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		<title><![CDATA[Latest posts for the thread "2500 point Nurgle Daemons"]]></title>
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				<title>2500 point Nurgle Daemons</title>
				<description><![CDATA[ So, I threw together a list, just to see what I thought of it.<br /> The idea is to stick with Nurgle as much as possible. I threw in a Soulgrinder for the long range support. I know it's not much, but I wanted SOMETHING...<br /> <br /> The idea is to keep Epidemius away from trouble while the death count rises.<br /> It's meant to be a 5th ed list, in that I know troops are going to be important, and hit hard.<br /> <br /> I know it will rely on surviving the deep strike & DSing semi-close to the enemy lines. that's fine with me. I like to take risks in friendly play.<br /> As only my group plays at 2500 points (in this area), tournaments are nothing to be concerned about.<br /> <br /> Feedback is appreciated, positive or negative.<br /> Please, people, let's not get into a flame-war in this thread (you know who you are).<br /> A number in parentheses notes how many models are in the unit.<br /> <br /> Oh... and I don't care about "fluffy" numbers.<br /> ---------------------------------------------------------------------------------------------------<br /> Epidemius			               110<br /> <br /> 3x Herald			               390    <br /> 	---palanquin<br /> 	---icon<br /> 	---breath<br /> 	---unholy might<br /> <br /> Soulgrinder w/ Phlegm		160<br /> 	<br /> 2x Daemon Prince			                500	<br /> 	---Flight<br /> 	---Iron Hide<br /> 	---Unholy Might<br /> 	---Nurgle<br /> 	---Breath of Chaos<br /> <br /> 2x Nurgling Squad (10)		260		<br /> <br /> 4x Plaguebearer Squad (16) 	                1080<br /> 	---Icon<br /> 	---Instrument<br /> <br /> -/-/-/-/-/-/-/-/-/-/-/-/-/-<br /> <br /> <u><b>A side</b></u>						<br /> Epidemius					                <br /> Herald						<br /> Daemon Prince					<br /> Nurgling Squad					<br /> 2X Plaguebearer Squads				<br /> SoulGrinder<br /> <br /> <u><b>B Side</b></u><br /> Herald<br /> Herald<br /> Daemon Prince<br /> Nurgling Squad<br /> 2X Plaguebearer Squads<br /> ---------------------------------------------------------------------------------------------------<br /> <br /> Obviously, "A Side" is my Turn 1 group of choice. The Soulgrinder is in there to give the enemy something to focus on besides Epidemius & my infantry.<br /> <br /> Thoughts?<br /> <br /> Thanks in advance.]]></description>
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				<pubDate><![CDATA[Fri, 16 May 2008 06:07:12]]> GMT</pubDate>
				<author><![CDATA[ MagickalMemories]]></author>
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				<title>2500 point Nurgle Daemons</title>
				<description><![CDATA[ you can only have 9 nurgling bases per unit, not 10.<br /> <br /> other than that, as the death toll racks up this army is going to be really tough to beat. mech armies might give it trouble, especially since your <span class="glossaryitem" onmouseover='gp(482);'>AT</span> is just 1 grinder and 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>. . which will likely be the first targets.<br /> <br /> demolishers are going to be your worst enemy.. youll be DSing close and demo cannons wont allow <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on your plaguebearers and will be able to take out large chunks of them. ]]></description>
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				<pubDate><![CDATA[Fri, 16 May 2008 06:28:28]]> GMT</pubDate>
				<author><![CDATA[ Ztryder]]></author>
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				<title>2500 point Nurgle Daemons</title>
				<description><![CDATA[ Why take might on the nurgle heralds?  Wouldn't it be better to take aura as the only things that the might would help against are also the things that aura can hurt while stuck in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>?  Who'd want to get in a big <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> scrum with that many extra hits every shooting phase?<br /> <br /> Same goes for might on the nurgle <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  Noxious touch is half price and makes him much better at hurting the higher end toughness critters.]]></description>
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				<pubDate><![CDATA[Fri, 16 May 2008 06:36:39]]> GMT</pubDate>
				<author><![CDATA[ BeefyG]]></author>
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				<title>2500 point Nurgle Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Ztryder wrote:</cite>you can only have 9 nurgling bases per unit, not 10.<br /> <br /> other than that, as the death toll racks up this army is going to be really tough to beat. mech armies might give it trouble, especially since your <span class="glossaryitem" onmouseover='gp(482);'>AT</span> is just 1 grinder and 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>. . which will likely be the first targets.<br /> <br /> demolishers are going to be your worst enemy.. youll be DSing close and demo cannons wont allow <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on your plaguebearers and will be able to take out large chunks of them. </div></blockquote><br /> <br /> D'oh!<br /> I knew that...<br /> I had them at 9 and, when pointing everything out, I realized I had exactly enough points over for 2 Nurgle squads.<br /> My brain said, "Perfect coincidence," and overlooked the fact that they maxed out @ 9.<br /> <br /> You're correct on the Armor. It's my only huge concern at this point but there really isn't a lot I can do about that while staying with as Nurgley a theme as possible.<br /> Why won't I get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>? I don't have the books handy, so I could be remembering something incorrectly. <br /> <br /> <blockquote><div><cite>BeefyG wrote:</cite>Why take might on the nurgle heralds?  Wouldn't it be better to take aura as the only things that the might would help against are also the things that aura can hurt while stuck in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>?  Who'd want to get in a big <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> scrum with that many extra hits every shooting phase?<br /> <br /> Same goes for might on the nurgle <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  Noxious touch is half price and makes him much better at hurting the higher end toughness critters.</div></blockquote><br /> <br /> Might is for the higher S. It'll give them a chance against lighter armor, should the opportunity arise (you'd be surprised just how many opportunitites I can manage to get on rear armor, if I want) and, since <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s are the thing I fight most often... It'll help against that 4 toughness.<br /> As for Aura... 1) Not too impressed with the S of it and 2) I could be recalling incorrectly, but isn't that one of the things that comes with epidemius, after a certain # of kills? Same for noxious touch?<br /> <br /> I figure; Why pay for something I'm going to get for free?<br /> I know it makes Epidemius that much more important to the army... but I think I should be able to manage his survival fairly well.<br /> Also, I kind of like lists that are challenging (in this case, the challenge being to keep Epidemius alive).<br /> <br /> Thanks for the feedback. Looking forward to more.<br /> <br /> Eric<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 16 May 2008 16:30:23]]> GMT</pubDate>
				<author><![CDATA[ MagickalMemories]]></author>
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				<title>Re:2500 point Nurgle Daemons</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Why won't I get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>? I don't have the books handy, so I could be remembering something incorrectly. <br /> As Eternal Warriors, they're immune to instant kill weapons & there's no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> to be concerned about, with Invulnerable saves. </div></blockquote><br /> <br /> ah yes, i had forgotten that part.<br /> <br /> playing devils advocate though.. you might get someone who will say that a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 wep wont allow <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. enternal warrior says that demons are immune to the effects of instant death. but the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rule simply states that weapons that cause instant death (double toughness etc.) do not allow <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. so the fact that its an effect of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and not the instant death special rule, some people may try to weasel you out of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from a demo cannon.<br /> <br /> however i agree with you that <span class="glossaryitem" onmouseover='gp(468);'>EW</span> will always allow a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll.]]></description>
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				<pubDate><![CDATA[Fri, 16 May 2008 16:52:15]]> GMT</pubDate>
				<author><![CDATA[ Ztryder]]></author>
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