FORCES OF NURGLE: PRE-FRACTURE UPDATE

With a few breaks to experiment with other armies – two games with Forces of Rocks to see how they felt (so damn slow) and one wild ride with Xirkaali (so damn fast) – my year with Abyss has been quietly rolling along. I did swap my hero mix over to triple Despoilers and a token Warlock, whose spell I tried different things with before settling on barkskin as the most satisfying answer.

I’ve also kept painting stuff green:

Moloch Regiment (Mierce)
Hellhound Regiment (Mierce)
Nagarri Regiment (Rescale)
Nagarri Regiment (Rescale)

In late February, I traveled north of the border to finish up a tattoo and then throw down in the March of Death GT, where the first day was three games of 2500 and the second was two of 2000, representing your army suffering attrition over the campaign. While all five games were delightful, my win rate was still suffering and I ended up going 2-3. Some insanely tight games tho, which is ideal if occasionally frustrating.

Here’s a handful of the many shots I took:

I ran into Nightstalkers (big win), Undead (big loss), Orcs (loss to Thonaar + Helstriker combo), Empire of Dust (win in turn 7), and Northern Alliance (loss in turn 7). This was my first event running a regiment of Nagarri, which was pretty sweet, partially because of the lack of shooting I faced ๐Ÿ˜› I found its Sp 7 + pathfinder particularly helpful for scoring late game, with how oozingly slow my army is (and how dead my Tortured Souls are at that point). Truly gnarly in a flank too. These were also my last games using Moloch troops. While they were cute, I found I really needed a dedicated hammer to close combats out, so would be rotating over to a Moloch regiment going forward.

Fast forward to late May and it was time again for the Orc Town GT out in Cape Cod, MA! Known for big points values, they had gone with a more pedestrian 2400 points this year. These games saw me swapping out the Succubi regiment for Hellhounds and the Moloch troops out for a regiment. The Chroneas was still in the list but his days were feeling numbered, with such random output and a relatively high price tag.

Here are some recaps:

Game 1: Undead (Salt the Earth)

Six ghoul regiments, four fast hammers, and just two inspiring made for an army that wanted to jam hard and roll the flanks. Unfortunately for Kyler, I went first and penned his forces in, taking away their speed advantage and grinding on my terms. I lost the right flank to his Fleshfeast battle group, but it took long enough that my Chroneas had his best game ever, personally shattering both Soul Reaver Cav regiments. My Hellhounds on the left flank spent most of the game scaring off his Vampasus, before plowing through some Werewolves. I also did horrible things with Despoilers, repeatedly dolling out 6 damage with their 6 attaks (or worse in the flank). This ended up a huge win to me, and I’d go on to face Kyler’s dad in Game 5.

Game 2: Forces of Nature (Plunder)

Clobbering Kyler catapulted me into the waiting arms of Cory’s Forces of Herd, happily operating at pre-Fracture power levels. Lots of good stuff to be had: triple Brutes, double Longhorns, an elemental assault force (Earth,strong Air, Greater Fire), the glory of the edition release Chieftain, and support staff aplenty. Add to that that I forgot about the existence of surge and got a Despoiler flanked and obliterated by the Air reg as soon as the game opened (I thought he was safe behind a wood–he was not!), and I was sure this game was over minutes after it started.

As it turned out, this was one of my best games into Cory’s Nature, where the center obliterated itself (in his favor) while the flanks saw the real drag out fights that decided the game. My plan was to flood the right flank with Lower Abyssals and either juke a regiment past his defenses or finagle a 2 pointer onto a second wave horde, which somehow worked! For this to pay out, I needed to hold the leftmost 1 pointers too, which was foiled first by the Chieftain wild charging himself 13″ into my Hellhounds (I was stressing about his aura but forgot about it affecting him too), and then by me snaking the Despoiler flank into the Herd warlord. The Hellhounds weren’t able to escape the inbound Tribal Warrior reg, losing the second 1 pointer in the process and the game. I netted some attrition in the process but nothing compared to the numbers Cory was putting up. He would go on to win the whole thing, undefeated.

Game 3: Dwarfs (Dominate)

And so I moved from one member of my club, who I play all the time, to another ๐Ÿ˜… Mike’s been struggling to find purchase with his Dwarfs this edition, tho I don’t think his list was a total pushover: triple Shieldbreaker hordes (one might be strong Ironguard), double Brocks, two Cannons, some Stoneclaws, sundry heroes. Dominate is good for Dwarfs but it’s also good for high US Abyssal junk. The main story here was going to be how Mike unleashed the badgers and birds, and ultimately he one-offed the Brocks into Lower Abyssal hordes for damage while the Stoneclaws delayed into the late game. I withdrew one Lower Abyssal carpet and swept in with the second wave, while the other was flanked by Despoilers and devoured. The birds eventually made contact but were overwhelmed.

White-hot cannon fire crippled the Chroneas early on, but the Hellhounds dodged the flanking Shieldbreakers and saw to the war engines (and the rear of those Shieldbreakers eventually). Once all our hordes started grinding, the Dwarven damage output was counter-balanced by their low Def, meaning Molochs were wounding on 2+ and even Lowers could get stabs in. Plus the Despoilers lurking about and throwing themselves into flanks to shove combats over. This ended up another big win for me, putting me in I think third highest attrition ending Day 1, a shocker given how pillowfisted the army had felt up until now.

Game 4: Nightstalkers (Loot)

Another day, another clubmate to smash into ๐Ÿ˜ค Worse than that, Jason is a longtime member of Cuddle Time, my Crossroads GT team, making this a rare clash of cuddlers. He had resurrected his Nightstalkers for the event, with plenty of variety across the army, tho I was particularly scared of the two Terrors, between their ensnare and many, many infantry-devouring attaks. Our board this game was also a minor nightmare for my strider-lite force, with five pieces of difficult terrain / woods and three walls! I made a deal with myself to just not charge with Lowers if I could help it … which you can see I broke when offered a flank into the Fiends (which the Lowers contributed next to nothing to, snaked the combat anyway, and were devoured by a flanking Terror in response).

With the loot counters all skewed to one half of the board, and much of that half taken up with a massive piece of blocking terrain, I was able to bully out Jason’s Shadowhounds with Lowers to claim one token with relative ease. The next token in line was swapped between his Phantoms, my Tortured Souls, his Butchers, his Terror, my Molochs, and ultimately my Despoiler in a deadly game of hot potato. This leaves the central token, which I nabbed early with Tortured Souls and managed to hold onto despite several turns of Doppelganging (turns out Tortured Souls have pretty terrible stats to swap into). Fiends and Lowers and a Terror and rough dice ensured the central grind took a long time to resolve, but the Abyss did eventually send all the Nightstalkers back to the Void.

Meanwhile on the left flank: I had deployed my Hellhounds hard on the left, and Jason spent fully 20+ minutes of his clock trying to figure out how to keep them from flanking either his Shadowhulk or Butchers, before deciding around Turn 3 to make me pop their boots to get into the NS backfield (but then they wouldn’t have them for strider later) or have a go at the Shadowhulk but suffer a Butcher flank if it didn’t work out. Note that the math here wasn’t great–a Hellhound flank into a Shadowhulk is ~12 damage, for a 7 to rout. I went for it, doing 10 damage … and slamming the 9 to rout ๐Ÿ˜… They overran past the Butchers and would flank and dismember a Terror later in the game too. All told this was another huge win for me, putting me on Table 2 for the finale. Jason would go on to win Highest Attrition.

Game 5: Elves (Control)

I hadn’t played Brian since possibly second edition? Wild if true. I also have very little experience into Elves this edition, especially ones that would like to shoot. Brian’s list wasn’t the most bent, but it still had shooting (triple Archer regs, double Dragonfires, Sea Guard horde, blizzard Mage) alongside the assault elements (double Drakon regs, Drakon troop, Drakon lord, striding Stormwind reg), making for a scary package. I personally struggle a bit into Control, as the minimum viable win strategy isn’t very clear to me and this army in particular isn’t fast enough to make for uncontested sections easily. That said, my goal was to abandon the left sections (I deployed both Tortured Souls troops across from his Sea Guard and Drakon lord, and then promptly left), flood US up the center using the cover of a wood for staging, and muscle in from the right.

In an echo of last game, I spent a lot of time attempting to corral the Drakon troop on the right flank, knowing that if it got into my backfield it would be a real force multiplier that I didn’t want to deal with. Hellhounds + Lower Abyssal reg + Despoiler could either keep it from landing behind me or gently push it back, which I did for a few turns before giving up and punching forward with the Lowers + Despoiler. These units eventually rounded the house in the upper right, breaking up the Archer firing line and demanding to be dealt with. This meant the Drakons did hop my line in Turn 4, at the same time as a Drakon reg finally engaged my Molochs. In the single pic I took of our game, you can see me blocking off the rear of the Molochs with a fresh Lower Abyssal horde, simultaneously baiting the Drakons to rear them so my Hellhounds could finally make contact with them. Interestingly enough, the Drakons don’t auto-kill that horde (15 damage expected for a 7 to rout), but Brian certainly did, turning to face the waiting pups. The Drakon reg also failed to kill the Molochs, meaning I’d get a chance to swing.

And, well, I tried my damnedest. The Hellhounds failed to kill the Drakon troop on the charge, and the Molochs failed their one good swing into the Drakon reg. This was pretty demoralizing but would have some consequences come game end (OMINOUS SPOILER). Elsewhere, the Elves shot off the Nagarri as soon as possible (he is the obvious target, especially post-Fracture) and otherwise avoided shooting Lower Abyssal hordes whenever they could. A cheeky Despoiler managed a charge on a Dragonfire team, smashing it and eventually the other war engine too, with a pause to be wavered in the middle. Turn 5-6 the Elves committed in the center, unleashing the Stormwind and second Drakon regiment into my Lowers, which held. I cheekily withdrew one horde to cycle the Chroneas into the flank of the Stormwind (who were thoroughly Chroneated) and began grinding the Drakons but I was running out of hammers and time.

At some point during our game we became aware that we were playing for second and third place, as the top table (Nature vs Nature) had gone solidly in Cory’s favor. Come Turn 6, the score was sitting 4-2 to the Elves (my Despoiler + Lowers that had rounded the house had ended up contesting Brian’s home section), partially because my Hounds never did kill that Drakon troop, instead dying and yielding the bottom right section to them. Sad. A Turn 7 would allow me to shove a horde into the Elf home section, giving me both central sections (which was my plan all along) and tighten up our scores, but it wasn’t to be. A loss for me, with a lower attrition than I would have hoped, given how much I poured into chasing those Drakons down.

Orc Town GT Awards Ceremony

When the dust had settled, Forces of Nature took first, Elves took second, and Forces of the Abyss third. Heartbreakingly, I had missed second by a single point, which easily could have been made up with a Turn 7 or if those Drakons had died on the right flank. Credit to Brian on a well played, patient game and for reaping vengeance for his son ๐Ÿ‘

This update has had a lot of words and not many photos, thanks for sticking with it! Last weekend I played in a one dayer using the Fracture rules, so stay tuned for another round of recaps.

FORCES OF NURGLE: DEAD OF WINTER GT 2026

I trotted out my Nurgling army a couple times in 3E as Forces of the Abyss and largely hated it. Just a carpet of Lower Abyssals with some cool friends, hindering constantly and getting nothing done. Well, it’s 4E now and I’m back to shine that turd … until I inevitably give up and return to Trident Realm or rebase another army into legality ๐Ÿ’ฉ

To that end, I painted up 7 dusty black minis that had been waiting years for attention, rebased my Apostates of Darkness, and brought the following to my club’s Dead of Winter GT in Albany, NY:

Forces of the Abyss 2150
Mau’ti-bu-su
Despoiler
Harbinger
Harbinger
Lower Abyssals Horde
Lower Abyssals Horde
Lower Abyssals Horde
Lower Abyssals Regiment – two-handed weapons
Lower Abyssals Regiment – two-handed weapons
Succubi Regiment
Berserkers Regiment – Brew of Strength
Tortured Souls Troop
Tortured Souls Troop
Chroneas
14(29)

Is it the weakest army I’ve ever made? Maybe! Is it the weakest version of this army? Yes! Every other iteration of this list changes the Harbingers to Despoilers, tripling down on brutal flankers to help the Abyssal carpet get something done. As it was, I had a couple amazing chaff pieces in the Tortured Souls, a very dedicated hammer in the Berserkers, loads of scenario presence, and a warlord that I’ve gotten cooler and cooler on as I’ve played with her. I do still like the fireball on command order, but the amount of clock damage I took rolling 25 dice @ 5+ to hit, 5+ to wound can’t be understated. Also Succubi really need the Hammer of Measured Force or Chant of Hate, which they’ll get in every list that isn’t this one.

All the same, my list was locked in and I was ready to play some games and roll a lot of dice, if not actually win a game or two. As it happened, most of America was slammed with a serious winter storm the weekend of our aptly named tournament, and the decision was made to move from five games over two days to four games in one day. Yowza. I didn’t take many photos (sorry y’all), but figured I’d recap my experience for new edition science. Strap in.

GAME 1: NORTHERN ALLIANCE

The swap to a one day meant Lyra could attend, which was cool as I hadn’t gotten to play her yet. The downside was her list:

Lord on Frostfang
Ice Queen – Bane Chant (2), Heal (5)
Ice Queen – Bane Chant (2), Heal (5)
Human Tribesmen Horde
Human Tribesmen Horde
Pack Hunters Regiment
Pack Hunters Regiment
Pack Hunters Regiment
Pack Hunters Regiment
Frostfang Cavalry Regiment
Frostfang Cavalry Regiment
Ice Kin Bolt Thrower
Ice Kin Bolt Thrower
13(26)

Everything carves your face off, shoots, or is an elite caster. Really competent list without any fat, and my fear of Tribesmen hordes was already strong going in, as was anything with 30 attaks. Whatever I was going to do, I needed time to grind and flank, and this list wasn’t going to give me much of it.

The scenario was Control with Abyssals going first! I run full tilt down the center, despite knowing that I’m yeeting my demons directly into a wood chipper. On the left, I use Tortured Souls to frustrate some Frostfangs, while on the right I plan to do the same to delay the other Frostfangs creeping down the board edge. It took a Tortured Soul troop and the Despoiler, but mission accomplished on the right:

None shall pass! Unless you pass right over my broken body …

Fast forward to the opening of Turn 3, when I jump on the Frostfang on the left and send the Chroneas into half of the Pack Hunters. The Tortured Souls and Abyssal horde slowly begin chipping away at the Frostfang, but the Chroneas will kill both Pack Hunters on that flank, with the help of Mau’ti-bu-su furiously whipping them into submission. Eventually only the Frostlord will be left standing in the bottom left segment of the board.

Here’s the main action moments before my dice roll. The Berserker flank obliterates the Tribesmen, then a unit of Pack Hunters, then the last unit of Pack Hunters, then the Bolt Thrower on the hill. Meanwhile, the Succubi chase down an Ice Queen and 75 Lower Abyssal attaks eventually break the other Tribesmen, thanks in part to Mau’ti-bu-su arriving in their flank Turn 6.

Admittedly, I’ve buried the lead here: Lyra clocked out at the end of Turn 3, giving me 25 minutes to do my damnedest. Turns out even Lower Abyssal doofuses can tear De 5+ hordes apart if given enough time. It truly sucks about the clock out, I’ve been there and the feels are the worst (I clocked out halfway through a game at Orc Town three years back!). I also think it’s telling that I spent maybe 5 minutes moving minis and a full 20 minutes rolling dice, as I too clocked out at the end of Turn 6. With a score of 6-0 and lots of attrition, that’s a …

NURGLE VICTORY


GAME 2: FORCES OF NATURE

My big win puts me against Keith Conroy and his first event outing with the Forces of the Herd! I am justifiably shook.

Chieftain
Druid on Steed – Bane Chant (2), Surge (4)
Druid – Bane Chant (2), Scorched Earth(3)
Tribal Warriors Horde – Brew of Sharpness
Longhorns Regiment
Longhorns Regiment
Longhorns Regiment
Critters Troop
Critters Troop
Air Elementals Regiment – Hammer of Measured Force
Guardian Brutes Regiment
Beast of Nature – Fly
Greater Air Elemental
13(24)

I guess Keith is back and forth on the air elements of the list, but I think they’re valid. What’s left of Herd isn’t particularly fast, and even without nimble I feel like Greater Air are prime surge targets still. I’m still pretty shocked that they buffed lesser Air, especially with the Hammer staying in the game, but here we are.

The scenario was Salt the Earth with Nature taking first, as is their wont. Before I could even snap a photo, the Air force had swept off the line:

Keith rushes forward across the board, breaking off one Longhorn regiment to hang with the Airs and the surge Druid, and sending the Beast down the right flank by its lonesome. Those leftmost Longhorns run 12″ and pivot, giving my Succubi a suicide charge … which I take, dealing 5 damage (which doesn’t stick around thanks to the Heal spell and Heal order combo). Turns out the Succubi don’t stick around either:

Turn 2 also sees my Lower Abyssal chaff regiments beaten down for their troubles:

The Beast of Nature takes my Tortured Soul bait out on the right, one-shotting the spooky ghosts and turning to face my Despoiler, who could have sworn that they’d stick around (Keith rolled double 10s on the rout :P) The Despoiler will charge into the front of the Beast in my Turn 2, then will himself be one-rounded by hot dice (another double 10, I kid you not) in Turn 3. Wild times.

Back to my Turn 2, Nature is in my lap, so I full send. This shot is from the opening of Nature’s Turn 3 but can see how things turned out:

The (hindered) Berserkers overperform and break some Longhorns in one go, but everywhere else we’re trapped in the grind. The Chroneas performs especially poorly into the Guardian Brutes, not really doing enough damage to overcome Nature’s healing abilities. Out on the left, Mau’ti-bu-su throws herself into the Air regiment to buy a couple turns (but since it’s Keith, that’s more like 1 turn with spicy rout rolls). You can see some Critters pining the Berserkers in place here, which is wildly frustrating!

In the followup, the Chieftain pushes over the Guardians vs Chroneas fight, and will go on to push over the Guardians vs Berserkers fight that follows. In both cases it was his 4-6 damage that made the combats tip. Much respect for that goatman. The Longhorns falter into their Lower Abyssal carpets, giving me time to melt my clock rolling 5+/4+. Late Turn 4 I do break the left Longhorns (!), in time to face the Air regiments, and push the central Longhorns up to rout levels … except for:

Natรผrlich. The Herd troopers devour my center (the Beast having dispensed with the Despoiler and helped the Tribal Warriors clear out their own Lower Abyssal infestation). Keith thinks I can grind the Air Elementals out on the left flank, but I’m not so sure, so I burn that token, a turn before the Air regiment scatters my smelly little demons. By Turn 6, all I’ve got left is a Harbinger, who books it for the objective deep in Nature’s lines, contesting it from the mounted Druid. The game thankfully ends, so I’m not tabled, but with a score of 0-5, that’s a …

NURGLE LOSS


GAME 3: DWARFS

It was Cuddle Time on Cuddle Time violence against my team mate Jason … but then he had to go home to attend to a family emergency, so the TO stepped in to run his army.

Lord on Large Beast
Stone Priest – Surge (8)
Warsmith – Tome of Darkness; Surge (5)
Ironwatch Crossbows Horde
Bulwarkers Regiment
Bulwarkers Regiment
Ironguard Regiment
Ironguard Regiment
Earth Elementals Regiment
Earth Elementals Regiment
Berserker Brock Riders Regiment – Sir Jesseโ€™s Boots of Striding
Greater Earth Elemental
Iron Belcher Cannon
13(25)

Mike is no stranger to Dwarfs tho, and the army seemed pretty straightforward. Be tough, do a little grinding, do a little shooting, use the Brocks, Beast Lord and the Greater Earth to put out damage. Repeatedly during this game we marveled at how terrible the Dwarf orders are, and I’m pretty sure that Mike either failed to load mastiffs or failed to wound with them any time they did go off.

The scenario was Plunder with the Dwarfs sauntering off the line first. Let’s pick it up at the top of Turn 2:

On the left flank, the Abyss was able to dismantle both Earth Elemental regiments with a Lower Abyssal horde and the Chroneas, with the Tortured Souls blocking one regiment to buy time and the Harbinger in support. Helluva grind but we walked away with a 2 point token for our troubles.

On the right, a Lower Abyssal regiment took a 1 point token, after being ventilated by the elite Ironwatch on the hill. They were finished off by the Bulwarkers pulling flank duty, before being smashed to pieces by the Berserkers. Tossing the token to the Despoiler, the Berserkers made good to assault the center in the late game, before being wavered by another horrific Ironwatch volley. Running out of game turns and clock time, we were content to slink away with 1 point on this flank, cowed by the fury of 20 crossbow shots (on 5+ with elite) and 1 serious cannon.

Which means it all came down to the center. At the opening of Turn 2, Brocks have made contact with the leading Lower Abyssal carpet, with two Ironguard and one Bulwarker regiment bearing down, the Beast Lord present and a pain, and the Greater Earth looming. The Lower Abyssals take a big hit but hold, and Mike is sure the Brocks are toast … except there’s not much help on tap. Looking back at the photos, I think the Tortured Souls to the left must have a flank on the Brocks, but I don’t remember checking it, because I was too ready to throw them away to buy time to grind. The T-Souls and the Lower Abyssal regiment go into the Ironguard midfield, opening up the Lower Abyssal horde to a flank from Bulwarkers?? I really should have sent the chaff regiment into the Bulwalkers, and flanked with the T-Souls, or double charged the Bulwarkers. Anyway, this sweet charge does no damage to the Ironguard. Mau’ti-bu-su flanks the Brocks to help out but not much happens. And the Succubi prove they need an item by landing 18 hits on the Beast Lord and doing maybe 2 damage. Woof.

The Bulwarker flank decimates the Lower Abyssals, letting the Brocks put all their attaks into Mau’ti-bu-su and kill her despite the odds (5 damage expected) and then later clean up the Lower Abyssal regiment that sailed past them, as the Greater Earth surges sideways into the Tortured Souls. I struggle mightily to get my reserve Lower Abyssal horde into contact with anything, eventually fighting Bulwarkers and being flanked to death by the Beast Lord. The center ultimately falls, giving the Dwarfs 4 points. With a score of 3-4, that’s a …

NURGLE LOSS


GAME 4: BASILEANS

As night follows day and the spring thaw follows winter snow, so too must Chris and I face each other in the fourth game of a tournament. I was happy to play Chris’ Basileans in the new edition, but was feeling really worn down as we went into the last game of the day.

Samacris Mother of Phoenixes – Heal (6), Fireball (5)
War Priest – Heal (3), Bane Chant (2)
War Priest – Heal (3), Bane Chant (2)
Men-at-arms Horde – Spears, Fire-Oil
Paladin Foot Knights Regiment
Paladin Foot Knights Regiment
Paladin Foot Knights Regiment
Gur Panthers Troop
Gur Panthers Troop
Ogre Palace Guard Regiment
Ogre Palace Guard Regiment
Elohi Regiment – Brew of Strength
12(22)

As horrifying as those 330 point Elohi are, the thrust of the list was the Foot Knights, who had received a bit of a glow up this edition and become pretty satisfying little 170 point packages. 15 attaks @ 3+ CS1 feels good, combined with De 5+ Nv 17 headstrong and iron resolve. I can guess why Chris was down here with me – his list is on the whole slow and fairly reactive, with all his heal not mattering much if his regiments are dead – but I really dig it. Also Chris rolls like a maniac, so I always know to brace for spikes.

The final scenario was Protect and Raze with Basilea going first. This game was a tale of two halves. On the left, Sammy, the Elohi, an Ogre Palace Guard regiment, a Foot Knight regiment and some Gur Panthers faced off against the Despoiler, a Harbinger, a Lower Abyssal horde, a Lower Abyssal regiment, the Chroneas and some Tortured Souls. On the center and right, everybody else in a big slogging melee. My Berserkers gave me a bit of an edge over there but we’ll see how that ended up.

Using the power of being quite wide, my Lower Abyssals straddled Chris’ two tokens over here, hunkering down in a wood to ensure the eventual charges would be hindered at least. Meanwhile, I tossed fireballs and generally annoyed the angels, until around Turn 4 when the Chroneas and Despoiler tag-teamed the Foot Knights, forcing Chris’ hand into the above charges. 38 high value attaks later and my horde was dead and Basilea was up 2 points. These beatsticks eventually cleaned up this flank entirely, tho I had claimed my token in the process.

Here’s the shot of Basilea’s Turn 4 or 5, before those Foot Knights obliterated some Lower Abyssals and the Men-At-Arms definitively claimed the central point. My Tortured Souls swooped over and burned that token behind the Foot Knights, then sailed off into the hinterland of Chris’ deployment zone, their mission complete.

My third token was claimed by Mau’ti-bu-su, who first turn charged a War Priest, then failed to kill him despite rolling maximum duelist attaks and maximum brutal. She failed again on the next turn, then killed him in Turn 3 and sidestepped within 3″ of my token, burning it. She would go on to push the other War Priest away in terror, before swinging at Sammy and getting rundown by Elohi.

Meanwhile, my Berserkers were deployed on the right edge of the table, ready to kill knights or ogres and generally be a nuisance. Until they were Gur Panthered, with the Ogre Palace Guard pressing up behind the chaff. We nuked the Panthers (just!), couldn’t escape the Ogres but could force them to be hindered. Chris took the charge, rolled like an insane person and picked up my 260 point ultra-hammer in one go. Oof. Those ogres would go on to dominate that foot of board, helping kill the third Lower Abyssal carpet and claim Basilea’s third token. With a score of 3-4, that’s a …

NURGLE LOSS


So after four grinding games of KOW 4E, my terrible horrible really no good Abyssal list came away 1-3, with the win due to a pretty egregious clock difference :/ I do feel like the (many) dice never fell my way, with the exception of a wild double 11 waver into Basilea in that last game, and I obviously needed a break to free up my many units to help each other out. While I don’t want to be done with the Abyssal experiment (they did win their trial game against Dwarfs, so 2-3 in total), the goal of running many, weaker units is certainly proving harder to execute on as I’m also picking up a new edition and blowing some dust off from the long run up to 4E. I want to give them another shot with more Despoilers before throwing up my hands and going back to Trident Realm, especially given the popularity of the fish people (and the perceived mediocrity of Abyssals, which definitely appeals).

I do think Mau’ti-bu-su is out. Her nerve bump is inconsequential – I honestly think grinding with ensnare only is a trap, everyone so far has hot-diced right through it – and the Brutal D3 is a recipe for heartbreak. I’ll be dropping her to a Seductress going forward, with the Periscope or the Onyx Ring if 5 points are floating around. I can also confirm that Berserkers feel pretty bad. Even juiced up, they barely performed, and they’re slow enough now that they also don’t push the enemy back, giving my smaller dudes space to move up. I’m curious about running 2x Berserker troops … but for the same points I could take 2x Moloch troops. I’m staunchly against the edict that the only good Abyssal lists run 2-3 regiments of Molochs, however I’ve never seen a Moloch troop before and those stats seem great, especially for go-wide Abyssals like mine. More enormous bases to deal with, of course!

Thanks for reading, sorry about the lack of pics. I probably won’t do play by plays again but I’ll work on taking more shots again, preferably at events with fewer games in the day!

FORCES OF NURGLEKIN: ADVENTURES IN COUNTS AS

Gentle readers! Sorry for the lack of reports, but unfortunately it’s been extremely hard to get games in this Fall, as everybody’s availability vanished and the wait time for the BRB to arrive squashed a lot of enthusiasm for our existing armies. Well, we’ve finally got our Big Red Books … just in time for the holidays to smash into whatever free time we might have ๐Ÿ˜

That said, my club recently announced its GT dates and details, which has lit some fires. Last weekend of January will be the second Dead of Winter GT here in Albany, NY – 5 games, 2150 points, no triples of any kind. While I think this is pretty reactionary and am pretty sure no quads makes for more varied lists, it’s interesting to say the least and I’ll be there no matter the comp (that’s a lie, I probably can’t make a Highlander (no duplicates) list with any army I own!) This Zweilander format, as I’ve dubbed it, does invalidate all my current armies – I use a lot of triples or quadruples for theme / skew – however I’m down to play something different.

Of the four armies I currently have, the Scuttlers (Trident) could be rebuilt but wouldn’t be a shooting army any more and would probably need the return of the Gigas; Bloodfire (Salamanders) is based around Fire Elemental hordes and Ember Sprites, which I’d be limited to 2x hordes + 2x regiments of at most (the duplicate limit is per unit per size); the Hallow (Herd) I recently rebuilt into a Brute hordes and Tribal Warriors regs checkerboard thing; and my WHFB legacy Nurgling army was last run as a Ratkin army in 2E built around 3-4 hordes of elite infantry. I reported my Nurglekin games over on DakkaDakka as well as my old blogspot (check out a weirdly competent tournament run here). The Nurglekin are also individually based and in the midst of an eternal redux, making them the most flexible for tinkering …

So over the last month I chopped up a couple Zombicide minis and started converting a new wave of Ratkin weird tek. I played a 2300 game against Cory’s Salamanders and really enjoyed it! Ratkin 3E is a strange faction but the playstyle felt good to return to, with a nice mix of grind and responsive shooting. Here are the few shots I’ve got of that game, which I believe was a draw thanks to a Turn 6-7 Mother Cryza lightning bolt rout:

The announcement of the Zweilander format curtailed my enthusiasm a bit (goodbye triple Shocktroop hordes) but I pushed on for a while. As time with no games dragged on, I found myself less enthused by the double horde build and wanting to mess around with a totally new direction for the green carpet, one that would let me use some WMH minis I’d earmarked for the army but Ratkin doesn’t support, as it has no tall 50mm units.

Specifically for this bastard!

Enter the Abyssals. While I’ve looked at the Abyssal list before, as it’s the usual home for WHFB Chaos Daemons, I’ve never actually played as them, and have a good track record of beating them at events. Abyssals seem pretty middle of the road, with ok anvils, decent mid-range shooting, mediocre hammers, multiple annoying flyers, an interesting selection of monsters and solos, and a fantastic titan in the Abyssal Fiend. On rate, I’m a fan of Lesser Abyssals and would use them for the Nurgling bulk of the army. The list also has many heroes for me to use all the Confrontation minis that make up the army’s individuals. And most importantly, Abyssals have lots of tall 50mm options for my boy Omodamos: Despoiler Champion, Chroneas, Manifestation of Ba’el, and the Well of Souls. Dash28 tells me the Well is the big brain choice, but I love how weird the Chroneas is, plus in an army that hits on 4+ I really want to hit on 3+, preferably all the time thanks to Strider. I came so close to trying out Ba’el in a game, however I’ll be real, I waver and kill Ba’el whenever I run into him. The dude is fine and his LB7 would be great for the army, I’d just rather have a weirder, fearless option.

The Zweilander format presented some challenges to my triple Lower Abyssal hordes plan, but here’s where I’ve landed after two test games vs Undead:

  • In both my test games I ran double Tortured Souls hordes but wow are those not good hammers! Did they really only lose nimble from 2E? Maybe they had CS2 before too? I’m shocked at how incompetent they are, even in the flank, and the H2 is a real liability on flyers. I’m hoping that the points saved from dropping one to a regiment (i.e. the correct size for the unit) and put back into killy items will help them both do their jobs better. Plus it gives me a fast chaff unit in the regiment.
  • The Abyssals, Guard or Lower, have been ok. I’m always itching to drop them to De 3+ and CS1 but the prevalence of P0-1 shooting is keeping me at De 4+ for now. I might swap the Lower Abyssal regs to CS1, so they might ever do some damage (I grabbed a flank in one of my games and did a whole 4 damage even bane chanted), but in theory they should be decent little 115 point anvils with De 4+ and regen 5+. A regen value, by the way, that I am really struggling with – Trident’s 4+ has ruined me ๐Ÿ˜›
  • Chroneas has been fun, Me 3+ CS3 is nice and chunky, Cloak of Death is brilliant. Temporal Ruptures is neat although would be much better if the Chroneas could heal itself, since it’s one of the only parts of the army without its own sustain. Which, yes, it could do with drain life but after taking DL8 in my first game I agree with the Internet, the upgrade is a trap. Cheaper is best.
  • The hero blend is a combination of models I want to use and duplication limits due to the comp meaning I can’t just run triple Champs. The more I use the Seductress, the more I love her, what a great toolbox hero. I haven’t run her with LB yet, but I had the points spare and for consistency and more ranged pressure I like the spell on her. For a brief time she had BC (for the Tortured Souls mostly) but I didn’t cast it, preferring to get her stuck in. She had Pipes of Terror in my second game, which is probably the go to if I wasn’t taking Boomstick. Finally, the Abyssal Warlock. An obviously great 3E hero who currently spends his days casting bane chant on the Abyssal hordes. It’s a living! With so many individuals I’ve decided to invest a few points into the new Host Shadowbeast, which I think has legs with the otherwise weak CS1 of the Abyssal individuals. I’ve tacked on Knowledgeable for an extra +1 from the spell, 10 points that otherwise would become Slashing + Crushing for the Champions. That might be better? Since it’s always on and not reliant on the Warlock not casting BC, but eh, I prefer simpler lists with fewer items if I can.

Let’s wrap this up with some mini-reports. In Forces of Nurgle 1: Undead, my buddy premiered yet another redux of his Undead army:

It’s a very solid list, with the exception of the Lute which I assured Jeff that wolf would probably never get a chance to strum. Relying on the Lykanis for inspiring will often hold them back from going rambo, but with only Att 5 maybe that’s for the better? Keeps them close for combo-charging instead of trying for flank pressure.

We played classic Loot, with the Revenant Hordes eventually getting a token each and proving far too hard for me to shift with their LL2+ and my terrible dice. The highlight for me was slowly whittling down and routing his Soul Reaver Cav with one Abyssal Champion, thanks to wavering them halfway through the process. Shadowbeast +4 gave him the boost he needed to finish them. The lowlight, tho, was taking seven flanks from Goreblights, only one to two of which were thanks to surge …

One of seven Goreblight flanks, each one of which killed a unit.

I was obviously having trouble protecting my hordes’ and regs’ flanks or blocking the Goreblights out, despite having all these dumb individuals wandering around getting into trouble. Like smashing a Soul Reaver unit late game and then going back to back to block out the final token out of spite:

The Undead did get a Turn 7 to try to grab the third token too, but my Apostates of Darkness successfully held the hill:

Despite these late game heroics, this was a decisive NURGLEKIN LOSS. I went back to the drawing board, waffled around with including Ba’el, kept the Chroneas and rematched the Undead a couple days later. He ran the same list, except with the Necromancer swapped to a Revenant Champion w/ Tome of Darkness + Surge (5) and no Lute on that Lykanis. I assured him that ‘wasting points’ on a model you’d rather bring (he hates his Necro) and is only marginally better is both Cool and Good.

In Forces of Nurgle 2: Undead, we rolled up Push. He loaded all his tokens on the Aegis Revenants and successfully grabbed the center token with the Hann’s Revenants, so again put me in the position of needing to crack very tough hordes with a relatively toothless army. Here’s us squaring off on the left:

You can also see me feeding my trash Abyssal regiments to bop the horde or sleedbump things. I messed up and should have blocked the central Goreblight so it couldn’t (SPOILER) flank me in coming turns ๐Ÿ˜ฆ But such was the theme of the weekend.

Like so! This is after that Goreblight flanked to the right, killing an Abyssal Guard regiment and spinning to face this flank, which it walked into. Dammit, me. This horde did survive tho, as the Goreblight rolled normal hits for the first time all weekend (my opponent’s dice were FIRE on all his 4+ while mine were wet garbage), and I got to experience the power of the sacrificial imp double regen, which was great fun ๐Ÿ˜€

Eventually we crack both Rev hordes, then both roll a bunch of snake eyes in a row that extend the rout of the Undead longer than it needed to be. Highlights: the same Abyssal Champ wavering and eventually routing the same Soul Reaver Cav from Game 1; the Chroneas withdrawing (-1 to hit!) and rear charging some Soul Reaver infantry, only to snake eyes them on 16 damage and die in return; both Tortured Souls hordes mobbing the other Soul Reaver infantry, only to snake eyes them on 16 damage and die in return* (well one anyway); an Abyssal Guard unit with 4 tokens scooting off into the sunset on Turn 4 while all this carnage played out on the left. I eventually got the 3 tokens from that Rev Horde as well, making this a dominating NURGLEKIN WIN.

* If you were concerned about Soul Reaver Infantry’s damage output after the nerf, don’t be! They still hit shockingly hard, especially when you’re Jeff and you consistently wound 13+ times with those 20 attaks.

So after these games and a weekend spent in the kitchen with Abyssals, I’m not sure how I feel. The list I posted above is neat and has some tools behind it and I’m down to try it again … but in game, I gotta say rolling 4-5+ all the time is a real slog. I’m pretty sick of playing armies that don’t feel like they do anything, which is how I felt playing my Herd before I added more to them this summer and embraced the hammers that Herd have available. Ironically, I find myself wondering if I should just play the Hallow, which has some very cool 3D sculpts and is my newest paint, rather than putting work into revising my infantry-centric Nurglekin, whether they’re Abyssals or Rats or whatever. But I worry that Herd don’t have enough going on for me, a control player at heart who doesn’t like alpha strike.

Anyhoo, thanks for reading all this! I’ll hopefully be back before the year ends with a proper report or two as we prep for Dead of Winter.