Dakkapedia

How to play Death Guard

The plague legion of Nurgle: a grindingly durable, slow, attritional army that smothers the board with disease auras, soaks punishment, and wins by debuffing the enemy and refusing to die.

Army rule: Nurgle's Gift (Contagion Range): an aura that Afflicts enemies, growing from 3 inches round 1 to 6 then 9 from round 3, applying -1 Toughness plus a chosen plague (-1 enemy Hit, -1 Save, or -1 Move/Leadership/OC). Overlap auras as range expands and swap the active plague by round, and the -1 T also sweetens your own wound rolls.

Strengths

  • Exceptional durability: high Toughness, Disgustingly Resilient FNP, and -1-damage tech make it brutally hard to shift
  • Stacking debuff engine degrades whatever the enemy does
  • Strong objective-holding and attrition; very hard to table or out-last

Weaknesses

  • Slow; low Movement is the defining problem for projecting threat or grabbing distant objectives
  • Ramps up over time and is weakest in the opening rounds before the aura is online
  • Limited reach and alpha strike, and lower model count thins board coverage vs hordes

Signature combos

Gameplan

Walk forward, weather the early game, and turn the midboard into a swamp. Absorb the opponent's best turns with FNP and durability strats, hold objectives with bodies that won't die, and commit when the aura is large in rounds 2 to 3 and the enemy is in your bubble.

Playing against Death Guard

Use speed and range to kite them and stay outside the bubble early, bring high-volume or high-AP fire rather than feeding a grind, and score distant objectives they cannot reach.

Next steps

Browse all Death Guard datasheets → · What to buy → · General tactics →