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Can someone explain to me what was exactly design desicion behind Nurgle?

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Comments

  • Itharus#3127Itharus#3127 Registered Users Posts: 16,567
    Nurgle daemons have a very unique and interesting campaign at least.

    Some people just get mad when factions play differently and then whine and **** and moan until they are homogenized into the same old experience as everyone else... this is how Norsca was recently ruined.

    I hope Nurgle keeps its uniqueness.

    Not holding my breath, though.

    Sigh.
  • Processing#6286Processing#6286 Registered Users Posts: 900

    Nurgle daemons have a very unique and interesting campaign at least.

    Some people just get mad when factions play differently and then whine and **** and moan until they are homogenized into the same old experience as everyone else... this is how Norsca was recently ruined.

    I hope Nurgle keeps its uniqueness.

    Not holding my breath, though.

    Sigh.

    It's absolutely fine when a faction plays differently than others eg. Beastmen and WEs, but you gotta give those factions something in return.

    Nurgle has incredibly expensive recruitment and buildings and get... nothing?

    BuT TheY CaN GeT THeIr UnItS Inst-

    SHUT UP, SHUT THE **** UP!

    Warriors get that too and are waaaay stronger.

    Vamps can get tier 5 units instantly, at normal recruitment price by turn 10 when they lose enough zombies in a region...
  • saj1987#4378saj1987#4378 Registered Users Posts: 503

    Nurgle daemons have a very unique and interesting campaign at least.

    Some people just get mad when factions play differently and then whine and **** and moan until they are homogenized into the same old experience as everyone else... this is how Norsca was recently ruined.

    I hope Nurgle keeps its uniqueness.

    Not holding my breath, though.

    Sigh.

    It's absolutely fine when a faction plays differently than others eg. Beastmen and WEs, but you gotta give those factions something in return.

    Nurgle has incredibly expensive recruitment and buildings and get... nothing?

    BuT TheY CaN GeT THeIr UnItS Inst-

    SHUT UP, SHUT THE **** UP!

    Warriors get that too and are waaaay stronger.

    Vamps can get tier 5 units instantly, at normal recruitment price by turn 10 when they lose enough zombies in a region...
    I have to agree with this. There is different - fun to play like Wood Elves and there is different - miserable like Nurgle. You can recruit instantly but not really since they have to replenish. Your economy is bad and you don't make money from fighting/sacking either. Basically whatever Nurgle does, other factions do it better and the Nurgle experience uniqness seems he's just a weaker mix of stuff other factions can do.
  • Neodeinos#5871Neodeinos#5871 Registered Users Posts: 16,485

    Nurgle daemons have a very unique and interesting campaign at least.

    Some people just get mad when factions play differently and then whine and **** and moan until they are homogenized into the same old experience as everyone else... this is how Norsca was recently ruined.

    I hope Nurgle keeps its uniqueness.

    Not holding my breath, though.

    Sigh.

    It's absolutely fine when a faction plays differently than others eg. Beastmen and WEs, but you gotta give those factions something in return.

    Nurgle has incredibly expensive recruitment and buildings and get... nothing?

    BuT TheY CaN GeT THeIr UnItS Inst-

    SHUT UP, SHUT THE **** UP!

    Warriors get that too and are waaaay stronger.

    Vamps can get tier 5 units instantly, at normal recruitment price by turn 10 when they lose enough zombies in a region...
    You get to have buildings you only pay once and automatically upgrades themselves and you get units that be instantly recruited even in force march, it can be very helpful when you need to defend your territory when the AI is attacking an undefended place.
  • spivo#7615spivo#7615 Registered Users Posts: 81
    I try not to compare factions, especially to the vastly OP ones.
    But it does seem like they messed up Nurgle.

    I tried Khorne, which was nuts easy (as long as you fight most fights) so wont compare anything to them, and Tzeentch.

    But Tzeentch was only hard because of the many early enemies (but handling one of them was an important lesson in not always using brute force, very Tzeentch-like). Little playing as Tzeentch felt "wrong" mechanic wise, the Changing of the Ways both fits Tzeentch and felt really important and powerful, and they had a nice mix of units, plus barriers made battles a lot of fun.
    And nothing in Tzeentch technology tree felt bad.

    But Nurgle is bad in many ways, and feels like to many mistakes were made.
    Tech that boosts you in areas you are far from, and vs. enemies you prob wont see unless you go for total domination.
    But apart from that, I just don't "feel" like the faction gives me many tactical choices. In battles I turtle up with characters/single entities, and hope I wont hit reg cap, it works, and I won some crazy fights, but my Tzeentch fights felt waaay more dynamic and I had to react a lot more to what the AI did.

    Tech obviously needs to be fixed, because that is the most blatant sign Nurgle is in Beta in Immortal Empires.
    But apart from that, I think nurgle healing should be lowered a bit, but at the same time ressurect demon entities, like the undead.
    And their demons needs some missile resistance.
    Lot other stuff be nice, but someone already made nice post in suggestions :)
  • spivo#7615spivo#7615 Registered Users Posts: 81
    Forgot to add, that Nurgle visually is one of the (if not the most) fun faction I've played the whole game.
    From Ku'Gath throwing stomach-bile, to the happy nurglings throwing themselves into battle, it's a joy to watch battles.
    I actually do way more battles manually as nurgle, as it just keeps being fun to watch.

    Oh, and that I still greatly enjoy playing Nurgle, but prob wouldn't without mods...
  • davedave1124#4773davedave1124#4773 Registered Users Posts: 22,807

    Nurgle daemons have a very unique and interesting campaign at least.

    Some people just get mad when factions play differently and then whine and **** and moan until they are homogenized into the same old experience as everyone else... this is how Norsca was recently ruined.

    I hope Nurgle keeps its uniqueness.

    Not holding my breath, though.

    Sigh.

    It's absolutely fine when a faction plays differently than others eg. Beastmen and WEs, but you gotta give those factions something in return.

    Nurgle has incredibly expensive recruitment and buildings and get... nothing?

    BuT TheY CaN GeT THeIr UnItS Inst-

    SHUT UP, SHUT THE **** UP!

    Warriors get that too and are waaaay stronger.

    Vamps can get tier 5 units instantly, at normal recruitment price by turn 10 when they lose enough zombies in a region...
    “I personally dislike = everyone else feels the same.”

    I like playing Nurgle and they’re not weak.. sorry, are you having trouble playing him?

    Why not play Empire or HE if you prefer highly standard races?
  • #321694#321694 Registered Users Posts: 6
    The IE start position is partly to blame.

    In realms of chaos, you began in a narrow inlet surrounded by mountains. If an enemy approached the bubonic bay, you could likely sail a defensive army over to ward them off before they marched on your settlements.

    Now, you're on the exact opposite: a tiny island surrounded by ocean and fields of hostile creatures. Instead of a venus fly trap, your start pos is a dandelion.

    Can someone explain how the buildings work for troop reserves? It seems like when you complete a building (or it reaches a new level) that adds troops to your pool, they don't appear until a few turns later. Do the units become available the next turn, or is it a random number of turns? How can you tell when a troop is upcoming?
  • Itharus#3127Itharus#3127 Registered Users Posts: 16,567
    Wait, is this basically just a "I suck at Nurgle so I'm going to QQ" thread? Was I tricked?
  • Neodeinos#5871Neodeinos#5871 Registered Users Posts: 16,485

    Wait, is this basically just a "I suck at Nurgle so I'm going to QQ" thread? Was I tricked?

    Sometimes I wonder if people who complain about Nurgle actually got after beating Ghorst, he's pretty much the only difficulty of the campaign.
  • dogoska#1535dogoska#1535 Registered Users Posts: 150
    edited January 7

    I try not to compare factions, especially to the vastly OP ones.
    But it does seem like they messed up Nurgle.

    I tried Khorne, which was nuts easy (as long as you fight most fights) so wont compare anything to them, and Tzeentch.

    But Tzeentch was only hard because of the many early enemies (but handling one of them was an important lesson in not always using brute force, very Tzeentch-like). Little playing as Tzeentch felt "wrong" mechanic wise, the Changing of the Ways both fits Tzeentch and felt really important and powerful, and they had a nice mix of units, plus barriers made battles a lot of fun.
    And nothing in Tzeentch technology tree felt bad.

    But Nurgle is bad in many ways, and feels like to many mistakes were made.
    Tech that boosts you in areas you are far from, and vs. enemies you prob wont see unless you go for total domination.
    But apart from that, I just don't "feel" like the faction gives me many tactical choices. In battles I turtle up with characters/single entities, and hope I wont hit reg cap, it works, and I won some crazy fights, but my Tzeentch fights felt waaay more dynamic and I had to react a lot more to what the AI did.

    Tech obviously needs to be fixed, because that is the most blatant sign Nurgle is in Beta in Immortal Empires.
    But apart from that, I think nurgle healing should be lowered a bit, but at the same time ressurect demon entities, like the undead.
    And their demons needs some missile resistance.
    Lot other stuff be nice, but someone already made nice post in suggestions :)

    Nurgle was downright broken in the release of RoC for the following reasons:
    -Corruption actually was a problem to remove and it massive downsizes (-20 PO and -250 growth for instance).
    -Rebels were not nerfed and could take towns by themselves
    -You needed specialized buildings or agents to remove corruption.
    -Nurgle plagues had more duration and were easier to spread.
    -Even in LE atttrition was game changing because of how much you could stack it.
    -Nurgle's simple tech made sense for the campaing.
    -Some plagues were downright broken such as the minus recruitment one or tthe black plague.
    -Nurgle had the best tools of spreading corruption alongside slannesh's gifts.
    -Nurgle had more allies to rely upon.

    But on IE the following happened:
    -Corruption has less effect on PO and growth
    -Everyone has untaint in their basic buildings
    -Nurgle plagues were nerfed botth in effect and duration/spread.
    -Nurgle's tech just sucks for IE.
    -Nurgle has no allies and is surrounded by yellow climate.

    During the time of RoC Nurgle had the best tool in campaing whilst kinda sucking in battes, as comparision, slannesh at the time was broken in battles but its seduction ability was pointless because vassals were broken.

    So mono's need a touch up, they don't to be WoC or Beastman OP but their mechanics need to be made meaningful and their secondary resources actually have a meaning (skulls, devotees, infections are too easy to get if you run enemies down whilst only grimoires are balanced at the cost of no more tzenntch adjactent corruption).
  • damon40000#7640damon40000#7640 Registered Users Posts: 2,051
    pain and suffering till you are numb to both
    BsFG dwarf
  • spivo#7615spivo#7615 Registered Users Posts: 81


    So mono's need a touch up, they don't to be WoC or Beastman OP but their mechanics need to be made meaningful and their secondary resources actually have a meaning (skulls, devotees, infections are too easy to get if you run enemies down whilst only grimoires are balanced at the cost of no more tzenntch adjactent corruption).

    Not tried Slaansh, but I think both Khorne and Tzeentch plays and feels very much like I would have thought.

    Khorne is a juggernaut of unstopable carnage, that spirals out of control and is only stopped if they loose a decisive battle. Their tech, their units and their blood hosts all feels right.

    Tzeentch, again, feels right. Their only problem is how to handle your starting area, which makes it a very rough start.
    But when Antarctica is conquered (or allied), it gets much easier. Never Khorne easy, but easier.

    Nurgle is like Tzeentch, in that it has a hard start, but when Ghorst is dead (which seems to mainly be a major problem on Leg/VH, I would never start a Nurgle game above VH/H), your massive hero spam (of some of the very best heroes in the game) makes the game very easy.
    View the yellow settlements as ally fodder (Grimgor pays 5k+/settlement), spread east and west, while making north your ally's area. Never tried going south... heard there be dragons :wink:
    Don't understand the problem with plagues, they seem to spread fine at later stages, and the debuffs to armies is massive. People are already complaining about plagues, making them stronger is not an option.
    But the tech is bonkers. The tech needs to be changed to reflect IE.
    Would be nice with a better economy, feels boring to have 30+ settlements, but only 2 highly developed provinces.
    But... I think better economy would be OP, and they do start with one great Landmark, with a second one right next door.
  • dogoska#1535dogoska#1535 Registered Users Posts: 150


    So mono's need a touch up, they don't to be WoC or Beastman OP but their mechanics need to be made meaningful and their secondary resources actually have a meaning (skulls, devotees, infections are too easy to get if you run enemies down whilst only grimoires are balanced at the cost of no more tzenntch adjactent corruption).

    Not tried Slaansh, but I think both Khorne and Tzeentch plays and feels very much like I would have thought.

    Khorne is a juggernaut of unstopable carnage, that spirals out of control and is only stopped if they loose a decisive battle. Their tech, their units and their blood hosts all feels right.

    Tzeentch, again, feels right. Their only problem is how to handle your starting area, which makes it a very rough start.
    But when Antarctica is conquered (or allied), it gets much easier. Never Khorne easy, but easier.

    Nurgle is like Tzeentch, in that it has a hard start, but when Ghorst is dead (which seems to mainly be a major problem on Leg/VH, I would never start a Nurgle game above VH/H), your massive hero spam (of some of the very best heroes in the game) makes the game very easy.
    View the yellow settlements as ally fodder (Grimgor pays 5k+/settlement), spread east and west, while making north your ally's area. Never tried going south... heard there be dragons :wink:
    Don't understand the problem with plagues, they seem to spread fine at later stages, and the debuffs to armies is massive. People are already complaining about plagues, making them stronger is not an option.
    But the tech is bonkers. The tech needs to be changed to reflect IE.
    Would be nice with a better economy, feels boring to have 30+ settlements, but only 2 highly developed provinces.
    But... I think better economy would be OP, and they do start with one great Landmark, with a second one right next door.
    Khorne and Tzeentch are powerhouses but khorne gets skulls to fast and cant spend it all (plus the tech makes blood for the blood god even cheaper) whilst tzeentch can't use most of his grimoires effectively skills because of the lack of adjacent corruption.

  • Passthechips#4366Passthechips#4366 Registered Users Posts: 2,329
    Yeah I played my first Nurgle campaign and don’t really understand the complaints. It’s very different but very rewarding.

    The only complaint that has any merit is the Tech tree needs to be redone with IE in mind. Even in the RoC it’s pretty mediocre.

    Outside of that some additional landmarks would be nice. Also the universal fix to cults and unholy manifestations, but that’s not a Nurgle problem so much as a Monogod problem.
  • spivo#7615spivo#7615 Registered Users Posts: 81


    Khorne and Tzeentch are powerhouses but khorne gets skulls to fast and cant spend it all (plus the tech makes blood for the blood god even cheaper) whilst tzeentch can't use most of his grimoires effectively skills because of the lack of adjacent corruption.

    I mostly agree :smile:
    Khorne sucks late game when you are sitting on a pile of skulls, but nothing to spend it on. Could def. use more stuff...
    But doesn't change that I (personally) felt extremely Knorne-like when playing the campaign, 10 times more than my Valkia campaign. You are truely encouraged to wage all possible wars, sack, raze and rage !!!

    Tzeentch grimoires is an issue... maybe you are supposed to use heroes to spread corruption, I don't know.
    I ended up using it to Halt Armies (stupidly OP and sooooo satisfying way to kill annoying AI armies), and to sell settlement to ally/or someone I wanted as ally and then steal it back (because the area still has high corruption...
    Somehow, AI doesn't get upset when you steal their settlements.
  • dogoska#1535dogoska#1535 Registered Users Posts: 150

    Yeah I played my first Nurgle campaign and don’t really understand the complaints. It’s very different but very rewarding.

    The only complaint that has any merit is the Tech tree needs to be redone with IE in mind. Even in the RoC it’s pretty mediocre.

    Outside of that some additional landmarks would be nice. Also the universal fix to cults and unholy manifestations, but that’s not a Nurgle problem so much as a Monogod problem.

    Don't get me wrong nurgle is strong in battlefield but his mechanics need fixing and some units need a tech boost (to not interefere with MP) as of right now Ku'garth is forced to use nuglings and plaguebearers for most of the early/mid campaing, unless you have the DLC which then gives you access to strong mortal units.

    There a few things I don't get about nurgle though, his buildings take 4 or more turns to build when they should take at most 1 turn as it is loreful that nurgle plants them and his plagues more devastating at the cost of new system to remove them (RNG sitting in a town or killing or decimation).

    But just buffing Ku'garth won't do the trick, most of the damage done to him came from indirect changes (corruption/untaintted, PO, the dead rise again, removal of small town battles) rather than the nerfs the direct nerfs, as nurgle had the most powerful towers and corruption spreading of all chaos gods.
  • Passthechips#4366Passthechips#4366 Registered Users Posts: 2,329
    @dogoska#1535

    I don’t see any problems with the buildings. Nurgle gets Tier 2 Soulgrinders and it’s ridiculous. Plant a few of those and you can be rocking Soulgrinders as early as turn 20.

    Ku’gath also doesn’t need anything more than Nurglings, they are really strong in his army and they steamroll most threats in tandem with Nurgle magic.

    Also Nurgle plagues are stupid powerful. I’m not sure why people are complaining about them? I was routinely using several different plagues every turn. Buffing your army with the Black Plague/Nurgle’s Rot, debuffing the enemy army/settlement with Crumbling Ague/Grim Shakes and buffing your own settlements with the Green Pox. All stupid strong. I was able to attrition Imrik with Nurgling crap stacks and the Crumbling Ague so his army could never recuperate. It was great and really thematic.

    The big issue is that infections are really at a premium in the earliest stages of the game. If they could buff the early amounts *slightly* that would be helpful. Late game you just start rolling in them from plague spread and resource buildings. Hopefully that’s something they can fix with a cult rework.

    The other issue is outside of the recipes, making custom plagues are a bit underwhelming. I really wish the money plague was a bit more impactful/reliable as a source of income. But that’s just number tweaking.

    I’m really excited to see future Nurgle lords and how they play with the Plague mechanics. They could introduce new symptoms or new recipes and switch it up pretty easily.
  • Itharus#3127Itharus#3127 Registered Users Posts: 16,567

    pain and suffering till you are numb to both

    Sounds like Muay Thai practice.
  • Neodeinos#5871Neodeinos#5871 Registered Users Posts: 16,485

    @dogoska#1535

    I don’t see any problems with the buildings. Nurgle gets Tier 2 Soulgrinders and it’s ridiculous. Plant a few of those and you can be rocking Soulgrinders as early as turn 20.

    Ku’gath also doesn’t need anything more than Nurglings, they are really strong in his army and they steamroll most threats in tandem with Nurgle magic.

    Also Nurgle plagues are stupid powerful. I’m not sure why people are complaining about them? I was routinely using several different plagues every turn. Buffing your army with the Black Plague/Nurgle’s Rot, debuffing the enemy army/settlement with Crumbling Ague/Grim Shakes and buffing your own settlements with the Green Pox. All stupid strong. I was able to attrition Imrik with Nurgling crap stacks and the Crumbling Ague so his army could never recuperate. It was great and really thematic.

    The big issue is that infections are really at a premium in the earliest stages of the game. If they could buff the early amounts *slightly* that would be helpful. Late game you just start rolling in them from plague spread and resource buildings. Hopefully that’s something they can fix with a cult rework.

    The other issue is outside of the recipes, making custom plagues are a bit underwhelming. I really wish the money plague was a bit more impactful/reliable as a source of income. But that’s just number tweaking.

    I’m really excited to see future Nurgle lords and how they play with the Plague mechanics. They could introduce new symptoms or new recipes and switch it up pretty easily.

    Soul Grinders are tier 3 not tier 2.

    And yeah, Nurgle Plagues are stupid strong, they'll carry you the campaign and if you're not spamming them you're playing Nurgle wrong. A few symptoms could probably be changed though imo, the -7% replenishment one is a bit redundant when you can just use the attrition plague to prevent replenishment and deal some damage and buffing the money symptom could help in the early game.

    Infection is actually not an issue even in the early game once you realise you get a lot more by fighting your battles manually but CA could certainly buff what you get when you autoresolve imo.

    Honestly my only complaint is the tech tree, it's obvious it was only designed for the RoC campaign which is a short sighted move from CA. Unholy Manifestations also take way too long to unlock and are very underwhelming but that's an issue for all Monogods. Cults need a rework badly too imo but again that's a problem for the other Monogods too.

    I suppose CA could also add a skill in the second half of the blue line to recruit your units with higher HP.

    Nurgle is in a pretty good spot currently. It's very unique and very different from what other races can offer but it also works quite well overall. For once we have a campaign that requires a brain it would be nice if people would leave it alone or try to understand how to actually play Nurgle instead of saying "Nurgle sucks he can't steamroll the whole map as fast as other races".
  • MonochromaticSpider#5650MonochromaticSpider#5650 Registered Users Posts: 2,298
    So, how do you guys deal with Ghorst on VH and beyond?

    Stream of corruption would be a great way to handle the zombies but if he's got cav and horrors then it gets tricky. He'll have the speed advantage, he has more healing than Kugath does, and he has a freaking mortis engine that can be a real pain to get to.

    I suppose one approach is to not rush through the lizardmen early, taking one's time with channel stance on to build up more WOM. Sack cities don't work too well but I'm thinking it might be better than rushing. And when the time comes, hope to find some trees to fight in, I suppose. Will make his large stuff suck a bit more, won't hurt the nurglings at all.

    But the big difficulty is that mortis engines are freaking murder against early game Kugath. Either you can catch it and surround it with single entities and then maybe it will die. Or you can't catch it and then you die. It feels entirely too random for my liking, frankly. Does anyone have a reliable, consistent method to sort him out?
  • spivo#7615spivo#7615 Registered Users Posts: 81

    So, how do you guys deal with Ghorst on VH and beyond?

    Stream of corruption would be a great way to handle the zombies but if he's got cav and horrors then it gets tricky. He'll have the speed advantage, he has more healing than Kugath does, and he has a freaking mortis engine that can be a real pain to get to.

    I suppose one approach is to not rush through the lizardmen early, taking one's time with channel stance on to build up more WOM. Sack cities don't work too well but I'm thinking it might be better than rushing. And when the time comes, hope to find some trees to fight in, I suppose. Will make his large stuff suck a bit more, won't hurt the nurglings at all.

    But the big difficulty is that mortis engines are freaking murder against early game Kugath. Either you can catch it and surround it with single entities and then maybe it will die. Or you can't catch it and then you die. It feels entirely too random for my liking, frankly. Does anyone have a reliable, consistent method to sort him out?

    Rush Lizardmen, Ally with the skaven (getting some okay cash doing so), and recruit 2 Excalted heroes.
    I've had it work 2 times, one time I ambush baited with a 2nd lord, and I ended up just Autoresolve and defeat Ghorst, his other armies retreatet to their settlements, and I chased.
    The other time I faced 2 armies, but managed to isolate the mortis engine and goon it with plague drones, 2 heroes, 2nd lord, and beast of nurgle. Ku'gath works really well surrounded by nurglings, who regen with him, while he rains bombs on big bloobs. I didn't spec Ku'Gath in magic, but let the plaguebearer be caster instead, that way he could get more ranged damage. I also held back on stream of corruption, until his whole army was completely engaged.
    Ended up loosing some nurglings I had used to screen other units from helping the mortis engine.
  • dogoska#1535dogoska#1535 Registered Users Posts: 150

    So, how do you guys deal with Ghorst on VH and beyond?

    Stream of corruption would be a great way to handle the zombies but if he's got cav and horrors then it gets tricky. He'll have the speed advantage, he has more healing than Kugath does, and he has a freaking mortis engine that can be a real pain to get to.

    I suppose one approach is to not rush through the lizardmen early, taking one's time with channel stance on to build up more WOM. Sack cities don't work too well but I'm thinking it might be better than rushing. And when the time comes, hope to find some trees to fight in, I suppose. Will make his large stuff suck a bit more, won't hurt the nurglings at all.

    But the big difficulty is that mortis engines are freaking murder against early game Kugath. Either you can catch it and surround it with single entities and then maybe it will die. Or you can't catch it and then you die. It feels entirely too random for my liking, frankly. Does anyone have a reliable, consistent method to sort him out?

    Right now if you have the DLC mortal exalted heroes are your answer with yellow line Ku'garth followed by a nugle caster.

    You shouldn't fight ghorst head on but rather his lackeys make sure to turtle and attack him only when weakened, the reason is that not only he has a mortis engine/healing and dead rise again, vampires only get stronger from losses or wins which results in him having single entities which your units can't deal with hence the mortal units and heroes.

    After ghorst the campaing does become a bore, ogres can't deal with your numbers and have poor animation, skaven early units rout, cathay is far too defensive and will lose in attrition and your only worry is Imrik and grimgor.

    The thing is the next patches thing will not stay the same even handicapped nurgle can become a powerhouse, the real issue will be when the AI agression will be increased then nurgle will be in a world of hurt and ghorst will be the least of his worries.
  • spivo#7615spivo#7615 Registered Users Posts: 81
    Just did another start as Ku'Gath, VH/H (as hard as I likely can...).

    Had a goon-squad of 2 excalted, 2nd chaos sorc lord, beat of nurgle, plague drones, and starting plague hero.
    Went straight for Mortis engine, that was trying to get to my nurglings, and ended up in a brawl with 2 crypt horrors, mortis, 2 bats, wight hero, and 4 zombie/skeleton mix.
    The rest of my army engaged the remains, but held back 2 nurglings.
    Held Ku'Gath out of combat, and used him to bombard the bloob.
    Used chaos lord and plague hero to constantly cast stream on the bloob, to also proc the army heal.

    When the Mortis was down, I engaged the 2 nurglings, and slipped my goon squad out and hit Ghorst.

    The excalted had Burning trait and the one that gives bonus vs. large, think that helped a lot.
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