Tag Archives: Maggotkin of Nurgle

The 7 Days of Nurgle – Day 6 – Summoning

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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!).

I’ve already covered:

It’s the sixth day today I’m bringing you news on the Summoning options available to Maggotkin of Nurgle

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!

Each of the 4 Chaos Gods have a summoning mechanic which is different in every case. Tzeentch benefit from spells, Khorne from units dying, Slaanesh from not quite killing, and Nurgle… from existing!

The mechanic for Nurgle has not changed a lot, but there are changes to the cost of units and the availability of units (no more 5 or 20 plaguebearers for example). Nurgle have contagion points (which you’ll have seen referred to in my previous articles).

  • 3 Contagion Points (CP) – at least 1 Maggotkin of Nurgle unit in your territory
  • 3 Contagion Points (CP) – at least 1 Maggotkin of Nurgle units in your enemy’s territory
  • 1 Contagion Point – no enemy units in your territory
  • 1 Contagion Point – no enemey units in their territory
  • 1 Contagion Point – per Feculent Gnarlmaw
  • x Contagion Points – various command traits and spells.

This means that you will get 5 points if you go first – perhaps 4 if your opponent Alpha-Strikes into your territory (looking at Ironjawz again!). It is possible to build more into summoning, but as there is no secondary benefit (like Tzeentch in casting spells), it might be difficult to do that. Summoning for Nurgle has mostly been a nice benefit in addition to the army, and not something to work towards. That said I’m sure someone will come up with a summoing list when the book is available this weekend.

But what can be summoned:

CPsUnit
30Great Unclean One
18Plague Drones (3)
14Plague Bearer Host (10)
12Poxbringer – Herald of Nurgle
10Beast of Nurgle (1)
9Feculent Gnarlmaw
8Nurgling Swarm (3)
7Sloppity Bilepiper – Herald of Nurgle
7Spoilpox Scrivener – Herald of Nurgle

There’s a few options there and the internet is already discussing the benefit of summoning Sloppity or Spoilpox over including them in the intial army, as you should get the summoning for them turn 2. But it is expensive to get any of these units, and feels to me (with no summoning in Destruction!) that they are useful as last turn objective grabbers, or to block up and kill a low wound character. But Nurglings… for 8 points — I’d definitely have some of that!

Conclusions

Nurgle hasn’t been made overpowered with the summoning and it feels at the right level, although the loss of 5 Plaguebearer summoning will hurt some of the existing players I’m sure they’ll be able to adapt.

Join us tomorrow for Day 7 of Nurgle where I’ll be wrapping up this coverage!

— Declan

The 7 Days of Nurgle – Day 5 – Allegiance Abilities

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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!).

I’ve already covered:

It’s the fith day today I’m bringing you news on the Allegiance Abilities 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!

The Maggotkin book has 6 Plague Legions/ Contagium included. That’s not a bad number considering that each of Orruk Warclans had 3 (so 9 in that book). But, are they any good, and what will see play in Matched Play tournaments?

Munificent Wanderers

If an enemy unit is within 3″ of a Plaguebearer Host unit that has 10 or more models at the end of the movement or combat phase it receives 2 disease points instead of 1.

With disease being added in combat it’s difficult to see how the Plaguebearers wouldn’t cap on the 7 disease points anyway, but it may convince opponents to retreat in their movement phase to avoid the ‘chip’ damage of the disease points.

Befouling Host

If this army is led by a Deamon General it can include 2 Feculent Gnarlmaws instead of 1

The summoning Host! If you want to try out the summoning, I would imagine this will be your go-to choice!

Droning Guard

Subtract 1 from hit rolls that target Plague Drones units in the first battle round, or when they are set-up on the battlefield.

Plague Drones are how the Maggotkin can retain a fast(ish) army, and -1 to hit is very good. I love it on my MawKrusha and being able to appear, charge and be at -1 to the retaliation hits is very good. Especially against that Gate-Breaker Gargant.

Blessed Sons

If a mortal model is slain within 1″ of an enemy unit then when the model dies roll a number dice equal to the wounds characteristc of the model. Each roll of 6 inflicts a mortal wound.

A shame it is only 1″, but this is consistent with similar abilities. Just be careful about units in a line being hit on the side. That said, if you want a mortal army the extra damage – with disease – may be enough to kill a unit that would have survived.

Drowned Men

After deployment move Lord of Afflications and Pusgoyle Blightlords units up to 8″

Having recently played against Bonesplitterz with their similar abilities — this is great. Speed is so useful in Age of Sigmar, especially if you want to pin your opponent in their own deployment zone, or reduce the likelihood of a alpha-strike from Ironjawz or similar.

Filthbringers

You can include a Rot Coven in your army. (360 points for 3 Sorcerers as a single leader option). One wizard from the cover gets +1 to cast, unbind and dispel. If near others from the coven (3″), gain an additional +1 (up to +3)

This definitely makes the magic build viable, although only one wizard getting the bonus is a little weak considering what other armies can get (Hurricanum anyone). However if you like the Nurgle magic, this should help it go off… and you’ll have lots of spells available.

Conclusions

If I were to run Nurgle, it would likely be with hordes of Plaguebearers, so Munificent Wanderers would probably be my choice – despite my critiscm of it above. I think Matched Play will see the Droning Guard and Drowned Men taken regularly though. Movement is still king in Age of Sigmar.

Join us tomorrow for Day 6 of Nurgle!

— Declan

The 7 Days of Nurgle – Day 4 – Command Abilities

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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!).

I’ve already covered:

It’s the fourth day today I’m bringing you news on the Command Abilities 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!

Similarly to the Spell Lores there are 2 sets of Command Traits in the book. One for Mortals and one for Daemons.

Mortal Command Traits – Lords of the Rotbringers

Grandfather’s Blessing

Once per game you can move the cycle of corruption 1 step forward.

This seems to be the only way to do this, and so the ability is powerful. But as a one-use command trait it won’t be liked by many players. As I like randomness (see my Squig Armies!) I probably wouldn’t take this, but it definitely has value.

Internal Conduit

If your general is on the board at the start of the hero phase, roll a dice. 2-5 – gain a contagion point; 6 – gain D3 contagion points.

This will enable a turn 1 summoning, and boost a bit of summoning, but the output is low. I couldn’t find out if this was your hero phase only, so if it’s all hero phases it would twice as valuable! Assuming you can keep your general alive.

Living Plague

At the start of the Hero Phase roll a dice for each unit within 7″; on a 2+ they get a disease point and you gain a contagion point.

This feels better than internal conduit, assuming it works on your own troops… lots more disease markers though!

Avalanche of Rotten Flesh

When the General charges you roll a number of dice equal to the charge roll, for each 6 they suffer a mortal wound and also get that many disease tokens

A few bonus mortal wounds, but you’re likely getting disease tokens from the corresponding combat (or destroying the enemy), so its value is slightly reduced here.

Bloated and Corrupted

If the general rolls a 6 on their disgustingly resilient you can give an enemy unit within 3″ a disease token

Having your general in the middle of the enemy may seem risky, and isn’t something I often do. As such I’m not sure I would ever take this ability.

Overpowering Stench

Enemy units within 7″ of this general cannot issue commands and enemy units wholly within 7″ cannot receive commands

This is my favourite of the bunch. Commands are used extensively in the game, and preventing these – particularly in combat or for Inspiring Presence – can make a big difference.

Daemon Command Abilities – Avatars of Corruption

Gift of the Febrile Frenzy

Once per battle at the start of combat phase, give all Nurgle daemons wholly within 7″ + 1 attack

Great if you’ve got smaller units of plaguebearers, or some Great Unclean Ones, but limiting to once per battle seems a bit mean

Nurgling Infestation

Subtract 1 from hit rolls that target the bearer and nurglings wholly within 7″ get +1 to hit.

-1 to hit your general – especially Great Unclean Ones – is going to be great, and a little bonus for Nurglings… and as everyone knows Nurglings are the best small gitz you can get since Snotlings disappeared.

Pestilent Breath

Pick an enemy unit within 7″ and roll a number of dice equal to the number of models within 7″. For each 5+ do a mortal wound.

Whilst we fight in Ghur and with horde armies being near the bottom of the meta the value of this is probably low… but who knows what will happen when we leave Ghur. Keep this in your mind if your local meta has large units.

Conclusions

Not a bad set of command traits, but nothing to set the world alight. If I was taking a general it would likely be a Great Unclean One with Nurgling Infestation… if nothing more than an excuse to get some Nurglings!

Join us tomorrow for Day 5 of Nurgle!

— Declan

The 7 Days of Nurgle – Day 3 – Spells!

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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!).

I’ve already covered:

It’s the third day of Nurglemas and today I’m bringing you news on the Spells 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!

The Maggotkin of Nurgle have two spell lores. One for Mortals, and one for Daemons. Read on to find more!

Mortal Spell Lore – Lore of Malignance

Magnificent Buboes

Casting Value: 7; Range: 21″; Pick an enemy hero; they are -1 to hit, chant, cast, unbind and dispel

Great to be able to affect Chant and the long range will mean this can be cost. But a 7+ on 2D6 is not straight forward. I know from Hand of Gork that this is not guaranteed.

Plague Squall

Casting Value: 6; Range: Visible; Roll 7 dice and for each 6 you can assign a disease token to a visible enemy unit

A great way to get the plague & disease rolling. And inifinite range!

Cloying Quagmire

Casting Value: 5; Range: 14″; Pick an enemy unit and roll a dice. If the roll is equal or higher than the unit’s save characteristic then half their move and subtract 2 from all running and charging rolls.

Easy to cast, likely to affect those units you want to affect, but low range. When the opponent is this close, is the reduction in speed going to be a benefit?

Blades of Putrefaction

Casting Value: 7; Range: 14″; Cast on a friendly unit. It generates disease tokens on 5s and 6s to hit (rather than just a 6).

We know how powerful this can be with Kruleboyz poision and so this is likely to be a popular spell. 7+ is still a difficult number though – despite being the number of Nurgle!

Gift of Disease

Casting Value: 6; Range: 21″; Pick an enemy unit in range. Give that unit and all other enemy units within 7″ if the target a disease token.

This is great, and with a reasonable casting value and good range is likely to be a popular spell with mortal wizards

Rancid Visitations

Casting Value: 6; Range: 7″; Roll a dice for each enemy model in the target unit and in range. On a 2+ they suffer 1 mortal wound.

This is great against hordes… which unfortunately are not currently dominating the top tables. But you never know, they may be back once we leave Ghur behind in June 2022… a sleeper option

Daemon Spell Lore – Lore of Virulence

Favoured Poxes

Casting Value: 7; Range: 14″; Cast on an enemy unit. That enemy unit has -1 to hit, wound and save rolls until the caster moves, attacks, casts, unbinds, attempts a dispel, or is slain.

Wow! Just think of this on a Gargant cast from a small Daemon Wizard hidden 13″ away. Great!

Fleshy Abundance

Casting Value: 7; Range: 14″; Cast on a friendly NURGLE DAEMON unit. That unit has +1 wound

Wow! A great spell to turn the 2 wound Plaguebearers into a tarpit. 30 wounds for 150 points is far from bad. But it is cast on a 7+ – not straight forward.

Stream of Corruption

Casting Value: 6; Range: 7″; Roll a dice for each enemy model within 7″. On a 5+ that model suffers a mortal wound. You can optionally increase the range to 14″, but mortal wounds are inflicted on a 6.

Easier to cast, you need to be close – so Great Unclean One – but it is another horde cleaner.

Conclusions

Overall, I like these spell lores and they definitely have a few options. The large number of 7+ spells means that they can’t be relied on, and with many other armies have bonuses to dispel it makes these more difficult to rely upon. I think I would take the easier ones to cast, and use Mystic Shield a lot!

Join us tomorrow for Day 4 of Nurgle!

— Declan

The 7 Days of Nurgle – Day 2 – Strategies & Tactics

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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!

Grand Strategies

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.

Blessed Desecration

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!

Battle Tactics

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

Simple… wow!

The Droning

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!

Sudden Domination

Summon a Great Unclean One

The first one that feels weak because it takes 30 contagion points

Overall thoughts

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!

— Declan

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

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

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