Age of Sigmar/Tactics/Edition 1.1/Nurgle Rotbringers

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Warscrolls

Leaders

Named Characters

The Glottkin: This count also as Behemoth. The big bad bad guys of Nurgle are back. And this time, no bullshit Purple Suns exist that can cascade them out of the game in a single turn. And without that annoying weakness, they are absolutely devastating. 18 freaking Wounds with an automatic Regen of D3 Wounds per friendly Hero Phase, basically Terror and the fact that enemies can take Mortal Wounds simply for being charged by the Glottkin combine with magic and very powerful attacks to make something truly nightmarish. Their unique spell is very situational, but can make a bunch of Marauders into the single most immovable tarpit in the game - for a turn. They also have a really awesome Command Ability that grants one extra attack to every melee weapon of every Nurgle unit within 14" of them. Yes, this includes Nurgle Daemons and Clan Pestilens. Additionally, they have a shooting weapon that is easy to hit with, has a high Rend and inflicts a whole lot of damage, but unfortunately, it only Wounds on 4+, which makes is quite unreliable.

Bloab Rotspawned: This count also as Behemoth. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes less attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit to enemies in a large area and his bells lower enemy casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spells, you need to invest into it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and have done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar, good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding.

Morbidex Twiceborn: This count also as Behemoth. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks, projects Nurgle's Rot and has a regeneration effect in each friendly Hero Phase. On 4-5 he heals a Wound. On 6, he heals D3 Wounds instead. He can also spawn D3 Nurgling swarms per turn, either making new units or adding to pre-existing units and grants a +1 To Wound for Nurglings around him. Considering how hard Nurglings are to kill, this guy can swarm the board with little gribblies. He's pretty good in close combat, arguably better than his boss Orghotts. Use him to lead your charges, because he's tough, powerful and really fast for Nurgle's standards.

Orghotts Daemonspew: This count also as Behemoth. Supposedly the strongest of the Maggoth riders. He damages enemies who punch him, his Maggoth has an okay shooting attack (though with abysmal range) and his Command Ability lets a friendly Nurgle unit reroll To Wound. His main ability is that if he misses with at least half his attacks, he gets to swing D6 more times with his Axes and gains +1 To Wound when doing so. Since you have to miss at least half your strikes for this to happen, just see this ability for what it is: A safety blanket. If you roll real bad, you get more attacks to turn the situation around.

Gutrot Spume: This guy has pretty much the most hilarious Command Ability in the game. If his health gets too low, he can use his ability: If he inflicts at least 7 Wounds in combat, he heals all lost Wounds because Nurgle is pleased with him, but if he inflicts less, he takes a Mortal Wound on top because Nurgle punishes his arrogance. This ability comes on top of his decent survivability (7 Wounds and a 3+ save). Inflicting 7 Wounds is probable for Spume, but by no means assured, so you need to gamble with it. Ideally, you want to use it when he has 2 Wounds left, so that you get a lot out of it but don't die if you fail. He can also use his tentacles to wrench enemy weapons off them, making him even tankier.

Festus the Leechlord: Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1" of whoever he wants to affect. His unique spell is pretty much a reverse of Mystic Shield, lowering enemy saves by 1 PERMANENTLY. And nowhere does it state this doesn't stack. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he's exactly twice as strong.

Others

Lord of Plagues: Blessed with a bunch of Wounds, automatic regeneration of 1 Wound per Hero Phase and a decently killy weapon. Also projects Nurgle's Rot (non-Nurgle units within 3" take D3 Mortal Wounds on a D6-roll of 6) and as a Command Ability can make another (friendly or enemy) unit within 21" project it.

Harbinger of Decay: Pretty damn 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 projects basically 40k's Feel No Pain to all Mortal Nurgle units within 7". Makes tough Nurgle bullshit even tougher. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. Since Nurgle Daemons' Locus abilities trigger by being near a NURGLE DAEMON HERO, he can trigger these abilities. This is amazing because Beasts and Plague Drones are so fast that Heralds can't keep up with them, but this guy here can. Enjoy your Plague Drones dishing out Mortal Wounds like candy.

Rotbringers Sorcerer: Pass. Even worse than the normal Sorcerer Lord in melee (which is saying something) and he gives away the awesome Oracular Visions rule for... the ability to heal/gain a Wound on 4+ after successfully casting a spell. Yeah. His unique spell is also awful, being basically a harder-to-cast, shorter ranged Arcane Bolt with a more consistent damage output.

Troops

Battleline

Putrid Blightkings: The super-hardy infantry Glottkin gave us. Same profile as a Skullreaper but with one more Bravery and an almost identical weapon. Their shtick? If they score a 6 To Hit, you don't hit once. You hit D6 times. Yes, they don't have Rend on those weapons, but with that many hits, you don't need it. Even more FUN*, every unit within 3" of them (including themselves) rolls a D6 in your Hero Phase. On a 6, they take D3 mortal wounds. Unless, that is, they have the Nurgle keyword, in which case they heal D3 wounds instead. Make sure you let multi-wound Nurgle stuff hug your Blightkings and you're golden. Also remember that this affects Nurgle units, not Mortal Nurgle. Chaos Lord of Nurgle? Great Unclean One? Plague Furnace? All of them can be healed by the aura these guys have.

Battalions

Blightguard:

Found in Grand Alliance: Chaos - min. 920pt., max. 3080pt.

A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings. Everyone can reroll every 1 to wound and gets a permanent version of Bloab Rotspawned's flies.

Blighted Warband:

Found in ? - min. 940pt., max. 3100pt. (battalion points to be added)

A Lord of Plagues takes 4 units of Putrid Blightkings and 2 Chaos Spawn. All enemies have a penalty to hit against these units, and have a chance to ignore (mortal wounds).

Torglug's Foulblessed:

Found in ? - min. 640pt., max. 2260pt. (battalion points to be added)

A Lord of Plagues 3 units of Putrid Blightkings. The Lord re-rolls to wound, and gains additional damage to his weapon, and heals an additional wound. The Blightkings get a minor bonus to save rolls if they are near the Lord, and are immuune to Battleshock if within LoS.

Bloab's Swarmbrothers:

Found in ? - min. pt., max. pt.

Bloab Rotspawned takes some friends.

Nurgle's Deluge:

Found in ? - min. 680pt., max. 1940pt. (battalion points to be added)

Morbidex Twiceborn, a unit of Blightkings and 3 units of Nurglings. The nurglings can 'rain' onto the battlefield, and do damage in the shooting phase for each unit 'rained' unto the battlefield.

Plaguetouched Warband:

Found in ? - min. pt., max. pt.

A MORTAL NURGLE HERO takes 7 MORTAL NURGLE units. Any units with 7 models at the start gain an ability to inflict a Mortal Wound to any enemy that wounds them with a 6+, while the leaders of these units (if they have one) inflict a Mortal Wound on any shmucks within b2b on a 4+. To make things even worse, enemies have to suffer -1 to hit these bastards thanks to the flies!

Army Building

A little disclaimer: you will probably use this models as allies of a DAEMONS OF NURGLE army with the Plaguebearers as Battleline unit. If you still want to play with one of the most elite army in the game solo style, read on. Also If you want to keep the NURGLE MORTAL allegiance, just forget about the spare points ore use them for summoning.

1000 pt.

At 1000 pt. you have a Battleline core tax of 460pt.

Now, you can add the Glottkin as leaders instead of the basic hero, and this will leave you at 840pt. An alternative concept is using two of Maggoth riders (namely Orghotts Daemonspew and Bloab Rotspawned) instead of the Glottkin foe 880pt. Either case, not enough to add 5 more Blightkings, but enough to evoke some nasty daemons (for which you should buy a Start Collecting! Daemons of Nurgle box) or add a footslogged hero (best option here is Festus the Leechlord). This build will cost you anywhere between 189,50€ and 273€.

Alternatively you can pump up your Blightking units doubling the size. At 720pt. you can add a Maggoth rider or a couple of footslogged heroes of choice to personalize your army. In this case the price tag is between 198€ and 234€.

2000 pt.

The core tax raises to 640pt.

At this level you can try build the Blightguard Battalion. A Lord of Plagues, a Rotbringers Sorcerer and 50 Putrid Blightkings split at will in 4 units. For 454€ you have all the Blightkings you'll ever need. Actually you can do better putting in the Glottkin (and 240 points to keep for summoning) instead of 20 dudes...

2500 pt.

Here the core tax is 820 pt.

Allied Armies

Slaves to Darkness is the obvious choice here as you can keep the NURGLE MORTAL allegiance. But, if NURGLE is enough for you, consider The Clans Pestilens.

External links