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Just thought i'd list my thoughts on the Nurgle daemons available-
Great Unclean One - Like all Nurgle forces, this thing is SLOW. However, this can be countered by having it as your initial choice for Deepstriking in turn one. These things can be hit with lascannons and more, and still live. With their six toughness, 4+ save, Feel No Pain, and five wounds, they are near impossible to bring down. They are a great unit to drop down right in front of the enemy, and you can feel safe in knowing they will almost always live to wreak some sort of havok on the enemy, especially with four noxious touch attacks. Add Breath of Chaos, and you have an unstoppable, horde-annihilating beast! I saw a game recently where a Great Unclean One annihilated six out of eight Space Marines in one blast! Don't forget that the GUO eats vehicles for snacks! Anything less than a Predator doesn't stand a chance really, and even the Predators will often be torn apart. This is the cheapest of the Greater Daemons; add Breath of Chaos and it is STILL cheaper than the others! Besides being slow, there really are no negative to this unit. The main factor is doing what you can to get it close to the enemy. The best way is to get Plaguebearers with an Icon of Chaos deployed before the GUO, move seven inches from the enemy, and then drop the GUO one inch away.
Plaugebearers - These units have lost something with the new codex. While they are great at soaking up damage, they are not useful for much more than being an anvil. If you want to slow the enemy down, go with Nurglings, which do the job much better. The Plaguebearers do of course have their Plague Swords, and can be upgraded. However, the upgrades (instrument of chaos, noxious touch) don't serve this unit very well. The main reason to take them is of course to have an Icon of Chaos. The Plaguebearers are slow, don't dish out much damage with their one attack each and low WS, but can take a beating.
Beasts of Nurgle - These are great units, if only their cost was slightly less. They are only slightly better than the Plaguebearers, having two wounds. The saving grace of the Beasts of Nurgle is their attack method. They get d6 poison attacks. Add in the fact that one model can have noxious touch, and with a full group of seven you could have (theoretically) thirty-six 4+ wounding attacks and six 2+ wounding attacks. That is massive. Of course, this sort of rolling will probably not happen too often, but you can count on a possible average (in a full group w/noxious touch) eighteen 4+ wounds and three 2+ wounds. The downside is that these things are, of course, slow. They make up for it in toughness and Feel No Pain, but it is imperative they get within six inches of the enemy during their move so they can assault. The cost of a full group is enormous, and only something to consider in a larger game. In smaller games, a unit made up of a pair of Beasts is more plausible.
Nurglings - These cute little fellas (and ladies?) are worth their weight in pus. Well, more than that due to their relative low, per-base cost. With up to nine bases in a unit, and three wounds per base, they are an absolute tar pit that is unequaled in the game. To top it off, they can hold points on the map! They may not often do much damage due to a low WS, but with three attacks per base, the overall numbers usually result in some damage. It is important to note that Nurglings are not SnP, and therefore can move like normal infantry, which allows them to quickly engage enemies and lock them in place for the other units to catch up. This is something often overlooked. Yes, Nurgle forces are slow; however, by using Nurglings effectively, you can create a pox-riddled loophole for yourself.
Ku'gath, The Plaguefather - Stat-wise, this guy is just barely better than a regular GUO (extra wound and extra attack). The nice thing about him is that he randomly spawns nurgling bases, which, as stated just above, are great units. He also has "Necrotic Missles" which is a poisoned, large template weapon. It's great to see a built-in ranged attack on a Nurgle Daemon, but it's not quite enough to justify the cost. Overall, I'd rather have a GUO and two Daemon Princes. That combo would cost less than Ku'gath, and have the possibility to do more in the long-run. To me, Ku'gath juts isn't worth the huge point-sink.
Epidemius - This guy is great. He has just barely higher-than-normal stats compared to the other generic Heralds of Nurgle, but has a special ability that is amazing. He comes with a Plaguesword, Cloud of Flies, and Aura of Decay (great for wiping out weak horde enemies) automatically. In addition, he has "The Tally of Pestilence." Basically, the more models that are killed by Nurgle models, the stronger the Nurgle models get. This starts off with a huge bonus right away, making all plagueswords wound on a 3+ instead of 4+. This greatly improves the killing power of the Plaguebearers. Next, it makes ever single Nurgle model have Noxious Touch, which wounds on a 2+! The next tier makes all FnP models save on a 3+ instead of 4+. The final level, which is the coup de grace, makes all Nurgle model attacks ignore armor saves, effectively equipping every Nurgle model with a Power Weapon! Each teir requires a certain number of kills to become "unlocked." Imagine a group of fourteen Plaguebearers wounding on a 2+, saving with FnP on a 3+, and ignoring amor saves! It's absolutely insane. This makes Epidemius, in my eyes, a must-have unit if you can afford him.
Overall - Overall I absolutely love the Nurgle list this time around. While the "Slow and Purposeful" should be renamed "Slow and Ponderous," it can be worked around if you play it right with the Deep Strikes and Nurgling tarpits. Ku'gath is a bit of a dissapointment with such a high point cost, but this is balanced out by the amazing Epidemius. One thing I don't get about Epidemius is that he is not any better than a generic Herald of Nurgle, other than "The Tally of Pestilence." Of course, that isn't much to complain about. I also wish the Beasts of Nurgle were a bit more buffed-up. They are basically just Plaguebearers slightly jacked up on steroids. We've all seen bad roll-streaks, and it is easy to see these things consistently getting only one or two attacks.
-Deep Strike close to the enemy. Morseso than with any other army, it is imperative you get into close combat ASAP.
-While expensive, make sure you have chaos icons available to both parts of your army, you dont wanna watch your characters deepstriking off the table (same as with Khorne)
-Fast-moving armies may end up circling you while they shoot you to bits.
-Make sure to spread out those Nurglings like a net to catch them!
-One other loop hole is to make Nurglish flying insect models and use them as "Chaos Furies"! Now you have a fast attack, jump infantry option! 8X
Last edited by ramatheson; May 11th, 2008 at 16:59.
Good post - reps!
I think that Epidemius is going to be a god in Apocalypse. Field him with a Plague Marine and Nurgle base CSM army, with Nurgle Daemons.
Is this going to be updated since it was made pre 5th edition rules? Some of what rametheson has changed: swarms can't hold objectives, new FNP rules, new S&P rules and how it impacts combat and the importance of taking plaguebearer units in a pure nurgle army etc.
I'd hardly call the ability to take furies a loophole. Thats the same as saying that you can make a plague-ridden bloodthirster and call it a plague-demon to take in a nurgle army is a loop-hole.
If you want some sort of fast moving unit, maybe you should just get some dire wolves from the VC range and call them plague hounds and use the flesh hound rules. Its pretty much the same thing you're doing with furies, except flesh hounds are a lot better in 40K than furies are.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Good essay, rep is earned. Definitely consider posting it in the Tactica sticky.
Big changes with 5th edition:
-Nurglings don't score
-Plaguebearers only score
-FNP is weakened
-Always hitting rear armor of vehicles
-No Retreat! based purely on combat res
I'll agree overall, though I think BoN are too expensive for what little they do. You didn't mention Herald, which unequivocally suck, or the DP, which is probably the only way to reliably get some kills in a Nurgley army.
Iron Hide, Daemonic Gaze, Noxious Touch, and Cloud of Flies. It comes to 175 points and can dish out serious pain in HtH and shooting. Drop Gaze and run every turn if you wish, it makes him even cheaper and spammable
Nurgle lacks overall killing power without Epi and lots of MCs. Bearers, Nurglings, and Beasts can't kill anything, which is great when supporting other daemons, but on their own isn't that useful. Not dying is great, but how will you hold objectives if you can't kill the enemy contesting it?
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i had a 1,000pt game vs my marine friend for captureing points. i ended up winning, not by destroying his army but constantly stunning his LR and disarming his demolishers, and kept plague bearers in assault near the points on his side of the board with nurglings in the assaults of his only 2 troops, my beasts rip apart his small assault marine sqaud... by turn 3 everythign was in an assault or stuck unable to do anything except epidemeus and a plaguebearer sqaud in the back sitting on point.
i find nurgle units effective in 5th ed. ^^
I'm a little curious about what setup you used, Zim?
Something I haven't noticed mentioned yet is the upgrade to poisoned attacks. If the attacker's strength is equal to or higher than the defender's toughness, you reroll failed wounds. So the Plaguebearers get rerolls on failed wounds against anything that's not T5 or higher (which they still auto-wound on 4's), things like the GUO and Beasts with Noxious Touch get rerolls on their 2+'s to wound. All this combines into the Nurgles being a little more killy than they might look at first glance. It gets even better if Epidemius gets the tally up high enough to give everyone Noxious Touch. All your Plaguebearers and Beasts (and Nurgle-marked Daemon Princes) always wounding on a 2+ and usually getting to reroll is sick, and the Nurgrlings getting Noxious Touch is awesome. The ignore armor saves part is really just overkill, but it's certainly nice.
As far as the Nurgle army having trouble with objectives, you could always just deepstrike some of the hardest-to-kill units (Beasts, GUO) on or near the other objectives to contest, then DS your Plaguebearers near the other objectives. Even with the FNP nerf, killing every last Plaguebearer off an objective is not super-easy.
my marine friend had, librarian (terminator armour), 2 demolishers, LR, 2 sqauds of 10 marines (i think plasma and heavy bolters), and 5-man assault sqaud (no power weapon)... not too sure of upgrades since it was last week.
we played 'capture and control'.
Last edited by zim; July 27th, 2008 at 09:12.