5) What exactly are deathguard supposed to be? We have a short range aura giving -1T to a maximum of 12" range, but out legion trait benefits us from being more than 12" away. We have a rule that allows us to ignore penatlies for charging but then no actuall way to decrease charge range, so once again, terminators become a thing of "can you roll a 9+" so will be amazing in 1 out of 3 games and total
the rest of the time. And finally our daemon engines ignore the pently for firing heavy weapons into combat but the blight drone ignores it anyway, and the PBC is armed with a blast weapon and then either 2 lascannons or heavy flamers. One ignores the penatly anyway and the other is not much use.
8) And finally, why is it, that all the new codex's (especially SM) have rules applied to their whole army, but once again, a rhino etc does not get DG!!!!!! Why is a iron hands dread/rhino more survivable than a DG one? Why am I paying CP to once again give a unit something they should already have?
Inexorable advance lets you keep long range benefits while moving, it doesn't benefit you to keep distance, it takes away the normal space marine trade off between moving or staying still.
Blight Lords are durable enough to drop down and charge the next turn, they're not Blood Angels who have to get into combat as a form of defence.
Iron Hands are a vehicle faction, Death Guard have always been an infantry faction in the background. That's just the rules following the fluff. There's never been anything in the Nurgle background that says 'makes machines harder to kill'.
It is difficult for me to understand how anyone could look at this book and not see how DG would deal with the Custodes of all factions. They're the hardest counter to the boys in gold that I've ever seen. All of the 2 damage master crafted shots will wound on 5+ and have their damage halved, and the entire Custodes faction has access to like 4 melee weapons that aren't damage d3, with 3 of them being on dreads. DG has the -1 toughness aura and plenty of ways to increase str to 5 or higher, good access to wound rolls, good access to just the right amount of AP to get them on their invulns without wasting any, and on top of all that plentiful access to mortal wounds outside of the psychic phase.
I know that's just one aspect of the argument, but someone who would choose to use Custodes Bikers as an example of a unit DG would struggle with makes me honestly curious if we're reading the same book, and if we have the same fundamental understanding of the game.
In my 8th ed tournament experience Custodes were one of the few factons my unoptimised army always crushed. I never managed to beat vehicle heavy Custodes but never fought that with Death Guard. Most miserable experiance any of my opponents ever had was a Custodes player who failed to alpha-strike Mortarion and had to concede on turn 3.
Custodes Bikers are a joke, you just throw a rhino in front of your army and their charge is competely blunted, then you can counter-attack with mortal wounds and high strength -2 AP attacks. Massed hyper accurate S4 ap0 isn't scary to plague marines.
Edited by Closet Skeleton, 17 January 2021 - 09:20 AM.