No experience with Morghoul 3, he's one half of the models I don't have in faction.
But I am interested in what your Morg1 list looks like. I've recently started running him while knocking the rust off (I just took on new responsibilities at work and they've been kicking my ass). So I'm curious.
Sorry for the radio silence. Anyways, I love trying to get absurd things to work, especially if it's not necessarily the best way to go about it. One win with jank can feel infinitely more gratifying than a casual win with a super powered list, tbh, and there's a lot of newer players in my meta. That said, my Morg1 list:
conflictchamber.com/#c9201b_-0H3V6rjijceoeoeocv6w6LfF0Nflkc5U5S2NOne Night, Ultimate Jank
Skorne Army - 75 / 75 points
[Theme] Disciples of Agony
[Morghoul 1] Master Tormentor Morghoul [+30]
- Agonizer [6]
- Battle Boar [7]
- Blackhide Wrastler [16]
- Scarab Pack [10]
- Scarab Pack [10]
- Scarab Pack [10]
Mortitheurge Willbreaker [0(4)]
Paingiver Bloodrunner Master Tormentor [0(4)]
Paingiver Task Master [0(3)]
Swamp Gobber Chef [1]
Farrow Brigands (min) [9]
- Farrow Brigand Warlord [4]
Gatorman Posse (max) [16]
Paingiver Beast Handlers (min) [5]
Paingiver Bloodrunners [9]
Swamp Gobbers Bellows Crew [2]
Basically the idea is that a Posse and Task Master, backed up with Brigands can hold down a zone for 2-3 turns, while Morghoul and his Scarab squad stack mad buffs to crank Scarabs to stupid levels (MAT 7-10 and P+S 17-20) to clear the other zone, while being fairly resilient against shooting. Scarabs run for free, and the list
is fairly fury-light the first turn or two even running full tilt (no fury removal by the Paingivers), and losing a Scarab here or there doesn't really matter (and people are always really taken aback at how much health they have). Again, probably nowhere near an ideal list, but I love playing it.
Didder, takes for the primer. It really sounds like Morg3 mostly just acts in a blind-bot role, would you say that's accurate? What about into an infantry-light list?
I can see definitely see the Nihilator synergy, hit-kill-sidestep-berserk seems like a good way to get stuck in deep and do a lot of work on the feat turn.
So now I'm thinking something like this:
conflictchamber.com/#c9201b_-0HhSjck2k0k0cv6wfF0Nfl6B6B5U5SSkorne Army - 75 / 75 points
[Theme] Disciples of Agony
!!! Your army contains CID entries.
[Morghoul 3] Dominar Morghoul & Escorts [+25]
- Blackhide Wrastler [16]
- Blind Walker [10]
- Ironback Spitter [14]
- Ironback Spitter [14]
Mortitheurge Willbreaker [0(4)]
Paingiver Bloodrunner Master Tormentor [0(4)]
Swamp Gobber Chef [1]
Farrow Brigands (min) [9]
- Farrow Brigand Warlord [4]
Nihilators (min) [9]
Nihilators (min) [9]
Paingiver Beast Handlers (min) [5]
Paingiver Bloodrunners [9]
This would be an anti-infantry drop, Blindwalker to arc, Willbreaker for re-rolling Night's Reflection, Spitters to deal with high-arm infantry (corrosion), PGMT to grab flags, same with the 1-point Gobber Chef (also my favorite model in the game), Brigands for additional shooting (being hyper accurate against Blind targets (and Morghoul can Sac Pawn them if I get desperate), and Bloodrunners for speed and jamming (they get Ambush in Disciples). The Blackhide is my only big armor-cracker, which isn't super great, but the Spitters can do a lot of work in melee with 3 initial attacks and Fury. I think the goal would be to focus on aggressing the far zone (going first would be pretty huge for this list and the lack of armor and shooting resilience could be a problem), camping Morghoul in a near zone and the PBMT on a flag to try to take a quick scenario win.