Nurgle Warriors

Bashing Nurgle Warrior:

Rather than going for the marking route you can look to be a bit more aggressive and look to hurt the opposition. I’m not yet convinced which method is best though obviously with four possible Nurgle Warriors you can take a mix of both player development strategies. So like normal start with Block. Follow that up with Mighty Blow, unless you are facing lots of Guard opponents then it might be wise to take Guard yourself. Mighty Blow will help with development though and help get to the next skill quicker than Guard probably would. If facing mainly weaker sides and you already have plenty of Guard than you can leave it even letter to select it.

Continuing on the damage route being a chaotic team with access to mutations means that Claw could be useful. This is somewhat dependant on the opposition you are likely facing a lot, if most of those teams are low armoured then there are better options. Frenzy can help get in more blocks and therefore knockdowns. Grab is an alternative (you can only have one or the other) and would develop them in a sort of half and half blocker / marking role. Stand Firm would also help toward the combo build and also stop you being pushed away, which could mean more possible blocks.

For doubles I’m not convinced you really need to take one and could just load up on normal skills instead. If you do want to then Side Step (if you don’t have Stand Firm) or Dodge would be the likely choices. Jump Up could be good as well though if just blocking the low agility makes it less attractive. Strength increase is great and again makes Tentacles a good option (then I would revert more towards specialising in marking) and movement again could be a late skill consideration.

Killer Nurgle Warrior:

  • Normal: Block, Mighty Blow, Piling On / Claw, Frenzy
  • Doubles: Jump Up / Side Step / Dodge
  • Stat Increase: +ST +MV

With strength access it is an option to build an all out killer player. Start with Block and Mighty Blow like the more standard bashing build. (Though if you wanted to speed up development and take more risks you could take Block as their third skill instead.) After that you could take Piling On to maximise the damage potential. The thing to be wary of though is that you are placing your player pone when you use it. That means their high strength isn’t an issue for the other team during that turn. You also miss out any opportunities of the opposing players wasting actions due to failing Foul Appearance and open your expensive and slow to develop player up to more fouling opportunities. If you are careful with your use of the skill and protect them well while they are on the floor then it could work out well. It is a development option for your Pestigors as well though so consider that and also using your team mates to protect them from fouls might not be the best use of your team as a whole. If you are facing more high armoured teams than low ones then you should consider Claw and in that environment it is probably a better pick before Piling On as you don’t have to go prone to use it. Frenzy is also helpful for knocking as many players over as possible by getting a second shot if the first fails.

For doubles Jump Up becomes a bit more attractive if you have taken Piling On, though you may end up wasting turns if you fail the agility roll. Side Step and Dodge are the other options though I’d bear in mind the reasoning from the bashing build here as well. The stat increase options also follow the same logic.

Nurgle Warrior Summary:

The disruptive nature of Nurgle Warriors makes them very useful to a Nurgle team as a whole. Their ability to tie up players and dictate passing plays as well as them causing wasting actions are all great assets to make use of. Their development is slow though and they can be unreliable early on in their careers so you need to bear that in mind.

When developing the team you have a few options available to you. The Warriors can either all be built as Road Block / Marking types, all as Bashing / Killer builds or a mix of half and half (or one and three if you wished). Each has their advantages and are more effective against certain teams compared to each other. Developing them all in a similar fashion means the one you wanted is less likely to be out of position and you also miss any injured ones less when they are missing. Taking a mixed build approach means you can have the best of both worlds though you need to be more careful where you position the players and you may not have enough back up for that role if they get injured.

Nurgle Warriors do have a lot of skill options that they can take, all of which would be useful to have. Their slow development can be a frustration at times though so the skills you do select can be key. Paying attention to the teams you face the most and the role that the Nurgle Warriors can perform against those that helps you out the most should be your first consideration. There is some overlap on nearly all of the suggested builds here, so you could be somewhat flexible with them eventually, perhaps tweaking specific Warriors slightly towards one bias or the other.

Positioning of them during a drive is also key to get the most out of their skills. Unfortunately they aren’t the most mobile of players but a couple of seconds thought before their actions could make all the difference.

11 Responses to Nurgle Warriors

  1. Gerard October 29, 2010 at 12:43 am #

    Not a fan of Tentacles on the Warriors at any point Coach? As a third or four skill it’s has some milage I think. I know on a ST 4 player it isn’t as powerful as on the Beast, but it is forcing the other player to roll more dice.
    I agree Block, Stand Firm, and Guard are the core skills for these guys, with grab and tentacles being the best secondary skills. The only problem being ever getting to 51 SPP! They can go the killer route too, but I believe that is best left to the Pestigors. That said Mighty Blow as a second skill might be good as an accelerant.

  2. Coach October 29, 2010 at 12:49 am #

    Perhaps you should read the article instead of just looking at the Skill lists! I’ve mentioned Tentacles quite a few times, though I’d only likely take it if one got a strength increase. It is “OK” on strength four, though they skill up slowly and there are quite a few skills that are good alternatives. Perhaps as a late selection I may take Tentacles on strength four players, I think Prehensile Tail is more useful against a wider selection of players though. (Though I’ve not looked at or compared numbers between the two.)

  3. Gerard October 29, 2010 at 6:22 pm #

    I did read the article, and my point was specifically about taking it without the Strength boost coming first.
    Actually against both Prehensile tail and Tackle a gutter runner still has a 67% chance of getting away. Against a ST 4 tentacle player it has only a 42% chance of escaping the tentacles with a 97% of getting the dodge afterward.

  4. Coach October 29, 2010 at 8:07 pm #

    Sorry the way you worded it came across as though you hadn’t seen that I said you should take it with a strength increase. Looking into the numbers further there can be some merit to taking it on a standard strength Warrior though.

    Your numbers certainly look ok, though you aren’t always just marking Gutter Runners. ST3 players will escape 58% of the time and if they are an Elf likely dodge away. AG3 players are less likely to have dodge, so against a Prehensile Tail they fail 50% of the time and escape Tentacles 58%, though then need to dodge at 67%. Those numbers are close, though if they fail the Tentacles there is no turnover they just lose their action.

    Multiple Prehensile Tail stacks up and if they fail the dodge then that causes a turnover, possible injury and can also free your player up for the following turn. So there isn’t really a great deal between the two, which is better will depends on your common opponents and which side effects you would prefer as a result of the skills. I’ll see about doing an in depth article running all the numbers some time in the future.

  5. DM November 4, 2010 at 11:07 pm #

    To be honest I think Nurgle work best once you have numerical advantage and playing long drives. So my 3 developed Warriors (the other is STILL a rookie!) have all gone down the bashy route. By the way – I tried taking mighty Blow first, Claw second to speed up the development. It worked and I advise it if you have bought 3+ re rolls. 2 have these two skills and block third. Another has block and +AG – it helps him dodge to where needed or even handle the ball in cage situations. I think next I’ll give him Guard.

  6. Brettski April 3, 2011 at 10:44 pm #

    For comparing tentacles to prenhensile tail, I would consider tentacles “low risk – low reward” where as the tail is “high risk-high reward.” Tentacles is much more likely to prevent the dodge giving you better control of the field, but it has zero chance to injure the opposing player or cause a turnover. The tail isn’t all that likely to prevent dodges, but when it does, theres an armor roll and a turnover.

    The threat of a turnover is one of the most intimidating prospects in the game, so my vote is for the tail.

  7. Alex October 12, 2011 at 2:38 am #

    Yes, but if you take prehensile tail, you miss out on the opportunity to later roll a +str and have tentacles and str5.

  8. Avatar111x August 5, 2012 at 11:28 pm #

    Has anyone considered an early Grab on a Nurgle Warrior? I have tried it recently and I’ve found it really useful as a way to start feeding models to the Beast.

  9. Tiamat September 20, 2015 at 7:38 am #

    Hi coach ! My Nurgle Warrior rolled a double 1 for his first skill up. If most of the time, doubles are seen as a benefit you shouldn’t skip, I am a little bit unsure about this one.
    Block seems the perfect first skill for a Nurgle Warrior for obvious reasons but Side Step would make him more mobile during the opponent turn to get closer to a thrower/receiver and use his Disturbing Presence or simply get in contact with the ball carrier in a cage.
    What Is your opinion and is there any general guideline about when a normal skill should be taken before a “double” skill ?

    • imperium3 September 24, 2015 at 12:15 pm #

      Block is an absolutely essential first skill for a Nurgle Warrior. About the only thing I’d ever consider skipping it for is a strength upgrade.

      Nurgle is a team of quite specialised players (excepting the Pestigors) and the job of the Warriors is to be a roadblock that hits things. Try doing anything fancier and they will fail. To hit things effectively, you need Block. And since Nurgle Warriors gain SPP very slowly, you will be waiting a very long time for your second skill.

      Sidestep is more useful on players with Dodge (who can count on staying upright after a block) and players who can expect to be targeted for blocks. Few teams will target Nurgle Warriors very often because they are so strong.

  10. peanut vendor November 11, 2016 at 1:06 am #

    I started playing Nurgle table-top 13 matches vs 5 different teams ago.

    The Nurgle warriors do skill up slowly, random MVP so get lucky.

    First one to hit 6 SPP (3 CAS, Ag2 is crap for SPP farming) got Guard, helped his brothers in slime get their 2d6’s worth.

    I eventually got another 2 Guard as well, except the 1 in 4 (you can’t really afford all 4 NW from the 1,000,000gp get-go btw) that rolled a double and he got Jump-Up.

    For those saying take Dodge instead: M4 imo not paying 3 of those M to get up is a winner, the 3+ Ag non-block I’ll roll anyway because all 4 Nurgle Warriors have S4 and AV9 + Regeneration going for them.
    And Jump-Up doesn’t get cancelled by Tackle.

    I took Block on the single one that got a second skill up till now , S4 with some Guard around with Block or without isn’t one of those rolls I refrain from so it’s like buying insurance for being a bully by this time.

    The starting skills are pretty sweet in the longer run, 1 in 6 has to happen sometime for Foul Appearance. Someone else first describided it better as a reverse nega-trait.
    Disturbing Presence stacks, 3 spaces all round, is always in play, add some tackle zones and you shut down big parts of the playboard.

    Ah, turn-overs…

    And Regeneration is basically a coin flip at going straight from CAS to Reserves bench.
    Every time.
    Every piece.

    My Pestigors do all of the ball things and remove opponent’s pieces.

    Rotters get Wrestle, it kinda doesn’t but still helps with Fouls as well, obligatory Kick guy, the single double got Leader. Yep.

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