I'm planning to put a 0.4.3 version up on the weekend that fixes Plague Hulks and a few other bits like missing fire arcs for the Titans.
As a rule it works OK, but has arguably become too subtle in effect for a rule that's on only three units. It also causes cross-compatability issues within other lists that might want to use Beasts of Nurgle and share the same profile.
This leaves me two main options for Nurgle's Rot: move it to an army-wide rule, or remove it completely.
1. Army-wide rule: on the one hand I love the idea of this and it's very fluffy. On the other hand, why would units in a Death Guard force be more pestilential than the same units in a mono-Nurgle Daemon Incursion list etc?
2. Remove Nurgle' Rot: this is probably the easiest, especially given the large number of special rules already involved in the list and the large number of different units that can be in a single formation.
Thoughts from everyone?
Now on to Beasts of Nurgle. Again. Given the large number of different Lesser Daemons and the small amount of design space in the d6 system, they're hard to make distinct from Plaguebearers without making them noticeably better or worse. Some thoughts I've had (some of which are repeats from previous discussions):
Daemonic Beasts (1SP) - give up on making a unique statline and use the 'default' Daemonic Beasts unit. This has had lots of testing and is distinct from the Plaguebearers, but from a background point of view I dislike the 20cm move and 40cm engage move.
Ghallamore with reduced FF (1SP) - take the Ghallamore Incursion statline (move 15cm Sv 4+ CC3+ FF5+, Mounted, Walker, Ignore Cover on CC and FF attacks) and drop the FF down to 6+. This is probably the simplest version and balances them against Plaguebearers by reducing their manoeuvrability in return for Ignore Cover on all their CC and FF attacks. On the other hand it makes them very similar to Plaguebearers.
Scout and 2SP - with a tip of the hat to Graf_Spee who originally suggested it, keep the Ghallamore Incursion profile with it's FF 5+ but make them cost two summoning points and add Scout. For firefights this would make them roughly equivalent to Plaguebearers (1xFF5+ instead of 2xFF6+), roughly half as effective in base contact and in formation size and half as effective in protecting the formation from incoming shots, but would allow some positioning shenanigans by summoning them 'onto' an enemy formation by placing enemy units in their ZoC.
Slow + Infiltrator (1SP) - as Ghallamore Incursion with FF6+, but reduce speed to 10cm and add Infiltrator. This would give them a unique role, but 10cm speed would neuter them as their own formation in the Ghallamore Incursion list and also cause issues when summoned onto a formation that wants to move much.
Super-tough and 2SP - bump up the summoning cost and make them really robust by giving them 4+ Reinforced Armour rather than 3+ armour. CC 4+, FF 5+, Ignore Cover on both.
Super-tough, Disrupt and 2SP - bump up the summoning cost. 4+ Reinforced Armour. CC 5+, FF 5+, Ignore Cover and Disrupt on both. Obviously Disrupt only has an effect if the formation loses the combat, but it's still going to help by increasing the chances of both sides breaking.
High damage, lower resilience and 2SP - bump up the summoning cost. Save 4+, CC 3+, FF 4+, Ignore Cover and Disrupt on both. This would make them better at firefights than two Plaguebearers but at the cost of lower resilience and half the number of bodies, and worse than two Plaguebearers in base contact.