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Found 10 results

  1. After a failed attempt to seriously get into AoS a while ago which was totally overrun by the release of 40k 8th edition, I'm back into the AoS train! And this time I've actually bought an army as a proof I'm here to stay : I'm going to do an army either usable as Hosts of Slaanesh or as Daughters of Khaine, thanks to the similarities between the models and a liberal use of greenstuff and magnets! The fluff idea behind them is a bit twisted, they'll basically be the remains of a dark elf Cult of Slaanesh from the old world that supposedly turned to Khaine when Malekith rose, but still the cult remained beneath the surface and, when the End of Times came and Morathi revealed her true allegiance again, they returned to the Dark Prince in search of power. However, in the Mortal Realms, with Slaanesh gone, and the cult of Khaine divided, they turned to a new master, Malal, the Renegade god, who promised them the power they had lost. Because of this they're the Divided Host, followers of three powers but not entirely of none, which fits perfectly the Invaders trait of the Hosts of Slaanesh. I've already posted my lists in both the Let's Chat threads of the Daughters of Khaine and Hosts of Slaanesh, but also wanted to have a thread to post the AoS version of the models (you can check my thread at the Bolter and Chainsword for 40k-related things, daemons are usable in both systems after all), and that's why I'm posting here. I've already finished a Cauldron of Blood/ Chariot of Slaanesh. The chariot version can either be used as a Herald on Exalted Seeker Chariot: Or as a non-Exalted Chariot by removing the seekers and extra armour on the sides, which are magnetised: And then there's the Cauldron of Blood version, which exchanges the lash for a chalice and adds... well, a cauldron of blood, as you could expect: It's all done based on the Cauldron of Blood box, which is a truly amazing kit and I couldn't recommend it more. I've basically turned the staircase outwards, the rack that should hold the frontal wheels upwards with two steeds of slaanesh chained to them and the armour plates that normally are beneath the stairs I've put on the sides with another two steeds, this ones with daemonettes riding them. The steeds are all done with a press mold of the classic Juan Diaz sculpts and retconned a bit with greenstuff to differentiate them and fix the many errors that a press mold leaves. As for the witches/ daemonettes and the hag/ herald, I've carved off the nose and the "tiara" they have so that their faces are like the old daemonettes, converted the boots into clawed feet and changed a knife to be held sideways, mimicking the shape that a daemonette claw would have. Also the Herald has a magnetised arm that can either be used with a Flensing Whip or a Witchbrew, and maybe I'll make a Deathsword option later on if I need to. What I'm debating right now is about how to paint them, though I more or less have a scheme thought: I still need to try a more human-like skin tone, though I like the one I did here a lot, so will probably end up with it anyways. My main doubt right now is with the hair, should I paint it white, black, black with white points? Any opinion would be appreciated! Other things I'm contemplating are the colour of the eyes, I'm tore between glowing green and pure black; and will try different tattoo patterns later on to see how they look. Also take into consideration that the one on the left is mostly finished, but the right one isn't. Anyways, hope you like it and comments and constructive criticism are always welcome, hope to update with more models soon!
  2. So in order to avoid me spamming the malign portents tale of ?? With all my project photos I have instead decided to make a topic to share my painstaking tribal themed daughters of khaine conversions with you all! These are trying to be designed with both being a fun army project and also a first forray into AoS28 with some of them, trying to capture character and a bit of a dark edge in the girls (painting is gonna make all the difference I think) Anyway without further ado here are the girls so far!!
  3. Let's chat: Daughters of Khaine

    Aloha! With GHB2 on the horizon and Daughters of Khaine having been confirmed to have allegiance abilities, it suggests they aren't getting any love anytime soon, or that they likely won't be involved in the new Aelves release whenever that is. So let's instead try to look at what we have, and see where we can go with it. I have a metric ducktonne of various DoK-models from my old Dark Elves that I look to put to use, and with this book, it might just be the reason we need to pick up our old girls. Unit by unit, we're still pretty limited, though we're ahrdly worse off than for example the Ironjawz. Let's look at what we currently have; Cauldron of Blood: Offers Bloodshield and a very strong command ability, but suffers from having to choose between combat prowess and Witchbrew. A decent buff machine at a very reasonable price, and very powerful in that it has monster stats but not the monster keyword. Death Hags: Extremely cost-efficient, and offers the possibility of creating large areas of increased bravery for units with banners. The potentian for multiple Witchbrews allows your cauldrons to take the sword option. One of your very few sources of mortal wounds with her prayers. Witch Aelves: Your bread and butter. Units of 30 of these have a buffer for casualties before combat, and the amount of potential buffs and rerolls make the sheer amount of saves you're able to force intimidating. Look out for a points decrease in GHB2 if skirmish values are anything to go by, Bloodwrack Shrine/Medusae: You give up a bit of speed for 8 extra wounds when you take the shrine compared to the singular Medusae. At only 20 points extra (currently), the added survivability and damage potential (through crew and Aura of Agony) of the shrine is a no-brainer unless you really need the extra few inches in the early game. Another source of mortal wounds. Sisters of Slaughter: Significantly more expensive than the Witches, but perform a largely different role. With their added defence and mortal wound retaliation, these girls are perfect elite hunters to go up against enemy heavy infantry. Doomfire Warlocks: Your primary and most reliable source of mortal wounds, and the best objective claimer you have. They don't get a banner, however, and is very susceptible to battleshock. Bloodwrack Sisterhood (battallion): It's cheap, and it offers a potential Kunnin Rukk effect... but it's also extremely situational, and sadly only allows a single Death Hag to be taken, making it far less valuable as a one-drop. The plus side is that it affects all your units, as DoK is not an MSU army and you rarely use more than six units. Worth it, but far from mandatory. Potential allies: Executioners are an obvious choice, adding armour and reliable mortal wounds to the army, as well as the lore connection between them and the Witches in the old world. An Archmage offers an added layer of protection, similar to Death's current allegiance ability. Shadow Warriors offers a ranged threat, as well as an option for screens and early charges to allow your girls safer passage. A Celestial Hurricanum provides target saturation for the Cauldron and Shrine, as well as a potential ranged threat and buffs to the girls. A Durthu is just flat out a monster, that demands attention and will keep a lot of damage off your girls. Strenghts: Fast, massive numbers, solid bravery, can output insane amounts of damage, large models without monster keyword. Weaknesses: Dies fast and easy, damage output considerably lowered when losing buffs, no significant ranged threat, lack of mortal wounds, bad combat heroes. Overall verdict: DoK are currently in a really bad state, and until we see the new rules, they're not even remotely competitive. With certain points adjustments, however, and allegiance abilities that cover some of the weaknesses, rather than enhance the strengths, I think they can be an interesting choice for a mid-tier army, giving some much needed love back to the druchii. I for one am massively excited to see where they end up, and if they are viable enough to invest time in re-basing and re-building my old models into a coherent new AoS force. So, what would we like to see for the DoK? Which abilities, which units getting points adjusted? Discuss.
  4. cauldron.jpg

    Photo with slightly better light.
  5. Hi guys, Hoping for some pointers, if you'd be so kind? I've got the core my force down and I've been led more by models I like than thoughts of competition. However, since I got Azyr I've been messing with list after list thinking about how to build my force into a full 2000 points and maybe even take it out for a spin at some events. I have Witch Aelves and a cauldron that are definitely the 'thematic heart' of my list. But, what do I add? I've got a few different ideas and some notion of the pros and cons, but I'd value a little appraisal. 1: Witches and Warlocks Cauldron, Death Hag 20 Witch Aelves, 20 Witch Aelves, 20 Witch Aelves Bloodwrack Sisterhood 2 Bloodwrack Medusae, 15 Doomfire Warlocks. Pros: more groups of witches have better chances of getting that 6 and making the formation worthwhile. Cons: No shooting, 20 witches means when 1 dies they lose their bonus for having 20+, holding objectives? Defending, surviving. 2: Double Cauldrons Cauldron, Cauldron, Death Hag 20 Witch Aelves, 20 Witch Aelves, 20 Witch Aelves Bloodwrack Sisterhood 2 Bloodwrack Medusae, 5 Doomfire Warlocks, 10 Sisters of Slaughter Pros: *same as above +Second cauldron improves chances of Witch Aelves surviving long enough to make it into combat, second chance at that 5+ ward. Cons: *same as above -> No shooting, 20 witches means when 1 dies they lose their bonus for having 20+, holding objectives? Defending? 3: Blood and Wood Cauldron, Glade Lord on Forest Dragon, Spellweaver 10 Dreadspears, 20 Glade Guard, 8 Glade Riders 10 Doomfire Warlocks, 30 Witch Aelves Pros: Mobile, can shoot, has a more obvious back-line for holding ground, Glade Lord as trouble shooter, Spellweaver resurrecting Glade Guard could give them a little more staying power, Glade Riders to harass, draw attention away from Witches. Cons: Not taking advantage of any big buff. Just minor synergies between a unit a hero. Still a glass hammer. 4: Blood and Thunder Cauldron, Lord-Cellestant, Knight-Vexillor 10 Dreadspears, 5 Liberators, 5 Liberators War Hydra 15 Doomfire Warlocks, 30 Witch Aelves Pros: Toughest list I've drafted (wounds and saves). Cons: Not taking advantage of any big buff. Just minor synergies between a unit a hero. 5: Hello Dark Elves my old friend... Cauldron of Blood, Mistweaver Saih, Sorceress 10 Dreadspears, 10 Dreadspears, 10 Dreadspears War Hydra 1 Bloodwrack Medusae, 15 Doomfire Warlocks, Witch Aelves Pros: Plenty of magic, a definite balance of offense and defense. Cons: Not taking advantage of any big buff. Just minor synergies between a unit a hero. Notes: So, I'm big on Witch Aelves, a Cauldron and Doomfire Warlocks. I haven't played that many games really, certainly not competitively, I imagine any of these lists would get absolutely nuked by whatever teleporting, rapid-firing, mortal wound farting monstrosities are currently ruling the meta out there. So I'm not that bothered if it's rubbish compared to them. As I built these lists I was making up fluff and imagining the painting etc. I could enjoy building any of them. I like the Exiled Blood Cult formation - but I'm not keen on using a 'Dark Elf' warscroll (haven't they been... "archived" now?) I think Cauldron of Blood is enough of a buff for the Witch Aelves, without going all in on the Bloodwrack Sisterhood. The Bloodwrack Sisterhood is a pain in the butt. It's a clunky points jigsaw and (IMHO) its bonus works against the warscrolls. That is to say, the warscroll rewards you for BIG groups of witch aelves, formation rewards you for LOTS of groups of Witch Aelves and if you try and reach for both those prizes you got 90-120 Witch Aelves to cram around your 1 'battallion unit' cauldron. Not to mention that's basically your whole army there, in one giant bubble, which can't be everywhere at once. Does any one of these lists at all strike you as markedly better or worse than the others? Do you have any hints or tips I could benefit from (besides bin them all and buy the new Raptors with heavy bolters Sigmar's-Stormy-Strike-Lightning-Comet-Celestial-CrossbowsTM)?
  6. Area Saves

    Guys, I hope you can help me out, I have a question that is really bugging me! If a model (such as the cauldron of blood) grants an area shield to other models and a unit benefits from this rule, with some of its models in range of the shield and some outside, if that unit gets shot, how do you decide on whether models within that unit get the save? For example I have a unit of 20 Witch Aelves, 10 within range of the shield and 10 not, I then suffer 10 wounds during the shooting phase. Do I get to choose which models within the unit get wounded first therefore potentially they all get saves? Or do none of them get saves?
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