List

Allegiance: Nurgle
Mortal Realm: Ulgu

Leaders
Great Unclean One (340)


- General
- Bile Blade & Doomsday Bell
- Trait: Grandfather's Blessing
- Artefact: The Witherstave
- Lore of Virulence: Favoured Poxes
Horticulous Slimux (220)


Sorcerer (120)


- Artefact: Doppelganger Cloak
- Lore of Malignance: Blades of Putrefaction

Battleline
20 x Chaos Marauders (120)


- Axes & Shields
20 x Chaos Marauders (120)


- Axes & Shields
5 x Putrid Blightkings (160)

Units
1 x Beasts Of Nurgle (100)


1 x Beasts Of Nurgle (100)


1 x Beasts Of Nurgle (100)


1 x Beasts Of Nurgle (100)


1 x Beasts Of Nurgle (100)


1 x Beasts Of Nurgle (100)

Battalions
Nurgle's Menagerie (240)

Endless Spells
Soulsnare Shackles (20)


Malevolent Maelstrom (20)


Geminids of Uhl-Gysh (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 132

Introduction

I was sitting around one day dreaming of how to make a forest appear on the board and not use Sylvaneth. So what better way then Feculent Gnarlmaws every turn? Generate tons of summoning points and plop down lots of new units on the board. 

Allegience Ability

Stand standard Nurgle wheel messing with stuff every turn preferably getting the bonus movement so I can charge with all the beasts on turn 1. 

Artefacts, Command Traits & Abilities

Grandfathers blessing on the GUO so I can make sure I have the right step of the cycle when I need it. 

Whitherstave on the GUO to help make my units a little more survivable. 

Doppleganger Cloak on the sorc for added security if he finds himself in an unwanted situation. With so many individual beast units he should never be hit in combat. 

The main feature of the list is Hort’s Cultivation ability which lets me set up a Fec tree during my hero phase once per game. The battalion allows this to be used every turn. He also allows the beasts to be a little tiny bit more survivable by healing a wound to one each turn. 

Heroes

GUO is there to be annoying and help with some magic support. Also, he will allow the beasts to get into combat faster with his bell. 

Hort is there to buff the beasts and pop a tree every turn. 

Sorc is there for Blades and dispelling. 

Other Units

Marauders for some board control and screening. 

Blightkings for a little punch. 

Beasts of Nurgle are the main attraction. Their goal is to retreat and charge every turn trying to get some mortal wounds onto units and just be annoying. With each one being individual it makes splitting attacks for the opponent a little difficult. Their goal is to be near Hort so they reroll failed charges and 1’s to hit. Also, getting +1 damage to their melee attacks. 

Battalions

Menagerie is there to pop trees every turn so I can hopefully summon lots of Plaguebearers and maybe some more GUO’s. 

Magic, Endless & Realm Spells

Shackles are included to try and lock down nonflying heroes or create difficulty moving for opponents units. 

Gemenids aid with survivability of an already tough army. 

Maelstrom is there to deal with spells and put a little damage output potentially. 

In-Game Guide

As stated earlier it’s really just run beasts up and try to lock stuff down in their deployment. Keep the marauders back to hold objectives and screen for deepstrikers. 

Put down trees get lots of summoning points and plop down new units as fast as possible.

Im looking for feedback on this list please. It’s fun, fluffy and annoying lol. 

Honest Goblin