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===Generic Characters=== ====Daemon==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Great-unclean-one.pdf Great Unclean One]:''' (Behemoth 495pts) Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. The GUO is one of the toughest fuckers around. He has the same 5+ Ward given to the whole army but for him, if he rolls a 6 and is in melee, he actually inflicts Disease points. He also has a regeneration of D3 Wounds per turn that he shares with friends, has a strong though short-ranged shooting attack and a melee profile worthy of a monster. What makes him shine is his unique spell, a 14" line that puts Disease points on anything in contact on a 4+. He also comes with his own Monstrous Rampage that deals more mortal wounds though it scales with how many wounds he has. **With the recent model update, you've got a very diverse selection of weapons you can use for your big fattie, some focusing more on damage than others. The bilesword and plague flail give you your basic high-damage loadout made for maximum combat potential. Swapping out the bilesword for the doomsday bell cuts down your melee potential but gives you the chance for more contagions points so you can summon more daemons. The bileblade can pretty much replace the bilesword with almost no impact to your damage output aside from one less attack, but it compensates by letting him sacrifice a wound so he can cast one extra time, which can be very handy if you're using him as your chief mage. {{anchor|FWExalted}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Nurgle.pdf Exalted Greater Daemon of Nurgle]:''' (Behemoth 390pts) Better sword but no secondary weapon, slightly longer-ranged version of the GUO's command ability, but crucially, a different name so they can both be used on the same unit. Fancy some Plague Drones with 11 attacks each? *'''Heralds of Nurgle:''' In any smaller games, these will likely be your generals, but in anything bigger they're your budget heroes meant to lead your foot forces while your fatasses go about their business. <tabs> <tab name="Poxbringer"> '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Poxbringer-herald-of-nurgle.pdf Poxbringer, Herald of Nurgle]:''' (145pts) Your gamechanger. Compared to a Herald of Khorne, he has fewer attacks that are harder to hit and can't deal Mortal Wounds but do D3 wounds if they go through. On average they should do about the same amount of damage, but the HoN will last much longer because he's Disgustingly Resilient and can heal himself. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Plaguebearers especially love him as this herald's ability allows them to effectively fight at the same initiative in the order of your choosing, though this requires throwing him at the battle as well. Now has a unique spell that does d3 mortal wounds on a unit that's in 3" of a Plaguebearer unit, but it's on a higher casting roll than Arcane Bolt and same damage so it's not much of a use if you're in range for bolt, but since there's no specified range on how far the Plaguebearers can be away it can work if you need a spell shot on a unit your herald is not close enough to for bolt. </tab> <tab name="Spoilpox Scrivener"> '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Spoilpox-scrivener-herald-of-nurgle.pdf Spoilpox Scrivener, Herald of Nurgle]:''' (120pts) The Scrivener's focus on plaguebearers is a lot more focused, as he lacks any casting power and instead gets a short-ranged shooting attack. Each combat phase, you can mark one plaguebearer pack within 14" to get either +1 to attacks, +1 to saves, or -1 to rend. The range for this perk means that you can comfortably keep the scrivener in the middle of your lines. </tab> <tab name="Sloppity Bilepiper"> '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sloppity-bilepiper-herald-of-nurgle.pdf Sloppity Bilepiper, Herald of Nurgle]:''' (130pts) Another support hero along the lines of the Spoilpox Scrivener, though this one can support more than just plaguebearers. Although his Marotter attacks may not seem useful at first, 4 Plaguesword attacks with a -1 rend and 2 damage is nothing to scoff at for a measly 100 points. Additionally, against similarly priced heroes, Bilepipers perform shockingly well. A 4+ save with a 5++ ward and regeneration ensures that your favorite Scottish Daemon will be whacking his foes to death turn after turn. *All of this guy's perks affect a unit of daemons within 14". A +1 to wound has obvious perks for all of your units since they tend to have a 3+ to wound. The mortal wound on a nat 6 to wound is more helpful for nurglings, plaguebearers, and other attacks where you have a lot of dice to throw around. The ability to prevent enemies from piling up within 3" of a unit is a handy way of forcing the enemy into fighting on your terms. </tab> </tabs> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]''': (210pts.) He’s gone through a reworking since his last outing. He no longer has the ability to taken Unmarked and the buff for killing heroes, but now he gains a unique command ability for Nurgle, make a friendly unit within 12 inches cause d3 mortal wounds each time an enemy unit rolls at least one 6 to hit them (so if they get to attack twice they may cause a further D3 MW - errata from the absurd 'D3 mortal wounds for each 6 rolled'). His damage output is pretty solid, so use him to rack up the Epidemius points, and he's fast enough to keep up with (or outpace) Beasts and Plague Drones and activate their abilities. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:''' (Behemoth, Pestilens, 280pts)A Skaven Daemon from the Clans Pestilens. He's got 12 wounds. With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the shadow realm artifact list and have 10 chances to absolutely murder heroes and monsters. Has a Skaven version of Disgustingly Resilient. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestalence wholly within 13" re-roll to hit. ====Mortals==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-plagues-en.pdf Lord of Plagues]:''' ( MORTAL, ROTBRINGER, 145pts) Oh, dear lord, talk about overcompensating. Before, the Lord of Plagues was extremely underpowered. But now, with a price-bump and some new rules, he's pretty brilliant. First off, he gets the same "6+ To Hit hits D6 times" rule as the Blightkings, but he gets this on top of -1 Rend and D3 damage, so he is potentially murderous. Then, he lets Blightkings around him reroll 1s To Hit, making him into a proper support Hero. Then he can help you rack up contagion points, which is nice. Finally, his Command is still bad, being a very unreliable way of delivering Mortal Wounds over 21". A whole 1.16 of them on average. All in all, a very nice beatstick who can support Blightkings (and only Blightkings) very well. Still slow and with a terrible Command, though. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-blights.pdf Lord of Blights]''' (MORTAL, ROTBRINGER, 150pts) The Lord of Blights is an ever dependalbe hero for Nurgle. He gets Death's Heads he can throw, only range 7", but the number of attacks equals the number in the target unit (caps at 7 though). While the shooting profile is ok he has an ability to allow another unit of Blightkings to have one model in that unit also have the Thrice-ripened Deaths Head attack, so as long as he stays near the unit he can double the shooting potential. Beyond that he also allows a unit of Blightkings to attack immediately after he makes his attacks in the combat phase (a running trend in a lot of newer armies. And given his respectable 4 3+ 3+ -1 2 damage attacs he is no pushover, espeically with a followup of Blightkings to back him up. Overall pretty good and if you haven't caught on yet virtually all his utility comes from buffing nearby Blightking squads, so be sure to keep him close to atleast one unit to get the most of his utitlity. And with his low range shooting you'll want him close to the enemy anyway so could be a good recipient for the Splithorn Helm or Flesh Peeler. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-afflictions.pdf Lord of Afflictions]:''' (MORTAL, DAEMON, ROTBRINGER, 210pts) And all the Daemons say he's pretty fly for a blight guy. So starting off he is pretty killy with his 4 d3 attacks plus the now standard fly attacks. For survivability he's also golden, like the other Lords, but with an additional Wound, Disgustingly Resilient. He also has a couple of abilities for dealing Mortal Wounds, one of which, the Incubatch, which causes 1 mortal wounds on all units with 3" on a 2+ and is so deadly it can even damage '''Nurgle''' models (even himself), albeit only on 6+. Pluse impact mortal wounds on the charge which cause d3 on a 4+ (2+ if he has a Dolorous Tocsin). So big thing to know he lost his old CA to make Pusgoyles go faster (speed boosts have basically become extinct in the new book). Instead he can deep strike himself and two units of Plague Drones or Pusgoyle Blightlords in any combination. Overall he is fine, lost some utility from before but has his uses. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Harbinger-of-decay.pdf Harbinger of Decay]:''' (MORTAL, ROTBRINGER, 140pts) Decently killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7". He makes up for that with his Command Ability, though, since he basically projects Disgustingly Resilient to all Mortal Nurgle units within 7". *'''Rotbringer Sorcerer:''' (MORTAL, ROTBRINGER, 145 pts) Brand new model, still same squishy magic caster. One new feature he’s got though is giving any Endless Spell he casts the “Diseased” trait, which is admittedly only a minor buff but every little bit counts yeah? ====Coalition==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Lord of Chaos]:''' (STD 110pts) Cheaper and more killy, with a decent command ability to boot. This has come at the cost of the amazing 2d6 damage ability and is no longer able to ascend to Daemonhood automatically on killing the enemy general (let's face it though, how often did that happen?). Don't send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he's good at killing line infantry and when to send alongside another unit he won't auto-bounce against characters like he used to. Side modeling note, the option to take a flail can be achieved by taking the Chaos Chosen off of a Chaos Chariot and basing him and using his as a Chaos Lord, the jury is still out on whether this is official or not. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Demonic Mount]:''' (STD Daemon 170pts) Your budget (for a Slaves to Darkness character) mounted Lord, and also can double dip into Daemon and Mortal equipment. With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounting options but provides a re-roll to their charge and +1 to hit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:''' (STD 250pts) The new mounted lord has arrived, and he rode in style as a fully plastic kit. How does this character scream build around? Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore Chaos Lord on Manticore]:''' (Behemoth STD, 280pts) Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15" to reroll charge, wound, and Battleshock rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:''' (STD 110pts) Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he can be amazing at support. First, without even casting anything, he can let one Slave to Darkness unit per turn re-roll saves. Then, when he casts, he has a unique spell that provides rerolls To Hit, To Wound and to their saves for a friendly Slaves to Darkness unit in addition to STD endless spells. Just keep him away from the fighting and let Him strengthen your front line. With the new points cost reduction, he could still be a valuable tool for casting some of the Mortal Nurgle Spells. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:''' (Behemoth STD, 260pts) Blessed with the same awesome "reroll saves" ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:''' (STD 90pts) A guy with a random flurry of axes with the ability to attack twice in the turn he charged, and when he kills a Hero or a Monster he heals. Skip, you have consistent fighters. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:''' (Pestilens 80pts) Your standard skaven hero. Gets an extra attack on the charge because of PESTILENS. no longer a buffing priest, he now only has two damage Prayers and deals more mortal wounds after combat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:''' (Behemoth Pestilens 200pts) It's 3 Plague Monks with a Plague Priest on a huge censer-thing. It can't move its 6" unless within 6" of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. It stops battleshock for Skaventide and it damages all the non-'''Clans Pestilens''' units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. It's clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don't like to do. On the other hand, the Monks do very much like those tasty tasty buffs. ====Beasts Of Chaos==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' Meh, good at taking Hero challenges but to be honest your better off with a Shaman or Doombull. His old command ability is now just an ability that if he kills something in melee, All Brayherd units wholly within 18" and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:''' Magic Goat. He increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they're possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18" and pulls it towards your closest unit by 2D6". Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he's very fast with a Move of 7". *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:''' One of the better picks by a long shot. Gee, that can't have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren't all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.
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