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Nurglings. Any good? Also, Seekers, now useless?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User






Hey guys. I've been running a Daemons army for almost 2 years now but only recently made the move to pick up some Nurglings with the launch of the plastic ones. I have some general ideas but I wanted to see if anyone had some tried and true strategies for the little guys or if their only use was going to be as modelling pieces.

Also I had started working on some Seekers of Slaanesh before 6th ed launched but after reading the new rules for fleet I have lost all motivation to finish them. Are they now as completely useless as they feel to me? Or am I being to short-sighted and missing some grand thing that still makes them a good choice?

Daemons 3000pts.
2800pts.
Warriors- In progress
 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Virginia

Nurglings might just be one of the top tarpits in the game. 3 wounds getting a 5+ save always for 13 points. That's better than guardsmen. And they cannot be insta-killed. Use them to escort epidemius. Seekers also provide high initiative, anti-horde attacks that you can get a lot of cheaply. Throw in a slaanesh herald for hit and run and you have a pretty hard glasshammer.

Just some thoughts though
   
Made in us
Honored Helliarch on Hypex




I don't believe nurglings have FNP, though, so they won't be getting that 3+ FNP Epidemius has to offer.
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/14 06:30:42


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Made in us
Daemonic Dreadnought






 Che-Vito wrote:
Corollax wrote:
I don't believe nurglings have FNP, though, so they won't be getting that 3+ FNP Epidemius has to offer.


They do not have FNP; but they're an effective tarpit unit regardless.


No FNP and nothing but a toothless tarpit until the tally gets up there until late in the game at fully tally their 3A start wounding on a 2+ and ignore armor saves.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Seekers are now fast as heck - trading their 12" charge for a 12" move and are not slowed by terrain, even if they count it as dangerous.

With their impact hits on the charge - assuming WS 4 opponents each impact is worth 2 S3 attacks. They do not rend but overall you get...

2 Attacks at I10
4 Base Attacks, +1 Charge Rending at I6

For an equivalent of 7 strength 3 attacks on the charge with 5 of them Rending. that is pretty good in my book at a little over half the cost of a Fiend. They are fragile at T3 and 5++, but take a unit of 12-15 and they are very very flexible and chew through Hordes once you get someone else to eat overwatch.

Remember too that so many high initiative attacks means they can clear a combat zone before anyone swings back. A unit of 10 will throw down 70 S3 attack equivalents (50 w/ Rending, 20 w/o), resulting in (25/10) hits and (4 Rends, 6 Wounds) killing 6 MEQ before they can swing back. At I6 they are likely to catch the unit and stay engaged to finish them off the next turn.

Against Guardsmen it gets even better.

Daemons Blog - The Mandulian Chapel 
   
 
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