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==Why Play Nurgle?== *Because you've always wanted to take a cannon to the gut and say "I'm sorry, did something hit me?" *You will be a tanky menace. Burning through you is going to be a massive pain in the face for most factions. *Because you want to worship Chaos but not be a COMPLETE asshole. *Saying you worship Nurgle is the perfect cover for your horrible B.O. (No it isn't take a fucking shower.) *You enjoy the irony of playing the God of Disease during a certain global pandemic. Bonus points if you actually had it. Double bonus if you were asymptomatic like a true favored one. ===Pros=== *'''Durability''': You are one of the tankiest factions in the entire game. With high health, defense and regeneration on most of your units you will be a monstrous pain in the ass for most faction to cut through. Plus lore of Nurgle can heal and make your army even tankier. *'''Healing''': Speaking of healing, you have some of the best health regen abilities outside of the Vampires. Not only do you have heals in your spells but your army ability Fecund allows you to bring your units back to a healthy state when injured. *'''Morale''': Nurgle is about toughing it out even when you're a walking mass of pustules and tumors, all of your units have high leadership if not outright unbreakability. *'''Poison Aplenty''': It'd be a sin if Poison wasn't common in your roster, helping you carve through enemies and make it even harder to take you out. *'''Debuffs''': The mark of Nurgle gave a reduced chance to hit on the table top, which translates to some nurgle units giving reduced melee attack to units they're in contact with. As such the enemy units will rarely be fighting at full strength. Your plagues can also provide plenty of debuffs, speaking of which... *'''Plagues''': It is Nurgle, the god of disease, and despair. He can spread plagues better than the Skaven can, allowing you to spread corruption very fast, and soften up enemies and settlements before you pick them off the map like ripe rotting fruit from Nurgle's garden. For the cultists that understand Grandfather Nurgle's love, expect powerful boosts instead from receiving a plague. *'''Balanced Roster''': Unlike most of the other vanilla rosters, your army roster is flexible and can adjust to do anything; maybe not as much as Undivided, but still a lot better than the other 3 Gods. You've got artillery in the form of a Soul Grinder or Kugath, and rotflies as fast fliers. *'''Doomstacks''': patch 1.2 gave greater demons bound spells instead of being crappy spell casters, now all the monogod factions except khorne can get up to 2 uses of their entire respective demonic spell lore as bounds spells for each greater demon they bring, this has made bringing 17-19 of these in a doomstack by far the most overpowered army comp in campaign, Every single greater demon now provides like a hundred extra WOM worth of spells for free. Once you can afford a pure stack of them there is basically no reason to use any other unit anymore. You can easily wipe 2-3 full enemy stacks and cheese your way through the endgame. Ironically this means that in campaign Bloodthirsters went from being probably the best greater demon to the worst overnight. This applies equally to slaanesh, nurgle, and tzeentch but not khorne or legions of chaos. ===Cons=== *'''Slow''': Don't expect to be going anywhere fast. Most factions are going to have you beat when it comes to mobility so try and get into the meatgrinder as fast as you can. You can move faster than your average Dwarf but that's about it. Champions of Chaos did at least give you actual cavalry, but it's still pretty slow by cav standards. *'''Weakness to Fire''': With all that Regen and healing comes a weakness to fire, so any faction that has plentiful access to it is going to be your bane. High Elves, Dwarfs, Cathay, Tzeentch, and really any faction with Lore of Fire may be a rough time. *'''Lack of Ranged''': I mean, Tzeentch aside Chaos isn't known for being strong in the ranged department, but unlike you they at least have options. Your only units dedicated to ranged combat is the Soul Grinder and Marauder Horsemen. Some units have Death Heads as a precursor attack, but good luck out shooting Elves with only that. *'''No Anti Large''': You have literally 0 units that come with an anti large modifier. Combine that with a lack of dedicated missiles and big single entity monsters could be a big issue for you to get rid off. Your best hope is to throw your own monsters at them, and even then the big boys on the enemy roster aren't going to be dying fast. *'''No Anti-charge''': The other monogods get marauders and/or chaos warriors with spears or halberds to ward off enemy charges. You don't. Needless to say, you really don't appreciate enemies who specialize in cycle charging cavalry and ramming chariots through your ranked infantry. *'''Lack of Offense''': Sure the enemy won't be killing you quickly, but you aren't going to be killing them that much faster. Melee Attack and charge will likely be low for your units. Debuffs are there to make up for it, but expect to either have to rely on monster or magic to delete enemies or prepare yourself for the grind. *'''Give papa Nurgle a hug! I promise it's not contagious!''': Very few factions are willing to align themselves with the literal personification of plague. Besides the Skaven who also personify it, The ogres who are stupid enough to consider working with you, and your mortal followers in the Beastmen, Norsca, and Warriors, you are unlikely to have too many diplomatic options. *'''DLC''': Call it a safe bet. Every core race before you had units cut for DLC and you will be no exception. You have the fewest mortal units of all the Monogods, and the two you do have are straight up recolors, so expect Blightkings, Bile Trolls and others in the future.
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