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Made in us
Humming Great Unclean One of Nurgle






Nurgle is among the more significant factions within Chaos, and with a wealth of unit options and a number of great model kits players can find themselves at a bit of a loss as to what they want to build even after deciding upon their pestilent patron. I have a huge amount of experience with Nurgle in Age of Sigmar going back to its release (even the fabled days of 'before the GHB') and want to offer what guidance I can to the community, both for players starting off and for existing players looking for direction. This will be based around Matched Play and include all options with the Nurgle keyword; Daemons of Nurgle, Mortal Nurgle, and Skaven Pestilens, starting with general advice for armies overall then going into more important options specifically. I will keep this initial post updated with all the information.


Synergy

An army is built on synergy, being more than the sum of its parts, which I'll roughly divide into two categories; 'hard' synergy that arises directly from abilities (such as Locus effects on daemon units) and 'soft' synergy that is defined by battlefield performance (such as ranged support for melee models). Nurgle is well-off in hard synergy; there are a ton of abilities that specifically benefit a Nurgle army, but in soft synergy Nurgle suffers as so many units fit into the same role of 'tough but not hard-hitting' and options to support that are limited compared to other factions. Overall this leaves Nurgle with decent synergy, but it can be tricky to make good use of and this is where I see a lot of players stumble. The following is a list of all the hard synergy that specifically benefits a Nurgle army, with the available command abilities at the top. Most of these I'll get to when I break down units individually, but there are three which are worth elaborating on specifically.

*Glottkin - Lords of Nurgle (Command), giving +1 attack to the melee weapons of all Nurgle units within 14" until next hero phase.
*Harbinger of Decay - Morbid Vigor (Command), giving an extra 5+ 'ward save' to all Mortal Nurgle units within 7" until next hero phase.
Orgotts Daemonspew - Fester and Rot (Command), one Nurgle unit within 14" re-rolls failed wound rolls until next hero phase.
Lord of Plagues - Grandfather's Gift (Command), one unit within 21" gains the Nurgle's Rot ability until the end of the current phase.
Gutrot Spume - Towering Arrogance (Command), if Spume inflicts 7+ wounds by the next hero phase he heals all damage he's suffered, otherwise he takes a mortal wound.
Great Unclean One - Grandfather's Joy (Command), if a Nurgle Daemon unit rolls a 7 in the next charge phase they get +1 attack to their melee weapons in the ensuing combat phase.

Lord of Plagues & Morbidex - Nurgle's Rot, during your hero phase roll a dice for each non-Nurgle unit within 3", on a 6 inflict d3 mortal wounds.
Morbidex Twiceborn - Lord of Nurglings & Malicious Mites, adds models to Nurgling units and gives Nurglings within 7" +1 to wound.
*Epidemius - Nurgle's Tallyman, cumulative bonuses for all Nurgle models based on number of models slain.
Plague Furnace - Poisonous Fumes, in your hero phase roll a dice for each non-Nurgle unit within 3", on a 4+ inflict d3 mortal wounds.
Plague Priest - Pestilent Breath, pick a point within 13" and roll a dice for each unit within 2", on a 4+ inflict d3 mortal wounds, Nurgle units are affected only on a 6 instead.

Putrid Blightkings - Virulent Discharge - In your hero phase roll a dice for each unit within 3", on a 6 inflict d3 mortal wounds, or heal d3 if it is a Nurgle unit.
Plaguebearers, Plague Drones, and Beasts - Locus abilities, a unit-specific benefit for having a Nurgle Daemon Hero within 7"
Plague Monks - Book of Woes, roll a dice for each unit within 13", on a 4+ inflict a mortal wound, Nurgle units are affected only on a 6 instead.
Plague Censer Bearers - Poisonous Fumes, in your hero phase roll a dice for each non-Nurgle unit within 3", on a 4+ inflict 1 mortal wound.


Lords of Nurgle: The Glottkin are a powerful model, effective at both melee and magic as well as having a decent short-range shooting attack. However their main strength (and the best reason to use them) is the command ability. The offensive bonus is considerable, has enough range to effectively reach your entire force, and unlike comparable abilities from Ironjawz lasts until your next hero phase instead of ending with your turn. It allows what is normally a tough but offensively weak army to become strong on the attack as well, turning Nurgle into a supreme force of attrition. While expensive at 440 points the Glottkin's raw fighting ability alongside their command means there isn't much of a wrong way to use them in any army, but there are particular builds that make best use of their force-multiplying capabilities. Generally speaking this means Daemons of Nurgle rather than fellow mortal models. Mortal Nurgle units tend to be more elite with higher numbers of better attacks per model, but a model that already has 3 attacks (such as a Blightking) only gets a 33% bonus from one more, while a model that has merely 1 attack (such as a Plaguebearer) has its offense doubled. Plaguebearers are already a solid battleline option (more on that latter) and are accordingly perfect to serve as the meat of a Glottkin-led army, ideally taken as two units of 30 with the last slot filled by whatever you prefer. Plague Drones also benefit hugely because they have three different melee weapons, getting +3 attacks per model. Their locus-driven mortal wound potential in melee does a great deal to offset Plaguebearers and the Drones' lack of rend, making at least one unit of Drones almost a necessity for someone looking to get the most out of Glottkin. Once this core of the army is established the next task is to include a Daemon Hero to trigger the locus of the Drones. The Herald of Nurgle is generally a bad way to go in any situation while a GUO won't leave as much room for troops, leaving the Harbinger or a Daemon Prince as the best options. After that things are quite flexible, but I would recommend staying away from Behemoths since you will want more model count to bulk out the force (though Bloab is always a good addition). A surprisingly effective option that often goes overlooked is plague monks; equipped with sword & staff they will get two extra attacks per model from Glottkin and a Crown of Command can be used to overcome their susceptibility to battleshock. They are also fast (relatively) and have useful support abilities from their command group (remember you can have both music options!), making them work surprisingly well with the rest of the force. Something else worth note is a Nurgle Soul Grinder; with multiple powerful melee attacks and some nice ranged support that Nurgle can always use it is a powerful option, if pricey in points.

Morbid Vigor: To say it simply: if you want to run a Blightking army, or even any dominantly Mortal Nurgle army, the Harbinger is your guy. This command ability gives Mortal Nurgle models in range the same resilience 'save' that Plaguebearers & Drones have, which is effectively a 50% increase to the wounds count of models affected. Since Morbid Vigor is limited by its 7" range it favors a more elite army that can better be packed into a smaller area. Blightkings are the intuitive choice and also the ideal one; not only are they elite enough to fit as many units as you need in range but due to their Virulent Discharge potentially healing each other they benefit from being bunched up in close proximity anyways. As an added bonus the Discharge can heal the Harbinger, who is going to be a massive target for your opponent in such a list. Beyond having a core of elite troops, building a Harbinger-led army is very freeform as long as the backbone of the army is Mortal Nurgle. Since Vigor has such limited range, however, there is little downside to mixing in non-Mortal units to operate outside of the Harbinger's area. Since plaguebearers aren't needed to fill battlline, it can be very effective to reserve 100 or 200 points to summon them out in front of the force (and/or onto objectives). While Blightkings are the main core to use with a Harbinger general, some other units that work well with his command ability are Maggoth Lords (Bloab in particular), Chaos Knights (which can replace Blightkings to for a semi-fast core to the army), and Chaos Spawn (which were already just meat shields anyways).

Nurgle's Tallyman: Epidemius is an unusual option in that he both changes the dynamic of a Nurgle army and also... doesn't. With Epidemius on the field your Nurgle models get stronger as the game goes on, so whereas every army gets weaker over time due to casualties yours will be offset by the increasing strength of what's left. This is the change in dynamic I am referring to, and carries a learning curve for both you and your opponent. In other words experience really counts when it comes to Epidemius; simply having an 'instinct' for how your units perform normally verses various stages of the tally is useful beyond measure when it comes to the intricacies of playing the game. When I say that the dynamic also doesn't change I mean it does not alter what any of your units actually do or the roles they play on the battlefield; it just makes them do it better (which thankfully counteracts the learning curve somewhat). Exactly how much better depends on the stage of the tally and the unit in question, but generally speaking more elite models reap a greater benefit from the tally. This is because the re-rolls granted are only 1's; on a 4+ you are re-rolling a third of the failures, but on a 3+ you are re-rolling half of your failures and have better odds for said re-rolls. Blightkings and most Rotbringer characters benefit heavily from this, when it is active. For the first half of the game the tally bonuses can't be counted on, which means that every elite model lost early is a proportionally larger hit to your overall effectiveness since that model would have been stronger later on. This means that a good Tallyman list will not be bloated with just Rotbringers but will put a decent chunk of its points (I'd recommend a third or so) into units that are largely there to get beaten down while you accumulate kills through attrition. This is where Plaguebearer battleline really shines, since not only are they resilient but the first tally bonus gives them a notable increase to offense since they wound on 3's. As an added bonus Plaguebearers that survive long enough can get +1 to saves, which makes them supremely tedious to kill when combined with their locus. As mentioned above Glottkin also work very well with Plaguebearer batteline, something that makes a Glottkin-Epidemius list relatively easy to make. Ranged support to cause kills for the tally early-on is predictably useful with Epidemius as well, but also something difficult to find within the Nurgle keyword. Bloab is a standout here and a Soul Grinder can potentially work (it's extremely unreliable at range) but really this is where Plagueclaws earn their keep, something I'll go into more detail with when I cover them specifically.



Battleline

Nurgle has access to two solid options for battleline; Plaguebearers and Blightkings. I go over each of these in detail below, but before that a quick mention for the other two battleline options Nurgle has; Marauders and Warriors. Marauders (with Mark of Nurgle) are the cheapest battleline Nurgle can take and are certainly worth taking in that context alone; a 10-man unit is fast and numerous enough to be decent at objective snagging. Beyond filling requirements, however, they don't offer much to a Nurgle army since they scarcely hit harder than other options but die much more quickly (if you are looking for glass cannon infantry plague monks will serve better). There is one exception for Marauders and that is the Plaguetouched Warband (from the Everchosen battletome) which offers a significant benefit to units taken in multiples of seven and makes 28-man marauder units hilariously deadly when enemies hit them in close combat. Unlike Marauders, Warriors don't really have a place in a Nurgle army because they are overshadowed by the two main options; Plaguebearers are better for holding ground while Blightkings are better for fighting. That said Warriors aren't outright bad, so for the player who wants to run them it is hardly crippling. In such a case I would recommend the great weapon option since it provides rend that can be lacking elsewhere.

Plaguebearers: Plaguebearers are an amazing tool in the hands of a Nurgle player. This isn't because they are particularly good for their cost but because more than any other unit in the game there is no good way to kill them. Most options that serve in the 'holds ground' department have some method to get around their resilience; mortal wounds to bypass good saves, high damage to neutralize high wound count, etc. Plaguebearers don't have that, your enemy simply has to chew through them the old fashioned way. The most efficient way to use plaguebearers is in units of 10 or 30. This is because Matched Play does not have scaling unit costs for size-based abilities; plaguebearers get stronger if they have twenty or more models in the unit which effectively means plaguebearers 20-30 are individually worth more than 1-19. this imbalance is further exacerbated by the max unit discount, which while bad for balance is good for huge blobs of plaguebearers!! A 10-man unit on the other hand is the smallest size needed to fill battleline requirements and also serves as a chaff unit that doesn't lose you many points when it dies. And that is precisely the role of plaguebearers: to die in whatever manner most obstructive to your opponent. A 10-man unit is best strung out to cover as much area as it can on your flanks to obstruct enemies, moving towards objectives and/or cover where they can. A 30-man unit should be spread across the front line of your force to serve as an anvil, using casualties to create gaps for units behind them to pile into. For the player who summons note that it can be useful to start your wizard somewhat exposed on the flank to throw the summon out further before moving to a more protected position; because plaguebearers are so slow a few extra inches on the summoning range can make a big difference. Finally, in regards to the plaguebearers' locus ability: it's nice (especially if the unit has mystic shield or cover) but not critical; generally speaking if there is another place your daemon hero needs to be it is probably better to go that way than stay close to trigger a locus benefit.

Putrid Blightkings: Before getting into the specifics of how to command Blightkings on the tabletop, let's talk stats. Blightkings are resilient, but not so much that they will stand against dedicated offensive units on their own. This is critical because without a meat shield in front of them Blightkings will be receiving charges more often than they make them, and accordingly are likely to have a powerful enemy attack them before they are able to retaliate themselves. Blightkings are also offensive to a surprisingly reliable degree because the inconsistencies of their blighted weapons rule is strongly counteracted by the number of attacks and a 3+/3+ profile. Generally speaking a Blightking unit can be counted on to deal about 2 wounds per model (before saves) when attacking. Re-rolling 1s to wound adds roughly 0.5 to this output. as does re-rolling 1s to hit. Having +1 to hit will increase the average output by about 50%, while having -1 to hit will reduce the average output by about 50%. Note these are not the exact numbers (the actual averages are slightly higher), but rather the amount of wounds the unit can be counted to reliably inflict when planning out tactics during a game. On the tabletop Blightkings are generally run in one of two ways; the elites of a combined-arms Nurgle army or the main body of a Harbinger army. For a combined army, Blightkings tend to be less resilient than plaguebearers or drones but also deal more damage and are more reliable in doing so, making them the offensive portion of the force. For the first two turns you will want to have them behind your meat shield units ready to counter-charge enemies that engage. This will prevent the Blghtkings from dying to a charge from the opponent's heavy-hitters (Blightkings' armor and wounds count are solid but will crumble surprisingly quickly against offensive enemies) with the added bonus of making it easy to keep your heroes within virulent discharge range for potential healing. In the latter half of the game the Blightkings are relatively free to go wherever they are needed and do what Nurgle does best; win by attrition. For a Harbinger army using Blightkings is a bit different; they will be doing the lion's share of the work themselves but also are much greater in number. A solid default tactic is to position units side-by-side with a basic formation of three in front and two in back. This will limit your offense surprisingly little since the units are likely to lose 1-2 models in the first round of combat anyway and more importantly will limit the opponent's ability to focus fire on a single unit in melee. Positioning in this manner allows you to make maximum use of virulent discharge both by preventing individual Blightking units from being eliminated and putting a given target (from either side) within range of multiple potential discharges.



Heroes

Herald of Nurgle: A Herald of Nurgle can be tempting at first glance; it's cheap, triggers daemonic loci, and has solid defensive stats. The bad news is that the Herald of Nurgle is bad. There isn't anything wrong with it, it just isn't worth the points. The main drawbacks with the Herald are that it's too slow to keep up with the most important daemonic locus unit (Plague Drones) and inflicts less than two wounds in an average combat phase. Even when it comes to filling battalion requirements (namely the Tallyband) the Herald is better replaced with ten plaguebearers. For the player who is using a Herald despite this, the best use I have found is to anchor one end of a stretched-out plaguebearer unit or better yet stand right between two 10-man chaff units of them. This allows the Herald to not get surrounded on his own but also get pulled into combat when the plaguebearers are charged. The ideal situation is that the enemy cannot put all of their attacks into the plaguebearers OR the Herald, keeping both around longer. The plaguebearer unit should still be taking the brunt of the enemy offense, such that it is wiped out before the Herald is slain and thus triggering the 'From Death there is Life' healing that opponents often forget about.



Others

Plagueclaw Catapult: The first thing to understand about the plagueclaw is that it's a bit overcosted; 180 instead of what should probably be around 150. The second thing to understand is that one plagueclaw is supremely unreliable. Even with solid hit rolls, wound rolls, and rend, just one attack per turn and a very inconsistent damage value means it varies wildly in effectiveness from game to game. The bad news here is that when looking for ranged support in a Nurgle army a plagueclaw just won't cut it because it can't be counted on to perform when you need it to. However, there are two exceptions; Epidemius and the Foulrain Congregation battalion. Though inconsistent, when targeting a basic infantry unit the plagueclaw as a decent shot at killing 7 or more models, which is extremely useful in an Epidemius list because it means the first stage of the tally kicking in on your second turn. Further, a plagueclaw that re-rolls hit & wound rolls of 1 from the tally makes it much more consistent later in the game. The foulrain congregation is a significant investment, taking up about a third of the army at 2000 points, but the rewards for this investment are potent enough to offset that. The battalion includes three plagueclaws and gives them +1 to wound, two factors which not only completely offset their innate unreliability but renders them quite potent at killing off entire units on their own (from 31" away no less). There is an additional benefit for hitting when multiple plagueclaws target the same unit, which is useful (especially when the enemy saves or the damage roll is low) but not as awesome as it initially appears since you will often want them to shoot at different things. With both Epidemius and the foulrain congregation offering strong benefits to plagueclaw use the natural question is if they work well together, and the answer is yes. Extremely. Not only are all of the strengths above in play but they have great synergy with one another; reliable plagueclaws increasing the tally that in turn makes them even more reliable (as one might expect when wounding on a 2+, re-rolling 1s).

More to come...

This message was edited 15 times. Last update was at 2017/08/30 22:33:28


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Humming Great Unclean One of Nurgle






Added a paragraph each on how to get the most out of Glottkin's and the Harbinger's command abilities.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Longtime Dakkanaut





Good stuff. I am looking forward to see more of this.

This message was edited 1 time. Last update was at 2017/01/19 02:51:27


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

What a tremendous start! Very detailed and organized.
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Great thread dude.

As someone building a fairly large Nurgle centric AoS army, this will be a great resource!

Btw: Going to include Forgeworld goodies?

This message was edited 1 time. Last update was at 2017/01/20 05:29:12


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Humming Great Unclean One of Nurgle






Thanks for the compliments guys! I'd like to get around to Mr T's horde at some point and will definitely go over the exalted daemon, but I'll have to accumulate some more play experience first. That said my current impressions are:

Mr T: Just use Glottkin instead.
Kazyk: Just use a Harbinger instead.
Plague Ogres: Just use Blightkings instead.

Plague Toads & Pox Riders: Are insanely survivable even by Nurgle standards but simply refuse to deal meaningful damage back. While certainly good the problem is that they are good at what Nurgle already does best and bad at what Nurgle needs help with. Counter-intuitively, I would recommend them to non-Nurgle forces but not to Nurgle ones.

Bile Trolls: I'm thinking these guys would be great to sit behind a unit of plaguebearers since they are kind-of squishy and their shooting is so deadly, but a 1" melee range really limits their ability to do that effectively. Alternatively park them in cover. Their problem is they really need to be shooting and hitting in melee to be worth their points and that is easier said than done.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in es
Brutal Black Orc




Barcelona, Spain

I'm going to say it looks great but doesn't. Content is very useful but it definitely would beneffit from better formatting: clearer divisions and more space between paragraphs are the most obvious pointers, plus making different sections and highlight them properly.
   
Made in at
Regular Dakkanaut





Nice writeup NinthMusketeer =).


So as i really love Tzeentch and Nurgle (more the daemons than the mortals^^), i wanted to ask how to finish the rest of my army.

I read your article and built a list based on the Glottkin.

Glottkin
30 Plaguebearers
2x10 Plaguebearers
6 Plaguedrones

This is a bit below 1500 Points, so what should i do with the rest of my points? Thought about adding some tzeentch Daemons or some Sorcs. Maybe some Daemonprinces as they synergice well with the lower Daemons and the Drones.
If i get my hand some day on plagueclaws i will add them, but till that day i have to use what i have already=).

What do you think?
   
Made in us
Humming Great Unclean One of Nurgle






 Darksider wrote:
Nice writeup NinthMusketeer =).


So as i really love Tzeentch and Nurgle (more the daemons than the mortals^^), i wanted to ask how to finish the rest of my army.

I read your article and built a list based on the Glottkin.

Glottkin
30 Plaguebearers
2x10 Plaguebearers
6 Plaguedrones

This is a bit below 1500 Points, so what should i do with the rest of my points? Thought about adding some tzeentch Daemons or some Sorcs. Maybe some Daemonprinces as they synergice well with the lower Daemons and the Drones.
If i get my hand some day on plagueclaws i will add them, but till that day i have to use what i have already=).

What do you think?
Thanks! Unfortunately Glottkin really excel at leading a mono-Nurgle list, but if you are set on mixing in Tzeentch I would recommend picking up shooting since that is where Nurgle is particularly weak. Looking at what you have, units like Horrors, Flamers, and Heralds of Tzeentch would be ideal since they could sit behind the plaguebearer line and shoot/magic without being charged.


On a separate note, added the paragraph for Nurgle's Tallyman.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in at
Regular Dakkanaut





Okay thanks for your advice =).

Hm than it will be better to add some more Nurgle Dudes^^.

Can add 5 Blightkings, another 3 Plaguedrones, Daemonprinces, 2 Nurgle Heralds, 3 Nurgle Beasts, 2 GUOs and thats all my Nurgle Stuff. Can also add some Slaves to Darkness (Warriors and Knights), but i don't think that they will help the army at all.

Really good writeup, i am always enjoying such army specific articles=).
   
Made in us
Humming Great Unclean One of Nurgle






I quietly added a bit on marauder/warrior battleline the other day, and just added a paragraph on plaguebearers.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in at
Regular Dakkanaut





What do you think of Nurgle Daemonprinces? They are a bit faster than the Harbinger, have also decent punch in cc and a better save as the Harbinger and one more wound for 20 points more.

The Harbinger on the other hand has the extra save on 5+


As i don't have a Harbinger model, i often use the DPs of Nurgle, but it would be interesting which one you find better.

   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Not only does the harbinger have an extra 5+ save.. he gives that save to all Mortal nurgle within 7" so much better then a dp
   
Made in us
Humming Great Unclean One of Nurgle






 Darksider wrote:
What do you think of Nurgle Daemonprinces? They are a bit faster than the Harbinger, have also decent punch in cc and a better save as the Harbinger and one more wound for 20 points more.

The Harbinger on the other hand has the extra save on 5+


As i don't have a Harbinger model, i often use the DPs of Nurgle, but it would be interesting which one you find better.

Well in terms of a general the Harbinger wins out because of his command ability, but if you already have a general lined up then NDPs work great since they give speed and killing power.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in at
Regular Dakkanaut





Yeah you're right, the Harbinger is the better General for sure.

But in my army the Glottkin is the big boss =). So the Command wont help me much.

I really like 2 DPs of Nurgle and 6 Drones, as they are fast and punchy with Glottkin Buff up.

Only question is Sword or Axe for me? I like the Sword more, cause it hits better and does also decent dmg. The axe has the better rend but is not so reliable=(.

I also updated my Nurgle Army (now pure without tzeentch, cause i made a seperate army of the tzeentch dudes ^^)

Allegiance: Chaos

Leaders
The Glottkin (480)
- General
Daemon Prince (160)
- Flying with Sword
Daemon Prince (160)
- Flying with Sword

Battleline
30 x Plaguebearers Of Nurgle (300)
10 x Plaguebearers Of Nurgle (100)
10 x Plaguebearers Of Nurgle (100)

Units
6 x Plague Drones Of Nurgle (440)

Total: 1740/2000

So i have 260 Points left. What should i take to make it more competitive? Hope it is competitive at all XD
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

The sword will almost always end up doing more damage on average. The only time the axe ends up performing better is when the enemy is rocking a 2+ save, or with the mark of Khorne against armour values 2-3+. Unless you can consistently pump up your hit rolls, always stick with the sword.

This message was edited 3 times. Last update was at 2017/02/05 13:32:27


 
   
Made in at
Regular Dakkanaut





Okay i also thought that the sword is better, but the -2 rend on the axe looks really good XD

So the sword it will be =). Any ideas for filling the last few points in my list? Could add a Chaos Sorcerer or a Plagueclaw?
   
Made in us
Humming Great Unclean One of Nurgle






Just to make sure, you are running the plague drones as two units of 3, right? A unit of 6 may be nice for buffing but will end up being too many points in the same place. Also command groups are free to two units means two icons

As for what to do with the rest of the points, I would lean towards magic support. Having Festus run behind Glottkin for extra healing can be very troublesome for your opponent's, while a Chaos Sorcerer Lord would be extremely useful with his signature spell and oracular visions ability on daemon princes.

Oh and Fafnir is right about the weapon option; always go with the sword unless you have a good reason not to.

This message was edited 1 time. Last update was at 2017/02/05 19:29:39


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in at
Regular Dakkanaut





Nope, wanted to run them as a unit of 6^^. But i will try 2x3 of these guys=).

Okay i definitely will test Festus^^.

Do you think is my list good enough to play against some good tournament lists out there?
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

With the setup you've got, you could probably hold your own decently well, but I imagine you will still likely lose to some of the super hard lists. Not much you can really do about it, mono Nurgle has a lot of limitations and lacks any ridiculous gimmicks. Epidemius could get some good mileage there.
   
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Regular Dakkanaut





Okay thanks for you help. So i have to decide if i take Festus or Epidemus, both will be hard to to fit into the list^^.

As for games, i only want to compete decently. Don't want to get tabled or lose by a lot of points. If i can stand a chance against some of the harder tournament armies, i will be happy =).

   
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Humming Great Unclean One of Nurgle






If you are skilled at using your list then you will be able to hold your own, but like Fafnir said if someone brings a hard tourney list there isn't much you can do about it. The top lists are all about exploiting the most OP options and mono-Nurgle is closer to the mark of where at balance should be. Or in other words, Nurgle isn't bad but it's still beaten by things that are TOO good

Practice and luck though, a double-turn at the right moment easily trumps list building and even the opposing player's skill in many instances.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Now, I've only played a couple of games at 600 points, but from what I've gathered, mono Nurgle just ends up playing a very 'honest' game. The units are wonderfully resilient when given the proper support, and the Mortal infantry is elite as hell, but that's really where the line ends. They don't have any crazy gimmicks or tricks to mess with opponents. No real concentrated mortal wound spam, almost nonexistent ranged presence, no counters or tokens to keep track of. Even our movement is poor. Everything plays pretty transparently and relies on you being able to use your very generalized toolkit to cover whatever comes your way.

Now, I imagine that there's some great potential for some real abuse in mixed lists, since the same fundamental attributes that make Nurgle so good at the honest game are the ones that are easy to work off of as a core when adding a bunch of crazy bs to the mix. I'm not sure what those combinations might be, but I'm sure there's something worthwhile there.
   
Made in us
Humming Great Unclean One of Nurgle






 Fafnir wrote:
Now, I've only played a couple of games at 600 points, but from what I've gathered, mono Nurgle just ends up playing a very 'honest' game. The units are wonderfully resilient when given the proper support, and the Mortal infantry is elite as hell, but that's really where the line ends. They don't have any crazy gimmicks or tricks to mess with opponents. No real concentrated mortal wound spam, almost nonexistent ranged presence, no counters or tokens to keep track of. Even our movement is poor. Everything plays pretty transparently and relies on you being able to use your very generalized toolkit to cover whatever comes your way.

Now, I imagine that there's some great potential for some real abuse in mixed lists, since the same fundamental attributes that make Nurgle so good at the honest game are the ones that are easy to work off of as a core when adding a bunch of crazy bs to the mix. I'm not sure what those combinations might be, but I'm sure there's something worthwhile there.
Yes and no. Keep in mind some gimmicks are simply too strong--Nurgle can't deal with them but neither can 95% of the other armies out there (as a side note games can also be decided by initiative rolls, which you also can't do anything about). But assuming the cheese is put aside mono-Nurgle is totally competitive; it may not have the same diversity as a mixed army but those mixed armies need their tricks because they lose to Nurgle in a straight-up fight. So playing a Nurgle army is about preventing an opponent from dealing with your force effectively because if you do that you'll win by raw attrition.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Dakka Veteran





Any tips for making a Nurgle list at 1000pts? Daemon heavy ideally.
   
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Nurgle Veteran Marine with the Flu




Southern California

What units do you like? any abilties you think seem fun? What models appeal to you the most?
   
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Dakka Veteran





 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.
   
Made in us
Humming Great Unclean One of Nurgle






 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.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Dakka Veteran





 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?
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

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.
   
 
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