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Total War: Warhammer 3: Nurgle Unit Roster Guide

With this Total War: Warhammer 3: Nurgle Unit Roster Guide you'll find a list of all Nurgle units currently in the game at the time of writing. As well as the strategies and tips to get the most out of them. As well as all the things to avoid and which units should be avoided like a bar of soap at a Nurgle ritual.

Total War Warhammer 3 Nurgle Unit Roster Guide Cover

The forces of Nurgle, in their relatively short time in the Total War: Warhammer series, have been granted a very extensive roster. With units that range from average guys and gals to daemons that look like angry trash bags. Featuring some of the most durable and disgusting warriors in the Warhammer world they can be a formidable force to fight for or against. And in this Total War: Warhammer 3: Nurgle Unit Roster Guide I’ll be going through each unit and giving an overview of what they do and the strategies to get the best out of them.

This Guide will not feature the Regiments of Renown. As that may well follow in a future guide. And it will list the units available to both the Nurgle Demon and the Warriors of Chaos faction currently in the game. And as a bonus, the next section will list the strength and weaknesses of the faction in general. All to help ensure you have all bases covered to get the best out of your play-throughs.

Be sure to check out the other Guides on Total War: Warhammer 3 here!

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Army Strengths & Weaknesses

Whilst the forces of Nurgle each have their own strengths and weaknesses there are some which are universal across both the current Nurgle factions in the game at the time of writing. Guides following Festus’s and Ku’gath Plaguefather’s specific factions and their strengths and weaknesses may follow at a later date.

  • Army has great durability.
  • Mark of Nurgle gives units poison damage, and increased hit points and melee damage. But gives them a lower melee attack.
  • Many units have regeneration.
  • Has access to a decent lore of magic.
  • All their units are slower than average.
  • Astoundingly weak to fire damage.
  • No anti-large units.
  • Their best units are incredibly expensive.

Unlike the Khorne units I have covered in another guide, Nurgle lacks the raw damage and killing potential that they have. However, they make up for this by having units that have great staying power. Even their lower-tier units can outlast most others. All the while dealing some rather withering poison damage to their foes. Sure, they can struggle to go against like-for-like or against similar units. But their lore of Nurgle and buffs can help them out. And all their units have the Mark of Nurgle which grants some decent buffs to every unit at the cost of damage dealing. However, their slow movement speed can leave them vulnerable to faster and ranged armies.

Legendary Lords

Ku’gath Plaguefather

The big daddy of the current roster. Ku’gath Plaguefather is a part spell caster, part melee lord, and part artillery piece. Seriously, given how versatile they are they can play into almost any playstyle that you want. And can switch almost on the fly. They can tank a ton of damage, and given their strength and the fact they cause terror means they can tear through low-tier units like they are grass.

Ku'gath Plaguefather is a great all-round Legendary Lord.

Ku’gath Plaguefather is a great all-round Legendary Lord.

Plus they can summon Nurglings (which can be exploded for extra damage) to help you out in a pinch and act as an anvil to Ku’gath’s hammer. It is really nuts just how much this leader can do even in the early game. Filling almost every role you could need. However, they are incredibly vulnerable to missile attacks and anti-large units. As such it may be better to keep them to the backlines against certain armies. 

Festus The Leechlord

The leader of the Nurgle-aligned Warriors of Chaos and playable via the Champions of Chaos DLC. The jolly old Doctor Festus is a spell caster Legendary Lord. However, unlike your average lordy spell slinger Festus, thanks to his Nurgle allegiance, is decently tanky. With high health, high defence, and regeneration which can help them last decently long in combat. Sure, he is still a wizard. So shouldn’t seek out combat if he can help it.

Festus is a decent spell caster lord.

Festus is a decent spell caster lord.

But if he is caught short then he can hold his own until help arrives. With his lore of Nurgle, he can keep the rest of your army healthy (or as healthy as a Nurgle worshiper can be) and buffed up. And in the campaign, they can be upgraded to become a full daemon. Gaining all the pros and cons that brings. Yeah, he isn’t as powerful as Ku’gath but given the army he leads he doesn’t need to be. And his faction can get powerful leaders anyway.

Lords

Exalted Great Unclean One

The Nurgle Unit Roster is filled with iconic units, be that in Total War: Warhammer 3 or Warhammer in general. And one of the most iconic is the Great Unclean One. And the Exalted version more than lives up to that legacy. They are the Lord version of the Great Unclean One and the generic alternative to Ku’gath Plaguefather. They are big, they are mean, and they are green. Ready to wallop your foes something obscene.

All the power of a wizard with the durability and hitting power of a tank!

All the power of a wizard with the durability and hitting power of a tank!

Sporting high defence and durability they can easily outlast almost any other spell caster and aren’t too bad in combat either. They come in both lore of Nurgle and lore of Death flavours. The lore of Nurgle is mostly for unit buffs whereas Death is more about debuffs and damage. So which you go with depends on your needs at the time. Whilst they lack the artillery fire of Ku’gath they are still great all-rounders. Even if they share all the same weaknesses.

Daemon Prince of Nurgle

Added in the Champions of Chaos DLC. As the name suggests the Daemon Prince of Nurgle is the generic version of “Daniel” the Daemon Prince and is what the Sorcerer Lords can be upgraded into. In fact, the only way to unlock them in the campaign is to upgrade them and then either take the decision to do so or select the Ascend to Daemonhood option. Where upon their level will drop and in exchange you’ll gain this beasty.

There are few that can stand against the Daemon Princes of Nurgle.

There are few that can stand against the Daemon Princes of Nurgle.

They are far faster than other Lord and Monster options. And this makes them good for sniping enemy heroes and war machines. But like all flying units, they are rather vulnerable to missile weapons. To be fair they can be played more defensively with their spells but that speed does make them a great shock unit for your armies. Be warned however they are WAY faster than almost all your other units. So they can find themselves reaching the enemy far before the rest of your army can and quickly get surrounded if you aren’t careful.

Herald of Nurgle

The Herald of Nurgle is your standard Lord choice in the Daemon’s armies and cannot be recruited in Festus’s campaigns. They are a hybrid spell caster and melee unit. Their stats offer them great durability and their spell selections can provide powerful buffs to your armies and further debuffs to your foes. Sure, they aren’t exactly brilliant hero/lord killers but they can hold their own for quite a while.

They can even get their own gamer chair!

They can even get their own gamer chair!

Plus when they reach a certain level they can be upgraded to an Exalted Great Unclean One during a campaign. Though their level will drop and you’ll have to reroll their upgrades. They can be upgraded to take a mount for extra speed which gives them some extra flexibility. Personally, Ol’ Chris likes to just upgrade them to Great Unclean Ones as soon as I can rather than bothering with the mounts. But that is just my personal choice. And whilst that does make them more powerful overall. It can grant them new weaknesses which might not be worth it for you.

Sorcerer Lord of Nurgle

Added in the Champions of Chaos DLC. The Sorcerer Lords are your dedicated spell caster lords. And has access to the lore of Death or the lore of Nurgle. These guys are squishier than the Daemon equivalents. Don’t let that put you off. Being mortal gives them access to a range of mounts that the Daemons lack. And they have innate buffs in the campaigns they can give to their armies that the Daemons cannot.

Even with a mount, it is best to keep this guy behind your lines.

Even with a mount, it is best to keep this guy behind your lines.

Whereas the Heralds are more all-rounders these guys aren’t so blessed. And suffer the usual weaknesses that wizards have. So you need to play them like most spell-caster characters (as far away from combat as possible). Sure, they aren’t weak by any means. But they aren’t built for combat. But in the campaign, they can be upgraded to become a Daemon Prince. Or given a Shrine to ride if you want a wider buffing leader.

Heroes

Plague Ridden

Here is our generic hero version of the Herald of Nurgle. Less powerful but cheaper and you can take more of them in an army if you so wish. Well, if you are playing a Daemons of Nurgle army that is. As they aren’t available in Festus’s forces. Like all heroes of this type, I feel it is best to take them in armies that are otherwise lacking them. That way you add an extra layer of flexibility to your armies.

Your typical hero choice. Not as good as a lord but decent in their own right.

Your typical hero choice. Not as good as a lord but decent in their own right.

Of course, you can still take extra if you want the redundancy and spell coverage. They aren’t bad hero killers or distractions for enemy armies, especially when riding a mount. But don’t treat them like they are a one-man army. In Ku’gath’s faction, they are your only real melee hero option at the time of writing. So use them wisely.

Exalted Hero of Nurgle

The Exalted Hero of Nurgle is the only dedicated damage-dealing hero in the Nurgle roster. In battle they are decent. Decently durable and at high levels can take down most other heroes and some lords (and even heroic lords) efficiently. Especially with some magical items to aid them. They aren’t super deadly, but their durability which makes them a great unit to hold others back.

This guy is a pure damage dealer and can tare though post other units easily.

This guy is a pure damage dealer and can tare though post other units easily.

But given their speed can be easily surrounded and trapped if you aren’t careful. Honestly, I recruit them so they will increase my army’s experience points on the main map each turn. With their prowess in battle being a good bonus. This isn’t to undervalue their worth. But taking them in an army will take a slot that could be used for something far more deadly to far more enemy units.

Cultist of Nurgle

So, the Exalted Hero isn’t the only dedicated damage-dealing hero available. As The Cultist of Nurgle technically fills that role. Though rather loosely. But honestly, they are kind of terrible. Imagine a melee hero with an attack and defence of a generic spellcaster yet slightly worse. They struggle to keep up with even the most basic infantry units. And lack any real bonuses to make them special.

Technically a melee lord. In the loosest possible terms.

Technically a melee lord. In the loosest possible terms.

However, they offer better replenishment on the campaign map which helps. And at higher levels, they can ride a war shrine to give limited health regen’ to those in the area of effect. Plus they can summon units into battle to give you reinforcement in a pinch. However, to do that they need to take damage which feels too much of a gamble to me given how weak they are in general.  So they aren’t totally bad but are better and more-rounded heroes available.

Plague Cultist

This unit is only available to Daemons of Nurgle Armies and only available in the campaign. If I were to do a tier list the Plague Cultist would be towards the bottom. There are no two ways about it. Imagine a lesser version of the Culitst Of Nurgle. If such a thing is possible. And probably one of the worst units in any game I’ve written about here at KeenGamer.

Keep these guys off the battlefield and on the map.

Keep these guys off the battlefield and on the map.

On the campaign map, they can be terribly useful. They can help give you a bit of a foothold in far-flung corners of the map. Or just cause an enemy needless problems. In battle? NOPE! Just terrible. Sure, they can be used to summon extra units but honestly you could just take one of the units you would summon and get the benefits. Avoid taking them into battle. They are probably the worst unit in this entire Total War: Warhammer 3: Nurgle Unit Roster Guide.

Infantry

Chosen of Nurgle

The Chosen of Nurgle is probably the best all-around infantry unit that you have Whilst they aren’t as powerful as their Great Weapon alternatives. And they lack the regeneration and long-term de-buffs of their daemonic brothers. Their high morale, missile resistance, durability, and damage output can keep them in the fight for a long time.

I'd argue that the Chosen are your best infantry unit available to you at the moment.

I’d argue that the Chosen are your best infantry unit available to you at the moment.

Able to act as hammer and anvil. And can go toe to toe with even some of the most powerful infantry units in the game (providing they aren’t large). They aren’t perfect though. And given their speed they’ll need support from lighter units and spells. But use them well and they can break almost anything they face. Once you unlock them it is hard to go without recruiting a few for your armies.

Chosen of Nurgle Great Weapons

As you’re no doubt guessing. The Chosen of Nurgle with Great Weapons are your heavy damage-dealing infantry. Goodness, they have the highest melee attack of all your infantry units. And with their added durability they won’t be falling as quickly as other similar units. Get a well-placed charge or counter-charge off with these guys and there is little your foes can do to really stop them.

Less durable but more killy than the standard Chosen.

Less durable but more killy than the standard Chosen.

Sure, you can’t leave them on their own quite as much as some of your other options as their defence and health aren’t as high as their alternatives. They are still slow. And the lack of shields does make them weaker to missile attacks. But they can tare through some enemy units like they are made of wet paper. Timing with these guys is everything. Strike at the right moment and your enemy can kiss most of their units goodbye.

Chaos Warriors Of Nurgle Great Weapons

Chaos Warriors Of Nurgle Great Weapons are your slow-moving yet heavy-hitting mid-tier infantry unit. More durable than their Marauder equivalents and yet weaker than the Chosen. For a great portion of the game, they will be your dedicated anti-infantry units. Able to take down most foes in decent order. Even if it might take them a while to get there.

The Lady can't save him now.

The Lady can’t save him now.

Sure, lacking shields makes them weaker to missile units. But just use them as a hammer and you’ll be fine for the most part. And remember, they are anti-infantry specialists. Whilst their high damage can aid against large foes they aren’t anti-large units and get no bonuses against them. Though personally, I’d rather send large units to take down large units. Or at least tankier ones than the Great Weapon units.

Exalted Plaugebringers

The bigger and meaner version of the standard Plaugebringers. With better stats overall as well as a nifty ranged attack the Exalted Plaugebringers are better in almost every way. Sure, they share the same weaknesses as the Plaugebringers. And they are expensive. But in the latter stages of a campaign, they can more than go toe to toe with most foes. And likely will make up the bulk of your forces.

Their missile attack is decent, but they do better in melee.

Their missile attack is decent, but they do better in melee.

They might be able to quickly kill their targets, but they can outlast them. Their ranged attack is a fine bonus. Giving a little extra damage against charging or fleeing foes. I wouldn’t treat them as a ranged unit though. As their range is limited and the attack rate of their missiles isn’t great. Throw them into melee and give them some buffs and they’ll be kicking for ages.

Plaugebringers

The Plaguebringers can only be directly recruited by the Daemon faction. And are available to the Warriors faction as a Gift of Chaos. Another of the more distinct and iconic rank-and-file infantry units on this Total War: Warhammer 3: Nurgle Unit Roster Guide. They perfectly embody the Nurgle playstyle in general. Slow and lumbering but durable and able to weaken foes with their poison attacks.

The Plaugebringers might not be the heaviest hitters, but they can go the distance.

The Plaugebringers might not be the heaviest hitters, but they can go the distance.

These guys can outlast almost any mid-tier unit. And with their regeneration, they can soon get back up to fighting strength after a fight if given half the chance to do so. However, their speed can make actually getting into combat hard. Especially against faster armies or ones with plenty of missile attacks. But once they are in they won’t stop until either they or their foes are taking a dirt nap.

Forsaken of Nurgle

Next to the Chaos Spawn Of Nurgle these guys are your most “fire and forget” unit that you have access to. Send these into almost any enemy unit and they will keep fighting to the last man. Whilst they lack the raw damage of the Spawn or the Chosen they act as a fast and heavy speed bump.

Don't forsake the Forsaken!

Don’t forsake the Forsaken!

Whilst they do struggle against more armoured units. But given how long they can last that almost doesn’t matter. However, I wouldn’t leave them on their own too long as they can be easily picked off at range. Almost consider them as a pseudo-light cavalry unit. Fast to the fight but not the kind you want to leave on their own too long.

Chaos Warriors Of Nurgle

An incredibly tanky "sword and board" option.

An incredibly tanky “sword and board” option.

As the name suggests these are Chaos Warriors who are aligned to Nurgle. Like all Nurgle-flavoured versions of standard Warriors Of Chaos units, these boys sport high durability and poison attacks but are slower than their non-nurgle kin. They make for a decent line infantry and can work as both hammer and anvil. Though given their speed they work best as the anvil. Whilst they lack the killing power of their great weapon kin they are less susceptible to range attacks which can help them against skirmishing units.

Marauders Of Nurgle

Their speed does make them a tempting option even into the late game.

Their speed does make them a tempting option even into the late game.

Added in the Champions of Chaos DLC. These guys are your standard Marauders but they have the Mark of Nurgle which makes them a little better than your standard Marauders. Look, I won’t sugarcoat it, these guys are perfectly fine at the start of a campaign. And unlike your other line infantry aren’t as slow. But as you start to get into the medium to long game their usefulness drops off. They are fine as a quick filler unit when used in defence or when your funds are low. But when you can swap them out for something with a little more killing power.

Marauders Of Nurgle Great Weapons

Less durable as the standard marauders but solid in the early game.

Less durable as the standard marauders but solid in the early game.

Yep, they are Marauders with Great Weapons. This makes them better at killing enemy infantry but removes missile resistance and lowers their defence. Sure, the Mark Of Nurgle helps keep them in the fight longer but they are a little squishier than their standard kin. They aren’t as powerful as their more elite equivalents but they are faster. Which, depending on playstyle, can make them worth it. At least until you get cavalry to take their place as the hammer in a hammer-and-anvil situation.

Nurglings

Oh what wacky duders these fellers are!

Oh what wacky duders these fellers are!

Only available to Daemons of Nurgle armies directly. But can be recruited via gifts for Warriors of Chaos armies. Nurglings are your low-tier trash unit which has a shocking level of utility. Sure, their stat lines are as small as they are. But they are fast, durable, and cheap. This allows you to spam a lot of them out which makes them a half-decent speed bump and tarpit for enemy units. And a good distraction for missle and Warmachine units. Sure, they become less useful as the game goes on. But as far as trash units go these loveable funsters are some of the best around.

Monsters & Beasts

Great Unclean One

As you can guess this is the generic version of the Exalted Great Unclean One. Powerful and durable in equal measure, and being generic you can include more than one in an army. However, I will admit that feels like overkill. As powerful as they are, they aren’t as powerful as their Hero equivalents. Plus they are rather expensive all things considered.

The jolliest murder trash bag around!

The jolliest murder trash bag around!

Their spell selection is narrower than the Lord options. And they are just as vulnerable to Anti-Large damage. However given they are generic you can be a little more daring with them. As losing one of these is far less devastating to your plans than losing a leveled-up lord. Throw them into the right target and they can not only tear through them but also shatter the morale of some units and possibly cause a larger rout!

Soul Grinder

The Soul Grinder of Nurgle is, well, a Soul Grinder but for Nurgle. It has the Mark Of Nurgle and acts more or less as you’d expect a Soul Grinder to do. Only this one is a little slower and more durable. I will admit I am something of an agnostic when it comes to the Soul Grinders. Sure, having a fast and powerful unit with a decent ranged attack is neat. And they are the closest to a generic version of Ku’gath’s combat abilities as you can get.

Blast your foes at range to soften them up and then go in for the kill!

Blast your foes at range to soften them up and then go in for the kill!

Their ranged attack isn’t as powerful as I think it should be. And is meant more against units than walls and settlements. However, it can fill that role if you don’t want to wait to build siege equipment. Given the Nurgle armies lack artillery options this is as close as you’ll get. And they can tare through most line infantry and even some elite options too.

Chaos Spawn

The Chaos Spawn of Nurgle takes what was already a very tanky and durable unit and knocks that up an extra level thanks to the Mark of Nurgle. To me, they are something of a “Fire and forget” kind of unit. Just throw them at enemy lines and they will keep fighting until either they or their targets are dead. They are the ultimate speed bump unit.

Be warned, they will melt to fire attacks and anti-large.

Be warned, they will melt to fire attacks and anti-large.

Throw them at an enemy charge and it will break their momentum and lock them in combat for a while. Sure, their Frenzy stat can make them hard to control, but against low to mid-tier units they will tare them apart like they are nothing at all. Just make sure to keep an eye on them. As they do have a habit of just standing there after an enemy is dead or broken which makes them incredibly vulnerable to ranged attacks.

Beast of Nurgle

The most Zen I've ever seen one of these things.

The most Zen I’ve ever seen one of these things.

The Beast of Nurgle is like a lesser Chaos Spawn. Whilst it does have a few stats here and there that are nominally better than the Chaos Spawn they lack that level of durability and the Frenzy trait. Whilst not terrible by any means they can fill that gap in your armies until you can get something better. And with a few well-placed buffs they can be decent. But I feel they need a little too much babysitting to be worthwhile. Maybe take them for thematic options if that is your bag.

Rot Flies

Next up on the Total War: Warhammer 3: Nurgle Unit Roster Guide is the Rot Flies. The midway point between the Chaos Furies and the Plague Drones. Offering better stats than the Furies but are weaker and less tactically versatile than the Drones. These are flying monstrous units that are fast and durable and can scare the pants off enemy units.

Might be controversial, but I think the Furies are better.

Might be controversial, but I think the Furies are better.

This makes them great at attacking foes in the flank or rear as that will boost any morale damage. Plus they are great war machine hunters. But being a flying unit makes them vulnerable to missiles. And being large makes them vulnerable to anti-large. Plus they don’t last all too long in prolonged combat which makes them a harder sell over the weaker but cheaper Chaos Furies.

Plague Toads

Some really crazy frogs.

Some really crazy frogs.

I will be blunt. I’m not a fan of Plague Toads. They feel like a waste of money and are just a fast but weak speed bump. They lack the stopping power to really hinder an enemy’s advance and feel more like a minor annoyance. Sure, they do well against low-tier units. But as soon as your enemy gets stronger units they will soon melt away. Especially if they have access to fire damage as standard or anti-large units. They aren’t the worst. And they are a fine hold until you can get real cavalry but I’d rather take flying units honestly. Or even Marauder Horsemen for the versatility they have.

Chaos Furies

Chaos Furies of Nurgle are Chaos Furies but with the Mark of Nurgle and all the buffs and nerfs that come with it. Is that a bad thing? No, as these units are cheap and fast, making them good at taking down enemy artillery and war machines, distracting enemy units, and keeping enemy heroes busy. Or as busy as they can given their low overall stats. I’d call them a glass cannon. But that implies they have a good attack power, which they don’t.

Fly my pretties! Fly!

Fly my pretties! Fly!

These beasts alone won’t win a battle on their own. But if used well they can cripple an enemy army early on in such a way they often can’t recover from. However, they can get overshadowed by Rot Flies and other flying units on the roster. But given how cheap they are losing these is less consequential than losing the others if all they need to do is slow something down or kill it quickly. They do everything Rot Flies can, but cheaper, and with less damage. So it is up to you if that is a fair trade.

Chaos Warhounds (Poison)

As the name suggests these are Warhounds with poison attacks. Making them better than their average kin but on the weaker side of units in this Total War: Warhammer 3: Nurgle Unit Roster Guide. They aren’t totally useless though. They are cheap and fast. This makes them a great unit to include in the early game as they can slow down your foes whilst your army draws closer. Some low-tier units will struggle to take them down given the poison damage they deal. However, anything with armour can and will take them down with ease.

A weak put functional option in this Total War Warhammer 3 Nurgle Unit Roster Guide.

A weak put functional option in this Total War Warhammer 3 Nurgle Unit Roster Guide.

There is an argument to be made the Furies are better because they can fly. But given how short on fast land units the Nurgle Unit roster is in general these puppers are a fine option. At least until you can afford better cavalry. But even still, send them behind enemy lines and they can tear things up. Or at least be a distraction whilst something more important draws down on your enemy.

Cavalry & Chariots

Chaos Knights of Nurgle

The Chaos Knights of Nurgle are the best all-around cavalry unit that you have access to. Whilst they lack the charge bonuses that the Lances have and aren’t as fast as the Plague Drones, they can more than hold their own against everyone they fight.

A short warm-up!

A short warm-up!

With already decent defence beefed up with the Mark of Nurgle, they can smash into and outlast almost anyone they are sent to take down. Sure, being heavy cavalry with the Mark of Nurgle they can’t exactly fast. But are fast enough for intercepting other enemy units and shatter some targets on a flanking attack. Just keep them away from any anti-cav’ units and don’t leave them unattended for too long.

Chaos Knights of Nurgle (Lances)

Much like the Knights of Nurgle, only armed with lances. What they lose in raw longevity they make up with by being deadlier on the charge. Making them great shock attack units. Goodness, given how devastating these guys and gals can be they can make even some higher tier units route just on the initial charge.

These guys can almost one-shot some units on the charge alone!

These guys can almost one-shot some units on the charge alone!

The best way to compare them to their standard kin is that these do great damage in one go whereas the standard ones do less damage upfront but more consistent damage over time. This one is slightly more offensive, whereas the other is slightly more defensive. But being cavalry both are only really useful on the charge anyway. But you get the idea.

Chaos Warshrine of Nurgle

The Chaos Warshrine of Nurgle like its Undivided equivalent provides passive buffs to units in the area of effect around them. Both a boost to leadership, but also a limited health regen when enemy units are killed near it. This alone won’t make your army unkillable. But it can keep an already durable unit fighting far longer than they otherwise would. Let’s face it, your army has regeneration almost across the entire roster so this just makes that better.

Keep them behind your lines and out of the way of missile damage and you're good.

Keep them behind your lines and out of the way of missile damage and you’re good.

They aren’t all that good in combat. They are slow. And their slow attack speed doesn’t compensate for that. So it is best to keep them just behind your lines throwing out buffs. And maybe using them to flank and rear attack an enemy unit when they are on the verge of breaking to help speed things along. But even then I’d think twice as the buff they give is too good to lose.

Plague Drones (Death’s Heads)

Similar to the standard Plauge Drones however these have access to missile weapons. Their ranged attack is decent to harass enemy armies and distract them or draw them away from your forces. Allowing them to act as skirmishing cavalry and, when the time requires it, act as standard melee cavalry. Stats wise they are identical. They are more of a direct upgrade of the other version with the capacity to weaken their targets before flying in for the strike.

These guys are buzzing!

These guys are buzzing!

This adds a level of tactical flexibility that really can be hard to beat. Especially against armies with little to no ranged units. Or other slow-moving armies to help soften them up ahead of the counter-strike. Or just to bother your foe’s rear flank after killing their ranged and artillery. The only reason you’d not pick these over the standard version is the cost of them. But in later games, you should be able to sustain their upkeep.

Plague Drones

The Plague Drones are your fast-flying cavalry choice. And are something of an upgrade to the Rot Flies. They are able to quickly charge around the map in next to no time. Flying over enemy units and terrain features effortlessly. Sure, being a flying unit they are weak to missile units. And are vulnerable to anti-large damage too. But by now you’d expect that.

No rolled-up newspapers can take these guys down!

No rolled-up newspapers can take these guys down!

However, they can make for great warmachine hunters, wizard killers, or just counterattack units. They are almost the perfect hammer unit in a hammer and anvil scenario. However, they lack the durability of some land-based Nurgle cavalry options. And to get the best out of them requires a decent level of micro-managing. But getting a decent flying unit relatively sooner than most rival armies is nothing to be ignored.

Marauder Horsemen of Nurgle (Throwing Axes)

I’m going to be honest, as far as low-tier units in this roster go, I think the Marauder Horsemen are my favourites. They are cheap and fast skirmishing cavalry units. Armed with throwing axes that deal poison damage at range and if push comes to shove they can be competent melee units. Though I’d never use them exclusively in that role.

Seriously though, these guys are pretty legit.

Seriously though, these guys are pretty legit.

But if I had to take down enemy war machines or they ran out of ammo a counter charge with these guys can get your enemy panicking. Of course, they are a low-tier unit and are about as durable as that suggests. With their low damage and durability becoming more of a danger later in the game. However, given how versatile they are. And how lacking in ranged units you are. I have kept at least a couple of these guys in my main armies even in the final battles because of just how reliable they can be!

Pox Riders of Nurgle

The mounted cavalry alternative to Plague Toads. Slightly more expensive but slightly better overall. As far as an early to mid-game fast attack choice they aren’t bad. They have a decent attack stat and deal both armour piercing and magic damage. And are faster than most units you have at that stage with the defence and durability to make them a good offensive option.

Not bad, not good, just mid.

Not bad, not good, just mid.

They feel very ‘mid-tier’. Great at taking care of early units and counter-charging, but they come less viable as the game goes along. Especially against anti-cavalry units. But that is a given. And as enemy armies get heavier and more elite their power can drop off. But given the lack of a decent light-to-medium cavalry option this is as good as it gets. Though personally, I’d rather go with the others listed here.

Chaos Chariots of Nurgle

Like all the Chaos Warrior units on this Total War: Warhammer 3: Nurgle Unit Roster Guide the Chariots of Nurgle are just the generic option but with a different skin and the Mark of Nurgle. Look, I won’t lie. This unit isn’t terrible. But how much use you get out of it really depends on how useful you find Chariot units in general.

If you can use them well, then, well, use them!

If you can use them well, then, well, use them!

if you are the kind of person who can make them work and work well they they are a great option to add in. Especially given the Mark of Nurgle. If you struggle to use them effectively then sadly they are just a waste of money. Personally, I don’t use them, as I find the other cavalry units are about as effective, even if they may be more expensive in some cases.

And so concludes this Total War: Warhammer 3: Nurgle Unit Roster Guide. I hope you found it useful. If you have any tips to share then leave them in the comments. And be sure to share this guide with your friends if you did find it useful.

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Total War: Warhammer III