The new season of Warcry launched with a box set in Ghur, the Realm of Beasts. The Rotmire Creed is the first warband that was revealed pitted against the Horns of Hashut.
While they don’t call their god directly Nurgle, you will see they share many traits with the Plague God followers, by whom they were corrupted.
Background and Lore of the Rotmire Creed Warband
Generations ago the Rotmire Creed were alchemists trying to discover the secret of immortality. Nurgle took offense in this and slowly corrupted them until they were discovered performing the darkest rituals and forced to ran away from Excelsis before being purged by the Devoted of Sigmar.
They found refuge in the Rotmire, a swamp that once was an island populated by Nurgle followers but was since being eaten by Thondia, one of the alpha continents of Ghur. And yes: in the Realm of Beasts even continents eat each other.
The Rotmire is a place of plague and decay where no mortal can go and hope to survive. This is however, the ideal breeding ground for Nurgle followers. These twisted alchemists call their divinity Lord Leech and are guided by him to concoct the perfect disease as they believe in putrefaction there is perfection.
The elite fighters use stilts to navigate through the swamps, but the best warriors now moved to the Gnarlwood, guided by prophetic visions inciting them to corrupt the ruins at the very centre of the forest. And in the meanwhile they discovered there’s plenty of fresh ingredients and corpses to use in their experiments.
The Rotmire Creed is the first Warcry warband dedicated directly to a Chaos god, Nurgle (even if they don’t know it yet). But how do they spread their diseases on a Warcry battlefield? Let’s find out.

Fighters in the Rotmire Creed Warband
Note : si vous n'avez pas lu les règles de base de Warcry avant de lire cet article, il peut être utile de savoir que les capacités du jeu sont activées en utilisant 6 dés que vous lancez au début de votre tour.
Si deux des dés indiquent la même valeur, ils peuvent être utilisés pour activer une capacité Double. Si trois dés ont la même valeur, ils peuvent être utilisés pour activer une capacité Triple, et ainsi de suite.
Ainsi, lorsque cet article mentionne qu'une capacité est un Double, un Triple ou un Quad, il fait référence à ce système. Ce système peut sembler un peu confus, mais il est très rapide de s'y habituer lorsque vous commencez à jouer
The Rotmire Creed warband is made of 7 different fighters, of which only one is a leader.

Witherlord: 175 points
The Witherlord is the only leader option available to this warband. He has a good profile with 4 attacks at Strength 4 for 3/5 damage and good survivability with Toughness 4 and 20 Wounds.
He has access to the warband default ability, Gruesome Harvest, a Double that can be used only after killing an enemy in melee. It allows him to collect the essence of the fallen fighter and improve his own abilities. In game terms, it means from this moment on you count your abilities as having a value of 6 independently from the dice value.
But is it useful? It depends from the fighter’s ability, in the case of the Witherlord, his signature ability, Injection mortelle, for a Triple allows to roll as many dice as the value of the ability and for each roll greater than the enemy Toughness, allocate 5 damage. Now, if you roll 6 dice all the time, you have big chances to do high damage. And if your opponent has too high Toughness, the other members of the warband can compensate reducing it (Sarbacane).
Apart from that, he can guarantee 6 wounds back using the universal Respite, as long as he is not engaged and has another ability that costs a Quad, Grève de l'engrenage, that allows a free attack action that on a critical hit would prevent the target enemy from moving or disengaging for the rest of the battle round. A bonus attack is always welcome, but when you compare to the universal Rampage, that gives also a bonus move, it becomes much more situational when to use it. With 5 damage per critical hit and 4 attacks, not much would survive either…

Gonflé
- Bloated One with Raker-claws: 145 points
- Bloated One with Raker-claw and Hooked Net: 140 points
The Bloated One represents the champion of your warband and comes with 2 weapon profiles:
- Le Griffes d'écureuil ajoute 1 attaque à un profil déjà solide (5 attaques pour 2/4 de dégâts).
- Le Griffe à râteau et filet à crochets échange 1 attaque (seulement 4) contre une capacité supplémentaire, Filet à crochetsqui, sur un 3+, inflige autant de dégâts que la capacité (peut être combinée avec Gruesome Harvest expliqué ci-dessus) et empêche la cible de se déplacer ou de se désengager.
Bloated Ones are good fighters with 18 wounds and Toughness 4, and an area of effect ability, Attaque tranchante, that can damage all enemy fighters within 3″. The damage depends on a dice roll and the ability’s value, but combined with Gruesome Harvest, it can mean 6 damage on a 5+ that is not to be underestimated, especially if there’s enough meat around them.

Attrapeur de charognes
- Carrion Catcher with Impaler: 105 points
- Carrion Catcher with Snatcher-hook: 100 points
The Carrion Catcher is the elite fighter of your warband and comes with 2 weapon profiles:
- Le Crochet-renifleur permet une portée de 2″, 3 Attaques à la Force 4 pour 2/4 dégâts et permet l'utilisation de Grève de l'engrenageLe quadruplet offre une action d'attaque gratuite avec des coups critiques qui empêchent la cible de se déplacer ou de se désengager.
- Le Empaleur a la même portée mais de meilleurs dégâts critiques (2/5) et aucune capacité supplémentaire.
Both Carrion Catchers have access to the Double Sarbacane, that synergises well with the warband abilities. If you managed to kill someone beforehand and use Gruesome Harvest to buff all your abilities, Sarbacane would do 3 damage for each 4+ on the 2 dice you roll at 6″ range. But the reason why you use it is not much the damage from those missiles but for the reduction of Toughness on each 6 (to a minimum of 1).
This complements nicely the Witherlord’s ability, improving their chances to devastate the target, but can also be useful to increase the chances to hit considering the entire warband is on Strength 4 and 2 damage per hit, except the Mirefolk (and the Witherlord starts at 3 damage).

Mirefolk Outcast
- Mirefolk Outcast with Bilewood Weapon and Shield: 75 points
- Mirefolk Outcast with Bilewood Weapons: 65 points
The Mirefolk Outcasts are your basic infantry, also coming with 2 weapon profiles:
- Le Armes de Bilewood point sur la quantité, avec 4 attaques pour 1/3 de dégâts.
- Le Arme et bouclier de Bilewood préfère plutôt la qualité avec une portée de 2″, 4 dégâts sur coup critique mais seulement 3 attaques. Ils sont plus chers mais ils augmentent également leur résistance à 4, ce qui les met en phase avec le reste de la guerre (leur profil alternatif a une résistance de 3).
As the Carrion Catcher, they also have access to the Sarbacane, that can really soften up some tough opponents for a round. For the rest, they are your cannon fodder but with 10 wounds they can survive a bit of damage. And if they are on their way out, and your enemy rolled some critical hits, don’t forget to use the Reaction Bile Blood for some on-death damage.
Capacités pour le groupe de guerre Rotmire Creed
- Gruesome Harvest (Double, Tout le monde) : Après avoir abattu un ennemi, traitez toutes les valeurs de capacité comme 6.
- Sarbacane (double, tous les attrapeurs de charognes et les mirefolks) : Une chance d'infliger jusqu'à 6 points de dégâts et de réduire la résistance de l'ennemi.
- Filet à crochets (double, boursouflé avec griffe-racine et filet à crochets) : Une chance d'infliger jusqu'à 6 points de dégâts et d'empêcher la cible engagée de se déplacer ou de se désengager.
- Attaque tranchante (triple, tous les Bloated Ones) : Une chance d'infliger jusqu'à 6 points de dégâts à tous les ennemis proches.
- Injection mortelle (Triple, Witherlord) : Une chance d'infliger des dégâts insensés en fonction de la résistance de l'ennemi engagé et de ses jets de dés.
- Ensnaring Strike (Quad, Witherlord et Carrion Catcher avec Snatcher-hook) : Une action d'attaque bonus et un coup critique empêchent la cible de se déplacer ou de se désengager.
Réaction pour le groupe de guerre Rotmire Creed
Introduit dans la nouvelle saison de Warcry, Réactions sont des choses qui peuvent être faites dans certaines circonstances, mais toujours pendant le tour de l'ennemi. Elles coûtent une action et ne peuvent donc être utilisées que par les combattants qui n'ont pas encore été activés ou qui attendent. Il existe 3 réactions universelles et une réaction spécifique à chaque groupe de combat :
Bile Sang (Tout le monde)
- Quand: Lors d'une action d'attaque en mêlée de l'ennemi.
- Quoi ? une bonne chance d'infliger 3 dégâts pour chaque coup critique enduré.
Trait de bataille pour le Warband Rotmire Creed
Le trait de bataille est un ajout introduit dans Briar and Bone qui ajoute une règle optionnelle supplémentaire qui affecte tous les personnages ayant la même marque de course, sans utiliser de dé de capacité. Chaque faction a le sien, mais celui de la Grande Alliance peut être utilisé à la place :
- Commande - Des défenseurs courageux: Lors de l'utilisation de Se mettre à l'abri réaction le coup critique devient un coup normal sur un 3+ au lieu d'un 4+.
- Chaos - Aspirer à la gloire: Une fois par round de combat, ajoutez 1 au premier coup critique d'une attaque de mêlée d'un combattant dont le coût est inférieur ou égal à 125 points.
- Mort - Sbires sans mort: Une fois par round de combat, un coup critique infligé à un minion par une attaque de tir est compté comme un coup normal.
- Destruction - Destructeurs implacables: Pendant les attaques de mêlée, la cible ne peut pas bénéficier du bonus de résistance de +1 à couvert.
En attendant Lord Leech : Les chasseurs ennemis engagés par 2 chasseurs ou plus ne peuvent pas se désengager.
Strategy and Tactics for the Rotmire Creed Warband
The Rotmire Creed is the newest warband for the Ghur season of Warcry. They have some really good synergies without focussing too much on them, but also they don’t feel like playing a Nurgle warband.
Their main play is on reducing the enemy’s Toughness to take advantage of their high damage on normal hit (on average 2) and the Witherlord special ability that can do 5 damage if the die roll is higher than the enemy’s Toughness.
To achieve that, all weaker profiles (Carrion Catcher and Mirefolk) have access to Sarbacane, that is a Double and has 6″ range, providing enough coverage to then land your combo.
On top of that, they all share the Double Gruesome Harvest that allows to permanently buff your abilities considering them with value 6 independently from the dice value. As a catch, you first need to kill an enemy in melee (abilities don’t count) and of course this also means it is not something you are going to achieve immediately. And each fighter using it needs to kill its own quarry.
Once you do succeed in giving this potent vial to one of your fighters, you then have access to empowered abilities like doing 3 damage with each blowpipe (on a 4+), 6 damage while using the Bloated Ones area of attack (on a 5+ for each enemy within 3″) or healing yourself 6 wounds (universal ability Respite).
This buff/debuff system is really interesting and captivating, but for some reason doesn’t sound Nurgle enough. But it works and is not hard to pull it off, making this warband beginner friendly.
The role of the different fighters is also clear: the Witherlord waits for his occasion to finish off a weakened enemy and then is ready to get to the beefy ones. The Bloated Ones are there to soften up the enemies and if surrounded they can pull off an area of effect attack whose only existence most of the time would discourage your opponent from ganging up on them.
The Carrion Catchers are more elite fighters: 12 wounds don’t make much a difference compared to the cheaper Mirefolk with 10 wounds. But they have also better attack profiles and 2″ range, that is extremely important in Warcry to attack in melee without being fully engaged (this means 1″ range opponent will have to spend an action to move towards you).
Both Carrion Catchers and Mirefolk are there to try to reduce the opponent Toughness, but Mirefolk are better suited, since they are fragile but also cheap and you can fit many of them. Although do not underestimate the Outcast with Shield, as Toughness 4 and 10 Wounds may get them to the finish line and the 4 damage on critical hit is always a threat.
Once an enemy lost Toughness, the Carrion Catcher can really make a difference as against Toughness 3 they would be hitting on a 3+ and their cost is not high.
There are some abilities that reduce the opponent’s mobility, but they require rolling 6s and a Quad (Grève de l'engrenage, usable by the Witherlord and the Carrion Catcher with Snatcher-hook) or the weaker of the Bloated Ones (the one with the Net) and a 3+. Overall, they are good options in certain scenarios to avoid an enemy from escaping, but they compete with other Doubles like Sarbacane and of course Gruesome Harvest.
And finally, there’s the faction-specific Reaction: Bile Blood. The power of this reaction is that it can be used just before dying by a fighter that otherwise would not do anything else. You can use it after you know the enemy’s attack and therefore if he has critical hits or not, and especially before you know if that fighter will die or not. For each critical hit scored by the enemy, the attacking fighter gets 3 damage.
And is not limited to one per turn, so all your Mirefolk that have spare actions can be sacrificed without too many regrets. They could actually end up doing more damage this way than if they were alive.
The clear role each fighter has, the simple structure of buffs/debuffs and the synergetic abilities but not over-the-top, make this warband an interesting alternative for players just starting in Warcry.
Avantages et inconvénients du groupe de guerre Rotmire Creed
Pour :
+ Bon mouvement
+ Hiérarchie structurée, chaque combattant a un rôle à jouer
+ Jeu synergique
Cons :
- Pas de gros dégâts chez les revendeurs
- Pas assez de Nurgle
Some thematic warbands for the Rotmire Creed
Pour le plaisir, nous vous présentons ici quelques groupes de guerre thématiques, davantage destinés à l'amusement ou au contexte narratif qu'au jeu compétitif. Notez que dans le jeu narratif, vous devez accomplir une quête qui vous permet de recruter un Héros avant de pouvoir l'ajouter à votre liste.
Sorti de la boîte : Witherlord, 1 Bloated One with Raker-claws, 1 Carrion Catcher with Snatcher-hook, 1 Carrion Catcher with Impaler, 3 Mirefolk with Bilewood Weapons, 3 Mirefolk with Bilewood Weapon and Shield all straight from a single box.

How to buy a Rotmire Creed Warband
The Rotmire Creed were previously available only in the Le cœur de Ghur launch set, but have since received their own stand-alone box that allows you to build:
- 1 Witherlord
- 1 Bloated One (choice of 2 profiles)
- 2 Carrion Catchers (both profiles even duplicating the same)
- 6 Mirefolk Outcast (in any combination of the two profiles)
For a total of 10 miniatures. A single box allows you almost all combinations, you would be missing only 1 Bloated One profile.
Tips on painting a Rotmire Creed Warband for Warcry
All starter boxes of a new game get quite some attention, so there’s plenty of tutorials available online. If you want to go for a classic GW battle ready finish, then Warhammer Community has you covered. If you want to get a step further, there’s also the parade ready tutorial.
If you prefer some more professional speed painting, and you know how to use oil colours and an airbrush, we would recommend Marco Frisoni’s tutorial.