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====Nurgle==== One of the favorite Mono builds crunch wise, Nurgle Daemons are the toughest, but also the slowest moving force. Nurgle is arguably the easiest Mono build to play as most of your guys are hard to kill, especially with how cover is all over the place in 6th edition, Nurgle sure has gained more benefits than he could ever get (Except for the nerf on Epidemius). Before we can see how units work by themselves, the first and most important note is the army is really slow due to having Slow and Purposeful. Getting your force from first base to second can be a problem as smart players can simply move and shoot your force with little difficulty, like Tau and Necrons. To fix this issue, most of you force will need to Deep Strike if they can't move more than 6 inches or have special rules to move up the board fast, which I'll go more in depth later on. Basically if you want to play Nurgle Daemons, foot slogging is a big no no. Yes, you are tough as nails, but remember shooting is very power in this edition, so like I've stated earlier, don't deploy your force on the board unless you commonly play on small gaming tables. *Anyway, Nurgle has some good Greater Daemons that can be almost impossible to kill! Great Unclean Ones are awesome, as they get to mess around with the cheesy Biomancy powers, meaning you can make your Greater Daemon toughness TEN and can no longer be instant killed (except for ID weapons). Against armies that lack cover ignoring weapons, they'll have a hard time trying to put down a fat Daemon that requires Lascannons and poisoned weapons, and a lot of them will struggle to hurt the damn thing! Meanwhile, you enjoy a tasty 3+ cover save and just give your enemy a big smile after soaking up all their shots. Ku'gath is another handy HQ for your force. Having Slime Trail and a very useful Warlord Trait provides a hybrid role between being a roadblock, dealing decent damage in return, and keep your force from losing close combat. And helping Nurglings regaining their wound back a turn is cute and handy. Their Heralds on the other hand, are okay. Aside for providing Feel no Pain to your Plaguebearers, Nurgle Heralds offers the weakest buffs to your force. However they make a nice unit to have in providing ranged attack from the Plague discipline table. AP3 template and AP2 pie plate that always wounds on a 4+? Yes please! Only problem though is you need to get up close to make good use of them, but since you'll be Deep Striking, this won't be an issue. Oh, and the Blessing power works wonders if you can get it. Epidemius is okay, with his buffs being nerfed hard, but he can still be useful to a group of Nurglings if you can cause damage to your opponent, as the buffs really starts to help them out a lot. Also wounding on a 2+ Poison gives them a bit more punch up close to your enemies face. *Plaguebearers are the best objective holders out of all of the others in the Codex, and are not bad in close combat. Because of this, having a unit or two to deploy on the board to hold objectives will give you an advantage, being hard to remove when you give them Feel no Pain, making shooting at them while in cover quite frustrating unless they can get around that without the need to engage in assault. The rest of course can move up, providing some additional help by glancing tanks to death and soaking up small arms fire. Be careful not to attract too many tho, as mass shooting will still wipe out the squad just like many other units. Nurglings provides you some nice distraction on heavy weapon squads or those that are terrible in melee. They have Infiltrate, so despite their slow movement, they can be fast thanks to moving within 18 inches of your opponents line of sight or 12 behind them. Fire warriors and even Thousand Sons don't want to be near Nurglings, as they dish out too much S3 attacks for them to handle. Having a swarm or two never hurts if you can hide them well for a round of two before going after the guys with dakka guns. Beast have seen a huge buff, and became useful to have thanks to the change of rules and rules that make them a nuisance for your foe. Fast and tough for a Nurgle Daemon, they make excellent roadblocks, and with It Will Not Die, you can abuse wound allocation by replacing the closest model with the other and have it regenerate its wounds back. Rinse and repeat, and then tie up some units while your force can handle the rest. That Tervigon won't be spawning more Termagants when he's stuck in melee with Beasts. *Our new addition to the book and for Nurgle without a doubt, makes this Mono force really effective. Our lovely Plague Drones are the stars for this force with good reasons. They're fast being Jet Pack Cavalry (For Nurgle of course), and are the toughest Icon wielders out of the three Daemonic Cavalry units. These guys, like Bloodcrushers for Khorne, are mandatory if you want your entire force to get into combat safely. Seriously, these guys are excellent, both in delivering your cargo and in assault as well. They can also be a decent shooty unit with Death's Heads, being able to pull the move shoot move tactic, annoying the hell out of that Tactical Squad sitting on an objective. You can never go wrong with these guys! Now this is when we get into the good stuff. Nurgle Soul Grinders, are one of the best land vehicles in the game, giving you buff to cover, and since there's plenty to choice from, you can have it hide behind a ruin cover and enjoy a 2+ save! The best way to use them is focus on their range weapons, and have them provide fire support for your Plague Drones as they move onward. Now their Daemon Prince is actually worth their points, thanks to have Shrouded, and getting access to Divination powers, these guys gives your Troops the buffs they need, especially Plaguebearers as they don't have enough attacks to put serious damage against many in melee. Plus they can cause Instant Death when given the Balesword, making them also very nasty against units like Riptides and Necron Overlords (But watch out for Mindshackle Scarabs). *Now the Nurgle army must focus on giving each other buffs to make the even more harder to kill, and to use cover to their advantage. Once they can secure this step, the force can then go after the enemy or start firing they ranged attacks before the rest gets ready to assault. What makes them so easy to play is the fact that, despite being slow- Are rather hard to kill without your foe focus firing most or all guns on a single squad. Combine this with Plague Drones to close the gap of their crippling slow movement and Nurglings adding some spice for distracting purposes, means the army are still quite good in close combat with poison attacks, glancing attacks, and being difficult to wipe out without sacrificing rounds of combat. Allies, as always, are welcome if you have the points. Nurgle has a lot of situations they can handle for themselves, but what they lack units that can bring lots of special weapons and units to bring a lot of infantry guns. Again, CSM can provide this, with Nurgle Chosen and Havoc squads. Both can bring weapons like Flamers and Meltaguns, without the need to go over their allies FoC slots. Even better you can have two of each in games over 2k, with a maximum of 18 special weapons and 2 Combi-Weapons all inside of Rhinos to give them the mobility to deliver them to your enemy. Nurgle Cultists are handy for their Autoguns and Flamers, it's a boon to have ranged weapons, even if they're S3. However, they can never have enough dakka, but Orks can bring more! Lootas are downright nasty, both in shooting down land units and flyers, they are popular with good reasons. Shoota Boyz haves more punch with their Shootas and Big Shootas, although BS2 does makes up for this. Still they can unload loads of shots on whatever they're shooting. Also the Big Gunz can provide some nice fire support along side of the Soul Grinder. This Mono force will attract many given how this is a more forgiving than the others. With the joy of durable units while dealing a decent amount of damage makes them a force to be reckon with. A great army for those that find armies like Guards and Necrons to be common, while having Beasts and Nurglings to add extra lulz when playing them!
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