Good guide. If I may add something from my personal experience: You can get 2x Exalted Heroes super fast, this is incredibly useful because your early game army lacks anti large and damage. The Exalted heroes with their high WS are your best bet to kill single entity units like Ghorst, Necromancers, Corpse Carts etc
@@LordForwind You can recruit them from a T2 major settlement, and your starting settlement (Dragon Fang Mount) has a unique resource that gives +1 capacity to all heroes. So you build the resource (Cultist Camp Medicine) on turn 1, and as soon as you take Dread Rock and upgrade it, you can immediately have double heroes and put them with Kugath army, potentially on turn 5-7. On horse with basic combat items they were invaluable to me as a cavalry substitue, they kill vampire foot lords incredibly fast and force them to use their heals on themselves instead of their army.
One feature you could have touched upon was Nurgle's followers/ancillaries system. Bruntos bowl and Leper lord are essential followers that maximize the player's ability to field more armies by reducing the upkeep and recruitment cost of nurglings and plaguebears by 20%. It is a system worth highlighting since new and even experienced players often overlook it. Anyways, a good introduction to Nurgle.
Have to say I always rush growth cycle building, then plaguebearer. It provides the most money for basic, plus plaguebearers super tanky all around good units. Slow but meat grinders, then I usually go toads for some quick flankers, pox riders are strong. Or I start the soul grinder, but you won’t need them untill med game/late game. Great guide. :)
@@LordForwind I think you did very well!! It's enough for players to figure out their own playstyle based on this video. Maybe you can cover one battle to show how a experience player to organize the battefield , and how you deal with the weak spot of the enemy unit. If you start the video with a battle, "movie style" camera could be a choice to attract the eyeball of audience. That's just my two cents, a one hour guide is really a great work, I am appreciated.
maybe after I finish the normal guides, but I'm not that great at battles myself, I tend to like auto-resolve since a 15-20 load time for battle is just too long usually
@@LordForwind Oh! I see. It's fine, my friend. The loading time is really long, I myself use auto-resolve most of the time. Looking forward any guide in the future :)
When it comes to economy every infrastructure buildings gives an average of 178 gold per turn, and basic military gives about the same over the course of the entire cycle regardless of the building. With this in mind spam infrastructure buildings in minor settlements since they're the cheapest building and get money back quick.
The Plague Toads tend to get surrounded very easily which makes them really bad without support. But I found them very good at disruption the frontline due to their mass and knockback so I tend to just let them hop into the front lines just before my nurglings and plaguebearers charge but.. I've noticed that sometimes they stop right before the charge, which makes them very useless. So I stopped using them. But honestly I really love that unit, I just wish they didn't stop right before a charge. :(
I just want to add ONE thing when talking about the units... Chaos Warhounds in Nurgle armies are INSANELY STRONG in the early game. Nurgle is really slow and lacks a lot of missle resistance, so you will have to find a way to take care of ranged-heavy armies like High Elves or Cathay before they reduce your army to a pile of slime. Since Toads are too slow (better for flanking infantry) and Flies are too expensive and harder to get, Warhounds are perfect. Nurgle starts in territory with lots of forests, and these boys have vanguard deployment, so you just have to sneak around the enemy position. Nurgle infantry doesn't need much micro so you can focus on them to snipe out artillery, then repeatedly charge archer units until none are left. They die fast so don't keep them in melee for too long, just long enough to do damage and make the archers route. When facing armored archers, bring harpies tho.
Okay I'm fairly certain I understand this but I just want to make sure: each turn, recruitment buildings essentially place the relevant unit(s) into a recruitment "bank" that you can later draw upon, correct? For example, one building I remember has three successive stages that produce 1 plaguebearer unit, 1 plaguebearer unit, and 2 plaguebearer units. If I went through three turns and went to recruit units on the fourth, I would have four such units available for recruitment? The other interpretation I can see is that the units are available on rotation, like a restaurant that has a different daily special every day.
Forgive me if im wrong, but Kugath is just ridiculously hard on IE atm right? Idk if theres a list of decent cheese/strats to make it a bit more bearable but Holy hecc.
You have to rush him and use ambushes and then take his settlements quickly. You just have to avoid 2 on 1 battles which ambushes and a strong army will help with.
@@LordForwind Yep that worked, I read this and didn't believe it. Then it worked. *Id also mention that getting at least one exalted hero is nearly a must*
@@jeanmuyuela8112 its not bad if you throw it on a settlement you are going to lose because then usually it will infect the attacking or occupying army making it easier for you to counter attack, but honestly needs a general rework
@@LordForwind that is a good strategy! scorch earth or plague earth.. ill try that maybe i can finally defeat that stupid immortal zombie dude as early as possible. cant get pass him.. Wait for him to leave, capture, plague, let him take it, then suprize you zombie fooker.. Thanks
There two options - put disease on selection (city or army) or summon a special disease hero, whose only ability is to carry disease and spread it at a target city or army. This option is right there, you can even see it when he demonstrates the cauldron screen
I already finished 5 campaign's and I love Papa Nurgle so I tried to play him and man is it a dreadful start really annoying the entire way it's set up, I started and restared two times and the same things happan with ogres going to war and attacking before I can finish off the Vampires, honestly I quit around turn 30, the entire way he is meant to be played, slow and steady seems to be at odds with his starting location with everyone around me blitzcranking me and I end up playing whack a mole with my one army and no money. No fun at all.
Same, I restarted the campaign 3 times. Only on the 3rd time did I manage to fully conquer the 1st province and kill Ghorsts' armies. The Thunderguts got destroyed by Imrik, so he's gonna be a problem if he declares, and Ghorst already has 4 armies almost fully stacked while I stare at my recruitment screen with despair
I Don’t think you understand the power and importance of skirmish cavalary, especially against AI. It can totally shutdown anything ranged. So the damage is not important, it will make the ai go crazy and it can help brake formations by rear charges. Especially burgle who has trouble with ranged needs it.
@@LordForwind Dw about it lol, it's hard to know if you've never really been taught and since most fantasy names and languages originate in Asia or Europe most Americans (assuming your American or Canadian from accent) just don't know since yknow, you don't need too lmao, but I don't mind helping with it in future if you ever wanna check, if you want my discord or something
You are right Rick but I mess it up all the time going back to when that character was first created. GW even miss pronounces their own stuff wrong on live streams.