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Kayin
21-04-2005, 05:08
So Ive decided to take a Nurgle mortal/beastmen list down for the next conflict in calgary. Here goes:

exalted champion(100) MoN(40) Great Weapon(4) Barded Steed(16) Armour of Damnation(30) -190

sorceror(85) lv 2(35) power stone(25) spell familiar(15) -160

bray shaman(75) lv 2(35) 2 dispel scrolls(5) -160

15 Warriors(210) MoN(50) halberds(30) full command(30) -320

15 Warriors(210) MoN(50) shields(15) full command(30) -305

5 knights(165) MoN(50) full command(50) -265

5 marauder horsemen(65) Flails(10) musician(6) -81

12 Gors(84) 8 ungors(32) musician(5) Foe render(20) -141

15 pestigors(230) full Command(30) -260

5 Centigors(85) Shields(10) Musician(7) Gorehoof(14) -116

total-1998

Basically this army is designed to be able to deal with (I believe) any situation save an archery/magical army of doom.

Any thoughts?

taer
21-04-2005, 05:12
Looks to be a pretty good two wave army.

Out of curiosity, how is it that you plan on dealing with war machines at the moment?

User Name
21-04-2005, 05:22
upgrading the knights to chosen lets them deal with pritty much anything. I love to take minos since they get chaos armour but thats up to a playing stile choice.

Kayin
21-04-2005, 15:17
warmachines eh? So far my only options are magic and my fast cavalry,I have the power stone for when I would really like to get that one spell off, and the centigors/marauders should be able to get in on turn 2 with some good manouvering. Any suggestions?

taer
21-04-2005, 16:39
Small unit of Furies? (75 points)

Kayin
21-04-2005, 19:33
I can replace the Centigors with a unit of 6 furies and a warbanner for the knights. Would that be the best way to get them in?

Stouty
21-04-2005, 20:23
That don't sound 'alf bad at all though does seem to be like two armies joined together as opposed to one cohesive force

Sounds good but.

taer
21-04-2005, 23:57
I can replace the Centigors with a unit of 6 furies and a warbanner for the knights. Would that be the best way to get them in?

Or you could drop the musicians from your Ranked units and the Chaos Knights, and then drop one model from each warrior unit and the Pestigor unit (14 is divisible by the sacred number of Nurgle, 7)

datalink7
22-04-2005, 01:57
I'd drop one unit of Warriors, and bump the Pestigors and other Warriors up to 20. With Fear, you want Outnumbering.

You should then still have plenty for some Furies.

Also, might want to see what you can do about making your knights chosen.

taer
22-04-2005, 02:05
I'd drop one unit of Warriors, and bump the Pestigors and other Warriors up to 20. With Fear, you want Outnumbering.

You should then still have plenty for some Furies.

Also, might want to see what you can do about making your knights chosen.


Yeah, but with a unit of warriors/pestigors and the knights you achieve the same thing, and with three units he has a 'harder' battle line.

User Name
22-04-2005, 02:43
Well if the same thing is acheived and their is points for a chosen upgrade for the knights (makes them sooooooooooo much better) and the 2 larger units make the battle line harder then it seems like the logical choice.

Kayin
22-04-2005, 03:29
As much as I would like the unit of furies and the unit of centigors, I am doing this army on a budget and can only really squeeze out one or the other. now as to the comment of unit sizes, making them 14 to get the extra point and for fluff reasons sounds like a great idea, unfortunately I have this horrible tendecy to cringe at any unit that does not start out with a perfect formation and 7x4 is hardly effective, somethign purely for looks, but hey thats half the battle. so in regards, which unit would you deem more effective, the furies or the centigors or even another similarily points cost unit?

taer
22-04-2005, 03:34
Well, in terms of sheer power, the centigors kick the furies ass, but considering the balance with the rest of your list, furies are a better choice.

taer
22-04-2005, 03:41
Well if the same thing is acheived and their is points for a chosen upgrade for the knights (makes them sooooooooooo much better) and the 2 larger units make the battle line harder then it seems like the logical choice.

I was saying that the three units on foot made a 'harder' battle line, since it is far more difficult to avoid than two units, but small enough for the units to mutually support one another.

To Kayin: As for the unit ranking, with each of your shamans/mages in one unit, that makes 15 models, in 5X3. Now I know that you were thinking that 4X4 would give greater rank bonus, but your units aren't going to make it to the enemy without suffering at least one casualty. However, the 4X4 is better buffering to preserve the +2 combat resolution that you will most likely have when you reach the lines. But since it is either the Centigors or the Furies, the point is moot.
Now, aesthetically speaking, I'd avoid using the official models for Furies, since they are ass. Beastmen with wings, or Tyranid Gargoyles, or even flying puppies are better.

PS: Sorry for the double post

celestine
22-04-2005, 18:26
Sorry if I'm wrong here but this could be quite important before you develp your army too much; Aren't conflicts usually 1.5k? Or is itdifferent in the US?

Kayin
22-04-2005, 19:01
I am quite sure in Canada they are 2000 points. Now im not sure exactly what you meant, should I use a 4x4 formation, or is the 5x3 a better choice. I must saythat I am weary of placing magic users in a combat unit, as by about turn 3 they will become useless or dead, however that does prevent the mage hunting great eagles and whatnot from doing there job. And thanks a bunch for helping this starting(chaos) player out.

the_night_reaper
22-04-2005, 20:49
I would suggest combining the warrior unit into one 24 man unit. That would save you 167pts and with fear you really want to outnumber you're opponents. with this you can buy a units of 6 furies and upgrade you're knights to chosen. Then you're left with 17 points to up you're warriors marauder horsemen or pestigors another model.

datalink7
23-04-2005, 00:14
The problem with 3 x 15 men groups is that you can't always assume that they are going to be in multi combats. A 20 man group is much more able to hold its own. In the end, this actually makes you more flexible as your units can act more individually instead of requiring a joint effort.

My opinion anyway. No need to agree :)

Kayin
28-04-2005, 05:02
Alright so i have a few revisions for the list, and it is a bit fluffier with more units going along with the magic number 7

exalted champion(100) MoN(40) Great Weapon(4) Armour of Damnation(30) -174

sorceror(85) lv 2(35) power stone(25) spell familiar(15) -160

bray shaman(75) lv 2(35) 2 dispel scrolls(5) -160

14 Warriors(196) MoN(50) halberds(28) full command(30) -304

14 Warriors(196) MoN(50) shields(14) full command(30) -290

5 knights(165) MoN(50) Chosen(60)full command(50) -325

5 marauder horsemen(65) Flails(10) musician(6) -81

12 Gors(84) 8 ungors(32) musician(5) Foe render(20) -141

15 pestigors(230) full Command(30) -260

7 furries(105) -105

and now it is 2000 exactly

So I went for the chosen knights, the better save and extra S5 attack is really too good to pass up. though I did keep the two units of warriors because I do like to have multiple units so manouvering my charges is important as well as to have a home for my champion (now on foot) and my sorceror.

taer
28-04-2005, 05:11
That looks to be a very good list to me. Nothing it can't handle that I can think of, and it is very flexible, and should allow you to use different approaches in your games. Also avoids the one-trick-pony syndrome I see a lot.

It is definitely a very tournament quality list. I hope you do well with it, and have fun.

Kayin
28-04-2005, 15:02
Thanks for all the help, now all i have to do is finish painting the majority of it...