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===Other Units=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:''' (STD Min5 100pts) Big changes have come with the latest iteration of Nugle armies. Biggest change being quite a few (like more than 90%) of your army abilities, spells and enhancments now work off the Maggotkin of Nurgle keyword in stead of just Nurgle. Meaning gone are the days of Fleshy Abundance or Blades of putrifaction. Now if you are brining Chaos Warriors it is because they actually do something innately that you want. Basically all they really provide is a cheaper anvil to bash your opponents on. But keep in mind they lack the keywords to key the army wide ward save and their save rerolls is now just a +1 to saves. So even as an anvil they took some licks. In this army best use for them is cheapish backfield objective holders. Because they do nothing that Blightkings can't already do better. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]:''' (STD Min20 160pts.) Same as Chaos Warriors, they can be included but beyond whatever the Nurgle keyword gets you they really get almost no buffs from this army really. No more Fleshy Abundance or BOP to buff up there atttacks. And they have even more crucially lost the run+charge, meaning again the only use you have for these guys is whatever they are already bringing to the table. Namely they are cheap and can get a good charge off, so if you need some squads of cannon-fodder that are somewhat fast, here they are. As their speed can have use in an army that is now almost universally slow. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bile-troggoths.pdf Bile Troggoths]:''' (Min:3 Max:12 180/540pts) While their vomit attack is short ranged (a fitting 7") it's perfect for melting through the armor of heavy infantry and cavalry as well as monsters, and can even help thin out infantry hordes in a pinch. All in all, these can deal a lot of damage very quickly, especially when getting buffed by a Chaos Sorcerer Lord, but their overall reliance on having a babysitter along really hurts them. Also, it doesn't help that they cost a lot more points than Blightkings for a lot less oomph. But hey, at least they have Rend. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-plague-toads.pdf Daemon Plague Toads of Nurgle]:''' (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 120/400pts)) An odd little unit that's packing a weak and short-ranged shooting attack, a chance to generate more close combat attacks on the roll of a 6, 4 wounds each, and a special 4+ save against Mortal wounds. Crucially, they're also one of the faster units in the army, having a move of 7" as opposed to 5". They have some use as a tarpit, but if you've been reading this guide so far you know that packing a lot of wounds isn't a problem for you. They're also largely overshadowed by... *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-pox-riders.pdf Daemon Pox Riders of Nurgle]:''' (Daemon Min:3 Max:12 200pts)Adding a Plaguebearer to a Plague Toad leaves them with FIVE wounds each, which already makes them superior to the above. When coupled with the same saves as above, the ability to re-roll saves of a 1 if wholly within 14" of a Nurgle Hero (Epedimius is good for this) and an additional-1 to hit modifier against shooting attacks directed at them, you pretty much have no reason to ever take Plague Toads unless you're using the Leaping Pox formation. Something worth considering is summoning 3 for 21 Contagion Points. The same applies for Plague Toads, but you'll never bother with that either unless you have no more Pox Rider models available. though strangely they do not have disgustingly resilience like all other nurgle daemons, instead they have a 4+ against mortal wounds same as the above unmounted toads. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:''' (STD Min1, Max:3 120pts.) Pretty fast and uncharacteristic of Nurgle, since they always move 12" and once per game Run & Charge. Other than that, it's a chariot. They have a better chance to inflict more moral wounds the better the charge roll. No, you take these because for 120points, they give you 7 Wounds at a 4+ Save that are fast enough to tie enemy shooters up and tough enough to keep them tied up all game long. Also remember that, since they are used in units of one or more if you play them all as separate units, every Chariot gets an Exalted Charioteer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf GoreBeast Chariots]:''' (STD 150pts) a lot slower then a normal Chariot but inflicts Motal wounds to clumped up enemies and they replace the horse with a big monster that will deal more damage especially if you get an unmodified charge roll of 8+. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Chosen]:''' (STD Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Do remember than they only buff ''Slaves To Darkness'' though, so unless you're going heavy on those and light on all other Nurgle goodies, maybe better skip them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:''' (StD Min5, Max:30 90pts.) This unit is the speed and range that your Nurlge army severely lacks. They are a cheap, fast screening unit that will either very quickly cap objectives, or will keep your enemies on their toes with a 12" Javelin attack and can be used as a 2" melee weapon to jab between friendly models when they're in combat. This makes them extremely lethal if used properly, as they have a 24" threat range, and using Feigned Flight, they can ''Shoot'' '''AND''' ''Charge'' in the same turn in which they retreat. They also have access to Barbarian axes for more attacks or Barbarian Flails for better attacks, but in all honesty the utility of the ranged javelin is just far more practical for these guys. They also add 1 to hit when 10+ strong and with the Damned Icon's -1 bravery, making them a brutally effective screener (when used competently). Overall a good cheap cav that provides good speed and range, if pretty fragile by Nurgle army standards. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:''' (StD Min5, Max:20, 180pts.)These boys should be kept as an intercept unit for enemy cav, or for unprotected characters. As with all STD units they took a real nerf in this army since they barely interact with any of the special rules. What they bring to the equation is a reasonably fast heavy calvary, weapons wise they have ensorcelled weapons with three attacks base (which now finally have rend!) and a lance that does extra damage and rend on the charge. The leader can also take a cursed flail for additional hits but is pretty random. Overall ok, but it can be argued they don't really do anything Pusgoyle Blightlords couldn't do already. Still pretty good on the charge and the mortal wound protection isn't nothing, ultimately could have use as a slightly cheaper calvary option for quickly contesting objectives. **Side note: These guys can be good for a themed Nurgle army going for a Order of the Fly list with mass calavary. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Supper Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG. Again not much benefit from the allegiance abilities of the army proper, but if brought in with Archaon they can atleast get some nice bonuses. Though for the cost of the two who really don't benefit much from MON overall you might just be better of bringing the two in a Slaves to Darkness army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:''' (Pestilens, Min:10 85pts) The antithesis of the normal Nurgle style with a horde of suicidal Plague rats. But serve the army well as a cheap way of getting mass bodies on the table. Take pared blades for smaller units of 25 while Woe-staves let most of them hit in units of 40 and on the charge the unit does a surprising amount of damage. Plague Monks make up a cheap hammer after you get your holding Battline, especially if paired with a Plague Furnace. Now that you can only take them in 1 in 4 in the army best take maxed out squads to get the desired model count. Can't make them deal mortal wounds when dieing now but still one of Nurgles best answer to horde units. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:''' (Pestilens Min:5 Max:20 60pts) Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3" on a 4+ at the end of the combat phase (D3 on a 6), and can reroll hits and Battleshocks if they're within 18" from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won't be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-plague-ogors.pdf Plague Ogors]:''' (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 160/560pts) These guys want to be charging to get the most out of their abilities. They hit like a ton of bricks with their re-rolls on the charge, ability to deal out d3 Mortal Wounds enemies within 3", and surprisingly high bravery of 7. They can also ignore wounds that would kill them on a 5+, decent against hit taking a few lucky hits but unlikely to protect you for long against the average the hail of metal and Magic the average player would use. Only use these for flavor. Now that Blightkings have been buffed to 4 Wounds each, they're tougher, killier and have a smaller footprint than Plague Ogors for fewer points per model. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Nurglings.pdf Nurglings]:''' (Daemon Min:3 Max:12 105pts) These things are interesting. Only a 6+ Save but made up with Disgustingly Resilient, they also heal every wounded model at the end of the turn making them surprisingly durable. Yes, the opponent either does 4 Wounds on them, or it was for naught. They also have 5 attacks with bad Hit and Wound rolls, but the real point of all those attacks is to get as many Disease points on the enemy as possible, so your really fishing for 6's. So, you have a unit that deals very little actual damage but is amazing at making the opponent dedicate unreasonable amounts of resources to removing them because shockingly, their 5" move makes them rather fast for Nurgle. They can also outflank, which means they can be a thorn in the opponent's side (and deployment zone) from turn 1. What's that? You get 3 contagion points if you have models in your opponent's territory? Oh dear, EVEN more incentive for your opponent to get rid of the little bastards, lest they drown you in contagion points and thus him in Gnarlmaws. =====Beasts Of Chaos===== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (Min:10 max:30 70/200pts)The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models. All in all, they're good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Keep in mind Coaliation now, so will never technically count as battleine. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:''' (Min:10 max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows. **Nurgle already has good screening and objective sitters in the form of Plaguebearers, and Plague Monks fill the 2" range hammer horde role far better. I'd suggest skipping these. If you really want a goat horde for objective sitting, go with Gors instead. Count as coalition now, so will never be battleline, and lacking the proper keywords get virtually none of the defensive buffs. Is easily the most fragile of the infantry choices. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min:10 max:30 120/300pts) Elite Gors in heavy armour. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or ORDER units. Spells and command abilities can buff them even more, to the point of being overkill. **Unlike most Nurgle units, Bestigors have rend, making them a good choice against armies with good saves. While not being proper hammer units, Bestigors are great at clearing out the enemy screens and weaker infantry, so your Blightkings can focus on other enemy units. If you can handle the points, these are the guys you want to take to fill any remaining slots in the battalion. Gors and Ungors are outclassed by Plaguebearers. Best taken in units of 10 due to their base sizes. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 max:12 140pts) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want great axes. **Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1's to hit. The loss of rend isn't that big of a deal as we have many ways of reducing saves already. **Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3 Max:12 140pts) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12" of a Shaggoth. *Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:''' (Min:10 Max:40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Don't underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they're not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:''' (Min:1 Max:4 60/200pts) It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units.
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