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Trying to work out a pure nurgle army


sunspear

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I plan on taking 3 units of PBs, 30 strong for each and a daemon prince with wings. That will be my base to build from. I am not overly worried about being super competitive but I don't want to be tabled every game. I know I would like a herald for the 3 units, I just need to keep them in range which shouldn't be too hard with that many running around.

I am thinking about 2, 3 man units of plaguedrones for a fast attack.

Some nurglings of course. But I am unsure where to go from there. My plan as it is forming right now would be to move up 2 of the 30 strong PB units and deep strike one in later. That's about it so far, I'm working toward a 2k point army. I was originally going to have a GUO and I thought about slimux and some trees. But then wondered if a plague hulk would be better. Is a GUO ok for 2k or should I go for another DP?

Any suggestions?

Edited by sunspear
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I would consider heralds or guo for your hq choices. Spoilpox will increase movement and regular heralds will increase strength.

As has been said the feculant gnarlmaws will allow advancing and charging and provide an increased cover save.

 

Thematically daemon princes are considered low in the pecking order of daemons as they were once mortals.

 

If you have no fast attack for him to keep pace with then you coukd save the points on wings as a lone daemon prince is probably not hard to gun down

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I would consider heralds or guo for your hq choices. Spoilpox will increase movement and regular heralds will increase strength.

As has been said the feculant gnarlmaws will allow advancing and charging and provide an increased cover save.

 

Thematically daemon princes are considered low in the pecking order of daemons as they were once mortals.

 

If you have no fast attack for him to keep pace with then you coukd save the points on wings as a lone daemon prince is probably not hard to gun down

Just because he has wings it doesn't mean you have to move his full distance every turn. Keep him behind your lines and jump out when you're close enough.

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Thanks for the input,

I forgot to mention I will have two units of plague drones. The DP with wings could travel with them or as panzer stated, not move his full distance.

In order to have the trees I must take slimux, correct?

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Thanks for the input,

I forgot to mention I will have two units of plague drones. The DP with wings could travel with them or as panzer stated, not move his full distance.

In order to have the trees I must take slimux, correct?

No, you can:

1) Take Slimux and summon one at the end of the movementphase each turn (need to pay reinforcement points still)

2) Summon them via the regular summoning rules (need to pay reinforcement points)

3) Take them in a Fortification Detachment (pay regular points) and deep strike them with the deep strike stratagem (1Command Point)

[4) Take them in a Fortification Detachment (pay regular points) and place them in your deployment zone]

 

The first option is imo the worst since Slimux is really slow and you ideally want the trees planted ahead of your army.

The second option is okay-ish but requires one of your characters to scout ahead your army, and summon them next turn. It's also a bit unreliable due how summoning works.

The third option is imo the best as long as you have no detachment limit and enough CP at hand (should be the case with Daemons normally) since there are no strings attached. No need for any character to scout ahead, no rolling, no nothing. Just pick the trees and place them anywhere on the board more than 9" away from the enemy units.

The fourth option is barely worth mentioning to be honest.

Edited by sfPanzer
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Actually I think I'm wrong on 2). I think I remember checking and reading they're lacking the summoning rule. I don't have the book with me right now tho.


However since option 3) is the best anyway it doesn't matter much. :P

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Im (personally) still not convinced you have to pay resources for gnarlmaws that are planted by Slimux.

 

His entry says "you may ADD a feculent gnarlmaw" to an army already containing a gnarlmaw.

It goes on to state he cannot do this if he has performed daemonic rituals (summoning) that turn.

That suggests to me that it is entirely different to the way regular summoning works or else why wouldnt they simply say 'slimex automatically succeeds at summoning a feculent gnarlmaw using daemonic rituals'?

 

My interpretation on this may be wrong so take with a pinch of salt.

 

However he plants his trees he does it at the END of the movement phase so he could advance and then slap a tree up to 3" infront of him which should cover the ground between your deep striking trees and the rest of your advancing army

Edited by Wolf Lord Loki
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On the topic:

 

I would say two big Squads of PB + Nurglings will be sufficient for most scenarios. 90 PBs could be a paint to move an position depending on the amount of terrain. I highly recommend having some Beasts of Nurgle as well as a good number of cheaper Characters for summoning purposes. I would also recommend either shocking or summoning the GUO, to protect him. Since his PP went far up, you would have to spend 1 CP and have a Tree nearby to summon him reliable, so spending 2 CP for shocking him directly is not that expensive.

I cannot comment on the Hulk, as I do not know anything about FW stuff, but he will be a priority target, so again: Shock or Summon him for protection purposes. Basically I would shock/summon anything thats not expandable, has an Icon and a Bilepiper nearby or can be screened via character rules.

 

As I already wrote about the "Slimux and Trees" in another thread I will just copy it here:

 

My interpretation:

 

..., you can add a new Feculant Gnarlmaw (...) to your army (containing 1 Feculant Gnarlmaw)

 

The last part defines that the unit of Feculant Gnarlmaw (FC from now on) includes only 1 Model, not 2 or 3 as would be possible per Codex Entry. So you cannot add one Unit of FC of any size, but a unit of one model. A better sentence for this rule would be:

 

..., you can add a new (unit of) Feculant Gnarlmaw (...) to your army (containing 1 Feculant Gnarlmaw)

 

As per current rules, anything that comes into the game, that was not part of you army rooster has to be paid from reserve points, unless stated otherwise. (Rulebook page 214) An example of something that adds units without reserve points are Biovores. I fear there is not much to discuss as the basic rule is "you have to pay" and nothing on Slimux' entry says otherwise.

Edited by MasterDeath
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Im (personally) still not convinced you have to pay resources for gnarlmaws that are planted by Slimux.

 

His entry says "you may ADD a feculent gnarlmaw" to an army already containing a gnarlmaw.

It goes on to state he cannot do this if he has performed daemonic rituals (summoning) that turn.

That suggests to me that it is entirely different to the way regular summoning works or else why wouldnt they simply say 'slimex automatically succeeds at summoning a feculent gnarlmaw using daemonic rituals'?

 

My interpretation on this may be wrong so take with a pinch of salt.

 

However he plants his trees he does it at the END of the movement phase so he could advance and then slap a tree up to 3" infront of him which should cover the ground between your deep striking trees and the rest of your advancing army

You have to pay reinforcement points for ANY unit you add to your army that wasn't on your armylist UNLESS the rule says otherwise. It doesn't. You create a new unit, you pay for it.

As for why they'd prevent him from doing so the turn he summons something? Because it's his own special summoning nobody else can do. If he could do both he would be able to summon two units a turn.

 

Also you advance during your movementphase. Advancing is simply adding 1d6 to your movement stat for that turn. It's not an extra move like it used to be in 7th. 

 

Sorry but I'd definitely say your interpretation is wrong.

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I played the following list and I was happy with it:

 

1500 Points

1 Battalion

1 GUO

1 Spoilpox

1 Bilepiper

2x 30 PBs

4 Nurglings

7 Drones

1 Grinder

 

Going further I would add Epidemus, Poxbringer, more Nurglings for second Battalion, don't know whats left then

Edited by DeStinyFiSh
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Great topic but would you also be willing to add DG to your Nurgle army?

I feel they could provide some great mainstay units (deployed at the start) and the combination of their Daemonic Engines and your Heralds can lead to some great synergy. In addition you could even consider deepstriking Mortarion.

Cheers,

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Masterdeath-how have beasts of nurgle worked out for you? I am on the fence with them, I hear good and bad with them?

Destinyfish- I hadn't thought about the soulgrinder.

Commissar k- I would like to keep this a pure daemons army if I can. At least for now.

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Masterdeath-how have beasts of nurgle worked out for you? I am on the fence with them, I hear good and bad with them?

 

I mostly use them in one model Units or as summons. They tie things up, chase tanks around, sit on objectives and so on. But I want to test them as a unit of 4, that I shock into the game for 1 CP to tie up in early game. For their cost they are very resilient, but do not expect them to kill things (at least not the one model units)

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I have been planning the Nurgle Daemon side of my army, think I am going for:

 

Battalion:

 

GUO with Bell & Flail

 

Poxbringer

 

Spoilpox Scrivener

 

25 Plaguebearers with the all the command options

 

24 Plaguebearers with all the command options

 

8 Nurgling bases

 

6 Plague Drones with all the command options

 

Vanguard Detachment:

 

Sloppity Bilepiper

 

Horticulous Slimux

 

3 Beasts of Nurgle as separate units

 

Adds up to 1498pts

 

Hopefully the bell makes dealing with the Drones & Nurglings a pain especially when combined with psychic powers that help with the multi wound units durability and the Plague Bearers just trudge across the board with the Poxbringer & Scrivener sat in between giving them their boost.

 

Slimux & Beasts are just because I think the models are cool, seems like together they have the best chance of some limited success. 

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Interesting. How do you plan on using the GUO? Support or spearhead?

 

If he is mainly there for ringing his bell and casting perhaps the knife would be better than the flail?

But then i can see the merit of laying the smack down with the flail and then whalloping the suvivors with a bell....

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Interesting. How do you plan on using the GUO? Support or spearhead?

 

If he is mainly there for ringing his bell and casting perhaps the knife would be better than the flail?

But then i can see the merit of laying the smack down with the flail and then whalloping the suvivors with a bell....

 

I would plan to get the GUO stuck in, as I would give him the relic Horn of Nurgle's Rot to help(once the Plaguebearers catch up) with the theme of you just can't keep these gits down lol

Edited by Shockmaster
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Remember that the flail, even though used while you are stuck in, doesn’t trigger the horn. You will usually only get 1-2 plaguebearer per turn, often even 0. And that’s assuming the GUO even survived with more than a few wounds until the plaguebearers are in meele, something that is quite unlikely when he is the only big scary model in the enemies ranks. If you want to deep strike him but not the plaguebearers, you should wait dropping him until turn 2 at least.
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Remember that the flail, even though used while you are stuck in, doesn’t trigger the horn. You will usually only get 1-2 plaguebearer per turn, often even 0. And that’s assuming the GUO even survived with more than a few wounds until the plaguebearers are in meele, something that is quite unlikely when he is the only big scary model in the enemies ranks. If you want to deep strike him but not the plaguebearers, you should wait dropping him until turn 2 at least.

 

Why does the Flail not trigger the Horn, can it not also be used in the fight phase?

 

I am not too worried though, the horn was just an added fun bonus since I had settled on the kind of regeneration theme.

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No, the flail is a ranged (assault) weapon and as such can only be fired in your shooting phase (so also only in your turn, not in your opponents). It simply has a special rules that allow shooting even when stuck in meele/at units in meele.

Which also makes it useless the turn you deep strike, even if you make the charge.

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