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I want to get your opinion on the best way to equip a Nurgle Lord or Sorcerer (Nurgle's Rot, Demon Weapon, PF, lightning claws...). I would like to run a Demon Prince of Nurgle, but at the time being that is out of the question. Really just looking for opinions on what HQ you think is best and how you equip them. Not really interested in Named characters either. Thanks for the input.
I wouldnt be too interested in Nurgles Rot-theres better spells than that and its only useful against certain armies. A Sorcerer with Warptime can be quite nasty.
As regards a Lord-my best suggestion is put him on a bike and give him a Daemon Weapon. If you have a squad of Bikes with an Icon then summon Daemons just before the bikes charge and you will have yourself a lot of fun.
Currently play: 4000+ of Black Legion
what memnoch said...
a nurgle lord will get expensive anyways and toughness 6 is a great thing. so get a mark of nurgle, a bike and a daemon weapon. beware that this needs other bikers or careful planing to not get totally pwned by a rocked launcher or an even bigger gun.
you could also trade the bike for termie armour, but deepstriking is very rhisky. just do that if you plan to use a land raider anyways.
The bike idea is a strong one. If you go Termie Lord, keep him simple - daemon weapon, and maybe a combi-weapon as needed.
The Sorc is a tougher decision. It's nice to get him in Termie armor for the force weapon, and combi-weapon options. This is one of the better things to make him a unique choice over a DP. Otherwise, if you're keeping him in power armor, make sure he runs with a squad in a Rhino or Landraider (the only other benefit that would make him a choice over a DP).
Warptime is nice if he's with a melee focused squad (of terminators, or raptors, or Beserkers), but a DP can do that better. I like Rot vs swarm armies; I'd probably go for Wind otherwise.
Of the two, I'd suggest the Lord. Stick him in with a Karmoon Special to add some decent melee punch when the terminators get in the thick of it.
I've used Daemon Princes, Lords and Sorcerers in the past and don't think any 1 is better than the others. It depends on your style of play.
A Daemon Prince with wings and M.o.N (150 pts) is a hard T6 but not invincible, add the fact that it'll draw lots and lots of enemy fire and you get a model you have to play carefully with.
Personally mine always has warptime or wind of chaos. Against hordes i'd recommend wind of chaos to knock out as many as possible, while against MEQ i use warptime. However don't get cocky with him, he may be T6 but will still die all too easily if tied up against multiple opponents. Tbh i find that orks and nids (esp orks!) can take down a DP in one turn due to the large number of attacks and the fact that the DP can only kill a maximum of 5 in combat, leaving our 3+/5+ saves to cope with multiple no-retreat wounds should we loose combat. Against MEQ though the DP comes into his own, able to knock out normally half of a squad before they can attack back and with fewer enemy attacks to deal with, the DP often wins combat and makes his points back easily. In my opinion, use a DP wisely against the right troops and he can be devestating, use him to draw fire and he will! use him against the wrong troops and you'll never get your points back. (Oh, i've heard it suggested to used Nurgle's Rot on a DP facing a horde army but i've never tried it).
Lords are hard, cheaper than the average DP and effective. Any equipment combo can be a good one, but a lord with M.o.N, Terminator armour and daemon weapon (165 pts) can last for ages and deal out huge amounts of damage. Don't deep-strike him on his own, but use a squad of something to protect him as he moves accross the table. The poisoned attacks from the Plaguebringer are good at bringing down big enemies (esp Wraithlords and Tryanid monsters).
My favourite at the moment is a Sorcerer with M.o.N, warptime and melta bombs (150 pts), though i have been experimenting in adding a plasma-pistol instead of the bombs (160 pts) to great effect. It is a fairly cheap unit that won't draw as much enemy fire. With 3 attacks basic, plus 1 for a pistol, plus 1 for charging, you get a 5 attack power weapon that can re-roll hits and wounds, and with a plasma-pistol firing first you can guarantee a large number of dead foes. The only problem lies in the fact that you can't use the force-weapon ability on the same turn as warptime. But if fighting against a big beastie i'd just attack normally and hope to cause at least one wound so you can force-weapon its life away.
To sum up this rather long rant (i appologise for it's length); any of the HQ choices can be great, but you need to know how the rest of your army plays and what opponents you're likely to face. Consider having multipe lists, so you can swap that warptime DP for a wind of chaos DP if the situation merits it. Remember none of the HQ choices can hold off an army alone (that was left behind in the old codex) and none can really be guaranteed to wipe out an enemy squad in one turn. Your best bet is to play wisely and choose the model you like best. They are all good choices and favoured by Papa Nurgle!
Hope that helps, good gaming.
Hmm forgot that a Nurgle Sorcerer cant use Warptime and His Force Weapon in the same turn (only those with MoT can) so maybe thats not the best loadout. Still nasty but not as good.
Currently play: 4000+ of Black Legion
Both options leverage your Nurglesque resilience.
Both models can be used as alternate Unit Champs.
MoN Sorc: Jump Packer with a wicked "Force Claw".
For when you just want to rush in and get your Ginsu on.
Again, a model that can double as a Raptor Champ.
Model a flying Familiar so he can take Time and Rot.
Maybe an enslaved Tau Drone with a Denver Boot on it . . .