Death Guard Codex Review | Warhammer 40,000 10th Edition
Grandfathers Blessings to you all! It’s time to tend to the Garden of Nurgle as we review the latest Warhammer 40k Codex for the Death Guard! The book is up for preorder right now alongside the World Eaters brand new Codex, of which have also been reviewed over at this link right here.
Our thanks to Games Workshop for sending both books for us to review. As always, you can help us out by preordering or purchasing through our affiliate friends over at Element Games. The link is right here. Please click it and buy things, or I’ll send some Nurglings round (I won’t really. but it would be really nice if you did use our link).
I spent a good portion of the end of last year, and the start of this year to be fair, falling foul to Nurgle (aka I was ill). So it is a little fitting that I’m reviewing this book. Not only this, but I used to have a large Death Guard army anyway, which I deeply regret moving on (needs must unfortunately!). I’ve been looking for a reason to restart the Death Guard collection, and pinned my hopes that this book would push me over the edge.
Will it disappoint? Will it push me to commit to the army once more? We shall find out together in this review, as we go through each of the Detachments on offer and go through as many of the datasheet changes as we can (well, the ones I noted anyway!), as well as checking out the Combat Patrol and Crusade content.
Before ALL OF THAT however.
Alongside the book and it’s various paraphernalia we have a brand new Battleforce box to discuss:
Poxwrought Vector Battleforce Unboxed
Each of the new Chaos Codexes have had a new big box to go with them. Of course the Emperors Children got a new army box, but the others haven’t missed out as they all have new Battleforces. These are, of course, vehicles of which to deliver each of the new kits that are accompanying the new Codexes. The Slaughterbound for the World Eaters, the Sekhetar Robots for the Thousand Sons and for the Death Guard the Lord of Poxes.
The Death Guard Battleforce, called the Poxwrought Vector Battleforce, includes (I’ve put Warhammer.com prices next to each unit for value reasons):
- The aforementioned Lord of Poxes (approx £26)
- Multipart Plague Marines (£37)
- Multipart Blightlord Terminators (£40)
- Multipart Bloat Drone (£37)
- Plagueburst Crawler (£47.50)
- Myphitic Blighthaulier (£18.50)
I thought it best to call out that a lot of the models in the box are the full multipart kits, not the easy build/monopose ones. Altogether, the box contains £206 (RRP) worth of models! With the box costing £150 this saves you just under £60 on RRP
It’s a fantastic box for newcomers, and potentially for those that have some units already. It is perfect for someone, such as myself, who is returning to the range with only a handful of models (although I do still have Dolgoth and his Nurgling Gorg, my converted Chaos Lord, but more on him later).
This box ‘feels’ like an army too, with a nice balance of units and vehicles.
Want some close ups of the Lord of Poxes sprue? Here you go…
I’ve also managed to get him built and painted! Basing is TBD right now..
Fancy watching me unbox the whole thing and have a little natter about the Codex? Your wish is my command…
I’ll discuss the new model as we tackle the datasheets later in the review, of which, we’ll kick in to now!
Death Guard Codex Review
Before the book is even opened, the cover artwork is fantastic. The book flows effortlessly and is gloriously presented.
We have new and returning lore, which in particular is brilliant for those new to the Death Guard. You really get a feel (and smell) for the army and it’s key players, such as Mortarion and Typhus, which is perfect if you are joining the ranks of the Death Guard for the first time.
Combat Patrol
I won’t spend too long on this section, but it’s worth saying (as you may or may not have spotted by looking at today’s preorders) that the Death Guard have a new line up for Combat Patrol.
The last one wasn’t very inspiring, as at it’s core was Typhus and a bunch of Poxwalkers. This time out we have:
- Lord of Virulence
- Tallyman
- Multipart Plague Marines
- Deathshroud Terminators
- Chaos Rhino
It’s a great little box, again absolutely ideal for newcomers, and potentially those looking to expand. For me, returing to the army, it is a no brainer to pick up both the new Combat Patrol AND the new Battleforce. This will give me a fantastic core of the army with two units of Plague Marines. It gives me heavy hitters in the shape of Deathshroud and Blightlords, vehicles and a nice mix of Characters.
As is the norm we get unique datasheets for the units in the box so that you can play Combat Patrol with them, as well as a very useful guide on how to paint them.
If you haven’t played Combat Patrol before it is well worth a game, as you don’t have to worry about all the rules from 40k nor do you have any list building. Just ensure you have the Combat Patrol rules, buy the Combat Patrol and get them on the tabletop.
Forces of the Death Guard
Sticking with the order of the book, and we have already got to the meat and potatoes of the book, the all important army rules, detachments and datasheets.
The last couple of books I have reviewed, in particular for Age of Sigmar, have been a little underwhelming from a changing of rules or datasheets perspective. No such thing with this book, as their are changes abound, in particular across the datasheets.
Let us however, start with the overriding Army Rule.
Army Rules
Nurgle’s Gift is back, baby. All your units have an aura that grows during the game, making any of the enemy units within the aura -1 to their Toughness. This alone, is good.
In a slight change to the Index from the start of the edition, this is also now where you will find the Plague rule which was in the Index locked behind the one Detachment. During the Battle Formations step you can pick one of three plagues to use in the game which works in tandem with the Nurgle’s Gift rule. These are…
- Any enemy models within Contagion range are -1 to their Save characteristic. This is amazing, and IMHO the pick of the bunch. Because it clearly states it changes the stats on your opponent this will stack with AP.
- Any enemy models within Contagion range are -1 to Hit. That is, for both shooting and combat. A very close second to the above bullet point. I’d be picking this or the -1 to Save depending on the opponent I was facing. Most amies it is the -1 to Save, but against Custodes then potentially this one.
- Any enemy models within Contagion range reduce the Leadership, Objective Control and Move stats by 1. Their are ways to dish out -1 Leadership in the book, so this one whilst not as ‘jumps out as amazing’ as the other two, it could very well get mileage.
On top of all this, said units within Contagion range gain the Afflicted keyword whilst staying within range (or by other means which we’ll come to later). For now I will say that quite a number of units, strats and rules found in the remaining pages of this book play off the Afflicted keyword. S’all about spreading the sickness folks!
Detachment: Virulent Vectorium
Virulent Vectorium is the new name for the Detachment coming over from the Index, however it has gone through a number of amendments
It still grants your units Sticky Objectives (and still provides Nurgle’s Gift too), which I believe is very powerful, and is a great way of further extending your contagion.
Every single relic is different from the Index, which is very rare to see. Couple of notable ones to choose from, including the return of Arch-Contaminator (grants the bearers unit re-roll Wounds so long as said unit is controlling an objective) and Revolting Regeneration, which grants the bearer a 5+ FNP.
Whilst Disgutingly Resilient makes a return in the form of a -1 damage strat, all of the stratagems for this detachment have also changed, albeit IMO for the better. Putrid Detonation is back, allowing your to auto Deadly Demise without praying for a 6 (strat works on both Monsters and Vehicles, allowing for some hilarious D6 damage from the likes of exploding Mortarion!). Creeping Blight is a fantastic 1CP strat, giving your shooting attacks full rerolls to Hit and Wound so long as they target an Afflicted unit.
One stratagem that is noticably absent from this detachment, in fact, the book…is Cloud of Flies. Previously it gave you Stealth, and has previously just given a -1 to Hit, but this commonly seen strat has now completely gone.
It’s a solid, all rounder detachment that I think is up there as one of the most competitive choices, in particular thanks to some of the profile changes. This detachment leans into a balanced, bit of everything, kind of Death Guard force.
Detachment: Mortarion’s Hammer
Do you like tanks?
Would you like to have a tank detachment?
If the answers are less to the above, then this could well be the detachment for you, as it favours the use of transports, as well some of the other available vehicles for the Death Guard.
Miasmic Bombardment is the name of the Detachment rule, and it leans in to the detachment’s narrative by almost calling in plague bombs from off the board at the start of each battle round and dishing out Affliction to a number of your opponent’s units. How mnay you get to pick varies on the size of the game.
- Incursion sized games you can pick 1 unit to Afflict (1,000 points)
- You can pick 2 for Strike Force sized skirmishes (2,000
- And finally 3 if you are playing Onslaught (aka 3,000)
This is an ace rule, in particular if you have units that are buffed by shooting Afflicted targets.
This detachment kinda skipped me by as I kept reading through it, but whilst doing this review I’m feeling like this could be a fun one to run. The enhancments help add to the fun, for example:
- Bilemaw Blight can only be given to a Plaguecaster and grants him an additional 12″ on the range of his Plague Wind Psychic Shooting attack.
- Shriekworm Familiar gives your bearers unit a free Overwatch once per battle round.
Bar one, all the strats are only targetable on Death Guard Vehicles. The one exception is Drawn to Despair. This allows you to select an enemy unit within the enemy deployment with one of your units. Your unit gets full re-rolls to hit. The other strats for the most part lean in to making your Vehicles perform slughtly better, for example moving freely through terrain, gaining the assualt keyword and forcing Battle shock tests.
By far the best bit of this detachment is that detachment rule. I cannot tell you how worthwhile just being able to dish our affliction is. The enhancements are fun, but the strats really aren’t anything to become really excited about.
Detachment: Champions of Contagion
Do you like taking plenty of Characters? Then this is the detachment geared for you.
It has, a fairly helpful detachment rule which allows you to change your plague at the start of every battle round (which to be honest will be you switching between the -1 Save or -1 to Hit).
The enhancements all look to boost your characters. In fact, each of the four enhancements are locked to different characters. Take Needle of Nurgle for instance. This can only be taken by a Plague Surgeon, and allows him to return up to D3 models instead of 1 to his unit, which when you consider how sturde a Plague Marine is, is a solid ability.
The Biologus Putrifier on the other hand, should he or his unit kill an enemy Character, they gain an additional Plague when fighting Afflicted units. So if your army has -1 to Saves, for example, and this unit kills an enemy character, you could give this unit the -1 to hit Plague in addition. Very strong, the Final Ingredient enhancment is.
Over to the stratagems, and their are some particularly good ones here! Try these on for size…
- Rabid Infusion: Pick a unit that has two Character models attached to it. That whole unit gets Fights First. Take that you pink armoured Slaanesh following Chaos Marines!
- Malignance Magnified: Pick a friendly unit, then choose an enemy unit under it’s starting strength. Get full rerolls to hit AND wound. 2CP this one though..
- Grotesque Fortitude: Add 2 to the Toughness of your unit, usbale during your opponents shooting phase or fight phase. Toughness 8 Plague Marines?! Yes please! (and yes, Plague Marines are now a stonking T6.)
Detachment: Tallyband Summoners
THIS IS THE ONE I WANTED TO SKIP TO! BRING ON THE DAEMONS!
Ahem…if you hadn’t have guessed this next Detachment allows you to field Nurgle Daemons in your army, which is very fun. You are limited however to the Nurgle Daemons in this book, of which are:
- Great Unclean One
- Rotigus
- Beasts of Nurgle
- Plaguebearers
- Plague Drones
- Nurglings
I really wanted to take Horticulous Slimux, however he misses the cut (see what I did there?).
The detachment rule is fun, and helps to extend your contagion. Reverberant Rancidity grants your daemons the Nurgles Gift ability, so long as they are within 7″ of a Death Guard unit, whilst Death Guard units within 7″ of a daemon unit gain an additional 3″ to there contagion range.
Beckoning Blight is an enhancment which allows you to bring in a Plague Legions unit (aka Nurgle Daemon unit) in from reserve via Deep Strike 6″ away from enemy models, rather than 9″. Tome of Bounteous Blessings is my favourite however, as it allows the bearer (who has to be a Malignant Plaguecaster) to return D3 lost wounds to a Daemon unit OR if said Daemon unit is a Battleline unit, then D3 models instead.
As you may imagine, all of the strats affect Plague Legion units, limiting the output of your potentially harder hitting Death Guard units, however their is some fun to be had here.
- Clutching Corruption: Grants Death Guard units full rerolls to hit in combat, so long as a Daemon unit is also involved in said combat.
- Fleshy Avalance: Grants your Great Unclean One / Rotigus the ability to move through terrain features as if they weren’t there.
- Persistent Pests: Who doesn’t love Nurglings? This strat allows you to return a removed Nurgling unit back at full strength to your Strategic Reserves, ready to once again harass your opponent.
IMHO it doesn’t feel very competitive, which is a shame because the Emperors Children Daemon detachment is most definitely competitive (see Matt’s review if you don’t believe me) HOWEVER it does feel fun and fluffy, which to be honest means more to me than being competitive.
I could always ally in Horticulous right?
Detachment: Shamblerot Vectorium
We’ve had detachments for Daemons, Characters and Vehicles, but how about one for Poxwalkers?
Yes, the humble Poxwalkers have a detachment geared towards them, and it’s pretty good to be fair!
First and foremost, how would you like FREE units of Poxwalkers? Numberless Horde is the name of the detachment rule and it basically gives you free units of Poxwalkers to add to your army. In your Command phase, in each battle round, you can add a new unit of Poxwalkers with a starting strength of 10 to your army, from Strategic Reserves. This scales with the size of the games you are playing.
Here is a table to help me explain:
| Battle Size | Battle Round Number |
| Incursion | 2, 3 |
| Strike Force | 2, 3, 4 |
| Onslaught | 2, 3, 4, 5 |
So for example, in a 2,000pt Strike Force game you’ll get three units of Poxwalkers for zero points. The first in the 2nd battle round, 2nd in the 3rd and 3rd in the 4th. You cannot tell me that that isn’t pretty cool.
Not only that, but Poxwalkers gain the Battleline keyword too.
Let’s check out a sample of the enhancements…
- Sorrowsyphon: You can only give this to a Plaguecaster. Whilst he is leading a unit of Poxwalkers he gains 1 extra damage on his Plague Wind ability, HOWEVER, after he has used Plague Wind you lose D3 Poxwalkers from his unit.
- Talisman of Burgeoning: While the bearer is leading a unit, you gain +1 Toughness to the Poxwalkers in said unit
Strats, yet again as you may imagine, focuses on Poxwalkers. Gnawing Hunger, for example, grants a Poxwalkers unit +1 Move and +1 Attack and Strength in melee. Hidden Amongst the Dead gives a unit of Poxwalkers the Deep Strike ability and finally Smeared with Filth gives an enemy unit that has just taken out a Poxwalker unit of yours the Afflicted debuff until the end of the battle, not just the phase or turn.
Wil it be a strong detachment? I don’t think so. But again, like the Daemons detachment, it feels SUPER fun!
Detachment: Death Lord’s Chosen
The final detachment of the book focuses on your Terminator armoured Death Guard units, so your Blightlords and your Deathshrouds.
My first feelings are that, aside from Virulent Vectorium, this could be quite a popular detachment. Not only is it focusing on some of the best units in the book, but it also has some very competitive elements in it.
Deadly Vectors is the name of the detachment rule, and it kicks in during your Opponent’s Command phase. You roll 2D6 for each enemy unit which is Afflicted, subtracting 1 from the result if that unit is below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds.
The enhancements are…OK.
- Vile Vigour: Terminator model only. Bearer’s unit gains +1 Movement and you can reroll Advance rolls
- Warprot Talisman: Again, for a Terminator model only. Once per battle allows you to return the bearer and his unit to Strategic reserves at the end of your opponents turn, so long as they aren’t in combat. This to me is a must include and is by far the best of the enhancements in this detachment.
Now then, stratagems.
- Grim Reapers: Cool strat name, cool strat ability. Full rerolls to Hit. Can only be used on Terminators and (annoyingly) doesn’t work when fighting Monsters and Vehicles.
- Signal Pox: Sounds like a Snow Patrol inspired Death Guard cover song. In your Command phase, target a Lord of Virulence from your army. Now select an objective marker within 30″ and visible. Until the start of your next turn said objective gives enemy units in range of it Afflicted. Very good ability.
- Blooming Pestilence: Add 3″ to your contagion range. Again, limited to Terminator units only.
- Sickening Impact: Mortal wounds on the charge! Roll a D6 for each model in your unit, on a 2+ deal a mortal wound (to a max of 6). Terminator units only.
Datasheets
The big one, the Datasheets.
Now, I’ve reviewed a couple of books recently, and they haven’t featured many changes (looking at you in particular Orruk Warclans). However, that is not the case here. LOTS have changed.
Whilst I would love to write down EVERY SINGLE CHANGE I’d be here for way to long (maybe if you order some Warhammer goodies via our affliates I’ll cover every change in the future! #helpusout!).
I will try to pick out the biggest changes. Hopefully I won’t miss any!
First things first though. Casulties. Yes, some datasheets have not made it from the Index to the Codex, to the surpraise of probably no one. Who hasn’t made the cut?
- Death Guard Chaos Lord
- Death Guard Chaos Lord in Terminator Armour: MY BELOVED DOLGOTH AND GORG! Well, guess you are a Lord of Contagion now!
- Death Guard Sorceror in Terminator Armour
- Death Guard Cultists
Nothing surpraising really.
NOW on to the changes!
- Mortarion: It would be rude not to start with the Primarch of the Death Guard right? His aura of ignoring modifiers has GONE, and has been replaced with an ability to deal D3 mortal wounds to enemy units within 6″ on a 3+ (2+ if the enemy unit is Afflicted). His Lord abilities (of which you pick one at the start of your turn) have also changed. Diseased Influence grants nearby friendly units a free move (if not in combat). Boon of Death is a fight on death mechanic for nearby friendly units (my favourite ability). Inflamed Repraisal allows you to shoot back with your own guns in your opponents shooting phase. His named weapons have also had a few tweaks, with the strike profile of Silence now doing D6 +1 damage instead of 4 and also has Devastating Wounds, whilst his Sweep attacks are now Strength 8. His pistol, The Lantern, is now Strength 10.
- Daemon Prince of Nurgle: The on foot version of the Daemon Prince is miles better than his predesscor. His FNP aura has been replaced with three new abilities. The first gives him Lone Operative within 3″ of a friendly Infantry unit, the second allows you to spend 1CP for free (ala Chapter Master) and his third gives an aura of the Benerfit of Cover for ranged attacks. Oh, and he is now Toughness 11.
- Daemon Prince of Nurgle (with Wings): The winged version has also had a glow up. He has his own set of special rules. Horrifying Visage forces a battleshock test at -1 on enemy units he’s charged, whilst Enfeebling Miasma is an aura which forces Desperate Escape tests on enemy units wishing to fall back out of combat, with a -1 modifier. Good, but not as good as the on foot variant IMO. This guy is T11!
- Lord of Poxes: The new (smelly) kid on the block. Gives the unit he is attached to +3″ to their contagion range and his unit cannot be targetted by shooting attacks outside of 18″. His Great Plague Blade (aka a rusty Buster Sword) is nothing to be sniffed at either (Lethal Hits, Devasting Wounds, 6 Attacks, 2+ to Hit, S8, AP -2 and D2). Can only join Plague Marines.
- Lord of Contagion: His abilities have also completely changed. He now grants his unit Lance and Sustained Hits 1 AND on a 2+ after he dies he gets back up again. He’s also now toughness 7 and strength 9 on his strike profile.
- Noxious Blightbringer: Still one of the coolest looking models in the army, and he’s had subtle improvements too. Now gives an extra 1″ movement to his unit, plus allows rerolls to advance / charge rolls. The most interesting change is that he can now join Poxwalkers! (Can still also be attached to a unit as a second leader).
- Foul Blightspawn: His main ability which granted Fights First to his unit has been slightly reworded, so that if you are running multiples of him, only one of them can have this ability active. Also has a new ability which prevents an enemy unit from starting or ending an Advance move within 9″ of him.
- Tallyman: Sadly, our putrid mathematician has lost his +1 to Hit ability for his unit, but has kept his CP generating ability. Now also ignores BS and WS modifications for him and his unit.
- Plague Surgeon: HIs healing ability has been replaced with Inflamed Infections, allowing his unit to get Crit Hits on a 5+ in combat, or if the unit you are fighting is below half strength Crits on 4+. He can still bring a bodyguard back to life in your Command phase.
- Plague Marines: The core of any Death Guard list, and they are now Toughness 6. Yes, you read that right, T6 Plague Marines. In a practice game with Matt this was huge. They also now have an ability where when they shoot, you pick one unit you shot at, that unit is now Afflicted. This synergises with so many units and abilities. Honestly, I want to run ALL OF THE PLAGUE MARINES.
- Blightlord Terminators: They saw the added Toughness on the Plague Marines and thought, we want that! Blightlords are now Toughness 7. Mental. If they are 5 man strong or are being led by a Character, they also gain an extra pip of AP and Strength on ranged weapons if they target a unit of which is Afflicted, making them now a potent shooting force when used correctly. Can see these guys being used a lot more.
- Deathshroud Terminators: The Silent Bodyguard rule has changed. No longer does it grant a -1 to Wound to your unit and any attached characters (sad face) but instead now gives the unit a 4+ FNP so long as the Character is alive (huge, creepy smiling face). This ability came in HUGE during our practice game. More on this later. They can also Deep Strike within 6″ rather than 9″. Oh and they now have -1 AP on the Sweep attack. Oh AND they are also Toughness 7. Unbelievably good.
- Plagueburst Crawler: No longer forces a battle shock test, and instead has the potential to do splash mortal wounds to nearby enemy units when using the Mortar. Sounds really good, but only goes off on a 6+ (5+ if the enemy unit being splashed on is Afflicted). I mean, that’s still good, but it could have been amazing on say a 5+/4+ if afflicted.
Crusade
A key part of all the 40k Codexes is the Crusade content, and the Death Guard book does not disappoint. The major mechanic is Concoting a Plague. The book details how your plague starts, spreads and importantly evolves as you play your games. These are easily detailed within the book, with a handy scannable page to track your plague.
Boons of Nurgle are unique buffs that your key units can earn and are (for the most part) beneficial to you. However, if a Death Guard character gains to identical Boons, then they succomb to Spawndom, transforming into a Chaos Spawn that is added to your roster. I love this kind of narrative stuff!
As with other books, you also have a raft of Battle Traits, Enhancements, Agendas and Requistions all very suitably Nurgly to earn and unlock as you play through your games. Honestly, I think this could be my favourite Crusade section of any of the 10th Edition books.
Practice Game Vs Emperors Children
Whilst writing this review I actually put the book to the test against Matt’s recently painted and review Emperors Children, led by Fulgrim. I too, decided to take a Daemon Primarch, because of course I need too.
So how did the new changes do? Now, bear in mind this is one narrative game, so results will vary.
We played a narrative game from the Nachmund Gauntlet Crusade book (which is excellent by the way, you can check out the review here). Matt picked a suitable mission, with his army attacking, and the Death Guard having to defend my home territory.
The standout change to the army is the toughness. The increased toughness on both the Plague Marines and Terminator units were key, with even Fulgrim struggling to put down as many models as he would have liked. I was constantly putting pressure on Matt’s invulnerable saves thanks to a combination of AP, the -1 Toughness and -1 Save from Affliction.
The best unit of my army though had to be my Lord of Contagion and his Deathshroud. The 4+ Feel No Pain is immense, and came in clutch time after time. I only had a unit of 3 Deathshroud, and I can only begin to imagine what a unit of 6 will be like. Just be careful of anything with Precision, as once the Character falls so does the FNP which will make the Deathshroud a fair bit squashier (as squshy as T7, 2+/4++ armoured Terminators can be anyway).
I did loose, mainly thanks to Matt’s early scoring, but there was only 4 points in it at the end, with Matt all but tabled, and me still left with my Lord and his Deathshroud and Mortarion kicking around.
Summary
And with that, we come to the end of the review of the brand new Death Guard Codex for Warhammer 40k. So, what are my overriding thoughts?
Simply put, I love this book. It has made me fall in love with the Death Guard all over again. They feel elite, they feel characterful, I can take Daemons, I can create Plagues. I mean, what more could I want.
Am I being biased? Perhaps a little, but I’d like to think that most agree with me when I say with the changes we have seen to some of the datasheets, the Death Guard have really stepped up their game and will be a force to be reckoned with on the battlefield. I have to stress, I am not in any shape or form a competitive 40k player, and many of you may disagree with me, however I strongly feel that this army will do well in the competitive scene.
But I’m not about the competitive scene, and I’m still super happy. We’ve got a wide variety of detachments, some stronger than others, but all flavourful and giving you a different way to play. Virulent Vectorium will likely be my go too, however the Tallyband Summoners and Shamblerot detachments will be ran at some point, potentially multiple times, because they just feel fun to play. The Crusade content is some of the strongest flavourwise so far too.
The addition of Daemons to these Codexes have been hit and miss. Here they add flavour, whilst the World Eaters and Emperors Children feel like they get more from there daemonkin on the battlefield, however that may be too harsh a statement when I haven’t yet field Nurgle Daemons side by side with the Death Guard…yet.
The biggest takeaway is just how tough this army is, with so many units hiting Toughness 6 and 7.
Alongside a great looking Battleforce and Combat Patrol, there has never been a better time to fall in line with Papa Nurgle.
Pass me the Death Guard Green spray!
Our thanks again to Games Workshop for providing this book for us to review. Remember you can preorder all of the Death Guard goodies via our affliates over at Element Games!
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