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Im pretty sure someone has already asked this but to me it seems that the Mark of Nurgle isn't that good.
anything that attacks the unit with mark of nurgle gets a -1 to ws and bs. so, theoretically it can make the unit harder to kill AND help them kill the other unit...
it just doesn't seem very good; wouldn't i rather have another die to attempt to save myself instead of just minusing thier rolls?
Hope this helped,
The problem with Mark of Nurgle is that it either amazing or useless. Where as the other Marks are good all the time.
You will probably find it useful in most games. While the Mark of Nurgle has no real effect on Elves or Dwarves in combat (they're hitting on 4's in most cases with or without MoN) you will benefit from them being at -1BS.
The Mark only really shines against WS3 opponents. Now there is quite alot of WS3 stuff out there. Saurus, Orcs, Trolls, Graveguard, most monsterous infantry (Ogres, treekin) the list goes on. Now all those will be hitting you on 5's with the MoN, that's pretty damn awesome.
It's also usefull to stop Ememy heroes hitting your Warriors on 3's. Most heroes are looking at being WS5 with the lucky ones being WS6. Making those boys hit you less is an obvious boost.
so mark of nurgle helps against shooting.... wouldn't a +1 to my ward save be better?
i had a very funny game yesterday actualy with my battle standard bearer battling fateweaver in an almighty challenge of khorne vs tzeentch
anyway when i asked the guy what WS fateweaver was a i laughed when he said 1 and my guy had mark of nurgle and so wld put him to 0 however i found out that the brb says that a stat can never go below 0 so he was still ws0
anyway its good to have 1 unit with mark of nurgle and banner of rage and give them either extra handweapon or a halberd or both but that becomes expensive
However, at WS5, there's not much use for Nurgle in combat. The only place that it helps (when on Warriors) is against WS3 and WS6 foes. When you put it on Chosen, it's even worse- WS3 and WS7 now.
Another consideration is that Tzeentch will stop a cannonball, magic missile, difficult terrain check, and anything else that doesn't "roll to hit". Tzeentch is also cheaper, which actually offsets the fact that it's not quite as effective against shooting. 1/10 men left alive, for 10 extra points, or you can just stick with Tzeentch for the cheap.
There are only 2 reasons to ever take MoN: Palanquins get a LoS! roll, and their Lore isn't half bad. But I'd rather take Slaanesh for Fast Cavalry mounts and their lore, or Tzeentch, for Fliers and their lore.
ok something else about mark of nurgle...
i read on this forum, if they fail fear tests, or get their ws lowered to 1
and they fight nurgle, they cannot attack...
but a friend/ friends of mine thell they get -1 ws in base contact, so from the moment they get in base contact
then in close combat they do a fear tests so their (ws -1) ws goes to 1
so they can't get to ws 0 hence can still attack...
i really don't know what to believe... help!
You take the fear test before anything happens, at that start of close combat. Then you get the modifier when they declare attackers, WS0. Your hits will automatically hit, and your opponent will hit you on 6+.
Last edited by cheerio; June 4th, 2011 at 04:42.
where does it say your hit will automatically hit and they hit on 6's
i thought you had to hit on 3's and they can't attack...
this was debated awhile ago but no definitive conclusions were drawn.
RE: -1ws should only apply to when you are being attacked. the rules aren't terribly clear on this but the fluff states something like "warriors with the mark of nurgal are difficult to hit". The orginizers of the tournaments in my area (some of the largest in Canada) are all in agreement that the -1 ws only applies to hit, making the next point in context redundant. I will argue this point with exreme hostility, as I feel it is exploiting the rules to apply that penalty beyond the to-hit rolls.
RE: WS0 - It does have a section in the rulebook about WS0 and that when you attack a model with no WS that all attacks will hit automatically, common example of this is the steamtank, as it lacks a WS on the profile. However, it was extensivly debated as to whether or not you could attack with ws0. the rulebook does not adress this issue, it says that ws0 = you are hit automatically and that if you have A0 than you can make no attacks. There is no entry in the to-hit chart for WS0, but it does say that regardless of other modifiers a 6 will always hit and a 1 will always miss. The win-win solution is that those with WS0 still hit on 6's. If you want to do it a different way you are taking the rules into your own hands and better have a convincing argument for your opponent.
I'll note again that ws0 is not a common occurance for you to face as the nurgal mark only effects incomming attacks.
RE: use of the mark. It has it's uses. Yes, it is better to deny hits rather than to make extra saves. Yes it is only good in certain situations. however, there are more situations than those listed. True that under normal circumstances it will only work on those with ws3 or ws6, however if you bring a shadow-mage with you it can be combined with miasma to work for any WS (depending on how well you roll). You could potentially take someone ws6 and have them hit you on 5's, how can you not love that? Also, i think the biggest boon is vs poison shots or multiple shots. Regular bow fire isn't so bad agaionst us anyway, but man does the poison add up. If your opponent moves and is firing at long range with a multi-tap they hit on 6's well your nurgal makes it 7 and they lose poison. They take off the double-tap and it's only 1/2 the number of shots to worry about.
For me, Nurgal is the best mark for UNITS to take vs Lizardmen. lots of WS3 and annoying poison shots.