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| Zeus's personal help desk ![]() Join Date: Aug 2006 Location: The wop-wops (Palmerston North, New Zealand) Age: 17
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Blog Entries: 1 Rep Power: 64 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Looks like I'll have to revise my vote then. -AFG//
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| | #12 (permalink) |
| Junior Member Join Date: May 2008 Age: 35
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I've run my Nurgle daemons against a "Green Tide" style of Ork army before and its alot tougher to win than it may appear on paper. There are a few things that work against the daemon army here: 1) Deployment - As stated before, you could end up with the wrong daemons on first turn which wouldn't be so bad as long as the rest of your stuff comes out quick. If your reserves take their time coming out, which I have seen happen many times, then you're in trouble. 2) SnP - Just a few bad rolls can make the effects of BoC and AoD negligible. If you are forced into CC before using these to thin the Ork ranks then that's a whole lot of attacks coming your way before you can swing back. Don't forget that Nurgle daemons have a notoriously low Initiative. 3) Number of attacks - Plaguebearers have a low number of attacks whereas an Ork mob will throw a double-fisted handfull of dice at you. Compounded by the low initiative and the drawback of Fearless when you lose combat, the Plaguebearers are going to need to make too many saving throws to keep them up. FNP is a great boon but I don't think even it will save the children of Nurgle here. It pains me to admit it but I'd have to give this one to the Orks. The key to beating Orks in CC (and let's face it, there's not enough firepower in the Nurgle army to stop it from happening) is to beat them on initiative and inflict a whole lot of casualties before they swing back. I could see a Tzeentch/Slaanesh daemon list beating the Tide but not Nurgle. Orks |
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