Age of Sigmar/Tactics/Edition 1.1/Daemons of Nurgle

From 2d4chan
Revision as of 22:41, 13 February 2017 by 1d4chan>ThatOneBruvva
Jump to navigation Jump to search

War Scrolls

The common key words of these warscrolls are: CHAOS, DAEMON, and NURGLE.


Named Characters

Epidemius: A Herald of Nurgle +1, with two more wounds and a Nurgling base's worth of extra attacks. Doesn't sound like much until you get to his Nurgle's Tallyman ability and realize he's the best force multiplier in the game. You keep a tally of how many models your Nurgle models killed and as it rises, they get bonuses. How's that so great? Because it doesn't specify Nurgle Daemons, just Nurgle. So this guy buffs your Plague Monks, your Blightkings, Glottkin, the Maggoth Riders, Plague Drones, you name it. And since Nurgle has even a few fast hard hitters like Daemon Princes, those bonuses should start adding up fast.

  • If you really want to stack up his bonus fast, bring a couple Clan Pestilens Plague Claws. If the opponent isn't playing a super low-model count army, you'll rack up the model kills fast and apply it to your whole army before they even get to combat.

Heroes

Great Unclean One: Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. Don't let his meh Wound-count of 10 fool you, the GUO is still one of the toughest fuckers around. He has the same basically-40k's-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster, but what really makes him shine is his unique spell, a 14" line that damages enemy units under it and heals Nurgle units under it. It can't resurrect, but is perfectly able to make the obscenely tough Plague Drones even harder to remove. Also his command ability gives every Nurgle Daemon in play an extra melee attack if that unit rolled a 7 when charging. NICE.

Herald of Nurgle: Your gamechanger. Compared to a Herald of Khorne, he has less 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 sometimes get healed by a nearby unit dying. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from okay to murder on no legs if a Daemon Hero of Nurgle is nearby. If relying on him for synergy, keep him away from combat(and out of range of enemy ranged units) and take advantage of his synergy bubble.

Troops

Plaguebearers of Nurgle: Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 30 in every unit to make them harder to be hit. Reroll 1s in save rolls with Daemon Heroes of Nurgle nearby, which makes them a fantastic bubble wrap for any of the Nurgle Heroes.

Plague Drones of Nurgle: Your flyers. Their 8" movement sounds promising, but since they are almost the only Nurgle unit with a missile weapon, they will rarely run, so the movement evens out. The missile weapon is rather meh, but combined with the 5 (!) assured attacks per Plague Drones, it adds up. They also hold the distinction of being ridiculously tough to kill, especially with a Banner or two. Make sure to keep a Daemon Hero of Nurgle close to them for those bonus Mortal Wounds.

Nurglings: These things are weak: no save but they heal every wounded model at the end of the turn. 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 if you manage to inflict a wound they could do D3 mortal wounds after a 5+ roll. 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. It's the only troop that doesn't get any buff close to a Daemon Hero of Nurgle.

Beasts of Nurgle: With an average of 1,82 damage per round, the beast of Nurgle isn't very damaging, and it's 5" movement is piss-poor as well. Why would you even take them? Because they can run and charge and even flee and charge, will not ever be charged because they basically make Deadly Terrain for enemies who charge them. Also, with a Daemon Hero of Nurgle closeby, they will deal quite a bit more damage since they double any wounds they do on a 6.

Other

A couple units that are not in the Daemon of Nurlge category, but are worth discussing.

Daemon Prince: Not technically a Daemon of Nurgle, but he's a Daemon and if you mark him Nurgle, he basically is. Pretty tough for his pricepoint, and gets 3+ since he's Nurgle. 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.

Soul Grinder: Another neutral Daemon that can be marked Nurgle. He doesn't get any bonus for the mark, but he is a nasty model that you should consider. Big, ugly, and killy, he fills the hammer role that Nurgle lacks. Plague Drones and Great Unclean Ones do good damage, but this guy will run roughshod through units and put out good ranged shooting simultaneously. Bonus points if you manage to hit him with Stream of Corruption from a Great Unclean One and heal him while the opponent cries.

The Glottkin: Although not a daemon, the Glottkin is the ideal Nurgle general for higher points games where you don't need a faction allegiance. With a command ability giving +1 attack to EACH MELEE WEAPON of any unit with the NURGLE keyword, it doubles plaguebearers' attacks (your tarpit now has teeth), and raises plague drones' attacks from 5 to 8 while also increasing the chance of dealing mortal wounds. Glottkin's unique spell also is useful casting on your plaguebearers, effectively halving the casualties they take each turn, further increasing their usefulness at holding ground.

Also, see Nurgle Rotbringers and Clans Pestilens for more units with the NURGLE keyword

Formation

Tallyband of Nurgle: A Great Unclean One takes 6+ units of Nurgle Daemons that are not other Great Unclean Ones. Every unit within 21" from the Great Unclean One restores D3 wounds/models of Plaguebearers in each turn (D6 if the formation includes 14+ units).