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>No Nurgle thread That's ok, papa loves you anyway.
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You are currently reading a thread in /tg/ - Traditional Games

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>No Nurgle thread

That's ok, papa loves you anyway.
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>>43999236
i was too ..tired.. to make a thread...
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>>43999789
Agreed. Why bother to do so when you need not worry about him not loving you?
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>>43999236
Does papa love me if i don't give a shit about his thread?
>>tfw i suffer of chronic depression and i probably count as a nurgle cultist byte warp's insane laws
>>
I just want a Nurgle Daemonkin codex. And the other gods too. Malal included
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>>43999877
Of course.

Don't worry, Nurgle's got your soul. And he'll use it to make a really badass Daemon one day, I'm sure of it.

>>44000294
Nurgle's never been the most popular, so he'll never get a codex.
>>
I'm considering a Purge army, but I'm not sure if its beyond bad or cheesy.

Theme is Dark Mechanicus crossed with The Purge.

What do you guys think? Would you think playing against such a list would be fun?

Chaos and The Purge, 1500 points

Chaos:

1 Warpsmith, burning brand of skalathrax, aura of dark glory

1 Sorcerer, lvl 3, sigil of corruption, familiar. No mark so far

Troops:
2x5 CSM, Rhino. (would like to fit special weapons in here)

Fast:
2x1 Blight Drone

Heavy:
1 Forgefiend (anti AA, anti light vehicles)
2x1 Obliterator, MoN
1 Obliterator, MoN

Renegades:

Command Squad with Lascannon

Elite:
2x1 Medusa Siege Cannon, military training

Sums up at around 1500 points.
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taking my Nurgle/Slaanesh army (STDaemons) to Warhammer World later this month
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>>43999236
Long time tyranid player here, looking to make a nurgle army, Mixture of daemons and chaos marines. Was wondering what units are worth taking and which are to be avoided?
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>>44001642
No advice or help? Papa Nurgle I thought you loved me....
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>>44001845
nurgle units are generally good, I wouldn't know one that I'd think is really BAD. And I mean, you are playing Nids already, so... Compared to that...
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>>43999236
Hey guys, what's going on in this thread?
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>>44001962
A fair point, I of course want a daemon prince of nurgle, plague bearers and plague marines. Apart from that I don't really know how good chaos space marines units are? Great unclean one? Nurgle themed tactics?

Playing nids is suffering
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>>44000863
Why no MoN on sorc?
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>>44002379
I'm no chaos player and rather new to 40k, but as far as i know nurgle units are jsut especially good a not dying. I'll give a rundown of what i know:

>Mark of nurgle in general
+1 Toughness, unlock an overpriced banner that gives fear. Makes most units hardy against small arms fire, but anything AP3 and high strenght will still ruin your day.

The following units are worthy of special notice, as everything else is just +1T or can't be nurglelized.

>Chaos Space Marines HQ:
>Chaos Lord of Nurgle
While not as killy as a khornelord (due to lack of Rage/Counterattack and Juggernaut) he becomes a tad tougher and still suffieciently deadly given the amount of wargear he can take. If not going for Terminator Armor, put him on a bike for toughness 6 and mobility, 4+ invuln is mandatory. Powerfist and Claw is still a great CC option, but his offensive gear is open for whatever you like. He's not great at shooting, so don't use him for that, ever.
Also important: he unlocks plague Marine troops.
Avoid the palanquin of nurgle, 40 points is too much for what it gives.

>Sorcerer of Papa Unhygienic
If you wish to psyk around a bit, but chaos focus limits the amount of powers you can grab from rulebook disciplines. Nurgle powers are okay. Two poisoned area spells, one with random debuffs and one with gets hot on a target unit. Unmarked Sorc might be worth more.

>Dark Apostle
Put in a geared up CC squad and watch the carnage. Can't take a jumppack, mount or bike as far as i know, so no good match with raptors. Otherwise nothing special

>Elites
Chosen: Toughness 5 Marines with unlimited special weapons, but a bit pricy.

Plague Marines: T5, FnP, Do not Die. can take a few special weapons, meltaguns are a good choice. great, but pricy core unit and troops with a nurglelord.

>Fast Attack
>Nurglebikers!
T6, fast, shooty due to special weapons, want. Good escort for you lord until you reach CC, then they are mediocre and the lord takes over with killing.
to be continued
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>>44004382
>tfw i forgot the daemonprince in the hq section
>Daemonprince
Killingmachine in CC, but du to beeing a Daemon now, MoN functions differently. He becomes shrouded and gets defensive grenades. Don't give him ranged weapons, grab those wings, power armor is always useful and jink all the time for 2+ cover save cheese if you oponent lacks ignores-cover. Give him a black mace and watch the carnage unfold. Beware of S10, as he is only T5.
Can go psyker if wanted.
Except for Black-mace acces he is identical in the daemon-codex.

>Chaos Spawn
Again, a great escort for a bikerlord. You get more T6 ablative wounds for the same points compared to bikers, but you give up shooting and your 3+ armorsave. IMO better to rush headfirst into meele, but otherwise i'd prefer bikers.

>Heavy Support
>Obliterators
Deepstriking, powerful shooting and can hold their own in CC as long as they are not outnumbered. T5 thanks to MoN makes them strong due to avoing instadeath due to abundand S 8 shooting.

Most other units are good to fill up holes on the list, but not worth to be nurglelized. And avoid mutilators.

>Daemons
>HQ
>MoN for deamons
Shrouded, defensive grenades (slow and puposeful i think?)
>Great Unclean One
T7 and W6 are great, but only a 5++ makes him vulnerable to massed autocannons or similiar weapons when not in cover. Killy in CC du to beeing a MC, can go psyker and nurglepowers are still lots of poison, debuffs and toughnesstest-or-death.
The most important aspect might be the fact that he makes daemonprincess of Nurgle Heavy Support instead of HQ, but i don't know how much this matters these day thanks to unbound lists and the lack of chaos-decurion.

>Elites
>Beasts of nurgle
Lot's of wounds for the price and has this crazy rule where it can charge in nearby combats during the enemy turn. It's okay to take a few but don't overdo it.

>Troops
>Plaguebearers
Poisoned meeleattacks, T4, FnP, useless at range. Great for holding an objective in the midfield. cont.
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>>44005017
>Nurglings
again, lot's of cheap wounds, camp them on some backfield objective and never see them go away.

>Fast Attack
>Plague Drones
Very odd unit type as Jet Pack Cavalry, but there you have it. Surprisingly fast and mobile for Nurgle, but again no shooting if i remember correctly. Basicly fast Plaguebearers, but not especially killy.

>Heavy support
>Soulgrinders
The only real source of shooting, brings a battlecannon and the option for some skyfire. The 24" S10 warpgaze might not be worth it as you'll only snapfire it unless you don't fire the battlecannon and the range is rather short. Can also go for strong CC but is better as artillery.
MoN might be worth it for the improved coversave, as AV 13 shrouded is really hard to remove. Consider at least one.

>Nurgletactics in general?

Consider your Daemon troops for holding objectives mainly and leave the offense to the princes, greater daemons and marines. Get some big guns to deal with tanks and hordes, even if unmarked.
A Mix of Flamer and Melta, depending on your local meta, is a usefull kit for your infantry.

Helldrakes are a great source for MEQ-hunting and general anti horde, consider one.
Scourge and Soulgrinder have the same role and the Grinder is cheaper while still as good for shooting.
Plague Marines with meltas in Rhinos can deal with most threats befor camping forever on a front objective, leave the backline to your daemons.
Let your Lord rampage through soft targets or Powerfist vehicles to death.
Daemonprinces are extremely fast, deadly and 2+ cover makes them likely to survive until they reach their targets.
Great unclean one is slow and not good against anything that can wound him, but can bind whole blobs of regular infantry and just laugh at their attempts to kill him anytime soon.
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