Spread the decay of the Death Guard with our guide to their Warhammer 40k codex, how-to-play strategies, index changes, and rules review!
The Death Guard are back, and they’re nastier, tougher, and more contagiously resilient than ever in the 10th Edition Warhammer 40k codex. Whether you’re here to spread Nurgle’s blessings across the battlefield or just love a good rot-themed aesthetic, this guide breaks down everything you need to know.
From key rule updates and index changes to game-winning strategies and that all-important PDF you’ve been hunting, we’ve got you covered, plague flies and all.
Nurgle may be the god of decay, but playing Death Guard isn’t just about shambling forward and hoping your opponent catches something. Getting the most out of this disgustingly resilient faction means knowing your synergies, leaning into attrition-based tactics, and timing your strikes with all the subtlety of a bloated daemon prince.
This guide dives into the must-use units, filthy combos, and what’s changed in the codex, so you can hit the table oozing confidence and contagion.
Death Guard Codex 10th Edition Overview

Death Guard Codex Strengths and Weaknesses

They might not be fast, but they are disgustingly hard to shift. With layered durability, passive auras that weaken enemies, and units that just won’t stay dead, the Death Guard grind down opponents until there’s nothing left but sludge.
Strengths of the Death Guard Codex:
- Extremely durable with Feel No Pain, damage reduction, and tough profiles
- Contagion abilities that worsen enemy stats over time
- Strong mid-board presence and objective control
- Units that synergize through auras and overlapping debuffs
Weaknesses:
- Low mobility; can’t easily reposition once committed
- Limited long-range firepower
- Struggle with armies that outmaneuver or kite them
- Playstyle favors attrition over burst damage; games may be slower-paced
Why Play the Death Guard Army in Warhammer 40k

Your opponent’s offense crumbles not because you hit harder, but because they hit less effectively; worse to wound, worse to save, worse to fight back (almost like they are slowly being turned into a Chaos Spawn).
The longer the game goes on, the stronger your grip becomes. With Nurgle’s Gift steadily expanding your debuff range and detachments that stack on even more synergy, this is an army built to control the mid-board and force your opponent into a slow, agonizing decline. With powerful ways to give you ranged weapons, lethal hits, sustained hits, and cause plenty of battle shock tests in the command phase!
Core Death Guard Rules and Contagion System

Whether you want to dull their blades, melt their armor, or sap their will to fight, you choose the Plague that best punishes your opponent. The Death Guard codex 10th edition has some super fun choices. It’s a passive, scaling aura of misery that rewards patient, unrelenting pressure; exactly how Nurgle likes it.
Death Guard Detachments in the Codex 10th Edition

Virulent Vectorium: Hold the Line, Spread the Rot


Mortarion’s Hammer: Smoke, Shells, and Rotting Steel


Champions of Contagion: Elite Killers with Toxic Style


Tallyband Summoners: Demons, Dice, and Droning Doom


Nurglings popping back into reserve? Check. Monsters with mega melee? Check. It’s a daemon-infested good time for the army builder who wants more of everything.
Shamblerot Vectorium: Poxwalker Problem, Wave Two


Death Lord’s Chosen: Terminator Death March


Death Guard Codex Datasheets and Units Overview
Let’s break down the key datasheets and Death Guard rules that define the army’s identity, as outlined in the Death Guard codex.
Mortarion: The Aura Bomb of Nurgle’s Rot

The tradeoff? He’s a magnet for every gun your opponent owns. You’ll need to deploy him with care and time his engagement right. Once in combat, he melts elite infantry and monsters, but he shines brightest when anchoring your board control game with overwhelming debuffs.
Lord of Contagion: The Strategic Blender

The catch? He needs delivery, ideally, deep striking with Terminators or walking up the board like an unkillable tank. When he hits the mid-board, though, he turns the area around him into a kill zone where enemies wither just by existing.
Lord of Poxes: The Low-Key Aura Mule

He’s not a frontline brawler, but in a game of area denial and aura layering, he does his job beautifully. Keep him safe, let him buff, and don’t expect him to win duels, but do expect him to help everyone else win them.
Plague Marines: The Swiss Army Rot Squad

The downside is they’re slow and won’t spike damage without setup. But when properly tooled, they’re your anvil, sitting on objectives, spreading contagion, and slowly grinding down anything foolish enough to fight them.
Deathshroud Terminators: The Hero’s Bodyguard and Blender

The catch? You’re paying a premium for them, so mispositioning or leaving them without a leader to protect is a waste. But paired with a Lord of Contagion? They’re basically a mobile execution squad with a built-in plague aura generator.
Foetid Bloat-Drone (Fleshmower / Plaguespitter): The Flying Area Denial Unit

The downside? It’s not a dedicated killer. It spreads wounds around, chips away, and finishes off, not great for alpha strikes. Use it to tie up enemy lines, then reposition while they try to figure out what just hit them.
Foetid Bloat-Drone (Heavy Blight Launcher): The Artillery Mosquito
Take everything above and strap on a 36″ anti-tank cannon. This version trades close-range aggression for reliable ranged pressure. The launcher gets better against Afflicted units, meaning your auras actually boost your firepower.
It’s not flashy, but it synergizes perfectly with your army-wide goal: wear them down, then finish the job. Just don’t expect it to solo knights, it’s more about softening threats so your real brutes can move in for the kill.
Plagueburst Crawler: The Creeping Artillery Bastion

It’s not fast or flashy, but it’s reliable. You park it mid-board and watch as the field around it turns into a no-man’s-land of rot and explosions. Bonus: it gets worse to hit when wounded, so it often dies last.
Great Unclean One: The Walking Plague Engine

He’s slow and doesn’t fit in every detachment (you need Pact of Decay), but when he’s on the board, he demands attention. Use him as a centerpiece in daemon-heavy lists to tank hits, buff units, and stomp anything dumb enough to get close.
Death Guard Codex Review and Meta Impact
The Death Guard codex 10th edition leans hard into what makes the faction iconic: slow, steady, and inexorably lethal. It’s not just a reprint of what came before. With six richly themed detachments, enhanced Plague effects, and unit updates that reinforce a synergy-first playstyle, there’s more depth and flavor than ever.
Will the Death Guard break the meta overnight? Well, they did for a while… but GW NERFED them a lot, so probably not any more. But what they bring is consistency, identity, and brutal attrition-based power. Whether you like elite Terminator blocks, swarming Poxwalkers, or daemon-backed synergies, this Warhammer 40k Death Guard codex has something to rot with.
Where to Get the Death Guard Codex PDF or Physical Book

Quick Order Links To Get 15% Off or More:
- Mid Atlantic US: Fabricators Forge | Bazooka Games | or | The Rogue Traders |
- Central US: Wargame Portal | Collector Store | Dicehead Games | Noble Knight Games | or | Warpfire Minis |
- West Coast US: Frontline Gaming | Gamers Guild AZ | or | Squad Marks |
- UK: Element Games (UK) | Merlin’s Minis | or | Wayland Games |
- Canada: Fenris Workshop | Tista Minis | Abyss Game Store | or | Kingdom Titans |
- Worldwide: Amazon | eBay | or | Games Workshop’s Store |
You can save even more on your purchase by using our exclusive list of redeemable discount codes from some of the best hobby retailers and miniature manufacturers!
If you’re looking for the Death Guard PDF codex, Wahapedia is the go-to spot for free reference material, but if you want the full book with lore, art, and all the extras, Games Workshop’s official version is the way to go.
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