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Nurgling Bomb



Nurgling Bomb

Nurgling Bomb


Type: Event
Faction: Chaos
Cost: 3
Shields: 1
Signature/Loyalty:
Traits: Tactic. Nurgle.

Combat Action: Target a planet. For each non-Nurgle unit at that planet, its controller must choose to either deal 1 damage to it or rout it.

Set: Gift of the Ethereals Number: 60 Quantity: 1
Illustrator: Dimitri Bielak
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


16 Comments

More power to Nurgle and the Ku'gath deck always is a good thing, in special because this card can wreck faces.

The cost and option to Route still make it quite fair however.

 

3/5

    • Prower and MatHeds like this

Can someone explain how it works?
If there are 3 non-nurgle enemy units, each unit will take 3 damage or only 1 (or rout it)?
Sorry for bad english.

    • MatHeds likes this
Each unit will take 1 damage, or be routed.
    • Killax and MatHeds like this

Each unit will take 1 damage, or be routed.

Thank you!

Really not seeing why this card costs 3. Same cost as Warp Storm, can't hit HQs, less damage, option to rout instead, and only trait-based mitigation instead of attachments. Slightly less punishing for the chaos player, but also less so for the opponent.

Should have been cost 2, or probably more fairly, 2 shields.
    • Asklepios likes this

Really not seeing why this card costs 3. Same cost as Warp Storm, can't hit HQs, less damage, option to rout instead, and only trait-based mitigation instead of attachments. Slightly less punishing for the chaos player, but also less so for the opponent.

Should have been cost 2, or probably more fairly, 2 shields.

 

Have to agree with you that it would become really good if it indeed was costed 2 or contained 2 Shields. However due to the nature of Nurglings and the upcomming Gleeful Plague Beast this card is a combination card. Adding the effects of Nurglings or Gleeful Plague Beasts to this comes out as an optional Warpstorm, single sided Warpstorm mind you (that does not care about Attachments for some akward reason)! 

 

As such this card holds no value for Zarathur but does hold quite some value for Ku'Gath, which can force out another battle won. The idea here is not to use it on the first Combat Action window but after some units have been damaged allready by Ku'gath and his ability.

 

As such I still believe a 3/5 rating is at it's place (it's not bad, but requires more cards to become really good) altough this can also be said for Dire Mutation and Ork Kannon by it's own, the added effects make it excellent.

Guys, i think you missing main point of this card - it gives Zarathur chance to escape from inevitable punishment after he did all he could on the planet (with Ork Kannon, Tzeentch’s Firestorm, Rotten Plaguebearers and maybe Zarathur’s Flamers and Warpstorm if necessary) and leave some damage on the planet. (Will it deal extra damage to the enemy since rout and damage dealt happening in the same time? Or it counts as if warlord already left the planet?) It's even let you cast No Mecry an get away with it.

Despite Zarathur having very good ability he also very fragile and can be easily destroyed by any catachan/attachments/ranged/space wolf/gift of isha or any other card that will ruin your plans. And often loses not by planets but by bieng destroyed.

 

Since attachments don't protect from this card. I think it's a great replacement for warpstorm that will help you win the battle or escape.
But still it's very costly for what it does so it can't be rated too high. 4/5

 

Don't see how it can be good for Ku’gath since 1 damage on him (he can move it anyway) it's not such a bad thing and most of nurgle units at the moment kinda garbage anyway... and don't worth to be protected... or played... 3/5 for Ku’gath at the moment.

Since attachments don't protect from this card. I think it's a great replacement for warpstorm that will help you win the battle or escape.

But still it's very costly for what it does so it can't be rated too high. 4/5

 

Don't see how it can be good for Ku’gath since 1 damage on him (he can move it anyway) it's not such a bad thing and most of nurgle units at the moment kinda garbage anyway... and don't worth to be protected... or played... 3/5 for Ku’gath at the moment.

 

This still does not make the card better in Zarathur's hands as routing him can aswell lead in another lost battle. As such the "advantage" you describe is the same for your opponent.

 

The main reason why this does work better for Ku'gath is if Nurglings are on the planet and other units move to there aswell. Nurglings, normally, die quite fast due to their own abilities. This Event however ignores them all together but does not ignore the opponent. Punishing units who moved to planet X with Nurglings even harder.

    • XaosChaos likes this

This still does not make the card better in Zarathur's hands as routing him can aswell lead in another lost battle. As such the "advantage" you describe is the same for your opponent.

 

The main reason why this does work better for Ku'gath is if Nurglings are on the planet and other units move to there aswell. Nurglings, normally, die quite fast due to their own abilities. This Event however ignores them all together but does not ignore the opponent. Punishing units who moved to planet X with Nurglings even harder.

Well let me explain why it's better with Zarathur:
1 You can use it to save your squishy Zarathur from warlord killing decks after geting all possible damage from him before falling back.
2 If you stay on the planet and deal 2 damage to all enemy units or rout them which is probably going to lead to victory on the planet while Ku'gath Nurglings don't affect already deployed units. And bomb will deal only 1 damage and unharmed Nurglings after victory on the first planet can lead to serious damage on the next  commitment phase for your own troops. Especialy if enemy have an initiative.
3 It gives you an option. You have more control over it.
4 If enemy rout most of his units to avoid taking extra damage after you rout all your troops - you can still try to retake planet or at least don't give it to the enemy with something like Khrone Berzerker/Zarathur’s Flamers + Infernal Gateway.

I hope you can see now why it's better with Zarathur

Its not bad with Zarathur.  Its just better with Kugath.

    • XaosChaos likes this
Photo
FightingWalloon
Nov 29 2015 07:17 AM
How does the timing work? Does the player with initiative have to declare intention to rout or take damage for each unit before non-initiative player?

From page 12 of RRG:

"Priority of Simultaneous Resolution

If a single effect affects both players simultaneously, but
the players must individually make choices to resolve
the effect, the player who initiated the effect chooses
first, followed by his opponent."
Photo
FightingWalloon
Nov 29 2015 09:30 PM

 

From page 12 of RRG:

"Priority of Simultaneous Resolution

If a single effect affects both players simultaneously, but
the players must individually make choices to resolve
the effect, the player who initiated the effect chooses
first, followed by his opponent."

 

 

So the player who played the bomb declares whether he is routing or assigning damage each of his units before the other player chooses whether to rout or damage any of his? Or is it player A chooses one unit, then player B chooses 1 unit, etc?

So the player who played the bomb declares whether he is routing or assigning damage each of his units before the other player chooses whether to rout or damage any of his? Or is it player A chooses one unit, then player B chooses 1 unit, etc?

Yes, the initiator chooses for all his units first, then then the other player. The only instance where it alternates between players is when deciding to shield damage.

    • FightingWalloon likes this

Thinking about how to break the dominance of Worr recently, and it occurred to me that this event can be used to force damage onto Worr's AM units at green planets.

 

Still not worth running probably, but something interesting to consider. Send Zarathur opposite the AM horde, fire this off, and rout your warlord to safety at the same time.

The biggest issue I see is that Worr's units only become really stacked at a victory planet or if the game goes long and control of specific planets is very well defined. Hit-and-run isn't going to work in the former, but the latter isn't unreasonable. Not sure if you'll get more utility out of this over Warpstorm, however.