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===<span style="color:#387439;">Named Characters</span>=== ====<span style="color:#387439;">Daemon</span>==== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-epidemius-en.pdf Epidemius, the Tallyman of Nurgle]:''' (145pts) A Herald of Nurgle +1, with two more wounds and a Nurgling base's worth of extra attacks. Compared to last edition, he got hit pretty hard as his Tallyman of Nurgle ability no longer accounts for non-Maggotkin units. Instead, each turn you roll a number of dice (3 for each GUO, 2 for each Plaguebearer mob with 10+ models and each Gnarlmaw, and 1 for any other unit) and each 5+ you roll gives you a free re-roll of a Ward save, cast, or dispel roll - up to a maximum of 7 at any given time. While these can be spread out to any other units you have as you wish, they do nothing for your offense. '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Rotigus.pdf Rotigus Rainfather]:''' (Behemoth, 495pts) Rotigus is an elite GUO, able of counting as General even if he isn't nominated. At a hefty 20 wounds and a 4+ save he's just as resilient as the normal GUO. While he retains the GUO's monstrous rampage and ability to deal diseases, he sacrifices his offensive output to be a better wizard. Rotigus has a unique spell called "Deluge of Nurgle" (Casting value 7) which is essentially direct-damaging Plague Wind, allowing you to hit as many as 7 enemy units as long as they are visible to the caster. '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Horticulous-slimux.pdf Horticulous Slimux]:''' (225pts) The head gardener of the grandfather's very own garden. Riding into battle on a giant plowing-snail called Mulch, he lops off the heads of trespassers with his giant shears while Mulch eats the rest with his slime-encrusted jaws. While he's got some decent offensive output, he's as slow as the plaguebearers and has better support powers. '''Beast Handler''' lets you reroll failed charge rolls and hit rolls of 1 for friendly '''Beasts of Nurgle''' units within 14". '''Acidic Slime Trail''' makes enemies within 3" take D3 mortal wounds on a 4+ when Slimux makes a retreat. He also lets you set up 1 free gnarlmaw once per game in your hero phase, which can be very helpful in gaining a few more contagion points. ====<span style="color:#387439;">Mortal</span>==== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-theglottkin-en.pdf The Glottkin]:''' (700pts)This count also as '''Behemoth'''. The big bad bad guys of Nurgle are back. 20 freaking Wounds with now finally having an automatic 5+ ward makes him basically a terror to deal with. This isn't even taking into account that he gets the automatic d3 wound heal for Locus of Fecundity plus a d3 heroic recovery in the hero phase for potentially a 6 wounds heal altother! Yeah they are definately durable. But thats not all, they are also rocking an ok shooting attack with -2 rend. Plus a ton of combat attacks with high rend and damage which doesn't get too badly bracketed. So as for abilities he now has a unique command ability to allow Maggotkin of Nugle units to charge at the end of your opponents movement phase!. I can'tell you how good this is tactically. As it can allow you to completely mess up your oppoents movement and charge positioning. And can literally stop that big centerpiece damage dealer from getting anywhere near your main lines. You basically create an additional 12" safety range for the Glottkin as long as they keep another unit within range. In addition his new ability Horrific Opponent causes all enemy units within 3" of you to take a 2d6 test againt their bravery. If the result is equal or greater than their leadership that unit must either retreat in the movement phase or take d6 wounds. Further deterring any would-be attackers from getting stuck in. Along with this they have a unique Monstrous Rampage. On a 2+ an enemy unit within 3" suffers a number of mortal wounds equal to the current amount listed in their damage table. Basically a better stomp. However what makes it even better is it can effect monsters as well! So you can smack a big 5 mortal wounds in anyones face at top damage bracket. But arguably his biggest boon is their spell, Abundance of Flesh. Essenially it is the same as Fleshy Abundance but it specifically effects '''Maggotkin of Nurgle Mortal''' units (since Fleshy Abundance only effects Demons now). Meaning he is your key to 5 wound Blightkings or 9 wound Pusgoyle Blightlords. And all this for 700pts. While definately expensive with everything this trio is packing you can see they can definately justify their inclusion, and can be essential linchpin in an all Mortal force. *warning: Abundance of Flesh only effects '''Maggotkin of Nurgle Mortal''' units. So unfortnately gone are the days of 2 wound Mauraders. In fact none of his innate abilites effect Slaves to Darkness units. Keep that in mind when designing your force since if you don't have too many Maggotkin of Nurgle Mortals or Demons his utility goes down quite a bit. '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Blob-rotspawned.pdf Bloab Rotspawned]:''' (300pts)This count also as '''Behemoth'''. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes fewer attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit for enemies in a large area in the combat phase and enemy shooting phase and cause a mortal wound along with his bells that lower enemy casting rolls by 1 while increasing his casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spell, you need to invest in it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and be done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar (in fact he is very clearly the weakest fighter of the three), good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morbidextwiceborn-en.pdf Morbidex Twiceborn]:''' (320pts) This count also as '''Behemoth'''. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks but has one of the best regeration abilities in the game. At the end of the battleshock phase heal half of the wounds allocated to him (rounding up). Combined with Locus of Fecundity and DR he will take real effort to put down. He also adds 1 slain model back to a nearby unit of Nurglings in each of your hero phases. Nothing crazy, but a free extra bodyguard each round isn't too bad. He's pretty good in close combat, not as good as his boss Orghotts but better than bloab. Use him to lead your charges, because he's tough, powerful and really fast for Nurgle's standards. '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Orghotts_daemonspew.pdf Orghotts Daemonspew]:''' (300pts) This count also as '''Behemoth'''. Supposedly the strongest of the Maggoth riders and well earned as he is easily the best fighter of the three. He damages enemies who punch him when he rolls an unmodified wound roll of 6 causing a mortal wound, his Maggoth has an okay shooting attack (though with not the best range), and his special ability allows him to issue a command to a friendly Mortal Maggotkin of Nurgle unit with spending a command point. Lastly if he is included in your army he always treated as a general (even if you didn't pick him to be the general) just like the Glottkin. So he will always have maximum range when issuing commands. So of the three he he doesn't have the best regeneration or have the best range attacks, but is clearly the best close combat fighter along with being the most durable of the three (in terms of wounds and saves). He doesn't have as many auras as Bload but still an excellent support beatstick. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gutrot-spume-en.pdf Gutrot Spume]:''' (170pts) Do you remember Wulfrik? No, not his awful joke rule, don't worry. But do you remember his awesome rule to outflank himself and a unit of Marauders? Well, Gutrot gets to do that now, except he can take a unit of Putrid Blightkings with him instead. That's right, outflanking Blightkings. He can also use his tentacles to wrench enemy weapons off them, making his 7 Wounds with a 3+ Save even tankier. Finally, his already decent attacks gain rerolls of 1s To Hit against '''Heroes''' but in exchange, he can only target Heroes if there are Heroes within 3" of him (so watch out as his highest ranged attack in melee is 2"). He lost his Command, but all his changes make him into a superb supporter and beatstick, who can not only survive but overcome a lot of powerful Heroes. Nothing quite like holding a Gryphon's beak shut while you hack away at the rider. A recommended tactic is to bring a single unit of 10 blight kings with him on turn 2 (after your opponent has likely forgotten you can deep strike him, just keep your mouth shut), and then proceed to tear the everliving fuck out of your enemy's backfield warmachines and characters. When you're done with that, use your remaining Blight King flankers (re: probably all of them) and flank his battle line from the rear. Or just sit on his objective and annoy the fuck out of him, because they will never get you off, no matter how hard they try. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-festus-the-leechlord-en.pdf Festus the Leechlord]:''' (150pts) Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1" of whoever he wants to affect. His unique spell lowers enemy saves by 1 PERMANENTLY (Save rolls though, not saves. So Nighthaunt or anything else that ignores modifiers will ignore this). Unfortunately, with the Maggotkin Battletome, this explicitly doesn't stack anymore. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he's about twice as strong. ====<span style="color:#387439;">Legends</span>==== Due to the weird grey area that Tamurkhan's Legion sits in regards to keywords, it'd be best to talk to your opponent or TO to see if these guys count as Allies due to lacking the necessary keywords to be Coalition units but still being Nurgle units. '''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-tamurkhan.pdf Tamurkhan The Maggot Lord]:''' (Behemoth, 420pts) The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he'll be dealing mortal wounds to them with a chance to Resurrect himself as a final insult. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that re-rolls charge rolls for his Horde he's also well-suited for grinding through infantry, so plonk him into the center of your line and go to town. If you have him there's no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he's only packing a 4+ save. '''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kazyk-the-befouled.pdf Kayzk the Befouled]:''' (120pts) Tamurkhan's second in command. 7" move, 7 HP, 7 bravery...I think I see a pattern... Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - although he does have a 5+ ignore Mortal wounds. consider using him as an archer or wizard hunter. His Command Ability is a slightly buffed version of Inspiring Presence that only works on Nurgle unit, so consider making either the chap above or below your general instead.
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