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!). On the first day I covered the Wheel!
It’s the second day of Nurglemas and today I’m bringing you news on the Grand Strategies and Battle Tactics from the book.
Again shout out to those with preview access to the book for sharing it. Today’s is mostly from the gang at Sprues and Brews. Do go and give them a read!
Maggotkin of Nurgle is the third new book in Age of Sigmar 3, and we have seen each of them come with their own Grand Strategies and Battle Tactics. The Grand Strategies have mostly been a bit ‘meh’ and not overwhelming, although they do give options in the team format where the same Grand Strategy can’t be taken twice. The Battle Tactics have been possible, but not game changing… is Nurgle different!
Corrupt Arcane Nexus
Have a Maggotkin wizard within 3″ of the centre of the table at the end of the game, and no enemy models within 6″
This definitely falls into the category of win when your winning, but 6″ bubbles on the small tables is very big and relatively easy for your opponent to stop – or for the Maggotkin player to have to change their last turn to complete.
Tend the Garden
If there are no enemy models within 3″ of Feculant Gnarlmaws at the end of the game and there is a Feculant Gnarlmaw wholly within your opponents’ territory
This one feels achievable, but some of the territories are very small, and you’ll need to summon a 2nd Gnarlmaw at some point during the game. It may also make an opponent have to leave a unit ‘guarding’ a Gnarlmaw and reduce their objective scoring and/or battle tactics.
Spread Rampant Disease
All enemy units must have a disease marker at the end of the game
This one feels achievable against some opponents, but with the Heroic Ability to Heal (which can be used to remove disease markers) your opponent can stop this. Great if you try to go last in the 5th battleround, and definitely gives options.
If you general is MORTAL then, after deployment, pick a terrain piece in your opponent’s territory. If you control it at the end of the game, this Grand Strategy is successful!
This one is possible, and definitely better than the generic one for controlling terrain, but the Maggotkin of Nurgle are slow and your opponent may be able to stop you.
I don’t think any of these Grand Strategies are going to replace the generic ones outside the Team format – although I do like Spread Rampant Disease for just being very Nurgle!
Feed the Maggots
Kill 7 models in a turn with wounds caused by disease rolls.
Great if playing against wound 1 and wound 2 armies. I can see this one getting a lot of play.
Nurture the Gnarlmaw
Pick a Feculant Gnarlmaw that is within 12″ of an enemy unit at the start of the turn. If, at the end of the turn there are no enemy models within 12″ you score this battle tactic.
You’ll have a Gnarlmaw in your deployment zone and at some point a unit is likely to get near to it – this is great! It could easily put you opponent off making a play for Savage Spearhead with two small units, or stop flanking (for example by Rippa’s!) with small units that are easy to clear. Another great Battle Tactics
Gifts of Nurgle
All your remaining units inflict at least 1 disease token this turn
This feels like a great ‘catch-up’ battle tactic if your opponent is doing well, and you find yourself with only a few units. 2 points for a sneaky battle tactic can mean the difference between victory and defeat, and this is another great addition for Maggotkin of Nurgle.
Glory to the Grandfather
Kill more enemy units in this turn, than your own units
If there is a unit with a ROT FLY mount in every quarter of the table
If you are taking Rot Fly models, with their good movement (for Nurgle), this will be another doddle. Just be careful of Ironsunz charging in your charge phase!
Summon a Great Unclean One
The first one that feels weak because it takes 30 contagion points
The Grand Strategies are following the same theme as those in Orruk Warclans and Stormcast (and the White Dwarf articles)… ie you likely won’t take them!
The Battle Tactics are great though, with 4 being achievable with any Nurgle army, 1 being easy with Rot Fly and 1 being almost impossible. Given that I’ve played 15 games with the Orruk Warclans and not used any of theirs, so this feels like a massive boon from the Grandfather to his followers!
Join us tomorrow for Day 3 of Nurgle!