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Building a Nurgle Army @ 2017/01/17 02:28:19


Post by: NinthMusketeer


Nurgle is among the more significant factions within Chaos, and with a wealth of unit options and a number of great model kits players can find themselves at a bit of a loss as to what they want to build even after deciding upon their pestilent patron. I have a huge amount of experience with Nurgle in Age of Sigmar going back to its release (even the fabled days of 'before the GHB') and want to offer what guidance I can to the community, both for players starting off and for existing players looking for direction. This will be based around Matched Play and include all options with the Nurgle keyword; Daemons of Nurgle, Mortal Nurgle, and Skaven Pestilens, starting with general advice for armies overall then going into more important options specifically. I will keep this initial post updated with all the information.


Synergy

An army is built on synergy, being more than the sum of its parts, which I'll roughly divide into two categories; 'hard' synergy that arises directly from abilities (such as Locus effects on daemon units) and 'soft' synergy that is defined by battlefield performance (such as ranged support for melee models). Nurgle is well-off in hard synergy; there are a ton of abilities that specifically benefit a Nurgle army, but in soft synergy Nurgle suffers as so many units fit into the same role of 'tough but not hard-hitting' and options to support that are limited compared to other factions. Overall this leaves Nurgle with decent synergy, but it can be tricky to make good use of and this is where I see a lot of players stumble. The following is a list of all the hard synergy that specifically benefits a Nurgle army, with the available command abilities at the top. Most of these I'll get to when I break down units individually, but there are three which are worth elaborating on specifically.

*Glottkin - Lords of Nurgle (Command), giving +1 attack to the melee weapons of all Nurgle units within 14" until next hero phase.
*Harbinger of Decay - Morbid Vigor (Command), giving an extra 5+ 'ward save' to all Mortal Nurgle units within 7" until next hero phase.
Orgotts Daemonspew - Fester and Rot (Command), one Nurgle unit within 14" re-rolls failed wound rolls until next hero phase.
Lord of Plagues - Grandfather's Gift (Command), one unit within 21" gains the Nurgle's Rot ability until the end of the current phase.
Gutrot Spume - Towering Arrogance (Command), if Spume inflicts 7+ wounds by the next hero phase he heals all damage he's suffered, otherwise he takes a mortal wound.
Great Unclean One - Grandfather's Joy (Command), if a Nurgle Daemon unit rolls a 7 in the next charge phase they get +1 attack to their melee weapons in the ensuing combat phase.

Lord of Plagues & Morbidex - Nurgle's Rot, during your hero phase roll a dice for each non-Nurgle unit within 3", on a 6 inflict d3 mortal wounds.
Morbidex Twiceborn - Lord of Nurglings & Malicious Mites, adds models to Nurgling units and gives Nurglings within 7" +1 to wound.
*Epidemius - Nurgle's Tallyman, cumulative bonuses for all Nurgle models based on number of models slain.
Plague Furnace - Poisonous Fumes, in your hero phase roll a dice for each non-Nurgle unit within 3", on a 4+ inflict d3 mortal wounds.
Plague Priest - Pestilent Breath, pick a point within 13" and roll a dice for each unit within 2", on a 4+ inflict d3 mortal wounds, Nurgle units are affected only on a 6 instead.

Putrid Blightkings - Virulent Discharge - In your hero phase roll a dice for each unit within 3", on a 6 inflict d3 mortal wounds, or heal d3 if it is a Nurgle unit.
Plaguebearers, Plague Drones, and Beasts - Locus abilities, a unit-specific benefit for having a Nurgle Daemon Hero within 7"
Plague Monks - Book of Woes, roll a dice for each unit within 13", on a 4+ inflict a mortal wound, Nurgle units are affected only on a 6 instead.
Plague Censer Bearers - Poisonous Fumes, in your hero phase roll a dice for each non-Nurgle unit within 3", on a 4+ inflict 1 mortal wound.


Lords of Nurgle: The Glottkin are a powerful model, effective at both melee and magic as well as having a decent short-range shooting attack. However their main strength (and the best reason to use them) is the command ability. The offensive bonus is considerable, has enough range to effectively reach your entire force, and unlike comparable abilities from Ironjawz lasts until your next hero phase instead of ending with your turn. It allows what is normally a tough but offensively weak army to become strong on the attack as well, turning Nurgle into a supreme force of attrition. While expensive at 440 points the Glottkin's raw fighting ability alongside their command means there isn't much of a wrong way to use them in any army, but there are particular builds that make best use of their force-multiplying capabilities. Generally speaking this means Daemons of Nurgle rather than fellow mortal models. Mortal Nurgle units tend to be more elite with higher numbers of better attacks per model, but a model that already has 3 attacks (such as a Blightking) only gets a 33% bonus from one more, while a model that has merely 1 attack (such as a Plaguebearer) has its offense doubled. Plaguebearers are already a solid battleline option (more on that latter) and are accordingly perfect to serve as the meat of a Glottkin-led army, ideally taken as two units of 30 with the last slot filled by whatever you prefer. Plague Drones also benefit hugely because they have three different melee weapons, getting +3 attacks per model. Their locus-driven mortal wound potential in melee does a great deal to offset Plaguebearers and the Drones' lack of rend, making at least one unit of Drones almost a necessity for someone looking to get the most out of Glottkin. Once this core of the army is established the next task is to include a Daemon Hero to trigger the locus of the Drones. The Herald of Nurgle is generally a bad way to go in any situation while a GUO won't leave as much room for troops, leaving the Harbinger or a Daemon Prince as the best options. After that things are quite flexible, but I would recommend staying away from Behemoths since you will want more model count to bulk out the force (though Bloab is always a good addition). A surprisingly effective option that often goes overlooked is plague monks; equipped with sword & staff they will get two extra attacks per model from Glottkin and a Crown of Command can be used to overcome their susceptibility to battleshock. They are also fast (relatively) and have useful support abilities from their command group (remember you can have both music options!), making them work surprisingly well with the rest of the force. Something else worth note is a Nurgle Soul Grinder; with multiple powerful melee attacks and some nice ranged support that Nurgle can always use it is a powerful option, if pricey in points.

Morbid Vigor: To say it simply: if you want to run a Blightking army, or even any dominantly Mortal Nurgle army, the Harbinger is your guy. This command ability gives Mortal Nurgle models in range the same resilience 'save' that Plaguebearers & Drones have, which is effectively a 50% increase to the wounds count of models affected. Since Morbid Vigor is limited by its 7" range it favors a more elite army that can better be packed into a smaller area. Blightkings are the intuitive choice and also the ideal one; not only are they elite enough to fit as many units as you need in range but due to their Virulent Discharge potentially healing each other they benefit from being bunched up in close proximity anyways. As an added bonus the Discharge can heal the Harbinger, who is going to be a massive target for your opponent in such a list. Beyond having a core of elite troops, building a Harbinger-led army is very freeform as long as the backbone of the army is Mortal Nurgle. Since Vigor has such limited range, however, there is little downside to mixing in non-Mortal units to operate outside of the Harbinger's area. Since plaguebearers aren't needed to fill battlline, it can be very effective to reserve 100 or 200 points to summon them out in front of the force (and/or onto objectives). While Blightkings are the main core to use with a Harbinger general, some other units that work well with his command ability are Maggoth Lords (Bloab in particular), Chaos Knights (which can replace Blightkings to for a semi-fast core to the army), and Chaos Spawn (which were already just meat shields anyways).

Nurgle's Tallyman: Epidemius is an unusual option in that he both changes the dynamic of a Nurgle army and also... doesn't. With Epidemius on the field your Nurgle models get stronger as the game goes on, so whereas every army gets weaker over time due to casualties yours will be offset by the increasing strength of what's left. This is the change in dynamic I am referring to, and carries a learning curve for both you and your opponent. In other words experience really counts when it comes to Epidemius; simply having an 'instinct' for how your units perform normally verses various stages of the tally is useful beyond measure when it comes to the intricacies of playing the game. When I say that the dynamic also doesn't change I mean it does not alter what any of your units actually do or the roles they play on the battlefield; it just makes them do it better (which thankfully counteracts the learning curve somewhat). Exactly how much better depends on the stage of the tally and the unit in question, but generally speaking more elite models reap a greater benefit from the tally. This is because the re-rolls granted are only 1's; on a 4+ you are re-rolling a third of the failures, but on a 3+ you are re-rolling half of your failures and have better odds for said re-rolls. Blightkings and most Rotbringer characters benefit heavily from this, when it is active. For the first half of the game the tally bonuses can't be counted on, which means that every elite model lost early is a proportionally larger hit to your overall effectiveness since that model would have been stronger later on. This means that a good Tallyman list will not be bloated with just Rotbringers but will put a decent chunk of its points (I'd recommend a third or so) into units that are largely there to get beaten down while you accumulate kills through attrition. This is where Plaguebearer battleline really shines, since not only are they resilient but the first tally bonus gives them a notable increase to offense since they wound on 3's. As an added bonus Plaguebearers that survive long enough can get +1 to saves, which makes them supremely tedious to kill when combined with their locus. As mentioned above Glottkin also work very well with Plaguebearer batteline, something that makes a Glottkin-Epidemius list relatively easy to make. Ranged support to cause kills for the tally early-on is predictably useful with Epidemius as well, but also something difficult to find within the Nurgle keyword. Bloab is a standout here and a Soul Grinder can potentially work (it's extremely unreliable at range) but really this is where Plagueclaws earn their keep, something I'll go into more detail with when I cover them specifically.



Battleline

Nurgle has access to two solid options for battleline; Plaguebearers and Blightkings. I go over each of these in detail below, but before that a quick mention for the other two battleline options Nurgle has; Marauders and Warriors. Marauders (with Mark of Nurgle) are the cheapest battleline Nurgle can take and are certainly worth taking in that context alone; a 10-man unit is fast and numerous enough to be decent at objective snagging. Beyond filling requirements, however, they don't offer much to a Nurgle army since they scarcely hit harder than other options but die much more quickly (if you are looking for glass cannon infantry plague monks will serve better). There is one exception for Marauders and that is the Plaguetouched Warband (from the Everchosen battletome) which offers a significant benefit to units taken in multiples of seven and makes 28-man marauder units hilariously deadly when enemies hit them in close combat. Unlike Marauders, Warriors don't really have a place in a Nurgle army because they are overshadowed by the two main options; Plaguebearers are better for holding ground while Blightkings are better for fighting. That said Warriors aren't outright bad, so for the player who wants to run them it is hardly crippling. In such a case I would recommend the great weapon option since it provides rend that can be lacking elsewhere.

Plaguebearers: Plaguebearers are an amazing tool in the hands of a Nurgle player. This isn't because they are particularly good for their cost but because more than any other unit in the game there is no good way to kill them. Most options that serve in the 'holds ground' department have some method to get around their resilience; mortal wounds to bypass good saves, high damage to neutralize high wound count, etc. Plaguebearers don't have that, your enemy simply has to chew through them the old fashioned way. The most efficient way to use plaguebearers is in units of 10 or 30. This is because Matched Play does not have scaling unit costs for size-based abilities; plaguebearers get stronger if they have twenty or more models in the unit which effectively means plaguebearers 20-30 are individually worth more than 1-19. this imbalance is further exacerbated by the max unit discount, which while bad for balance is good for huge blobs of plaguebearers!! A 10-man unit on the other hand is the smallest size needed to fill battleline requirements and also serves as a chaff unit that doesn't lose you many points when it dies. And that is precisely the role of plaguebearers: to die in whatever manner most obstructive to your opponent. A 10-man unit is best strung out to cover as much area as it can on your flanks to obstruct enemies, moving towards objectives and/or cover where they can. A 30-man unit should be spread across the front line of your force to serve as an anvil, using casualties to create gaps for units behind them to pile into. For the player who summons note that it can be useful to start your wizard somewhat exposed on the flank to throw the summon out further before moving to a more protected position; because plaguebearers are so slow a few extra inches on the summoning range can make a big difference. Finally, in regards to the plaguebearers' locus ability: it's nice (especially if the unit has mystic shield or cover) but not critical; generally speaking if there is another place your daemon hero needs to be it is probably better to go that way than stay close to trigger a locus benefit.

Putrid Blightkings: Before getting into the specifics of how to command Blightkings on the tabletop, let's talk stats. Blightkings are resilient, but not so much that they will stand against dedicated offensive units on their own. This is critical because without a meat shield in front of them Blightkings will be receiving charges more often than they make them, and accordingly are likely to have a powerful enemy attack them before they are able to retaliate themselves. Blightkings are also offensive to a surprisingly reliable degree because the inconsistencies of their blighted weapons rule is strongly counteracted by the number of attacks and a 3+/3+ profile. Generally speaking a Blightking unit can be counted on to deal about 2 wounds per model (before saves) when attacking. Re-rolling 1s to wound adds roughly 0.5 to this output. as does re-rolling 1s to hit. Having +1 to hit will increase the average output by about 50%, while having -1 to hit will reduce the average output by about 50%. Note these are not the exact numbers (the actual averages are slightly higher), but rather the amount of wounds the unit can be counted to reliably inflict when planning out tactics during a game. On the tabletop Blightkings are generally run in one of two ways; the elites of a combined-arms Nurgle army or the main body of a Harbinger army. For a combined army, Blightkings tend to be less resilient than plaguebearers or drones but also deal more damage and are more reliable in doing so, making them the offensive portion of the force. For the first two turns you will want to have them behind your meat shield units ready to counter-charge enemies that engage. This will prevent the Blghtkings from dying to a charge from the opponent's heavy-hitters (Blightkings' armor and wounds count are solid but will crumble surprisingly quickly against offensive enemies) with the added bonus of making it easy to keep your heroes within virulent discharge range for potential healing. In the latter half of the game the Blightkings are relatively free to go wherever they are needed and do what Nurgle does best; win by attrition. For a Harbinger army using Blightkings is a bit different; they will be doing the lion's share of the work themselves but also are much greater in number. A solid default tactic is to position units side-by-side with a basic formation of three in front and two in back. This will limit your offense surprisingly little since the units are likely to lose 1-2 models in the first round of combat anyway and more importantly will limit the opponent's ability to focus fire on a single unit in melee. Positioning in this manner allows you to make maximum use of virulent discharge both by preventing individual Blightking units from being eliminated and putting a given target (from either side) within range of multiple potential discharges.



Heroes

Herald of Nurgle: A Herald of Nurgle can be tempting at first glance; it's cheap, triggers daemonic loci, and has solid defensive stats. The bad news is that the Herald of Nurgle is bad. There isn't anything wrong with it, it just isn't worth the points. The main drawbacks with the Herald are that it's too slow to keep up with the most important daemonic locus unit (Plague Drones) and inflicts less than two wounds in an average combat phase. Even when it comes to filling battalion requirements (namely the Tallyband) the Herald is better replaced with ten plaguebearers. For the player who is using a Herald despite this, the best use I have found is to anchor one end of a stretched-out plaguebearer unit or better yet stand right between two 10-man chaff units of them. This allows the Herald to not get surrounded on his own but also get pulled into combat when the plaguebearers are charged. The ideal situation is that the enemy cannot put all of their attacks into the plaguebearers OR the Herald, keeping both around longer. The plaguebearer unit should still be taking the brunt of the enemy offense, such that it is wiped out before the Herald is slain and thus triggering the 'From Death there is Life' healing that opponents often forget about.



Others

Plagueclaw Catapult: The first thing to understand about the plagueclaw is that it's a bit overcosted; 180 instead of what should probably be around 150. The second thing to understand is that one plagueclaw is supremely unreliable. Even with solid hit rolls, wound rolls, and rend, just one attack per turn and a very inconsistent damage value means it varies wildly in effectiveness from game to game. The bad news here is that when looking for ranged support in a Nurgle army a plagueclaw just won't cut it because it can't be counted on to perform when you need it to. However, there are two exceptions; Epidemius and the Foulrain Congregation battalion. Though inconsistent, when targeting a basic infantry unit the plagueclaw as a decent shot at killing 7 or more models, which is extremely useful in an Epidemius list because it means the first stage of the tally kicking in on your second turn. Further, a plagueclaw that re-rolls hit & wound rolls of 1 from the tally makes it much more consistent later in the game. The foulrain congregation is a significant investment, taking up about a third of the army at 2000 points, but the rewards for this investment are potent enough to offset that. The battalion includes three plagueclaws and gives them +1 to wound, two factors which not only completely offset their innate unreliability but renders them quite potent at killing off entire units on their own (from 31" away no less). There is an additional benefit for hitting when multiple plagueclaws target the same unit, which is useful (especially when the enemy saves or the damage roll is low) but not as awesome as it initially appears since you will often want them to shoot at different things. With both Epidemius and the foulrain congregation offering strong benefits to plagueclaw use the natural question is if they work well together, and the answer is yes. Extremely. Not only are all of the strengths above in play but they have great synergy with one another; reliable plagueclaws increasing the tally that in turn makes them even more reliable (as one might expect when wounding on a 2+, re-rolling 1s).

More to come...


Building a Nurgle Army @ 2017/01/18 05:38:13


Post by: NinthMusketeer


Added a paragraph each on how to get the most out of Glottkin's and the Harbinger's command abilities.


Building a Nurgle Army @ 2017/01/19 02:44:45


Post by: broxus


Good stuff. I am looking forward to see more of this.


Building a Nurgle Army @ 2017/01/19 23:58:00


Post by: Sal4m4nd3r


What a tremendous start! Very detailed and organized.


Building a Nurgle Army @ 2017/01/20 05:28:41


Post by: nels1031


Great thread dude.

As someone building a fairly large Nurgle centric AoS army, this will be a great resource!

Btw: Going to include Forgeworld goodies?


Building a Nurgle Army @ 2017/01/20 05:57:02


Post by: NinthMusketeer


Thanks for the compliments guys! I'd like to get around to Mr T's horde at some point and will definitely go over the exalted daemon, but I'll have to accumulate some more play experience first. That said my current impressions are:

Mr T: Just use Glottkin instead.
Kazyk: Just use a Harbinger instead.
Plague Ogres: Just use Blightkings instead.

Plague Toads & Pox Riders: Are insanely survivable even by Nurgle standards but simply refuse to deal meaningful damage back. While certainly good the problem is that they are good at what Nurgle already does best and bad at what Nurgle needs help with. Counter-intuitively, I would recommend them to non-Nurgle forces but not to Nurgle ones.

Bile Trolls: I'm thinking these guys would be great to sit behind a unit of plaguebearers since they are kind-of squishy and their shooting is so deadly, but a 1" melee range really limits their ability to do that effectively. Alternatively park them in cover. Their problem is they really need to be shooting and hitting in melee to be worth their points and that is easier said than done.


Building a Nurgle Army @ 2017/01/20 10:27:21


Post by: Lord Kragan


I'm going to say it looks great but doesn't. Content is very useful but it definitely would beneffit from better formatting: clearer divisions and more space between paragraphs are the most obvious pointers, plus making different sections and highlight them properly.


Building a Nurgle Army @ 2017/01/20 11:04:59


Post by: Darksider


Nice writeup NinthMusketeer =).


So as i really love Tzeentch and Nurgle (more the daemons than the mortals^^), i wanted to ask how to finish the rest of my army.

I read your article and built a list based on the Glottkin.

Glottkin
30 Plaguebearers
2x10 Plaguebearers
6 Plaguedrones

This is a bit below 1500 Points, so what should i do with the rest of my points? Thought about adding some tzeentch Daemons or some Sorcs. Maybe some Daemonprinces as they synergice well with the lower Daemons and the Drones.
If i get my hand some day on plagueclaws i will add them, but till that day i have to use what i have already=).

What do you think?


Building a Nurgle Army @ 2017/01/20 20:56:49


Post by: NinthMusketeer


 Darksider wrote:
Nice writeup NinthMusketeer =).


So as i really love Tzeentch and Nurgle (more the daemons than the mortals^^), i wanted to ask how to finish the rest of my army.

I read your article and built a list based on the Glottkin.

Glottkin
30 Plaguebearers
2x10 Plaguebearers
6 Plaguedrones

This is a bit below 1500 Points, so what should i do with the rest of my points? Thought about adding some tzeentch Daemons or some Sorcs. Maybe some Daemonprinces as they synergice well with the lower Daemons and the Drones.
If i get my hand some day on plagueclaws i will add them, but till that day i have to use what i have already=).

What do you think?
Thanks! Unfortunately Glottkin really excel at leading a mono-Nurgle list, but if you are set on mixing in Tzeentch I would recommend picking up shooting since that is where Nurgle is particularly weak. Looking at what you have, units like Horrors, Flamers, and Heralds of Tzeentch would be ideal since they could sit behind the plaguebearer line and shoot/magic without being charged.


On a separate note, added the paragraph for Nurgle's Tallyman.


Building a Nurgle Army @ 2017/01/21 17:54:11


Post by: Darksider


Okay thanks for your advice =).

Hm than it will be better to add some more Nurgle Dudes^^.

Can add 5 Blightkings, another 3 Plaguedrones, Daemonprinces, 2 Nurgle Heralds, 3 Nurgle Beasts, 2 GUOs and thats all my Nurgle Stuff. Can also add some Slaves to Darkness (Warriors and Knights), but i don't think that they will help the army at all.

Really good writeup, i am always enjoying such army specific articles=).


Building a Nurgle Army @ 2017/02/03 22:14:03


Post by: NinthMusketeer


I quietly added a bit on marauder/warrior battleline the other day, and just added a paragraph on plaguebearers.


Building a Nurgle Army @ 2017/02/04 17:19:07


Post by: Darksider


What do you think of Nurgle Daemonprinces? They are a bit faster than the Harbinger, have also decent punch in cc and a better save as the Harbinger and one more wound for 20 points more.

The Harbinger on the other hand has the extra save on 5+


As i don't have a Harbinger model, i often use the DPs of Nurgle, but it would be interesting which one you find better.



Building a Nurgle Army @ 2017/02/04 21:04:52


Post by: Sal4m4nd3r


Not only does the harbinger have an extra 5+ save.. he gives that save to all Mortal nurgle within 7" so much better then a dp


Building a Nurgle Army @ 2017/02/04 22:03:40


Post by: NinthMusketeer


 Darksider wrote:
What do you think of Nurgle Daemonprinces? They are a bit faster than the Harbinger, have also decent punch in cc and a better save as the Harbinger and one more wound for 20 points more.

The Harbinger on the other hand has the extra save on 5+


As i don't have a Harbinger model, i often use the DPs of Nurgle, but it would be interesting which one you find better.

Well in terms of a general the Harbinger wins out because of his command ability, but if you already have a general lined up then NDPs work great since they give speed and killing power.


Building a Nurgle Army @ 2017/02/05 13:09:33


Post by: Darksider


Yeah you're right, the Harbinger is the better General for sure.

But in my army the Glottkin is the big boss =). So the Command wont help me much.

I really like 2 DPs of Nurgle and 6 Drones, as they are fast and punchy with Glottkin Buff up.

Only question is Sword or Axe for me? I like the Sword more, cause it hits better and does also decent dmg. The axe has the better rend but is not so reliable=(.

I also updated my Nurgle Army (now pure without tzeentch, cause i made a seperate army of the tzeentch dudes ^^)

Allegiance: Chaos

Leaders
The Glottkin (480)
- General
Daemon Prince (160)
- Flying with Sword
Daemon Prince (160)
- Flying with Sword

Battleline
30 x Plaguebearers Of Nurgle (300)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

Units
6 x Plague Drones Of Nurgle (440)

Total: 1740/2000

So i have 260 Points left. What should i take to make it more competitive? Hope it is competitive at all XD


Building a Nurgle Army @ 2017/02/05 13:27:12


Post by: Fafnir


The sword will almost always end up doing more damage on average. The only time the axe ends up performing better is when the enemy is rocking a 2+ save, or with the mark of Khorne against armour values 2-3+. Unless you can consistently pump up your hit rolls, always stick with the sword.


Building a Nurgle Army @ 2017/02/05 17:31:01


Post by: Darksider


Okay i also thought that the sword is better, but the -2 rend on the axe looks really good XD

So the sword it will be =). Any ideas for filling the last few points in my list? Could add a Chaos Sorcerer or a Plagueclaw?


Building a Nurgle Army @ 2017/02/05 19:27:52


Post by: NinthMusketeer


Just to make sure, you are running the plague drones as two units of 3, right? A unit of 6 may be nice for buffing but will end up being too many points in the same place. Also command groups are free to two units means two icons

As for what to do with the rest of the points, I would lean towards magic support. Having Festus run behind Glottkin for extra healing can be very troublesome for your opponent's, while a Chaos Sorcerer Lord would be extremely useful with his signature spell and oracular visions ability on daemon princes.

Oh and Fafnir is right about the weapon option; always go with the sword unless you have a good reason not to.


Building a Nurgle Army @ 2017/02/06 10:57:52


Post by: Darksider


Nope, wanted to run them as a unit of 6^^. But i will try 2x3 of these guys=).

Okay i definitely will test Festus^^.

Do you think is my list good enough to play against some good tournament lists out there?


Building a Nurgle Army @ 2017/02/06 11:16:07


Post by: Fafnir


With the setup you've got, you could probably hold your own decently well, but I imagine you will still likely lose to some of the super hard lists. Not much you can really do about it, mono Nurgle has a lot of limitations and lacks any ridiculous gimmicks. Epidemius could get some good mileage there.


Building a Nurgle Army @ 2017/02/06 12:12:43


Post by: Darksider


Okay thanks for you help. So i have to decide if i take Festus or Epidemus, both will be hard to to fit into the list^^.

As for games, i only want to compete decently. Don't want to get tabled or lose by a lot of points. If i can stand a chance against some of the harder tournament armies, i will be happy =).



Building a Nurgle Army @ 2017/02/06 20:48:59


Post by: NinthMusketeer


If you are skilled at using your list then you will be able to hold your own, but like Fafnir said if someone brings a hard tourney list there isn't much you can do about it. The top lists are all about exploiting the most OP options and mono-Nurgle is closer to the mark of where at balance should be. Or in other words, Nurgle isn't bad but it's still beaten by things that are TOO good

Practice and luck though, a double-turn at the right moment easily trumps list building and even the opposing player's skill in many instances.


Building a Nurgle Army @ 2017/02/07 02:18:35


Post by: Fafnir


Now, I've only played a couple of games at 600 points, but from what I've gathered, mono Nurgle just ends up playing a very 'honest' game. The units are wonderfully resilient when given the proper support, and the Mortal infantry is elite as hell, but that's really where the line ends. They don't have any crazy gimmicks or tricks to mess with opponents. No real concentrated mortal wound spam, almost nonexistent ranged presence, no counters or tokens to keep track of. Even our movement is poor. Everything plays pretty transparently and relies on you being able to use your very generalized toolkit to cover whatever comes your way.

Now, I imagine that there's some great potential for some real abuse in mixed lists, since the same fundamental attributes that make Nurgle so good at the honest game are the ones that are easy to work off of as a core when adding a bunch of crazy bs to the mix. I'm not sure what those combinations might be, but I'm sure there's something worthwhile there.


Building a Nurgle Army @ 2017/02/07 03:45:13


Post by: NinthMusketeer


 Fafnir wrote:
Now, I've only played a couple of games at 600 points, but from what I've gathered, mono Nurgle just ends up playing a very 'honest' game. The units are wonderfully resilient when given the proper support, and the Mortal infantry is elite as hell, but that's really where the line ends. They don't have any crazy gimmicks or tricks to mess with opponents. No real concentrated mortal wound spam, almost nonexistent ranged presence, no counters or tokens to keep track of. Even our movement is poor. Everything plays pretty transparently and relies on you being able to use your very generalized toolkit to cover whatever comes your way.

Now, I imagine that there's some great potential for some real abuse in mixed lists, since the same fundamental attributes that make Nurgle so good at the honest game are the ones that are easy to work off of as a core when adding a bunch of crazy bs to the mix. I'm not sure what those combinations might be, but I'm sure there's something worthwhile there.
Yes and no. Keep in mind some gimmicks are simply too strong--Nurgle can't deal with them but neither can 95% of the other armies out there (as a side note games can also be decided by initiative rolls, which you also can't do anything about). But assuming the cheese is put aside mono-Nurgle is totally competitive; it may not have the same diversity as a mixed army but those mixed armies need their tricks because they lose to Nurgle in a straight-up fight. So playing a Nurgle army is about preventing an opponent from dealing with your force effectively because if you do that you'll win by raw attrition.


Building a Nurgle Army @ 2017/02/09 20:00:09


Post by: Vomikron Noxis


Any tips for making a Nurgle list at 1000pts? Daemon heavy ideally.


Building a Nurgle Army @ 2017/02/09 20:41:33


Post by: Sal4m4nd3r


What units do you like? any abilties you think seem fun? What models appeal to you the most?


Building a Nurgle Army @ 2017/02/09 21:38:26


Post by: Vomikron Noxis


 Sal4m4nd3r wrote:
What units do you like? any abilties you think seem fun? What models appeal to you the most?


I'm pretty easy going really, just want a Nurgle theme, but I do have a huge bunch of Nurgle daemons to chose from.


Building a Nurgle Army @ 2017/02/09 23:23:12


Post by: NinthMusketeer


 Vomikron Noxis wrote:
 Sal4m4nd3r wrote:
What units do you like? any abilties you think seem fun? What models appeal to you the most?


I'm pretty easy going really, just want a Nurgle theme, but I do have a huge bunch of Nurgle daemons to chose from.
If you take a GUO, a unit of 30 plaguebearers and a unit of 10 plaguebearers, you can fill the remaining 360 points with whatever you like and you'll have yourself a solid Nurgle force.


Building a Nurgle Army @ 2017/02/10 10:18:36


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
 Sal4m4nd3r wrote:
What units do you like? any abilties you think seem fun? What models appeal to you the most?


I'm pretty easy going really, just want a Nurgle theme, but I do have a huge bunch of Nurgle daemons to chose from.
If you take a GUO, a unit of 30 plaguebearers and a unit of 10 plaguebearers, you can fill the remaining 360 points with whatever you like and you'll have yourself a solid Nurgle force.


Awesome! Well I've got 3 plague drones painted up already, so that's a good start! Better to go 30 and 10 with the plaguebearers than 20 and 20?


Building a Nurgle Army @ 2017/02/10 11:51:48


Post by: Fafnir


What units best compliment a Rotbringers force for being able to operate outside the Harbringer's bubble? With the limited mobility and range of the Blightkings, I imagine having some form of outriders to support the main force would be useful.

Chaos Knights strike me as being the default option, but I'm not sure how effective they'd be at harassing up the field all on their own.


Building a Nurgle Army @ 2017/02/10 13:58:51


Post by: NinthMusketeer


 Vomikron Noxis wrote:
 NinthMusketeer wrote:
 Vomikron Noxis wrote:
 Sal4m4nd3r wrote:
What units do you like? any abilties you think seem fun? What models appeal to you the most?


I'm pretty easy going really, just want a Nurgle theme, but I do have a huge bunch of Nurgle daemons to chose from.
If you take a GUO, a unit of 30 plaguebearers and a unit of 10 plaguebearers, you can fill the remaining 360 points with whatever you like and you'll have yourself a solid Nurgle force.


Awesome! Well I've got 3 plague drones painted up already, so that's a good start! Better to go 30 and 10 with the plaguebearers than 20 and 20?
Yes, because of how the point costs work relative to unit size based bonuses (my plaguebearers paragraph above explains).


Automatically Appended Next Post:
 Fafnir wrote:
What units best compliment a Rotbringers force for being able to operate outside the Harbringer's bubble? With the limited mobility and range of the Blightkings, I imagine having some form of outriders to support the main force would be useful.

Chaos Knights strike me as being the default option, but I'm not sure how effective they'd be at harassing up the field all on their own.
It normally depends on what you need them to do, but assuming you want to stick with mortal allegiance the choices are a bit easier. A blightking-harbinger force doesn't really care about getting flanked since anything vulnerable will be buried in the central blob of blightking units, so that leaves flanking the opponent and objective snagging. Chaos knights are a solid choice especially if you can supplement them with a summoned plaguebearer unit for extra numbers on objectives. Marauder horsemen with javelins can also be very useful in those regards, and while they have a notable learning curve the ability to retreat&shoot/charge gives a lot of mobility that Nurgle is predictably lacking in.


Building a Nurgle Army @ 2017/02/10 16:44:45


Post by: Vomikron Noxis


That explained it perfectly, thank you!


Building a Nurgle Army @ 2017/03/17 23:52:51


Post by: NinthMusketeer


Added a paragraph on Blightkings. I decided to focus more on the less-obvious aspects rather than the basics of where they can get bonuses or the dynamics of rend vs saves since such information is so readily available from general AoS knowledge.


Building a Nurgle Army @ 2017/03/20 16:46:08


Post by: Sal4m4nd3r


I love me some blightkings! great models and such fun abilities on the tabletop! I would assume great options for fodder to protect them are marauders due to cheap points cost?

I have been running plaguetouched warband recently, and the thought of utilizing the grandfathers joy ability with 28 marauders kicking back mortal wounds sounds like a fun distraction and tarpit (with hopefully fleshy abundance applied) so my BK's can do work.

But maybe a fast unit out front to speed up ahead of the force..? When I HAD a khorne army (sold it all to join the ranks of the great uncleaned ) I used Flesh hounds for this. Run up, disrupt casters and get in the way so my bloodletter bombs go nuke something.


Building a Nurgle Army @ 2017/03/20 17:14:14


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
I love me some blightkings! great models and such fun abilities on the tabletop! I would assume great options for fodder to protect them are marauders due to cheap points cost?

I have been running plaguetouched warband recently, and the thought of utilizing the grandfathers joy ability with 28 marauders kicking back mortal wounds sounds like a fun distraction and tarpit (with hopefully fleshy abundance applied) so my BK's can do work.

But maybe a fast unit out front to speed up ahead of the force..? When I HAD a khorne army (sold it all to join the ranks of the great uncleaned ) I used Flesh hounds for this. Run up, disrupt casters and get in the way so my bloodletter bombs go nuke something.
If you are going for mortal nurgle allegiance then Marauders will work well. The dynamic is slightly different, as you will want to put your marauders a bit ahead of the blightkings and allowing them to die when your enemy charges. That way, the field will be clear for your blightkings to charge in the next turn. If you are running a plaguetouched warband with Glottkin then I would say yes, at least one 28-man marauder unit is a must.


Building a Nurgle Army @ 2017/03/21 12:13:44


Post by: Sal4m4nd3r


So using a large block of marauders is not the best unit to use as a screen. Especially combined with fleshy abundance and grandfathers joy...seems like they are the ultimate tarpit unit. Stick around and kick back mortal wounds. Screens need to be fast/not have a large foot print so other units can maneuver around them, or get out of the way when it is needed. Marauder horsemen might be well suited for this because they can retreat then move out of the way for the charging hammer behind them, then shoot and charge another unit altogether or flank that same unit on the side.

I await your future entries!



Building a Nurgle Army @ 2017/03/21 19:44:19


Post by: NinthMusketeer


28 marauders can work as a screen just fine, even with Fleshy abundance. The key is to string them out as a line 2 ranks deep in from of your army. This maximises your attacking power but also means a lot of enemies will hit the unit at the same time, and even with 2 wounds those 5+ save marauders are toast (which is fine, that's their job). It may even be worth using inspiring presence on them the round they go out in front to force your enemy to actually attack rather than relying on battleshock. At any rate enough marauders will die that you can open gaps in their line when pulling casualties for your second wave to charge through.


Building a Nurgle Army @ 2017/03/22 19:29:27


Post by: Vomikron Noxis


What are the best command traits and artefacts for Nurgle daemons? Haven't played enough to know! Keeping in mind this will be for a GUO (general) and daemon princes.


Building a Nurgle Army @ 2017/03/22 19:33:39


Post by: NinthMusketeer


I use Wanton Destroyer but Lord of War can also be good depending on what else you are running. As for the artifact, Chaos Talisman every time. It seems silly to give the GUO yet another 'save' but as a front line general he will get good use of it, and his healing ability makes it even better.

As for daemon princes, a chaos talisman for mortal wound protection or the artifact that gives an extra attack to make him more killy.


Building a Nurgle Army @ 2017/03/22 21:48:04


Post by: Vomikron Noxis


Just the answer I was looking for, thank you!


Building a Nurgle Army @ 2017/03/24 16:10:34


Post by: Sal4m4nd3r


 NinthMusketeer wrote:
I use Wanton Destroyer but Lord of War can also be good depending on what else you are running. As for the artifact, Chaos Talisman every time. It seems silly to give the GUO yet another 'save' but as a front line general he will get good use of it, and his healing ability makes it even better.

As for daemon princes, a chaos talisman for mortal wound protection or the artifact that gives an extra attack to make him more killy.


I have found the great destroyer trait is better on non killy generals. So when I roll out a harbinger of decay and a gak load of blightkings I pick great destroyer because he is rarely at the front lines and more times then not isn't in range of the best unit to apply lord of war on. Conversely on a more killy general in the front, Lord of war is ostensibly better because it is guaranteed +1 to hit every turn vs great destroyer only adding a 1/6th chance of the +1 to hit. So on a GUO, I would say the lord of war trait would be better. Especially if he is the FW GUO model which has a MUCH bigger footprint then the horrid GW model.

Just bought and built 40 marauders. Going to test out a unit of 28 as a screen/defensive unit and a unit of 10 for objective camping in the plague touched warband. This would replace a chaos sorcerer lord and festus in my 2000 point list. It will hurt losing the demonic touch ability and the additional d3 healing to glotkin from festus, but this will free up my blightkings to just make a mess of everything as opposed to worrying about objectives and also gaining an awesome screen unit and an additional mortal wound engine.

I will be playing 1 or 2 casual games this evening with the following list:

Allegiance: Mortal Nurgle

Leaders
The Glottkin (480)
Bloab Rotspawned (260)
Harbinger of Decay (140)
- General
- Trait: Great Destroyer
- Artefact: Crown of Conquest


Battleline
5 x Putrid Blightkings (180)
5 x Putrid Blightkings (180)
10 x Putrid Blightkings (360)

10 x Chaos Marauders (60)
- Axes
- Mark of Nurgle

30 x Chaos Marauders (180)
- Axes
- Mark of Nurgle


Battalions
Plaguetouched Warband (140)

Total: 1980/2000


Building a Nurgle Army @ 2017/03/24 16:55:49


Post by: NinthMusketeer


Taking Lord of War is mainly to put it on a unit of Blightkings, not the general itself. Though if someone was running the FW version (Exalted Daemon of Nurgle warscroll) that may be different but it doesn't have points in matched play afaik. For a regular GUO the 60mm base is better because it means less enemies can get in base to base to attack it.


Automatically Appended Next Post:
In regards to your list, I would consider dropping bloab to add the chaos sorcerer back in along with another 10-man Marauder unit. Then you can merge the 10-man blightking unit with a 5-man to run the 14-blightking-deathblob with daemonic power, fleshy abundance, and mystic shield (casting rolls permitting). Just line them up behind the 28 marauders to act as a supremely punishing second wave!

TBF I haven't actually tried it yet but the concept seems hilariously strong, if a bit unwieldy.


Building a Nurgle Army @ 2017/03/24 18:00:28


Post by: Sal4m4nd3r


Right! I was saying that a support general (like the harbinger) can be out of range to apply lord of war if he isn't right up close to the action. At least that's been my experience. I try to keep the harbinger away from danger but he sometimes WRs out of range to apply lord of war on the blightkings and it goes wasted. Perhaps I just need to be better about positioning.

Holy cow!! Assuming all buffs and casts, that unit would have 3+/5++ re rolling ones to hit, wound and save, -1 to hit in combat and kickback mortal wounds when enemy units roll a 6 to wound against them. Haha wow. I don't have he extra 10 marauders but I could add in festus and the chaos sorcerer. Definitely something to playtest!!


Building a Nurgle Army @ 2017/03/24 18:02:14


Post by: r_squared


Interesting reading, thanks for posting. Just started to build a small nurgle force primarily because I love the minis and painting them is very satisfying.
Am yet to try them out on the tabletop though, so tour guide is very useful.


Building a Nurgle Army @ 2017/03/24 19:05:27


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
Right! I was saying that a support general (like the harbinger) can be out of range to apply lord of war if he isn't right up close to the action. At least that's been my experience. I try to keep the harbinger away from danger but he sometimes WRs out of range to apply lord of war on the blightkings and it goes wasted. Perhaps I just need to be better about positioning.
Well the Harbinger already needs to be within 7" so he can't really stay in the back field. Accordingly you want to have him within 3" of as many blightking units as possible for the virulent discharge anyways. GUO, meanwhile, can afford to be on the front line (and should be!) as long as he doesn't get surrounded.

 r_squared wrote:
Interesting reading, thanks for posting. Just started to build a small nurgle force primarily because I love the minis and painting them is very satisfying.
Am yet to try them out on the tabletop though, so tour guide is very useful.
Glad to help! Nurgle is easy to play competently (but difficult to play well) so it shouldn't take too long to learn the ropes and perform decently on the tabletop


Building a Nurgle Army @ 2017/03/24 20:34:28


Post by: Fafnir


 NinthMusketeer wrote:
 Sal4m4nd3r wrote:
Right! I was saying that a support general (like the harbinger) can be out of range to apply lord of war if he isn't right up close to the action. At least that's been my experience. I try to keep the harbinger away from danger but he sometimes WRs out of range to apply lord of war on the blightkings and it goes wasted. Perhaps I just need to be better about positioning.
Well the Harbinger already needs to be within 7" so he can't really stay in the back field. Accordingly you want to have him within 3" of as many blightking units as possible for the virulent discharge anyways. GUO, meanwhile, can afford to be on the front line (and should be!) as long as he doesn't get surrounded.


And don't forget that funnelling heroes into the rotsword is always fun.


Building a Nurgle Army @ 2017/03/25 01:46:17


Post by: Sporific Zephyr


Hey Ninth, i'very recently gotten into Sigmar and am torn between the new dwarves, BCR and Nurgle army currently. I've been surfing the Web trying to find people's thoughts on how to make a strong nurgle list and this thread really caught my eye. I've absorbed and processed all the information to come up with this 2000pt list with 100pts spare to spend on either more plague bearers or a Lord of Plagues.


The Glottkin (480pts)

Epidemius (180pts)


3x10 Plaguebearers (300pts)

1x Plague claw (180pts)
1x Plague claw (180pts)

1x Plague Drones

1x5 Blight kings
1x5 Blight kings

1900/2000






Building a Nurgle Army @ 2017/03/25 03:37:40


Post by: NinthMusketeer


Sporific Zephyr wrote:
Hey Ninth, i'very recently gotten into Sigmar and am torn between the new dwarves, BCR and Nurgle army currently. I've been surfing the Web trying to find people's thoughts on how to make a strong nurgle list and this thread really caught my eye. I've absorbed and processed all the information to come up with this 2000pt list with 100pts spare to spend on either more plague bearers or a Lord of Plagues.


The Glottkin (480pts)

Epidemius (180pts)


3x10 Plaguebearers (300pts)

1x Plague claw (180pts)
1x Plague claw (180pts)

1x Plague Drones

1x5 Blight kings
1x5 Blight kings

1900/2000




Looks like a solid Glottkin/Epi list. Between the two options listed I would plaguebearers to one of the 10-man units, as a 20-man will be a solid target for fleshy abundance. However, this is one of the few times I would recommend a Herald of Nurgle, since otherwise you only have Epidemius to trigger the locus effect on the plague drones (and you will really want the locus effect on the plague drones).


Building a Nurgle Army @ 2017/03/25 14:05:29


Post by: EnTyme


So are we going to assume that the Rotbringers will be getting an update shortly after the Death Guard the way AoS Tzeentch followed the Thousand Sons update?


Building a Nurgle Army @ 2017/03/25 18:32:49


Post by: NinthMusketeer


I'd like that but I'm unsure if it will happen; there was rumor support for an AoS release leading into Tzeentch that I don't see for Nurgle right now. And unlike Khorne, Rotbringers need some kits to round them out for a full battletome. We'll see though!


Building a Nurgle Army @ 2017/03/25 19:33:46


Post by: Fafnir


Yeah, having one unit type really sucks. Especially because Nurgle gives a lot of potential for some really freaky gak.


Building a Nurgle Army @ 2017/03/25 22:47:56


Post by: Sal4m4nd3r


The list did pretty well. Played seraphon the first game. It was a nova open mission as my group is prepping to rock
Nova again. Basically it was escalation meets border war. You separate your force into two groups and your opponent chooses which one will start on the board. I put bloab with harbinger and 10 blightkings in one list. Then glotkin 10 blightkings and the two groups of marauders in another. That's the one he chose. He had 6 ripperdacyyls, 40 Saurus knights and some skinks. I ran the big group of marauders up and charged the huge group of knights. Glotkin pushed on the ripperdacyyls. The marauders (first time using them) kicked ass! Glotkin made them fleshy


Building a Nurgle Army @ 2017/03/27 08:03:47


Post by: ickz


I am considering a mixed Nurgle list of Daemons, Mortals and Skaven Pestilens. The list is as follows:

Leaders:

Glotkin - general
Verminlord Corruptor - Crown of Conquest

Battleline:

10x Marauders with axes and shields and mark of nurgle
10x Marauders with axes and shields and mark of nurgle
30x Plaguebearers

Other:
6x Plague Drones
5x Putrid Blightkings
30x Plague Monks

1970pts

The Marauders are mostly tax but can be used to hold objectives or screen other units. Haven't really seen much talk regarding the Verminlord here. My reasoning for bringing him is that he is a Daemon Hero of Nurgle so he can trigger the Locus for the Plague Drones, which he also is fast enough to do. His Plague spell is also really good imo. He is also good at taunting to make some opponents target him instead of the Glotkin. I am also bringing the Crown of Conquest on him so I can make my Monks immune to battleshock. Monks could also be really terrifying with the Fleshy Abundance spell on them.

Any thoughts? I haven't tried the list yet and am still pretty new to AoS all together so I'm open for input


Building a Nurgle Army @ 2017/03/27 12:07:56


Post by: NinthMusketeer


I haven't seen a list like that before but it looks like it would do reasonably well. I would be very hesitant to put all 30 Monks in one unit, especially since the plaguebearers will be a better target for Fleshy Abundance. 10 and 20 may do you more good (and trust me 10 plague monks are fully capable of causing a ton of damage on their own). Remember to take blade & staff with the monks since they will get and extra.attack with each one from Glottkin. The verminlord is a solid choice, I haven't included him in this thread since I don't have as much experience to speak from and because as it stands now the GUO is a better buy points wise. However the verminlord corruptor works well with what you have and more importantly if it's something you want to use then go for it!


Building a Nurgle Army @ 2017/03/27 16:48:18


Post by: ickz


Thanks for the input. The list is a bit unusual yeah It's mostly because it's most of what i own at the moment, gonna pick up some more blightkings soon. I really like the Verminlord, worst part about him imo is that he is too "all-round". His magic is ok, his shooting is ok and his close combat is ok, but nothing is amazing. But he is a daemon hero of nurgle and fast enough to keep up with the drones atleast, and i love the model (not aiming for a very competitive list) so I think he will do fine.

I'd love to expand my Nurgle army with more unconventional stuff too like a daemon prince, soul grinder and more slaves to darkness stuff soon. But I think a GUO, more blightkings, harbinger of decay and Bloab are first in Line. I just started with pestilens and got a bit annoyed at their little variation in units so I started expanding into Nurgle but still want to use my rats.

My opponents at the moment are playing stormcast, Death (skeleton and zombie heavy), Sylvaneth, Seraphon and Dwarfs, so Im hoping i can atleast stand up against them. This thread is helping a lot atleast


Building a Nurgle Army @ 2017/03/27 18:04:05


Post by: Sal4m4nd3r


Monks are the very definition of a glass cannon! make sure you have a juicy target near them to draw fire and a screen in front to ensure you get the charge off!! Vermin lord and plague drones is a nasty combo! should do nicely on a flank.


Building a Nurgle Army @ 2017/03/27 19:27:00


Post by: ickz


 Sal4m4nd3r wrote:
Monks are the very definition of a glass cannon! make sure you have a juicy target near them to draw fire and a screen in front to ensure you get the charge off!! Vermin lord and plague drones is a nasty combo! should do nicely on a flank.


Yeah, my thought is that if the opponent gets first turn, he will have to choose between shooting my big monsters to remove my buffs or shoot at the monks Having the blightkings and drones more likely to survive longer. will probably use one of the 10 man marauder units to screen the monks atleast for the first turn and without doubt if Im against the Stormcast deep strike thingie (the monks will outrun the marauders after that likely).


Building a Nurgle Army @ 2017/03/27 23:08:53


Post by: NinthMusketeer


Send the marauders out front with a run move so they get charged and wiped out, then counter-charge with monks. Remember that your monks can be 11-12" from the enemy at the start of your turn and have very good odds of charging successfully, so keep them pretty far back to make sure they don't get charged themselves.


Building a Nurgle Army @ 2017/03/28 12:55:02


Post by: Sal4m4nd3r


Mortal nurgle won 10th place at Adepticon in the AoS GT. I'm Copy and Pasting the post by ThomasLyons from the TGA forums:


I went to ACON this weekend and got roped into playing the AOS GT. I had been waitlisted but a spot opened up and a bunch of community members convinced me to play. I had brought all my Nurgle stuff but wasn't able to field what I originally planned. Instead I fielded the slight modified version below:

140 Harbinger (Cunning Deciver Trait, Chaos Talisman)
120 Mounted Chaos Sorcerer (Crown of Conquest)
540 28 Chaos Warriors
60 10 Marauders
60 10 Marauders
60 10 Marauders
180 5 Blightkings
180 5 Blightkings
140 Plaguetouched Warband
240 Belakor
160 Sayl
120 Reinforcement Points (Options Below)
10 Plaguebearers (100)
10 Chaos Furies (120)
I'm glad I did play because I found myself sitting on Table 2 in Round 5 (final round) playing against Kaleb Walters, who won the GT with an 18 Skyfire list (it didn't help that all the buildings and fences were Damned terrain in the final round... O.o). I ended up finishing in 10th place (out of the 100+ people at the GT) and narrowly missed Best Chaos General (since I chose to try to go for the game win instead of my secondary objective).

This list looks ridiculously mundane at first glance. @Dan Heelan very confusingly looked over at me at the start of Round 5 from Table 1 this weekend and asked how I got there with this list The list is a 3 drop inverted alpha strike list that involves flying the 28 Chaos Warriors up, stretching them out 1" apart (with a tail leading back to your line), and charging the enemy's units on the line on turn 1 (with needing a 5 on the charge from the +1 charge on the chaos warriors against anything on the line). The Chaos Warriors get buffed up with Daemonic Power from the Sorc (reroll 1s to hit, wounds, and saves), Mystic Shield from Be'lekor, a 5++ ward from the Harbinger (who is safe in your back line), and battleshock immunity from the Crown of Conquest.

The real magic of this combo comes from two things. First, the Warriors are -2 to hit in melee that entire first combat turn (-1 from plague touched, -1 from cunning deceiver). Even the best units will struggle to put significant wounds on a 3+ (reroll 1s), 5++, 5++ (against mortal wounds only) when they have a -2 to hit that unit. Secondly, and more importantly, when you deploy in multiples of 7 with this battalion, every time the enemy rolls a 6+ to wound that unit in melee combat, the attacking enemy unit takes a mortal wound back. Now, since this is triggering on their wound roll of 6+, I can still negate the actual damage with all the Warrior's defenses while still kicking back mortal wounds as the enemy grinds on the Chaos Warriors. This is doubly (or even triply) effective against Tomb Kings, Pestilens, and Destruction Battle Brew/Wild Fury who are bringing their own bonuses to wound, since it causes the mortal wounds to trigger more frequently (as my 4th opponent so painfully discovered with his double Stonehorns). Once you have the front line locked, if they don't have movement shenanigans, you can pull models from anywhere in the line and break coherency (as long as you aren't going to pile in at all). There were points where I had a single chaos warrior back in back field (to receive buffs), with the next closest Chaos warrior in his unit 24 inches away grinding on the remains of their front line. If I ever needed to reform, I could cast Sayl fly on the back warrior and retreat the unit with an 18" fly move back into coherency. Essentially, instead of Sayl flying up a hammer like everyone does, this list flies up an anvil, locks down anything on the front line it can charge/pile into and then grinds it down.

The rest of the list does a variety of supporting functions. Most of the heroes stay in the backfield spread out to zone the back edge from setups. Be'lakor serves as the safety for anything that flies over the front line, deal with anything that needs rend (6 attacks, 3+/3+/-2/2 dmg), tank any huge beasties I don't want on that front line (4+, ignores rend, can be mystic shielded with reroll 1's from Oracular visions), and can summon into their backfield when he is near the front line to steal objectives. His spell seems counterintuitive to the list, but it is great when Archaon hits the table to prevent models auto dying to the Slayer of Kings. The Marauders are largely present for taking objectives and zoning out areas of the board to prevent people coming on from table edges or being able to be summoned. The Blightkings provided the extra punch against soft units where bodies were needed to be cleared off objectives in the enemy territory. I hadn't planned on taking 2 units originally but it ended up being the exact number I needed in many of my matchups (which included Kunnin Rukk, Bloodbound, Phoenix Temple, Beastclaw mixed-Destruction, and Tzeentch 18 Skyfire/Loc/Kairos list). I didn't see any SCE or Sylvaneth in my matches, although I would have changed tactics accordingly and bubble-wrapped/zoned with the Warriors as well. @Nico helped me think about some of these matchups before hand, which helped tremendously in piloting my list. To that I am greatly appreciative.

Returning to this weekend, immediately after we finished the final game on Table 2, Kaleb interrupted my congratulations and informed me that my list was the hardest list he's played all weekend (I believe including the other AOS events he was in) by a factor of 2. All of his other opponents he had tabled with an hour or more to spare. In our game, I led the points (he was in fact shut out) until the bottom of our very last turn.

The power base of the list is diffuse and most opponents will have no idea what they are looking at when you drop it until you fly the Chaos Warriors forward in their flying "T" formation. This confusion on target priority and tactics is one of the strongest assets of this list; I'm not sure how well it will fair if it becomes a well known quantity. I'm doing a video about this list later this week with MC1Gamer and I'll be doing a brief overview of the event and match-ups on my TGA blog.

The moral of the story is that Nurgle Mortal can be competitive.



Link to the post: http://www.tga.community/forums/topic/8333-nurgle-tournament-lists/?do=findComment&comment=82781


Building a Nurgle Army @ 2017/03/28 14:01:50


Post by: EnTyme


I just finished putting together the Blightkings from the Shadows Over Hammerhal box, and I have to say it may be the best kit I've ever seen from GW! So many options, and so many bits left over for conversions! Really hoping Nurgle gets an AoS update to coincide with his 40k update.


Building a Nurgle Army @ 2017/03/28 17:17:34


Post by: NinthMusketeer


In regards to the AoS GT list, while Nurgle themed that sadly is not a Nurgle list. Not only does it include non-Nurgle models but those models are critical to the success of the army.


Building a Nurgle Army @ 2017/03/29 12:29:19


Post by: Sal4m4nd3r


Right! I know its not really a full blooded nurgle list, I thought it wouldnt be relevant to add to the thread.

It also highlights why I'm cautious to go to one of these tournaments. Not only would I not have thought of this strategy, but I also would shy away from using a formation at is so obviously cheeky. But thats tournament life. I still want to go to NOVA since I live literally about 3 mins away from the venue.


Building a Nurgle Army @ 2017/03/29 17:54:07


Post by: NinthMusketeer


AoS tournaments are all about cheese right now. You still have to be skilled with your cheese of choice, but if you didn't bring it at all you're pretty much screwed. You can have better luck at smaller local tournaments though.


Building a Nurgle Army @ 2017/04/04 17:24:10


Post by: Inigo Montoya


I am afraid of not having the plague claws, but this feels pretty decent:
Allegiance: Chaos

The Glottkin (480)
- General
Great Unclean One (240)
- Artefact: Crown of Conquest
Daemon Prince Of Nurgle (160)
-Wings
-Sword
- Artefact: Chaos Runeblade
Epidemius (180)


Battleline
30 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

6 X Plague Drones of Nurgle (440)

Total: 2000/2000

The DPN supports the Plague Drones, 2 x 10 plaguebearers score and support Epidemius,And the blob and two fatties go kill things.


Building a Nurgle Army @ 2017/04/04 19:34:18


Post by: NinthMusketeer


Looks like a solid Epidemius/Glottkin list It may have a learning curve in figuring out when to engage with your heroes, so stick it out if your first few games go poorly!


Building a Nurgle Army @ 2017/05/04 18:14:00


Post by: NinthMusketeer


It's been too long since I added something, so I kicked off the Heroes section with a short blurb about the Herald of Nurgle who I have been seeing included in lists posted here lately.


Building a Nurgle Army @ 2017/05/04 18:45:27


Post by: Vomikron Noxis


I'm so glad this hasn't died! What are your thoughts on including epidemius btw? I know you've done a write up on him already, but do you think he's *worth* including? I'm messing about with a Tallyband list and I go back and forth trying to decide whether to include him.


Building a Nurgle Army @ 2017/05/04 19:26:06


Post by: NinthMusketeer


 Vomikron Noxis wrote:
I'm so glad this hasn't died! What are your thoughts on including epidemius btw? I know you've done a write up on him already, but do you think he's *worth* including? I'm messing about with a Tallyband list and I go back and forth trying to decide whether to include him.
I always think he's worth including. But at the risk of sounding arrogant I should caveat that by saying I may have a lot of experience with him. I like Epidemius as a unit; I used him in all of my Nurgle lists for WHFB and I have been using him in AoS since launch (before the GHB even!). I have played Epidemius alot and have had a large amount of time to figure out how to use him well. But early on I struggled with him; how to get the tally up, how to keep him alive, how much I could rely on the buffs, etc. So I think there is more to him than just adding to a list and playing like normal, Epidemius can definitely seem weak until you get the hang of him. For the tallyband in particular I find he's a bit more useful because he fills one of the 6 units you need for the battalion and he's easier to keep alive since he will heal d3 a turn.


Building a Nurgle Army @ 2017/05/04 21:07:08


Post by: Vomikron Noxis


Cool, thats a pretty convincing argument! Could you recommend a Tallyband for 2000pts with him in then? I'm running both my daemon princes too, and double plate drones, and it's hard to fit it all in tbh!


Building a Nurgle Army @ 2017/05/04 21:11:35


Post by: NinthMusketeer


Absolutely. Drop a Daemon prince if need be, they can't be part of the Tallyband anyway.


Building a Nurgle Army @ 2017/05/04 22:19:46


Post by: Vomikron Noxis


Yeh I think you're probably right there. It's nice to have two of them for the locus spreading though...


Building a Nurgle Army @ 2017/05/05 01:03:49


Post by: NinthMusketeer


 Vomikron Noxis wrote:
Yeh I think you're probably right there. It's nice to have two of them for the locus spreading though...
Epi is good for triggering plaguebearer loci, leaving the DP free to fly behind the drones.


Building a Nurgle Army @ 2017/05/19 16:15:00


Post by: SGrimhart


 NinthMusketeer wrote:
Taking Lord of War is mainly to put it on a unit of Blightkings, not the general itself. Though if someone was running the FW version (Exalted Daemon of Nurgle warscroll) that may be different but it doesn't have points in matched play afaik. For a regular GUO the 60mm base is better because it means less enemies can get in base to base to attack it.


Automatically Appended Next Post:
In regards to your list, I would consider dropping bloab to add the chaos sorcerer back in along with another 10-man Marauder unit. Then you can merge the 10-man blightking unit with a 5-man to run the 14-blightking-deathblob with daemonic power, fleshy abundance, and mystic shield (casting rolls permitting). Just line them up behind the 28 marauders to act as a supremely punishing second wave!

TBF I haven't actually tried it yet but the concept seems hilariously strong, if a bit unwieldy.


Quick question as I am already in the process of getting my Glottkin . I noticed that you are hesitant to run Bloab in your armies, is there a reason you don't like Bloab? Just wondering as I like the model and his abilites seem pretty decent. I have been a nurgle fanatic since 6th Ed. I do like your list build and is oddly close to how I plan to build mine except I plan to run zombies as my marauder horde along with my plague bringers.


Building a Nurgle Army @ 2017/05/19 21:02:49


Post by: NinthMusketeer


 SGrimhart wrote:
 NinthMusketeer wrote:
Taking Lord of War is mainly to put it on a unit of Blightkings, not the general itself. Though if someone was running the FW version (Exalted Daemon of Nurgle warscroll) that may be different but it doesn't have points in matched play afaik. For a regular GUO the 60mm base is better because it means less enemies can get in base to base to attack it.


Automatically Appended Next Post:
In regards to your list, I would consider dropping bloab to add the chaos sorcerer back in along with another 10-man Marauder unit. Then you can merge the 10-man blightking unit with a 5-man to run the 14-blightking-deathblob with daemonic power, fleshy abundance, and mystic shield (casting rolls permitting). Just line them up behind the 28 marauders to act as a supremely punishing second wave!

TBF I haven't actually tried it yet but the concept seems hilariously strong, if a bit unwieldy.


Quick question as I am already in the process of getting my Glottkin . I noticed that you are hesitant to run Bloab in your armies, is there a reason you don't like Bloab? Just wondering as I like the model and his abilites seem pretty decent. I have been a nurgle fanatic since 6th Ed. I do like your list build and is oddly close to how I plan to build mine except I plan to run zombies as my marauder horde along with my plague bringers.
To the contrary--I think Bloab is a great model that has a lot to offer Nurgle armies. But if Glottkin are already running the scene then there is some overlap (magic and support roles) and more importantly taking them both eats up a huge chunk of points that would be better spent on stuff for the Glottkin to buff. The #1 thing to remember about Glottkin is that they are there for the command ability before anything else, and Bloab doesn't get much benefit compared to many other options.


Building a Nurgle Army @ 2017/05/21 15:22:44


Post by: Vomikron Noxis


So I could do with some advice for lower point games... just got totally swamped by death at 1000pts. Ran a Tallyband and my GUO got taken out early by skellies, so it was kind of an uphill struggle from there :(


Building a Nurgle Army @ 2017/05/21 18:06:41


Post by: NinthMusketeer


 Vomikron Noxis wrote:
So I could do with some advice for lower point games... just got totally swamped by death at 1000pts. Ran a Tallyband and my GUO got taken out early by skellies, so it was kind of an uphill struggle from there :(
Have some plaguebearers on either side of your GUO; the enemy should not be getting enough skeleton attacks on him to do meaningful damage; assuming a Chaos Talisman artifact it takes 14.4 skeleton spear attacks to cause a single wound. Coupled with healing at least 2d3 wounds every turn the only way your GUO should die is if he gets completely surrounded. Is your GUO on a 60mm base?


Building a Nurgle Army @ 2017/05/21 19:48:34


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
So I could do with some advice for lower point games... just got totally swamped by death at 1000pts. Ran a Tallyband and my GUO got taken out early by skellies, so it was kind of an uphill struggle from there :(
Have some plaguebearers on either side of your GUO; the enemy should not be getting enough skeleton attacks on him to do meaningful damage; assuming a Chaos Talisman artifact it takes 14.4 skeleton spear attacks to cause a single wound. Coupled with healing at least 2d3 wounds every turn the only way your GUO should die is if he gets completely surrounded. Is your GUO on a 60mm base?


Yeh tbh I massively balls it up due to being a right noob at the game! I kept my plaguebearers back when I should've pushed forward with them, and as a result my GUO got swamped and killed early on. I was kind of relying on him as the main damage dealer though!


Building a Nurgle Army @ 2017/05/21 19:52:32


Post by: NinthMusketeer


Nurgle doesn't win games by killing the enemy with effective damage dealing. Nurgle wins games by taking so long to kill that enventually the enemy runs out of wounds before you do from sheer attrition. As a beginner, focus on keeping your stuff alive and/or making it as hard as possible to kill. Everything else will tend to work out more easily that way.


Building a Nurgle Army @ 2017/05/21 20:48:10


Post by: Vomikron Noxis


 NinthMusketeer wrote:
Nurgle doesn't win games by killing the enemy with effective damage dealing. Nurgle wins games by taking so long to kill that enventually the enemy runs out of wounds before you do from sheer attrition. As a beginner, focus on keeping your stuff alive and/or making it as hard as possible to kill. Everything else will tend to work out more easily that way.


Definitely good advice there I think! Should I drop the Tallyband at 1000pts or keep at it? Makes it impossible to include bigger units of PBs, but has the potential to keep them alive longer.


Building a Nurgle Army @ 2017/05/21 21:20:30


Post by: NinthMusketeer


I'd keep it, mainly because at 1000 points it's much harder to focus-fire a unit down quickly even if it's small. And a GUO healing 2d3/turn without having to cast plague wind is awesome at any point level.


Building a Nurgle Army @ 2017/05/21 21:52:01


Post by: Vomikron Noxis


Awesome! One more question before I leave you alone (for now)... I've been using a herald in my Tallyband at 1000pts, but would I be better served using another 10x PBs instead? He was there for the locus as my only other hero is the GUO, but he is pretty lacklustre.


Building a Nurgle Army @ 2017/05/21 22:07:15


Post by: NinthMusketeer


It's extremely rare that replacing a herald with 10 more plaguebearers will NOT be a good move. To make an honest comparison, PPC (essentially fan-regulated points for matched play) puts the HoN at 70 points while plaguebearers are 9 pts/model but +25 pts for a full command group. These numbers put things at 70 for a HoN verses 115 for ten plaguebearers with command, which I feel is a very good representation of how they perform on the tabletop.

Since GHB puts both those options at 100... Well you can see why I always recommend plaguebearers instead. The real question in this case is if the artifact you put on the herald makes up for that difference.


Building a Nurgle Army @ 2017/05/22 12:54:14


Post by: Sal4m4nd3r


I use bloab and glotkin in the same 2k list. But I go back and forth every day on if glotkin is worth it without the command ability in a plague touched warband/blightkings heavy army. Fleshy abundance pays dividends on a unit of 28 marauders as a screen/first wave/chaff killer. And he adds a punch that there just isn't there otherwise, rending attacks, shooting ability to help trigger bloab's miasma spell, and an extra cast (after FA) to try to get more miasma fun (arcane bolt), and soaks up a lot of damage. buttttttt he is almost 1/4 of the army. So without him, I would only be adding more blightkings (bodies and damage dealers) and some casters. Maybe a small summonable sideboard. all of which glotkin does already. So while he is a lot of points, I usually find that even with another monster (bloab) he is worth taking without being the general.


Building a Nurgle Army @ 2017/05/22 18:23:01


Post by: Fafnir


Why are you not taking Glotkin as the general with Bloab? Bloab doesn't even have a command ability.


Building a Nurgle Army @ 2017/05/22 18:52:42


Post by: Sal4m4nd3r


Harbinger of Decay is my general for the 5+ save against wound/mortal wound bubble. Also another downside to glotkin as the general is he cannot take command traits or artifacts.


Here is the list I am referring to. It is also the list I plan on taking to the NOVA open this year unless I tweak it. The big blob of marauders are in a group of 28 to benefit from the battalion's main ability. (HERE is a link to an image of the warscoll battalion for reference)The other ten are objective campers. I have been getting a lot of game sin with it against others and their NOVA open lists. It does ok except when I run into stormcast or sylvaneth. The latter being almost automatic loss. It's two drops. I could fix this by saving 80 reinforcement points and summoning nurglings for objective campers..which might actually be a decent idea that I JUST thought of....

Leaders

Harbinger of Decay (140)
- General
- Trait: Great Destroyer
- Artefact: Chaos Talisman

The Glottkin (480)

Bloab Rotspawned (260)

Battleline

5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline

5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline

5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline

5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline

30 x Chaos Marauders (180)
- Axes

10 x Chaos Marauders (60)
- Axes

Battalions
Plaguetouched Warband (140)

Total: 1980/2000


Building a Nurgle Army @ 2017/05/22 20:35:18


Post by: NinthMusketeer


Drop a unit of blightkings for two units of marauders, then combine the remaining blightkings into a unit of 14. Do NOT reserve the remaining 80 points for summoning.

This reduces your deployment to a single drop and gives you access to the 14-man-blightking-death-blob. The blob can easily keep one model in range of morbid vigor and can all be given mystic shield at the same time. It's -1 to hit in melee and bounces mortal wounds to enemies in melee as well (note that if an enemy rolls a 6 to wound they take a mortal... even if you pass the save). Further, at 1920 you are likely to get a roll on the triumph table, which can give one unit a really nice buff for one phase...


Fun fact: Moonclan grot units get a bonus to wound rolls in melee, and are a common showing at tournaments thanks to their use in beastclaw-grot lists. At +2 to wound, every 4+ they roll will trigger a mortal wound from the battalion.


Building a Nurgle Army @ 2017/05/22 20:51:18


Post by: Fafnir


Wow, that's one hell of a dirtystar.


Building a Nurgle Army @ 2017/05/22 21:42:42


Post by: NinthMusketeer


It's a brown dwarf


Automatically Appended Next Post:
Added a paragraph on the plagueclaw catapult!


Building a Nurgle Army @ 2017/05/23 18:28:58


Post by: Sal4m4nd3r


Thanks for your continual update of this tactics thread with invaluable advice. That is a great suggestion above and I will try it out in some friendly games upcoming thr I have scheduled. My only concern is only have one squad of bk's as opposed to 3/4. It seems like it COULD be unwieldy. But that's what practice is for. And instead of 2x ten marauders I'll just use plaguebearers. Thanks again!!


Building a Nurgle Army @ 2017/05/23 20:20:46


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
Thanks for your continual update of this tactics thread with invaluable advice. That is a great suggestion above and I will try it out in some friendly games upcoming thr I have scheduled. My only concern is only have one squad of bk's as opposed to 3/4. It seems like it COULD be unwieldy. But that's what practice is for. And instead of 2x ten marauders I'll just use plaguebearers. Thanks again!!
Happy to help you need the marauders to fill out the battalion, though.


Building a Nurgle Army @ 2017/06/17 08:36:02


Post by: Santiel


I have about 4k points of Death atm but i would really like to try out mortal nurgle at a start of 1000p. Any suggestions on how to run this on that level?


Building a Nurgle Army @ 2017/06/17 10:47:55


Post by: Blightking


I made this list, would it be competitive:
1760 pts, not completely nurgle

Glottkin
Harbinger of Decay
Chaos sorcerer lord (nurgle mark)
Sayl the faithless (not nurgle)

10 plaguebearers
10 plaguebearers
30 plaguebearers

10 blightkings

Sayls traitors mist can give the blightkings 18 move and fly, and the sorcerer lord gives them daemonic power (reroll save, hit wound of 1)


Building a Nurgle Army @ 2017/06/17 16:58:29


Post by: NinthMusketeer


Santiel wrote:
I have about 4k points of Death atm but i would really like to try out mortal nurgle at a start of 1000p. Any suggestions on how to run this on that level?
Use 2x10 plaguebearers as battleline, add a unit of blightkings, then mix in whatever you find interesting. This will let you try out the different units and let you get a feel for how Nurgle plays.


Automatically Appended Next Post:
Blightking wrote:
I made this list, would it be competitive:
1760 pts, not completely nurgle

Glottkin
Harbinger of Decay
Chaos sorcerer lord (nurgle mark)
Sayl the faithless (not nurgle)

10 plaguebearers
10 plaguebearers
30 plaguebearers

10 blightkings

Sayls traitors mist can give the blightkings 18 move and fly, and the sorcerer lord gives them daemonic power (reroll save, hit wound of 1)
It's solid. With magic being so important I would invest in a unit of chaos familiars to make your spells more reliable.


Building a Nurgle Army @ 2017/06/19 18:21:37


Post by: Vomikron Noxis


How's this for a combined arms Nurgle army:

Allegiance: Chaos

Heroes
Great Unclean One (240)
- General
- Trait: Lord of War
Daemon Prince Of Nurgle (160)
- Artefact: Chaos Runeblade
Daemon Prince Of Nurgle (160)
- Artefact: Chaos Runeblade

Battleline
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)
5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline
5 x Putrid Blightkings (180)
- Mortal Nurgle Battleline

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)
3 x Nurglings (80)
3 x Nurglings (80)
3 x Nurglings (80)

Battalions
Tallyband of Nurgle (100)

Total: 2000/2000

Pretty much just using what I've got painted, plus some blightkings to try out.


Building a Nurgle Army @ 2017/06/20 17:47:56


Post by: NinthMusketeer


It looks like a good DoN list you have there. I would give the daemon princes chaos talismans; their offense is fine but its the defense that will be an issue. They will be targeted, especially by mortal wounds. Nurglings don't benefit from the battalion at all so I would be inclined to drop two of them and bulk out a plaguebearer unit or drop one and reserve the points to summon them instead. Or preferably drop all three and run Epidemius in their place.


Building a Nurgle Army @ 2017/06/20 17:59:15


Post by: Vomikron Noxis


Cool, thanks for the advice! I'm mostly just trying to avoid painting more plaguebearers at the moment, just to see if they get repackaged with 32mm bases (in which case I'll rebase). Got some plague drones and Epidemius to crack on with in the meantime though


Building a Nurgle Army @ 2017/06/21 03:54:07


Post by: NinthMusketeer


 Vomikron Noxis wrote:
Cool, thanks for the advice! I'm mostly just trying to avoid painting more plaguebearers at the moment, just to see if they get repackaged with 32mm bases (in which case I'll rebase). Got some plague drones and Epidemius to crack on with in the meantime though
They will be. The ones in the start collecting box come with 32mm.


Building a Nurgle Army @ 2017/06/21 07:53:24


Post by: Vomikron Noxis


Yeh it looks like they're gonna be for sure... ah well!

On the list building aspect: if I drop all the nurglings for Epidemius, that leaves me with a wonky 60 points remaining... what do I spend that on? A single beast of Nurgle will fit, but what am I gonna do with him??


Building a Nurgle Army @ 2017/06/21 09:20:36


Post by: IronDerp


Um... Team mascot?

Honestly it could work to have him as a diversion or a sort of pet for your general... The fact that they can run and charge in the same turn makes them surprisingly fast.

Also with the extra damage from being close to a nurgle daemon hero means that he's also a good hangerby... You remember the lord of khorne with the flesh hound pet? well like that but bigger for both master and pet... Also the pet is a lot more happy and loves to give his master slobbery kisses...


Building a Nurgle Army @ 2017/06/21 09:40:29


Post by: Vomikron Noxis


 IronDerp wrote:
Um... Team mascot?

Honestly it could work to have him as a diversion or a sort of pet for your general... The fact that they can run and charge in the same turn makes them surprisingly fast.

Also with the extra damage from being close to a nurgle daemon hero means that he's also a good hangerby... You remember the lord of khorne with the flesh hound pet? well like that but bigger for both master and pet... Also the pet is a lot more happy and loves to give his master slobbery kisses...


Haha tbh I like this idea quite a lot! And actually he could have some utility in preventing my GUO from getting swamped...


Building a Nurgle Army @ 2017/06/21 15:01:21


Post by: NinthMusketeer


 Vomikron Noxis wrote:
Yeh it looks like they're gonna be for sure... ah well!

On the list building aspect: if I drop all the nurglings for Epidemius, that leaves me with a wonky 60 points remaining... what do I spend that on? A single beast of Nurgle will fit, but what am I gonna do with him??
Don't spend it. People underestimate the value of the triumph table.


Building a Nurgle Army @ 2017/06/21 15:20:26


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
Yeh it looks like they're gonna be for sure... ah well!

On the list building aspect: if I drop all the nurglings for Epidemius, that leaves me with a wonky 60 points remaining... what do I spend that on? A single beast of Nurgle will fit, but what am I gonna do with him??
Don't spend it. People underestimate the value of the triumph table.


60 points seems like a lot to leave behind though... 40 I'd probably be ok with. Is the (good) chance of a triumph worth that?


Building a Nurgle Army @ 2017/06/21 15:38:30


Post by: NinthMusketeer


 Vomikron Noxis wrote:
 NinthMusketeer wrote:
 Vomikron Noxis wrote:
Yeh it looks like they're gonna be for sure... ah well!

On the list building aspect: if I drop all the nurglings for Epidemius, that leaves me with a wonky 60 points remaining... what do I spend that on? A single beast of Nurgle will fit, but what am I gonna do with him??
Don't spend it. People underestimate the value of the triumph table.


60 points seems like a lot to leave behind though... 40 I'd probably be ok with. Is the (good) chance of a triumph worth that?
Let me put it this way; how often do you find yourself going 'aw, darn' and wishing you could re-roll that one batch of hits, wounds, or saves? For me this happens at LEAST once per game!


Building a Nurgle Army @ 2017/06/23 12:51:38


Post by: Sal4m4nd3r


If this is for a tournament, often times they eliminate the triumph table. A beast summoned in could be used to disrupt objective campers, or be an objective grabber of his own. Way more valuable then re-rolls, IMO


Building a Nurgle Army @ 2017/06/23 17:21:57


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
If this is for a tournament, often times they eliminate the triumph table. A beast summoned in could be used to disrupt objective campers, or be an objective grabber of his own. Way more valuable then re-rolls, IMO
Huh, I've never experienced a tournament that removes the triumph table. If that is the case, take the beast obviously. Otherwise... well, I've run beasts of Nurgle and I've used the triumph table and I'd pick the latter.


Building a Nurgle Army @ 2017/07/14 22:06:13


Post by: Khornate25


Hi people ! I keep being savagely beaten when I face Ironjaws brutes and I wonderer what I could bring to the table to change that.
You see, the problem is that I have a great deal of bad luck at rolling (for a weird reason, I keep rolling 2s and 1s, I might burn and melt my current dices to get new ones).
Plus, when I finally get to hit and wound something, the fact that we don't have a lot of rending (almost none) means that my opponent just shrugg it off.
What can I do about it ?


Building a Nurgle Army @ 2017/07/15 02:43:20


Post by: NinthMusketeer


 Khornate25 wrote:
Hi people ! I keep being savagely beaten when I face Ironjaws brutes and I wonderer what I could bring to the table to change that.
You see, the problem is that I have a great deal of bad luck at rolling (for a weird reason, I keep rolling 2s and 1s, I might burn and melt my current dices to get new ones).
Plus, when I finally get to hit and wound something, the fact that we don't have a lot of rending (almost none) means that my opponent just shrugg it off.
What can I do about it ?
First off, calculate odds. Its fun to joke about 'oh bob has bad rolls haha' but the simple reality is that what many believe are bad rolls are actually well within the average range. For example, an attack that hits on a 2+ and wounds on a 3+ may seem very reliable but only has a ~55% chance of getting through. And that's before saves!

Secondly, Brutes re-roll all hit rolls against models with a 4+ wound characteristic. This benefit is huge and means units like Plague Drones or Nurglings will be absolutely crushed by them in short order. The best way to deal with them is to tarpit with Plaguebearers and swing in on the flank (from from behind the bearers using a 2" melee range) with something more powerful to actually do damage. Focus on one brute unit at a time; bravery 6 means that losing one model is no big deal but if you can kill two or three in a single turn the battleshock odds begin to stack against them.


Building a Nurgle Army @ 2017/07/17 13:51:54


Post by: Wayniac


I have a friend who runs a lot of plague ogors (using regular GW ogors painted green as he didn't want to buy the FW models) and bile trolls (using regular trolls), and I have to say those things are really nasty.


Building a Nurgle Army @ 2017/07/17 15:20:54


Post by: NinthMusketeer


Trolls are cool, the breath weapon is particularly nice in the low-shooting lineup of Nurgle. Plague ogors are pretty much just regular ogors with a few little abilities on the side. The main advantage for a Nurgle army is that they are an offensive unit, but the simple reality is that Blightkings do everything they do better in that context.


Building a Nurgle Army @ 2017/07/19 03:35:43


Post by: Khornate25


Hey ! I know warherds and brayherds aren't Nurgle and just plain vanilla Chaos, but do you think their strenght could compensate some of our weaknesses, mainly lack of speed and multi-damage attacks ?


Building a Nurgle Army @ 2017/07/19 04:43:57


Post by: NinthMusketeer


Not particularly, because of the daemon prince. Daemon princes offer speed, offensive power, still have the Nurgle keyword, and can trigger locus effects to boot. And the keyword really is notable because of effects like blightkings or a GUO which will actively harm your own units if they aren't Nurgle.


Building a Nurgle Army @ 2017/07/19 09:04:28


Post by: Vomikron Noxis


Right so this is the list I'm gonna run for a while, mostly because I don't have much time to paint atm and a lot of it is already done! Seems pretty strong:

Allegiance: Chaos

Heroes
The Glottkin (480)
- General
Great Unclean One (240)
- Artefact: Crown of Conquest
Daemon Prince Of Nurgle (160)
Daemon Prince Of Nurgle (160)

Battleline
30 x Plaguebearers Of Nurgle (300)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1980/2000

Could swap a DP for Epidemius, but I like having the locus spread far and wide for the drones. Gave the GUO the crown to make the PBs immune to battleshock, but might swap for a talisman. Any thoughts?


Building a Nurgle Army @ 2017/07/19 16:51:20


Post by: NinthMusketeer


I think the DP or Epidemius question is a matter of personal preference/skill with those particular models. The DP will give you a stronger punch up front, where Epidemius will turn things into a matter of 'keep him alive till turn 3 and win' so your local meta is a big factor there. I would give the GUO a talisman; a 30-man plaguebearer unit rarely loses a ton of models in one turn because of the hit penalty, and pretty much never will if they have fleshy abundance on them. With an effective +1 bravery for every 10 models in the unit (as per basic rules) even if you lost 7 models it would still be worth rolling for the chance at a 1.

Beyond that it's a very good list. Between the drones, 30-man, and locus support you have all the pieces to really shine (grime?) on the tabletop!


Building a Nurgle Army @ 2017/07/19 19:05:20


Post by: Vomikron Noxis


Lovely cheers! I might play around with the Epidemius/DP choice, as I have them both so I could experiment.

One last thing: is it worth swapping out the 2 x 10 plaguebearers for marauders or clanrats to fill battleline, and then spending those points on something else? Although thinking about it I'm not sure what I'd actually spend them on!


Automatically Appended Next Post:
Or my other option is to drop the Glottkin altogether and put the points into Epidemius, more plaguebearers, and the Tallyband battalion. Not sure which is the stronger option. Tallyband has more grind, but Glottkin has more punch.


Building a Nurgle Army @ 2017/07/20 02:17:59


Post by: NinthMusketeer


I think what you have now is stronger than either of the two options you mentioned. Though the tallyband build won't be weak by any means so it could be fun to play around with if the Glottkin version gets stale.


Building a Nurgle Army @ 2017/07/20 18:21:34


Post by: Vomikron Noxis


 NinthMusketeer wrote:
I think what you have now is stronger than either of the two options you mentioned. Though the tallyband build won't be weak by any means so it could be fun to play around with if the Glottkin version gets stale.


That's awesome, thank you. Just one last thing and then I promise I'll leave you alone (except I probably won't): you're experienced with running Epidemius, so how on earth do you keep him alive? Do you deploy him well out of the way? Or move him up and hope for the best? He's not entirely useless in a fight, and he can trigger the locus effects, but is then vulnerable to sniping and whatnot. It just feels wrong deploying 180pts way back and never using him.


Building a Nurgle Army @ 2017/07/21 03:06:54


Post by: NinthMusketeer


He camps the back field in cover. It seems strange to spend 180 pts and not use him directly, but when you consider the results of his board wide buff... Its also about making the enemy work as hard as they can to kill him. I have won a few games just from forcing my enemy to expend too much effort to get him dead. (He also kind-of sucks in combat anyway.)


Building a Nurgle Army @ 2017/07/21 09:27:47


Post by: Vomikron Noxis


 NinthMusketeer wrote:
He camps the back field in cover. It seems strange to spend 180 pts and not use him directly, but when you consider the results of his board wide buff... Its also about making the enemy work as hard as they can to kill him. I have won a few games just from forcing my enemy to expend too much effort to get him dead. (He also kind-of sucks in combat anyway.)


Do you keep him back on his own or leave some plaguebearers to look after him?


Building a Nurgle Army @ 2017/07/21 16:02:29


Post by: NinthMusketeer


Completely depends on the opponent's list. Usually he's fine on his own though, since your front line isnt very far forward you can usually have models nearby to prevent enemy deep strike/summons from showing up 9" away.


Building a Nurgle Army @ 2017/08/02 17:41:27


Post by: Sal4m4nd3r



I came in second at a local tournament in a very competitive meta using the NOVA open missions with my mortal nurgle list. I beat 2 grand alliance death armies in a row and gnarlroot wargrove in the last game.



My list:

harbinger of decay - generaL, crown of conquest, great destroyer

glotkin,
bloab rotspawned,
4 units of 5 blightkings,
28 marauders,
plaguetouched warband and 80 reinforcement points I use to summon 3 nurglings.

Most NOVA missions use wounds near objectives rather then models. So summoning nurglings is better than 10 marauders as objective campers for that (more wounds and they auto regen) Also makes my army one drop.


The first game was against an inexperienced player. It was close because the mission had disappearing objectives. Six objectives start on the board numbered 1-6. Start of turns two and four each player rolls a dice and those objectives disappear. Duplicates are ignored. Three objectives disappeared on my side of the board. So it was fun to battle my way through to his side. I can't count how many zombies glotkin waded through.


Second game was against a close friend and his very competitive death army. Vampire lord on dragon, blood knights, some skellies, necropolis knights, vampire lord on abysmal terror, mourngul, and necro. You split your army into two (excerpt your general) and your opponent picks which start and which arrives turn three. I choose his lord on zombie dragon, necropolis knights and necro. I choose poorly. Those knights are impossible to kill. I gave him the option of either glotkin, 28 marauders and 5 blightkings..or 15 blightkings and bloab. Your general starts on the board no matter who opponent picks. He picked bloab and co. His speed, regrowing knights and multiple -minus to hit rolls kept me in a steady decline. However the mission was 5 objectives. Two on your side (1 point each), one in the middle (2 points each) and two on opponents side (3 points each). Fortunatly for me I had numbers advantage. Realizing this early I ran right to the center objective. You score turn two till the end. So for the first few turns I was scoring 3 to his 2 (didn't try to get my second objective to focus on keeping the Middle as long as possible) eventually I broke in the middle but glotkin, 5 blightkings and marauders held on jussssssst enough to win by on point (16-15).


Third game was against sylvaneth. This mission saw three objectives in a vertical line in the Middle the board. Turn three "your" objective (closer to your deployment zone) moved to the right 4 d6 inches. Turn for moves straight up to D6 turn five moves straight up again to D6 inches. The center objective never moves. If you have more rooms within 3 inches of the objective at the end of the game..you control it. Need majority to win. I knew he was going to throw down a ****** ton of Wildwood, and I figured that the objectives would be aligned in a horizontal line eventually so my plan was to rush to the middle of the board and just clog it up. he deployed his kurnoth hunters and Treelore ancient behind a wall of dryads. I ran my marauders (2 wounds a piece and 5+/5++ thanks to glotkin and harbinger.. and engaged the dryads and kept his hunters engaged. Glotkin got in there against some tree kin. I was taking mortaL wounds from those woods shaking and my spells..but I got lucky with blightkings healing rolls. He also played his tree lord ancient poorly. He was so obsessed with trying to whittle down the marauders for some reason. He kept focusing on them and wasting effort on them. At the end of the game he tried teleporting things all over the place to try to contest objectives but I had full blightkings units on them, 3 nurglings (15 wounds) on another. I tossed two blightkings units into his big blob of hunters as bait/sacrifice so bloab could retreat from combat and grab the third objective. He wasn't able to churn through them fast enough to get to bloab. I got all three objectives that game.



The winner is a great guy who wins all tournaments with a grand alliance death army. He won best general at nova last year too. I hope this is a good sign for the nova open in a few weeks. If you would like to see the mission primer for a clearer picture of the missions it is here:



https://novaopen.sharepoint.com/_layouts/15/WopiFrame.aspx?guestaccesstoken=x9ROpaG9jDUNfS1rk7QOHHOxuX5If%2b35XuNZFJYGfXQ%3d&docid=0d5e92023c0b44429bb6a6f3ad2703c5f&action=view


Building a Nurgle Army @ 2017/08/02 23:52:26


Post by: NinthMusketeer


Good job representing Nurgle!


Building a Nurgle Army @ 2017/08/03 17:42:45


Post by: Sal4m4nd3r


Since my harbinger is almost always just trying to provide his command buff bubble to as many units as possible, he is rarely in position to give anybody +1 to hit. Except glotkin (who is a good benefactor of it) because most of the times he is just hiding behind him. So I generally go with great destroyer. Someone told me to look at cunning deceiver but it seems like a waste in my army. Any thoughts..ninth?

Also trying to decide if the harbinger is worth it. The 5++ is really nice don't get me wrong. But it forces/incentivizes me to play in such a tight phalanx. Wondering if dropping him for a chaos Sorcerer lord with MoN and making glotkin my general (adding 5 attacks per blightkings unit..with some rerolling all ones) plus having glotty with a 3+ (I always mystic shield
Him) re rolling ones from sorc lord ability would increase his durability. Thoughts? Is harbinger to good to let go of?


Building a Nurgle Army @ 2017/08/03 18:54:04


Post by: NinthMusketeer


The Harbinger ability is units within 7" so if you want to spread out bigger units is the answer. Grouping together smaller units into a few big ones lets it cover a larger area while still leaving one model in range so the unit benefits.

But honestly I am hesitant to give thoughts right now because GHB2 is less than a month away, at which point all of this with shift in various directions. The command traits and artifacts for generic chaos are likely to have tweaks IMO. I would just do whatever's fun until then, maybe try out some crazier strategies for kicks.

A full-on Nurgle battletome is also not too far away even if we don't know exactly, which will certainly shift things up with (hopefully) new units and probably at least a one battalion that is massively OP.

For Nurgle players in general I would advise picking up plaguebearers. They are going to benefit from the upcoming horde meta since they will get a 'massive unit' discount when taken at 30-man. Depending on point shifts (and assuming they fix Skryrefyre) I may take Nurgle to tourneys with 3x30 plaguebearers as battleline!


Building a Nurgle Army @ 2017/08/03 20:35:36


Post by: Sal4m4nd3r


I don't think NOVA will be using the new ghb2 because books have to be in circulation for for 30 days before the event. Good ideas though. Def stocking up on plaguebearers!!

Will you be updating this thread for ghb2/battletome? Or start a new one??


Building a Nurgle Army @ 2017/08/03 21:20:43


Post by: NinthMusketeer


Update for the GHB2, new thread for the battletome.


Building a Nurgle Army @ 2017/08/15 13:22:03


Post by: Brian888


Thanks for the great advice! I do have one question with respect to Epidemius. How do you keep him from getting sniped and having your whole strategy just sort of collapse? His command ability is vital for an army built around him, but he's not that tough. I worry that a fast army that can belch out loads of mortal wounds (like Tzeentch) can zip in, assassinate him, and wreck Nurgle's whole day.


Building a Nurgle Army @ 2017/08/15 15:47:00


Post by: NinthMusketeer


Hide him in the back, using LoS blocking terrain or putting him in cover. Thankfully he isn't very squishy, thanks to his armor and disgusting resilience. Sometimes you'll fight an army that you know will be able to kill him, in which case it becomes a strategy of making them expend too much effort in order to do so. More than once I've watched opponents be so focused on killing him that they lost the scenario due to objectives.


Building a Nurgle Army @ 2017/08/21 08:44:30


Post by: Vomikron Noxis


Any updated thoughts on what's good for Nurgle in light of GHB changes (or lack thereof when it comes to Daemons...)?


Building a Nurgle Army @ 2017/08/21 17:58:46


Post by: NinthMusketeer


I haven't gotten my hands on it yet, unfortunately :(


Building a Nurgle Army @ 2017/08/21 18:56:29


Post by: Vomikron Noxis


-30pts at full size for plaguebearers, apparently -40pts for the Glottkin, Tallyband +100, everything else unchanged :(


Building a Nurgle Army @ 2017/08/21 19:14:14


Post by: Spiky Norman


 Vomikron Noxis wrote:
Any updated thoughts on what's good for Nurgle in light of GHB changes (or lack thereof when it comes to Daemons...)?

Well the only points change is the Tallyband doubled to 200.
So in that light nothing much have changed, but I think we might be looking at some warscroll changes when the inevitable Nurgle battletome arrives.


Building a Nurgle Army @ 2017/08/21 19:18:20


Post by: Vomikron Noxis


I really hope so. Ive got an unpleasant feeling that the battletome will be rotbringers only. Hopefully some good daemon stuff will come out of Blightwar.


Building a Nurgle Army @ 2017/08/21 19:56:09


Post by: NinthMusketeer


 Vomikron Noxis wrote:
-30pts at full size for plaguebearers, apparently -40pts for the Glottkin, Tallyband +100, everything else unchanged :(
If that's the case, I would say 30-man bearer units and Glottkin are even better than before (but they were already some of the best Nurgle options so not much changed), the 'bearers in particular since we'll be seeing hordes more often in the new meta. Tallyband was pretty awesome at 100, at 200 its still solid but only if you are putting 1500+ points in it.


Building a Nurgle Army @ 2017/08/21 20:47:19


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
-30pts at full size for plaguebearers, apparently -40pts for the Glottkin, Tallyband +100, everything else unchanged :(
If that's the case, I would say 30-man bearer units and Glottkin are even better than before (but they were already some of the best Nurgle options so not much changed), the 'bearers in particular since we'll be seeing hordes more often in the new meta. Tallyband was pretty awesome at 100, at 200 its still solid but only if you are putting 1500+ points in it.


See this is why I like this thread so much! You're much more positive than me! So I've got 90 points spare in my Glottkin list now (70 if I swap out a daemon prince for Epidemius), or more if I change 2x 10 plaguebearers to marauders. What to spend it on? Having a mare of a time designing lists and I like to have something to aim for!


Building a Nurgle Army @ 2017/08/22 00:31:00


Post by: NinthMusketeer


Thanks!

What's the whole list?


Building a Nurgle Army @ 2017/08/22 06:37:20


Post by: Vomikron Noxis


 NinthMusketeer wrote:
Thanks!

What's the whole list?


This is what I was aiming towards, possibly with Epidemius instead of one of the DPs. I'm now saving 40pts on the Glottkin, and another 30 on the plaguebearers, but no idea what to spend them on! Do I swap 2x plaguebearers for marauders to free up a few more points?

Heroes
The Glottkin (480)
- General
Great Unclean One (240)
Daemon Prince Of Nurgle (160)
Daemon Prince Of Nurgle (160)

Battleline
30 x Plaguebearers Of Nurgle (300)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1980/2000


Building a Nurgle Army @ 2017/08/22 15:37:38


Post by: NinthMusketeer


Swap in one unit of 10x marauders then reserve 100 points to summon the 10x plaguebearers. This has the added benefit of putting you just a hair beneath 2000 points so you can snag a triumph roll against people at 2000 exactly.


Building a Nurgle Army @ 2017/08/22 18:57:09


Post by: Vomikron Noxis


 NinthMusketeer wrote:
Swap in one unit of 10x marauders then reserve 100 points to summon the 10x plaguebearers. This has the added benefit of putting you just a hair beneath 2000 points so you can snag a triumph roll against people at 2000 exactly.


What do I gain by doing that? I've not played many games yet so I'm sure I'm missing something good! Wouldn't it be better to keep the plaguebearers and just add a plague priest or something, or take the marauders and add a chaos sorcerer (or something)?


Building a Nurgle Army @ 2017/08/22 19:38:14


Post by: NinthMusketeer


If you have a plague priest take it hands down, preferably the plague censer version since its a bit better. I didn't realize that a plague priest was on the table, most Nurgle players don't seem to have any. The plague priest works great with plague drones because he can give +1 to wound which combos tremendously well with their locus. On top of glottkin giving each drone 3 extra attacks and you have a very nasty offensive unit.

I should do a plague priest writeup...


Building a Nurgle Army @ 2017/08/22 21:00:15


Post by: Vomikron Noxis


Haha ok that settles it then! Yeh I picked one up a while back because he looked great for the price and I wanted to try out some prayers, but haven't had chance to use him yet!

Cool that brings me up to 1990 under the new points, so I'm set! Cheers


Building a Nurgle Army @ 2017/08/26 03:03:39


Post by: NinthMusketeer


So a quick update in regards to the new set of points for Forge World Models.

Plague Ogors - Still alright. Kind of like Chaos Warriors feel free to use them if you like them but within a Nurgle army Blightkings do the same thing better.

Bile Troggoths - Still not amazing for their points but very solid, especially if you are lacking in ranged support.

Plague Toads - Sooo... These guys weren't a bad option but suffered because they are really only good at tanking in an army that already tanks quite well. But now the cost has dropped to 100 points per 3, and perhaps more importantly 320 for a full unit of 12. Now while a significant chunk of points for a unit with limited killing potential, a full unit of 12 plague toads is an amazing buy (particularly if they are being allied into a Pestilens or non-Nurgle army). These models have the disgusting resilience 'save' of other daemons... only on a 4. Effectively this means each model as 8 wounds, and a full unit is 320 points for (what is effectively) 96 wounds!

Pox Leapers - Also got a points drop and are also good for tanking, but not as sweet as the toads due to points efficiency.

Exalted Daemon of Nurgle - Got a non-Rotbringer command ability actually worth using! Its a good option, though the large base size means it may not be as resilient as one might expect. Note that due to battalions not using keywords by default anymore, the Exalted Daemon sadly cannot lead a tallyband.


Building a Nurgle Army @ 2017/08/26 09:39:19


Post by: Khornate25


Is it me that doesn't understand something, or does Daemons of Nurgle have no allies ?


Building a Nurgle Army @ 2017/08/27 02:09:05


Post by: NinthMusketeer


Quick update after going through the GHB;

You will want to go all Nurgle allegiance without allies to access the full Mortal, Daemon, and Pestilens lists. Blightkings are battleline for Nurgle and not just Mortal Nurgle now, so I would say at least one plague priest and one unit of 30 plaguebearers are nearly auto-take. Daemons of Nurgle seem to be in a strange place ally-wise, but are getting allegiance with Blightwar so I will hold off on a major update until then.


Building a Nurgle Army @ 2017/08/27 19:32:45


Post by: Brian888


The rules for Horticulous Slimux are up. Any thoughts?


Building a Nurgle Army @ 2017/08/27 22:16:45


Post by: NinthMusketeer


Needs a point cost as long as he isnt into the 200s he'll be useful.


Building a Nurgle Army @ 2017/08/28 00:29:59


Post by: Khornate25


What units will make up Nurgle mortals ?


Building a Nurgle Army @ 2017/08/28 00:39:25


Post by: NinthMusketeer


Anything with both the Mortal and Nurgle keywords. It used to be important because blightkings were battleline for Mortal Nurgle allegiance only. With GHB2 GW made the tremendously wise descision to make Blightkings battleline for simply Nurgle allegiance instead. I am very happy they did this, and its a great boon for mortal-heavy armies that can now mix in daemons and pestilens without penalty.

As a sidenote, Blightguard is bad now; use Plaguetouched Warband instead at half the cost and less restrictions.


Building a Nurgle Army @ 2017/08/28 00:40:52


Post by: Khornate25


Would Chaos knights count ?


Building a Nurgle Army @ 2017/08/28 01:45:45


Post by: NinthMusketeer


Yes but you have to take mark of nurgle.


Building a Nurgle Army @ 2017/08/28 03:01:12


Post by: Fafnir


I haven't seen the new GHB yet, but can anything be said about possibilities for working Archaon into a Nurgle list? One thing that Nurgle lacked from the previous version was cheap command abilities to spam with Archaon (other than spamming Harbringers of Decay, which is as exploitative as it is questionable in its legality). I'm wondering if any of that may have changed, or if there's more value to be put into applying Nurgle abilities into him.


Building a Nurgle Army @ 2017/08/28 05:36:30


Post by: NinthMusketeer


The strongest Nurgle list Ive ever come up with is Archaeon based:

Archaeon
Glottkin
Harbinger of Decay
Blightkings x5
Blightkings x5
Marauders x7
Marauders x7
Marauders x7
Plaguetouched Warband

Its pretty obvious what it does.


Building a Nurgle Army @ 2017/08/28 13:39:38


Post by: Brian888


We've gotten a little more information regarding the Nurgle allegiance ability.

https://www.warhammer-community.com/2017/08/28/nurgle-abilities-in-blightwargw-homepage-post-3/

We still don't know what each of the seven stages of corruption does, but this suggests that Rampant Disease is a damaging effect that jumps to nearby enemy units, and I'll bet that Plague of Misery penalizes the opponent's Bravery.


Building a Nurgle Army @ 2017/08/28 17:23:30


Post by: Sal4m4nd3r


Why cant the exalted guo lead a tallyband?

Also horticulous is exactly 200 points for the one who asked.

Also... everyone (fb and other forums) keeps saying they didn't reveal any of the 7 stages...you all Must be blind because it says right there corrupted regrowth (7th stage) all nurgle units regen d3 wounds in eronphase.


Building a Nurgle Army @ 2017/08/28 17:49:04


Post by: Vomikron Noxis


 NinthMusketeer wrote:
The strongest Nurgle list Ive ever come up with is Archaeon based:

Archaeon
Glottkin
Harbinger of Decay
Blightkings x5
Blightkings x5
Marauders x7
Marauders x7
Marauders x7
Plaguetouched Warband

Its pretty obvious what it does.


So I'm pretty much a noob still... so please tell me why it's so good?


Building a Nurgle Army @ 2017/08/28 18:05:49


Post by: NinthMusketeer


 Vomikron Noxis wrote:
 NinthMusketeer wrote:
The strongest Nurgle list Ive ever come up with is Archaeon based:

Archaeon
Glottkin
Harbinger of Decay
Blightkings x5
Blightkings x5
Marauders x7
Marauders x7
Marauders x7
Plaguetouched Warband

Its pretty obvious what it does.


So I'm pretty much a noob still... so please tell me why it's so good?
Archaeon is, for starters, among the most OP models in the game. His command ability lets other heroes use theirs even if they aren't the general, so Archaeon and Glottkin are both running around with +1 attack to each of their melee weapons (from Glottkin), a 5+ roll to ignore every wound suffered (from harbinger), and the whole army is -1 to hit in melee (from battalion). The blightkings & marauders are also running around with those benefits, and the latter has extra buffs for starting in a multiple of 7.


Automatically Appended Next Post:
 Sal4m4nd3r wrote:
Why cant the exalted guo lead a tallyband?

Also horticulous is exactly 200 points for the one who asked.

Also... everyone (fb and other forums) keeps saying they didn't reveal any of the 7 stages...you all Must be blind because it says right there corrupted regrowth (7th stage) all nurgle units regen d3 wounds in eronphase.
A tallyband is led by a GUO (warscroll) not a GUO (keyword).

At 200 points Horty is alright but not so great. The GUO is still undercosted at 240 so it's unfortunately a case of 'why bother'?


Building a Nurgle Army @ 2017/08/29 09:21:35


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
 NinthMusketeer wrote:
The strongest Nurgle list Ive ever come up with is Archaeon based:

Archaeon
Glottkin
Harbinger of Decay
Blightkings x5
Blightkings x5
Marauders x7
Marauders x7
Marauders x7
Plaguetouched Warband

Its pretty obvious what it does.


So I'm pretty much a noob still... so please tell me why it's so good?
Archaeon is, for starters, among the most OP models in the game. His command ability lets other heroes use theirs even if they aren't the general, so Archaeon and Glottkin are both running around with +1 attack to each of their melee weapons (from Glottkin), a 5+ roll to ignore every wound suffered (from harbinger), and the whole army is -1 to hit in melee (from battalion). The blightkings & marauders are also running around with those benefits, and the latter has extra buffs for starting in a multiple of 7.


Automatically Appended Next Post:
 Sal4m4nd3r wrote:
Why cant the exalted guo lead a tallyband?

Also horticulous is exactly 200 points for the one who asked.

Also... everyone (fb and other forums) keeps saying they didn't reveal any of the 7 stages...you all Must be blind because it says right there corrupted regrowth (7th stage) all nurgle units regen d3 wounds in eronphase.
A tallyband is led by a GUO (warscroll) not a GUO (keyword).

At 200 points Horty is alright but not so great. The GUO is still undercosted at 240 so it's unfortunately a case of 'why bother'?


Interesting... didn't realise Archaeon was that good!


Building a Nurgle Army @ 2017/08/29 11:08:41


Post by: Darksider


Thought about a mixed daemons and mortals army with the Blightwar release.

Nearly the same as NinthMusketeer posted, but with Daemons, instead of the Marauders and only 5 Blightkings.

Archaon
Glottkin
5 Blightkings
10 Plaguebearer
10 Plaguebearer
6 Plaguedrones

With the old ghb it would be exactly 2000 points. Don't have the new ghb, but i heard that the Glottkin got cheaper, so i will have a few spare points left.
Don't know if the Harbinger would be that good in my army, as he only buffs half of the army and i don't have points left.

Any suggestions or ideas?


Building a Nurgle Army @ 2017/08/29 12:06:40


Post by: Vomikron Noxis


With hordes apparently being the new thing, is it worth investing in a couple plagueclaws? Or still just too expensive for what they do?


Building a Nurgle Army @ 2017/08/29 13:37:55


Post by: NinthMusketeer


 Vomikron Noxis wrote:
With hordes apparently being the new thing, is it worth investing in a couple plagueclaws? Or still just too expensive for what they do?
It depends on what you encounter regularly. Not all armies got really nasty horde buffs and not all players will bother putting that many models on the table. I would lean towards having one around for potential use though.


Building a Nurgle Army @ 2017/08/29 13:54:24


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
With hordes apparently being the new thing, is it worth investing in a couple plagueclaws? Or still just too expensive for what they do?
It depends on what you encounter regularly. Not all armies got really nasty horde buffs and not all players will bother putting that many models on the table. I would lean towards having one around for potential use though.


Mostly Death atm, so there certainly could be some mileage. They're just so damn unreliable... And now I want some Battleline Blightkings, and some Plague Priests, and a big blob of Plaguebearers, and some Drones... Just don't have the points really! And the Glottkin are extra tempting now they're cheaper...


Building a Nurgle Army @ 2017/08/29 15:27:11


Post by: NinthMusketeer


 Darksider wrote:
Thought about a mixed daemons and mortals army with the Blightwar release.

Nearly the same as NinthMusketeer posted, but with Daemons, instead of the Marauders and only 5 Blightkings.

Archaon
Glottkin
5 Blightkings
10 Plaguebearer
10 Plaguebearer
6 Plaguedrones

With the old ghb it would be exactly 2000 points. Don't have the new ghb, but i heard that the Glottkin got cheaper, so i will have a few spare points left.
Don't know if the Harbinger would be that good in my army, as he only buffs half of the army and i don't have points left.

Any suggestions or ideas?
It's solid, though you may have trouble with a lack of models to trigger the all-important plague drone locus.


Building a Nurgle Army @ 2017/08/29 16:02:51


Post by: Vomikron Noxis


How about this:

Allegiance: Chaos

Leaders
The Glottkin (420)
- General
Daemon Prince Of Nurgle (160)
Daemon Prince Of Nurgle (160)
Epidemius (180)

Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
30 x Plaguebearers Of Nurgle (270)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1990/2000



Automatically Appended Next Post:
Or I swap out the Glottkin for a GUO and a couple of plague priests. Not sure which I prefer tbh.


Building a Nurgle Army @ 2017/08/29 17:39:21


Post by: NinthMusketeer


 Vomikron Noxis wrote:
How about this:

Allegiance: Chaos

Leaders
The Glottkin (420)
- General
Daemon Prince Of Nurgle (160)
Daemon Prince Of Nurgle (160)
Epidemius (180)

Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
30 x Plaguebearers Of Nurgle (270)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1990/2000



Automatically Appended Next Post:
Or I swap out the Glottkin for a GUO and a couple of plague priests. Not sure which I prefer tbh.
That's a strong list. It might be better to swap a DP for a plague priest and 10x monks (with staves), but I would have to test it to find out.


Building a Nurgle Army @ 2017/08/29 17:52:47


Post by: Vomikron Noxis


Cheers it may all change in the coming weeks anyway, but I'm playing with ideas and painting stuff up as I go.


Building a Nurgle Army @ 2017/08/30 03:53:11


Post by: Khornate25


Hi people. I am trying to make a list to beat Ironjawz (Brute spam). What do you think of this list ? I prefer low-count models army.

Allegiance: Nurgle

++Leaders++

Chaos Lord On Daemonic Mount
- General
- Trait: Spiteful Destroyer
- Artefact: Chaos Runeblade
- Mark of Chaos: Nurgle

Lord of Plagues
- Artefact: Chaos Runeblade

Great Unclean One
- Artefact: Chaos Talisman

++Battleline++

5 x Putrid Blightkings

20 x Plaguebearers Of Nurgle

20 x Plaguebearers Of Nurgle

++Units++

5 x Chaos Knights
- Ensorcelled Weapons
- Mark of Chaos: Nurgle

1 x Chaos Gorebeast Chariots
- Greatblade
- Mark of Chaos: Nurgle

1 x Chaos Gorebeast Chariots
- Greatblade
- Mark of Chaos: Nurgle

3 x Plague Drones Of Nurgle

3 x Nurglings

++Behemoths++

Soul Grinder
- Mark of Chaos: Nurgle

Total: 2000/2000


Building a Nurgle Army @ 2017/08/30 04:05:35


Post by: NinthMusketeer


Brutes get to re-roll all hit rolls against models with a wounds characteristic of 4 or more, so unfortunately a low model count army will put you at a disadvantage. What you really need to do is drop the gorebeast chariots and make both of the plaguebearer units 30-man. It also looks like you are using three artifacts but you should only have one; each army gets one artifact plus one more per battalion.


Building a Nurgle Army @ 2017/08/30 04:26:43


Post by: Khornate25


Okay, what about now ?

Allegiance: Chaos

Great Unclean One
- General
- Trait: Spiteful Destroyer
- Artefact: Chaos Talisman

Lord of Plagues

30 x Plaguebearers Of Nurgle

30 x Plaguebearers Of Nurgle

5 x Putrid Blightkings

6 x Plague Drones Of Nurgle

6 x Nurglings


Soul Grinder
- Mark of Chaos: Nurgle

Total: 1940/2000


Building a Nurgle Army @ 2017/08/30 06:20:17


Post by: NinthMusketeer


Looks good, just keep the GUO alive and the plague drones in locus range and you should be in a strong position.


Building a Nurgle Army @ 2017/08/30 10:37:41


Post by: Vomikron Noxis


Any thoughts on the Rotbringers Sorcerer? He rocks a decent spell but damn that range is poor! For 100 points though, perhaps he's not bad...


Building a Nurgle Army @ 2017/08/30 13:05:59


Post by: Khornate25


Where can we find the warscroll for the rotbringer sorcerer ? I can't find it on the GW website.


Building a Nurgle Army @ 2017/08/30 13:31:31


Post by: Vomikron Noxis


 Khornate25 wrote:
Where can we find the warscroll for the rotbringer sorcerer ? I can't find it on the GW website.


No idea I'm afraid, I'm looking at it in the app.


Building a Nurgle Army @ 2017/08/30 17:01:34


Post by: NinthMusketeer


 Vomikron Noxis wrote:
Any thoughts on the Rotbringers Sorcerer? He rocks a decent spell but damn that range is poor! For 100 points though, perhaps he's not bad...
He's good, especially with the Sorcerer Lord up in price he's the only source for cheap magical backup. His spell is short range but can still come in handy, but realistically you'll be using him to cast mystic shield anyway.


Building a Nurgle Army @ 2017/08/30 17:29:27


Post by: Vomikron Noxis


 NinthMusketeer wrote:
 Vomikron Noxis wrote:
Any thoughts on the Rotbringers Sorcerer? He rocks a decent spell but damn that range is poor! For 100 points though, perhaps he's not bad...
He's good, especially with the Sorcerer Lord up in price he's the only source for cheap magical backup. His spell is short range but can still come in handy, but realistically you'll be using him to cast mystic shield anyway.


Yeh that's my thought. Between him and the exalted greater daemon of Nurgle, that's three spells and two unbinds. Toying between him and a plague priest.


Building a Nurgle Army @ 2017/09/02 11:15:08


Post by: Vomikron Noxis


Yup, it's me again. Been struggling to get feedback on this list. Any thoughts on what to add to get to 2000 points?

Allegiance: Nurgle

Leaders
Exalted Greater Daemon of Nurgle (500)
- General
Daemon Prince Of Nurgle (160)
Daemon Prince Of Nurgle (160)

Battleline
30 x Plaguebearers Of Nurgle (270)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1730/2000


Building a Nurgle Army @ 2017/09/02 19:13:39


Post by: NinthMusketeer


Bundle the plague drones into one unit so you can hit them all with the command ability (and mystic shield) at the same time, add a plague priest, and buff one of the plaguebearer units to 30-man.


Building a Nurgle Army @ 2017/09/02 20:28:15


Post by: Vomikron Noxis


 NinthMusketeer wrote:
Bundle the plague drones into one unit so you can hit them all with the command ability (and mystic shield) at the same time, add a plague priest, and buff one of the plaguebearer units to 30-man.


Perfect cheers!


Building a Nurgle Army @ 2017/09/04 06:04:16


Post by: snottlebocket


Any advice for running Morbidex and nurglings? Morb is by far my favourite Nurgle character and I love nurglings.

Just seems hard to do anything effective with him.


Building a Nurgle Army @ 2017/09/04 06:45:01


Post by: NinthMusketeer


snottlebocket wrote:
Any advice for running Morbidex and nurglings? Morb is by far my favourite Nurgle character and I love nurglings.

Just seems hard to do anything effective with him.
You'll want to run him near at least one 6-man Nurgling units and probably two-three 3-man nurgling units as well. Consider bringing Festus to run behind Morbidex to heal him (he will be a big target) and cast plague of rust on high-armor units so the Nurglings can get past the saves. Remember to spread out Nurgling attacks across multiple targets to try and maximize the number of enemy units wounded in a given phase.


Building a Nurgle Army @ 2017/09/04 06:51:38


Post by: snottlebocket


 NinthMusketeer wrote:
snottlebocket wrote:
Any advice for running Morbidex and nurglings? Morb is by far my favourite Nurgle character and I love nurglings.

Just seems hard to do anything effective with him.
You'll want to run him near at least one 6-man Nurgling units and probably two-three 3-man nurgling units as well. Consider bringing Festus to run behind Morbidex to heal him (he will be a big target) and cast plague of rust on high-armor units so the Nurglings can get past the saves. Remember to spread out Nurgling attacks across multiple targets to try and maximize the number of enemy units wounded in a given phase.


Can you actually rely on nurgling units to do your damage? I figured the nurglings would be a tarpit while something else did the damage, I'm just not sure what.



Building a Nurgle Army @ 2017/09/04 08:19:04


Post by: NinthMusketeer


It's an attrition grind where you regenerate and your opponent doesn't. The Nurgling's will soften (and hold) things up while Morbidex does actual killing. All of that is still just a third or so of your army at 2k, the rest of it is still around to do... army stuff. I was just suggesting how to use Morbidex within an army, not how to use him as an army!


Building a Nurgle Army @ 2017/09/06 14:01:19


Post by: Khornate25


What do you think of the Hellcannon as an allie choice ?


Building a Nurgle Army @ 2017/09/06 17:41:50


Post by: Darksider


You could try it, but it's expansive and maybe won't do that much in some Games.

Btw made a 1k Nurgle army, how do you like it? Also how should i spend my last 60 points?

Allegiance: Nurgle

Leaders
Daemon Prince Of Nurgle (160)
The Glottkin (420)
- General

Battleline
30 x Plaguebearers Of Nurgle (270)
5 x Chaos Warriors (90)
- Hand Weapon & Shield
- Mark of Chaos: Nurgle

Total: 940/1000


Building a Nurgle Army @ 2017/09/06 19:36:47


Post by: NinthMusketeer


Glottkin at 1k? Dam you're mean

You still have room for 10x marauders though


Automatically Appended Next Post:
 Khornate25 wrote:
What do you think of the Hellcannon as an allie choice ?
It's nice, but really needs a marauder unit to bubble wrap it and prevent it from moving, or to camp a table edge for the same effect. Either way you end up paying a lot of points for something that may not really be worth it. I mean... You can get a GUO for much less that is likely to do more.


Building a Nurgle Army @ 2017/09/06 20:43:01


Post by: Darksider


Yeah i know, Glottkin could be really good or really bad at 1k, depends at what i am fighting .

Hm Marauders would be good, but i don't have marauders. Any other good Units, that maybe put my model count up?


Building a Nurgle Army @ 2017/09/06 23:20:28


Post by: NinthMusketeer


Beast of Nurgle is your only other option for 60 points.

And TBH Glottkin should really cost more; they are worth about 400 in raw beatstick capacity between their attack profile, magic, wounds count, and healing. Then there's that sweet sweet command ability worth 100-150 considering how strong it is. I think GW is going for a median price between what they are worth as the general and not as the general, which makes them a bit OP when serving as such.


Building a Nurgle Army @ 2017/09/07 06:24:49


Post by: Greenizbest


Hey, I recently started a Mortal Nurgle army and got my butt kicked at a local tourney using Harbinger General with Glottkin, Bloab, Blightkings galore, and Plaguetouched Warband. I've been thinking about expanding into Nurgle Daemons and buying the Blightwar Box/Getting Started now that Blight Kings are "Nurgle Battleline" and the new Allegiance Abilities from Blightwar look pretty cool.

What do you think of this list and what else do you recommend for 2000 points? I was thinking of adding a Plagueclaw Catapult but I noticed you rated them poorly in your original post.



Allegiance: Nurgle

Leaders
The Glottkin (420)
- General
Daemon Prince Of Nurgle (160)

Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
30 x Plaguebearers Of Nurgle (270)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1650/2000


Building a Nurgle Army @ 2017/09/07 16:26:57


Post by: NinthMusketeer


I'd throw in Bloab fot ranged/magic support then reserve 100 points for summoning plaguebearers onto an objective turn 1.


Building a Nurgle Army @ 2017/09/07 17:30:17


Post by: Vomikron Noxis


With the new horde meta that apparently is a thing, do you still rate plagueclaws poorly?


Building a Nurgle Army @ 2017/09/07 18:04:29


Post by: NinthMusketeer


Yes, because the (now even cheaper) 30-man plaguebearer blobs will simply tarpit hordes for as long as needed. Foulrain isn't even good now because the point cost doubled without an equivalent drop in plagueclaw price. Now plagueclaws aren't terrible they are just out-performed by most other options. For 60 more points you can get a whole GUO, even...


Building a Nurgle Army @ 2017/09/07 19:18:12


Post by: Brian888


Does anyone know if the Blightwars rules will be purchasable on the AoS app (and if so, when)?


Building a Nurgle Army @ 2017/09/07 21:48:13


Post by: NinthMusketeer


I doubt it, its just one page for the allegiance ability; there no command traits/artifacts/etc.


Building a Nurgle Army @ 2017/09/08 09:43:10


Post by: Vomikron Noxis


 NinthMusketeer wrote:
Yes, because the (now even cheaper) 30-man plaguebearer blobs will simply tarpit hordes for as long as needed. Foulrain isn't even good now because the point cost doubled without an equivalent drop in plagueclaw price. Now plagueclaws aren't terrible they are just out-performed by most other options. For 60 more points you can get a whole GUO, even...


Yeh tbh you're probably right there... So are you thinking two big blobs of Plaguebearers to start?

Edit: Or perhaps I spend the 360 points I was going to spend on Plagueclaws on Blightkings instead. Probably a more sound investment...


Building a Nurgle Army @ 2017/09/13 20:39:10


Post by: Sal4m4nd3r


Had Great success at the NOVA open! I took Runner up best Army (painting and modelling competetion) and a top ten finish in battle points. I wont 4/5 matches.. with the loss being a total 20-0 blowout tabling from a double stonehorn/kunnin rukk list. My wins were solid.

12-8 win over fireslayers
0-20 loss to kunnin rukk/double stonehorn,
15-5 win over kurnoth hunter heavy sylvaneth
15-5 win over a tzeench list
20-0 win over fireslayers

blightkings dice were HOT both days. probably overachieved but that's the way it goes sometimes! Had a great time. Kaleb Walters won it all with 18 skyfires and double lord of change (think one was kairos). My buddy played him on the final table for the tournament and it came down to a single dice roll. Turn 3 priority roll. Kaleb rolled a 2 ...my buddy rolled a 1!!!!

VERY proud of my army. Check out some pictures here: https://imgur.com/a/HaC96
I added the creeping vines on glotkin at 3am the night before the tournament. Couple warhammer TV guys did a double take and took some pictures of him and some of the blightkings. Also, got to meet our lord of the two thin coats, Duncan himself!

On another note I'm very happy to see nurgle getting some love. Havenet had a chance to try the new allegiance ability but I cant wait!!


Building a Nurgle Army @ 2017/09/13 21:12:14


Post by: Vomikron Noxis


Wow cracking work dude! Lovely looking army too! What was the actual list you ran? Is that the plaguetouched warband?


Building a Nurgle Army @ 2017/09/13 22:41:00


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
Had Great success at the NOVA open! I took Runner up best Army (painting and modelling competetion) and a top ten finish in battle points. I wont 4/5 matches.. with the loss being a total 20-0 blowout tabling from a double stonehorn/kunnin rukk list. My wins were solid.

12-8 win over fireslayers
0-20 loss to kunnin rukk/double stonehorn,
15-5 win over kurnoth hunter heavy sylvaneth
15-5 win over a tzeench list
20-0 win over fireslayers

blightkings dice were HOT both days. probably overachieved but that's the way it goes sometimes! Had a great time. Kaleb Walters won it all with 18 skyfires and double lord of change (think one was kairos). My buddy played him on the final table for the tournament and it came down to a single dice roll. Turn 3 priority roll. Kaleb rolled a 2 ...my buddy rolled a 1!!!!

VERY proud of my army. Check out some pictures here: https://imgur.com/a/HaC96
I added the creeping vines on glotkin at 3am the night before the tournament. Couple warhammer TV guys did a double take and took some pictures of him and some of the blightkings. Also, got to meet our lord of the two thin coats, Duncan himself!

On another note I'm very happy to see nurgle getting some love. Havenet had a chance to try the new allegiance ability but I cant wait!!
Congratz and great job! NOVA still used GHB1, right? If so, no shame in losing to the kunnin double stonehorn list--one of the most OP things and nerfed to the ground with GHB2.


Building a Nurgle Army @ 2017/09/14 12:39:27


Post by: Sal4m4nd3r


 Vomikron Noxis wrote:
Wow cracking work dude! Lovely looking army too! What was the actual list you ran? Is that the plaguetouched warband?


Harbinger of Decay (General)
*Artifact: Chaos Talisman
*Command Trait: Lord of War

Bloab Rotspawned
The Glottkin [480pts]

28 Chaos Marauders
-Mark of Nurgle
-Darkwood Shields
-Barbarian Axes
-Icon Bearer – Tribal Banner

5 Putrid Blightkings
5 Putrid Blightkings
5 Putrid Blightkings
5 Putrid Blightkings
Plaguetouched Warband

Reinforcements [80pts] - (nurglings)

Total Points: [2000/2000]

Yeah it was using the generals handbook 1. Winner of best army/best painted was Oscar from Frontline gaming and a beautiful ironjawz army. So I didnt feel to bad

And by over acheived.. I'm talking 5 blightkings waddling up to a unit of 20 chaos warriors and wiping them out. Getting 7 or 8 5's (gave them lord of war instead of glotbum that turn) and causing like 35 wounds. But it was a lot of fun. Kunnin Rukk took out glotkin turn one. Stonehorns slammed the marauders, wiped them out and pinballed off the blightkings one by one. I had a chance to grab some objectives. The mission had 6 objectives with two objectives disappearing based on dice rolls on turn 2 and another 2 disappearing on turn 4. All four on his side and the middle disappeared. bloab was hiding behind terrain from rukk and had I got the priority roll I would have been able to capture one! Thats the way it goes!


Building a Nurgle Army @ 2017/09/14 15:14:15


Post by: Vomikron Noxis


Nice work indeed! You still running the list under ghb2? Must have saved a bunch of points on it right?


Building a Nurgle Army @ 2017/09/14 20:07:20


Post by: Sal4m4nd3r


Same list is 120 points cheaper. Dropping the nurglings gives me 200 points to play with. I figure add 20 points for 7 more marauders..why not so 180. Toyed with idea of a warshrine or adding more blight kings. Or even just straight up adding horticulous to run with some blightkings for wound saturation...and he fits the theme of my army just TOO good.

I was also GIFTED an exalted great unclean one, came across 2 more of the smaller GW GUO for dirt cheap ($20 and the harbinger of decay model for both - I converted my own as you can see in the pictures) and 60 painted plaguebearers for $1 a piece. So a demon windfall. And with a NURGLE allegiance (as opposed to having to split mortals and demons) I think I will be playing with hybrid lists. Been running this list for a while with decent success. Will play with it again.. but going to have some fun with new toys >



Automatically Appended Next Post:
 Greenizbest wrote:
Hey, I recently started a Mortal Nurgle army and got my butt kicked at a local tourney using Harbinger General with Glottkin, Bloab, Blightkings galore, and Plaguetouched Warband. I've been thinking about expanding into Nurgle Daemons and buying the Blightwar Box/Getting Started now that Blight Kings are "Nurgle Battleline" and the new Allegiance Abilities from Blightwar look pretty cool.

What do you think of this list and what else do you recommend for 2000 points? I was thinking of adding a Plagueclaw Catapult but I noticed you rated them poorly in your original post.



Allegiance: Nurgle

Leaders
The Glottkin (420)
- General
Daemon Prince Of Nurgle (160)

Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
5 x Putrid Blightkings (180)
- Nurgle Battleline
30 x Plaguebearers Of Nurgle (270)

Units
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)

Total: 1650/2000


I always figured plague drones worked better in larger groups because you will get more opportunities to bring them back with the banner before they get wiped..Also what do you plan on doing with the 350 points????


Building a Nurgle Army @ 2017/09/15 01:13:12


Post by: NinthMusketeer


@Sal4: I would bump the marauder unit to 35-man too, for 20 points its an easy upgrade. Then just take Epidemius.


Building a Nurgle Army @ 2017/09/16 15:37:02


Post by: Sal4m4nd3r


Great suggestion. I ever thought to much of Epi. Seems like a lot of points for buffs to wound rolls, and later on hit rolls. Seems to me it would be rare to get re roll saves. And that's only against armies with a decent model count. But he seems to be popular so I'm probably wrong


Building a Nurgle Army @ 2017/09/16 17:10:05


Post by: NinthMusketeer


I think many people underestimate him at a glance, because they fail to account for the strength of the first tier of the tally. Seven models is really not hard to get even against armies like Stormcast, giving re-roll wounds of 1... In a faction almost exclusively wounding on 3+ or better. Blightkings in particular benefit a great deal from re-rolling hits of 1 for the second tier, and Rotbrigers as a whole become extremely durable with +1 to saves. If you can get the 21 kills you need, the final tier is essentially a mystic shield on every unit in your army. The trickiest part is keeping Epi alive, something that usually involves planting him in the backfield in cover. If he survives a whole game, chances are you won that game.


Building a Nurgle Army @ 2017/09/26 20:11:02


Post by: Sal4m4nd3r


I tried out Epidemius and WHOA! His tally got off quick.. thanks to a unit of blightkings getting into combat with some bloodreavers. I vastly underestimated his value. ESPECIALLY the +1 to saves. holy testicle tuesday. Blightkings with 2+ save in cover was so good.

My opponent let me use the nurgle allegiance ability (cycle of corruption) and the chaos traits and artifacts. The CoC was great! Rolled a 1 to start off and was disappointed at first. Then I realized everything gets +2" move on the first turn and that was great.. Downside is d3 heal (#7) wasnt possible. It was obviously WAY better then Forgettable destruction. And it offered a bit of fun to the game as opposed to just another rule to remember!

Finished me exalted great unclean one! Going to try and shoehorn him into an plaguetouched warband and ditch the harbinger for a few games. Im tired or trying to squeeze my whole army into a tiny bubble.


Building a Nurgle Army @ 2017/09/26 23:07:39


Post by: NinthMusketeer


Im glad Epi is working out for you! As I'm sure you noticed, he is quite good for blightkings

Nice Exalted GUO! It really is too bad he can't go in a tallyband, but using him alongside a plaguetouched is probably even better anyway.


Building a Nurgle Army @ 2017/10/11 20:23:37


Post by: Sal4m4nd3r


 NinthMusketeer wrote:
Im glad Epi is working out for you! As I'm sure you noticed, he is quite good for blightkings


I ahve used that same list a few more times. Been killing it! Going to try a demon list for fun and change of pace. Friends have been letting me use nurgle allegiance ability but chaos artifacts and traits.

Exalted GUO 500
-General
-Chaos Runeblade
-Lord of war

Demon Prince of Nurgle 160
-Axe (simply because of WYSIWYG)
-Wings

Epidemius 180

30 Plaguebros 270
30 plaguebros 270
10 plaguebros 100

6x Plague Drones 440

Nurglings 80

2000/2000

I can always drop the nurglings and 10 plaguebros for 5 blightkings. I could also drop the nurglings and downsize one of the 30 bro blobs to 10 for 3 more plague drones.


Building a Nurgle Army @ 2017/10/12 05:45:14


Post by: stratigo


 Sal4m4nd3r wrote:
 NinthMusketeer wrote:
Im glad Epi is working out for you! As I'm sure you noticed, he is quite good for blightkings


I ahve used that same list a few more times. Been killing it! Going to try a demon list for fun and change of pace. Friends have been letting me use nurgle allegiance ability but chaos artifacts and traits.

Exalted GUO 500
-General
-Chaos Runeblade
-Lord of war

Demon Prince of Nurgle 160
-Axe (simply because of WYSIWYG)
-Wings

Epidemius 180

30 Plaguebros 270
30 plaguebros 270
10 plaguebros 100

6x Plague Drones 440

Nurglings 80

2000/2000

I can always drop the nurglings and 10 plaguebros for 5 blightkings. I could also drop the nurglings and downsize one of the 30 bro blobs to 10 for 3 more plague drones.


Oh, hey there man.

It is neat seeing how many guys from the shop post on dakka dakka. I'm the guilliman guy. Ya know the one. Been taking a bit more of a look at AoS, try it out again now that firestorm dropped.


Building a Nurgle Army @ 2017/10/13 13:02:54


Post by: Sal4m4nd3r


Hey buddy! We will get a game in soon!

Played this list. Only changes were a plague priest instead of the nurglings. Opponent was a competitive khorne army. huge blob of blood reavers, supported by warshrine and aspiring deathbringer. Also 2 units of 6 bloodcrushers each and 20 blood warriors, 2 priests and the bloodsecrator.

I rolled a 5 for the cycle of corruption. So I started with enemy re rolls wound rolls of 6. He had me go first. The mission was the new take and hold type (first one). I deployed the EGUO, plague drones and demon prince behind a wall of 60 plaguebearers. I moved up everything as to not cede board space to him. He crashed into my lines with everything bottom of turn one. I wont lie, it looked bad. I lost about half of the plaguebros. But with strategic removal of casualties, I was able to open up some holes for the big fatties to get in there and some work. the plague drones were great! They soaked up so much damage. I focused all available attacks into the blood reavers to build up the tally ASAP.

The EGUO was vomiting a unit off the table every turn. It was INSANE how much damage he can put out.

When the dust settled the EGUO, a couple drones, epidemius and my objective campers were all that was left. He had 10 warriors (his objective campers) remaining. I wont by minor victory. LOTS OF FUN!!!

Take aways: Epidemius is almost auto include for me at this point. He is so good. EGUO is amazing. WELL worth the 500 points. I wont be relying on the drones for damage output. They were ok.. but for some reason I expected more damage. They were great at flying up the flank and holding it down though!


Building a Nurgle Army @ 2017/10/13 13:27:47


Post by: auticus


I need to consider picking up a glottkin for my nurgle force.

We're doing path to glory right now so thats not an option but when we move into the campaign I think I want him.


Building a Nurgle Army @ 2017/10/13 16:37:21


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
Played this list. Only changes were a plague priest instead of the nurglings. Opponent was a competitive khorne army. huge blob of blood reavers, supported by warshrine and aspiring deathbringer. Also 2 units of 6 bloodcrushers each and 20 blood warriors, 2 priests and the bloodsecrator.

I rolled a 5 for the cycle of corruption. So I started with enemy re rolls wound rolls of 6. He had me go first. The mission was the new take and hold type (first one). I deployed the EGUO, plague drones and demon prince behind a wall of 60 plaguebearers. I moved up everything as to not cede board space to him. He crashed into my lines with everything bottom of turn one. I wont lie, it looked bad. I lost about half of the plaguebros. But with strategic removal of casualties, I was able to open up some holes for the big fatties to get in there and some work. the plague drones were great! They soaked up so much damage. I focused all available attacks into the blood reavers to build up the tally ASAP.

The EGUO was vomiting a unit off the table every turn. It was INSANE how much damage he can put out.

When the dust settled the EGUO, a couple drones, epidemius and my objective campers were all that was left. He had 10 warriors (his objective campers) remaining. I wont by minor victory. LOTS OF FUN!!!

Take aways: Epidemius is almost auto include for me at this point. He is so good. EGUO is amazing. WELL worth the 500 points. I wont be relying on the drones for damage output. They were ok.. but for some reason I expected more damage. They were great at flying up the flank and holding it down though!
Sounds like you have the tactics down well! Swapping in the plague priest was a very good choice. Plague Drones aren't a big damage unit outside of a Glottkin list, because it's the command ability that makes them a damage unit. However, with the locus and +1 to wound on their target from the plague priest they can still put out the hurt thanks to mortals on a 5-6. Now, if you pop the priests once-per-game ability (assuming use of the censer priest, which is the better of the two) for re-roll wounds on that target as well then they will really do a number even without Glotkin! Ultimately though, drones are not a reliable source of damage outside of specific context, the advantage is that they are Nurgle's version of a fast unit; they won't beat other outflankers to position but they also won't move from where you put them.

Sidenote: Never send drones against Stormcast Liberators unless you have to. Liberators get +1 to hit targets with a wound characteristic of 5 or more, which combined with their strong saves make them ideally suited to fighting drones. Also don't ask how I learned that, I'm still traumatized.


Automatically Appended Next Post:
 auticus wrote:
I need to consider picking up a glottkin for my nurgle force.

We're doing path to glory right now so thats not an option but when we move into the campaign I think I want him.
Glottkin is a powerhouse, though does take some getting used to. The biggest thing is to keep him behind the front line so he doesn't get ganged up on in melee, where he dies surprisingly fast because of the huge base letting a lot of enemies swing. I know you have experience with bigger monsters though so you'll probably not have any problems.


Building a Nurgle Army @ 2017/10/13 17:24:07


Post by: auticus


Yeah it'll take some practice games getting used to it.

Right now I'm deciding to add either a unit of drones or nurgle chaos knights to add some speed.

Path to Glory JUST started so my force right now lacks any real offense.

Nurgle Lord
Sorcerer
5 blight kings
10 plague bearers

My first game is against bretonnians packing a marshall, a unit of grail knights, and two units of 10 archers. I'm going to be playing for a draw in that match simply because those archers can pump out the pain so I'll anvil up on the objectives and make his knights come to me.


Building a Nurgle Army @ 2017/10/13 17:32:40


Post by: NinthMusketeer


Knights; Drones really need a daemon hero to trigger their locus for maximum potential. Also if your blightkings aren't in combat yet you can throw daemonic power on the knights instead (or toss them oracular visions otherwise).

As for the matchup, I'd suggest parking the mortals in cover while plaguebearers advance towards the archers while being -1 to hit against shooting (mystic shield is probably a good idea here). When they get hit by the knights send YOUR knights around to hit his archers.


Building a Nurgle Army @ 2017/10/13 18:24:24


Post by: Vomikron Noxis


 Sal4m4nd3r wrote:
 NinthMusketeer wrote:
Im glad Epi is working out for you! As I'm sure you noticed, he is quite good for blightkings


I ahve used that same list a few more times. Been killing it! Going to try a demon list for fun and change of pace. Friends have been letting me use nurgle allegiance ability but chaos artifacts and traits.

Exalted GUO 500
-General
-Chaos Runeblade
-Lord of war

Demon Prince of Nurgle 160
-Axe (simply because of WYSIWYG)
-Wings

Epidemius 180

30 Plaguebros 270
30 plaguebros 270
10 plaguebros 100

6x Plague Drones 440

Nurglings 80

2000/2000

I can always drop the nurglings and 10 plaguebros for 5 blightkings. I could also drop the nurglings and downsize one of the 30 bro blobs to 10 for 3 more plague drones.


Glad to hear this did so well for you because I’ll soon be running almost exactly the same thing! How was the cycle of corruption?


Building a Nurgle Army @ 2017/10/13 19:29:27


Post by: Sal4m4nd3r


The exalted GUO's command ability (+1 attack for every weapon of ONE target unit) is not as potent as glotkin's (because its one unit and not a bubble) but he makes up for it in the sheer amount of damage he can put out and also he is more survivable that glotkin with 1 better save, built in 5++ as well. 6's kick back mortals in combat which happened quite a few times. A couple instances of me hoping to fail my armor save so I could get a chance to kick back mortals.. because I knew I could just heal back those wounds anyway.

I used EGUO's command ability (grandfathers exalted joy) on the drones all game long. It took them a while to chew through the flank because I tried to focus any attack that COULD go on reavers onto the reavers (to try to ramp up the tallyman) but also had to spilt some attacks on the unit of blood warriors that were fighting them as well!

I got to bring back a couple drones from the banner which was so awesome!

QUESTION: Is the EGUO in range/affected by his OWN plaguewind spell?


Building a Nurgle Army @ 2017/10/13 20:05:26


Post by: Backspacehacker


If not already mentioned, you can also include any slaves to darkness unit that allows you to take a mark, thus gaining the nurgle keyword. Would be nice to take warriors who get a 5+ save against mortal, then also run a warahire of nurgal to give them a 6+fnp on top of the other bonuses to saves they get.


Building a Nurgle Army @ 2017/10/13 20:29:33


Post by: Sal4m4nd3r


Glad to hear this did so well for you because I’ll soon be running almost exactly the same thing! How was the cycle of corruption?


I ended up taking a plague priest instead do the nurglings. Cycle of corruption was great! Rolled a 5 to start so enemy re-rolls 6's to wound. Came in handy with how many attacks he got on his souped up blood reavers (4 attacks each!!!!). Rampant disease didnt do anything but the healing and movement buffs came at the EXACT right moments.



Building a Nurgle Army @ 2017/10/14 01:34:30


Post by: NinthMusketeer


 Sal4m4nd3r wrote:
QUESTION: Is the EGUO in range/affected by his OWN plaguewind spell?
There isn't an official FAQ on it but the general consensus is yes.


Building a Nurgle Army @ 2017/11/11 09:11:37


Post by: Hypello


Hi everyone!

I'm entering my first tournaments next year. I currently play a load of mixed skaven in casual play but not sure it'll be any good in a tournament and I really like the Nurgle models. In the future I'm also thinking of mixing Nurgle and Pestilens for casual play, so it seems like the best force for me to take. Can anyone give feedback on this list?

The Glottkin (General)
Epidemius
Daemon Prince (Wings, Axe)

30 Plaguebearers
30 Plaguebearers
10 Putrid Blightkings
3 Plague Drones

1880pts

My thinking is the daemon prince for speed and rend, something which Nurgle seems to be missing!

Please do rip this list apart if it's no good! I like epidemius' ability a lot and have wanted to field him for a while now! Glottkin's model is great looking and the command and magic abilities would seem to work well with the plaguebearers.

I guess a plague priest might be useful for the remaining 120pts? Or is it worth having 10 plaguebearers in reserve for objective grabs?


Building a Nurgle Army @ 2017/11/11 17:44:34


Post by: NinthMusketeer


It looks pretty solid to me. You'll want to split the blightkings into two 5-man units to double the number of putrid discharge rolls. A plague priest with plague censer is probably your best buy with the remaining points, which will also put you at 1960--a perfect spot to score a triumph roll.


Building a Nurgle Army @ 2017/11/12 09:17:07


Post by: Hypello


 NinthMusketeer wrote:
It looks pretty solid to me. You'll want to split the blightkings into two 5-man units to double the number of putrid discharge rolls. A plague priest with plague censer is probably your best buy with the remaining points, which will also put you at 1960--a perfect spot to score a triumph roll.


Great, thanks! My only thought is 3 drones is not much for them to last more than 1 round in combat. Having 6 and the chance at regeneration is nice, but I think sacrificing that for the rend of the daemon prince is worth it perhaps? I guess I'll be testing out the list and will find out.


Building a Nurgle Army @ 2017/11/12 11:33:03


Post by: NinthMusketeer


I mean this as an honest question, have you used drones before? If so, against what? Because if they aren't lasting more than one round of combat there is a serious problem as they are a fantastically durable unit.


Building a Nurgle Army @ 2017/11/12 13:41:28


Post by: Hypello


 NinthMusketeer wrote:
I mean this as an honest question, have you used drones before? If so, against what? Because if they aren't lasting more than one round of combat there is a serious problem as they are a fantastically durable unit.


I have not! Just from general casual play experience a lowest-number unit (eg 10 stormvermin, 2 rat ogors etc) seem to not last too long when targeted by the opponent, but I'll give them a play and see how I find them.


Building a Nurgle Army @ 2017/12/05 21:03:31


Post by: Hypello


This is a sort of general question about unit composition but is relevant to the plaguebearers (Before I build them). Could i take multiple icon bearers and pipers in a single unit? And in a unit like plague monks, could you take a contagion banner and an icon of pestilence in a single unit?


Building a Nurgle Army @ 2017/12/06 19:01:38


Post by: NinthMusketeer


Yes and yes. Though note that it's extremely rare for there to be an ability benefit to having more than one. They are generally worded as "...if a unit has any [number of] standard/musician"


Building a Nurgle Army @ 2017/12/12 18:50:49


Post by: Sal4m4nd3r


IMO, I would think about dropping 5 blightkings and adding 3 more drones existing unit. They can move fast up a flank, hold an area, and with backup from a prince and the locus activated..can dish out some punishment. TRY to keep within 21" of the glotkin as his ability is SICK with the drones. While glotkin and the plaguebro blob just bog everything down that they get close to.


Building a Nurgle Army @ 2017/12/13 21:58:53


Post by: Hypello


 Sal4m4nd3r wrote:
IMO, I would think about dropping 5 blightkings and adding 3 more drones existing unit. They can move fast up a flank, hold an area, and with backup from a prince and the locus activated..can dish out some punishment. TRY to keep within 21" of the glotkin as his ability is SICK with the drones. While glotkin and the plaguebro blob just bog everything down that they get close to.


Isn't Glottkin's ability 14" though? RE Locus ability- the only issue for me is keeping a daemon hero near them- essentially you'd need to keep prince with them to trigger it when you may want to split the only two decent speed units in the force! I'll still give it a go as I have the models. It's all conjecture for me until i get them to the table! Thanks for the suggeston- I'll definitely try it.


Building a Nurgle Army @ 2017/12/14 21:00:54


Post by: Sal4m4nd3r


It definitely 21" range on Glotkin's command ability (lords of Nurgle).

Instead of thinking of "all my speedy units are on one side" try to think of it more like "this is my speedy unit that can achieve an objective/role." The drones are super resilient and the prince adds some combat punch (both through locus and his attacks). Whether a unit of 3 or 6.. they compliement each other very well. A cheaper less effective option is the herald of nurgle. He has to run every time to try and keep up with the drones, and wont add much to the units combat ability but he is only 100 points.

An alternative to a demon prince is the Chaos Lord on Demonic mount as he has the demon keyword. He has a a neat ability to heal wounds when slays heros or monsters. He is 20 points less that the prince and is comparably killy. Actually I like that he does a flat 2 damage per hit rather than d3 of the prince.

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-daemonicmount-en.pdf


Building a Nurgle Army @ 2017/12/14 21:15:37


Post by: NinthMusketeer


If points are so tight that one is reduced to using a HoN for a Drone locus it's better to just take something else entirely. Aside from being bad from the onset a HoN won't keep up with Drones, and it's their speed that you really need.


Building a Nurgle Army @ 2017/12/18 12:32:27


Post by: Hypello


 Sal4m4nd3r wrote:
It definitely 21" range on Glotkin's command ability (lords of Nurgle).

Instead of thinking of "all my speedy units are on one side" try to think of it more like "this is my speedy unit that can achieve an objective/role." The drones are super resilient and the prince adds some combat punch (both through locus and his attacks). Whether a unit of 3 or 6.. they compliement each other very well. A cheaper less effective option is the herald of nurgle. He has to run every time to try and keep up with the drones, and wont add much to the units combat ability but he is only 100 points.

An alternative to a demon prince is the Chaos Lord on Demonic mount as he has the demon keyword. He has a a neat ability to heal wounds when slays heros or monsters. He is 20 points less that the prince and is comparably killy. Actually I like that he does a flat 2 damage per hit rather than d3 of the prince.

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-daemonicmount-en.pdf


The warscroll on the site says 14"!. Is there a FAQ changing this somewhere?

Thanks for the thoughts RE drones. They sound like a decent combo. The Chaos Lord on Demonic Mount looks like an interesting alternative to the daemon prince. Might give him a go, thanks!


Building a Nurgle Army @ 2017/12/27 17:16:43


Post by: NinthMusketeer


Heads up Nurgle players! GW has said that blightkings get a points REDUCTION in the new book. Given that they are already a bit strong for their points this is going to push them well into OP territory unless the warscroll gets a nerf (which could be a possibility, but I wouldn't count on it). It's a good time to start stocking up.


Building a Nurgle Army @ 2017/12/30 15:17:52


Post by: Fan67


What amazes me is how well Adepticon list still holds.
It received price reduction in GHB17 and will be further discounted in the forthcoming nurgle battletome.
It cannot be called “nurgle” army because of Be’Lakor (who inadequtely lacks all four marks, despite being on the same terms as abaddon and archaon) and Sayl. But before Nurgle chapter tactics are completely revealed it is as good as it can be.

Also I am a bit amazed how bad Pestilens perform on competitive level, being one of the cheapest (money-wise) and simplier army in AoS with high-model count enough to forgive many tactical mistakes.
Their battalions got nerfed to the ground with GHB pricing change, but still army is amazing in it’s simplicity.
Three “start collecting” boxes and a vermin lord yield you almost complete 2k army (furnaces yield extra priests).

I would certainly recommend new nurgle adepts to try skavens.
They might not win you tournaments (i don’t know why, but can’t argue with the statistics), but will certainly win you many games.


Building a Nurgle Army @ 2017/12/30 22:05:51


Post by: Malathrim


I'm eager to collect more Nurgle dudes now....I'm starting with my Daemon Prince, Herald, Horticulous, and 3 Beasts.


Building a Nurgle Army @ 2017/12/30 23:47:45


Post by: NinthMusketeer


I came up with what I believe to be a viable Pestilens list for tournaments, but the 150 plague monks required made it unattractive. Really the thing is, they really just lack enough OP stuff to reach the imbalanced level required for tournaments. Plague priests are a little strong for their cost IF you take the censer version, furnaces and censer bearers are about where they should be, plagueclaw costs too much, battalions vary between slightly to ludicrously overpriced, and the VL corruptor stands out as the only model which is worth significantly more than his cost. And he lacks spammability since just two will already mean spellcasting capability going to waste, not to mention only one can be the general to use that sweet command ability.


Building a Nurgle Army @ 2018/01/02 18:02:13


Post by: Sal4m4nd3r


User "James McPhereon" on TGA has an amazing thread for pestilens and does well in tournaments he attends. His basic strategy is using the furnaces to block large bricks of monks. as he advances. Using Plagueclaws as long range support.


Building a Nurgle Army @ 2018/01/08 13:46:58


Post by: Vomikron Noxis


Any initial thoughts on what makes for a good Nurgle army under the new book? I know it's not out till the weekend but most of it has been leaked already


Building a Nurgle Army @ 2018/01/08 17:10:22


Post by: NinthMusketeer


Blightkings. Take a harbinger of decay, a plaguetouched battalion, and fill it with seven units of blightkings. Take whatever you want for the rest of the points. You now have an army most players won't be able to beat.


Building a Nurgle Army @ 2018/01/08 18:36:32


Post by: Vomikron Noxis


Lol I refuse to believe they’re *that* good! I’ll probably take a couple units though...


Building a Nurgle Army @ 2018/01/08 19:53:43


Post by: NinthMusketeer


I've seen an army with 40 blightkings do well against tournament players. And those were 3-wound, 180-point blightkings. The reason some people think blightkings are bad or meh is generally down to not using them ideally and (this is a big one) forgetting or misunderstanding putrid discharge.

My best advice right now, not having seen the battletome, is to put blightkings on your blightkings so you can blightking while you blightking!


Automatically Appended Next Post:
I want to convert blightkings riding blightkings now.


Building a Nurgle Army @ 2018/01/09 03:53:29


Post by: Sal4m4nd3r


How would one misunderstand virulent discharge? It's pretty self explanatory..?


Building a Nurgle Army @ 2018/01/09 03:58:40


Post by: Fafnir


I wouldn't be surprised if some people just rolled once for any units within range of any Blightking units, as opposed to rolling for each unit of Blightkings within range of each unit.


Building a Nurgle Army @ 2018/01/09 07:41:32


Post by: NinthMusketeer


 Fafnir wrote:
I wouldn't be surprised if some people just rolled once for any units within range of any Blightking units, as opposed to rolling for each unit of Blightkings within range of each unit.
This. Also forgetting to roll for the blightking unit affecting itself, or forgetting for all allied units, or (most commonly) forgetting to do it at all. Most units in the game have diminishing returns when you take multiple instances of them; after a certain point adding more plaguebearers to the army doesn't help you very much, for example. Blightkings are the opposite. The more you add to the army the more putrid discharge rolls you get, and it goes from a rare like lucky roll to a consistent proc several times a hero phase. When positioned properly its easy to have most units on the board (yours and you allies) within range of threeish blightking units. That may not seem much, but when you factor that's for every unit involved... Say you have four units on your side and two on theirs in such a situation (which is actually lower than what I usually see with blightking-spam) that's already an average of 6 mortal/healed wounds. Spread out, yes, but Nurgle's strength is in attrition and that putrid discharge works unit you kill every last blightking in a unit, which should be borderline impossible to do in a single turn if they are positioned correctly (except with extremely dedicated offensive units). Couple with -1 to hit in melee from plaguetouched battalion and you simply have a grinding wall of death walking across the table.


Building a Nurgle Army @ 2018/01/09 08:54:25


Post by: Vomikron Noxis


How important do you think battalions are with the new book generally? I keep trying to make lists with the leaked points but the battalions (especially for daemons) end up being too much of a squeeze.


Building a Nurgle Army @ 2018/01/09 09:04:14


Post by: NinthMusketeer


I haven't seen the leaked points or the exact warscrolls for the battalions. I know of at least one instance were a leaked image of point costs had a significantly incorrect value, so I'm hesitant to trust them outright. Either way I need to see the actual battalion warscrolls because very small details can make a huge difference. A single word change from "a unit in the battalion" to "any unit in the battalion" for example. The requirements also matter significantly.

What I do know for sure is that the Plaguetouched Warband from the Everchosen battletome is one of the few battalions that is significantly undercosted, at 100 points it's a steal.


Building a Nurgle Army @ 2018/01/09 09:11:12


Post by: Fafnir


I'm probably going to run the Plaguetouched Warband in my 1500pt tourney list come March(ish?). 100 points for an army wide -1 to be hit is some serious cheese. It was already probably too good before, but the Blightking buff has turned that into something ridiculous.


Building a Nurgle Army @ 2018/01/09 09:35:20


Post by: Vomikron Noxis


Yeh the Plaguetouched looks to be pretty much the standard for Mortals. I wonder if that'll stick around in the next GHB, we'll see. For Daemons the only realistic option seems to be the Tallyband, and that's kinda expensive and restrictive from what I've seen leaked. Roll on Saturday so we can all be sure!


Building a Nurgle Army @ 2018/01/09 13:03:07


Post by: NinthMusketeer


If it stays the same and also at 200 points it remains worth it but only at 2000+ points and only if you're putting the whole army in it, or nearly so.


Building a Nurgle Army @ 2018/01/09 13:56:06


Post by: Vomikron Noxis


 NinthMusketeer wrote:
If it stays the same and also at 200 points it remains worth it but only at 2000+ points and only if you're putting the whole army in it, or nearly so.


By all accounts it's "just over 200" (so I'm assuming 220), and includes 4-7 units of PBs or Drones, 0-3 Beasts or Nurglings, 1-3 heralds, and 1 GUO. Making an army out of that seems pretty doable.


Building a Nurgle Army @ 2018/01/09 19:06:40


Post by: NinthMusketeer


220 is a stretch for the current version but the tallyband equivalents for Khorne & Tzeentch got slight buffs so I'd expect to see that here.


Building a Nurgle Army @ 2018/01/09 20:54:54


Post by: Wayniac


The new "Blight Cyst" Battalion seems really good as well; Lord of Blights and 3+ (?) units of Blightkings gives the ability to give all Blightking units within 3" the shooting attack (instead of picking one) as well as -1 Rend (it has not been stated if this is only on the shooting attack or what). however I heard it is very expensive, like upwards of 200 points.


Building a Nurgle Army @ 2018/01/10 00:23:01


Post by: NinthMusketeer


Wayniac wrote:
The new "Blight Cyst" Battalion seems really good as well; Lord of Blights and 3+ (?) units of Blightkings gives the ability to give all Blightking units within 3" the shooting attack (instead of picking one) as well as -1 Rend (it has not been stated if this is only on the shooting attack or what). however I heard it is very expensive, like upwards of 200 points.
I could see that one being worth ~200 points with appropriately costed Blightkings, with the ones we're apparently getting I'd happily overpay just because it buffs an undercosted unit.


Building a Nurgle Army @ 2018/01/10 09:01:59


Post by: Vomikron Noxis


So I'm torn between two lists to start, any advice?

List 1:

GUO
Daemon Prince
Poxbringer
Scrivener
Rotbringer Sorcerer
30 Plaguebearers
30 Plaguebearers
10 Plaguebearers
6 Plague Drones

List 2:

GUO
Poxbringer
Scrivener
Rotbringer Sorcerer
30 Plaguebearers
30 Plaguebearers
5 Blightkings
5 Blightkings
2 Plagueclaw Catapults

Both are kind of intended to use at least some of the models that I have already painted, so I don't want to change them up tooooo much just yet. Any thoughts on which of the two is "better"?


Building a Nurgle Army @ 2018/01/10 18:37:27


Post by: NinthMusketeer


Really can't comment much without going through the whole battletome. I would lean towards the latter list though, it's more well rounded. Though honestly I would drop a catapult and the scrivener to get Epidemius and a plague priest.