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TheVenerableBede

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Everything posted by TheVenerableBede

  1. Hi all, How do you guys and gals read the restrictions on the Plaguetouched Warband? Can the 7 mortal Nurgle units include heroes in addition to the one hero that is mandatory?
  2. I just checked the designers' commentary. Was this always there? I don't remember it.
  3. Azyr may not be the be all and end all though. Just two examples: 1. It won't let me choose a spell from the lore of Nurgle for my chaos sorcerer lord, in a Nurgle allegiance, despite him having the Nurgle and Mortalm keywords. 2. When i add the pestilent throng battalion with Nurgle allegiance, Grashrak isn't under Allies but his despoilers are.
  4. If you're talking about the Nurgle DP's ability to allow a unit to reflect back D3 mortal wounds, it's not limited to melee attacks as far as I can see on the wording of the warscroll. I don't see why everyone's convinced this will be FAQ'd. This kind of OTT ability is exactly where AoS is right now. Is it any filthier than some of the things you can do with CoS, Fyreslayers, Slaanesh etc? Just taking Fyreslayers as an example, if they're running 2 or more blocks of HGBs, have a Lords of the Lodge battalion (or two) and you play Duality of Death and they take first turn, that's an auto-win for them top of Turn 1. So I don't see why the DP's ability should get FAQ'd, it just gives Nurgle S2D a little helping hand in the current meta.
  5. The new knights are probably overpriced in terms of points. How they are now makes them more or less worth their previous points value of 160. That aside, I have run them in my list the last few days and with the Chaos Lord on Daemonic Mount's command ability plus Blades of Putrefaction they did make a good alpha strike unit. Just don't expect them to live much longer than one turn though, at least not without a ton of buffs (Nurgle Warshrine +1 save, Sorc's Oracular vision). If you don't want them to be a one-shot missile, then I reckon it makes more sense to run Ensorcelled Weapons. But just in general, I'm not feeling it with the Slaves release. Maybe it's because all the Slaves stuff I own (Knights and Warriors) is now too expensive for what it does. Warriors in particular - I can't see why I'd take them in any circumstance now. MSU don't get the benefit of rerolling saves, so will die to anything that has either a missile or melee weapon profile. To get the benefit of the rerolling save, a unit size of 15 seems the minimum - and that's 300 points already. May as well take Plaguebearers, or 10 BKs.
  6. The battalion ability I thought was a bit dumb because it directly clashes with stage 5 on the wheel.
  7. I don't think anything that attacks Chaos Warriors will worry about them hitting back. What it does do is potentially turn a single unit of Marauders into a Death Star if you use a Nurgle Warshrine on them too. And get Blades off. Stick a LoB CA on them too for more fun, if you have one spare. BTW do you know what's best about the DP's CA? It doesn't specify Combat Phase or Melee Weapons. That means if you are playing a cowardly shooting army like Greywater Fastness, they'll be dropping like flies too as missile troops are usually 1 wound.
  8. The DP ability is not broken at all, use it as written: every six to hit is D3 mortals back. Nurgle players just think it is because we have been used to such a tame battletome in terms of output. Compare with some of the other modern battletomes and it fits in perfectly. I like to describe our battletome as a Hugh Grant battletome - it's like: um, awfully sorry to bother you, would mind terribly if I um, perhaps, possibly did a mortal wound to you?
  9. BTW I couldn't quite catch it on the GMG review, but is the Nurgle S2D battalion 7 units, no more, no less? Or up to 7, or 7 minimum? I hope for AoS 3.0 they ditch the Gods' magic numbers. They create too many artificial restrictions.
  10. So after much deliberation I pulled the trigger and bought 3 Start Collecting boxes. Of Ironjawz 😔 Feel a bit dirty, but then, Orcs were my first army back in the late 80s until the Real of Chaos books came out and I went down the path of the Dark Gods. Looking forward to a new Maggotkin book in the not too distant future, so I can play them competitively again. It would cause me too much emotional pain to run S2D with all units Nurgle marked, and not be able to take advantage of those lovely buffs in a Nurgle allegiance army.
  11. I haven't watched the GMG review yet. Is the battalion like the Pestilent Throng, in that it can be taken with Nurgle allegiance?
  12. CLoDM went up 30 points! I've been running him with 10 Knights. That's a 70 point bump in total and has wrecked that list. They were my alpha strike unit, so I guess Gutrot and 10 BKs will go in there instead.
  13. Those points 😯 How can Chaos Lord on Daemonic mount cost 180? No max unit discounts anywhere? Methinks it's maybe to put a barrier up for people thinking of taking them for their god allegiance armies.
  14. there might still be a place for Gutrot and Kings, or even Nurglings, to distract/lock in shooting units long enough for the marauders etc to get up the board. Marauders will also distract opponents from the Plague Monks who are still no less deadly than before, and still pretty cheap for what they can do.
  15. My original Nurgle lists all included Nurgle-marked Warriors. Time to maybe blow the dust off them. With the Warshrine, they can potentially have a 3+ save, rerollable, reroll wound rolls, a 6+ DPR and with a Harbinger an extra 5+ DPR. And reroll hits if I have a sorcerer lord. They could be quite annoying. But in general it seems for the stuff in the Nurgle battletome, there are next to zero synergies with S2D now. Although we do buff their stuff pretty good.
  16. The Manticore having a wound roll of 1+ when in the top bracket is odd. Don't think I've seen an "official" 1+ before.
  17. The endless spells are also quite tame. At least, none really stood out for me. However, if they are 40pts or less each, they might be worth considering. Warriors are better than they were, but not really good value at 100 for 5. To make best use of them you'd need to run at least 10 in a unit, to get the rerolling saves. 200pts for 20 attacks, 3s, 3s, -, 1d ... not really all that scary.
  18. Orcs is da biggest an' strongest, they said so themselves 🙂 It's possible that allegiance abilities will beef up the output on the warscrolls. we just need to wait and see. But first impressions are we got the Maggotkin / Beasts of Chaos / Sylvaneth / Nighthaunt rules writers, and not the FEC / Slaanesh / Skaven / Fyreslayers ones.
  19. Mine's just a converted Chaos Knight with a Warhammer and a bit more bling 😀
  20. The Warshrine people probably. Although, it does give +1 to save on a 3+ for a Nurgle unit. The Chaos Sorcerer Lord is also S2D only, which is a slight disappointment. But my Nurgle lists have usually had one or two S2D units, so he has a place for me. I run 10 Knights with CLoDM, so with the +1 to hit CA, and then the Sorc giving rerolls to hits and wounds, plus rerolling saves, it makes them an even better Blades carrier than before (provided both spells go off of course).
  21. Auto +1 to hit now, (if more than 10, and to be honest, if they are less than 10 they are on the verge of dying/running away anyway). Very nice for a Nurgle army!
  22. Hi command ability is identical to the bog standard Chaos Lord on Daemonic Mount. I thought that was disappointing, I expected one with a bit more punch for their new flagship hero. The Warqueen is quite good now, especially if you run Marauders (+3 charge) and the unit you are charging has a low-wound hero giving buffs (hello Fyreslayers!). With her always strikes first, 6 attacks and +1 dmg vs heroes she could be quite the nuisance.
  23. Hey all, new warscrolls are up on the NZ site and Marauders get automatic +1 to hit now if there are more than 10, and get rend if more than 20. Nice, might buy me some now.
  24. This weekend the audiobook of the battletome (aka GMG reading it word-for-word) will come out, right? It's usually up on preorder weekend iirc.
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