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Fluxlord

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Everything posted by Fluxlord

  1. You can take the battalion and play with beast of chaos allegiance (herdstone, ambush) or you take the battalion and run under. urgle allegiance (wheel, contagion, feculant). I'm currently building a throng under nurgle allegiance, shaman, 2*ungors, 30 bestigors. and then add LoB and glott and the taurus spell. The fun thing here is that the beasts get keyword Nurgle. (the MW ability is kinda lame in my opinion, but still it's there) So specially those bestigors can get nasty with glotts extra atrack and his buff combined with lob buff...... costs lots of command points but worth to try.
  2. It's true, at the moment I dont have any other DMG dealing units, only 20 marauders. For some reason i can't paint up plaguedrones, maybe I should start panting them up. On the other hand I will be building a beast of chaos Nurgle centerd army with lots of bestigors, they dish out lots of damage. For now I'm bound to the blightkings, but I dont expect to fight against brand new armies so i guess my blighkings will do fine, but still the -1 to hit sucks....
  3. In my search for alternative lists I was thinking of building the following. I was planning on using it in some local tournaments. - The contorted epitome (Slaanesh ally, with re-rolling 2 spells/dispells, and ability to force enemy units to fight last) - lord of blights (for his command ability on 30 plaguebearers) - gutrot spume (for backside attack with blightkings) - poxbringer (re-roll saves for the 30 plaguebearers and casting) - lord of afflictions (witherstave, pestillent breath, to help blightkings re-roll 1 to hit) 30 plaguebearers (difficult to remove with LoB CA) 10 blightkings (depending on opponent and set-up these will be deployed with gutrot) 5 blightkings 5 blightkings 5 blightkings chronomantic cogs The pros i see in this list are: very resilient objective grabbbers i can dish out damage with blightkings and generate extra contagion with gutrots ability I feel the re-rolls in magic for the epitome might be incredible good the cogs for the extra movement +2 and unnatural vitality +2 makes me rather fast. I also see some cons, but i was hoping you guys could help me out. What do i miss, which armies might be troublesome. (I dont want to sound like some douchebag, but could you please, if you have some feedback tell me in terms of mechanics where this armie might have troubles. Mention other units and come up with a different lists doesnt really help me out... for instance, I know i dont have a harbinger. I d rather read feeback like: your mortals might be vulnarable, maybe try to add some resilience to them. (this obviously means take a harninger..or a shrine...or .....) Anyhow hope to see some replies, I know there are some great Nurgle players here with great ideas and insight in tactics. greetz
  4. How do feel about the new endless spells? Could, especially those movement shenanigans, be good for us? Lauchon is great, but loosing 1 out of 5 blightkings.....kinda sucks. I feel that the bridge and those pyramids might be worth tryin, especially the pyramids....what happens if you use glorious afflictions on a unit that has crossed the line between the pyramids? I guess it's not half of half the movement.
  5. @peasantyes, i have three GUO's. Initially, i wanted to play thricefold. 3 GUO, 2*30 PB, 20 marauders and get portal and geminids.
  6. So as i said earlier I have an tournmanet coming and was worried how to play, what kind of Nurgle armie to bring. I was thinking of something completely different (from my point of video that is). I love the GUO's so i bring two of them (rotigus for his deluge and GUO bell/blade for +1 cast and the extra movement). Furthermore, I like to plant trees, for summoning points (when not shut down), and as a pojnt to summon from and as kind of wall and in the vicinity of objectives, so Horti will join to (that means very big change to have three trees at the end of my first movement phase). Talkin anout movement phase always nice for extra summong points to get Gutrot in the back...so lets bring him too. That's 4 heros (4 spells, feculants and a hero in the enemies zone). Now for battleline, the bell/blade guy will support 30 plaguebearers (nice to have such a big blob around objectives), obviously Gutrot brings some friends in the enemy zone 10 blightkings that is. Stilk need some more battleline...well i had 20 marauders layin around (wish i had more, but i dont have for now) let these guys be the canonfodder in front of Rotigus. Leaves me with 200 points left and i like to bring a beast along Horti let them both jump around some enemy units which leaves some room for cogs so my blightkings can charge better and Gutrot too. so in short GUO / Rotigus / Horti / Gutrot 30 PB / 20 marauders / 10 PBK beast of nurgle and cogs. what ya guys think?
  7. And in the meantime after all these posts about the waning of Nurgle i have a tournament coming probably facing Gloomspite, Stormcast, daughters and FEC. Oh and Lets not forget Nagash... So what to do thricefold or blightcyst? With thricefold im afraid against other magic heavy armies and with blightkings im afraid of the -1 to hit flyin around... darn!
  8. But when they have the Nurgle mark... also the wheel applies to them, and blightkings who hang around dont have the change to hurt them but heal them. (Ill wait for the new GHB and then ill decide to run this battalion for fun, want to paint some new stuff and those beasts might work)
  9. Anyone here who ever played beast of chaos units with Nurgle keyword due to the Pestilent battalion? I was wondering if Harbingers ability works on bestigors and ungors?
  10. Yes! Sloppity with morbidex and his Nurglings! And with cheaper beast even the menagerie (battalion prices maybe less points too), might be playable at a more competetive scene.
  11. And indeed since papa's power is waxing these days, i was flirting with the new slaanesh and i really liked the contorted epitome. Then i realized i dont want to play Slaanesh i want NURGLE! However, we can bring allies. what you guys think of bringing these mirror ladies in a Nurgle armie? It seems like a nice standalone hero, which can help out with unbinding the opponent, casting endless spells (since we dont have Nurgle ones they could summon portals, geminids, cogs etc etc. and their own spell is nice for re-roll and the horrible fascination would also be very helpful. Besides all those thingies it brings it negates MW on 2+ what you guys think? btw since the model has two spells could it use a a spell from the slaanesh lore? Or are allied wizards bound to their warscrol spells, endless spells and arcane/mystic?
  12. I have been reading this Vortex Visitations MW bomb, and it looks fun! And strong! But now back to statistics (not my best subject, so i might be wrong) throwing 3 times with two dice where the eyes of the paired throws have to be minimal 5, 6, 6 is about 40%. (not counting the dispel change my opponent has on the rancid) So you have a sorcerer a portal and balewind = 220 points. with a lot of potential MW! But is it worth it if my probality was calculated correctly with that 40 %. It is bound to happen with 5 rounds, but it asks for some specific strategies...
  13. I really need a motivational speech. I know Nurgles might waxes and wanes, but seeing al those new battletomes wich generate command points, let you attack twice or more in a row, antimagic etc. etc. I feel it wanes very hard for us poor Nurgle lovers. Blightkings and blades of putrefaction gets shut down due to al the -1 to hit, a lot of stronger magic armies or antimagic ones shutdowns the thricefold.....so wat do we have then? how do i play Nurgle and might be able to win from al these new OP armies? Or am I to negative?
  14. Answered yes, understood no. But it might be caused, for me at least, by the fact that English is not my native language.
  15. I have been using that portal with plaguewind totally wrong! My bad, indeed after reading and re-reading the faq now i know what it says. That second part of the picture is wrong indeed. You pick a point from the second portal (14”, point one) and then back to caster’s base (point two of the line) now it doesnt affect the guo.... i feel stupid 😶
  16. Not directly, you pick a point 14” from closest point from caster (rim of the base), but the spell works if the line crosses the base so the casters base is mot crossed simce its defined as one of the endpoints. indirectly you could use the spell portal and you could heal the guo this way.
  17. Never thought of that, i dont interpret it the way you say. When to attempt to cast/unbind a spell (the moment for the dice roll that is) you offer and take a mortal wound and then add 1 to your attempt to cast/unbind (which is the roll at that time). so only once per spell/unbind and before the roll indeed.
  18. 1) there damage output is not very reliable with two attacks d6 claws and 1 tongue. 2) not very fast 3) 5+ save and 5+ DR isnt that good on a 7 wound unit with all those mortal wounds flyin around these days. 4) you pay 100 points for something what is a little bit.....meh If you want to use them, and i dont say they’re competetive, but the most usefull is when using the battalion Menagerie with horticulous. 1) damage output is better if you have horticulous when a daemon hero is around a beast you add 1 to the dmg chaacteristic and if the hero is horti then you can re-roll charge rolls an dhit rols of 1. Furthermore, you dont stay in combat with these beats you retreat! You must use them as ping-pong balls, charge, retreat, bounce around the enemy and charge retreat and try to keep them busy with your beast. Before the retreat move at a 4+ he gives d3 mortal wounds.. it’s a funny little tacti and works best, in my experience with two beasts and horti....still a lotof points on the table then. Horti and two beast 420 and im not counting the battlion. btw i love beasts, such great lookin models with fun fluff.... 2) speed can be better cause with trees (feculant) you can run and charge, and horti can dump an extra tree for free and since i said you should use the menagerie battalion you can add a tree every herophase. (The menagerie even lets you set them up from units from that battalion, which coukd be the beasts) 3) with more beasts, say 3 around an enemy unit charging and retreating you talk about 21 wounds the opponent have to chew through and i think i’s best if the beast are seperate units. 4) cant change the points....nothing to do to make that better so for the thingies i described above, which are fun, but not very competetive and certanly not against a smart opponent. So we have horti + 3 beasts + battlion is 740 points, and i think you still dont have the minimum requirements of the battalion at this moment, and the battalion does not include battleline units. ling story short, not competetive but can be fun in friendly games with those beast annoyingly bouncing around an enemy unit pinned down. I think if the beasts could be made battleline with horti as a general! Ooh that would be nice.....then you could get the menagerie and have automatically filledthe battleline requirements at 2k game and can fill the rest of the army with what ever you like...GU’s drones! Drones, drones! And just summon plaguebearers onto objctives. Obviously you still have to deploy the trees smartly to give the contagion points, but i thinki woukd giveit a shot if bests where battleline with horti as general.
  19. Yeah i didnt double check Orgoth CA while typing, i did use what the warscroll says during the games but all the times i used the ability the wheel was at +1 to wound so i only re rolled 1’s that’s why by head i didnt type it right. and i dont have a warshrine....
  20. I like blightkings too the list I ran at some tournament recently (not a big tournament btw): - Orgoth (for CA re-roll wound rolls of 1) - festus (-1 save spell) - gutrot - harby witherstave lord of plagues (rustfang) i had 30 kings and the plaguecyst to re-roll hitt rolls. I won my first game against beastclaw raiders ( save 2 models the rest of his army had -1 to hit....ai. second one was a loss against daughters of khaine (this guy won the tournament btw) third was a loss again against daughters of khaine list. (I had a change to win this, but my summoning rolls where bad, only needed a hero on a objective, but just had 13 points so coukdnt summon the poxbringer ) Anyhow, i liked this list only Orgoth didnt do much and his CA was dissapointing so now im thining of ditching orgoth take 20 marauders and a poxbringer. The idea of the poxbringer is let him cast favoured poxes on a unit so in theory with rustfang, curse of the leper and fav poxes an enemy unit coukd get a -3 on his save, which is great. Im also thinking since i still have 20 points left now, to switch plague cyst for blight cyst for the rend. Theoretically that woukd mean that an enemy has effectively a -4 on a unit with rend+fav pox+curse of the leper+rustfang on them. And considering im still a noob in this game at a tournament my goals for now arent to win, but to try and see if i can get my little plans working....
  21. It’s your list ofc, but you could swap a bunch of blightkings from your former list, and substitute that for the harbinger. That way you save 40 points (marauders are 200) and get an (endless spell maybe, and keep your GUO. Just a thought, i read somewhere you liked to talk about listbuilding.
  22. @sal4m4nd3rI do like this list to. Great to run rotbringers and a bunch of marauders. A very basic, but punchy list which relies on the Glottkin (and resilience 5+ harbinger obviously), but still has the board presence even if Glot would be gone. Since you have only three heroes, from which two ar named ones, an extra artifact from a battalion woukd be useless so without battalion you can deploy more, and just give Harby his witherstave ( its an option anyway). What happened with your thoughts on the GUO/Glott list? Why not change the monks to marauders in that list? You dont want to rely on magic, and the failures which you could have casting them?
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