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Warhammer 40,000/9th Edition Tactics/Death Guard
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===Fortifications=== *'''[[Miasmic Malignifier]]''' - A massive, plague-choked factory, spewing smoke and disease for all to see. It's pretty beefy, with 12 wounds at T8 and a 3+ save, but that's all it has defensively if you don't count the self-destruct that hits anything within 6" that's non-Nurglite with d3 Mortal Wounds. Offensively, it's relying on a short-ranged stench, a 6" Heavy 2d6 S4 AP-1 D1 flamer-type gun - Not much in the grand scheme of things. The real reason you're bringing this thing is because of it's non-combative benefits: It spreads a contagion at max range, it has a 6" aura that gives your {{W40kKeyword|Death Guard Infantry}} soft cover (or just robs the enemy of -1 to hit if already in soft cover) and it comes with a Pox Furnace (a separate piece of terrain with Light Cover, Heavy Cover, Unstable Position, Difficult Ground) that has to be within 6" of it and within 12" of any enemies. This is great because that little Pox Furnace gives you that light cover which then triggers the -1 to hit on your unit if they are set up behind the furnace. ** This thing is surprisingly tanky too because it is T8, comes with Disgustingly Resilient, and it can be given a smokescreen for its own -1 to hit. It also works at full efficiency even with one wound left and it does not hurt your units when it blows up. If the enemy chooses to shoot at this cheap fortification instead of your other tanks, then that's a good trade off right there.
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