For a glorious couple of weeks at the start of AoS “phase 2”, command ability stacking had some Nurgle players rushing to try an alpha-strike type list: A Great Unclean One powering up a large unit of Plague Drones with all the attacks in the world, buffed with Blades of Putrefaction and darting right across the board to wreak havoc.
Post FAQ the stacking is gone but Drones remain a powerful unit when properly employed. The big alpha strike might be less effective but ultimately time means little to the Grandfather. All opponents will wither and decay eventually, no need to rush things!
The true strength of a Nurgle force lies in the resilience of its units. This list is designed to hold ground with two large blobs of durable infantry, drawing your opponent into debuff range and blunting their offence. Meanwhile your drones are held in reserve, ready to make a decisive counterstrike later in the game once opposing forces are over extended and weakened.
This is not a list designed to win scenarios quickly. It tends to be very strong in the end stages of the game and will suit defensive and reactive players who can spot and punish mistakes made by their opponents.
The Maggotkin book was a complete transformation for the Nurgle allegiance, bringing a broad range of new rules and abilities that turned a slow moving grind faction with little teeth into a surprisingly fast infantry based army with a tool box for handling a range of problems.
Cycle of Corruption
The cycle is a list of 7 different buffs/debuffs and abilities that affect either your or your opponents armies. The game starts with the cycle randomly set on one of the first six stages and it ticks forward onto the next stage automatically at the start of each subsequent battle round. The abilities granted by each stage of the cycle range from very strong to average and at a first glance the whole thing appears to be too random and arbitrary to build an army or strategy around. However the Nurgle allegiance also grants access to a couple of methods through which you can control which stage the cycle sits at, allowing you to tailor the effects to best suit your needs at the time. In fact shrewd manipulation of the cycle allows you to often gain multiple benefits in one turn. We’ll consider the mechanics and tactics behind making the cycle work for you later in the article but for now some of the key stages you’ll want to use and keep in mind are:
Unnatural Vitality: +2 movement to all Nurgle units
Fecund Vigour: +1 to wound for a Nurgle units in the combat phase
Nauseous Revulsion: enemy units re-roll wound rolls of 6+ in the combat phase
Rampant Disease: D3 enemy units within 12” of each other suffer D3 mortal wounds
The Garden of Nurgle
Along with new rules and new units the Maggotkin book introduced a new terrain piece called a Feculent Gnarlmaw. These revolting and blighted trees pop up on the battlefield when Nurgle armies march to war, increasing the vitality of his followers, spreading disease and acting as beacons that draw Daemons to the area.
Before you roll to pick sides in the game a Nurgle army gets to place one Feculent Gnarlmaw anywhere on the board. In game the Gnarlmaw has the following effects:
Entropic chimes: Nurgle units within 7” of a Gnarlmaw in the charge phase may attempt to charge even if they have run in the same turn. Amazing ability that drastically increases the threat range of your army, especially when you can guarantee a 6” run with a command point.
Sickness Blossoms: At the start of each hero phase roll a D6 for each non-Nurgle unit within 3” of any Gnarlmaw. On a 4+ that unit takes a mortal wound. By itself not game changing but with all the other sources of mortal wounds you can dish out, all of a sudden those 5 wound characters won’t want to stand close to your trees.
Contagion points: If there are no enemy models within 3” of a Gnarlmaw at the start of your hero phase the tree generates D3 contagion points. What are contagion points?
Contagion Points and Summoning
Since the introduction of the Maggotkin book, Nurgle’s method for summoning units to the table is based on a resource called Contagion Points. At the start of each of your hero phases you gain a certain number of contagion points based on your current board control along with the D3 bonus points generated by Feculent Gnarlmaws. You get 3pts for having models in your own territory, 3pts if you have models in your opponents territory and an extra point per territory if it is clear of enemy models.
At the end of any of your movement phases you can spend 7 or more of your accrued contagion points to summon either more Feculent Gnarlmaws or some Nurgle Daemons. For example, at the lower end of the scale you can summon a Gnarlmaw or 5 Plaguebearers for just 7 contagion points. At the other end of the scale 21 points gets you 20 Plaguebearers or 3 Plague Drones and 28 points can even summon a Great Unclean One. Summoned units/Gnarlmaws are setup on the board wholly with 12” of a Gnarlmaw or Nurgle Hero and more than 9” from enemy models. Unspent contagion points carry over into the next battle round.
Artefacts, Command Traits & Abilities
The Witherstave: An artefact that can be carried by a Nurgle daemon hero. Enemy units must re-roll hit rolls of 6+ while within 12” of the bearer. This is carried by the Lord of Afflictions.
Grandfather’s Blessing: This Command Trait can be used once per battle if the General is still alive. It allows you to, at the start of your hero phase, automatically rotate the cycle of corruption one step forward, or one step back. This is especially strong when you are dealing with stages which have effects that trigger at the start of the hero phase. For example if you have turned into “Corrupted Regrowth” this round you can heal the D3 wounds on all your units and then while it is still the start of the phase use your trait to rotate back to “Rampant Disease” and trigger it to deal mortal wounds to your enemy. And vice versa. It also gives you a way to guarantee moving the cycle if you can’t spare or risk a spell cast for Foul Regenesis (see section 7)
Grandfather’s Joy: Command ability for the Great Unclean One, pick a friendly Nurgle daemon unit within 21” during the hero phase. Until your next hero phase add 1 to the number of attacks that unit makes with all its melee weapons. Each unit may only be affected once per turn. A lynch pin ability for turning your Drones in to a proper threat and boosting the effectiveness of Plaguebearers.
Great Unclean One (GUO): A 16 wound monster and wizard with a movement of 5”, 4+ save and 5+ damage prevention roll (DPR) which on a 6 bounces mortal wounds onto the attacker in the combat phase. It heals D3 wounds in each of your hero phases and this combined with other healing opportunities in the army makes it a very strong tank unit and perfect for holding objectives that require heroes or wizards.
As a wizard the GUO can cast 2 spells and unbind 2 spells and in this list the model is equipped with a Bile Blade which allows it to sacrifice a wound (which it can’t ignore with its DPR) in exchange for +1 each time it attempts to cast or unbind. Given that most of the spells you will want to be casting need 7+ this is invaluable to make your support magic more reliable. And it’s fairly easy to heal up the wounds you sacrifice.
In addition it carries the Doomsday Bell which adds 3” of movement to all Nurgle units that begin the movement phase within 7”. With a large base this is a considerable area of effect and with some daisy chaining it’s not unusual for him to be buffing the movement of your entire army in early turns.
With this load-out combat output is not exactly brilliant. But it does have some short range rend -2 shooting, gives access to some rend -1 combat attacks and can potentially do D3 mortal wounds to a unit on a 4+ when it charges. Late game once the support roll is mainly accomplished it can be sent off to mop units up. With the bell movement buff and the ability to run and charge near trees it can close distances surprisingly quickly and deal with small characters or chaff units left holding objectives.
Finally as a Nurgle Daemon hero it can activate the locus abilities of your other daemon units. At just 340pts I believe it’s a must have unit in most Nurgle lists.
Lord of Afflictions: A rotbringer hero riding a daemonic rot fly that gains access to both sets of keywords. 8 wounds with a 4+ save and 5+ DPR, he can fly and has a movement of 8”. He heals 1 wound automatically in each of your hero phases and can potentially heal a further D3 if affected on a 6+ by his own virulent discharge ability. This makes him pretty resilient and mobile for a 220pt hero. Combat output is a bit hit or miss although he does give himself and any blightkings within 7” re-rolls of 1 to hit in the combat phase and can hand out mortal wounds in the hero phase with both the incubatch and virulent discharge abilities.
There are however two important purposes for including him in the list. Firstly he carries The Witherstave artefact and his mobility means you can redeploy that artefact’s area of effect debuff bubble quite quickly and effectively. It also means he is a very mobile model that can score in missions that need wizards or heroes with artefacts.
Secondly having the daemon and hero keywords he activates the locus abilities on daemon units, in particular the Drones, which he can keep up with if they go hunting down field, jumping over your own defensive lines and enemy screens.
Festus the Leechlord: A 6 wound wizard with a 5+ save and movement of 4”. Importantly he has the Rotbringer keyword which allows him to access the Blades of Putrefaction spell from the Lore of Malignance. Also with Curse of the Leper he has one of the most potent Nurgle spells right there on his warscroll. Festus heals one wound automatically in each of your hero phases and has the ability to pick a unit within 1” in the hero phase to drink his potions. If it’s a friendly unit then on a 2+ it heals D3 wounds, if it’s an enemy they suffer D3 mortal wounds on a 2+ (if you have enemy within 1” of Festus you are likely doing something wrong!)
With only a 5+ save and no DPR Festus is by far the most fragile unit in your army. But his spells make him a really important target for the enemy so be careful to keep him protected. Alternately he’s the perfect bait for any trap you want set…
At only 20pt more than a vanilla rotbringer sorcerer, his spell and abilities make Festus an absolute steal as a support piece.
Plaguebearers: Single wound models with a 5+ save, 5+ DPR, movement 4” and bravery 10. With
the cloud of flies ability the unit is naturally -1 to hit for shooting attacks and while the unit has 20 or more models it is -2 to hit from range and -1 to hit in combat. While within 7” of a Nurgle daemon hero their locus gives them re-roll save rolls of 1 and while there is a banner in the unit unmodified battleshock rolls of 1 mean no models flee and D6 Plaguebearers are added to the unit instead.
The list has 2 units of 30 and even without the other support and debuff options in the list that is a considerable wall of bodies for any army to chew through. And don’t be fooled by the 4” movement. With +3 from the GUO bell, potentially +2 from the cycle of corruption and running and charging near a Gnarlmaw these guys can cross the the board in a turn with a solid run roll.
With only one attack 4+/3+ with no rend and 1 damage they are killing machines. But with spell, command ability and cycle of corruption support the pillow fisted tarpit your opponent got stuck into can all of a sudden become quite effective at hitting back.
The unit really is at its best when starting at its max size of 30 which is a considerable investment. There are better options for cheaply filling that last min sized battleline slot.
Putrid Blightkings: 160pts for 5 battleline models with 4+ save, total of 21 wounds and effective bravery 9 with a banner. Fantastic value before you even consider that they have 3 attacks each hitting on 3+, wounding on 3+ and with 6+ to hit rolls giving D6 hits instead of 1. Only damage 1 and with no rend but still quite potent against low armoured chaff and the unit can greatly benefit from the other avenues the army has to modify save rolls. The only slight issue is that their exploding attacks get turned off by any negative hit modifiers and you have no way of getting a positive hit modifier to counter that.
They are primary in the list as the “tax” to fill the last battleline slot. I find they are a useful bodyguard/screen unit for Festus and sitting behind your cluster of support units to screen/zone out any deepstriking threats as your defensive wall moves up the board. They are also not a unit to be easily shifted off objectives without considerable resources dedicated to them. As multi wound models they can really benefit from the healing options in the army too.
Plague Drones: In a lot of respects this is the key unit in the list. While the rest of the units want to move into position and primarily defend ground the Drones are your way of projecting force where you need it, either reinforcing your lines, stealing objectives or exploiting holes to remove key support pieces from your opponent. In the majority of games the success you have in utilising your drones will determine if victory swings your way. They are your lists hammer and only truly effective bully unit.
Drones have 5 wounds each with a 5+ save and 5+ DPR. They have a base movement of 8” and can fly. They are bravery 10 and similar to Plaguebearers have a banner which gives the ability to auto pass battleshock tests an unmodified roll of one which also returns a slain Drone to the unit. The unit of 6 in this list then presents a 30 wound unit that’s naturally quite tough to chew through before you try and support them in any way.
Buff the unit with +3 movement from the GUO bell, +2 move from the cycle of corruption, run and charge from a Gnarlmaw and a guaranteed run roll of 6” with a command point and the unit has a 19” + 2D6 threat range.
When the get there they have three different melee attack profiles. The rider swings with their sword (1 attack, 4+/3+, no rend and 1 damage) and the fly has its sting (1 attack, 4+/3+, -1 rend, D3 damage). The model is then either armed with a Proboscis attack or mouth parts attack. In my list I want as many attack dice as possible to combine with the Blades of Putrefaction spell (to trigger mortal wounds of a 6+ to hit, see section 7) so my drones all have the proboscis (3 attacks, 3+/4+, no rend, 1 damage). If the unit didn’t run you also have a 14” shooting weapon (1 attack, 4+/3+, no rend, 1 damage).
That is however not the end of their potential. They are a prime target for the GUO’s command ability to add an extra attack to each of the melee profiles. In addition if the unit is within 7” of a Nurgle daemon hero when it attacks it adds another attack to each of its weapons profiles because of its locus ability.
If all 6 drones get to attack in combat with all the buffs in place that means 18 attacks at rend -1 with D3 damage from the stings and a total of 48 attacks with no rend and 1 damage from the other two profiles. That’s a total of 66 dice that can potentially trigger mortal wounds on a 6+ to hit, in addition to their normal damage. If you didn’t run you another 12 dice from shooting.
Now that is very much the “perfect storm” case, which is why it is important you use the Drones in a counter strike role. You have them sitting behind your defensive lines just waiting for the opening they need to hop over the top to hit the right target at the right time. The resilience of your front lines should hopefully afford you the time to do this.
Magic, Endless & Realm Spells
Foul Regenesis: A spell known by every Nurgle wizard that when cast on a 7+ allows you to instantly set the Cycle of Corruption to any stage you want. Because this happens during the phase it won’t trigger any start of phase stages however lots of the stages are persistent effects that last for the whole turn. For example “Fecund Vigour” for +1 to wound for all nurgle units in the combat phase or “Unnatural Vitality” for +2 movement to your whole army. So this is a key spell that lets you adjust how your whole force is buffed as you plan for the turn ahead.
Favoured Poxes: A spell taken by the Great Unclean One, casts on a 7+ and has a range of 14” targeting a visible enemy unit. That unit is -1 to hit and save rolls until the caster moves, casts another spell or is slain. One of many debuff layers in the army that also helps with the general lack of rend. Once you have formed your defensive lines the GUO will likely be deployed centrally to provide support to both flanks and can often get away with staying stationary to keep the spell active.
Blades of Putrefaction: A spell taken by Festus, casts on a 7+, targeting a visible friendly unit within 14”. If successfully cast then until your next hero phase any hit rolls of 6+ cause a mortal wound in addition to normal damage. A great force multiplier and an especially great tool against ethereal and highly armoured units. It is however vulnerable to being turned off by negative hit modifiers which is increasingly an issue. Sometimes the threat of this spell is enough though to change how your opponent plays making them either unnecessarily cautious or tempting them into over reaching to try and remove it from your toolbox.
Geminids of Uhl-Gysh: A predatory endless spell, cast on 7+, consists of 2 models which are setup wholly within 18” of the caster and within 6” of each other. After setup they can immediately make an 8” move. Any unit that is passed over or within 1” of either model after it moves is effected. The unit takes D3 mortal wounds. In addition units affected by the light Geminid are -1 to hit until the next battle round and units affected by the shadow Geminid are -1 attack on each of their melee weapon profiles (minimum of 1) until the next battle round. A unit can only be affected by one of the geminids each round so pay attention to which model you move first depending on what effect you want. Their presence on the board makes the choice of priority very interesting. If you already have other buffs/debuff in place amd in a strong board position then choosing to go second can mean you can really neuter key enemy units and almost force your opponent to waste a turn.
Plague Wind: The warscroll spell for the Great Unclean One, casts on a 7+. Pick a point on the battlefield within 14” then draw a line from the centre of your base to that point. Enemy units under the line suffer D3 mortal wounds while Nurgle units heal D3 wounds. Situationally useful for a clutch heal or if the enemy is lined up just right. However you will more than likely have more useful spells to cast each round.
Curse of the Leper: The warscroll spell for Festus, casts on a 7+ (spotted a trend yet!). Target a visible enemy unit within 14”. That units save rolls are at -1 for the rest of the battle, each unit can only be affected once per game. Incredibly powerful spell that can really ramp up your damage output. Makes Festus a real threat so can be used to create a control zone or bait your opponent into trying to remove it.
Before you even pick sides and begin deploying you have to place your free Feculent Gnarlmaw. This can be placed anywhere on the board more that 1” away from other terrain. Generally you will want to keep it quite close to the centre of the board as it gives the most flexibility as a launch off point for a charge with drones after they have run. The downside of this is that it makes it easier for your opponents to get within 3” of the tree to turn off its extra contagion points. I have not found this to be a massive issue as summoning is not something that is critical to rush early game. Let the points build up over the first few turns until your opponent has forgotten about them and then you can be adding multiple fresh units to the board in the closing turns.
One other point to note for the Gnarlmaw is that once it’s on the board it counts as a terrain piece itself. This lets you effectively block terrain placement by other factions. Stopping a Sylvaneth opponent putting a Wyldwood right on top of an objective could be very important for example.
This list is 7 drops which is right in the middle of the current meta as far as drops are concerned. You do not need to go first, in fact going second is often an advantage as opponents will possibly have moved into range of all your debuff spells. How you position your units shouldn’t really change much whether you will be going first or second.
The army (and the faction in general) has a lot of interlocking synergies, generally with ranges of 7”. This means you will often find yourself gravitating towards the same deployment shape: a block of Plaguebearer bodies on each flank with a tail snaking over to protecting a central pocket of support characters, with the Drones lurking behind as the sweeper unit waiting to pounce. The Blightkings will normally be deployed last, on the flank that looks like it might need extra support.
In addition to having great rules, the Great Unclean One has a very large and impressive model that actually functions as a moving line of sight blocker. Festus can be deployed right behind the GUO and be completely blocked from the view of enemy models while still being able to see friendly units to buff them. It also means Festus is in prime position to heal the GUO with his potions if required.
If you have the option of getting some Arcane Terrain on your side that both Festus and the GUO can either deploy on or move into it will be a big boon. The spells you will be casting can have a massive impact but are difficult to get off so if you can increase casting reliability grab the opportunity. The Lord of Afflictions should be deployed so that The Witherstave bubble covers the area you feel is most likely to be the point your opponent will try to break your lines first.
All of your support characters and the drones should if possible be deployed more than 3” behind the front of your plaguebearer lines so they do not get tied into combat and can reposition. The same goes for your drones. This will also protect them from alpha striking units like eels or evocators that can deal out mortal wounds over the top of screens, not to mention monsters with 3” reach on their attacks.
The first and very key point to make is to try and play your early game turns in a timely matter, do what you can to keep the game flowing. The army is strong when games go into the later turns and you may have to chase down a points deficit.
If you are going first then your aim is to take control of the parts of the board where you want the fight to take place and prepare your units to be as defensive as possible. In the first hero phase you need to decide if you want to barely move forward into range of any central objectives to score them, defend backfield objectives or if you want to play more aggressively and try and rush across the board and swamp objectives to prevent your opponents getting anywhere near them and achieve an early points dominance. This will also accelerate the pace at which you gain corruption points for summoning.
This decision will be informed not just by the scenario and army across the table from you but by the current stage of the cycle of corruption. If you want to swamp the board you will need as much movement as possible so will want the +2 movement of Unnatural Vitality and possibly use command points to get that 6” run. If the cycle has not started there you will need to try and change it. It’s probably not worth using your once per game Command Trait nudge to do it so you will need to cast Foul Regenesis to move it, probably using the Great Unclean One and Bile Blade to get it off. If it fails to cast then you will likely need to abandon the concept of swamping the middle of the board.
In most cases however the more sensible approach is to play the longer game and set up to minimise the impact of what your opponent might achieve in their first turn. Bank the command point you just received and use Foul Regenesis to move the cycle to Nauseous Revulsion. In combination with The Witherstave on a well placed Lord of Afflictions, any units attacking you should then be re-rolling both successful hit and wound rolls of 6 as well as having the negative hit modifiers on your Plaguebearer wall. If the GUO is in range to cast Geminids into the opponents lines then try to hit the biggest immediate threat with the additional -1 to hit debuff. If you go second and your opponent has the ability to reach out and hit your lines hard first turn and if they are smart they will focus on just one unit of Plaguebearers. The list starts with a command point for this eventuality so you can use Inspiring Presence to prevent heavy battleshock losses and stop that unit just folding.
When it then becomes your turn all of your debuff tools should be in place to make your counter attack as effective as possible and kill any momentum your opponents attack might have. Chose the best combination of spells to either increase your offensive output or reduce their combat effectiveness as you see fit. Favoured Poxes is great for this because it achieves both aims in one spell. If one side of your lines has been severely disrupted you can move the drones and blightkings to attack and shore things up. You should be able to have the drones at full effectiveness.
If they go first and don’t press you hard then move forward to try and claim objectives, block off avenues of attack and get models into their territory for contagion points. Don’t overstretch and try to force the game tempo. Position your drones in such a way as to bully your opponents critical units, control their positioning/actions with the threat of how you can react to it.
As it moves into the second round, if you have managed to have the cycle set at Nauseous Revulsion, then it will tick over into Rampant disease and cause D3 mortal wounds to a selection of your opponents support characters. You can then use Grandfather’s Blessings to move forward into Corrupted Regrowth for extra healing if required before moving it back with the spell to the defensive position of Nauseous Revulsion. This sets up the pattern of this happening several rounds in a row, chipping away at their units with mortal wounds while reducing the amount of wounds coming through to you in combats.
If you have lots of debuffs in place, are in a strong position and you get the choice then you can let your opponent go first, keep your debuffs up and have first priority on any endless spells. If you had a bad first turn of spell casting you can choose to go first in the second round to attempt to cast them again. Retreat from combats and reform your lines if needed and yet again don’t stretch or commit to any attack with the drones too early, bank command points to power up their attacks, give them 6” runs or re-roll charge. As your only real hammer unit make sure what they do counts!
If you had a good rush of early contagion points then it is often a good idea to drop additional Gnarlmaws onto the board. They will ramp up your late game generation of contagion points while widening the bubble of positions from which you can charge after running. You can also try and drop small units into your opponents territory as distractions and to more consistently generate contagion points.
As you have been playing through the early and mid game you should have been building up contagion points. Your heroes should have remained in good shape and space should be opening up on the board as numbers have thinned on both sides. At this point you can use the relative mobility of the Great Unclean One and Lord of Afflictions to move them into the gaps and create nodes from which to summon, bringing in multiple small units of Plaguebearers to snatch open objectives or create chaff screens or bubble wrap. You can also summon a Poxbringer if you need a hero for an objective or extra spell casting. If you have gathered a lot of points you can maybe bring in another strong offensive unit, like more drones or even a sword and flail GUO.
At this point you can aim to use the cycle of corruption to be more aggressive, getting the extra movement you might need, or getting +1 to wound to make your remaining forces more combat efficient. You can start casting more offensive and damage spells.
Scenario Break Downs
Mid-Table Objective Scenarios
Scenarios which have a number of objectives in the centre of the board are ideal for this list. For Battleplans such as Border War, Battle for the Pass or Focal Points you will be more likely to want first turn to dictate control of the objectives early. Move your Plaguebearers into position to grind out points in the middle of the board while threatening to attack any backfield objectives with the Drones.
If an opponent can go first and prevent you just moving on to them turn you might be forced to fight your way on to them. This often means having to commit your Drones early onto central objectives, risking the potential loss or nullification of your hammer unit before you can push ahead in the game. It may instead be possible to engineer a situation where they can jump right over the midfield scrap to take the more rewarding back objective and force your opponent to move resources away from the midfield fight.
Hero Based Scenarios
The resilience and relative mobility of the GUO and Lord of Afflictions makes them ideal for hero based missions like Duality of Death or Places of Arcane Power. If you can go first and move them onto objectives turn one surrounded by Plaguebearers your opponent will have a hard time stopping you from scoring both objectives for 3 or 4 consecutive turns. You can then use your Drones and Cycle of Corruption to deal damage to/kill opposing heroes on a third objective and stop them getting high scores. Festus is best suited here to healing the other two heroes rather than taking objectives himself.
If you have to go second and win back objectives then use the Lord of Afflictions paired with the Drones (backed up by blightkings) to attack one point and the GUO with Plaguebearers to force through onto another.
Remember you can summon a Poxbringer or GUO later in the game if you need an additional hero/wizard.
Deployment Zone Objective Scenarios
Scenarios that require you to defend multiple backfield objectives while also attacking your opponents deployment zone are a bit more tricky. The army works best when it can stay quite tight together to share synergies so being forced to split up reduces its effectiveness. This is especially true for the Battleplans that have 6 objectives such as Scorched Earth or Better Part of Valour. For these games you will need to play as conservatively as possible, maybe even playing for a minor win condition. You may have to be resigned to losing an early objective to maintain a solid hold on the other 2 knowing that with summoning you may have a chance at a late game comeback. Plaguedrones in these games are better initially used for defending your objectives than attacking enemy positions.
The resilience of the army, especially the heroes with healing, makes it well suited to secondary objectives in which units need to survive the game. For example this includes Hidden Agendas such as Ancient Heirlooms, Centre Ground or Conserve.
In addition to list resilience there is also the late game summoning to consider which makes secondary objectives that dictate having models in certain territories at the end of the game a good option. For example Hidden Agendas such as Invade, Seize or even Secret Mission.
Secondary Objectives that don’t however suit the army are any base on attrition of your opponents forces. You might whittle your opponents down so you have numerical and positional advantage by the end of the game but you rarely completely wipe the majority of your opponents army. It it’s therefore better to avoid Hidden Agendas like Attrition, Terrify or Linebreaker.