Necrons vs Nurgle – Warhammer 40k 8th Edition BatRep


Welcome back to the Maelstrom! Today we have another instalment in the 41st Millennium bloodbath, with the Necrons rising from their tombs to enslave the living once more. However, the forces of the Death Guard stand ready to greet them, and they have made demonic pacts to aid them in their conflict. The Great Unclean One, Glut’oth, has emerged from the Warp for the first time in centuries, and is leading his children to battle in the name of the Plague God. The Dagon Dynasty has no intentions of allowing this affront to their dominance to pass unpunished. One way or another, blood will flow…


The Armies

Dagon Dynasty
Necrons – 2,000

Battalion Detachment
Nephrekh Dynasty

HQ
Catacomb Command Barge: Staff of Light, Gauss Cannon

Cryptek

TROOPS
10 Immortals: Gauss Blasters

10 Immortals: Gauss Blasters

10 Warriors

10 Warriors

10 Warriors

10 Warriors

ELITES
Triarch Stalker: Heat Ray

Triarch Stalker: Heat Ray

FAST ATTACK
5 Tomb Blades: Twin Gauss Cannons, Shieldvanes

3 Destroyers

7 Canoptek Scarabs

HEAVY SUPPORT
3 Heavy Destroyers

Nuntius Cacotheus
Nurgle – 2,000

Battalion Detachment
Death Guard
HQ
Winged Demon Prince of Nurgle: WARLORD (Arch-Contaminator), The Suppurating Plate,       Demonic Axe, Malefic Talons; Smite, Miasma of Pestilence

Malignant Plaguecaster: Smite, Curse of the Leper, Blades of Putrefaction

TROOPS
7 Plague Marines: 2 Plasma Guns

7 Plague Marines: 2 Blight Launchers

7 Plague Marines: 2 Blight Launchers

ELITES
5 Blightlord Terminators: Blight Launcher/Balesword; 2 Combi-Plasma/Balesword, 2 Combi-            Plasma/Bubotic Axe

FAST ATTACK
Fetid Bloat-Drone: 2 Plaguespitters, Plague Probe

Fetid Bloat-Drone: 2 Plaguespitters, Plague Probe

DEDICATED TRANSPORTS
Chaos Rhino: Combi-Bolter

Chaos Rhino: Combi-Bolter

Battalion Detachment
Nurgle Demons

HQ
Great Unclean One: Bilesword, Great Plague Flail; Smite, Fleshy Abundance, Miasma of   Pestilence

Poxbringer: Smite, Shriveling Pox

TROOPS
10 Plaguebearers

3 Nurglings

3 Nurglings

After Action Review

I had to make the joke about the Immortals stomping on the Nurglings. I fully expected them to just get ground to nothing in that first round, followed by failed Morale checks that sent them to the shelf with little to no gain for the army. Five turns later, I had a newfound respect for the diminutive little dudes.

I do think the Necrons would have been much better served by falling back with the second squad of Immortals in turn one, allowing the Stalker to go in and take their place in the combat. His attacks would have been denying the Nurglings their Disgustingly Resilient rolls, and more importantly it would have freed the Immortals for some shooting in the later game. It also would have allowed the Warriors in the trench to the right to fire on the Nurglings. I think that, combined with the Heat Ray and a charge from the Stalker (if needed) would have cleared the back half of the Nurglings. As it was, the Immortals never fired a single shot in the game.

With all that said, it still takes an unbelievable amount of firepower to down Nurglings. That resilience, coupled with their ability to start 9” from the enemy, makes them a serious force to be reckoned with in the early game. They have the potential to completely disrupt your fire lanes and maneuverability, which leaves little option but to get rid of them early. This feat is easier said than done, however; Nurglings are rarely going to fall easily.

I’m definitely excited to continue expanding the demonic aspect of this army, until it eventually works as a standalone force. Keep an eye out for Glut’oth to lead his own forces from the Warp soon!

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