OK, the next level of cheese is about to hit us by end of the week. If you feel the current plague marines, poxwalkers, Typhus and other Nurgle units that first came out in 8th edition, and then reinforced by the Heretic Astartes codex are powerful enough as it is, the new Deathguard looks like it is going to dial up to 11. and I'm not even talking about Mortarion yet since I'm going to absolutely refuse to play against that until and unless I get some Forgeworld overpowered something to help counter Mortarion, like a Leviathan Siege Dreadnought or even a damn Caestus Ram to shove my Wulfen in Mortarion's face Turn 1.
That's the problem really. The Death Guard resilience to small arms is something we all can expect from crunch and fluff perspective. What irritates me is their ability to cause mortal wounds OUTSIDE of psychic abilities. If I'm reading the current revealed rules correctly, it looks like as long as Typhus, Mortarion or the Lords of Contagion is around, anybody fighting a plague unit is going to risk hurting itself. Unless its' a horde of cheap tarpits which our only alternative are the Fenrisian Wolves.
With the new codex, the ability to throw random mortal wounds is further reinforced:
1) Nurgle's Rot Strategems - one which allows all enemy units within 7" of a chosen unit to get a mortal wound on 4+ dice roll. Very expensive at 3 Command points so its not like he/she can do it every turn.
2) Putrid detonation - make a vehicle automatically explode without needing to roll a six. Yikes, now they got incentive to shove their vehicles full speed. Although since even Rhinos aren't that cheap anymore, probably only a last minute desperate move
For relics there are 2 that boost the mortal wound spam
3) A relic armour of sorts which provides 2+ save. Every time the character makes a armour save, they can then inflict the 4+ mortal wound dice roll again after it's own attacks are resolved. Meaning if he charged, the defending unit might not be able to swing thanks to the last 4+ mortal wound
4) A super skaven bell relic that not only debuffs your morale tests by making you roll 2 dice and discard the lowest, but also inflicts a mortal wound to all units in 7" around it, but this time at 6+ dice roll so not so bad.
5) There's a Warlord trait which AGAIN inflicts a mortal wound on 4+.
OK, despite my disdain of ranged combat and my eagerness to always get into glorious combat, I think going anywhere NEAR these guys before some serious dakka is going to end badly even for our elite assault units like Wulfen, TWC and Terminators. I always thought that the ability to inflict and survive mortal wounds should be something special and not so widespread, but the Death Guard seem to at least have a chance to inflict it in quantities which is almost as bad as Daemons and Grey Knights, and at least those two only do it in psychic phase.
That being said, most of the rolls have to be made on 4+, but that's still a big chance of doing free damage that can't be saved unless you are Bjorn or Wulfen.
Damn, this will really put the Index Imperium 1 armies down. and we still don't know how powerful the new Death Guard tanks are. I'm guessing its a combination of a Whirlwind artillery with Predator sponsoons. If it's a Whirldwind weapon, I estimate it'll have a chance to inflict mortal wounds but hopefully has AP0.
Double damn, I'm now finally compelled to get Aggressors to deal with the inevitable tide of pox walkers.
Triple damn, I need more dakka and may have to get the Redemptor Dreadnought or Repulsor
negative one damn - Twin Assault cannons on multiple razorbacks should still wreck the poxwalker's day when combined with a batttle leader reroll 1s t wound.
Thoughts on the new upcoming Death Guard so far?