PDA

View Full Version : Nurgle Warriors, 2K



Pirate Jimm
16-08-2009, 00:50
Chaos Lord
Shield, Chaos Steed, Mark of Nurgle
Chaos Runesword, Armour of Morrsleib, Favour of the Gods
-354

Sorcerer
Level 2, Barded Steed, Mark of Nurgle
Blood of Tzeentch, Spell Familiar
-201

Sorcerer
Level 2, Barded Steed, Mark of Nurgle
Power Familiar, Dispell Scroll
206

15 Warriors
Shields, Halberds, Full Command, Mark of Nurgle
-315

15 Warriors
Shields, Halberds, Full Command, Rapturous Standard, Mark of Nurgle
-335

5 Warhounds
-30

5 Warhounds
-30

5 Marauder Horsemen
Light Armour, Flails, Mark of Slaanesh
-90

5 Marauder Horsemen
Light Armour, Flails, Mark of Slaanesh
-90

6 Knights
Full Command, Warbanner, Mark of Nurgle
-345

1996

The Lord goes with a unit of Warriors, as does one Sorcerer. The other may or may not run around with the knights, depending on who I am playing. The marauders hunt skirmishers, warmachines etc, and support the warriors in combat. The dogs act as screens and do the messy stuff like drawing out fanatics, baiting frenzied units and the like. The knights and marauders kill stuff.

I've got enough cavalry to not worry about being outmanouvered, although I'll almost certainly be outnumbered.

Four levels of magic isn't a huge amount in 2K but I prefer a fighty Lord (even if he is expensive). There are seven power dice in the pool, which should be enough to get off a couple of buboes a turn or whatever.

Shooting will either kill off the dogs and marauders in the first few turns, allowing the warriors and knights to get into combat (these are my experiences at 1k games thus far), or be reasonably ineffective when at -1BS, shooting at well armoured opponents.

All thoughts and advice welcome.

Cheers,
Jim.