The 7 Days of Nurgle – Day 1 – The Wheel!

With the release of the Maggotkin of Nurgle book, I’m going to be scouring the internet for information on the book and presenting it to you over the next 7 days, so that you don’t have to (but we all know you will!)

First up is the Wheel… it’s back and it’s great.

I have found my information for this article primarily from FaceHammer and Sprues and Brews – so give them a follow/subscribe on YouTube etc…

For those who don’t know the wheel is a mechanism whereby the allegiance ability of Maggotkin of Nurgle changes each battle round. I haven’t seen any abilities that can change the wheel … yet!

So the seven new abilities have been revealed by FaceHammer (other YouTubes are available).

For those who don’t know Nurgle, the Nurgle player rolls a D6 at the start of the first battle round, and then it advances at the beginning of each subsequent battle round!

Ability 1 – Unnatural Vitality

All Maggotkin of Nurgle Heroes have 4+ ward save!

They already have a 5+, but we all (by now) know how much better a 4+ ward save is. A great turn one ability to prevent any shooting armies shooting off your key heroes

Ability 2 – Fecund Vigour

All units are treated as being within 14″ of a Locus of Fecundity.

This gives your units small little bonuses regardless of where they are – perfect for late game if your units are scattered around the board, or you need to complete Savage Spearhead!

Ability 3 – The Burgeoning

At the start of your hero phase, roll a number of dice equal to the number of the current battle round, for each 4+ you receive 1 Corruption Point.

More corruption, means more summoning… You probably don’t want this as your first or second battle round but it is a nice bonus that makes turn 3 onwards summoning possible.

Ability 4 – A plague of misery

Heroes who do not have the Nurgle keyword cannot carry out heroic actions, or use the Rally or Inspiring Presence command ability.

No doubt this is good, especially if you are using Bring it Down or Slay the Warlord battle traits to stop finest hour. Just remember that this stops heroes only so unit champions and units with the Elite keyword will be able to Rally still — looking at you ‘Ardboyz!

Ability 5 – Nauseous Revulsion

Subtract 1 from charge rolls from enemy units that do not have the Nurgle keyword. Units without the Nurgle keyword cannot finish a pile-in move closer to a friendly Nurgle unit than they were at the start of the move.

Another good ability, this one against hordes who need the pile-ins, or units that only just make their charge distance.

Abilty 6 – Rampant Disease

Add 1 to disease rolls that you make.

Mortal wounds to opponents on a 3+, increasing chip damage and possibily taking down the last wounds on small characters or Gargants… yes please!

Abilty 7 – Corrupted Regrowth

At the start of your hero phase you receive 1 extra Corruption Point for each Feculant Gnarlmaws from your army that is on the battlefield.

More summoning resource to hopefully give Nurgle a bit of a boost! They were never the fatest summoners in the Daemon lists but this looks like it may help.4

What will be your favourite, and how will you adapt your play depending on where the wheel starts the game?

Join us tomorrow for Day 2 of Nurgle!

— Declan

Links to further days:

  • Day 2 – Grand Strategies & Battle Tactics
  • Day 3 – Spells
  • Day 4 – Command Traits
  • Day 5 – Allegiance Abilities
  • Day 6 – Summoning
  • Day 7 – Conclusions

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