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Death Guard Plague Companies & Secondaries 40k Rules!

death-guard-wal-hor-titleDon’t miss all the new Death Guard plague companies and secondaries objectives rules from their new Codex that is finally here!

First spotted over on Imgur, now all of these rules can be found in the latest codex reviews on YouTube as well. Sprues & Brews released a video going over the entire Codex and talking about some of the changes.

Check out the video below and make sure to sub to their channel.

Death Guard Plague Companies & Secondaries 40k Rules!

new-death-guard-rulesCheck out all our breakdown of all the new rules below!

GW has also covered everything from army-wide rules to individual units with confirmed rules releases, which you can check out here. For now, let’s dive into the latest new rules from the Death Guard codex itself!

New Death Guard Codex Plague Company40k Rules!

plague companiesPlague Companies were first introduced with Psychic Awakening and now have returned to 9th in the main codex. The main difference here is that the auras are locked to only members of that company. You can’t mix companies to have multiple auras affecting the same units anymore. Each one has its own special Warlord Trait, Stratagem, and Relic. Overall these seem to be a little more powerful due to the trade-off and no longer being able to mix them.

Let’s dive into each page and highlight our top picks.

1-3 plague companiesFor the first page, Mortarion’s Anvil looks the best. The stratagem allows any number of units to heroically intervene as if they were characters for a single CP. This can be extremely powerful and throw a huge wrench in your opponent’s plans if they don’t think and plan for it. The Relic gives your character with it full re-rolls in melee, which by itself is bonkers. the trait is the weakest of the three rules, but still solid.

Denying the re-rolls of your opponents in the Contagion range can be great for denying some of their list synergies.

4-5 plague companies

The second page has a clear winner in The Poxmongers. A squad of Blighthaulers with the Ironclot buff is still going to be solid, just like it was before. The Stratagem is also solid, buffing shooting within engagement range, adding one to hit, and allowing the use of blast weapons. The trait is alright, but if the opponent has auto-pass rules for leadership, it will be useless.

6-7 plague companiesThe Final page has The Ferrymen. The stratagem is pretty good, allowing you to add 6″ to a character’s aura for a single CP, which can be very powerful. The Trait is the real star of this option, and some commentators actively think it’s broken. If enemies are within contagion range, their movement is HALVED for the turn. In a competitive setting especially, this is insane.

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The relic is ok, just providing a decent buff to a Manreaper.

New Death Guard Codex Secondary Objective 40k Rules!

dg secondariesThe best Secondary by far is Despoiled Ground. Assuming your army doesn’t get wiped off the table, it seems relatively easy to get at least two of these completed by the end of the game and score 8 or more points. Having every OBJ marker within contagion range and having at least 1 Bubonic Astartes unit in each deployment zone seems to be the easiest assuming a good amount of your forces are still alive by the end of the game.

These will get you 8 VP, which is solid enough, but if you can get the other two clauses you can get a whopping 18 VP!

Which Plague Company & Secondary Objectives are your favorites? Are you excited to finally have some new Death Guard rules?

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About the Author: Andrew Schrank

College student, Lord of fluff, and Master of Ice Hammer