Tuesday, June 23, 2009

Tactica: Nurglings

My Thoughts of Nurglings in 40K:

So I've been playing with the idea of having more nurgling units on the table. To me it seems like the nurglings are pretty hard-core objective holders in 5th edition where everybody seems to be going mech. I mean that fact that they are able to deep strike on the objective (if you roll correctly), have an invulnerable save, can't be instant death, 3 wounds a base, have stealth giving them an even better chance in cover.....I think they are just perfect for holding objectives. The fact they are still vulnerable to blast templates still kind of hurt, but you're only taking 2 wounds instead of instant death. That means another shot wasted to try to take them out.

How to use them:

Well I definately wouldn't just put them out in the open or try to charge the enemy with them....that's for sure. Unless I was desperate and needed to tie something up before another unit came to support them. Nurglings by themselves IMO are use-less unless supported by another unit that can provide a counter attack.

Defensive:

The idea that you could possibly have a unit of 8 nurgling bases (24 wounds!) for just over 100 points backed by a unit of plaguebearers at 14 strong for only 210 points, that's a tough 310+ points your opponent has to deal with just so that you don't hold the objective. All you have to do is keep the nurglings in cover close to the objective. Keep the unit of plagebearers close enough that they can counter assault or move to where they are needed. You probably don't even need to have a full 14 man squad, even a 7 man unit of plagebearers are tough to take out (going with fluff, that's why the numbers are 14 and 7). The point is that you are trying to hold the objective until you can bring in the rest or part of your army to stop your opponent. Of course if your opponent really wanted, they could wipe out your nurgling and plaguebearer units if you don't pay any attention to them and leave your units be. Support is key to holding objectives for any army, it's just that nurgle has it better IMO :)

Offensive:

So how can you use nurglings offensively you ask. Well for one, they provide cover saves to your units behind them. For a demon player, this is huge. If my opponent decides to fire bolters or whatever at my plaguebearer unit, as long as I have nurglings in front of them I get a cover save which is better than the invulnerable save. Plus a re-roll for FnP. I would much rather have to roll a 4+ instead of a 5+ any time any day. Who wouldn't? Not only the cover saves, but the fact that once I get close enough, I can tie up my opponents units (either charging or taking the charge) until my other units can join in. Most nurgle units have the slow and purposeful rule which kind of hurts their movement. This allows opponents to punish them and kill as mush as possible before CC. But if you can tie them up for a turn or two, that would make a world of a difference. Less shots would be taken by the plaguebearers who can then slowly take their time to walk into the fight with more numbers on my side to help make the difference.

So your thoughts, should I take 3 units of nurglings at around 7 or 8 strong?

Please feel free to post a comment, both negative or positive comments will only make my army better in the long run.

4 comments:

Ash said...

Interesting, I would play test it before I bought and painted that many Nurgling "Tribles" but it sound like an interesting strategy.

It does not suit my style I like to charge and get in your face. Attack, attack, attack.

Then while they are reacting take Objectives and contest the ones they hold. But Nurgels sound like they would make that harder.

Ash

Raptor1313 said...

If Nurglings could score, they'd be awesome. Note that Swarm units cannot hold objectives.

I think you're overlooking one of the other defensive/offensive options Nurglings give you. Lots of Daemons are short on offensive/defensive grenades, and being in assault already negates cover's bonus if you're charged in cover.

Army-wise, I'd consider a couple units at 6-7. They're good to block movement, contest objectives, and be a tarpit. I just don't expect them to last in melee, since they're just going to be dwindling. That T3 and 5+ only goes so far, even if you've got three wounds a base.

Unknown said...

Yea, I guess I kind of overlooked a few things in my gleeful moment. Though they won't last long in combat, I think they are still a great choice when it comes to giving much needed cover saves for my other more expensive units. I would basically use them as an annoying unit to keep pecking away unit my opponent has to just deal with them which will shift his focus from the real fight. Sounds good and all but I'll have to play test them to see how they fair in a few games.

Unknown said...

I use 3 units or 7-9 nurglings. They are the MVP of my army. I play pure Nurgle with Epidemius. When you get that kill count going they are unstoppable with all those attacks wounding on 2+ power weapons.