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IRRecio

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Everything posted by IRRecio

  1. How are people feeling about the Exalted Greater Daemon of Nurgle? 50 less points than a regular GUO, kept the additional d3 heal, and kept the old plague wind. I still don't think its super amazing as maggoth lords are better (and the regular GUO has a bunch more damage), but I think its worth looking at since it is less points than a regular GUO.
  2. Tried a GUO+Rotigus, bilepiper, scrivener, 10 Plaguebearers, 20 Plaguebearers, 20 Plaguebearers with munificent wanderers list and it was easily better than any of the mortal lists I had been running. Getting a third wound on the plaguebearer blobs is disgusting. They outtanked a full 4 fulminator charge with no extra protections. Also not relying on the scrivener and bilepiper is nice. They're good if they get survive shooting, but plaguebearers are pretty much self sustainable.
  3. As far as I know, the artifact does need tweaking to work. The writer for the Goonhammer first impressions article mentioned it too which I found funny.
  4. Oh no! didn't realize he lost the daemon keyword. I will probably run Droning Guard then because I do not see blessed sons as worth it. Thanks for the heads up! Edit: Actually will probably run Blessed Sons. Droning Guard is only plaguebearer flies and I want pusgoyles in deepstrike
  5. Alright. So I tried another game without the big boys. This time I went: Subfaction: Befouling Host Grand Strategy: Hold the Line Bloab Rotspawned (300) Orghotts Daemonspew (300)* Lord Of Afflictions- General (210)* -Command Trait: Overpowering Stench -Artifact: Splithorn Helm 1x Pusgoyle Blightlords (110)* 5x Putrid Blightkings (250)* 5x Putrid Blightkings (250)* 5x Putrid Blightkings (250)* 20x Plaguebearers (300)* Battle Regiment* Total (1970) This time we played tooth and nail and I actually won! Firstly tooth and nail stops reserves so I was really afraid of not being able to pressure out the vanguard raptors with my pusgoyles (and I was right. they never even got attacked). First round I got my Bloab's spell auto unbound and moved up the board. Luckily in this battleplan I could immediately put a blightking squad on each middle objective and sat my plaguebearers in the back (they never moved from there). Vanguard raptors doubleshot Bloab off the board turn one (a lot less wounds into my blightkings I guess?). One thing that I have noticed is that you REALLY want to roll a 2 or 3 on the cycle of corruption. 4,5, and 6 are such massive benefits on the later turns. I think 6 is probably one of the worst starting rolls you can get. Orghotts was the MVP this round. Warmaster AND Lord of Nurgle make for nearly infinite command points. Even when my general was dead and Orghotts died on battle round 4 top half, I still had like 2 command points to spare after using 2 commands on my Orghotts. This also let me consistently use auto 6s to run on blightkings, which is necessary. He also survived plenty of fulminator attacks after countercharging them (they insta-killed my pusgoyles). 3 up saves with +1 or potentially +2 with finest hour and an aftersave is insanely durable. Double tree plus easy access to enemy territory made for like 8-9 contagion points a turn. I summoned like 3 squads of 10 plaguebearers. Ultimately, I probably only won because my opponent took the turn on turn 3 instead of giving it to me, allowing for me to get rid of the second objective he had, permanently putting me ahead on points beacause he was never getting past my blightkings/plaguebearers on the other side of the board, but it was a REALLY fun game. Plaguebearers were worth even if they were only to free up one of my units of blightkings. If you are wondering why I didn't run 2 squads of 10 (I thought about it for a sec), I really wanted battle regiment to be 2 drops or less to keep up with stormcast for 1st turn.
  6. So I've tried out 2 Nurgle Lists so far against my buddy's Stormcast Eternals list. I tried Subfaction: Blessed Sons Subfaction: I forgot lmao (more on that below) Grand Strategy: Hold the Line Grand Strategy: Hold the Line Glotkin (700) Great Unclean One - General (495) -Spell: Rancid Visitations -Command Trait: Nurgling Infestation Lord of Afflictions - General (210) -Spell: Fleshy Abundance -Command Trait: Overpowering Stench -Artifact: The Witherstave Lord of Plagues (145) Lord of Afflictions (210) -Artifact: The Splithorn Helm Pusgoyle Blightlords (110) 1x Pusgoyle Blightlords (110) Orghots Daemonspew (300) 5x Putrid Blightking (250) 5x Putrid Blightking (250) 5x Putrid Blightking (250) 5x Putrid Blightking (250) 5x Putrid Blightking (250) 5x Putrid Blightking (250) Geminids (80) Total (1915) Total (1945) Both lists in battle regiment. Games ended 0-1-1 with the first list tying and the second list losing. They were really fun games that went all the way to turn 5. My opponent was running a pretty standard hallowed knights stormcast list with 15 liberators, reinforced vanguard raptors, reinforced fulminators, so we were not pulling any punches with these tests. Some Quick Findings: Movement is SO much slower. Expect to not get into combat sometimes by turn 3. With a movement of 4, you have a 50% chance of getting denied your entire move by redeploy and are pretty much guaranteed for half of your movement to be denied. My second game was on the vice so the bulk of my army did not make it into combat until turns 4-5. This makes it very hard for you to ever be the initiator of a charge. This is where the Glottkin shines. Being able to charge on your opponent's turn makes their movement yours. In my first game, I had my blightkings charge into a group of teleported fulminators to deny their charge bonus. It's probably not going to happen again, but it was funny. I am still iffy on disease counters, leaning towards not liking them. Other than being near people and in combat (which may not always happen early game), there aren't really a lot of good ways to put disease counters on things (a spell with Nurgle's mediocre magic and shooting with pretty poor range). Which means that it will be hard to do that gradual damage. They are also super swingy even if you can get counters on things and there's a chance that you don't even get to the part of the wheel at all where your disease rolls are buffed. Damage output in general was kinda lacking from the blightkings. I could get all 25 attacks in pretty consistently, and maybe this was just stormcast getting high saves, but I would often find myself doing 1-2 wounds. That combat with the fulminators I mentioned earlier lasted two turns with the blightkings killing 1 fulminator before dying. Speaking of inconsistent, Blessed Sons pretty much did nothing. So little, in fact, that I forgot to pick a second subfaction while making my second list. Will probably start running the tree subfaction now unless I decide to build something like flyers. I really wish we had better heroes for our mortal artifacts. Now for the good: Mortals are SO durable. A unit of blightkings often survived 2-3 full vanguard raptor attacks even with shooting in the hero phase. Summoning is still pretty decent. I was still able to summon a unit of 10 plaguebearers by battleround 3, and threaten summoning nurglings by 2, which is good for screening out blightkings from those nasty charge fulminator attacks and do not count as movement so you don't trigger redeploy before you can get your units to safety. The range reduction sucks, especially since I've been trying less heroes and often times they get into combat. Not being able to summon a tree to extend summoning range followed by a consecutive summon on the same turn is kind of brutal. Lord of Afflictions and company are so nice to have around. The ability to threaten objectives/backline/deepstrike is very nice to have and really tempting me to go all in on the bug list, but usually I would have to deploy them in the second battle round just to get the have 2 units in an opponents territory battle tactic as I was starved for tactics pretty early on in the game. I am going to try a few more games and in those games try: more demon/mortal mixes, less GuO and Glotkin, rotbringer sorcerers, and maybe allies (Be'lakor namely).
  7. The FAQ https://www.warhammer-community.com/faqs/ contains the plaguebearer changes while the AoS app contains the herald buffs that came from the broken realm update.
  8. The buffs to spoilpox and sloppity do some WORK. Now that you no longer need to focus on adding to saves with it being easier to get +1 saves, you can go a lot more offensive with the buffs. Same with the plague drones. Not to mention munificent wanderers feels so much better with a constant 4+ save. Its really up to you how you build, but plaguebearers are definitely a solid choice rn.
  9. Its crazy! it takes 2 rend to get plaguebearers back to their 5+ save and I no longer feel bad about taking plaguebearers in unts of 20.
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