Switch Theme:

What Should A Complete Army Have?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Humming Great Unclean One of Nurgle





In My Lab

See title. I've been tinkering with adding units to the Nurgle Daemons roster, and I'm wondering what you consider it takes to be complete.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Sadistic Inquisitorial Excruciator






- several HQs that show off the variety of the army
- a basic troops choice
- a bruiser-type unit
- a fast-moving unit
- a heavy support
- a transport
- a battle tank
- a really cool model

this is what i'd qualify as the bare minimum, but ideally, an army will have redundancy in one or more of these depending on what its focus is. that's where the issue with chaos demons lays. each of the four gods have most of these, if not all, but there's no redundancy except for characters

for nurgle in particular, i think it's in need of a battle tank (or some kind of demon-y equivalent), a bruiser or two, and a heavy support. you've got the beast of nurgle as the best bruiser option, but it's not great at it, and there's nothing that really feels like it can pack a punch except the GUO, which is the "really cool model" for the army, and thus can't count for the other slots

she/her 
   
Made in us
Fixture of Dakka





I think it's less about having a specific set of unit types and more about having a well-rounded toolkit that can take on all common types of situations, preferably in a variety of ways. So generally that's going to mean:

* Action monkeys.
* Something that can fight for control of no man's land.
* Some way of shutting down or otherwise countering enemy big guns.
* Some way of clearing hordes.
* Some way of dealing with especially scary, durable elite enemies.
* Some way of speedbumping, charge catching, or otherwise dealing with a WE style melee rush.

To my (limited) knowledge, Nurgle no longer has action monkeys because nurglings are OC 0. They fight for no man's land just fine. They don't have *great* ways of shutting down big guns because they don't have a lot of options for *reaching* those big guns and don't have much in the way of long ranged AT. No idea if they can clear hordes. They *do* counter chunky threats relatively well between Toughness debuffs and Lethal Hits. They seem like they catch charges relatively well with nurgling speed bumps and booger-tough plague bearers?

EDIT: Maybe I'm mistaken, but Nurgle strikes me as still being in that awkward position of basically having a bunch of units that all do the same job. Everything is some variety of tough. Most things are kind of slow. Most things want to throw a bunch of melee attacks at the enemy and kill them off through a battle of attrition. So the Nurgle battle plan seems to basically be a slower, tougher variation on a headlong melee rush with some deepstrike shenanigans mixed in. If I were overhauling or adding to the Nurgle roster, I think I'd try to look for ways to give the army a plan B.

This message was edited 1 time. Last update was at 2024/07/18 05:15:37



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in de
Oozing Plague Marine Terminator





I saw your own Suggestions in proposed rules and they certainly hit some things that are missing, like heavy infantry and shooters.
I'm also taking the FW units as normal units, so cavalry(poxriders) and fast small monsters(toads) are already present.
Other things that come to mind:
- jump unit
- anti-tank (something like Geonosians could hit these two at once; insect warriors with guns)
- Flyer (giant Fly?)
- artillery, some nasty spitter Worm or frog
   
Made in gb
Gore-Drenched Khorne Chaos Lord




I kinda like the ruinstorm approach for daemons, a comprehensive list of "stuff that should be in a daemons army" that you tailor to suit the needs of each unit/god. That way it's less "what should nurgle daemons add" and more "is this army of chaos daemons rounded enough to represent what it needs without superfluous entries".
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Thank you all for your suggestions, and by all means keep 'em coming!

I have started a new thread with a bunch of new Nurgle Units, found here.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Stormin' Stompa






Ottawa, ON

Wyldhunt's comment on a plan B I think is also important to a complete army. I think someone should be able to build at least two different kind of lists. None of the demons are quite there yet.

Ask yourself: have you rated a gallery image today? 
   
Made in us
Resolute Ultramarine Honor Guard





 JNAProductions wrote:
See title. I've been tinkering with adding units to the Nurgle Daemons roster, and I'm wondering what you consider it takes to be complete.

It should have most of the archetypes.

Chaff
Basic Infantry
Fast Mover hammers
Slow Plodding anvils
Transports
Tanks
Aircraft
Anti-Aircraft
Beatsticks
Deadeyes
The Big Gun

Fill out any I missed.

Finally, it should have a hole. There should be some combination of those things that are missing, that the faction does not have or does not have in sufficient numbers to be even "Medium" at it. The "trick" should be knowing your weakness and having to patch/hide/overcome it.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in no
Liche Priest Hierophant





Bergen

Travy of Tactical Tortoise did a guide foe 9th edition that stil holds up:

Ranged DPS.
Agro/Disruption.
Tank (though.)
Counter Punch.
Utilaty/Action.

Note that this only works in an allrounder list. If you for instance are playing a very aggresive world eaters list who are hyper aggro, or space wolves wolf jail other parameters exist.

https://m.youtube.com/watch?v=e0tzYbL6gLI&pp=ygUoV2hhdCBtYWtlcyBhIGdvb2QgYXJteSB0YWN0aWNsYSB0b3J0b2lzZQ%3D%3D

   
 
Forum Index » 40K General Discussion
Go to: