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Wolves vs Nurgle scum - help


Chodjinn

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Right, now we have the new Codex I'm finally getting an army together and I'm gonna start playing again in the new year. My first opponent will most likely be Nurgle. This guy is a long time player and knows his army. I don't know what points cost we'll be playing, but reckon on 2k. From chatting to him, I know he runs 2-3 daemons, two of them winged, apparently can run 7 scoring units (making objective missons a pain). And I'm also worried about blight grenades, especially as no matter what Wolves uber-build I argue with him, he's got an answer for it.

 

anyone give me some advice? What's your experience?

 

Now, I don't really have much in the way of army build yet, just a few nice units I want to run. I'm contemplating a Logan army, with a decent amount of power armour WG, with a couple of cheap RPs for the runic weapons.

 

Couple of Long Fang squads in razorbacks, and an LRR with a tooled CC squad. Elites will probably be a Lone Wolf, Rifleman Dread and Iron Priest on TWM/Bike. Is it worth running a big fenrisian wolves meat shield?

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I don't know how much I can be, not having played with the new dex yet. But I wouldn't listen to your opponent. It seems to me that when arguing about armies, most players tend think they have an answer for everything. Which if the army is balanced they might. But more often than not there is always a weakness. Don't argue with him, just ignore him. Play what you want to play. If you win, I'll give you a horn of fenrisian mead and pretend it was a foregone conclusion;) If you lose, at least you had fun playing with the units you wanted to. That being said, what your thinking of taking sounds like a good idea to me. Tho I don't know how effective the meat shield strategy would be.

The general idea with the meatshield is to aid my CC squad in the LRR to reach the lines. But I'm worried about blight grenades and feel no pain etc. causing large limitations to what would generally be a highly-effective CC unit.

 

I don't know whether to sit back and bombared him with heavies etc, or just run my luck with a heavily CC-orientated list. But BCs ain't gonna stand much of a chance, even in a 15-man squad with IC attached.

BC's in a landraider can be quite effective; the dilemma is that blight grenades would also work quite well to stop the unit dead.

 

Against Plague Marines, i just wouldn't bother with the Wolf Screen unless you really do have something worth screening - they are an easy killpoint and would most likely bounce off most of his units.

 

At 2000pts, I would consider TWC for certain - even with blight grenades, TWC pack enough FNP-ignoring punch to be a real pain, and have an effective charge range that for the most part should keep them out of reach of the Plague Marine's guns (24" max with plasmas). Canis, in particular, can happily lay waste to a sqaud on his own.

 

My personal tool of choice against T5-prolific armies is a Lord on a Thunderwolf, with a single Wolf Claw and Storm Shield and saga of teh Beastslayer. He loves Daemon Princes (who are T5, but have eternal warrior) and of course the Plague Marines themselves as with the saga he gets re-rolls hit to hit, re-rolls to wound, and wears his 'necklace to make it always hitting on 3's. That is pretty certain to give any squad a bit of a slap.

 

As for the Daemon Princes? Well, some long fangs wouldnt go amiss; a Land Raider is always good, but I would certainly consider upping your payload to some terminators. They best way to get round Nurgle armies (and Chaos in general) in my experience is to take out the long-range firepower early (usually oblits/defiler) and the rhinos, as rapid fire range is where they excel.

 

As an earlier poster said, this guy is of course going to talk himself up against you for your first game. One little thing that bugged me; using the Chaos marine dex, he can only have 2 Princes max. Unless he is playing nurgle Daemons; but then, that is a whole different kettle of fish.

 

NR :huh:

Nurgle can be a pain, but it's nothing insurmountable. What they have in toughness they usually pay for in numbers. As for the scoring units ... isn't there a max of 6 troops? In any case, if he has that many, they'll be small. Focus your attention on one until it's destroyed and then switch target ... or pray for a KP mission. :tu:

 

Plasma is very useful. Str 7, no armor save, no FNP ... nurgle really hates it. A liberal sprinkling of frost weapons is also worth it's weight in gold.

 

One last suggestion. Saga of the beastslayer. A pure Nugle force ... you should re-roll to hit against anything that doesn't have wheels.

The advantage you will have, if he is running 7 scoring units, and 2 Daemon Princes, will mean his units are all small.....

 

A couple of JOTWW, aim at the Daemon Prince, and hope he rolls a 6 :tu: plus rune priests are fairly useful all...

then you want as many High strength, Low AP, weapons and power weapons/fists as you can fit in....try and shoot them as much as possible before assualting, as they can be deadly (at staying alive anyway :)) in assualt.....

pms are i3 . Jaw kills them dead. TH and fists work great because they negate t5 and FnP[+it is not like people dont run those anyway in sw] . pms are tough but they are used in smaller units then csm or zerkers , so fewer shots and fewer attacks in hth.

its chaos space marine

 

2 winged daemon princes of nurgle

summoned greater daemon

 

15 lesser daemons

 

6 squads of plague marines with melta flamer power weapons, 2 fists, combi melter and 2 plasma guns (not each)

 

3 rhinos with havocks

 

predator with hvy bolters and havock

 

CC dreadnaught

its chaos space marine

 

2 winged daemon princes of nurgle

summoned greater daemon

 

15 lesser daemons

 

6 squads of plague marines with melta flamer power weapons, 2 fists, combi melter and 2 plasma guns (not each)

 

3 rhinos with havocks

 

predator with hvy bolters and havock

 

CC dreadnaught

 

Basically to deal with that:

JOTWW (as many as you can get....) will be really good if you can kill the Daemons, and it also will kill plagues pretty easily (50/50 chance to survive :D )

Have heavy weapons to take out the tanks.....maybe drop pod some Wolf guard with combi-plasma's or Meltas if you have them modeld.... and then just fill up with grey hunters :D and you can't go wrong....

 

no offence to his list, but i think its fairly easy to counter, especially when you know exactually what is in it.....

Remember, against Nurgle anything plasma is your friend- it ignores feel no pain and high toughness, turns them into expensive chaos marines.

 

Powerweapons/fists in each squad... but you should probly do that anyways.

 

 

What he said.

 

Off topic: Nurgle scum? Is that like a Slaaneshi sacred prositute? A Khornate serial killer? A Tzeenchian conspirator?

Is it just me or does anyone else think that Daemon Princes should be limited to 1 per army? Or apparently if you worship chaos now you get your membership card, your fancy spiked armor and your daemonhood as your start up package?

Is it just me or does chaos need a new codex anyways?

It's not just you - Chaos needs a new 'dex because any variety was removed when the current one came out and the most reliable builds (i.e. tourney regulars) all have Lash Princes, Oblits and Plague Marines somewhere in them. Those 3 are by far and away the best choices in their respective Force Org slots.

 

As for playing Nurgle, go with a Rune Priest and/or Wolf Lord with Saga of the beastslayer - re-rolling to hit Plague Marines will make life much easier. Don't forget that applies to Living Lightning and any other ranged weapon you have. :(

As for playing Nurgle, go with a Rune Priest and/or Wolf Lord with Saga of the beastslayer - re-rolling to hit Plague Marines will make life much easier. Don't forget that applies to Living Lightning and any other ranged weapon you have. :(

 

Man you really do learn something new everyday. Didn't even think about that.

Feel no Painb requires lots of plasma. The Nurgle armies are generally slow. Try to shoot them off before contact. Depending on what models you have, consider 5-man squads with PG, PP and PW in each one. MotW doesn't give enough rending attacks IMO. Consider RBacks with LC and TLPG, this gives a significant antiarmor and lots of anti-FNP. TWC with power Wpns and SSh would devastate them. Remember, when they go down, you want them to stay down. Lots of WTTalismans and Rune Priests for the anti-lash.

No one hurts T5 like Ulrik. He is one mad motha :cuss -a Pretty much he turns their advantage of t5 into a major disadvantage. And even better than just Saga of the Beastslayer, which i recommend you have as well, he buffs his whole unit into a bunch of t5 killing machines.

 

I think these rerolls can both be used for shooting and close combat. It never specifies for either Ulrik's Slayer's Oath or Saga of BS that it is just CC attacks. But RAI, i think it would just be CC attacks. That's a debate for another thread.

I never thought of using Ulrik or a Wolf Priest.

 

My current list for nurgle would have two RPs, on in TDA, on in Runic Armour; the TDA guy with beastslayer. And canis wolfborn with 4 TWC (2 PW, 2 SS, 1 PF or somthing like that).

 

Then 3 GH squads (numbering 7, 8, 10), one with DP, two rhinos. TDA RP goes in the DP, PA RP in another.

 

Two LF squads, one in Razorback, on 'suicide' melta squad in a DP.

 

Three WG in PA with TH/SS

 

Lone Wolf in TDA with 2 wolves

 

Rifleman Dread

 

 

The general idea being RP in TDA/GH drop pod go for the big stuff. LF melta DP goes for the armour. Other two GH squads go for objectives, supported by the other LF in razorback. Canis and TWC go straight in to CC asap and cause a nuisance, Lone Wolf is bullet magnet (hopefully), Rifleman sits back and pops light tanks and troops. WGLs go with the two DPs and the other GH/RP in Rhino squad.

I would strongly reconsider the LF melta suicide squad. They can't fire when they land...that only works if you have Logan and win the argument about using relentless before you actually pod in.

 

Consider drop podding 1 or 2 dreadnaughts with MM/HF instead...if you have the points you can give them venerable + EA for attempted survival (basically a 2+ invulnerable save for the dreadnaught)

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