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Made in us
Insect-Infested Nurgle Chaos Lord






No don't bump this! Then I'll have to UPDATE it! What have you done to me!?

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in us
Mutilatin' Mad Dok




Northern Virginia

I mean ..you don’t really have to! I just like to have a dedicated Nurgle list/tactics thread.

Any thoughts on either of those lists? My base list is Glottkin, gutrot, 40 monks, and 20 blightkings. (1440)

I’m thinking I have these "options":

1. GUO, 5 more kings and, cogs or a cp
2. Guo, plague furnace +40 points
3. Verminlord corrupter, plague furnace, +120 points for something.
4. Verminlord corrupter, 5 more kings plus 140 points for something

I’m leaning towards 1 or 4, more towards 4 with cogs.

This message was edited 1 time. Last update was at 2019/03/27 19:44:45


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






4 with cogs. Corrupter is fantastic. Witherstave > anything else, and regardless sword of judgement is a bit too big of a "kill me!" sign to put on a model that is a glass cannon (relatively) in the army already. Plague furnace when you only have one unit of monks to buff is rather meh, and it will need to be near the monks to even move. 4 with cogs leaves room to bring shackles and still have an extra cp. And shackles is awesome.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in us
Mutilatin' Mad Dok




Northern Virginia

 NinthMusketeer wrote:
4 with cogs. Corrupter is fantastic. Witherstave > anything else, and regardless sword of judgement is a bit too big of a "kill me!" sign to put on a model that is a glass cannon (relatively) in the army already. Plague furnace when you only have one unit of monks to buff is rather meh, and it will need to be near the monks to even move. 4 with cogs leaves room to bring shackles and still have an extra cp. And shackles is awesome.


Been getting my butt kicked with that last. Played gitz last night where a Mangler ripped apart a GUO in one turn on combat, got the double turn, then charged and killed Glottkin in one go. It was a bloodbath. Going to try this. The two CP allow me to use IP if I need to. Or if I got first, use both harbinger and Glott's command. AND IP or March command if I need. Laternatively I could drop the shackles and take like a sorcerer or herald with favored poxes. I do like the CP flexibility though. 192 wounds with 33% damage mitigation!!!!

Harbinger of Decay (160)
- General
- Trait: Grandfather's Blessing
- Artefact: The Witherstave

The Glottkin (420)
- Lore of Malignance: Blades of Putrefaction

Gutrot Spume (140)

10 x Putrid Blightkings (320)
10 x Putrid Blightkings (320)
5 x Putrid Blightkings (160)
5 x Putrid Blightkings (160)
40 x Chaos Marauders (200)
- Axes & Shields

Soulsnare Shackles (20)

Total: 1900 / 2000
Extra Command Points: 2
Wounds: 192

This message was edited 2 times. Last update was at 2019/04/10 13:42:27


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






TBF you shouldn't ever evaluate the performance of a list in a game where you got double-turned round 1-2 or 2-3

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in us
Mutilatin' Mad Dok




Northern Virginia

The GUO adds a great buff (+3 movement) but the potential it provides (alpha strike) isnt enough of an alpha strike to build around. He is a great caster to, but while plague wind, glorious afflictions and favored poxes are nice, they dont synergize with my build enough to justify his 340 price tag. Especially when I have Glotty in there soaking up 420 points. And I 100% refuse to remove him from my list. So If those true conditions are "true" the monks strength (glass cannon that deletes a unit then dies) become less impactful. Not only was the ability to fly across the board not as reliable by removing GUO, but it was to much focus on building around the monks which would wipe something then die and leave me with fewer options.

So the maruaders being good at everything (can be insanely durable and a mortal wound factory) is more valuable to me then the monks being a fething blender.

I did get ADDICTED to the +3 to charge (cogs and musician) on ten kings outflanking though. That was FUN,

This message was edited 1 time. Last update was at 2019/04/10 19:58:57


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






I wouldn't use them for alpha strike, I would keep monks back until the enemy is engaged with the tough stuff then sweep the flank. Dagger/stave monks with the Glottkin buff are rocking 5(!) attacks each. For a 6-point model that is a hell of a punch. But marauders kick ass too, its a matter of what you want out of the list.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in us
Mutilatin' Mad Dok




Northern Virginia

Ok so check this out. Take a rotbringer sorcerer or festus. Take another caster as well, doesnt have to be rotbringer.

First sorcerer casts balewind.

Second casts umbrel spell portal. First portal goes right next to balewind, second 18" up from that as far as possible and as close as possible to the opponents largest brick of infantry.

First sorcerer (on balewind), using his second cast, now casts Rancid visitations through the spell portal. Now since range and visibility is measured from the second portal, AND balewind increases the range to 9" (from 3") you can delete a unit of one wound models from the board. Even at 24" away, the 18" + 9" is enough to be able to reach a block of intantry on the front line. Plus if your sorcerer is on the front line, the balewind cant be abused to be set-up in "no mans land" in front of the deployment line, adding about an extra 5"

Successful rolls of a 6+,5+,6+ without being unbinded (43% of all three going through with no unbind attempts) ..essentially turns a rotbringer sorcerer into fething Thanos.


Thoughts?

This message was edited 2 times. Last update was at 2019/05/06 12:52:40


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






I'd have to dig it up, but pretty sure that extending spell range only affects the first number. So you could pick a unit, say, 18" away and that unit would still only take one mortal wound for each model within 3" of the caster. Think about it this way; the range is the measurement to see if a unit is affected by a spell, this is modified by the likes of balewind. The effect is what happens to a unit hit by the spell. The effect may include a range, but that is still seperate.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in us
Mutilatin' Mad Dok




Northern Virginia

Relevant FAQ from page 3 of the CORE RULES FAQ
Q: Sometimes a spell will have an area of effect (e.g. all models from a unit that are within 18" of the caster, or all models within 3" of a point on the battlefield that is within 24" of the caster). If an ability increases the range of the spell, is the size of this area of effect increased by the same amount as the range is increased?

A: If the area of effect is measured from the caster, yes. If the area of effect is measured from a point on the battlefield, no – the ability will increase the range to the point on the battlefield instead. To carry on your example, if an ability increased the range of a spell by 6", then in the first case the spell would affect all the models from the unit that were within 24" of the caster instead of 18", while in the second case the range of the point on the battlefield would be 30" instead of 24" but the spell would still only affect models within 3" of that point. Note that if area of effect is measured from a point on the battlefield, and that point is ‘anywhere on the battlefield’, then an ability that increases the range will have no effect on that spell.

Umbral Spellportal
Arcane Passage: If a Wizard successfully casts a spell while they are within 1" of an Umbral Spellportal model, the range and visibility of the spell can be measured from the other Umbral Spellportal model from this endless spell.

Balewind Vortex
Arcane Invigoration: A Wizard on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases (including the turn in which the Summon Balewind Vortex spell was cast), and you can add 6" to the range of any spells that the Wizard casts.

Screenshot of the spell from Maggotkin battletome


This message was edited 13 times. Last update was at 2019/05/06 20:38:09


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






Yeah looks like it would work then, good find!

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
 
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