Monday, March 4, 2013

Chaos Daemons Review: Ku'Gath Plaguefather


He's big and ugly, and has got the stat line to prove it.  With a toughness of 7 and 7 wounds, Ku'Gath is going to be sticking around like a ... sticky Nurgle stick.  Being a Nurgle daemon, he also has shrouded --- less risk from incoming ballistics.

On the negative side, is slow and purposeful, combined with a lack of wings.  To play him, I think we're going to be deep-striking him most of the time so as not to waste his enduring stinkiness.  He's going to be hanging around worse than a bad smell most of the time.  But I think that he's not going to be so sound against Grey Knight terminators (and the like) to be honest.

His other rules give him some psychic ability (level 1 Nurgle sorcery) and a slime trail (disordered charge against him). He also grants his pet Nurglings the ability to regain a wound every turn.  Clearly he wants to be deployed with a unit of said pretties for them to benefit from him.

Finally, he has his necrotic missiles.  I think these are actually rather good: AP3 large blast is great in an infantry dominated meta game.  And his warlord trait (immortal commander) gives instability re-rolls within 12".  This is a good force buff overall and can be (situationally) very useful.  Particularly if there are squishier lesser daemons around to benefit from it (think: daemonettes).  Even plaguebearers can benefit from it.

But at a points cost more than a Land Raider, he needs some serious thought.  Would a regular Great Unclean One be superior?  Or a bloodthirster for that matter?  Yep.  But that's not going to stop the fluffiful commander taking Ku'Gath.  He is a slow monster, but will hit hard and be a fire magnet closer up.  Overall, I contend he got better than the previous daemons codex, but he's going to have a tough fight against some codexes dedicated assault squads.

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