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people say they love them, i read this a lot
but how do they ever stay alive more than one round of combat?
LD 7? Against anything but the most basic of troops they will surely lose the combat?
I've heard fables of them holding up all sorts of super units / monstrous creatures for turns and turns, how is this possible?
surely it's simply a case of nurglings get charged, lose a few wounds, lose combat, roll over the 7/6/5 on there instability test and die?
or do people get better instability rolls than me?
it just seems they are a 1 turn speed bump, this idea that they can hold up something powerful for longer than that relies on really lucky instability rolls
or am i missing something?
They're just a speed bump unit.. or if you're feeling particularly cruel, you can use them to escort a dreadnought around just incase the dreadnought has any fire based.. accidents.
The problem with them is that they're foot sloggers.
I don't really think you can rely on them to be harlequin killers or anything. The invulnerable save is quite nice though.
Probably one of the worse swarms in the game. Especially compared with leaping rippers or scarabs.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Who says Nurglings have to kill anything?
I'd use them extensively in a Infiltrating Death Guard list. The problem I often face with my Alphas is counter-infiltrators. When infiltrating an entire army, you can quickly get backed into a corner by shrewd enemy deployment. It can really suck.
Death Guard often Infiltrates a lot of their infantry units as well, so can suffer the same problem if they're not using any Predators. Not having any units in your own deployment zone can put you in a bad situation if your opponent gets to deploy his first infiltrating unit before you.
So, for the low price of 50 points, you can get yourself a nice sized swarm of Nurglings. I'd take two units of them, for ten total bases. Space them out in a long line and push back their deployment zone, and secure your own from enemy infiltrators.
There are other uses for them, but that's one of my favourites.
Caluin hit it right on the spot. Nurglings work best as a counter force against pesky enemy deep strikers and fast movig units.
They are also usefully in city fights for blockading an avenue. I often will line these little guys up to secure a road, so as to prevent enemy units from moving past. Even 5 (as Caluin mentioned earlier) can block a large chunk of the table. Only flyers, jump pack models, and the likes can maneuvere around them. Honestly, they work very well for thwarting enemy attacks to your flank.
Just for fun, in your next city fight, try using three squads of Nurglings (5-7 per squad). They can literally block off large sections of the table. I've found that my opponents will often try and avoid the Nurglings, because they don't want to get their c.c. units tied up fighting a 50-70 point unit with 15-21 wounds.
Spambot kill tally. . .337
Love them, though they never accomplished anything great. Yet, they don't cost a lot. And thay are usualy ignored by most players, so they can move forward without worying. Remember those who say that Defilers are fire magnet, then nurgling must carry an electric charge opposed to the one carried by the defiler as they never get shot. I use them in group of 30 little ugly nurglings (10 bases). They move, get into close combat, 40 attacks on charge, then they wait in melee untill other units come and back them up. They usualy get rid of something worth over 100 points, so they make their points back easily. They are also good as an escort for a dread (as karmoon explained), but they might also prevent the dread from being overrunned by a big unit with hidden power fist. Also, as caluin said, they come cheap so they are the perfect anti-infiltration unit. If someone ever chose to waste bullets on them, that's their problem...
I like nurglings...
Oh, and as some other member already wrote in his signature : It's not a choice, it's a nurgling ... (don't ask me what it means, it's just nice)
- Rabbit said that!
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Nurglings for me, don't have to kill anything. They piss off the opponent and it's fun to see the look on their faces when they've been ganked by a squad of Nurglings. They won't survive long against large numbers of troops, but having a squad 5-6 nurglings and pushing them in front will actually come in handy.