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===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.
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