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2018/02/19 14:06:01
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
Game plan for this list: Roll forward all slow and deadly, all my guns autohit, I have DP's for fliers and other crummy things, Typhus is the man. I'll most likely DS the Spoilpox with the Plaguebearers, the Poxbringer will walk with the tanks for Str 8 flamers, DP's will hang out behind the lines of Poxwalkers, while Typhus rolls up the middle. Cultists are there to take the first turns firepower and create more walkers (hopefully).
Since you've managed to fit this into 2 detachments, you can bring a Feculent Gnarlmaw (or three) without having to bring the stupid snail, which I think really works with your list. Maybe drop a Foul Blightspawn, and bring a Gnarlmaw. I think you can deepstrike a Gnarlmaw as well for 1 CP (it's a daemon, right?), which would be excellent for your midfield. I would try to find the points for 2.
2018/02/20 00:10:42
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
swanson4969 wrote: Wouldn’t you want two units of cultists and one poxwalkers? Also maybe the bell guy instead of one blight spawn to make everyone faster?
'
Starting with more walkers is better than possibly making more, if I don't get first turn you can generally kiss your cultists goodbye for no gain. I feel two units is better than one. The bell may be a thought, the main reason I did 2 blightspawns were the guns
Automatically Appended Next Post:
hollow one wrote: Since you've managed to fit this into 2 detachments, you can bring a Feculent Gnarlmaw (or three) without having to bring the stupid snail, which I think really works with your list. Maybe drop a Foul Blightspawn, and bring a Gnarlmaw. I think you can deepstrike a Gnarlmaw as well for 1 CP (it's a daemon, right?), which would be excellent for your midfield. I would try to find the points for 2.
This is a brilliant idea, definitely may try and work this in. Yes, you can DS the gnarlmaw, only issue is if people leave you no good drop spots for it. But Nurglings help a lot with this... would I then add back in more Plaguebearers/Poxwalkers then with the spare points? I'd also do Fulgaris' helm on the sole Blightspawn then. This will leave me with 5 CP for the game, but that should be plenty for a few rerolls and maybe a couple of other things.
This message was edited 2 times. Last update was at 2018/02/20 00:27:59
Aye, if you're bringing the trees then you want more plaguebearers (all your DG troops gain nothing from them).
The real question is, can a daemon prince without wings hide behind a Gnarlmaw. If so, how do you lose if you drop a DP and a Gnarlmaw on 3 different objectives. They take mortal wounds and have to battle maelific talons if they want to contest in melee, and they are shooting into 1+ armor save (if they can even see him). Sure it costs 6 CP, but it probably wins you every objective game. You'd have to swap your DP over to codex daemon list, lose their wings and deep strike them. But still, that idea excites me.
edit: I just checked, trees don't buff monsters :(
This message was edited 1 time. Last update was at 2018/02/20 00:57:05
2018/02/20 12:06:51
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
hollow one wrote: Aye, if you're bringing the trees then you want more plaguebearers (all your DG troops gain nothing from them).
The real question is, can a daemon prince without wings hide behind a Gnarlmaw. If so, how do you lose if you drop a DP and a Gnarlmaw on 3 different objectives. They take mortal wounds and have to battle maelific talons if they want to contest in melee, and they are shooting into 1+ armor save (if they can even see him). Sure it costs 6 CP, but it probably wins you every objective game. You'd have to swap your DP over to codex daemon list, lose their wings and deep strike them. But still, that idea excites me.
edit: I just checked, trees don't buff monsters :(
Yep. Basically the main reason to take the trees is for the fall back and shoot/charge anyway ability, and parking it near an objective to put LOLSOMANYMORTALWOUNDS on people. I still think its a great idea, I'm only losing a single flamer in the exchange (and the anti-charge ability)
I have been kicking around a DG/Nurgle list with emphasis on vehicles and finally came up with a list that all seemed to click. So looked around to similar lists and found this. Rather than adding a new post I thought I'd bump this one to find out how it has worked out (apologies if this counts as necroposting, but the post is still topical as the only real change has been the boost in CP for battalions. If it is a probably feel free to split this post off and I'll edit it to link back here).
Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger
++ Total: [108 PL, 1997pts] ++
Created with BattleScribe
A little bit of my thinking on the changes that might need explaining:
I went with Epidemius instead of Spoilpox Scrivener for the sweet tally bonuses, so you'd want to be moving the DPs and FBDs up quickly, and perhaps a PBC (see below)
I added an extra PBC instead of the Plaguebearers which means I can get a Spearhead Detachment for an extra CP
One PBC has an Entropy Cannon for a bit of extra hard hitting damage at distance. It might be an obvious early target so you could beef it up with Miasma of Pestilence and heal it with Fleshy Abundance
My DPs are Index not the DG's other option, the Daemon Prince of Nurgle, so are 10pts cheaper and can get Dark Hereticus powers [edit: but they lose Disgustingly Resilient, so it is tough balancing act - I might restore one], although this seems to be a little controversial. In this example Warptime and Prescience, so I can improve my anti-tank PBC's firing or throw the other DP or one of the other PBCs at the opposition. The one without Warptime has the axe in case I need something big killing
I've moved Arch-Contaminator onto Foul Blightspawn as I'd usually want the DPs moving up but Arch-Contaminator staying with the PBCs, although to get the tally up early putting it on a DP who is moving up with the FBDs could be a better option. He also gets Fulgari's Helm to improve his charge stopping abilities. Pity it doesn't work on the Warlord trait too
I added in Noxious Blightbringer instead of a second Foul Blightspawn because of his aura abilities. Not only does he improve Advance but the other auras also makes the castle of PBCs more dangerous to get close to, along with Nurgle's Gift and the ones mentioned in the previous point. There are enough points to reduce the Poxwalkers/Cultists, remove Entropy Cannons/Warp Bolters and add in a second Blightspawn, which is certainly an option I like the idea of
There are more relics, but the boost in CP for Battalions and the extra 1 from the Spearhead Detachment means there should be enough around to get things done
This message was edited 1 time. Last update was at 2018/06/25 02:01:56
2018/06/24 21:47:59
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019
2018/06/25 00:11:38
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
It's a good question (one to throw at most lists) and one of my reasons for asking Zid how their list was doing.
I did look around to make sure I had anti-armour covered and the consensus seems to be that PBCs are one of the best options, especially with Epidemius, Poxbringers and other buffs. One of the reasons I went for three and one with an Entropy Cannon. However, IKs are a bigger problem. Literally.
It depends on your meta and how competitive you want to be, but it'd be sad if bringing an IK gave an instant win. So, if PBCs + DPs don't cut it:
Bring one of your own, but that seems a bit depressing to be forced to go down that route, unless you wanted to
Hellbrute keyword + something heavy, but once you get a Hellforged Leviathan Dreadnought you are a long way down the points road to:
Mortarion, although you'd need to heavily reconfigure your list to get him in and provide more support. I have been fiddling a couple of lists that bring him in with and without a Nurgle detachment
[edit]Although that might be overthinking it, as well as Rapiers (Laser Destroyer, but I do like C-Beams) or throwing some spells at it (including Death Hex), you could just ignore it, kill everything else and play the objectives or tie it up perhaps with the FBDs[/edit]
However, I have no easy answers. I've not played the game in a long time and am dipping my toe back into the water, but I'm looking at IKs and just don't have enough experience to know what works or not and even how many you might expect to come across.
This message was edited 2 times. Last update was at 2018/06/25 03:47:43
2018/06/27 23:48:02
Subject: [2000] - Death Guard + Nurgle - Flamers and Hordes!
I have been kicking around a DG/Nurgle list with emphasis on vehicles and finally came up with a list that all seemed to click. So looked around to similar lists and found this. Rather than adding a new post I thought I'd bump this one to find out how it has worked out (apologies if this counts as necroposting, but the post is still topical as the only real change has been the boost in CP for battalions. If it is a probably feel free to split this post off and I'll edit it to link back here).
Plagueburst Crawler [8 PL, 146pts]: 2x Entropy cannon, Heavy Slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger
++ Total: [108 PL, 1997pts] ++
Created with BattleScribe
A little bit of my thinking on the changes that might need explaining:
I went with Epidemius instead of Spoilpox Scrivener for the sweet tally bonuses, so you'd want to be moving the DPs and FBDs up quickly, and perhaps a PBC (see below)
I added an extra PBC instead of the Plaguebearers which means I can get a Spearhead Detachment for an extra CP
One PBC has an Entropy Cannon for a bit of extra hard hitting damage at distance. It might be an obvious early target so you could beef it up with Miasma of Pestilence and heal it with Fleshy Abundance
My DPs are Index not the DG's other option, the Daemon Prince of Nurgle, so are 10pts cheaper and can get Dark Hereticus powers [edit: but they lose Disgustingly Resilient, so it is tough balancing act - I might restore one], although this seems to be a little controversial. In this example Warptime and Prescience, so I can improve my anti-tank PBC's firing or throw the other DP or one of the other PBCs at the opposition. The one without Warptime has the axe in case I need something big killing
I've moved Arch-Contaminator onto Foul Blightspawn as I'd usually want the DPs moving up but Arch-Contaminator staying with the PBCs, although to get the tally up early putting it on a DP who is moving up with the FBDs could be a better option. He also gets Fulgari's Helm to improve his charge stopping abilities. Pity it doesn't work on the Warlord trait too
I added in Noxious Blightbringer instead of a second Foul Blightspawn because of his aura abilities. Not only does he improve Advance but the other auras also makes the castle of PBCs more dangerous to get close to, along with Nurgle's Gift and the ones mentioned in the previous point. There are enough points to reduce the Poxwalkers/Cultists, remove Entropy Cannons/Warp Bolters and add in a second Blightspawn, which is certainly an option I like the idea of
There are more relics, but the boost in CP for Battalions and the extra 1 from the Spearhead Detachment means there should be enough around to get things done
So breakdown of the units you picked:
* Index princes do not have Disgustingly Resilient; it actually bolsters the DP's survivability quite substantially. Unless you just want the spells, even then, sacrificing this ability is not an option to me. DR helps a ton.
* Typhus is fantastic, but Poxwalkers suck compared to Plaguebearers. I would take 1 unit of kitted out PB's over 40 poxwalkers any day. Yes, the walkers can still come back, but you need a lot of support to make them usable (Typhus, Necrosius, Blightbringer), PB's just need a Scrivener and maybe a tree if you want.
* Cultists are best in min units of 10 to hold obj, or max units of 40 as an annoyance. If you go with 40, you need a CSM detachment for the Tide of Traitors. Anything in between will die easily to morale tests, and not do much.
* Foul blightspawns are incredible, but don't make him your warlord (he only had 4 wounds, and I lost two of mine to eldar rangers which are extremely common). Fulgaris' helm is a waste of a relic over supporting plate on your prince.
* Blightbringers a must for walkers
* PBC's > Drones in my experience, so I've cut using drones all-together generally speaking. Entropy cannon is a waste of points, they will miss fliers all the time, and if you ever have to reposition you'll miss a ton. They need a lord to be somewhat effective. The cannons do some damage, but not being plague weapons hinders them as well.
* Epidemus is amazing, but you need to completely build the list around his buffs.... that said, you need way more demons if you want him. I only use Blightspawns or Cultists as non-demon models when hes in use.
* Nurglings are incredible.
That said, as to this list I would say the Poxwalkers are out (from a competitive standpoint) as anything more than a replacement to Cultists. I've found that Nurgle Demons troops are way, way too good, especially if you run epidemus and focus around him. I have a new list I run that focuses around him I ran at a tournament (see the battle rep's section) that I'm going to tweek because I loved how it ran.