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They're really different from any other factions (which is great). They could need some tweaks and improvements (always welcome), but they're far from crap.
The cauldron is however lacking. While there are a lots of plagues strains, you only use a few and forget the others generally speaking (ie, the Growth combo, the Money combo, and Fighting / siege battle one). Would be nice if plagues were more impactful, specially for the one faction who should be revolving around the Plague/Cauldron gimmicks.
At OP, Nurgle really you to read what X building/plague does in order for you to get the benefit from it, and invest in the right technologies if you want to get increase its spread %.
As for the units, Mezore explained you everything already (just remember that each building cycles is limited by its main building level => therefore you won't get a Great Unclean One or even Exalted Plaguebearers from a lvl 1/2 settlement).
Nurglings are great with Kugath.
-they take longer to unlock better units and pay premium for doing so
-their income arbitrarily dips lower than the already on average desitute daemon economy
-they start with damaged units and are basically the only faction that can actually run out of troops to recruit
-their special mechanic is nearly 100% dependant on RNG unlike all other daemon special abilities and so you can't really make any plans. Maybe they thought this was thematic but it makes a weak faction even weaker
-they have weaker garrisons than the other daemon factions because 90% of any garrison will be Nurglings which are crippled by having AoE attacks paired with a weak base-strength (so any target they hit barely receives any damage), they're actually less killy than Skavenslaves or Zombies
While I'd normally welcome factions that aren't braindead easy, Nurgle being arbitrarily singled out like this doesn't gel with me.
Nurgle has lots of hero spam capability especially if you own champions of chaos dlc and you can get lots of infections without doing much and get lots of growth early on. The biggest thing I found nurgle lacking was a good monstrous infantry/cavalry/mid game large monster besides soul grinders that has both the typical nurgle tankiness and also has good armor piercing damage. So I ended up spamming heroes and soul grinders basically until I had the tech for great unclean ones bound spells+double ammo (30 shots) on soul grinders at which point I was able to start beating Lokhir sending 5+ black dragons and har Ganesh executioners and shade spam in every stack with gold chevrons, on very hard campaign and hard battle difficulty.
What turn are you usually making it to before throwing in the towel? Nurgle was a painful early game for me but incredibly rewarding late game so if you need help I can try and walk you through so you can reach the more fun parts
Lokhir similar strategy until I had my daemon princes and plagueridden on drones leveled up to spirit leech the non regenerating units like dragons to death. I personally prefer nurgles rot to the other special unlockable plagues since the phys resist on top of regular daemon resist lets you bully like 75% of the enemies you encounter like orcs ogres Cathay and DElves hard with the ok-ish units nurgle has (useless vs tzeentch vilitch though) . Nurgle is like if khorne had less killing power but a million debuff to enemy attack and armor and good healing/melee defense. They are actually a pretty sacking/post battle loot centered economy imo
Nurgle is tanky, in melee.
Show me another faction in the game that routinely has all heroes running around with 75-90 MD, lords with 95-100 MD, and silver shields and ward save tech tree and army wide +20 phys resist independent of daemons already having it so they get +40% and lord of nurgle passive plus locus of fecundity, fecundity army ability and fleshy abundance and I will agree that nurgle isn’t tanky. Until then it sounds like a skill issue. Sisters of averlorn<the soul grinders deleting each unit of sisters from halfway across the map and having ammo to do it 5-10 times over again while your hero spam blob heals back up
Plagues are great. You have a few with +spread and +money to generate funds, and then you spawn a plague cultist to debuff your enemy before attacking them. Army-wide -15% missle attack + WS, yes please.
I believe the spread for money symptom is bugged right now to an extent-it only gives money when infecting armies and not settlements iirc like it says. Campaign wise ime you need to be pretty aggressive like khorne since nurgles eco is meh without sacking and post battle loot and expensive buildings like you said, but in battles def agree on them being a faction with unique strengths and drawbacks but ultimately a strong faction when you get the hang of it👍
Every faction is godlike when the player is at the helm thanks to massive pro-player bias so that's no argument for anything.
agree on this one, cloud of flies should give missile resist for sure. that said, nurgle knights get the +7% ward save in tech tree and silver shields so I use them as a later game alternative to warhounds for tanking missiles then inevitably shutting down archers once the back lines are open. Along with infinite soul grinder spam and flying a plagueridden on drone or 2 overhead to make the AI kinda derp out from skirmish mode