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Made in us
Plaguelord Titan Princeps of Nurgle






 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.

This message was edited 2 times. Last update was at 2017/02/10 14:12:07


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





That explained it perfectly, thank you!
   
Made in us
Plaguelord Titan Princeps of Nurgle






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.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in us
Stabbin' Skarboy




Northern Virginia

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.
   
Made in us
Plaguelord Titan Princeps of Nurgle






 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.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in us
Stabbin' Skarboy




Northern Virginia

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!

This message was edited 2 times. Last update was at 2017/03/24 15:59:06


 
   
Made in us
Plaguelord Titan Princeps of Nurgle






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.

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





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.
   
Made in us
Plaguelord Titan Princeps of Nurgle






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.

This message was edited 1 time. Last update was at 2017/03/22 19:35:24


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





Just the answer I was looking for, thank you!
   
Made in us
Stabbin' Skarboy




Northern Virginia

 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

This message was edited 2 times. Last update was at 2017/03/24 16:18:31


 
   
Made in us
Plaguelord Titan Princeps of Nurgle






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.

This message was edited 1 time. Last update was at 2017/03/24 17:01:37


"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in us
Stabbin' Skarboy




Northern Virginia

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!!
   
Made in gb
Mekboy Hammerin' Somethin'





Boston, UK

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.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Plaguelord Titan Princeps of Nurgle






 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

This message was edited 1 time. Last update was at 2017/03/24 19:05:45


"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

 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.
   
Made in gb
Fresh-Faced New User




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




This message was edited 1 time. Last update was at 2017/03/25 01:47:17


 
   
Made in us
Plaguelord Titan Princeps of Nurgle






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).

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in us
Auspicious Aspiring Champion of Chaos






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?

2750 Unliving Legion of the Zarith Dynasty
840 Imperial Knights of House Janis
2000 Khorne Bloodbound of the Skullfiend Tribe
2000 Tzeentch Arcanites of the Cult of Searing Light
3000 Slaves to Darkness of the Legion of Rusted Chains
2500 Sylvaneth of the Seelie Court
 
   
Made in us
Plaguelord Titan Princeps of Nurgle






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!

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Yeah, having one unit type really sucks. Especially because Nurgle gives a lot of potential for some really freaky gak.
   
Made in us
Stabbin' Skarboy




Northern Virginia

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

This message was edited 7 times. Last update was at 2017/03/27 12:34:31


 
   
Made in no
Fresh-Faced New User





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
   
Made in us
Plaguelord Titan Princeps of Nurgle






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!

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in no
Fresh-Faced New User





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
   
Made in us
Stabbin' Skarboy




Northern Virginia

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.

This message was edited 1 time. Last update was at 2017/03/27 18:04:18


 
   
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 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).
   
Made in us
Plaguelord Titan Princeps of Nurgle






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.

This message was edited 1 time. Last update was at 2017/03/27 23:09:32


"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname 
   
Made in us
Stabbin' Skarboy




Northern Virginia

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
   
Made in us
Auspicious Aspiring Champion of Chaos






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.

2750 Unliving Legion of the Zarith Dynasty
840 Imperial Knights of House Janis
2000 Khorne Bloodbound of the Skullfiend Tribe
2000 Tzeentch Arcanites of the Cult of Searing Light
3000 Slaves to Darkness of the Legion of Rusted Chains
2500 Sylvaneth of the Seelie Court
 
   
 
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