
With the GT a little over a month away the
Carnival of Chaos is coming along pretty good. The going is a bit slow but I foresee no problem finishing in time. I have
changed my army list a few dozen times. Play testing has taught me a thing or two I did not expect. Marauders really have a
hard time winning HtH combats. To beef up my fighting power I thought about doing a conversion for a giant. The idea was a
bit too big for me to pull off so I dropped the giant for some Ogres. The Mordenheim Brute models fit my armies look
perfectly and with some conversions they will add some muscle to a weak army.
I also learned a lot from the new Bretonnian book. My army could not handle 2+ save knights at all. To counter this I added the Great Fang(no saves) on one of my heroes. I expect to see a lot of heavy knights at the GT so it feels like a good move. I dropped the idea of casting any spells. Nurgle magic just doesn't seem to work without a lot of dice. I just don't want to spend much more than 25% on characters in 2,000 points. The army plays o.k. and if I don't face hard armies I will hold my own. I do not expect to win much though. Without shooting and magic my army has to do everything in close combat, BUT my troops are weak at HtH. Perhaps Papa Nurgle will smile on me and a flu will break out just before game 1. I will need all the help I can get!
| Lord & Heroes |
| Exalted Champion of Nurgle Book of Secrets, Great Weapon, shield, riding a Chariot of Nurgle |
| Exalted Champion of Nurgle Great Fang, shield, barded chaos steed |
| Beastman Shaman 2 dispel scrolls, bray staff |
| Core Units |
| 2 units of 20 Marauders Full command, light armor, shields ![]() ![]() ![]() Full command, flails Chariot of Nurgle (for the Exalted Champion) Chariot of Nurgle 6 Marauder Cavalry Full command, flails, shields |
| Special Units |
| 2 Nurgling bases 8 Furies 4 Ogres Heavy Armor, Great Weapons, full command Beast Herd 7 gors, 7 ungors, full command. |
| Rare Units |
Chaos Spawn![]() |
| Messengers |
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