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This is my next project: a Nurgle (epidemius) based army with green horrors (Pink horrors corrupted by the Great Decay). I will be using Tz rules, however the models will have a nurgle look.
Epidemius : 135 pts (general)
Herald of Tz : Master of sorcery, Battle standard bearer, standard of Chaos glory : 290 pts
w/ 38 Pink horror of Tz: standard bearer, banner of change: 493
Herald of Nurgle: Wizard lvl1, staff of nurgle: 215 pts
w/ 24 Plague bearer: champ, bearer, standard eternal virulence = 337
Herald of Nurgle: Wizard lvl1, staff of nurgle: 215 pts
w/ 24 Plague bearer: champ, bearer= 312
So, the trap is simple. The deployment is in the center with the Horrors joined by epidemius in the middle and both flanks with the plague bearers. The bloc move foward and blast magic until it gets charged (hopefully by a smart opponent that will overflank me by both sides).
The units should be resistant enough to sustain an assault and (hopefully) make at least 8 deads with the plague bearer to get the epidemius bonus. I would refuse the challenge of most heroes in order to keep the herald bonuses. With the standard of Chaos glory, my bloc is almost unbreakable (reroll ld 8 stubborn). With my units being very hard to kill, my nasty magick (gift of chaos, banner of change, miasma of pestilence) and the epidemius bonus on poisonned attacks; at some point, I should make enough kill to win the battle. Even winning by one should be enough to see the whole party flee left/right center because they all cause fear...
Killing 13 plague bearer or 20 Horrors in order to get points from me would be difficult, however the probability that I make some kills to get points from my opponent is significant.
That is the Epedimius trap...
What do you think?
P.S. My english is terrible today...
i dont see you doing that well in magic to "force" your opp into the "trap". You do have 10 PD but it seems your tzeentch herald will probably be doing the most casting since 1 random spell from your other 2 heralds can be a horrible one. Also this army has no answer to ranged attacks (besides magic...) and opponents will try to flank you especially you just have 3 huge troop blocks... to fix flanking i would suggest Slime Trail for heralds. You should really have some fast stuff to take care of the shooting. the army is too slow and opponents can just run around your troops and shoot them to death.
Thanks for the reply,
The magic is boosted by the staff of nurgle, a deamonic gift that makes rancid visitation as abound spell. As for the nurgle spell, i would only take the miasma of pestilence, the first choice... That makes possibly 4 powerfull magic missiles spells for range magic per phase and 4 spells for close combat.
I would be happy if people try flank me since it would bring them into the trap... With the Icon of chaos glory, i dont feel I need the slime trail.
Shooty army will be a problem. Bolt of change would be my answer to canons... As you pointed out, the weakness of this list is speed. Speed is not nurgle strength either...
Your lists major weakness isn't speed, it's the fact that you only have three units in 2000 points. If I were to play against someone and their whole army had just 3 units at 2K I would get a smile a mile wide on my face, such a game is in the bag before it begins. I can't think of a single army out there that isn't going to outnumber you 2 to 1 in terms of units. This means you are beyond vulnerable to cannon fire and gunlines. You also are vulnerable to anyone with hard hitting flankers. PB's are tough no denying it, but tough doesn't cut it when the enemy can have the option of hitting you from front, flank and rear without leaving his own army exposed. Your magic is good but do you think its good enough to overcome those sorts of odds? Plus once your ranks are eliminated your going to be facing instability tests, and even with the stubborn banner your going to start failing some.
I have to be honest, I don't see this list being effective in competitive play or fun in friendly games. In either instance to protect your flanks you have to sit in a corner with your back to the board edge and that is it. Will you really get anything out of that? In competitive play a smart player will sit behind cover or out of range shooting at you and once it gets to turns 6 they will scatter to the 3 quarters you don't hold and win through VP's.
This is a novelty list, nothing more. It might be interesting to see how it plays but it is so min/maxed that its weaknesses are beyond repair or cover.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
If my opponents can have the same reaction, I would be glad. Just bigger the surprise.:party:I would get a smile a mile wide on my face, such a game is in the bag before it begins.Say I get overflanked by a bretonnian army. Cavalry coming from 4 sides. They succeed all their ld test for fear and they get a good attack phase and manage to kill 18 of my deamons. With all the flanking, ranks, banner; say they manage to get a me break test of 25! I still roll for ld8 because they are stubborn and I reroll if i miss. That gives me an 11/12 chance of succeding at least one. The worst that can happen if I am very unlucky is to lose another 4 deamons. Once their charges are over, they get into my turf. At some point, my plague bearer will have poisonned attacks at 4+ and kills from poisonning attacks will count for double for one of my unit. On the long run, I am confident of winning the engagement.PB's are tough no denying it, but tough doesn't cut it when the enemy can have the option of hitting you from front, flank and rear without leaving his own army exposed. Your magic is good but do you think its good enough to overcome those sorts of odds?A smart player can refuse the trap and take 3 quarters, but so can I by keeping the middle...In competitive play a smart player will sit behind cover or out of range shooting at you and once it gets to turns 6 they will scatter to the 3 quarters you don't hold and win through VP's.
a smarter player would single out the battle standard and than charge from "tout azimut" after...
I've noticed a mistake on my list: there is two staff of nurgle and i dont think that would be legal.
I agree with bonzi, I don't see much of a "trap" at all, I mostly just see glaring weaknesses. You have 3 huge blocks of slow moving infantry. If you move them forward to take the middle of the board all your opponent has to do is ride around out of your arc of sight and you no longer get to cast spells at him.
For instance with my wood elf army, I have the magic defense to stop mNy of your spells until I can start running circles around you in your backfield and you have nothing to either catch me or stop me. Many other armies have similar ways to defeat you, even in balanced lists.
Dwarves and Empire could both outgun and out CR your 3 blocks, as well as have either really good magic offense or defense. High Elves can outmove, outshoot, and outmagic you. VC can outmagic, outmove, and out CR you. Woodelves can outshoot and outmove you.
You are counting on forcing people into close combat with you, and you have nothing to force them with. You also seem to be counting alot on the Tallyman special rule, which won't start increasing until you get into close combat, because any opponent worth their weight wont let those power level 3 staff's of nurgle go off.
Since this is the case you dont have nearly enough poisoned attacks to start of with to cause your tallyman rule to start adding up. Nurglings, Palanquins, and the Fast(ish) beasts of nurgle would all help towards your goal of a nice tallyman score.
As your list is, all I see it as is crippilingly one dimensional. You need to add some other elements, preferably scouting nurgles or fast(ish) beasts of nurgle if you want a good tallyman army
Last edited by Phaeron Typhoon; May 29th, 2008 at 07:18.
"I am the architect of fate!"
Agreeing with everyone else on this one - actually thought about doing up a similar list until I saw someone play it. Dwarves will rock you with artillery and negating magic (that game was a massacre as any Dwarf player worth a salt will have flaming artillery) - Empire fast cavalry and artillery will run circles and pound you (as well as negating your march moves) - Vampire Counts will grind and outmagic - the list goes on. Daemon troops being so expensive, I'd cut down on the size of your core choices and add in some flesh hounds or flamers. Flamers rock! - they'll add a shooting element to your army, as well as protect flanks with their stand and shoot. Anyone moving in to attack your flanks will have to take at least 2 rounds of shooting. Flesh hounds are just plain nasty.
Thanks for the comments.