4th Edition Review: Maggotkin of Nurgle

Although having never taken Nurgle to an event myself, I have been infected by Grandpapa Nurgle at a good number of them. From the early third terrors of Pusgoyle Blightlord spam to Glottkin Monstermash at the end of third, I definitely know enough to keep my vaccines updated! In many ways they are also the other side of the coin to my Chaos main, Tzeentch (for whom I have already written the review for on this site).

Who are the Maggotkin of Nurgle?

As alluded to, Maggotkin are, in many ways, the opposite of Tzeentch. Whereas Tzeentch is more of a liberalist Chaos God in the Gordon Gecko mould of greed being good and here are the tools to achieve it, Nurgle is a more socialist and inclusive god who promises to love you just as you are, however pathetic, weak or unfortunate you are. Nurgle themselves can be found in their Plague Garden where the Feculent Gnarlmaws that we’ll discuss later along with all of the plagues and diseases spread by Grandfather Nurgle’s followers.

Why play the Maggotkin of Nurgle?

Maggotkin have a very patient play style, where an enemy army is not going to be tabled in a turn or two. Instead, they play the long game, wearing their opponents down through attrition, while spreading diseases to weaken the enemy further. You also have two flavours of toxin to enjoy, mortals, whose bodies have swollen almost beyond recognition from the Gifts from the Grandfather and daemons, who are realisations of Nurgle’s wishes made real. Within these, you can also play with big monsters or with little gribblies, so lots of options to indulge in.

Battle Traits

Blessed by the Plaguefather

Once per turn at the end of every turn, Nurgle players have a choice to make about how best to enjoy Nurgle’s blessings. In most cases, they will probably ‘infect’, which is to choose a unit in combat with a Maggotkin unit and bless them with the Diseased keyword. Alternatively, particularly if you have caused a unit to be Diseased early game through the shooting of the Rotmire Creed or a spell, you can ‘spread’ Disease to every other unit in the combat range of a chosen Diseased unit. The third choice is if everyone is Diseased, you can ‘mutate’, which is causing 1 mortal damage to every unit. None of these require dice rolls and can quickly add up because in addition…

Wracked with Disease

…at the end of every turn you also do D3 damage on a 2+ to every Diseased unit. This is where the Nurgle version far outstrips Tzeentch’s Wyrdflame as the maximum damage Tzeentch can do is 3 to one unit and the maximum Nurgle do is 3 for every unit, plus 1 for ‘mutating’ plus one from a particular battle formation. That will start to add up as will the pile of diseased corpses your opponent removes from the board.

Desperate Remedies 

Finally, a passive that means that any healing Nurgle’s for attempts first removes the Disease, preventing any healing or slain models from being returned.

Battle Formations

Tallyband of Nurgle

Let’s start with a banger right out of the gate with the Tallyband of Nurgle’s Disease and Pestilence Personified. Very simply, add one to the mortal damage that Wracked with Disease causes. All Nurgle armies will be able to benefit from this and, if you decide to lean into spreading the love as much as possible, then this is your no-brainer choice.

Nurgle’s Menagerie

This battle formation allows for two Feculent Gnarlmaws rather than the one, which is handy, as they can be vectors of Disease, can block up parts of the board and can fight a very little if they get charged. However, they don’t fight that well to make charging one with two units a risk for Do Not Waver and can allow a unit to slingshot round into another, juicier target. However, it’s not really worth a whole battle formation, especially when Horticulous Slimux can add extra trees automatically every Nurgle movement phase until there are 3 trees on the battlefield.

Affliction Cyst 

Do you ever think that having to deploy 18” away from your enemy is an inconvenience you just don’t want to deal with? That you would quite like to deploy 1000 points of it a mere 9” away? This is the battle formation for you. From Noxious Skies allows you to deploy Maggotkin of Nurgle units that have fly 9” away after deployment has otherwise been concluded. This could be Plague Drones or it could be 2 x 4 Pusgoyle Blightlords just raring to go. If you know that it’s your decision to go first, then this can give you a huge advantage right from the start, being able to box your opponent in while you take control of the board.

Plague Cyst

Vectors of Contagion

Allows all mortal units slain in combat to roll a number of dice equal to their health characteristic, to a maximum of 4 dice, and each 5+ is mortal damage back to the unit that killed them. It will work on flies, but it’s very inefficient with them as you don’t get to roll for all of their health, so probably one for Blightking heavy forces.

Heroic Traits

Gift of Febrile Frenzy allows you to add 1” to the movement of all units without fly if they are wholly within 12” at the start of the move. Could be useful in conjunction with Plague Cyst to get your slow moving Blightkings up the board, but there are better options available.

Grandfather’s Blessing 

Now we’re talking! Heal D6 at the end of every turn if the unit with this is within combat range of a Diseased unit. Great on an 8 wound Lord of Afflictions and even better on a Great Unclean One. Extra survivability while your diseases do their work will always be a good choice.

Overpowering Stench

A useful trait that means that if a unit is in combat with the bearer, on a 5+ any command has no effect but the points are still lost. With the Great Unclean One’s base being bigger, this might be best place on them.

Artefacts

Rustfang 

Rustfang allows you to reduce the save on an enemy hero that is in combat range by one for the rest of the battle. It is also once per battle, so you need to be selective over which hero to use it on. Potentially using Overpowering Stench to potentially turn off All out Defense would be a better use of your resources.

The Carrion Dirge

This artefact allows you to reduce the control scores of 3 units within 12” in any hero phase. This might be after your opponent has declared the Attack on Two Fronts battle tactic and can make achieving that tactic much harder. Potentially a great combo with the Harbinger of Decay’s prayer (more on that later) to maximise control reduction.

The Witherstave

Really straightforward strikes last on the enemy on a 4+ if they charge you. Obviously somewhat situational, but could be helpful to make Slay the Entourage more of a risk and could affect your opponent’s plans.

Spell Lore

Cloying Quagmire

The first of three spells reduces an enemy unit’s movement by half and causes run and charge moves to be reduced by 1” each if they have a 3+ save. Nurgle is a slow army for the most part, so slowing down your opponent is almost as good as speeding yourself up. The only issue might be having to be within 18” to cast this before the ten Blood Knights you were planning on slowing have got within combat range!

Fleshy Abundance 

The unlimited spell is a pretty great one as it can heal D3 to a unit wholly within 12” (and a Great Unclean One can obviously use on itself) or make that unit -1 to wound if they are at full health. Great spell and one you will want to cast each turn.

Magnificent Buboes

After the universal applications of Fleshy Abundance we have Magnificent Buboes which makes an enemy hero worse at everything they do – fight, cast, pray – while they deal with whatever horrific malady has just afflicted them. One of those 4th edition spells that you wouldn’t select if you had to, but useful to have in the bag when you need it.

Manifestation Lore

There is no manifestation lore for Nurgle and you probably won’t be taking that many wizards so the Krondspine is a legitimate option here. Alternatively, Morbid Conjuration and Shackles could complement Cloying Quagmire well.

Units

Great Unclean One

I’ve mentioned this chap a few times already, so we’ll start here. Only a 4+ save but with a 5+ ward and 20 health, they’re pretty survivable. They have a decent ranged weapon that can shoot in combat and a good melee profile that is 4 damage for each of its 4 attacks. So it’s not necessarily going to carve its way through swathes of heavy cavalry or infantry in one combat phase but it is going to make a dent and reduce the effectiveness of the clap back from that unit. Then, at the end of every turn, the ability Bloated with Corruption will cause D3 mortal damage on a 2+ to up to 3 units in combat range. The Great Unclean One also has a great spell in Plague Wind. It goes off on a 7, so being near a Place of Power will be handy, and gives as unit the Diseased keyword within 12”. The more disease the better for Grandfather Nurgle, so this is right up there with Fleshy Abundance as a spell you want to cast when you can. Fortunately, the Great Unclean One is a Wizard (2), so these can go off every turn. Finally, in line with the other unnamed Greater Daemons, Locus of Nurgle means that a Daemon unit greater than 3 models can be brought back within 12” of the GUO and 9” from enemy units, if you can roll a 4+. Good targets for this could be reinforced Plaguebearer units or Plague Drones units could bring back 2 of the 3 they started with. While it does encourage you to go Daemon heavy, even without this the Great Unclean One is a good place to start in any list.

Great Unclean One by Rot’n’Roll

Rotigus

The named Great Unclean One, Rotigus, is another good unit with slightly more health and the potential to do a bit more damage in melee but without the ranged attack. He’s a better caster than the GUO, getting those narratively driven casts of 7 off that little bit easier and comes with his own spell, Deluge of Nurgle. It is cast on an 8, but, if it is successful, affects every Diseased unit on the battlefield and all Nurgle units they are in combat with. On a 2+ on a D3, the Diseased unit takes that much mortal damage, while the Nurgle unit heals for that much. Combo this with Tallyband of Nurgle for the +1 mortal damage on Wracked with Disease and your opponent can only look on, helpless as their army is ravaged by disease. Of course, you can cast this in your opponent’s hero phase too for extra damage. Finally, Rotigus has a horde clearing rampage called Mountain of Loathsome Flesh where, on a 3+, you roll a number of dice equal to the number of models in the unit, with 5s being mortal damage.

The Glottkin

With even more health than the Great Unclean Ones, the mortal Warmaster is The Glottkin. With 24 health, 4+ save and a 5+ ward, the Glottkin has a control scores of 10 and the passive Horrific Opponent reduces control scores by 3 if they are in combat with The Glottkin. However, it’s unlikely much will be in combat with The Glottkin by the end of a turn as they can do a potential of 41 damage each combat phase. Being able to Counter Charge such a combat monster is bad enough, but the ability Blighted Stampede allows another two units to Counter Charge as well for an absolute ride of mutated Nurgle flesh smashing into your opponent’s lines…on their turn. Of course, they can stop this happening by charging The Glottkin…but that’s a win for the Nurgle player too! He does have a spell that can do damage based on the health characteristic of the target, up to a maximum of 7. It will reliably hit this maximum against an enemy of 21 health or above, so good luck Gargants!

Horticulous Slimux 

The snail rider is very much a tech piece who isn’t dangerous in combat not is particularly survivable. Its two abilities are very useful though, with Beast Handler allowing him to bring back a Beast of Nurgle 9” away from an enemy on a 3+ and Cultivating the Garden or Nurgle allowing a tree to be dropped down within 12” of Horticulous until each movement phase whenever there are less than 3 trees on the board. These trees can be set up 3” away from enemies and terrain, putting it well within the Disease range of the Gnarlmaw.

Orghotts Daemonspew

The fightiest of the three Maggoth Lords has 7 attacks on 3s/3s, -1 rend, 2 damage and then 5 companion attacks on 4s/2s, -2 rend, 3 damage. In addition, their Grasping Tongue ability gives +1 to wound for all Maggotkin units that target an enemy in combat range of Orghotts, including Orghotts himself. He also has a single shot D6 damage ranged attack and can bounce mortal damage back on a save roll of a 6 with Acid Ichor.

Bloab Rotspawned

The wizard of the three, Bloab’s spell (Miasma of Pestilence) is the main reason for taking him as, on a cast roll of only a 6, an enemy unit with 12” takes an extra point of damage each time a different friendly ability causes damage. So, if that enemy unit takes damage in the hero phase, the shooting phase, the charge phase, the combat phase and then from disease at the end of the turn, that’s an extra 5 damage…and it lasts until your next turn, do that’s potentially another 5 damage on top. Bloab also has a decent, if short ranged, shooting attack that has 7 shots at D3 damage. Finally, he has a really lore-appropriate rampage where each enemy within 7” take a mortal damage and has -1 to hit on the roll of a 4+. If this unit was the successful target of Miasma, that’s 2 mortal damage on another 4+.

Morbidex Twiceborn

Twiceborn – once as a mortal and once as a weird man-Nurgling – is the most survivable of the three, with Gigantic Nurgling-Kin allowing Morbidex to heal half the damage he has taken each turn. He also buffs up nearby Nurglings with Lord of Nurglings adding to control scores of the little fellas and helping them to ignore the first damage point each phase (note: not turn) and also Tide of Nurglings helping to recreate Morbidex’s second birth by giving Nurglings Crit (Mortal) on a 2+.

Harbinger of Decay

This amazing model has an okay melee profile, which will pop off for 9 damage every now and then and also has a once per game ability called Knell of Decay that reduces the movement of up to 3 units within 24” by 1” and reduce run and charge by 1 each too. Potentially this could be just enough to shut down a battle tactic. The main reason for taking the Harbinger though is the prayer that it has that reduces the control score by double the battle round number of one enemy unit of a prayer of a 4 or all enemy units on a 10. So build the prayer up over a couple of turns and then pop the big prayer on turn 3 to reduce the control score of all enemies within 12” by 6. Couple this with The Carrion Dirge to reduce 3 of these units control scores by a further 3 and if they happen to be in combat range of the Glottkin, then that’s another -3 to control score.

Lord of Afflictions

The last of the heroes in this review (but there are a few others with some possible applications) is the Lord of the Flies himself. He has a decent melee profile and is survivable on a 3+ save, 5+ ward and 8 health. His abilities allow 2 Pusgoyle Blightlord units within 12” to add -1 rend to their flies’ melee profile with Master of Rot Flies and do do mortal damage to up to 3 units around him on a 2+ D3 roll.

Pusgoyle Blightlords

Sticking with the mortal flies, they only have a 4+ save, but otherwise are as survivable as the Lord of Afflictions. While their damage isn’t quite as high on the charge, 4 attacks 3s/3s, rend -1, 2 damage isn’t bad, especially as Relentless Attackers is a passive that can add -1 rend to riders’ attacks when attacking a unit on an objective you don’t control. They are 250 points for 2 and can be reinforced, but are pretty decent and can have a huge headstart at getting into combat with the Affliction Cyst battle formation.

Plague Drones

The daemon flies are neither as survivable nor as lethal as the Blightlords, but are a lot cheaper at only 180 points for 3 and 2 of these could be brought back by a Great Unclean One’s Locus of Nurgle ability. They can also retreat (and not take mortals) and then charge the same turn, making them able to get places for battle tactics that your opponents might not expect.

Plaguebearers 

The daemon infantry are Plaguebearers and they’re essentially 20 wounds on a 6+ save and 5+ ward for 140 points, or 40 wounds for 280 points. With battleshock no longer in the game, each of these wounds needs to be taken off and then a Great Unclean One can bring back a half-strength unit. 40 of these plus a Great Unclean One is a decent 1000 points or so to start a list with.

Nurglings

To round off the daemons, we have everyone’s favourite cute little bag of vomit – the Nurglings. They aren’t great – 12 health for 110 points on 6+ save and 5+ ward, hitting and wounding on 5s for one damage. However, they are daemons, so can be recycled by a Great Unclean One; Morbidex can give them mortal damage, ignore a point of damage and increase their control score; and their own ability allows them to heal any wounded unit back to full at the end of every turn, so an opponent needs to commit more than what they would like to be rid of them.

Putrid Blightkings 

These mortals have a good save, have Nurgle’s 5+ ward and, on 3 health, have a decent chance to bring one back through rally, especially with a musician. With their Bloated Bulk ability adding 3 to control scores of the unit if they are all contesting and a standard bearer adding another point of control, 5 will count for 9 and 10 will count for 14…and with some of the other control manipulation that Nurgle have access to, they could do enough to swing an objective. With 4 attacks 3s/3s, rend -1, 1 damage they are decent enough in combat and the two variants of Lords of foot can buff them further.

Rotmire Creed

The final mortal unit is the Warcry warband with their 12” blowpipes that might do a wound here and there, but can be great for spreading diseases at range if you choose ‘infect’ when using Blessed by the Plaguefather ability. However, unless you have nothing else in combat to ‘infect’ with, it’s likely that this ability won’t be used, which is the whole reason for the unit being taken at all.

Beast of Nurgle

The puppies of Nurgle are beasts, so only have a control value of one, but do have a great ability (which has no limitations on usage in the charge phase) to allow them to charge the nearest enemy and do D3 damage to them, even in your opponent’s charge phase. With a couple of Beasts accompanied by The Glottkin and friends, your opponent may be wondering exactly whose charge phase it is supposed to be!

Feculent Gnarlmaws 

Nurgle’s arboreal masterpieces count as faction terrain for the first one and then can have additional ones added by the right battle formation or by Horticulous Slimux. They do have an attack profile if they are engaged in combat, but the main reason for wanting more of them is that you can make an enemy within 6” of a tree have the Diseased keyword, if you can roll a 4+. The more disease, the better, just beware of giving free movement or even battle tactics to your opponents via the tree.

Sample Lists

Nurgle Flies  (1970 points)

ARMY

Grand Alliance Chaos

Maggotkin of Nurgle

Affliction Cyst

2000 Points Limit

Drops: 1

Spell Lore – Lore of Malignance

Manifestation Lore – Krondspine Incarnate

Regiments

General’s Regiment

Lord of Afflictions (220)

 • General

 • Overpowering Stench

 • The Witherstave

Pusgoyle Blightlords (500)

 • Reinforced

Pusgoyle Blightlords (500)

 • Reinforced

Pusgoyle Blightlords (500)

 • Reinforced

Pusgoyle Blightlords (250)

Faction Terrain

Feculent Gnarlmaw

Ever slipped on an online order and accidentally bought 8 of the same kit by mistake…actually, me neither, but this army can be made from the same box of minis. This was the list that mildly terrorised early 3rd and is still decent now. 1000 points of Blightlords can be pushed into your opponent’s face, tagging as much as possible when you choose to take the first turn. On the flanks, the other units move up, ready to claim Seize the Flanks for themselves, while making it very risky for your opponent. Eventually the first 8 flies will go down, but you have 7 left and the disease spread mechanic will really start to take a toll.

Nurgle Daemon Recursion (2000 points)

ARMY

Grand Alliance Chaos

Maggotkin of Nurgle

Tallyband of Nurgle

2000 Points Limit

Drops: 2

Spell Lore – Lore of Malignance

Manifestation Lore – Krondspine Incarnate

Regiments

General’s Regiment

Great Unclean One (480)

 • General

 • Grandfather’s Blessing

 • The Carrion Dirge

Beasts of Nurgle (150)

Beasts of Nurgle (150)

Plaguebearers (280)

 • Reinforced

Plaguebearers (280)

 • Reinforced

Regiment 1

Horticulous Slimux (150)

Beasts of Nurgle (150)

Plague Drones (180)

Plague Drones (180)

Faction Terrain

Feculent Gnarlmaw

The second sample list is purely daemons, looking to maximise the recursion mechanic via the Great Unclean One bringing Plaguebearers and Plague Drones back and through Horticulous Slimux returning the Beasts of Nurgle. Not a lot of output in this list, but excellent board control and, with The Carrion Dirge able to impact control scores for one hero phase, an excellent list for the primary game.

Nurgle Full Spread (1970 points)

ARMY

Grand Alliance Chaos

Maggotkin of Nurgle

Tallyband of Nurgle

2000 Points Limit

Drops: 2

Spell Lore – Lore of Malignance

Manifestation Lore – Krondspine Incarnate

Regiments

General’s Regiment

Rotigus (500)

 • General

Plaguebearers (280)

 • Reinforced

Regiment 1

Great Unclean One (480)

 • Grandfather’s Blessing

 • The Carrion Dirge

Plague Drones (180)

Plaguebearers (280)

 • Reinforced

Pusgoyle Blightlords (250)

Faction Terrain

Feculent Gnarlmaw

The last one looks to spread as much disease as possible with the spells from the two big chaps doing a lot of work getting the disease spread in the first place and then maximising the damage caused by it. Everything else is there to screen off the big guys while the whole plan slowly comes to a very Nurgly fruition.

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