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Grandfather Nurgle's chosen sons spread plague and decay! Build your Death Guard army list with complete datasheets, contagion abilities, and all the rot and ruin of the XIV Legion.
Quick reference
Current 11th Edition points for every datasheet, updated with the latest Munitorum Field Manual. Open any unit for its complete stats, weapons and abilities.
Death Guard are the game's premier attrition army. Their infantry are slow and extraordinarily hard to kill, and their weapons degrade the enemy rather than deleting them. Nothing about a Death Guard turn is fast, and nothing about it is subtle — you advance, you become difficult to remove, and your opponent runs out of answers before you run out of models.
The contagion mechanic means simply being near your army makes the enemy worse. That passive pressure is the faction's real weapon: an opponent standing on an objective next to your Plague Marines is being ground down whether they engage or not.
The army's problem is always speed. Death Guard win any fight they are allowed to have, and a mobile opponent's entire plan is to not have it.
Take mobility on purpose. It is the one thing the army does not naturally have, and a Death Guard list with no fast element cannot play half the primary missions.
Death Guard have an unusually large cast of support characters that can attach to Plague Marines alongside a Leader, which makes the 11th Edition Leader-plus-Support slot system especially valuable here. Filling both slots on a core squad is usually correct.
If you are new to Death Guard: Move toward the middle every turn, even when it feels risky. Death Guard lose by being slow and cautious far more often than by being aggressive.
Slow but incredibly tough. Death Guard armies grind their enemies down with resilience, mortal wounds, and debilitating plagues.
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