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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/12/21 21:26:53
Subject: Nurgle Daemon Rules
|
 |
Shas'la with Pulse Carbine
|
Back in fifth daemons could be run as mono nurgle and still be competitive, now a mono nurgle army just can't compete with flying circus or other mixed god horde daemon lists.
So I'm making some ideas for conversions and rules to go with them to make mono nurgle daemons on par with other armies.
First unit is:
Ekur the Virulent
HQ choice In Any Nurgle Only Daemon army
WS 8
BS 9
S 5
T 6
W 4
I 5
A 3
Ld 10
Sv -
Feel No Pain (4+)
Independent character
Hit and Run
Mount of foetid flesh
Cavalry, not slow and purposeful
Axe of Rust:
Range: Melee
S: +1
Ap: 2
Unwieldy, haywire
Icon of Chaos
Untamed Beast:
At the start of each turn take a leadership test on 2D6 + D3,
If failed the model now must move and charge towards the closest enemy unit if possible, the model gains +2 strength for this turn, but strikes at initiative one and counts as having made an disordered charge, Tor'dool may not use his axe of decay on a turn in which the leadership test is failed
160 points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 14:47:27
Subject: Re:Nurgle Daemon Rules
|
 |
Shas'la with Pulse Carbine
|
Plaguetoad... 25 points
Unit size 1-3
WS 2
BS 3
S 3
T 5
W 2
I 2
A 3
Sv -
Type: beast
Leap: May move only move 12" in the movement phase if the unit doesn't move in the assault phase, if not the unit can move 6".
In the assault phase measure the distance between the plague toads and the unit, then roll 2D6+3 and move that direction regardless of the assault, if the intended unit is more than 1" away the charge was unsuccessful, however and enemy unit the toads moved over suffers D3+1 S1 AP- poisoned, pinning hits per plaguetoad.
Sticky tongue:
Range- 6" - 18"
Strength- 4
AP- 2
Assault 1
Grab
Grab: Any unit wounded by this attack moves D6" towards the plaguetoads.
Daemon of nurgle
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 09:33:01
Subject: Re:Nurgle Daemon Rules
|
 |
Shas'la with Pulse Carbine
|
Troop choice for any daemon army containing only nurgle models
Parasites of Nurgle... 4 points each
Unit: 10-30
WS 1
BS 0
S 1
T 3
W 1
A 1
I 1
Ld 6
Sv -
Daemon of nurgle
Carry Us To Battle: may use any enemy beast, cavalry, monster or charachter as an icon of nurgle, for deep striking purposes.
|
This message was edited 4 times. Last update was at 2013/12/24 09:39:18
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/25 23:12:35
Subject: Re:Nurgle Daemon Rules
|
 |
Longtime Dakkanaut
|
Parasite of nurgle should probably be a swarm. A plague of jump swarm locusts would be pretty cool.
I think that chaos lordy guy would be better ruled as an actual chaos lord. More mount options would be nice not just for nurgle e.g. charriots, chaos dragons etc.
|
This message was edited 1 time. Last update was at 2013/12/25 23:16:02
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/25 23:41:16
Subject: Nurgle Daemon Rules
|
 |
Lord of the Fleet
|
olim wrote:Back in fifth daemons could be run as mono nurgle and still be competitive, now a mono nurgle army just can't compete with flying circus or other mixed god horde daemon lists.
So I'm making some ideas for conversions and rules to go with them to make mono nurgle daemons on par with other armies.
First unit is:
Ekur the Virulent
HQ choice In Any Nurgle Only Daemon army
This immediatly raises complications. What is "Nurgle Only"? Is it purely Nurgle-aligned models? Can I take Undivided models too?
WS 8
BS 9
Why on Earth would he have BS9?
S 5
T 6
W 4
I 5
A 3
Ld 10
Sv -
Rest of the stats seem ok, although I'd tone down the Initiative a bit. Nurgle monsters are known for being slower than the rest.
Feel No Pain (4+)
Independent character
Hit and Run
Mount of foetid flesh
Cavalry, not slow and purposeful
Axe of Rust:
Range: Melee
S: +1
Ap: 2
Unwieldy, haywire
Why Haywire?
Icon of Chaos
Untamed Beast:
At the start of each turn take a leadership test on 2D6 + D3,
If failed the model now must move and charge towards the closest enemy unit if possible, the model gains +2 strength for this turn, but strikes at initiative one and counts as having made an disordered charge, Tor'dool may not use his axe of decay on a turn in which the leadership test is failed
Rather unnecessary. It's not much of a downside when he's already Unwieldy from his axe.
160 points
Quite underpointed for what he gives.
Automatically Appended Next Post: olim wrote:Troop choice for any daemon army containing only nurgle models
Parasites of Nurgle... 4 points each
Unit: 10-30
WS 1
BS 0
S 1
T 3
W 1
A 1
I 1
Ld 6
Sv -
Daemon of nurgle
Carry Us To Battle: may use any enemy beast, cavalry, monster or charachter as an icon of nurgle, for deep striking purposes.
Pointless. I can't see any reason why I'd take these over Nurglings. You have 30 in a unit, fair enough, but with a single WS1 S1 attack there's very little you'll be able to accomplish with these. Automatically Appended Next Post: olim wrote:Plaguetoad... 25 points
Unit size 1-3
WS 2
BS 3
Again, why does he have a higher BS value for what appears to be a melee-oriented creature?
S 3
T 5
W 2
I 2
A 3
Sv -
Type: beast
Leap: May move only move 12" in the movement phase if the unit doesn't move in the assault phase, if not the unit can move 6".
In the assault phase measure the distance between the plague toads and the unit, then roll 2D6+3 and move that direction regardless of the assault, if the intended unit is more than 1" away the charge was unsuccessful, however and enemy unit the toads moved over suffers D3+1 S1 AP- poisoned, pinning hits per plaguetoad.
Too complicated. Just make them Jump/Jet Infantry.
Sticky tongue:
Range- 6" - 18"
Strength- 4
AP- 2
Assault 1
Grab
Grab: Any unit wounded by this attack moves D6" towards the plaguetoads.
Again, I'd ditch this. Can you imagine a Riptide being dragged along by a small toad? Also just noticed the Ap2, which is just plain stupid. Change it to this.
Range 12"
S4 Ap5
Assault 2, Pinning, Fleshbane
Daemon of nurgle
|
This message was edited 2 times. Last update was at 2013/12/25 23:45:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/27 21:40:26
Subject: Nurgle Daemon Rules
|
 |
Shas'la with Pulse Carbine
|
Valkyrie wrote:olim wrote:Back in fifth daemons could be run as mono nurgle and still be competitive, now a mono nurgle army just can't compete with flying circus or other mixed god horde daemon lists.
So I'm making some ideas for conversions and rules to go with them to make mono nurgle daemons on par with other armies.
First unit is:
Ekur the Virulent
HQ choice In Any Nurgle Only Daemon army
This immediatly raises complications. What is "Nurgle Only"? Is it purely Nurgle-aligned models? Can I take Undivided models too?
WS 8
BS 9
Why on Earth would he have BS9?
S 5
T 6
W 4
I 5
A 3
Ld 10
Sv -
Rest of the stats seem ok, although I'd tone down the Initiative a bit. Nurgle monsters are known for being slower than the rest.
Feel No Pain (4+)
Independent character
Hit and Run
Mount of foetid flesh
Cavalry, not slow and purposeful
Axe of Rust:
Range: Melee
S: +1
Ap: 2
Unwieldy, haywire
Why Haywire?
Icon of Chaos
Untamed Beast:
At the start of each turn take a leadership test on 2D6 + D3,
If failed the model now must move and charge towards the closest enemy unit if possible, the model gains +2 strength for this turn, but strikes at initiative one and counts as having made an disordered charge, Tor'dool may not use his axe of decay on a turn in which the leadership test is failed
Rather unnecessary. It's not much of a downside when he's already Unwieldy from his axe.
160 points
Quite underpointed for what he gives.
Automatically Appended Next Post:
olim wrote:Troop choice for any daemon army containing only nurgle models
Parasites of Nurgle... 4 points each
Unit: 10-30
WS 1
BS 0
S 1
T 3
W 1
A 1
I 1
Ld 6
Sv -
Daemon of nurgle
Carry Us To Battle: may use any enemy beast, cavalry, monster or charachter as an icon of nurgle, for deep striking purposes.
Pointless. I can't see any reason why I'd take these over Nurglings. You have 30 in a unit, fair enough, but with a single WS1 S1 attack there's very little you'll be able to accomplish with these.
Automatically Appended Next Post:
olim wrote:Plaguetoad... 25 points
Unit size 1-3
WS 2
BS 3
Again, why does he have a higher BS value for what appears to be a melee-oriented creature?
S 3
T 5
W 2
I 2
A 3
Sv -
Type: beast
Leap: May move only move 12" in the movement phase if the unit doesn't move in the assault phase, if not the unit can move 6".
In the assault phase measure the distance between the plague toads and the unit, then roll 2D6+3 and move that direction regardless of the assault, if the intended unit is more than 1" away the charge was unsuccessful, however and enemy unit the toads moved over suffers D3+1 S1 AP- poisoned, pinning hits per plaguetoad.
Too complicated. Just make them Jump/Jet Infantry.
Sticky tongue:
Range- 6" - 18"
Strength- 4
AP- 2
Assault 1
Grab
Grab: Any unit wounded by this attack moves D6" towards the plaguetoads.
Again, I'd ditch this. Can you imagine a Riptide being dragged along by a small toad? Also just noticed the Ap2, which is just plain stupid. Change it to this.
Range 12"
S4 Ap5
Assault 2, Pinning, Fleshbane
Daemon of nurgle
I meant purely nurgle aligned models - no undivided. That immediately underpowers the army so making a few undercoat as units to try to overcome that.
BS 9 just for the fluff of the skilled fighter he's meant to be, not that it has any affect in how he plays.
Initiate 4 may suit him better, although charging into combat mounted ace ready I just pictured making him ready to land a strike quickly in combat.
The existing touch of rust ability in the daemon codex glances automatically on a dice roll, I have the axe of rust the same sea but better so 2+ for glance 6 for penetrate, that's what haywire does right?
It is quite a downside since it will have one less attack and AP-, and can't control which unit it will assault.
The reason one would take the parasites is because they can stay in reserves and then late as possible deepstrike right onto an objective using their special rule.
The plaguetoad's are actually meant to me a range unit not a close combat unit, their tongues are their main weapon, they even had a special rule that make it easy to avoid assault and just cause hits for leaping over a unit.
The reason I made it only move a unit when wounded is because there's really my much chance on wounding a riptide so there's not much chance of moving it either. Overall harder to move things will tend to be harder to wound.
AP2 from the idea a precise tongue to be aimed between armour plates, I'll change it to AP4 though
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/27 21:51:19
Subject: Nurgle Daemon Rules
|
 |
Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
|
BS is shooting skills, not melee skills.
2+ saves, like Terminator armour, is usually enclosed. There really isn't much in the way of space between plates that you can aim for. You can only be AP2 if you can actually penetrate the plates IMO. Exceptions for crazy people like Lelith who can stab the eyeslits.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/27 23:18:52
Subject: Nurgle Daemon Rules
|
 |
Shas'la with Pulse Carbine
|
I know BS is shooting, I probably made a mistake or typo somewhere since you're saying that.
I'm changing the AP to 4
|
This message was edited 1 time. Last update was at 2013/12/27 23:19:18
|
|
 |
 |
|