Warhammer 40,000: Daemons of Nurgle part 2

Posted on Posted in Reviews, Uncategorized

Welcome to the final day of my look at Codex Chaos Daemons for Warhammer 40,000. Yesterday I looked at the available unit options for Nurgle, and today I'll be looking at the Stratagems, Warlord Traits, Psychic Powers and Relics available to them.

Don't forget to click on any of the links below to take advantage of the 25% off rrp provided by Triple Helix Wargames.

Daemonic Loci

As with all the other Chaos Gods, Nurgle get their own Daemonic Loci. If you have a pure Nurgle Daemon detachment in your Battleforged army you gain access to Locus of Virulence.
Each time a unit within 6" of  a Character with this ability rolls a 6 to wound, the attacks damage is increased by 1. For an army that, as previously discussed, will not be putting out too many wounds, this should help them push the attacks a bit more in their favour, especially against multi-wound enemies.


As I mentioned in my review of the Slaaneshi stratagems on Tuesday, there are seven stratagems that are not god specific, a good one for Nurgle, costing 2CP, is Warp Surge. This increases a units invulnerable save by one to a maximum of 3+. On a unit of Plaguebearers, this would give them a 4+ invulnerable save, and then a 5+ Disgustingly Resilient save on any wounds that get through. This stratagem could really help a unit if they are defending a vital objective, and you really need them to hang around for another turn.

There are three specific Nurgle stratagems.

Locus of Fecundity allows units within 6" of the chosen character to re roll Disgustingly Resilient rolls of a 1. With Nurgle being really hard to kill anyway, increasing the chances of negating that wounding shot is just going to frustrate your opponent even more.

Revolting Regeneration is a little pricey at 2CPs but does allow you to regenerate some lost wounds on a character, or return a model to an already reduced unit. Unit of Plague Drones missing a model, drop 2 command points and back comes a toughness 5 model with 4 wounds.

The Plague Banner replaces one of your already included banners and can be utilised once per game. When activated the units Plague Swords become damage 2, combine this with Locus of Virulence and your slow unit of Plaguebearers will be causing 3 damage per successful wound! Watch those unsuspecting Terminators, or cocky Knight go down to a unit they thought they'd destroy with ease.

Warlord Traits

There are six Warlord Traits for each Chaos Power. I wont go through all six of the Nurgle ones, just the ones I am likely to use.

Acidic Ichor inflicts a mortal wound on an enemy unit that manages to cause a wound on the Warlord. For each wound suffered, on a 4+ a spurt of noxious acid lands on the attacker causing a mortal wound. With a Great Unclean one being able to take a lot of damage, unsuspecting enemies will be dropping even when they think they are doing well.

The Virulent Touch adds one to any wound rolls made by the Warlord against vehicles. This may not sound like much but when every roll of a 5+ now increases the damage of its weapon by one, this will certainly increase its damage output, especially with the Great Unclean One's flail.

Hellforged Artifacts

There are three Hellforged Artifacts for Nurgle, one less than every other Chaos God, again I wont go through them all, just the one that interests me the most.

Horn of Nurgle's Rot enables Plaguebearer units within 7" of the bearer to increase their number by one on a 4+, if the bearer kills a model. It may not seem much, but if you are able to get some decent damage output from a Great Unclean One, there is a chance that a nearby unit will be restocking any lost models.

Psychic Powers

As mentioned on Tuesday, three of the four Chaos Powers get their own list of psychic powers, and with three of the characters in my army having access to them, this is something that could really help the battle turn in my favour.

Shriveling Pox reduces the toughness of a nearby enemy unit by one. Anything that can help increase the amount of wounds a Nurgle army can put out is a big help in this army. Against Space Marines, they means increasing the normal wound roll of a Plaguebearer from 4+ to 3+.

Virulent Blessing adds one to the wound roll of a Nurgle Unit. This will mean that the damage caused by a Nurgle model will increase by 1 for every 5 or 6. This spell also states that a roll of 7+ (so a 6 on a dice, plus the +1 modifier) will double the damage. This could mean that a normally pretty poor unit could become awesome, especially combined with the plague banner as this will mean a wound roll of 6 will be doing 5 damage if it is not saved!



When looking at the Nurgle Units it was a struggle to see how they could do much damage on the battlefield, but looking at the possibilities granted from their Psychic powers and Stratagems, there appears to be plenty of big combos that, if rolled out at the right time, could tip the balance of the battle in your favour.
Nurgle are going to take some getting used to, and plenty of upfront planning. I look forward to getting them on the board some time soon.

Thanks for reading and I'll be back next week (if I can think of something to write about) or maybe in a fortnight, just before I go to the Warhammer 40,000 GT heat 3 in Nottingham.



*Triple Helix Wargames are not paying me to promote their website, but have been kind enough to send me some miniatures for sending you in their direction.
Like this? Share it and spread the word!

3 thoughts on “Warhammer 40,000: Daemons of Nurgle part 2

  1. I feel like Daemonic Incursion is also an important Stratagem for Nurgle, helping a bit to offset the relatively poor speed.

    I don’t really see Acidic Ichor being that great. Most people are going to want to shoot down a GUO, and in 8th, that is doable. You got Virulent Touch backward; it’s +1 to Wound against everything except Vehicles. Still arguably the best of the bunch. Plaguefly Hive could be good for a Warlord that has few enough Wounds to hide, since most people are probably getting pretty close before they’d be able to target them, making the -1 likely to kick in.

    The Entropic Knell is less for Nurgle Daemons on their own, and more for when you’re comboing with Death Guard. They have several other Ld Debuffs available, and having one more option there could get pretty nasty. Corruption seems worth a look, too. Taking a Daemon Prince up to hitting at S9 might well be worth trading down to d3 Damage from a flat 3, especially with all the ways to boost damage, and on a Spoilpox Scrivener, it’s an amazing increase in damage output.

    All the Psychic Powers look good to me, tho without a flying Daemon Prince, Stream of Corruption and Nurgle’s Rot are definitely less useful. Fleshy Abundance is nice, especially in combination with Revolting Regeneration, and Miasma of Pestilence is just fantastic for protecting a GUO, stacking with Plaguefly Hive, or making a big Unit of PlagueBearers almost un-hittable.

    1. Thanks for your comment. All good points. I guess it depends on your local meta. My club is a very relaxed so I think different things are seen over what you’d seen on the competitive scene. I’ll make sure to report back how the Slaanesh and Nurgle go.

      Also thanks for pointing out my error with Viulent Touch, I read that plenty of times to make sure I had read it right and then still got it wrong 😂

      1. Yeah, it does really vary. Even on a smaller level than groups. Looking over it again, I see that my impressions of a number of things differ from yours largely because I have three Nurgle Flying Daemon Princes, but haven’t finished my GUO or any Heralds, which changes the usefulness of many Stratagems, Relics, and Warlord Traits.

        Also, I screwed up in my first comment as well. Should have been Denizens of the Warp, not Daemonic Incursion. Happens to all of us.

Leave a Reply

Your email address will not be published. Required fields are marked *