If thinking about plaguebearers, may I suggest the 'start collecting nurgle daemons' box.
You get the plaguebearers, a nurgle herald, a plague drone pack and some nurglings at a serious discount.
The herald is good because whilst plaguebearers aren't awful, they do benefit massively from the presence of a herald (like all daemon warrior and cavalry packs).
Plague drones are nice because they're (a) fast and (b) tough. They're not as fast as hounds (with scout) or as killy as bloodcrushers but they give you the means to get an icon up-field as fast as possible, and reasonable confidence it's still going to be there at the start of turn 2 when your reserves arrive. Rotten McLard-Arse cannot afford to spend 4-5 turns waddling up the board, so he needs to deep strike, and a 200+ (by the time you've strapped gifts to him) monstrous creature does not want to be deep striking without protection from scatter or mishap. Plus, plague drones are far from helpless in a fight afterwards - a Plaguebringer with a Greater Etherblade, a Venom Sting and a plague banner in the rest of the unit is quite a surprising duellist, and something any HQ character without eternal warrior needs to be wary of.
Nurglings are very good little troops. Not because they're especially lethal in a fight (they aren't) but because 45 points worth gets you a unit which takes up a troops slot and gives you a unit with infiltrate that can scamper onto an objective, go to ground, and have 12 wounds with a 2+ cover save.
The amount of firepower the enemy will need to throw to dig them out of woods or ruins is insane, and it gives you a cheap troops choice you can afford to leave in your backfield whilst everyone else concentrates on the important job of getting close to the enemy and stabbing them repeatedly.
I had a game last night and watching two rhinos, a combat squad and a stormraven gunship all fail to kill a single base of nurglings sat on an objective caused my opponent a mix of bemusement and rage.
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