• Unit name: Plaguebearers of Nurgle
  • Unit type: infantry
  • Special rules: Daemon of Nurgle, Daemonic Instability and Deep Strike
  • Good at: holding objectives in ruins and fighting high T units
  • Use against: units with high T. Also against low armor units. 
  • Countered by: almost anything
  • Description:
Let's face it. This guys are not gonna be the main piece in your army. They are more like a filler unit to give you more troops at a cheap prize. Normally they won't be a "game changing" unit, but if you use them properly, they can become really helpful. 
Being daemons of Nurgle means that they are Slow and purposeful, which means that they can't run, so if you wanna play them in an aggressive way moving forward the enemy, deep striking will be your best friend. Their daemons of Nurgle rule also gives them shrouded, so if you are holding an objective in ruins you will be rolling 2+ cover saves!
I normally use them as a defensive unit protecting objectives. However, they do have some potential in assault. Their weapons have poison 4+ which means that they are re-rolling to wound vs anything that's not T5+, plus, against a WK they shine. Furthermore, their weapon have the rule Touch of rust, giving them a pseudo glancing hit on an armor penetration roll of 6 regardless the AV of the vehicle. This means they have the potential to wreck Land Raiders, but...good luck trying to reach it...
The only way of playing aggressively is in a big unit of 20 with a Herald of Nurgle to help them in the assault phase. Personally, I wouldn't bother with upgrading him to a psyker but that is always a personal option. Once you engage the enemy, pray that they roll badly in their initiative phase (as PG's have I 2) and just hope for the best!

  • Scores
    • Close combat: 6/10
    • Ranged attack: N/A
    • Defense: 7.5/10
    • Utility on games: 6/10
    • Quality/points prize: 6.5/10
    • Overall: 6/10