Finishing off my rundown on the nurgle units
Beasts of Nurgle
For 52 points you get a T5 W4 model with IWND plus your basic daemon shenanigans of shrouded 5++, poisoned 4+. They are also unit type beasts which give you something sadly lacking in a Nurgle daemons list, speed. Movement 12" and taking no penalties for terrain means these guys are capable of second turn charges. A unit of 6 of these cmoes in north of 300 points but your running around with 24 wounds for your opponent to get through, the new rules for wound allocation allows for some funny tricks for these guys. Keep changing the model closest to your enemy and short of bad save rolling on your part most of these guys should get there. Beasts also have a handy special rule called attention seekers, which means if a unit of yours is charged within 12" of the beasts you have the ability to make a charge yourself. IN YOUR OPPONENTS TURN. Their major downside is being only s4 and having d6+1 attacks, while it could work incredible and be rolling into combat with 42 attacks you could also end up with 12.
Overall Rating: 6/10
Nurglings
The same price as scarabs with none of the effectiveness, are useless against everything better then a guardsman and give away first blood way too easily. Their small base size makes it easy for you to get sover saves with them but the loss of eternal warriors means a single psycannon could take off a unit of these a turn.
Overall Rating: 1/10
Plague Drones
I really like these guys, and I think they are perfect to go hunting after monstrous creatures especially when you give them the instant death upgrade. They are also your only fast attack unit meaning you have a scoring nit for the scouring. They come in at ten points cheaper then beasts and for that they lose a wound and ITWD, on the plus side they have the option to take an icon of chaos and are still movement 12". These guys are your reliable linebreaker unit and the addition of an icon means not only are you able to contest objectives that your opponent has tucked away but you can also deep strike down units of plaguebearers without the risk of scattering. These guys just have too many uses to leave out but I would strongly advise not goign above units of 3-4. After this point you start hitting the areas where your opponent sees them as too big a threat. And the models are gorgeous.
Overall Rating: 7/10
Daemon Princes
Before any equipment is bought these guys cost 160 for the nurgle upgrade, these guys are a pathetic T5 and W4 which means your opponent only needs a decent round of bolter fire to bring it down. Its upgrades are very expensive and to get the most out of it your spending 220 points to give him power armour and wings. If he gets to combat he will wreck things but he is way too big of a bullseye for him to get to combat against an opponent worth his salts. If you take one you need to take two and even then your relying on luck for him to be alive by turn 3. Clever use of terrain ins essential for this guy to make his points back. He does have the option of becoming a psyker but again your snking major points into a fragile unit.
Overall Rating: 5/10
Soul Grinder
The last Nurgle in the codex comes with your only skyfire short of fortifications and even that is a 3 shot S7 AP4 gun fired by a bs3 walker. That sucks, plain and simple. Now onto the good side of him, he comes in at 180 points for the nurgle upgrade and phlegm bombardment a s8 AP3 large blast ordnance. He has 4HPs with 13/13/11 and a minimum of a 5++, a lot of people talk about putting two of these guys onto a landing pad for a 4++ and this works fine for soul grinders of the other gods but cover saves are incredible for nurgle. Behind area terrain this guy is rocking a 3+ cover save and a 2+ behind ruins! These guys are horrifically hard to kill but I can't help but think the addition of interceptor onto their gun was a serious mistake.
Overall Rating: 8/10 although if your talking purely from an anti-air perspective then this drops rapidly
Thanks for reading guys, next up is a tactical guide on the army and some lists!
Beasts of Nurgle
For 52 points you get a T5 W4 model with IWND plus your basic daemon shenanigans of shrouded 5++, poisoned 4+. They are also unit type beasts which give you something sadly lacking in a Nurgle daemons list, speed. Movement 12" and taking no penalties for terrain means these guys are capable of second turn charges. A unit of 6 of these cmoes in north of 300 points but your running around with 24 wounds for your opponent to get through, the new rules for wound allocation allows for some funny tricks for these guys. Keep changing the model closest to your enemy and short of bad save rolling on your part most of these guys should get there. Beasts also have a handy special rule called attention seekers, which means if a unit of yours is charged within 12" of the beasts you have the ability to make a charge yourself. IN YOUR OPPONENTS TURN. Their major downside is being only s4 and having d6+1 attacks, while it could work incredible and be rolling into combat with 42 attacks you could also end up with 12.
Overall Rating: 6/10
Nurglings
The same price as scarabs with none of the effectiveness, are useless against everything better then a guardsman and give away first blood way too easily. Their small base size makes it easy for you to get sover saves with them but the loss of eternal warriors means a single psycannon could take off a unit of these a turn.
Overall Rating: 1/10
Plague Drones
I really like these guys, and I think they are perfect to go hunting after monstrous creatures especially when you give them the instant death upgrade. They are also your only fast attack unit meaning you have a scoring nit for the scouring. They come in at ten points cheaper then beasts and for that they lose a wound and ITWD, on the plus side they have the option to take an icon of chaos and are still movement 12". These guys are your reliable linebreaker unit and the addition of an icon means not only are you able to contest objectives that your opponent has tucked away but you can also deep strike down units of plaguebearers without the risk of scattering. These guys just have too many uses to leave out but I would strongly advise not goign above units of 3-4. After this point you start hitting the areas where your opponent sees them as too big a threat. And the models are gorgeous.
Overall Rating: 7/10
Daemon Princes
Before any equipment is bought these guys cost 160 for the nurgle upgrade, these guys are a pathetic T5 and W4 which means your opponent only needs a decent round of bolter fire to bring it down. Its upgrades are very expensive and to get the most out of it your spending 220 points to give him power armour and wings. If he gets to combat he will wreck things but he is way too big of a bullseye for him to get to combat against an opponent worth his salts. If you take one you need to take two and even then your relying on luck for him to be alive by turn 3. Clever use of terrain ins essential for this guy to make his points back. He does have the option of becoming a psyker but again your snking major points into a fragile unit.
Overall Rating: 5/10
Soul Grinder
The last Nurgle in the codex comes with your only skyfire short of fortifications and even that is a 3 shot S7 AP4 gun fired by a bs3 walker. That sucks, plain and simple. Now onto the good side of him, he comes in at 180 points for the nurgle upgrade and phlegm bombardment a s8 AP3 large blast ordnance. He has 4HPs with 13/13/11 and a minimum of a 5++, a lot of people talk about putting two of these guys onto a landing pad for a 4++ and this works fine for soul grinders of the other gods but cover saves are incredible for nurgle. Behind area terrain this guy is rocking a 3+ cover save and a 2+ behind ruins! These guys are horrifically hard to kill but I can't help but think the addition of interceptor onto their gun was a serious mistake.
Overall Rating: 8/10 although if your talking purely from an anti-air perspective then this drops rapidly
Thanks for reading guys, next up is a tactical guide on the army and some lists!