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Found 72 results

  1. Let's chat : Khorne!

    Seems to be a lot of these, and these seem to be popular and a central location for general knowledge and chitchat about the titled topic. couldn't see one for bloodbound, may he mistaken. I know there is alot of other topics on bloodbound, but these seem to be a good starting place for new people, Some of the existing topics are hard to locate unless you know what you're looking for. So, let's chat!
  2. Flavour of the month is Nurgle, so here's some plaguebearers I painted on commission. I was keen to avoid the usual green palette, I liked the weird guy in Pan's Labrynth and so went for a pale skin tone - it also shows up the blood and other stuff.
  3. Hey all, Haven't posted a WIP here before so be kind! Bit background before I dive in... I've been wargaming for most of my life, the heydey of which was 5-10 or so years ago where I, along with my mates from Pigmar, hit the tournament scene for Warhammer. While I never had much success on the tabletop I occasionally turned heads with my pig themed empire army, and always had great fun traipsing around the country, meeting people and playing warhammer! Since the advent of AoS I have moved away from warhammer and dug into Blood Bowl and Necromunda a lot but this is all about to change! I really want to get into AoS, and to get back out into the tournament scene. To this end I will need an army which I can take to tournaments, which means switching to round bases! While I love my empire army I an reluctant to re-base these a) because there are a shed load of models to work on and b) because I love the way it looks all ranked up, which needs square bases. My Khorne daemons however I have no such qualms about, hence this plog and the (hopefully) not too slow march to a round based army in time for the London GT in May next year... Enough waffle, time for models! Obviously in re-basing the army I have the opportunity to change the bases and to this end I have done a few quick scheme tests, which should hopefully be attached to this rambling post! There are three options; 1 - Brown earth, green water and grass flock - this is how I base pretty much everything so has the benefit that if I ever get round to making a board then the daemons will match 2 - Agrellan Earth with tufty stuff - Love this stuff and have used it a lot recently 3 - Grey earth / stones, pools of blood and snow flock - this is how the army was originally and I think it kinda works against the cooler reds on the models What do people think? Like any option in particular or has anyone got an alternative option I could try out?
  4. 1.5k army

    Having a 1500 points game this weekend. Going to try murderhost battalion. List as below. Any suggestions to improve? Thank you.
  5. Path of the Changer

    Tzeentch be praised!! Welcome to my Tzeentch AoS PLOG. To start with, a little background. I'm based in Manchester in the UK and I've been on these forums for a few months now, mainly as a lurker but also an occasional poster. I've recently moved house and have been itching to get back into painting - all of my stuff has been packed up for a couple of months now. The birth of my son last year really impacted the amount of time I had to paint; but I suppose that's what comes with fatherhood. I've decided to start this PLOG to give me an additional incentive to find time to paint - I'm a painter first with my hobby, and a gamer second. I've been to numerous Throne of Skulls tournaments held at Warhammer World, where my armies have been nominated for best painted twice and I've won the coveted award once. I'm a perfectionist, and I've been known to strip a model and start again just because I've not been able to get a blend right. Anyway, enough of that rubbish. My favourite Chaos god has always been Tzeentch; the magic, the mystery, and the fact that even in the face of losing game after game I know that it's all part of Tzeentchs' plan. I've had Silver Tower since it was released - I love all of the models in that box and really wanted those to form the basis of my AoS force. I want my force to be striking, and draw the eye - basically, I'm aiming to paint an award winning force again. I've decided to start by painting the Gaunt Summoners (I have both the one on foot and on disc) and the familiars to get a feel for an overall colour scheme. From these, I'm starting with the familiars - basically because if I ****** them up I have replicas from the box. So without further ado, here's a completed Blot, and a WIP of Slop. Bases will be completed at a later date, once we have a better idea of how the realm of metal looks. C&C is always welcome.
  6. Khorne Daemons 3k

    Hi gang So I'm collecting a Daemons of Khorne army and after the update not sure how to finish it off, looking for some advice. List so far: Murderhost Battalion: Skullmaster 30 Bloodletters 30 Bloodletters 10 Bloodletters 10 Bloodletters 5 Fleshhounds 2 Skull Cannons 3 Bloodcrushers 3 Bloodcrushers Skarbrand Wrath of Khorne Bloodthirster Skulltaker Bloodscrator 2660pts So have 340pts left over so Im not sure to either take: Another Wrath of Khorne Bloodthirster Or Daemon Prince and take one of the 10 man Bloodletters to 30 man Not sure which is a scarier prospect to put down on the table?
  7. Khorne Daemons 3k

    Hi gang So I'm collecting a Daemons of Khorne army and after the update not sure how to finish it off, looking for some advice. List so far: Murderhost Battalion: Skullmaster 30 Bloodletters 30 Bloodletters 10 Bloodletters 10 Bloodletters 5 Fleshhounds 2 Skull Cannons 3 Bloodcrushers 3 Bloodcrushers Skarbrand Wrath of Khorne Bloodthirster Skulltaker Bloodscrator 2660pts So have 340pts left over so Im not sure to either take: Another Wrath of Khorne Bloodthirster Or Daemon Prince and take one of the 10 man Bloodletters to 30 man Not sure which is a scarier prospect to put down on the table?
  8. My Nurgle (PIC HEAVY!)

    Hello everyone! i am finally able thanks to my girlfriend to upload photos of my Nurgle force into TGA! Loved painting these minis, hope you like and enjoy, feel free to criticize and help me improving! Overall i chose the following scheme: white and infected-like skin, rusty weapons, green acid armour, heavy shades to emulate dirt and oil in the armour. yellow bubbon and red wounds. This is my Harbinger of Decay (FW Khazyk ) These are my Glottkins! mantained the same colour for all the army (hope u like it) Then here there is my converted Daemon Prince: My converted Plagueclaw (i hate gw model) And finally my 10 blightkings! Thx for your time!
  9. tzeentch 2000 w archaon

    i want to find a way to make archaon competitive. i think that between khorne and tzeentch it suits better in this one, because of the destiny dice and because he can get additional spells. so into the list! Leaders Archaon 700 (infusium arcanum, +1 to wound is essential) lord of change 300 (tzeentch firestorm), aspect of tzeentch herald of tzeentch on disk 120 (bolt of tzeentch) Tzaangor shaman 120 (shield of fate) Battleline 10 pink horrors 140 (arcane transformation) 2x 10 tzeentch marauders 120 other 6 skyfires 320 3 skyfires 160 tot 1980 tzaangor shaman and herald will use inspiring presence with archaon's command, while the lord of change boosts everyone except for the shaman in casting rolls. 30 wounds as battleline is minimal tho, but if i can keep advantage archaon will almost never die and one shot everything in his path thanks to infusium arcanum and destiny dice, which i can bring, with a bit of luck, back. 9 skyfires give the ranged support i absolutely need. in case archaon is pretty fine by himself i plan to cast shield of fate and mystic shield on them, trying to keep them alive as long as possible. the arcane transformation can make archaon do 5 attacks with the slayer of kings and the 2s can be used to make that hit for sure (otherwise they are pretty useless.), than getting one or two 5-6 is definitely possible on 4 rolls. also he can regain wound and is damn tough to kill. plus the wound output of skyfire+loc+herald is quite good, adding also other 2 mages that can do d3 wounds each sounds pretty good. tell me what u think ^^
  10. tzeentch 2000 w archaon

    double post
  11. I will be attending a 1500 pt tournament this weekend. THis will be my first wargaming tournament in 10+ years. I just wanted to see what people thought of the list I was thinking of taking. I know that I will probably lose every game because Slaanesh Daemons are overcosted and don't take advantage of the ridiculous ranged attack rules, but I like them and want Slaanesh to be represented at my FLGS. Leaders Daemon Prince Of Slaanesh (160) - Artefact: Chaos Runeblade Keeper Of Secrets (280) - General - Trait: Lord of War - Artefact: Chaos Runeblade Herald Of Slaanesh (60) Battleline 20 x Daemonettes Of Slaanesh (240) 20 x Daemonettes Of Slaanesh (240) 20 x Daemonettes Of Slaanesh (240) Units 10 x Seekers Of Slaanesh (240) Battalions Daemon Cohort of Slaneesh (40) Total: 1500/1500
  12. Nurgle Daemons 2k first try

    I wanted to try playing some Nurgle (as a change from Ironjawz - I like green guys ) but did not want to get into Rotbringers. I wanted to get some basic advice. Also, the list down there represents more or less what I own (that's why the Chaos warriors got stuck in but I find their 5+ save against MW not bad.) LeadersGreat Unclean One (240)Great Unclean One (240)Herald Of Nurgle (100)Herald Of Nurgle (100)Battleline20 x Plaguebearers Of Nurgle (200)20 x Plaguebearers Of Nurgle (200)10 x Chaos Warriors (180)- Hand Weapon & ShieldUnits6 x Plague Drones Of Nurgle (440)6 x Nurglings (160)BattalionsTallyband of Nurgle (100)Total: 1960/2000
  13. Hello there, Having played Daemons for 3 years on the 40k side of things has filled my shelves with all kinds of units that I can now, with 40k being on a downtime, try out in this wonderful AoS game. Problem being, I find it difficult to write a list from them, as I feel everything I try lacks focus. So, care to share your wisdom? Whatäs the best 2000 points you can get out of these? If this gets me hooked, I'll probably start painting up some AoS specific Tzeentchy things... What I have painted: Khorne BT of Insensate Rage DP of Khorne Herald on Juggernaut Herald on foot 30 Flesh Hounds Tzeentch Kairos Fateweaver LoC DP of Tzeentch Blue Scribes 3 Heralds on Disc 3 Heralds on foot 30 Pink Horrors 20 Blue Horrors 20 Brimstone Horrors 3 Flamers 27 Screamers Burning Chariot Nurgle DP of Nurgle 2 Heralds on Foot 15 Nurglings 12 Plague Drones Slaanesh DP of Slaanesh Masque Herald of foot 20 Daemonettes 5 Seekers Undivided Be'lakor 5 Furies
  14. Khorne Army - Where next?

    I am looking to add a couple more units to my army so any advice on what I should buy next to increase the overall performance of the army listed below is much appreciated. This is my current collection which I use to select my army list on the day (Usually a 1500 point game): Hero's: Mighty Lord of Khorne, Aspiring Deathbringer, Exhaulted Deathbringer, SlaughterPriests x2, Skullgrinder, Demon Prince, Bloodstoker, Bloodsecretor Battleline: Units: 15 Blood Warriors, 20 Bloodreavers, 10 Bloodletters Units: 5 Skullreapers, 1 Khorgorath, 3 Bloodcrushers, 1 skullcannon A couple of ideas Iv'e been playing with; A new SlaughterPriest (For the Gore Pilgrims), 5 More Skullreapers (Allows for another battalion, the name escapes me) or maybe a large centre piece hero - possibly a Bloodthirster or even Archaon!
  15. _____Snaeper's Mini-Blog and Forum_____ For Khorne! Chaos! And the good of the forum! So I think I've made enough threads in this section to warrant me making a mega-thread to keep my stuff contained. For those of you that don't know, I play both mortal and daemon flavors of Khorne, as well as some Slaves to Darkness with a few other generic Chaos Monsters and Daemons mixed in! I have a sizable collection at this point and plan to continue to expand the model count mostly because my friends/game group field other armies and/or have interest in doing so. I also just happen to like Khorne flavored stuff as well as the generic Chaos range. I plan on using this thread to ask questions, play with theoryhammer, mathhammer and practicalhammer, as well as discuss tactics and results of games that I play with my army. I'm also open to those of you who might have more limited ranges to post lists that you're interested in so that I might try them out for you and let you know how they run against a certain army. Mind you, my roommates/friends are not always able or willing to drop everything to play a game! Presently, my model collection includes: Bold = Assembled and Primed, Italics = Unassembled, Color/Bold = Painted or in the process of painting. Khorne Bloodbound: Mighty Lord of Khorne Skullgrinder Aspiring Deathbringer w/Goreaxe and Skullhammer Aspiring Deathbringer w/Blood Axe and Wrathhammer (Not currently assembled, going to convert a Goreaxe/Skullhammer model I have) Exalted Deathbringer w/Impaling Spear Exalted Deathbringer w/Ruinous Axe and Skullgouger Skullgrinder 2x Slaughterpriests w/Bloodbathed Axes Bloodsecrator Bloodstoker Skarr Bloodwrath 3x Mighty Skullcrushers 15x Blood Warriors 20x Bloodreavers w/Meatripper Axes 20x Bloodreavers w/Reaver Blades 5x Wrathmongers 5x Skullreapers with Daemonblades 1x Khorgorath Khorne Daemons: Blood Throne Skullcannon 30x Bloodletters 6x Bloodcrushers Bloodmaster, Herald Skulltaker Skarbrand Daemons of Chaos: Daemon Prince Soulgrinder Be'lakor Monsters of Chaos: 10x Warhounds Chimera Slaves to Darkness: Exalted Hero of Chaos Sorcerer Lord 12x Warriors w/Weapons and Shields 5x Knights Gorebeast Chariot Chaos Warshrine Other: Tzeentch Magister I do plan on further expanding the models, and will detail my reasons and plans when I do.
  16. How Viable Are Slaanesh Daemons In AoS Atm

    So thanks to the wonders of made to order my Slaanesh Daemon force is pretty hefty at this point but I'm really struggling to see how it could perform well on the table? At a glance Daemonettes just don't seem to bring much oomph for their moderately high points cost. Especially considering the rule of 1 preventing their bonus attacks from cascading. Has anyone had much success with Slaanesh Daemons or are they mostly stuck struggling until GW decides to release a battletome for them? The same seems to go for other Slaanesh models such as Seekers or a Keeper that both just seem outclassed by similar costs models in other armies?
  17. [Review] Blades of Khorne

    Hi guys, since I hope we all have the Blades of Khorne book now I decided to do a review! This review is allready shorter as I initially planned but still a massive heap of text, so be certain to grab yourself a nice cup of coffee or skip it altogether. Narrative Play I can highly recommend Blades of Khorne to any Khorne fan, even to 40K players. It feels really good to have all the minions of Khorne largely represented into one book, those being Khorne Bloodbound and Khorne Daemons. While it would have been awesome to see Khorne Mortals included into this book aswell I think we all can see the hints GW is leaving us in terms of that. I really like about the cover of the book is that it gives us a great striking blood red Bloodletter, with some great Khorne models in the background, such as the Mighty Khorne Lord, Khorgorath and even a Bloodthirster. As a fan of Khorne since my start in the game this book holds a special place in my heart. The artwork and lore is also really again made for the Khorne fans, fans that do not have to restrict themselves to the Bloodbound look at this point and can really blend as they please while getting rewarded by it! I personally love the fact that his struggle with Slaanesh is mentioned, one of the reasons as to why I like it so much is once again because it harkens back to the great days of where the Slaves to Darkness WFB/40K/RPG was used as the Chaotic bible for Khorne and Slaanesh. For the Slaanesh fans I can only hope that he will eventually make his return to the Age of Sigmar aswell. What I like the most arguably is that the lore tone set by this book is different from Khorne Bloodbound, a book that for me personally focused too much on illogical lore or lore that was very clearly made up for a younger audience. I understand that an axe of Khorne is made to kill, I really don't need to read 101 times that it's ideal for loppin' heads. Because of this improved lore in general the narative for me personally is spot on. It's explained into detail how the armies of Khorne collect and are out for pure destruction and not only fanaticial skull collectors. Which to me again is a large improvement. The designs (exclusively) available for Narrative Play also really match what I hoped Blades of Khorne would offer us. All of the Reward Tables are very cool and interact very well with the Blood Tithe point system, while many of the Artefacts or Command Traits do not. Keep in mind that Narrative Play really is there to allow you to do whatever you want in terms of designs, there is no good or bad, just a personal style and a really deep pool of choices. Blades of Khorne has a ton of fun and powerful combinations, keep in mind that the best way to use them is to level them with your opponents game intends. Matched Play All options that are there for Matched Play are also available to Narrative Play however I think it's fair to say that Matched Play usually refers to the competative side of things. So from this point on the review will continue to focus on that aspect of the game. Allegiance Where the Khorne Allegiance previously was only seen in specialized Allegiances such as Khorne Bloodbound Allegiance or Khorne Daemon Allegiance the Khorne Allegiance by itself is now a real thing and generates some awesome Battle Traits, Command Traits, Artefacts of Power (and Daemonic Gifts, who are also Artefacts of Power) and Blood Blessings. !! All these mentioned in the Blades of Khorne Book are only available to armies who have chosen the Khorne Allegiance. An army that has the Khorne Allegiance can also have the specialized Allegiance such as Khorne Bloodbound or Khorne Daemon. !! In order to have the Khorne Allegiance you must have Khorne starting units or units who can recieve the Khorne keyword during set up and Khorne Battalions. Khorne Allegiance still allows for non-starting unit to be of any Keyword. !! Khorne Bloodbound Battalions are also Khorne Battalions but not all Khorne Battalions are Khorne Bloodbound Battalions! !! Khorne Bloodbound or Khorne Daemon Allegiance requires all your units to be Khorne and respectively Bloodbound or Daemon. Battle Traits (Blood for the Bloodgod! and Blood Tithe points) The ammount of flavour and power this gives the Khorne army is truely awesome. I expect to often use 1,2,3,4 and if the game allows it 7. !! Blood Tithe points can be expended at any point in either player’s hero phase, but only once per phase. From my perspective the biggest gain we have from the Battle Trait is that we can now use a ton of Command Abilities quite easily which significantly improves the worth of many of our cheaper Bloodbound Heros. As a fan of the Gorechosen set (less about the game) I'm very happy that GW granted these Heroes a competative functional role as many of their Command Abilities are actually quite good, their profile frames just don't scream 'this model wants to be your General'. Command Traits (Bloodbound, Daemon and Mortal) A lot of the Command Traits have great purpose! Again I think there is a lot to be said for many of them. I really like how most of them make our Generals amazing in melee combat and a true force to be feared. !! Command Traits are not Command Abilities, it's easy to confuse them, I know I almost did in the past Artefacts of Power (Murderous Artefatcs, Banners of Khorne, Trophies of War, Daemonic Weapons, Daemonic Adornments) As always an amazing selection, much more as I'd hoped for. Using which is a matter of personal preforance, I know I'm a huge fan of Gorecleaver, Banner of Rage, Mark of the Destroyer, Behemoth's Bane and The Crimson Crown. You could say they are my favourites within each of the Artefacts of Power lists. !! All these are Artefacts of Power and each Hero can only have one Artefact of Power but you can have multiple heroes with the same (one) Artefact of Power. Blood Blessings of Khorne Like the way the Blood Tithe points works well for cheaper Heroes the Slaughterpriest are now truely worthy to consider. Especially with the Gore Pilgrims as a Battalion for your army. !! Currently Prayers are not worded the same way as Spells but there are House-rules who do have it worded that they work in the same way. I do have to say that there is one big thing I'm missing for these Blood Blessings and that's the option to somehow Summon... I personally don't miss it but it does still feel strange that you'd need a Chaos Wizard to Summon Khorne Daemons. We have the technical option to use 8 Blood Tithe points for that but in general that doesn't feel like the type of design that's useful for competative play. Warscrolls One of the quick leaks that came out is that the Warscroll changes where kept to a minimum. If you havn't picked up Blades of Khorne and put your Khorne Bloodbound book next to it it's very important to be aware of the many changes that are going on! I decided to review and mention the changes together. Many of the Battalions seem really good and it's truely up to anyone to see and use as they please. I don't feel the book contains any bad Battalions. Some are a bit more difficult to include as others but overall speaking there is nothing sticking out as a competative must-have. I think the advantage of having a lot of good Battalions just helps out. What is kind of important to note here is that 7 former Khorne Bloodbound Battalions changed to Khorne Battalions. For several of the larger Battalions (such as Goretide) this does matter. While the wording isn't extremely clear be aware that Battalions, even if they are completely comprimised of Daemon or Bloodbound models, do not suddenly gain the Daemon or Bloodbound Keyword. !! There are still 2 Khorne Bloodbound Battalions left, those are Goreblade Warband and Bloodstorm (for non-Matched play we also have Redblade Vanguard). All other former Khorne Bloodbound Battalions are now Khorne Battalions. In my opinion all Units seem equally interesting also. The most intresting part Khorne armies have to offer in my opinion is that they do reward Multiple Small Units with the Blood Tithe point system but at the same time due to how Slaughterpriests, Bloodcrushers and Skullcrushers are improved also still offer a lot of options to go for Fewer Big Units. The choice is really there for anyone to combine and match what kind of army they visually like. There is very little that would stop making it work. The only rule of tumb I have is that certain Heroes work better with the MSU approach while others work better with the FBU approach. Wording and Keyword Changes Without going too deep into the way these will affect rules a lot of the wording on several models is changed. What I and many others hope is that we will see how this affects the army as a whole. The whole list of changes: Skarbrand - Total Carnage clarification example added Bloodcrushers - Murderous Charge has been rewritten and now has an affect for units with 6 models aswell - Summon Bloodcrushers has become easier to do and allows you to summon 3 or 6 Bloodbound - BLOODBOUND Keyword is granted to all models formerly found in the Bloodbound Battletome Mighty Lord of Khorne - Collar of Khorne has been rewritten and now only allows for one unbinding - Gorelord has been rewritten and now doesn't require the model to be the general Bloodsecrator - Rage of Khorne has been rewritten (nothing states that it cannot stack) Lord of Khorne on Juggernaut - Blood Stampede has been rewritten and now doesn't require the model to be the general Exalted Deathrbinger (both) - Brutal Command has been rewritten and now doesn't require the model to be the general Aspiring Deathrbinger (both) - Slaughter Incarnate has been rewritten and now doesn't require the model to be the general Bloodstoker - Whipped to Fury has been rewritten (nothing states it cannot stack) Bloodreavers - Have been re-costed - Have gained a 6+ Armour save Mighty Skullcrushers - Murderous Charge has been rewritten and now has an affect for units with 6 models aswel Scyla Anfingrimm - Has lost MONSTER Keyword Khorgoraths - Have been re-costed - Now deal 2 damage with Claws and Fangs Battalions - Blood Host of Khorne changed from being a Daemons of Khorne Battalion to being a Khorne Battalion - Bloodbound Warhorde changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Bloodbound Warband changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Brass Stampede changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Dark Feast changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Red Headsmen changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Skulltake changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - The Gorechosen changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion Overall speaking all the models in Khorne have drastically improved and in a few cases this has gone in combination with a small cost increase, those being Bloodreavers and Khorgoraths. The overall advantages gained here is that there still is nothing written about the ´not stacking of abilities´ seen on the Bloodsecrator or Bloodstoker. All Mortal Bloodbound Command Abilities have also lost the requirement that forces them to be a general in order to use it. Because of how easy it is to obtain 1 Blood Tithe point and use it for a (non-general) Command Ability the tactical and competative gain is massive. I'm looking very much forward to test out all the changes soon! I hope that this review was helpful to: 1. Specifically mention some reminders on the drastical effects of the Khorne Allegiance 2. Cover all the changes and see how the vast mayority of them has made the Khorne army significantly better as before Happy gaming! Links Games Workshop rules Age of Sigmar rules PDF GW FAQ Grand Alliance Chaos PDF !! Q: How many spells can a Mighty Lord of Khorne attempt to unbind in one turn? A (per Blades of Khorne): One. GW FAQ Generals Handbook PDF Blades of Khorne cost sheet Warriors of Chaos PDF Slaughterbtue of Khorne PDF House rules Adepticon House-rules PDF SCGT House-rules PDF (source for the idea that same name abilities wouldn't stack and that Prayers work as Spells) Last but not least, feel free to share any handy information in regards to Khorne armies in this topic. Cheers, Killax
  18. Today, I'm very pleased to share that my army "The Wolf and the Rat" just hit their 2000pts of painted minis target and I can more or less draw a line under this army as "completed." This will undoubtedly prove to be a fabrication as the urge to add new guys will eventually hit me, though the limiting factor will now be how much space is left in my storage foam. More Bloodletters and Blood Warriors would be nice to mix things up, and theres no shortage of awesome models to paint that would fit this theme - Rat Ogors, Slaughterbrutes, Flesh Hounds, and hey, I hear Khorgoraths are getting a bit of a buff in the new Battletome! But enough about my screaming wallet, this is supposed to be about me finishing this damn army. Skritt's Hunting Pack (Wolf Rats) Awesome miniatures, and a lot bigger than I expected. In fact, I actually expected the Skin Wolves to turn out a little bigger and these guys to be a little smaller. I gave them the same two tone grass and animal bones/skulls/warpstone crystals as the Wolves, which I really like on these bigger base minis. For the paint job, I wanted them to have a cohesiveness with the Skin Wolves, but with a few distinctions. In the ended, I chose to paint them with the same sort of grey/brown fur as I gave the Skin Wolves, but with a ratty pink flesh instead of the blue/grey. One key distinction is their armour/adornments are red, like the Wrathmongers, as opposed to the bone white of the 'enlightened' - like the Wrathmongers, they're feral and vicious and useful in a fight, but not considered 'people' in the way the Skin Wolves (perhaps foolishly) are. Skaarakh, The Fang of Khorne I did a thing with this guy, which you might notice if you saw him in his primed-only state in the last photo, and that's that I hacked off his axe hand, twisted it and re-pinned it back in place. The reason for this was my 'dynamic pose' I was going for looked really weird, and the more I kind of pictured myself with my arm outstretched like that, the more it seemed unnatural. I had originally wanted him kind of pointing the axe in a challenge, but reposing white metal is difficult, and in the end I realised his arm would make a lot more sense if he was at the end of a big arcing swing of the axe, so that's sorta what I went for. If you didn't see my previous post, then what you're looking at is an old, white metal Bloodthirster. I have no real stylistic reason for using him, other than I had one lying around at my parents house from back when I played World Eaters in 3rd Ed 40K when I was 13, and using him over buying a new plastic kit saved me like £50. He was obviously pretty dated looking though, so I made a few adjustments. The key ones were giving him a new head from the plastic Bloodthirster kits (which just look a zillion times better), reposing his arms to look a little more dynamic and a little less like the old style where everyone stood in that same unnatural pose, and finally I decided to go nuts and give him a giant green stuff fur cloak, because the new style Bloodthirsters are a little more burly than the skinny, boney style of old and I wanted a thematic way of bulking him up a little. In order to make the cloak not look weird over the wings, I added some beaten brass spiked collar pauldron things, that I personally think turned out pretty good for my first major green stuff endevour. I'm particularly pleased with the bulging vein on his axe arm bicep that I used to cover up some of the fingerprinting and roughness. Oh, and I shaved off the little stars where his nipples would be, because I have no idea what they were thinking with that design choice. As with my Bloodletters, I went for a slimy albino look on this one as well, and I'm again pretty happy with how he turned out; I'm getting a little more confident in painting whites, which is something that I absolutely failed at 6 months ago when I was starting out again after my decade long hiatus. There's no point in painting bone armour on a white guy, but I wasn't really that keen on red armour either, so I decided to make his breastplate black, and just get a little dark red on the cloak lining and the whip (and the blood effects, obviously!), and I'm really happy with the overall result. Basewise, he's on the same Secret Weapon Miniatures sculpted resin lava base as my Lord of Khorne of Juggernaut, which I think looks great. I also added the one remaining huge rock and animal skull piece to it to tie him in a little with the Skin Wolves and Wolf Rats. I was originally planning on sticking a Fenrisian Wolf on the base with him, like I'm planning to do to my aforementioned Lord of Khorne, but I'm not 100% he really needs it anymore, what with everything else going on. I'm still working on the lore, but I'm starting to think that 'he' might actually be a 'she' considering the weirdly low cut and chesty armour and more slender build compared to the modern Bloodthirster design. Hopefully I'll have that figured out at some point, and I'll include it with a big full-army photo in a future blog post. Conclusion and Army List And that wraps up my 2000pts of The Wolf and the Rat! As I said before, I have no immediate plans to expand - it'd be nice to take a break once I finish my two 2000pts armies and work on something smaller scale like Blood Bowl or Malifaux for a while - but ****** if I'm not tempted to fill up the (limited) free space in my BattleFoam for these guys by rounding out my two units of Blood Warriors and Bloodletters. Beyond that pipe dream, I have plans to add some furry tabards and pelts to the Blood Warriors and Bloodletters that I already have, but I'll just edit them in my original post. Here's my final, 2000pts list that I'm planning on running these guys as. Note that this list isn't built to win any tournaments. I tend to build armies around what models I want, how I can tie a theme/narrative to them, and work from there. I don't know how many games I'll actually win with this list, but it looks cool and it's got a lot of fun things to play and a lot of weird mismashed synergies and that's what's important to me. If I ever consider what I include from a rules perspective, it's mostly to balance against my other armies so that I can fun games using only my models, should I want to demonstrate to friends, etc. Thanks for reading! The Wolf and the Rat - 1960/2000pts (pre new Battletome) Heroes: The White Wolf (Mighty Lord of Khorne OR Lord of Khorne on Juggernaut) - 140pts Skritt Ashenfang (Skaven Warlord on Brood Horror) - 200pts Skaarakh, Fang of Khorne (Bloodthirster of Unfettered Fury) - 300pts Tanaris Redmaw (Bloodsecrator) - 120pts Battleline: The Red Hunt (Blood Warriors x 5) - 100pts The Enlightened (Blood Warriors x 5) - 100pts The Bloodhounds (Bloodreavers x 20) - 120pts The Bloodied Teeth of Skaarakh (Bloodletters x 20) - 200pts The Rabid (Wrathmongers x 5) - 180pts The Blessed (Skin Wolves x 3) - 120pts The Ashenfangs (Stormvermin x 20) - 280pts Skritt's Hunting Pack (Wolf Rats x 5) - 100pts
  19. Let's Chat: Khorne Daemonkin

    Hey guys. I've picked up a couple SC: DoK boxes due to my desire to model some Bloodletters (and I already had a Skarbrand laying around), so I wanted to talk Khorne Daemons matched play tactics while I build up my army. Since most tacticas are aimed at Bloodbound, or chaos daemons from other gods, it seemed like there's a place for it. Bloodthirsters - What ones give you the most bang for your buck? Bloodletters - What is the optimal unit size? What heroes are worth using? Calvary vs infantry? Blood Throne vs Skull Cannons? Flesh Hounds - When are these worth using? Unit size to consider? Karanak, or no karanak? Khorne Humans - What Bloodbound are worth taking? Are there any Slaves to Darkness that are worth looking into? Daemon Prince of Khorne - Worth using over other options? There are some preliminary questions to get the brain juices percolating. I mainly want to focus on the Daemons of Khorne line, while leaving the option open to use Khorne flavored mortal units when appropriate. And while this is mainly for matched play, please give your thoughts on all other ways to play when applicable! Let's talk some tactics!
  20. Blood and Fire 2K

    Decided to throw this down as used versions of it for a while, and given the 2 latest chaos tomes there is an argument I should stop mixing them... Bloodthirster Of Insensate Rage (280)Bloodmaster, Herald of Khorne (80)Gaunt Summoner (100)Battleline20 x Bloodletters (200)20 x Bloodletters (200)20 x Bloodletters (200)Units 3 x Bloodcrushers (160)1 x Burning Chariots Of Tzeentch (160)1 x Burning Chariots Of Tzeentch (160)1 x Exalted Flamers of Tzeentch (120)3 x Flamers Of Tzeentch (200)BattalionsDaemon Cohort of Khorne (80)Warpflame Host (30)Total: 1970/2000 I really enjoy the Cohort my first games of Age where using the daemon cohort of khorne, blades of khorne will hopefully bring something more modern thats fun, 3rd time I have used the warpflame host, 3rd time I have never remembered the rule lol lost the bloodthirster in this game after it rolled ******, it killed 7 orcs total... but units of boys dont like warpflames much it was a decent chunk of fire power to have around
  21. Just read that we are getting an updated Khorne book! Blades of Khorne out in April which should add some goodies to my Khorne army. I am glad in a way that the older battletomes are getting updated so as to keep up with the newer stuff. I hope GW takes a good luck at the Death alliance next.
  22. Just assembled this unit of Pink Horrors. I have been running back and forth in my head which might be better Tar pit unit to use. The thought process would be to use the Pinks to their full potential, Meaning 140 Points for the 10 man unit, 100 points for 20 Blue Horrors and 80 for 20 Brimestones for a total of 320 for the whole shebang. Getting this nasty little buggers out of there would take many turns. Now these guys aren't the most offensive of weapons but they can get in the way. Then their is my unit of 30 Tzaangors at 540 Points. Multi wound models that can fight very well and with a Shaman can even come back. Is the Daemons a better value?
  23. This is one of the Pink Horrors from Hero Quest Silver tower. I have been painting these miniatures from this game as sort of prototypes for my main Tzeentch army. What do you think of it?
  24. Maths on Nurgle Units, WIP

    hi guys! i'm doing this thread cause i want to share my calcs on nurgle units, in order to know which unit does more damage for example, what we should start maybe looking at, what is going to be instead kind of useless (even if nothing is useless on all fronts) i am still doing the leaders part, since it will take a lot more (i already did something on leaders anyway in a previous post) this time i included also some common buffs given to a particular unit (ex: +1 to hit on blightkings) in order to see how much this buffs improves their effectiveness. finally all the average wounds are given to a 4+ save, not only because it helps me against my friends that play ironjawz (ouch!) and stormcast (double ouch!). i hope u enjoy that, i will keep this thread updated as soon as i have done all the calcs for a certain thing (i am planning to do also effective wounds taken per unit) thanks all for viewing, feel free to share opinions and ideas! Battlelines: - Plaguebearers. Cost: 100 points. Wounds: 10. Save 5+. Invulnerable save: 5+. Reroll saves if near Daemon Hero of Nurgle. Gain benefits in malus modifiers for enemies as the unit grows in size. Recommended sizes: 10 and 30. They move 4”. Average wounds vs 4+ save: 1.83 wounds. Role: anvil - Marauders. Cost: 60 points. Wounds:10. Save 5+. No invulnerable saves. Add hit and wound modifiers as they grow in size. Recommended size: any. They move 5”. Average wounds vs 4+ save with no buffs: 1.375 wounds Average wounds with modifier to hit buff: 1.83 wounds Average wounds with to hit and to wound buffs: 2.44 wounds. - Warriors: Cost: 180 points. Wounds: 20. Save 4+. Invulnerable save: 5+ with shields. Rerolls 1 to save if in big numbers. Recommended size: 10 or 28 with plaguetouched. They move 5”. Can hold objective well with 5++ save, great weapons give to a mortal army much needed rend. sword vs 4+ save: 3.41 wounds Great weapon vs 4+ save: 4.6 wounds Units: - Blightkings: cost 180 points. Wounds: 16. Save 4+. Invulnerable save: none. On hero phase on a 6 for each unit near them they deal mortal wounds or heal if nurgle. They move 4”. recommended size: usually 5 due to their large bases. Hammer unit vs lower save armies. Average wounds vs 4+ unit: 6.25 wounds. With a lord of war/dark avenger modifier: 10 wounds. - Plague Drones Cost: 220 points. Wounds: 15. Save: 5+. Invulnerable save: 5+. They can do mortal wounds on a 6 to wound if near a daemon hero of nurgle. They move 8”. Hammer and fast unit. recommended size: 3-6. Average wounds of shooting vs 4+ unit: 0.5 Average wounds in combat: 3.66 wounds. Globally they deal a medium of 1.5 mortal wounds per round of combat. With glottkins buff they deal: 5.67 +0.5 wounds totally. With the buff they also deal 2.5 mortal wounds per turn. - Bile Trolls Cost: 200 points. Wounds 15. Save 5+. No invulnerability. They heal wounds. They move 4”. recommended size is 3-6 trolls. Hammer unit with low bravery. Good against high saves. Average wounds per shooting: 2.22 Average wounds in combat: 5.33 Also they have 50% of chance of getting an extra auto-hit for the vomit. - soulgrinder cost: 280 points. Wounds: 16. Save 4+. No invulnerable save. Can run and shoot. it moves 12”. Hammer unit and also a ranged threat. Average wounds of shooting vs 4+: 1.61 wounds Average wounds in combat with talon, claw and legs: 4.67 Buffed by the glottkin, against a 4+: 6.45 wounds without the shooting. - plague monks: cost 70 points. Wounds 10. Save none. Have lots of useful and interesting abilities, if they charge they deal more damage. The damage is counted as bringing a woe stave and being in charge. They move 6”. recommended size: 20 but some pestilens players may want to comment on that one. Average wounds against 4+: 4.58 wounds. They deal a lot of damage for being a so weak unit, great hammer but needs to be safe from shooting. - Plague censer bearers Cost: 60 points. Wounds: 5. Save none. Deal damage in an aura on a 4+. Rally squishy, as for the monks they are conted as in charge for their damage. They move 6”. recommended size: 5-10. Average wounds vs 4+: 3.33 wounds. They reroll to hit if near plague monks, but overall they do less damage then the monks and are more expensive. - Plagueclaw catapult Cost:180 points. Wounds 6. Save 5+. Deal more damage based on target’s unit size. Non boosted damage against 4+: 1.62 wounds. Boosted damage against 4+: 4.86 wounds. Useful againsts some big units. Generally doesn’t deal a lot by itself. - Plague Ogres Cost: 160 points. 15 wounds with a 5+ save. On a 6 a killed model returns to life with 1 wounds. Have the nurgle’s rot aura, but weaker. If they charge they reroll hit rolls. They move 5”. as a recommended size i think it could go with the trolls' size. Average wounds vs 4+: 4 Average wounds with charge bonus: 6 wounds. I honestly thought that they were much worse. - Gigantic chaos spawn Cost: 180 points. 12 wounds. 5+ save. Has some nice rules in her mutations, can be marked and if it does a double with her tentacles it hits on a 3+. Moves 3D6”. Average move: 10.5”. Average damage vs 4+: 3.10 Average boosted damage: 3.49, not much higher. - Gorebeast chariot Cost:100 points. 8 wounds a piece with 4+ save. Must be played with greatblade since this gives to one weapon rend. Can deal mortal damage on the charge. Can explode attacks, doubling the attacks on the gorebeast. Moves up to 8”. Average damage vs 4+: 1.92. Damage with exploded gorebeast: 2.92 Can be boosted nicely by glottkin’s ability for +3 attacks. - BBeasts of nurgle: cost: 60 points. can boost the squad. Has a 6 wounds with a 5+ save. No invulnerable save. They move 5”. Can run and charge, can do mortal wounds with their trail. Their locus double their damage on a 6+ to wound if near a daemon hero of nurgle. Average wounds caused vs a 4+: 1.24 wounds. With locus changes barely nothing. - Nurglings: cost:80 points. wounds: 12, with no save. They move 5”. They heal all wounds suffered if the base of nurglings was not killed. They can do additional mortal wounds to a unit to which it caused unsaved wounds. Average wounds caused vs a 4+: 0.83 wounds for 3 models. - Chaos chariot Cost 80 points per model. 7 wounds at 4+ save. Can add a d6 to their move. Move 8”. If they charge hooves get +1 to hit and wound. Average damage vs 4+: 1.37 wounds. With boosted hooves: 1.75 wounds. Battlelines: - Plaguebearers. Cost: 100 points. Wounds: 10. Save 5+. Invulnerable save: 5+. Reroll saves if near Daemon Hero of Nurgle. Gain benefits in malus modifiers for enemies as the unit grows in size. Recommended sizes: 10 and 30. They move 4”. Average wounds vs 4+ save: 1.83 wounds. Role: anvil - Marauders. Cost: 60 points. Wounds:10. Save 5+. No invulnerable saves. Add hit and wound modifiers as they grow in size. Recommended size: any. They move 5”. Average wounds vs 4+ save with no buffs: 1.375 wounds Average wounds with modifier to hit buff: 1.83 wounds Average wounds with to hit and to wound buffs: 2.44 wounds. - Warriors: Cost: 180 points. Wounds: 20. Save 4+. Invulnerable save: 5+ with shields. Rerolls 1 to save if in big numbers. Recommended size: none. They move 5”. Don’t really have a place in a nurgle army apart from the great weapon set. Great weapon vs 4+ save: 4.6 wounds Units: - Blightkings: cost 180 points. Wounds: 16. Save 4+. Invulnerable save: none. On hero phase on a 6 for each unit near them they deal mortal wounds or heal if nurgle. They move 4”. Hammer unit vs lower save armies. Average wounds vs 4+ unit: 6.25 wounds. With a lord of war/dark avenger modifier: 10 wounds. - Plague Drones Cost: 220 points. Wounds: 15. Save: 5+. Invulnerable save: 5+. They can do mortal wounds on a 6 to wound if near a daemon hero of nurgle. They move 8”. Hammer and fast unit. Average wounds of shooting vs 4+ unit: 0.5 Average wounds in combat: 3.66 wounds. Globally they deal a medium of 1.5 mortal wounds per round of combat. With glottkins buff they deal: 5.67 +0.5 wounds totally. With the buff they also deal 2.5 mortal wounds per turn. - Bile Trolls Cost: 200 points. Wounds 15. Save 5+. No invulnerability. They heal wounds. They move 4”. Hammer unit with low bravery. Good against high saves. Average wounds per shooting: 2.22 Average wounds in combat: 5.33 Also they have 50% of chance of getting an extra auto-hit for the vomit. - soulgrinder cost: 280 points. Wounds: 16. Save 4+. No invulnerable save. Can run and shoot. it moves 12”. Hammer unit and also a ranged threat. Average wounds of shooting vs 4+: 1.61 wounds Average wounds in combat with talon, claw and legs: 4.67 Buffed by the glottkin, against a 4+: 6.45 wounds without the shooting. - plague monks: cost 70 points. Wounds 10. Save none. Have lots of useful and interesting abilities, if they charge they deal more damage. The damage is counted as bringing a woe stave and being in charge. They move 6”. Average wounds against 4+: 4.58 wounds. They deal a lot of damage for being a so weak unit, great hammer but needs to be safe from shooting. - Plague censer bearers Cost: 60 points. Wounds: 5. Save none. Deal damage in an aura on a 4+. Rally squishy, as for the monks they are conted as in charge for their damage. They move 6”. Average wounds vs 4+: 3.33 wounds. They reroll to hit if near plague monks, but overall they do less damage then the monks and are more expensive. - Plagueclaw catapult Cost:180 points. Wounds 6. Save 5+. Deal more damage based on target’s unit size. Non boosted damage against 4+: 1.62 wounds. Boosted damage against 4+: 4.86 wounds. Useful againsts some big units. Generally doesn’t deal a lot by itself. - Plague Ogres Cost: 160 points. 15 wounds with a 5+ save. On a 6 a killed model returns to life with 1 wounds. Have the nurgle’s rot aura, but weaker. If they charge they reroll hit rolls. They move 5”. Average wounds vs 4+: 4 Average wounds with charge bonus: 6 wounds. I honestly thought that they were much worse. - Gigantic chaos spawn Cost: 180 points. 12 wounds. 5+ save. Has some nice rules in her mutations, can be marked and if it does a double with her tentacles it hits on a 3+. Moves 3D6”. Average move: 10.5”. Average damage vs 4+: 3.10 Average boosted damage: 3.49, not much higher. - Gorebeast chariot Cost:100 points. 8 wounds a piece with 4+ save. Must be played with greatblade since this gives to one weapon rend. Can deal mortal damage on the charge. Can explode attacks, doubling the attacks on the gorebeast. Moves up to 8”. Average damage vs 4+: 1.92. Damage with exploded gorebeast: 2.92 Can be boosted nicely by glottkin’s ability for +3 attacks. - Beasts of nurgle: cost: 60 points. can boost the squad. Has a 6 wounds with a 5+ save. No invulnerable save. They move 5”. Can run and charge, can do mortal wounds with their trail. Their locus double their damage on a 6+ to wound if near a daemon hero of nurgle. Average wounds caused vs a 4+: 1.24 wounds. With locus changes barely nothing. - Nurglings: cost:80 points. wounds: 12, with no save. They move 5”. They heal all wounds suffered if the base of nurglings was not killed. They can do additional mortal wounds to a unit to which it caused unsaved wounds. Average wounds caused vs a 4+: 0.83 wounds for 3 models. - Chaos chariot Cost 80 points per model. 7 wounds at 4+ save. Can add a d6 to their move. Move 8”. If they charge hooves get +1 to hit and wound. Average damage vs 4+: 1.37 wounds. With boosted hooves: 1.75 wounds. Unit’s effective damage taken before being wiped out: - Plaguebearers: 18- ish wounds flat. With locus: 19.24 wounds. As 30 they get a -1 to hit for enemies in combat. Only calculating this one cause no one will shoot at plaguebearers usually. Wounds in this case are 62.25. calcs with locus changes minimally. 13.33 wounds against mortal wounds. With glottkin’s spell, as 30 they have 124.5 wounds. - Marauders: 13.33 wounds flat. With harbinger of decay: 17.77 With -1 to hit from plaguetouched: 18.83, increases even more if harbinger is nearby, to 24-ish. 10 wounds against mortals, 13.33 if harbinger is nearby. With glottkin’s buff and plaguetouched as 10 they have nearly 48 wounds. - Warriors: 40 wounds flat without shield. 53.3 with shield. With harbinger their save with no shield becomes 53.3. With plaguetouched and shield they are boosted to: 62.22 wounds. - Blightkings: 32 wounds flat. 42.67 wounds with harbinger buff 16 against mortals. 21.33 against mortals with harbinger’s buff. - Plague drones. 26.67 wounds flat. 20 vs mortals. - Bile trolls: 20 wounds flat. 15 against mortals. - 7 Soulgrinder: 32 wounds flat. 16 vs mortals. - Monks and censer bearers: no save, so flat wounds. - Plague ogres: 20 wounds flat. 15 vs mortals. - Gigantic chaos spawn: 16 wounds flat, 12 vs mortals. - Gorebeast chariot 16 wounds flat. Boost to 21.33 with harbinger 8 vs mortals. Boost to 10.26 with harbinger - Beasts of nurgle: 8 wounds flat. 6 vs mortals. - Nurglings 12 wounds flat and vs mortal wounds. - Chaos chariot: 14 wounds flat. Going up to 18.67 with harbinger. 7 vs mortals. Going up to 9.3 with harbinger of decay Leaders WIPPING Edit: added average taking wounds before wiping.
  25. This is my first time attempting the black Daemon if flesh!
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