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.
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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.
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.
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.
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.