see no Greater possessed, especially since possessed look very tempting in DG.

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  3. I enjoyed everything in this video except the whining about the CSM codex. CSM have gotten essentially 2 codices since the Death Guard got their one. Should they have made it 3? One of the newest armies in 40K had the oldest codex. It's our turn so get back in line!

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  4. After the leaks last month and seeing this stuff, my death guard will continue to gather dust. My favorite list was running demon engines. With eradicators in force in the meta, i see how quickly a redemptor dies and know my pbc will die just as quickly. The change to Digusting Resistance is good for plague marines, horrible for the demon engines. The force changen to army building, if you want to have a competitive death guard list, better go plague marines, cause the strats, and all the other changes support only a slow marine spam list style now.

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  5. Honestly give us flamer/missile launcher squads. If not missile then blight launchers.

    And give us a way to shrug off mortal wounds normally army wide (no cultist obviously) without a 70pt tax.

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  6. Fun fact. On avrage 15 sanguinary guard (in assault doctrine) kills mortarion in 1 turn. Even without a reroll aura. Even with the – 1dmg and 5+++. Just make them 2+ to hit. (also hit Morty with a whirlwind to fight last)

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  7. Hey guys! Always love to see your videos pop up. I am a little late on this one though.

    I have to say I am not looking forward to facing DG again. It feels a lot like it did at the beginning of 8th for me: lots of DG everywhere and an uphill battle for my poor Wolves.

    And I agree with another post: this feels a lot like a good, better, and best video. Power creep is real. πŸ™‚

    And Beard makes a very good point: the CSM Codex should have come first no question. The core Space Marine book came out first for this very reason: the other parts of the basically same army don't have to wait to get some of the same things a more specialized Legion does.

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  8. I didn't play in 8th, but I collected my army during it. I like the changes, myself. My favorite things about the DG are all the little personalities in the troops. You feel like you're playing a cast of characters rather than a faceless mob. I think it's awesome that you get 3 elite characters for one elite slot now. And should you choose to take Mortarian, this is even more a battle of personalities. Space Marines can feel a bit anonymous and generic by comparison. You could build an entire army just with the models that speak to you and develop their storylines in crusade. It's kind of the opposite of the competitive trajectory. I really like the potential for the RPG experience in 9th.

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  9. Fortifications and buildings in general should require you to spend CP. The entire point of a fortification is that it's a strategic point to give an army an offensive or defensive point on a battlefield. Spending COMMAND points on them makes waaay more sense. Taking away from an army's actual points to include a fortification makes no sense. GW needs to make all fortifications 1 CP with a limit of 1 fortification unit per army, and also make them so that they can ONLY be taken in a battle-forged army. Simple.

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