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Discussion Starter · #1 ·
i was playing around with the codex and decided to make a Nurgle 2000pt Armored Company list for the fun of it. tell us what u think...

Daemon Prince
Mark of Nurgle, wings,
150

Nurgle Dreadnaught
Plasma Cannon, heavy flamer uprgrade
110

terminators x 5
mark of Nurgle, 2x power fists, heavy flamer
215
attached to a land raider with dozer blade
225

Plague marines x 8
champion, power fist, 2 x plasma guns
254
attached to a rhino
35

Plague marines x 8
champion, power fist, 2 x plasma guns
254
attached to a rhino
35

Plague marines x 8
champion, power fist, 2 x melta guns
244
attached to a rhino
35

vindicator
deamonic possession
145

Vindicator
deamonic possession
145

Nurgle Defiler
extra close combat arm
150

total 1997pts

hit us with your thoughts on the list and if it would be viable for non-tournament get together.
would be versing blood angels and orks.
 

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Usually, the Nurgle number for Plague Marines is seven. If you bring the squads down you should have enough points to add Warptime to the Prince and Daemonic Possession to the Land Raider. I would probably spend any remaining points on the Termis. Since you are going to have them in the Land Raider I would make them as assaulting as possible, since this is the role they will have. Add DP to the Land Raider to keep the LR moving bring your Termis ever closer. I would probably remove the DP from the Vindicators. I know you want them always getting closer but losing the one on the BS could change the chance of their amazing blast even firing and that is something you don't want. Besides since you have two Vindis anyway one should make it close enough to hid the opponent. If you really want to make this more dangerous take out the Dread and use some more points to get another Daemon Prince with wings and Warprtime and Nurgle. This will keep a lot of threat on the table, not that you don't already have a lot but this way you have two monstrous creatures which are high threat and three scary tanks moving around two with big weapons and one that has something hiding inside. If you are still in need of points make all your Plague Marines melta squads. Melta is a great way to go with all the armor in 5th ed.
 

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Halloween Town
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Keep DP on your vindies! Its the only upgrade they need/ actually I say upgrade they should always have it!
You only have 3 troop choices but they are pretty tough so that maybe ok!
As you only have vehicles on the board your rhinos will prob take a pounding so EA could be useful there, DP on your LR could be a good shout, esp since they are TL weapons! Keep your dread next to the LR so if he does FF then no worries!
Defiler maybe a bit lonely as well, and WT would be awesome for your DP!
So what I'm getting at is, I like the list, I think its pretty sound, but it needs a few minor tweaks!
May father nurgle hold you in his embrace!
 

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if you drop the Dread, lower the squad numbers for the Plague Marines to 7 per squad, and drop the Defiler, you could afford to get second Daemon Prince and a third Vinde.

that's the way i'd go at least. raining gooey pie plates, FTW.

good hunting.
 

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Discussion Starter · #5 ·
the rrason y i have 8 in each squad is because i had 70 left over points and didnt know where to put em, so they can easily be reduced to 7. If i then take out da dread (i have used some dreads in the past, but find there unreliable, just thought i would put him in cause of the nature of the list) for another Dp of nurgle, wings and warptime, but not on the other, (point constriction) As for the defiler, i like em, they can hold there own in close combat (which it will get into because of the orcs) and is not just i 1 trick pony, so he's still in. But that does not leave many points to put much more upgrades on the termis. But all in all this does look like a menicing list, 2 Dp's of nurgle flying round, 2 vindies, plauges marines with plasmas and meltas, termies in pimpin ride and defiler!! Pretty intimidating.
Ive never played in a tornament before, but would this list stack up in that situation?? Would it b competitive??
 

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The DP with warptime and wings is very competitive. If you are going to put meltas on all your Plague Marines that will help a lot. You really need something to break armor so that all those blasts can get to the juicy center of the enemy. Usually, with only one LR people would say this list isn't that good. However, since you have a lot of other threats too, your LR should do a little better. You want competitive and I just think this list is too focused on swarm armies. If you don't pop your opponent's armor then you are going to have some problems against any other armies.
 

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The DP with warptime and wings is very competitive.
Krak Missles/Lascannon/Bright Lances/Meltas/PFs still wound on a 2+ and you still roll your 5+ against it, or the occasional 4+ when you're lucky and/or clever. The only bonus you get is a 3+ to wound when it comes to plasma weapons and autocannons but considering the number of saves they provoke nonetheless, you're still boned.
Warptime (or any other spell anyone has) is cancelled by Rune Priests, Librarians and Farseers. Against anyone else it either doesn't matter (Tau, IG) or it won't help much (Orks, 'nids).
Daemon Princes and Sorcerers are useless, and we all know that Lords suck balls, but hey, at least they can still manage to screw up a unit before they go down by that one remaining power fist.

I'd either go for a cheap Lord so you'll have your compuslory HQ, or go for a DW-toting choppy one in a choppy unit. In your case, the Terminators. Drop IoN (they either kill/overpower everything or they'll be butchered, that extra Toughness isn't going to save their flimsy asses), make 'em all Champions, keep the two Power Fists, and drop one rank-and-file Termie so the Lord would fit in.

The rest is fine, assuming you heed the 7xPMs/squad, DP on Vindis and Raiders idea. I'd recommend keeping the Defiler and the Dreadnought together, they make a wonderful Team Random together. And with a tiny bit of luck you won't kill your Defiler with your Plasma Cannon in one shot like I did once. :laugh:

EDIT:

Oh and on a side note, "competitive" means anti-SM and anti-IG, so if you care about it then give meltas to all your PMs and a combi-melta to the champion. The vindies will handle the nids and the orks pretty well, assuming you keep a healthy distance between the big gun and the target. And of course NEVER EVER leave your METAL BOXES, unless you're 100% sure that your unit will survive it or whatever they will shoot up (since PMs suck at CC) is worth the risk/sacrifice. 'cause the moment you're out there'll be rockets, plasmas, pie plates and Lash (if theres a CSM player who hasn't dropped it yet) raining down upon you.
 

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Discussion Starter · #9 ·
i see what ur sayin bout the prince, that the bigger guns can still kill him, but thats the point of the bigger guns, to kill the big guys, thats what there there for, you cant make him invincible.
i have also used princes in the past and find that they can kill there points worth easily against both space marines and imperial guard. so i like him better than a lord.

i like meltas alot, and will prob change the units round, 2 melta squads and 1 plasma squad (plasmas still have merit for taking out troops cause u get 1 extra shot over meltas because of rapid fire).
 

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i was playing around with the codex and decided to make a Nurgle 2000pt Armored Company list for the fun of it. tell us what u think...

Daemon Prince
Mark of Nurgle, wings,
150
Add Warptime for maximum faceroll

Nurgle Dreadnaught
Plasma Cannon, heavy flamer uprgrade
110
Remove this and canibalize for points. The risk of a Fire Frenzy with that Plasma Cannon is just too great.

terminators x 5
mark of Nurgle, 2x power fists, heavy flamer
215
attached to a land raider with dozer blade
225
Fun. I would replace both PFs with 1 Chainfist. You need that heavy hitter, but you don't want almost half your squad going ar I1. Also add Possession to the LR.

Plague marines x 8
champion, power fist, 2 x plasma guns
254
attached to a rhino
35
Sweet. Possibly increase squad size since 3 troop choices is low at 2k

Plague marines x 8
champion, power fist, 2 x plasma guns
254
attached to a rhino
35

Plague marines x 8
champion, power fist, 2 x melta guns
244
attached to a rhino
35

vindicator
deamonic possession
145
Don't change a thing

Vindicator
deamonic possession
145

Nurgle Defiler
extra close combat arm
150

total 1997pts
Scrap that Dread for points. Add Possession to the LR and Warptime to the Prince.
 

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Discussion Starter · #11 ·
i dont like possession on a land raider, the way i see it the only thing that can do anything to it is sth 8, 9, or 10 weapons. where i battle (especially against orks, who i might say are cockeyed, and lucky if they can shoot anything) there is not much heavy fire power. and a power fist from a nob can only glance on a 6, so it will most likely still be able to move and drop of my termies then start blowing stuff up.
i like the idea bout the chin fist though. so now one chin fist instead of 2 power fists. cool.
i took the dread out and 1 marine from each unit for a deamon prince of nurgle with warp time. or would it be better if i added another 7 man squad with meltas in a rhino instead.
i do think that its a bit troop light this list, but i guess an armored company needs a lot of armor!!
 

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Discussion Starter · #13 ·
alright i thinks its time for a revised Nurgle Armored company list. this is what we've come up with...

Daemon prince
MoN, Wings,
150

termies of nurgle x 5
1 power fist, MoN. heavy flamer
205
attached to a land raider with dozer blade
225

Plague marines x 7
champion, power fist, 2 x melta guns
221
attached to a rhino
35

Plague marines x 7
champion, power fist, 2 x melta guns
221
attached to a rhino
35

Plague marines x 7
champion, power fist, 2 x flamers
211
attached to a rhino
35

Plague marines x 7
champion, power fist, 2 x melta guns
221
attached to a rhino
35

vindicator
deamonic possession
145

Vindicator
deamonic possession
145

Nurgle Defiler
extra close combat arm
150

i had to take the chianfist away from the termies and warp time from DP cause of point constriction. i also changes the plasma squad to a flamer squad for more troop orientated fire power.
but thats still over point limit @ 2034pts. what could i change to bring the points down?
 

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Second list looks better. I don't think a Defiler is a great choice. Make that into a Vindi, save 5 points, and rejoice is a much stronger and Nurgley vehicle. And the DP needs Warptime.

If I were trying to free up points I would drop the Termies. At over 20% of you point total, they are a gamble. But I suspect they are key to your list, so maybe not. If you did drop them that would clear up points for a second MoN WT DP and more Plague Marines, all of which I would consider much more competitive than Termies in a LR.

Again, my apologies if the Termies and Defiler are key to your list, I just don't find them competitive.
 

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Discussion Starter · #15 ·
nah the termies arnt really the key, i usually focus more on the marines cause i usually play capture and hold objectives. and i have used defilers before and find they have a good range weapon as well as being able to survive longer in close combat against pesky power fists.
i was thinking of taking out the land raider, then this frees up 225pts. so i could put in a second DP with both haveing warp time and more marines in each squad, and deep strike the termies in where there needed to take out problem units.
 

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If you are going to take out the LR you might as well take out the Termis as well. Unless you are going try termicide. This again helps you pop armor and lets your vindis get to the good stuff. If you don't like this then take out the LR and the Termis altogether, this frees up a lot of points for another DP and much more.
 

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Discussion Starter · #17 ·
i was thinkin of upgrading the termies with 1 chain fist and 5 combie meltas with a heavy flamer just in case. then deep strike them behind some enemy armor and blast that mofo.
 

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Unless you can provide amazing cover for the termis I would recommend not ever walking them across the board. If you are going to make them into a combi-melta squad bring the number down to three and deep strike them. This is termicide. This is a really cheap squad so you wont have to worry about walking them across the board since they are so cheap. However, this list is high in threat so you might just confuse some of the players and keep them mixed up on what they want to focus all the time. Besides even if you are just running termicide. The enemy might not focus them the first turn since they are such a small unit, especially if you have a vindi in his face and a squad of even three termis can be very dangerous. If you do this though you should have enough for another DP MoN, wings, warptime and maybe just for fun and Greater Summon but that is just an idea. You can spend the remaining points anyway you want.
 

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Well there is a few things that have been mentioned that are pretty generic with the chaos codex as 'musts'.

DP on Vindis is pretty much an ideal as mentioned, I personally swear by WT people think ya Heavy weapons still shoot them down. But hide it behind a LR and move both 12' each turn and then get it into combat as fast as possible = no more shooting at it. I dont like Dreads personally so I would dump it for the second Daemon Prince or 3rd Vindi. But if you want to use the dread then I would drop your troop numbers and pick up WT and DP on the Vindi.

Ether way your list is pretty solid and if played right (assuming dice dont crap on you) you should be victorious!

Happy Hunting!
Chaosftw
 

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Only thing i dont like is vindicators i just dont like them i would use preditors and also change terminators to have a pair of lightning claws each with 1 chainfist
 
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