Warhammer 40k Forum and Wargaming Forums banner

Nurgle!!!!!!!!!

1765 Views 12 Replies 5 Participants Last post by  frankchvz
This is a list I made up just for friendly games and to try out Epidemius.
Please tell me things that might make it better and please try to keep it to pure nurgle.
--HQ--
Kugath The Plaguefather 300pts

Epidemius 110pts

--ELITES--
4 x Beast of Nurgle 140pts

4 x Beast of Nurgle 140pts

--TROOPS--
8 x Plague Bearer 120pts

8 x Plague Bearer 120pts

8 x Plague Bearer 120pts

9 x Nurglings 177pts

9 x Nurglings 117pts

9 x Nurglings 117pts
--HEAVY SUPPORT--
Daemon Prince 200pts
-Iron Hide
-Unholy Might
-Mark of Nurgle
-Noxious Touch
-Breath of Chaos

Daemon Prince 200pts
-Iron Hide
-Unholy Might
-Mark of Nurgle
-Noxious Touch
-Breath of Chaos

Daemon Prince 200pts
-Iron Hide
-Unholy Might
-Mark of Nurgle
-Noxious Touch
-Breath of Chaos

Total: 2,001pts​
See less See more
1 - 4 of 13 Posts
I cant help but think that 2k is a little too large for a tally list; beasts of nurgle really arent needed and are really only there because there simply isnt another decent nurgle unit you can take. If you can play it at 1500-1750 you'll have a much better army...

As for the list itself:

Ku'gath- almost an essential for a tally, a total waste if not playing a tally. GUO are simply better then him in al cases except where you are trying to get a few extra cheap kills early in the game. Luckily for you that is exactly what you want to do.

Epidemius- well yes, of course you need him :p

Beasts- almost identical to 2 plaguebearers except they arent troops. Slightly better in prolonged combats then multiple plaguebearers but can't score... so never take them instead of PBs, but in this case you dont have a lot of choice. Always give one noxious touch, allows for wound splitting and will increse the damage output of the model by 22%, a win on both counts (so unlike the PBs noxious touch is well worth it).

PBs- fine, I would take an icon or 2 and wouold want a 4th unit of PBs instead of a unit of nurglings but its not too important.

Nurglings- when you hit 10 on the tally these guys are nasty, when you hit 20 they are the most godawful evil things in the game. DS them in cover and keep them vaguely clear of the enemy early on, aiming to get into combat turn 4-5. The reason for aiming at cover is simple: while you might take 1-2 wounds from dangerous terrain you have plenty to spare... and then you'll have a 3+ cover save instead of their 5++ invulnerable (its massed fire that these guys dont like). If it gets really bad go to ground for a 2+ cover save. While I love them they are a little hard to use early in the game and cannot hold objectives, which is why I recommend the 4th unit of PBs, who are better earlier in the game (geting improved by each of the tally levels) and can hold objectives for you.

DPs- wow those are some expensive DPs, and yet they lack the vital upgrades. The best 2 upgrades for DPs are wings and cloud of flies. Wings allows you catch any vehicles that just try to drive away from you (certainly nothing else in a nurgle list can get them) and to make it into combat turn 2 (hopefully). CLoud of flies is very cheap and is awesome, giving you frag and defensive grenades, so you keep you high I when attacking and take the steam out of enemy counter-attacks. One upgrade that should certainly be cut is unholy might (unless you play a lot of land raiders), since noxious touch is always going to be better and against AV10-11 the +1S simply is not needed, and its only really against Land Raiders where its a real help.

Personally I would play DPs in one of 2 ways: either make them suicide princes (MoN, breathe of chaos... thats pretty much it) or make them more durable, I use a mix of winged and non-winged DPs, the basic guys have Iron Hide, cloud of flies and daemonic gaze, while the winged DP doesnt have the ironhide and gets noxious touch instead. The reasoning being that the winged DP hits closer and tries to survive through to charge whiel the others stand off a little, getting the tally up a few points with Ku'gath getting into combat after I've hit 10 kills so dont need either noxious touch or unholy might... they proved to be pretty good the other day, since one tooka charge from Abaddon and 4 termies and survived through a few turns as 12 plaguebearers, 2nd DP, 16 berzerkers and Kharn joined the fight.... in the end I lost the 2 DPs but they survived long enough to kill all the termies and berzerkers getting the tally over 20, leaving Abaddon and Kharn facing about 10 pissed off and fully upgraded PBs, with more plaguebearers close by and ku'gath and Epidemius with nurgling bodyguard just killing off the rest of his army and joining them- DPs are very hard to get rid of once in combat
See less See more
5 LRs is a friendly list... but Ive never played one before. Worst Ive faced was 3... and that made me smile- we normally play 1500pts so that was half his army in LRs, which have relatively minor armaments. Admittedly daemons do rather suffer to LRs because of their lack of counters... but if someone plays an army like that against a decent build of tau/guard/eldar/marines then they'll be toast very quickly and will get stomped. If they only built that army to fight daemons then just dont play them- an army specifically designed to beat daemons will beat daemons... there isnt any real point playing it, so I certainly wouldnt bother to build a list to try (or even to take note of anyone doing so when coming up with a standard list).
A grey knight army really shouldnt have more then 2 LRs unless you are playing a huge amount of points... its just boring: the game boils down to a yes/no can you deal with LRs. If they play an army that struggles against AV14 then they tend to win, if they play an army with lots of melta then they'll need a lot of luck to avoid getting trounced purely because they havent got the points left to have a decent army as well as the LRs.

Its like he old gimick 1k SM army:
Libby
2 5 man scout squads
3 Land Raiders

A tau army could quite easily kill all 3 of those raiders turn 1... leaving nothing at all for the SMs to fight with... all LR heavy lists have the same problem to a lesser ot greater extent.
so long as your ignoring the fact that its blatantly illegal then its a great army (10/6 troops choices), except the non-winged DPs dont need noxious touch- they should never get into combat before you've made 10 kills anyway.

The problem with tally lists over 1.5k is that you run out of troops/HS slots and have to take beasts of nurgle... they arent bad as such, just only very slightly better then plaguebearers without being noticably different (and lacking the ability to score).

If people insist on playing more then 1500pts then I would take a 1500pt tally list and add in some other, mech hunting units such as 2 units of 6 fiends and 2 units of 3-4 screamers. You keep the tally working but also have fast blitzer type units that can deal with tanks (or in the case of fiends anything else). Send the fiends into the hard units where you have to work hard for few kills if they have no tanks (eg- my tally took on abbadon and kharn in 1 combat, my DPs and plaguebearers took out his termies and berzerkers guarding the characters getting me 20 kills but it took ages and it would have been better to have thrown fiends into that fight and got my kills elsewhere).
See less See more
1 - 4 of 13 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top