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==Units== ===Infantry=== *''' Nurglings''': The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there's roughly 300 of these little shits in the same unit. In terms of use, they're chaff and look to be damn good chaff at that. They have vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down. They also have the ability to set off suicide bombs, though this may be limited to summoned nurglings only. Plus, they are some of the most amazingly animated units in the entire trilogy, doing all sort of little adorable yet clumsy acrobatic tricks!! *'''Marauders of Nurgle (DLC)''': Basically the same as WoC marauders, just a teeny bit slower and a teeny bit tankier. These are nice in campaign because they give Nurgle something even cheaper than Nurglings for your early game, and given how much Nurgle struggles with income this can be a real blessing. *'''Marauders of Nurgle (Great Weapons) (DLC)''': Your cheap can openers, use against factions like dwarfs when you want to spread AP across your frontline instead of putting all your eggs into one expensive basket. actually pretty solid, Ap, poison, and plentiful healing to support them, means they can swing above their weight class reasonably well. *'''Plaguebearers''': The bread and butter of your armies. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they'll hold for ages and grind most basic infantry to dust through attrition. *'''Forsaken''': Basically the same as Forsaken in other armies. They are faster, have frenzy, cause fear and are immune to psychology, but are much more fragile compared to the Plaguebearers. In multiplayer, they're the best frontline infantry against factions with good ranged options. In campaign, they're best used as a hammer until you can replace them with Spawn. No, wait, i only said half their '''naarghohmygodithurtsrrrrargl'''. **'''The Daemonspew''' Slightly upgraded Nurgle forsaken with a swarm of flies ability which decreases melee attack for all enemies around it. *'''Chaos Warriors of Nurgle (DLC)''': The good news is chaos warriors works incredibly well with Nurgle's many sources of healing. The bad news is you only get basic + great weapon variants, no halberds means you're going to have to find another source for anti-large. still given similar cost and role you may choose to largely replace plaguebearers with these, though both have their uses. *'''Chosen of Nurgle (DLC)''': The ultimate tanky knightmare, or give them greatweapons to make them tanky can openers. Notably, the greatweapon variant is one of if not the strongest melee infantry unit in the game, surpassing its Undivided greatweapon counterpart. Testing has shown that it can beat any other non RoR infantry unit in the game in a one-on-one fight, although it's a VERY close thing vs Exalted Bloodthirsters. *'''Exalted Plaguebearers''': Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers. **'''Festering Stooges''' Exalted Plaguebearers that come with terror and regen in melee. And by "Regen" I don't mean you get passive healing but are weak to fire, I mean you get a fuck ton of passive healing that can bring back models. These guys are stupidly tanky against melee troops but need to be in melee to get their healing, so missiles will hard counter them. ===Missile Cavalry=== *'''Marauder Horsemen (Throwing Axes) (DLC):''' Speedy, low range skirmishers that can chuck poisoned throwing axes at your enemy. Will probably become a staple of multiplayer matches since marauder horsemen are very cost effective plus poison will make them difficult to catch. ===Beasts=== *'''Chaos Warhounds (Poison) (DLC):''' Finally, immortal empires gives Nurgle the cheap, fast, skirmishy, harasser they desperately needed. Identical to their Warriors of Chaos and Beastmen counterparts, use them the exact same way. or you could just use rotflies which are flying and actually have AP, at least in campaign where the price difference matters much less. ===Cavalry=== *'''Plague Toads''': A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one none the less. Much slower than other cavalry, being giant amphibians and all, but have a very high charge bonus and do well against infantry. *'''Plague Drone''': An oddity for this faction, being not only fast fliers, but have armour piercing as well. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes. Like standard Rotflies, their mass makes them considerably more dangerous on walls, allowing them to knock enemy melee infantry off the walls thus both disrupting them and killing models. * '''Pox Rider''': Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead. **'''Barons of the Bog''': This RoR is a substantial upgrade on regular Pox Riders with greatly increased armour and two passive abilities. One restores vigour to nearby allies, the other debuffs the weapon strength (including AP) and mass of nearby enemies. These froggies will toss the enemy around while being nearly impossible to kill. The armour will help them withstand focused range fire a little better, which is good because as soon as your enemy notices them they're going to have a giant target on their backs. *'''Chaos Knights of Nurgle (DLC)''': Your best cavalry unit. Slightly slower than other chaos knights but comes with poison attacks to debuff enemies and make it harder for them to escape once they're engaged. The real MVP of the campaign, they can be recruited from minor settlements so you can actually mass recruit them. They also have melee stats comparable to chosen with way better speed. ===Chariots=== *'''Chaos Chariots of Nurgle (DLC)''': Heavily armored chariot with poisoned attacks and slightly less speed than other chaos chariots. ===Monsters=== *'''Chaos Furies (Nurgle)''': Same as normal Furies with poison attacks, which makes make them the best furies in prolonged combat. One of the fastest units in your army and pair well with Nurglings for Vanguard shenanigans. In sieges they can make surprisingly good tower killers if you're willing to cycle charge them a bunch. *'''Chaos Spawn (Nurgle)''': Faster and killier than most troops in your army and tankier than their other monogod cousins. Since you're the only chaos faction without charge defense spears/halberds, you'll want to mix these guys with your infantry to bodyblock chariots and cavalry charges. *'''Beasts of Nurgle''': A big adorable puppy of a single entity unit. Able to slow down units behind and in contact with it while also bringing good AP to the table. They have regen, which helps make them extra durable but comes with the usual weakness to fire damage. **This might sound really sad, but this thing is currently your most cost effective monster killer. It's cheap, tanky, a rare source of AP and honestly a decent damage dealer for its price. Now obviously if you throw it one on one against a Bloodthirster it'll get bullied for its lunch money but for every one Bloodthirster you can bring 2 of these things. If you're in multiplayer and are fighting a faction that brings big monsters, dedicate funds to a couple of these things to double team it. Is it the the best anti large option? No, but it's the best you have right now. *'''Chaos Warshrine of Nurgle''': Support monster with a regen aura that gets better as units die around it. Make your tanky blobs even tankier. Of all the warshrines, Nurgle's synergizes best with his own faction since it plays directly into their playstyle and since Nurgle armies will be completely unbothered by the fuckslow movement speed. *'''Rotflies''': Riderless Rotflies. Melee only, using their flight speed and armour piercing to harass enemy back lines. Use them as a replacement for Furies. Their high mass means they're very strong on walls where they can send melee infantry plummeting to their death. *'''Soul Grinder of Nurgle''': Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Essentially the only other artillery the faction has aside from Ku’gath, and definitely the only long-ranged unit you can get more than one of. very good anti-infantry artillery with great speed and durability. One of the fastest Nurgle units. Good choice for a doomstack, similar to a vampire coast necrofex stack. *'''Great Unclean One''': Nurgle's big bulbous boys of mass and rot capable of taking the blast from a hell cannon and shrugging it off. These jolly green giants want nothing more than to spread Papa's love and the massive swords they wield can shear through armour. They can cast two bound spells from the Lore of Nurgle - Stream of Corruption and Miasma of Pestilence. Campaign techs can grant more spells. Good for a tanky goon squad alongside an Exalted Great Unclean One. With their massive health pool a few overcast Fleshy Abundance spells can keep them both in the fight for a long time. Due to their speed you probably want to either plop them on an objective point where they can stay forever, or keep them in the frontline brawl. Patch 1.2 changed their inherent spell casting to bound spells and with campaign techs can get up 2 uses of every Nurgle spell per match, this gives them a good mixture of unit and single entity killing power, a strong damage reflection buff and some free single target healing. Definitly worth using alongside of Soul grinders in campaign now, especially once you've tech'd them out. That said, as slow big targets they do have a weakness to focus firing. **'''Uncle Furuncle''': This jolly guy is a GUO with Miasma of Pestilence swapped out for Spirit Leech and a special ability that gives him a temporary Mortis Engine aura while simultaneously healing him. However, he loses the Lore of Nurgle passive. An ideal offensive counterpart to the more defensive qualities of the normal GUO. *'''Bilious Thunderguff: (RoR) (DLC)''' An upgraded giant sworn to Nurgle. Surprisingly competitive with great unclean ones with better HP, weapon strength, and similar bound AOE spells to crap all over surrounding infantry. ===Artillery=== None to speak of, other than Ku'Gath lobbing Nurglings at people and soul grinders. Though admittedly Soul Grinders are actually very solid artillery.
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