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Made in nz
Regular Dakkanaut




Can someone point me in the right direction of some good moderately competitive nurgle lists for 7th and 40k? I have been searching online and this forum for ages..

Really appreciate the help guys, you've never let me down.
   
Made in us
Regular Dakkanaut





What are you looking for? Pure Nurgle? Only Chaos Daemons?

Generally, decent units include:

Tallyband formation with 6x minimum nurgling squads, and 1x plaguebearer squad of 10-20 guys with a herald inside, probably lvl 2 psyker, lesser gift, greater gift, palanquin, and grotti the nurgling or the doomsday bell as an artifact

Nurgle daemon prince with power armor, wings, artifact of choice, and a balesword for AP 2 instant death

Soul grinder formation with 3 of them all with nurgle affiliation, all with the ap 3 large blast and power claws

One 3-6 man unit of plague drones, greater gift on the leader, give them the poison 3+ upgrade, attack a decked-out herald on palanquin and let him zip along with the jet pack move (yes, it's legal, people who tell you otherwise need to read the rules better). Bonus if you have nurgle psychic casters to give the whole unit +3 toughness

Chaos Knight with daemon of Nurgle

The classic Daemon nurgle prince with wings, power armor, and black mace


None of this is amazing, because nothing about Chaos has been amazing for quite some time, but those are your best themed options right now.

   
Made in au
Missionary On A Mission




Australia

 Virules wrote:


One 3-6 man unit of plague drones, greater gift on the leader, give them the poison 3+ upgrade, attack a decked-out herald on palanquin and let him zip along with the jet pack move (yes, it's legal, people who tell you otherwise need to read the rules better).

How does a Herald on Palanquin, which is an Infantry model, make a Jet Pack move? Or do you mean by stretching coherency to keep him in the unit, and use Pile In moves to catch him up?


 
   
Made in us
Tunneling Trygon





NJ

Kill3RKiD wrote:
Can someone point me in the right direction of some good moderately competitive nurgle lists for 7th and 40k? I have been searching online and this forum for ages..

Really appreciate the help guys, you've never let me down.


CSM or daemons? Both? Combination of the two?
   
Made in us
Regular Dakkanaut





 GoonBandito wrote:
 Virules wrote:


One 3-6 man unit of plague drones, greater gift on the leader, give them the poison 3+ upgrade, attack a decked-out herald on palanquin and let him zip along with the jet pack move (yes, it's legal, people who tell you otherwise need to read the rules better).

How does a Herald on Palanquin, which is an Infantry model, make a Jet Pack move? Or do you mean by stretching coherency to keep him in the unit, and use Pile In moves to catch him up?


The jet pack move is not for jet pack MODELS, it's a special ability for the jet pack UNIT. ICs attached to a unit count as part of the unit for all purposes with the exception that they don't benefit/gain the unit's "Special Rules." However, the jet pack move is just an ability for the unit, not a specified Special Rule. Hence, the IC gets it as well. Obviously, the IC doesn't get anything that specifies jet pack model or that's listed under the Special Rules for jet pack units.

This message was edited 1 time. Last update was at 2016/03/27 04:19:17


   
Made in us
Terminator with Assault Cannon





Virules wrote:The jet pack move is not for jet pack MODELS, it's a special ability for the jet pack UNIT. ICs attached to a unit count as part of the unit for all purposes with the exception that they don't benefit/gain the unit's "Special Rules." However, the jet pack move is just an ability for the unit, not a specified Special Rule. Hence, the IC gets it as well. Obviously, the IC doesn't get anything that specifies jet pack model or that's listed under the Special Rules for jet pack units.


If it's not a jump infantry, I'm not permitting the 12 inch movement as an opponent. If you want to bend the rules and twist them against all common sense simply for the purpose of gaining a tactical advantage, find a different opponent.

IoW:

I don't care what the rules say. If he doesn't have a jet pack on his back, he ain't flying.

This message was edited 1 time. Last update was at 2016/03/27 04:23:43


 
   
Made in us
Regular Dakkanaut




Is Nurgle Renegades and Heretics any good?

   
Made in us
Regular Dakkanaut





Traditio wrote:If it's not a jump infantry, I'm not permitting the 12 inch movement as an opponent. If you want to bend the rules and twist them against all common sense simply for the purpose of gaining a tactical advantage, find a different opponent.

IoW:

I don't care what the rules say. If he doesn't have a jet pack on his back, he ain't flying.


The entire game is full is rules that are very clear and direct, but don't necessarily make sense as the most intuitive result.

Feel free to play by whatever rules you want if playing your buddy in a casual game, but if you're playing a stranger or you're at a competitive event, if you try to pull the "I selectively choose which rules in the book to ignore because I don't like how they affect your units" attitude, the other player or tournament organizer will probably just laugh in your face.

Edit: and again, just to make sure you understand - the IC doesn't get the skyborne jump move, which is only for jet pack models. The point is that the entire jet pack unit gets the jet pack thrust move in the assault phase, which is 2d6.

Grief wrote:Is Nurgle Renegades and Heretics any good?


Renegades and Heretics have mostly bad units and have a lot of quirky restrictions on the army as a whole, but also have a handful of standouts units. Nurgle themed is fun. Importantly, R&H are good at shooting, which is important in 7th edition and which is a weakness of CSM and CD.

This message was edited 1 time. Last update was at 2016/03/27 04:49:05


   
Made in us
Terminator with Assault Cannon





Virules wrote:The entire game is full is rules that are very clear and direct, but don't necessarily make sense as the most intuitive result.

Feel free to play by whatever rules you want if playing your buddy in a casual game, but if you're playing a stranger or you're at a competitive event, if you try to pull the "I selectively choose which rules in the book to ignore because I don't like how they affect your units" attitude, the other player or tournament organizer will probably just laugh in your face.


Obviously, if we're talking about tournaments, my personal sentiment is irrelevant. It comes down to the ruling of the TO.

Edit: and again, just to make sure you understand - the IC doesn't get the skyborne jump move, which is only for jet pack models. The point is that the entire jet pack unit gets the jet pack thrust move in the assault phase, which is 2d6.


My comments stand. That 2d6 movement phase represents activating your jump pack. If you don't have a jump pack, you can't activate it. Period.

Let the rules say what they say, I'm not playing that game.

And frankly, I think less of you because of your willingness to exploit a counter-intuitive, strange rule for the tactical advantage.

This message was edited 1 time. Last update was at 2016/03/27 05:11:07


 
   
Made in us
Regular Dakkanaut





Traditio wrote:


My comments stand. That 2d6 movement phase represents activating your jump pack. If you don't have a jump pack, you can't activate it. Period.

Let the rules say what they say, I'm not playing that game.

And frankly, I think less of you because of your willingness to exploit a counter-intuitive, strange rule for the tactical advantage.


GW's design team has long written the rules for ICs so as to make them a relatively seamless part of units they join. If you don't like it, your options are 1) cry about it, 2) get over it, or 3) hope you can find enough people in your local area willing to play by your subjective cherry-picking of 40k rules based on what you personally like or dislike. In the meantime, the rest of us will be playing normal 40k by the game rules. I recommend option #2, but from your salty posts it sounds like you're going for a mix of #1 and #3 instead.

   
Made in us
Terminator with Assault Cannon





Virules wrote:GW's design team has long written the rules for ICs so as to make them a relatively seamless part of units they join. If you don't like it, your options are 1) cry about it, 2) get over it, or 3) hope you can find enough people in your local area willing to play by your subjective cherry-picking of 40k rules based on what you personally like or dislike. In the meantime, the rest of us will be playing normal 40k by the game rules. I recommend option #2, but from your salty posts it sounds like you're going for a mix of #1 and #3 instead.


And your word choice confirms my general opinion which I formed of you given your rules-lawyering exploitation of counter-intuitive rules.

This message was edited 1 time. Last update was at 2016/03/27 22:57:55


 
   
Made in us
Tunneling Trygon





NJ

Ok how about we stop with the rules lawyering and talk about tactical applications of Nurgle units like the OP is wondering about.

For what it's worth, major tournaments (and most smaller ones) rule that the IC does NOT get to make a jet pack move. The unit still can, but they just have to maintain coherency of course. That is not something that is even moderately ambiguous. You move models, not units, so the whole "but he's part of that unit" rule is meaningless.

Even with that, a Nurgle herald on foot can certainly still be strung out in a unit of say, plague drones. Even with 12" move plus jet pack assault move, he can hang with the group for a turn or two. They have really large bases. As to why you would want to do something from a tactical perspective:

1) two warp dice
2) two rolls at endurance or the 6 result on the new Nurgle table (depending on how your TO interprets the # of rolls on the new daemon tables that a psyker can attempt)
3) FNP locus (SO worth it)
4) ability to have flexibility with lesser/greater/exalted rewards - not a bad place to put the grim if you don't have screamers or a FMC that can take it
5) pretty decent WS and initiative and LD - the initiative is especially helpful for running down foes, passing checks if you need to for some reason and also blind tests
   
Made in us
Regular Dakkanaut





 luke1705 wrote:
Ok how about we stop with the rules lawyering and talk about tactical applications of Nurgle units like the OP is wondering about.

For what it's worth, major tournaments (and most smaller ones) rule that the IC does NOT get to make a jet pack move. The unit still can, but they just have to maintain coherency of course. That is not something that is even moderately ambiguous. You move models, not units, so the whole "but he's part of that unit" rule is meaningless.

Even with that, a Nurgle herald on foot can certainly still be strung out in a unit of say, plague drones. Even with 12" move plus jet pack assault move, he can hang with the group for a turn or two. They have really large bases. As to why you would want to do something from a tactical perspective:

1) two warp dice
2) two rolls at endurance or the 6 result on the new Nurgle table (depending on how your TO interprets the # of rolls on the new daemon tables that a psyker can attempt)
3) FNP locus (SO worth it)
4) ability to have flexibility with lesser/greater/exalted rewards - not a bad place to put the grim if you don't have screamers or a FMC that can take it
5) pretty decent WS and initiative and LD - the initiative is especially helpful for running down foes, passing checks if you need to for some reason and also blind tests


Yup, Adepticon and ITC both have in their FAQs that the IC wouldn't get a thrust move along with the rest of its unit (though they could've worded that ruling better). But if you're going to a local event or even a bigger tournament that explicitly says they are using the rulebook rules (many people don't like some of the more significant changes in those FAQS), then it's very clear that by RAW the IC participates in the unit's thrust move.

   
Made in us
Spawn of Chaos





"Characters follow the movement rules for models of their type, whether Infantry, Jump Infantry, Bikes, etc. However, remember that they must maintain unit coherency with any unit they are in."

There doesn't need to be an FAQ, it clearly states that it moves as its unit type
   
Made in gb
Regular Dakkanaut





 Vlad_The_Obliterator wrote:
"Characters follow the movement rules for models of their type, whether Infantry, Jump Infantry, Bikes, etc. However, remember that they must maintain unit coherency with any unit they are in."

There doesn't need to be an FAQ, it clearly states that it moves as its unit type



Yeah I fail to see any ambiguity on this...
   
Made in us
Nurgle Chosen Marine on a Palanquin






Grief wrote:
Is Nurgle Renegades and Heretics any good?


First - Herald + Drones is a tactic that has been tried and true used in just about every major tournament (even won LVO) and is allowed RAW and RAI. The unit is jet pack cavalry, it all works out conga line style.

Siege of Vraks (IA:5 second edition) has an absolutely superb R&H list for every nurgle fan. This of Vraks as the expansion on IA:13 R&H. It's the same army, but only Nurgle/Khorne, with some different upgrades and some new detachments. You gain access to as many plague zombie troops as you want (where IA:13 is limited to one) as many spawn elites as you want (where IA:13 you have to be tzeentch), restrictions on Lords of war are lifted for the most part, but there are less of them, and you can take the Unending host and The Purge.

Mixing Renegades and Daemons, or even Renegades and CSM is very fun and competitive. You just need to make sure you do not play Renegades like guard. Renegades can mimic guard, and they will do so poorly. Renegades can bring artillery, so do it. Bring artillery, zombies, spawn, maybe a few tanks, then some nurgle daemons. Try a plague drone unit or two, maybe a GUO some PB/icon you could get blight drones, they are tons of fun. Daemons and renegades mix like bread and butter. Renegades bring firepower that make tau blush, but the guys manning the guns fold twice as fast in CC. Zombies are the best tarpit in the game, but you also want a great hammer unit, enter daemons, with GUO and plague drones (if you don't have tanks in your renegades, soul grinders will die first turn, trust me!)

Even the bog standard infantry platoons in renegades are awesome. You can make them pseudo fearless with a chaos icon. The nurgle upgrade is FnP +6, so I personally wouldn't suggest it. I would just say they are nurgle for the sake of fluff, thing is 20pt! Your dudes can get cheap special weapons, heavy weapons, and even cheap krak grenades, they come with frag grenades stock I believe. Doing the Nurgle upgrade on every unit is a poor way to run R&H, just because its a massive point sink for +6 FnP on cheap T3 models that don't need it. There is also no cross army synergy for having it. Having mark of nurgle on your Arch Demagogue is all that matters. That unlocks zombies and blight drones.

If you want to run Nurgle for fun, Combine all 3 chaos armies. You will end up with really thematic armies that are decently powerful. You will just have either a bunch of proxy, conversion, or FW models lol.

Seige of vraks is a pretty sweet book, it also has Necrosius, a CSM dude who can take Vraks zombies for CSM.

This message was edited 2 times. Last update was at 2016/03/29 14:13:37


   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I am a fan of the Nurgle Deamonic Incursion:
Take the Tallyband with all min-sized Nurglings (maybe 1 PB squad), then take the Rotswarm with a 5-7 Drone unit + 6 single Beasts. Add Daemon Lords to taste (DPs, GUO, whatever) and/or the ForgeHost.

The Rotswarm Herard has FNP locus. Both Helrads join the Drone unit surrounded by all the Beasts (keeping the FNP on all the Beasts). Nurglings infiltrate onto objectives.

This message was edited 1 time. Last update was at 2016/03/29 14:54:18


   
 
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