Demon Prince: How?

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May 13, 2014
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How do you kill a Nurgle Demon prince?

9 WS and -1 To Hit means even your lord can only hit him on 5+

If you manage to get a wound, they will have chaos armor for 4+ save and then a natural 5+ ward to boot (and 4 wounds).

He has to challenge you so your hero/lord will be fighting him alone (unless for some reason you left out a sweet killy hero out of your unit)

Ogre-sized base is legal meaning very limited attacks if you do manage to attack him with a unit.

Monster so get ready for lots of fun Thunderstomps unless you're mounted

Magic Attacks (even stomp) so no spectral tricks.

We are talking 265 pts here. A vamp lord with quickblood is 250 (you attack first, but with lower Initiative you can't re-roll). But you need to drop 45 points to match the 4+ ward if you're going head to head with one (and another 24 pts for a stomp-canceling steed).

Whats the best way to take one of these super lords out?
 
Terrorgheists, death magic, and skeleton champions.

The thing to remember with demon princes is that, scary as they are, they only have four wounds. Chip that down with some death snipes and you can finish him off with one average terrorgheist scream.
 
Death Magic is iffy. I had a death Necro. I tried one Leech that got dispelled. Most of my dice went to Nehek and a couple curse of years so i never tried Purple Sun. Prince was around a rock most of the game.

Terrorgheist charge failed 1 inch and horrid roll = 1 wound. next turn he charged with trolls and prince and my 6 wounds were gone in one round after crumble.

I am very excited about my terrorgheist but i really need to learn how to properly use it.

I will use Lore of Death every game and hope for the best. Always potential for Doom and Darkness.
 
in combat a TG is stuck and so open to charges and cannot quickly fly over to support whatever combats the rest of the army is in, and any wounds it suffers means less scream power, so avoid charging it into combats usually.

Otherwise the nurgle prince is indeed hard to kill (unless we had cannons...), but as said death magic and screams are good. If playing 2k or more, a fully tooled up mounted VL should be able to take him on. In a challenge the effects of anything b2b still affect the DP so even if your Lord didn't have nightshroud and other trickster's shard but a hero with them was b2b it would help out (although if the hero is b2b with the Lord and has OTS then the Lord will also re roll ward saves, so either keep a black knight between them, or give it to the Lord).

Alternatively try throwing as much chaff at it while you kill the rest of his army.
 
Prince does not have to challenge first off. Secondly besides screams mindrazor and death magic we struggle. But a good ole champ trap should hold him if you can catch hime.
 
Oh i see prince is not eye of the gods. But regardless, hes likely going to challenge you because hes on his own and therefore can either negate the unit or negate the hero/lord.

You left out the most important part; Our vamp heroes nearly guarantee 4 wounds in CC while blasting/raising/boosting/cursing in the magic phase. Vamps and lords have been the key for me so far.
 
Vanhel's, Hellish vigour, Banner of the barrows, razor Banner, Nightshroud, Master Strike (wouldn't bet on success), Vigour Mortis from Corpse Cart. All of these can help. Especially if you have more than one character in your unit: let's say Krell is in a challenge with the DP. Heinrich is in the unit granting Heroic Killing Blow (ignores that pesky armor), and then another character (WK, vamp, or lesser nec) is wearing Nightshroud. Even though the other char is not in combat with the DP, as long as they are b2b the Nightshroud still conveys its debuffs. Maybe there is a Corpse Cart nearby and you can pulse out Vanhel's or IoN or Hellish Vigor and the Vigor Mortis will take away the ASL that Krell has, allowing him to go before the DP. the Banner of Barrows will cancel the -1 to hit.
 
Dual terrorgheist is the way to go but some opponents might hate you for taking two. But then you can explain how fun it is to face a kitted nurgle DP.
Draw! No wait you kill the Dp so you win ;D.
 
Crumbler said:
Dual terrorgheist is the way to go but some opponents might hate you for taking two. But then you can explain how fun it is to face a kitted nurgle DP.
Draw! No wait you kill the Dp so you win ;D.

I take three.
 
Crumbler said:
Dual terrorgheist is the way to go but some opponents might hate you for taking two. But then you can explain how fun it is to face a kitted nurgle DP.
Draw! No wait you kill the Dp so you win ;D.

Possibly my biggest pet peeve in the game is people complaining about TG being too good or broken. What they are actually saying is that they are mad that there is an answer to their stupidly degenerate unit like their kitted Nurgle DP!
 
Hellsteed VL (he can't stomp you then), QB, RF, 4+ ward, Nightshroud and great weapon. I think that build runs OTS as well but I'm half asleep and can't remember the points...:boring:
You will negate his armor, laugh at his lack of speed and roll 2's to wound.
 
I had steed, QB, RF, 4++. But his Nurglyness was forcing me To Hit on 5+ and I was getting bad rolls. Not a big deal, it was turn 6 and neither of us because wounds in 2 rounds and the game ended. But I'm planning for the future, as I know I'll be up against this particular DP a lot.

LordFight.webp

Here's the pic i took of the final challenge

Ogre Blade lets you keep your re-rolls against anything under 8 initiative. Also, if you come up against any infantry with 7+ initiative, they will annoyingly get to hit you before they die. Your armor save is also reduced to 3+.

In A BK Bus, you can put nightshroud an a hero adjacent to your lord so that usually anything in base contact with your lord has ASL. This moves the points over to Heroes and lets him keep his 2+ armor save (or other fun magic armor)
 
Trying to come up with a challenge character to beat a nurgle demon prince is kind of like trying to come up with an infantry block to beat the witch elf horde with the cauldron.

Demon princes are just as vulnerable as any character to deathshrieks, banshee howls, and death magic. More so, in fact, because he can't hide in a unit.
 
EternallyUndying said:
In A BK Bus, you can put nightshroud an a hero adjacent to your lord so that usually anything in base contact with your lord has ASL. This moves the points over to Heroes and lets him keep his 2+ armor save (or other fun magic armor)

With a Hellsteed, you can take the fight to the DP instead of watching him fly where he wants to and wreak havoc on your army.
I suggest shrieks as the best option we have but included the build I posted for a further option.
 

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