Total War: Warhammer 3 Nurgle and Nagash Units for Better Campaign Armies

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Total War: Warhammer 3 Nurgle and Nagash Units for Better Campaign Armies

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The Total War: Warhammer 3 Nurgle and Nagash unit rosters turn the Old World into a clash of plague, magic, and undead power. Norscan raiders fall first, the Empire fights back, and Nagash’s growing armies threaten to bury every faction beneath the dead.

These forces reward careful army building. Nurgle wins through poison, endurance, and monsters that grind enemies down. Nagash relies on powerful spells, summons, elite undead servants, and terrifying constructs. Each unit has a clear job, and the best armies combine those roles instead of throwing every monster into one fight.

Total War: Warhammer 3 Nurgle and Nagash Units on the plague front

Nurgle armies move slowly, but they rarely stop. Tough infantry holds the line while poison, debuffs, magic, and monsters wear down enemy forces. This style works best in long battles where your troops can survive several attacks.

The campaign begins with Norscan raiders disrupting Nurgle’s plans in the north. After forcing them into submission and gaining them as vassals, the plague spreads south toward the Empire.

The Glottkin bring spellcasting and frontline strength

The Glottkin are costly, all-purpose spellcasters with an incredible constitution. They can support many army types because they aren’t limited to one target or one battlefield role.

Their strength also comes from their ability to threaten infantry, large units, heroes, and other major targets. Place them near the main engagement, where their spells and melee power can affect the battle without exposing them too early.

Blightkings and Basilisks make attrition hurt

Putrid Blightkings come in three forms: axe and shield, dual axes, and great weapons. All three are slow, tough, and hard to remove, but their equipment changes how they fight. Shields offer a steadier frontline, dual axes increase pressure against infantry, while great weapons suit heavier targets.

Basilisks spread poison through their attacks and abilities. Their debuffs reduce enemy effectiveness while the Blightkings keep hostile units trapped in combat. Pairing both units creates a strong grind: durable infantry holds the enemy, and poison makes every exchange worse.

Flayerkin and Giant Spider Chaos Beasts attack weak points

Flayerkin are vanguard-deploying marauders with an anti-infantry role. Their strange Skaven influence makes them unpleasant to look at, but their battlefield value comes from appearing ahead of the main army and threatening exposed troops.

The Giant Spider Chaos Beast works much like a Chaos Warhound. It is fast, excels at flanking, and can chase routing units. Its barbed hide reflects damage onto attackers, so enemies pay for careless attempts to bring it down. Use these fast units against ranged troops and fleeing enemies instead of leaving them in a long frontal fight.

Nurgle’s elite monsters bring siege power and heavy damage

Nurgle’s larger units add tools that basic infantry cannot provide. They break walls, duel monsters, weaken infantry blocks, and support swarms of smaller creatures. Their size brings power, but target choice matters.

The Chaos Siege Giant breaks walls and formations

The Chaos Siege Giant wears imperishable plate armor forged by the Chaos Dwarfs. This massive living weapon can smash walls and clear large obstacles during a siege.

A breach gives Nurgle’s slower infantry a safer route into the enemy position. Send the giant toward defensive structures or valuable large targets, then let the main force secure the opening behind it.

Rot Spume hunts monsters

Rot Spume has a kraken fused to his body, along with a strong anti-large profile. He brings armor-piercing damage, monster-dueling ability, and aquatic traits to the battlefield.

His ideal targets include enemy monsters, monstrous cavalry, and heavily armored large units. Avoid wasting him on cheap infantry. Keep him focused on the opponent’s most dangerous large threat.

Bloab and Morbidex strengthen the swarm

Bloab combines spellcasting, anti-infantry attacks, anti-magic tools, and melee power. He can also send swarms of flies at enemy troops, making him useful when dense infantry blocks or enemy casters control the fight.

Morbidex Twice-Born plows through infantry and empowers nearby Nurgling units. Keep him close to those formations so his support matters throughout the battle. Bloab should disrupt packed units while Morbidex leads the smaller creatures into the crush.

Nagash’s undead forces rely on magic and summons

Nagash’s armies bring a different style of pressure. Instead of winning through poison and slow endurance, they can create new units during the battle and overwhelm weak points with magic.

Nagash turns magic into battlefield control

Nagash has vast Winds of Magic reserves, access to the Lore of Undead, a low miscast chance, and fast recharge. He can also summon more undead than his necromantic allies.

Heavy armor and decent melee stats let him stay active near the fight. Save his magic for key moments, such as stopping a breakthrough, surrounding an enemy lord, or reinforcing a collapsing flank. Summons can protect casters, distract elite units, or trap enemies in place.

Spirit Hosts and Morghasts threaten different targets

Spirit Hosts are ethereal units with no armor or normal physical weapons. They work best against enemies that lack reliable ways to damage incorporeal troops. Use them to delay units, screen vulnerable characters, or force the enemy to waste time chasing them.

Morghast Harbingers bring heavy armor, wings, and dual swords. They can tear through infantry once they reach a favorable fight. Spirit Hosts create distractions, while Morghasts attack the exposed rear or the main infantry line.

Tomb Heralds keep lords alive

Tomb Heralds are elite champions and bodyguards of the Tomb Kings. They protect their lord from enemies seeking an easy character kill and increase that lord’s physical resistance.

They also improve nearby leadership. While their lord remains active, Tomb Heralds are unbreakable, which makes them reliable anchors. Keep them close to the commander and use them to intercept duelists, fast attackers, or ranged threats.

Tomb Kings and vampires expand Nagash’s coalition

Nagash’s alliance draws on several undead traditions. Tomb Kings provide ancient magic and disciplined bodyguards, vampires add elite melee fighters, and necromancers support the army with spells and reanimated troops.

Liche High Priests offer several magic lores

Liche High Priests belong to Nehekhara’s Mortuary Cult and guard the secrets of unlife. They can draw on the Lores of Light, Death, Undeath, and Nehekhara.

That range gives them answers against infantry, enemy heroes, and magical threats. Their mounted form becomes a dangerous spellcasting threat against infantry. Use area spells on dense formations and save targeted effects for enemy lords or elite units.

Walach Harkon and Dieter Helsnicht fill opposite roles

Walach Harkon, leader of the Blood Dragons, is one of the roster’s strongest vampire fighters. He has high attack, armor-piercing damage, strong dueling power, and access to the Lore of Vampires.

Dieter Helsnicht is a powerful master necromancer, but his light armor makes him vulnerable in melee. Keep him behind the frontline with screening units, summons, or durable guards. Send Walach into favorable duels while Dieter delivers magical damage from safety.

Dragon Ogre Templars and Coven Thrones support the line

Dragon Ogre Templars provide durable generalist cavalry. High leadership, heavy armor, and an ability to grant regeneration help them stay in extended fights. Use them to hold a threatened flank or support a breakthrough.

The Coven Throne is a levitating war machine that drains enemy fighting spirit and lowers their offensive power. Its scrying abilities reveal hidden units, while bound spells add more battlefield control. Let it weaken a formation before your main force commits.

Elite undead constructs decide key engagements

The strongest undead units work best when they answer a clear threat. Morghast Archai counter large elite units, Rot Spume duels monsters, and the Khemric Titan disrupts entire formations.

Morghast Archai punish large targets

Morghast Archai are the strongest Morghast type featured here and remain fiercely loyal to Nagash. Their two-handed halberds make them dangerous against elite monsters, monstrous cavalry, and other large armored units.

Protect them from being surrounded by cheap infantry. Their value rises when they can reach a high-value target and stay focused on it.

The Khemric Titan creates fear before it dies

The Khemric Titan crashes into combat with fear and terror effects. It fires a blast of scarabs and can summon a disorientating sandstorm when its health drops.

Destroying it carries a cost. The Titan releases an explosion of spiritual energy when it falls, so nearby enemies must retreat before delivering the final blow. Use it to disrupt dense formations, force morale checks, and pull enemy units out of position.

Match anti-large units to the right threat

Rot Spume belongs in monster duels. Morghast Archai should target elite large units. Dragon Ogre Templars offer durable cavalry pressure, while the Khemric Titan combines terror with area disruption.

Before battle, identify the enemy’s most dangerous monster or cavalry unit. Assign one suitable counter instead of sending several anti-large units after a weak target while the enemy infantry remains untouched.

Build armies around layered battlefield roles

The strongest Nurgle and Nagash armies combine several kinds of pressure. Nurgle can place Blightkings at the front, add Basilisk poison, flank with the Giant Spider Chaos Beast, and finish large targets with Rot Spume.

Nagash can use Spirit Hosts to delay enemies, summons to fill gaps, Morghasts to tear through infantry, and Liche High Priests to control the fight with magic. Tomb Heralds protect the command group, while vampires and constructs handle high-value threats.

Avoid common deployment errors. Dieter Helsnicht belongs behind the line, not in it. Slow infantry should hold ground rather than chase routing troops. Spirit Hosts should avoid enemies with strong anti-ethereal tools, and support units must stay close enough for their buffs to matter.

Conclusion

Nurgle and Nagash offer two distinct paths to Old World domination. Nurgle wins through poison, toughness, attrition, and grotesque monsters. Nagash wins through magic, summons, elite undead servants, and terror weapons.

The Glottkin provide flexible spellcasting power, Putrid Blightkings anchor the line, Rot Spume and Morghast Archai hunt large targets, and the Khemric Titan can break an entire formation. Build around those roles, choose targets with care, and each victory will expand an even greater end-times army. The next threats include forces tied to Boris Todbringer and Grimgor Ironhide, so the war is far from finished.

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