Nurgle vs. Dark Angels (1,750pts) – Battle Report


I finally get my Battalion of Nurgle Daemons on the table, my Death Guard fight alongside allies from Grandfather Nurgle!

I apologise for some of the rubbish photos on this write up, what limited photography skills I have deserted me on the night.

List Theory

The heart of the list was all the Nurgle Daemons that I had.  So that’s thirty Plaguebearers, a Poxbringer (buffs strength of nearby Daemons), a Spoilpox Scrivener (buffs the speed and attacks of nearby Plaguebearers), Rotigus and two units of Nurglings.

All of those Daemons are very melee focussed, so for my Death Guard I took some shooty stuff.  Two Plagueburst Crawlers, two squads of Plasma equipped Plague Marines buffed by two Chaos Lord and then an expanded squad of Cultists to fill up another battalion and to use up my remaining points.

I did plan to put the Marines in the Rhinos for speed.  But, looking back, given that I was also planning on deepstriking the Nurgle Daemons I should have focussed on adding even more dakka instead.

The Game


We rolled The Four Pillars Eternal War mission from Chapter Approved 2018.  Four objectives each one 15″ away from the centre on a line to each corner.  You’d get one victory point at the end of each turn for holding more objectives than your opponent or three victory points if you control them all.  However there’s a wrinkle in that only troops can hold objectives.  There’s also another victory point up for grabs if you kill more units in the turn than your opponent does.

The Deployment map would be Search and Destroy, deploy in opposite quarters outside of 9″ from the centre.  That would put one objective in each of our deployment zones and the other two in neutral territory.

The Dark Angels deployed first, and a lot of their units went into deep strike.  They only had three units of troops, the weaker scouts hid in buildings but the Primaris Marines sat on an objective.  There was also that nasty Dreadnought again.

I paid a lot of CP to drop all of my Nurgle Daemons apart from the Nurglings into deep strike through the Denizens of the Warp stratagem.  I then pushed one Plagueburst Crawler forward and held one back.  The Rhinos sat near a building.  On turn one I’d push one Crawler forwards to cause trouble to me enemy.  The Plague Marines would get out of the Rhinos and straight into some ruins. My Cultists would hold the objective in my deployment zone.  My two units of Nurglings would each site on one of the objectives that were in neutral territory using their Mischief Maker ability to deploy outside of my deployment zone.  The enemy would have to shoot at them to knock them off of the objectives, that would buy time for me to get other stuff done with my other units.

Turn 1

The Dark Angels go first, and they open fire.  The Nurglings on one objective stand up to it like the lovely little heroes that they are.  In the end the Dreadnought opens fire with all of its weaponry to take them out.  They die, but that was a lit of dakka that could have gone elsewhere.

I disembark my Plasma Plague Marines and push forwards.  I manage to knock down all of the Primaris Marines holding an objective.  It took all of my Plasma, which might have been better used dealing with a vehicle, but with the scouts hiding high up in ruined buildings holding objectives for the Dark Angels would now be a real problem.

We end the turn with both of us achieving First Strike, neither side killing more units than the other and with Nurgle holding the most objectives.  Nurgle is in the lead.

Dark Angels: +1 Point (1 Total)

Death Guard:+2 Point (2 Total)

Turn 2

The Dark Angels deep strike.  A fair number of units drop in to reinforce the units around their objective, but none of the new arrivals are troops.  A chunky squad of Inceptors also drop into my Deployment zone threatening the units their.  The shooting from the Imperials really began to hurt this round.  I lost a lot of units.  In particular a heroic scout with a missile launcher took out a Rhino.  The Rhino then exploded, after spending a CP to re-roll and getting a six again.  That really hurt the closely grouped units around it.  All told he aside from blowing the Rhino up he handed out about 6 Mortal Wounds to the units around it.

I then deep strike all of my Daemons, and it’s an impressive looking horde.  Even better I make my charge with the Plaguebearers!  The Spoilpox Scrivener gives them a +1 to their charge roll and they rocket into action.  With a decent set of buffs giving them S5, +1 to hit, +1 to wound and 7+’s on wound rolls causing 2 damage they would be pretty good in combat.  Their downside is that they have zero AP, so the Terminators they charged have a 2+ save, but they manage to kill three of them and are firmly on the objective.  Rotigus blows his charge though and stands there like the great big target that he is.  My shooting isn’t so hot, I’m grinding through the remaining Marines, but I think I’m not doing it quick enough.

We end the turn with the Dark Angels killing more units but Nurgle holding more objectives, so 1VP each.

Dark Angels: +1 Point (2 Total)

Death Guard:+1 Point (3 Total)

Turn 3


The Dark Angels pull back away from my Plaguebearers so that they can bring other guns to bear, and they shoot away a number of them.  They also destroy my Plagueburst Crawler, which I force to explode, which takes out more of the Imperials.  I don’t believe that I lose that many units this turn though, which after last turn is a good thing.

Nurgle then fights on, but doesn’t do that well with his melee.  Rotigus is waddling around still but blows another charge and all of his psychic powers.  In my deployment zone I’ve still not dealt with all of the Marines.

The turn ends with my Plaguebearers, the only troops left on my side, sitting on an objective and with Nurgle having killed more units.  So I pick up 2VP.

Dark Angels: +0 Point (2 Total)

Death Guard:+2 Point (5 Total)

Turn 4

The Marines once again back away to bring their guns to bear, and they wipe out the rest of the Plaguebearers, and Rotigus falls.  My Daemon deep strike has been blunted and I’m now out of troops, I won’t be holding objectives any more.

Time is pressing upon us and rather foolishly I push my Warlord in to try and see if I can kill more units than the Dark Angels this turn.  Which is especially daft as I’m already in the lead, I just needed to consolidate it.  But it looked like fun, so I gave it a go, and did terribly in my melee combat.  The enemy Warlord heroically intervened into the combat and killed my Warlord.  Curses.

We now have to call the game, this turn the Dark Angels have killed more units than I managed and they claimed my Warlord as a trophy.  But even with that I’m still a point ahead, so a very narrow victory to the forces of Grandfather Nurgle.  If there had have been further turns I think the Dark Angels would have managed at least a draw and possibly a win.

Dark Angels: +2 Point (4 Total)

Death Guard:+0 Point (5 Total)

Post Game Thoughts

  • There’s a lot of buffs to juggle with the Plaguebearers.  I forgot to give them Plague Banner (1CP) that would have made their Plagueswords damage 2.  But aside from that there’s the Poxbringer giving them +1S, the Spoilpox Scrivener giving them +1 to hit and extra hits on an attack of 7+, the Virulent Blessing psychic power that give them +1 to wound rolls and double damage of a wound roll of 7+ and the Loci of Nurgle that causes one additional damage to be inflicted on a wound wound of 6+.
  • Think about the above for a moment.  If you give them the Plague Banner (D2) ,manifest Virulent Blessing (double damage and add in the Loci of Nurgle (one additional would) then you could be doing 5 points of damage per successful unsaved wound roll.  Mmmmm.  Yes there’s no AP, but when you’ve got a pack of up to 30 attacking you only need a few wounds to go through to floor most units.
  • I paid an awful lot of CP, six in total, to deep strike my Daemons.  Was it worth it?  No idea.  Rotigus just stood there getting shot at and my Plaguebearers had a Move of 7″ (due to the Spoilpox Scrivener) that they just didn’t use.  I’ll have to experiment with both this and just marching them up the battlefield.
  • The Plaguebearers native -1 to hit when there’s more than 20 of them stacks very nicely with the Miasma of Pestilence psychic power to give them a -2 to shoot at.  Remember also that re-rolls must be taken before modifiers, so if you have a unit that can re-roll misses than they cannot re-roll shots that would hit if that -2 didn’t happen.  For example a WS 3+ unit rolling a 3 to hit could not re-roll that as a miss, for the sake of the re-roll it’s not yet a miss.
  • I was very daft pushing my Warlord in towards the enemy, it achieved nothing other than to give the enemy 1VP.

The List

Total: 103 PL, 1,748pts

Battalion +5CP (Chaos – Daemons) [43 PL, 793pts]

HQ [25 PL, 450pts]

  • Poxbringer [4 PL, 70pts]: Corruption, Impenetrable Hide, Miasma of Pestilence, Warlord
  • Rotigus [17 PL, 285pts]: Fleshy Abundance, Nurgle’s Rot, Virulent Blessing
  • Spoilpox Scrivener [4 PL, 95pts]

Troops [18 PL, 343pts]

  • Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
  • Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
  • Plaguebearers [12 PL, 235pts]: Daemonic Icon [15pts], Instrument of Chaos [10pts], 29x Plaguebearer [203pts], Plagueridden [7pts]

Battalion +5CP (Chaos – Death Guard) [60 PL, 955pts]

HQ [10 PL, 152pts]

  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]
  • Chaos Lord [5 PL, 76pts]: Chainsword, Combi-bolter [2pts]

Troops [26 PL, 375pts]

  • Chaos Cultists [6 PL, 85pts]
    16x Chaos Cultist w/ Autogun [80pts]
    Cultist Champion [5pts]: Autogun
  • Plague Marines [10 PL, 145pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    4x Plague Marine w/ boltgun [64pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
  • Plague Marines [10 PL, 145pts]
    Plague Champion [27pts]
    Codex [11pts]: Plague knife, Plasma gun [11pts]
    4x Plague Marine w/ boltgun [64pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]
    Plague Marine w/ Special Weapon [27pts]: Plasma gun [11pts]

Heavy Support [16 PL, 280pts]

  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]
  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]

Dedicated Transport [8 PL, 148pts]

  • Chaos Rhino [4 PL, 74pts]: Combi-bolter [2pts], Combi-bolter [2pts]
  • Chaos Rhino [4 PL, 74pts]: Combi-bolter [2pts], Combi-bolter [2pts]

2 thoughts on “Nurgle vs. Dark Angels (1,750pts) – Battle Report

  1. Pingback: Nurglings, some thoughts. – Plague Gardening

  2. Pingback: Nurgle vs. Space Marines (1,750 points) – Battle Report – Plague Gardening

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