<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Beasts of nurgle 7th"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Beasts of nurgle 7th"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Beasts of nurgle 7th</title>
				<description><![CDATA[ What do you guys think of them? I find them actually interesting. They have 4W, T5 and they are beasts. Plus poison, <span class="glossaryitem" onmouseover='gp(681);'>IwnD</span>, and all other nurgle goodness like shrouded <span class="glossaryitem" onmouseover='gp(186);'>def</span> grenades etc.<br /> Plus their ability to charge on the opponents turn. I was thinking to try a unit of 3. My only problem is their points cost. For 52 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span> you get 12 wounds with mediocre attacks. For 160 I get 10 more flesh hounds or for 10 more a soul grinder. What's your opinion fellow dakkites?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7198775.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7198775.page</link>
				<pubDate><![CDATA[Sat, 13 Sep 2014 08:27:30]]> GMT</pubDate>
				<author><![CDATA[ avedominusnox]]></author>
			</item>
			<item>
				<title>Beasts of nurgle 7th</title>
				<description><![CDATA[ They're solid but the problem they have is that they're only real role is tarpitting. Unlike plague drones (which are really similar to beasts) they have no way to sneak in any extra damage or AP2-3 weaponry into the unit so their killing potential is only the <span class="glossaryitem" onmouseover='gp(24);'>d6</span>+1 poisoned attacks which is ok. The problem ultimately is that they aren't actually that durable in combat because they'll only have T5 5++ so its not hard for them to take a few wounds every turn and if they aren't dealing more in return they'll lose combat and take more damage to daemonic instability.<br /> <br /> With that in mind they work well against units that are SMurfs or below in terms of durability or damage output as beasts generally out survive those units in combat. But anything more durable or more punchy then that will just beat out beasts and force demonic instability checks.<br /> <br /> Best way to use them is area denial. Sit them in cover so that they are very hard to remove with 2-3+ cover saves at T5 and if anything gets close charge in and tarpit them for a few turns. You do need a couple of bases in the unit to do this though so it doesn't end up being cheap.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7198845.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7198845.page</link>
				<pubDate><![CDATA[Sat, 13 Sep 2014 09:31:54]]> GMT</pubDate>
				<author><![CDATA[ CrownAxe]]></author>
			</item>
			<item>
				<title>Beasts of nurgle 7th</title>
				<description><![CDATA[ A large blob of Beast is one of the best tarpitting units <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Against other hordes or anything that doesn't have a 2+ save they'll do fine and are crazy hard to kill (specially supported by cursed earth).  Don't assault units like Honour Guards or other units that will swing first and with lots of attack (large crusader blob also comes to mind).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7199042.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/614901/7199042.page</link>
				<pubDate><![CDATA[Sat, 13 Sep 2014 12:48:35]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
			</item>
	</channel>
</rss>