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I pretty much recently got into Nurgle, did however play Chaos Undivided w/ Khorne for a while. I painted up my first nurgle miniatures which was quite a lot of fun, compared to my dull Dark angels. I need some advice on what to get as a base (for say... 1000 points) and eventually how to kit out certain models.
So far I have;
- 3 Plasma gun plague marines
- 1 Melta gun plague marine
- 1 Flamer plague marine
- 1 Asp champion w/ Bolter & Power/Plague sword
I did order the following stuff online so I'll have this in 1 or 2 weeks.
- 2 boxes of plague marines
- 1 Chaos Rhino
- 1 Blister of Nurglings (will absolutely buy more but I had another 10 bucks to spend)
And as for converting;
- 1 Nurgle Predator (Lascannon sponsons, Autocannon turret; though the turret isn't done so I could change it, advice?)
- 6 flying possesed of Nurgle. (could consider a 7th as the champ in that squad)
- 1 Daemon prince (have my current undivided statured daemon prince which I could strip the paint of and repaint. Any advice on that one? How to kit it out, and maybe even an idea on how to model certain Nurglish upgrades)
The "tactic" I would like to deploy for my army would basically just "advance". Lots of stuff in Rhino's, possessed flying around. Every champ gets Nurgle rot. And of course every vehicle as a plague carrier.
I am however thinking of a Nurgle Lord on a bike with a Manreaper. Why a bike? Shouldn't he get a T6? Or is this something that changed afterwards in errata? Don't know whether it is wise to get a bike lord of nurgle. I do think the manreaper (for as long as we still have the current Chaos codex) sounds awesome and will sure try it out before the change.
Plague bearers aren't that great I'm told. So I'm a bit hesitant on Nurgle daemons (apart from the great unclean one)
bikers cannot have MoN
and D.Resilience does not stack with the toughness of a bike
Though the second part is absolutely 100% correct. I say daemonic speed > A bike. Yes, you lose 1 attack. But with the manreaper, do you really need that attack? And the bolters on it arent gonna do enough to justify the bike IMO.
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Are you planning on having a death guard or black legion (with nurgle emphasis) army?
If you're going death guard, then I would stock up on troops. Infiltrating, melta guns, plasma guns & power fists are your new best friends. In other words, all of your plague marines should have infiltrate, a pair of special weapons & a fist.
For heavy support, I usually go for predators, as death guard is renowned for not having long range tank-busting support. I kit mine out as follows: autocannon, las-sponsons & daemonic possession. It's an all-around good configuration.
For your h.q., the standar first turn charge lord is still your best bang for the buck. Something like this:
Last edited by Rabbit; June 8th, 2007 at 18:37.
Spambot kill tally. . .337
I'll be going for a pure Death guard army by the way. So I understand that I need to stock up on troops; what's wiser; 7 or 14 models a squad, cost opposed to longlivety of a squad? (as I like to keep it a bit fluffy with the sacred number thing)
I'll probably go for something different then a bike. How bout flight? Speed gives a fleet movement but flight garantees a 12' move. And what about stature instead of strength?
No one actually said anything about those cute little nurglings. Are they even worth it? I do think 2 squads of 10 can come handy.
Thanks for the advice
Troop: Seven is nearly always better than 14, unless your playing with ungodly point values, like 3000+
Lord: While flight guarantees the 12", speed virtually assures your lord will be in c.c. on the first round. It's your choice really, but usually, speed works out to be better.
Nurgling: I don't often use these little guys. They're not bad for city fights, whence they can be used to form 'living walls' between buildings in order to block the way from enemy units passing through. It only takes a few in order to do this; usually 4-6. This is the only real use they've been for me.
Spambot kill tally. . .337
Flight versus Speed -
Both are comparable, and each has their uses. The more ground you have to cover, the better Flight becomes. It's reliable and allows you to still use your ranged weaponry, such as a Kai Gun. Of course, most people don't take ranged weaponry on Lords, so that becomes a moot point.
Speed becomes better the closer you are. Not only is it cheaper, but when combined with Infiltrate, promises you a first turn charge.
The last thing to consider is Escalation missions. Flight forces your Lord off the table in these games, while Speed does not.
Most people consider Speed to be superior to Flight, and for good reason.
Swarms work best when they can get into close combat quickly. Nurglings are slow. Therefore, Nurglings have limited uses, especially in a Mechanized list. They can't really threaten anything, they can't capture objectives, and can't really get into Close Combat unless your enemy comes to them.
So what are they good for? Catching bullets (which smart players will avoid doing unless necessary), and securing your deployment zone. Securing your deployment zone is critical if playing a pure infiltrating force - otherwise, you can pass on it, since you'll have your other troops to pull that job.
Bike Mounted Lord -
Might actually work in this list. Give him Armour + Manreaper and Turbo Boost him up the front lines. Rely upon a 2+ invulnerable save to keep him alive. Could also look into Rune, if you wanted some extra protection. Opponent now has to either pour tons of firepower into Super Lord or suffer a next turn charge from something extremely nasty.
Of course, the Inf + Speed, or Flight + Stature Lords will be more reliable, but perhaps not as much fun.
It must be said..the imagry of a biker lord with a great big scythe of doom is pretty damn cool.
Such levels of cool are well worth stacking on the daemonic resilience.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Since most of the experts already laid their hands on this thread I don't have much to add other than I have on occassion used Plaguebearers effectively especially in Death Guard games where you don't have to worry about Rotting your own men. Also, if you hit MC-happy Tyranids or Wraith-happy Eldar a lot they're entertainingly useful in that they never roll worse than 4+ to wound. Hoo-ha!
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Well, a Bike mounted lord, didn't really though of the 2+ invul save when boosting. You could make the lord an even bigger hazard by giving him Nurgle rot and eventually even an Icon to summon stuff. Boost into enemy deployment hopefully survive all his attacks and pretty much throw your entire dicebag for Nurgle rot effect.
Alternatively you could field 2 Bike HQ's (though one reaper )
Is Nurgle rot stackable? I mean, if I get in range of a squad of 10 marines with 15 plaguebearers, do I get to roll 15 dice for each model in range?