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Found 11 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. [Tactica] Blades of Khorne

    Hi guys, a while ago I decided to make up a tactica and due to the recent GH2017 release I think it's the right time to think about this. Especially since I'm still very happy to see more Khorne players joining the game as they really offer a great devilish, gladiator or barbarian design many Fantasy genre fans seem to like. Since the start of the write up I decided to cut down the tactica in multiple posts and will try to give a weekly update until we've got pretty much everything covered. Which in turn will likely mean another update once GH2018 hits the shelves. First and foremost the Khorne unit choices will be covered here. Meaning Sorcerers and Allies will not discussed initially but might be added later down the road for players who really want to have these pieces covered. The topic itself will consist out of 8 steps to succes: 1. Changes 2. Allegiance 3. Battalions 4. Getting the most out of your Units 5. Getting the most out of your Battle Rounds 6. Army List preparation 7. Game preparation 8. Following the competative metagame As several reviews can also be found on the internet in regards to Blades of Khorne the topic will be much more focused in terms of how to use these units well instead of compairing them to each other within the book. If you are looking for a review I did one myself before (note under GH2016) and a mate of mine, Josh, also made one himself which covers a lot of units into detail. The reason as to why I will not redo the review here is because in many cases the lists in Age of Sigmar isn't the prime key to constant succes, playing (a list) the right way is. Changes (as per GH2017 and Errata) Another Generals Handbook means another update! But this time just a smaller coverage overall as it will limit itself to the direct changes and the consequences in a more specific way. I feel a lot of stuff is written on the great synergy and “competitive choices” in general while applied unit use or “tactica” is usually much less covered. So this too will be a mix of covering changes but also giving some tips to remain successful with your Khorne army. It's important to start out with the changes though as it means that just having the Blades of Khorne book does mean your working with outdated information. To me knowing what choices you have to work with is the first step to succes. Changes to Khorne Rules First things first, this post covers the larger rules changes to Blades of Khorne from the general Rules Errata and Chaos Errata: http://www.tga.community/forums/topic/6134-lets-chat-khorne/?do=findComment&comment=132256 In (very) short it boiled down to three very relevant things: 1. Blood Tithe points can only be used at the start of the Hero phase 2. Rage of Khorne’s additional attack now isn’t stackable 3. Most pile-in effects have now been clarified to be available when an enemy model is within 3” of the model Artefacts and other abilities have been effected however I’d recommend checking the full post for those details as they differ per entry. One very noteworthy Artefact is The Crimson Crown which thanks to the errata now works at 6 or more, meaning hit effects do apply for it and this makes Bloodletters in particular extremely nasty. It’s worth to mention that Blood Tithe points in general have become less of a supporting factor as before and due to the increase of larger unit sizes the amount of opposing units will usually also be slightly less as before as there is a reward to running for example 30 in one unit as opposed to 3 times 10. Nonetheless the Blood Tithe system is still rewarding and as before focussing on effect 1, 2 and 3 is often more ideal than focussing on the rest. Changes to Khorne Battalions These changes for me personally boiled down to still very much considering the use of Murderhost, Brass Stampede and Gore Pilgrims from the book and Bloodmarked Warband from Everchosen. Other Battalions to me have become less interesting even while some of them (specifically for Khorne Daemons) have not been increased with an additional 100 points. The reason as to why multiple Battalions have become less interesting is because they directly compete with (support) unit costs now. For example quite some Battalions now range from 140 points to 180, this means that in many cases you could have ran an additional unit of Skullcrushers or Wrathmongers instead, which does mean you obtain survivability and access to more Blood Tithe points. Then the Battalions costed 200 points or more to me are just not in contention with the use of say another two Slaughterpriests, two Khorgoraths or even a full Bloodreaver or Marauder unit. Changes to Khorne Units As we are an army very much focused on infantry in general the biggest positive changes we received actually came in the form of running our units at the sizes we’d ideally run them at anyway. The following specific units where effected in a positive way: Wrath of Khorne Bloodthirster (-30) Bloodthirster of Unfettered Rage (-40) Bloodthirster of Insensate Rage (-20) Skullcannons (-20) 30 Bloodletters (-30) Skarr Bloodwrath (-40) 3 Mighty Skullcrushers (-20) 30 Blood Warriors (-80) 40 Bloodreavers (-40) Khorgoraths (-20) Slaughterbrute of Khorne (-20) Chaos Lord on Manticore (-50) Chaos Warshrine (-20) Chaos Knights (-40) Chaos Chosen (-20) 30 Chaos Warriors (-60) Chaos Marauder Horsemen (-10 and -60 for 30) 40 Chaos Marauders (-40) Chaos Spawn (-10) 3 Varanguard (-60) This is a large list which in general is great for us as it allows us to really create new armies, the side effect of this off course is that in order to have a competitive army it’s likely your army will have to change as well. The best parts of this is that Bloodthirster Generals (or with an Artefact) have all become legit good choices. We don’t have a lot of Flying units so this change is very welcome. In addition we see Skarr as a legit choice and running Skullcrushers, Bloodletters, Bloodreavers or Khorgoraths has never been as great. The other changes are nice as well but Blood Warriors as a block of 520 points in one place are still difficult to defend from a tactical level at 2000 points. Over 2000 though a lot of the minor positive changes also contribute to a more well balanced army. The changes in general have been very positive to Blades of Khorne but also Slaves to Darkness. In that same vein the change to Chaos Knights has made them a legit fast choice for us. Marauders are still a very durable horde unit and Marauder Horsemen continue to provide a ranged support with Khorne mark. In addition a Chaos Lord on Manticore can also be a very cool visual centerpiece. Then some units are also increased in cost which are: Valkia the Bloody (+20) Aspiring Deathbringer with Goreaxe and Skullhammer (+20) 5 Skullreapers (+40) I personally think that despite these changes all these units can still be defended as a good choice, however I do feel (largely due to the GH2016 mindset most of us are still in) that in order to take these you will have to take some of the discounted pieces first. I personally don’t expect to run Valkia or the Aspiring Deathbringer but Skullreapers still can have a function if you can find the points for them and feel like running them. The stiffest competition for them now for me are Khorgoraths (as a support Hero replacement) and Wrathmongers or Mighty Skullcrushers (as a smaller shock unit). Khorne GH2017 Costs Knowing your own army is the first step to succes, this is the changes or basically knowing your own basics. If your a veteran to the game these costs become seconadry to talking about units, judging their output versus other pieces in the game but general understanding why X makes a lot of appearances and Y doesn't. Daemons (Keyword Daemon; Khorne) Bloodbound (Keyword Bloodbound; Mortal; Khorne) Slaves to Darkness (Keyword Slaves to Darkness; Mortal; Khorne) Everchosen (Keyword Everchosen; Mortal; Khorne) Forgeworld (Keywords mixed) FAQ Links Lastly change is constant so here are some of the linkts from the Age of Sigmar Downloads page. Age of Sigmar Rules (August 2017) Chaos Rules (August 2017) Forgeworld Matched Play Points (September 2017) [Under construction]
  3. Slave to Tzeentch

    Hi guys, i'm here to ask you if there's some good solutions for playing Slave to Darkness models (first of alla warriors and knights) with the new Disciple of Tzeentch book. I don't like horrors too much, but DoT book is really awesome and i wanna mix my favourite model with this allegiance. Here's a list i wrote: Chaos Lord on Demonic Mount Gaunt Summoner of Tzeentch with Familiars Lord of Change 30 Chaos Marauders 20 Tzaangors 1 Chaos Chariots 5 Chaos Knights 2 Chaos Spawn this is a 1500 points army. Any suggestions? Best regards
  4. 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.
  5. Khorne or Nurgle 2k?

    Have a game coming up on friday, can't decide which list is better and whether or not I should make any changes to these. KHORNE Aspiring Deathbringer (general) 80 Fury Bloodthirster 300 Herald of Khorne 80 Slaughterpriest 100 20x Bloodletters 200 2x 10x Chaos Warriors 360 6x Bloodcrushers 320 2x Skull Cannons 360 5x Chaos Knights 200 2000 NURGLE Harbinger of Decay (general) 140 Lord of Plagues 100 Epidemius 180 Bloab Rotspawned 260 2x 20x Plaguebearers 400 20x Chaos Warriors 360 3x Beasts of Nurgle 180 5x Chaos Knights 200 Gorebeast Chariot 100 3x Nurglings 80 2000 Alternatives available: Soul Grinder (1 for each), Daemon Princes (2x Khorne, 1x Nurgle), Skarbrand, GUO, Orghotts Daemonspew, 10x Warhounds, 5x more Knights, Warshrine, Herald of Nurgle, another Herald of Khorne, 5x Flesh Hounds, 10x Furies, Lord or Sorcerer on Manticore, Sorcerer lord on foot, 2x more Slaughterpriests, Hellcannon, Dragon Ogor Shaggoth, Exalted Deathbringer w/Spear Might be more that I'm not remembering haha
  6. How competetive is this collection?

    Hi there! I've been playing AoS since is came out, but we've been relaxed and casual about it, usually taking what seems cool. As a result my collection of mortals (with a bit of a Tzeentch mutant theme) was chosen for what seemed like a cool idea and for fluff I like. I'm not about to get competitive with AoS (the group in my city are not keen on that kind of thing and I would use and/or mix in my Tzeentch and Slaanesh daemons if I wanted to optimize), but I am curious to know how "competitive" this army can be. Any play tips or weakness to look out for would be appreciated. My collection is as follows (everything marked/painted for Tzeentch): Leaders: Chaos lord (converted from the free white dwarf slaughter priest(?) model) Chaos sorcerer lord Tzeentch sorcerer lord Exalted hero with battle standard Dragon ogor shaggoth Battleline: 3x10 warriors (hand weapon and shield, 3 set of command) Behemoths: Mutalith vortex beast Chimera No role: 1x10 forsaken (converted from warriors with spawn bits, love these guys) Chaos chariot Gorebeast chariot That makes 2000 points I also have 2 familiars and 6 (scratch built) spawn. I'm not sure how to get the most out of the chimera and what (if any) I should exclude to have some spawn in a summoning pool.
  7. Some of the work in progress pictures of my Great Unclean One which was about 99% finished for Warlords! So I started by building the majority of the model and the cut off the tentacle whip arm and positioned it on the rear of the model to be his new tail. I cut away a large amount of the top of the model and then filled the body with pieces of scrap cork so the repositioned spikes on top would have something to attach to. I then filled in the top of the model with some older less workable greenstuff. Made an arm out of greenstuff so I could place the newly created plasticard sword in position so I could get a feel for how the overall model would look. I then sculpted the top of the model and a new arm over the top of the placeholder arm in the previous image. I used loads of glass microbeads to add more details and make it more "nurgley". Once all the sculpted was done I sprayed the model black and then white from above to see where all the shading would go. I then airbrushed down the first base coats of green and some purple in thin layers around the sore areas. Followed by hours upon hours of painting the blisters in 3 layers and then going back and glossing them all. As you can see in the image above I went very yellow on them with a glaze, which I didn't like so went back and painted them all over again... The gloss parts were added on the base and are still drying in the pic below
  8. Some Maths on Nurgle Units

    Hello, since i really like rotbringers and i am trying to build a competitive force i tried to do a thing can generally help also this community ^^ all the following maths are about mortal nurgle i did not include plaguebearers in it. maybe in a second time i could try also doing this for daemon and tamurkhan units like trolls and something else. i simply have done a math of wounds and damage for battleline units and heroes, rating them and i will also post a final comment in which i tell you my impressions about these calculations. sorry if my english isn't ideal but is not my native language and i am still improving it ^^ MATHS i wrote the wounds a unit make (for battleline i took the 180 points cap for easier calcs) and the wounds and mortal wounds it can take before falling. is not a complete overview of the unit, cause it is only based on combat, does not count command abilities and abilities. for example i didn't count abilities of marauders or GDC for their damage count, still i will write a comment below on each unit. first Number: wounds they make. second Number: wounds they take. heroes has also a brief description on command abilities. BATTLELINE Warriors: on a 4+ save they make as 10 : 3.33 wounds. They have a 4+/5++ save with 2 wounds, means 5.667 wounds per model with no rend. Have 3 wounds against mortal. Total for 180 points: 56.67//30 Marauders: on a 4+ save they make as 30: 3.75 wounds. They have a 5+ save with 1 wound, meaning 1.3 wounds per model with no rend, 1 against mortal. 39//30 Blightkings: on a 4+ save they make as 5: 4.667 wounds. They have a 4+ save and 3 wounds. They also heal and damage with aura. They have 6 wounds per model with no rend. Have 3 wounds against mortal. 30//15 Battleline Impressions: warriors: great anvil, it's the unit that deals less damage for its costs, is the one who tanks the most. i think they are generally better in small units of 10 as decent stopper, since they cost a bit too much for they damage capabilities. marauder: they are imho the real deal about troops choice in terms of mixing damage and mortal wound tankiness. they also benefit from some cool rules that make them hit really hard, also they have a nice cost 6/model. i think that a big unit of 30 is maybe a must, definitely it is if u wanna play the plaguetouched warband, since u only lose 2 models for a great buff to his damage potential. blightkings: they deal the most damage, they are weak to mortal wounds, but with their abilities they can heal and do stuff. i calculated the D6 extra damage for the ability for the total count, since it's a pretty easy calculation. HEROES Lord of Chaos: on a 3+ save he makes: 0.44+1.78. on a 4+ he makes 2.59 wounds. He has 6 wounds with a 4+ save, means 12 wounds for a no rend weapon. Slighty more damage with nurgle buff.command is fine. Lord of Plague: on a 3+ save he makes: 1.33 wounds. On a 4+ he makes 1.55 wounds. He has 7 wounds with 4+ save and istant regen of 1 wound, making him at least 16 wounds against no rend weapons. Command is ******. Harbinger of Decay. On a 3+ save he makes 1.33+0.44 wounds, 2.07 against 4+.+ 2 Mortals for the blade. Vs spells he has 18 wounds. Against a no rend weapons he has 18 wounds, against mortal wounds he has roughly 9 wounds. Command is really strong. Chaos Lord on Daemonic Mount: on a 3+ save he makes 1.77+0.67. He does 2.84 damage at 4+. He has 21 wounds against no rend weapons, 10 vs mortals. Command is fine. Gutrot Spume: he deals 1.77+0.55 wounds. On a 4+ he deals 2.7 damage. He has 21 wounds against no rend weapons, 7 against mortals. His rule is nice as ******. His command sucks. Orghotts: on a 3+ he deals at max strenght: 0.97+1.11+1.04+0.5. on a 4+ he deals: 4.10 damage. He has 36 wounds against no rend weapon. Has 12 wounds against mortals. Command ability is nice. Morbidex: on a 3+ he deals: 0.83+2.22+1.04. on a 4+ he deals: 4.77 wounds. He heals wound. Makes nurglings stronger. No command ability. Glottkin: on a 3+ he deals: 1.55+3.33+0.55+1.33. on a 4+ he deals: 7.86 wounds. He has 36 wounds vs no rend damage. 18 vs mortals. Heals D3 on each of ur hero phases. If charges deals D3 mortals. Command is strong. For commanders: Lord of Chaos: for 100 points is the better lord, his damage is kinda ok, its reaperblade allows him to try a takedown on an enemy hero/behemoth. his command is kinda ok, but it's pretty a small buff. kinda bad he isn't included in any formation except for plaguetouched warband. Lord of Plague: i think he is complete ******. he deals way too low damage and his abilities are really weak. i think he is the weakest lord in the nurgle army. Harbinger of Decay: his stats are not that great, but his command holy moly. his blade allows him to do extra damage and spread a desease on enemy units that can deal quite a bit of damage. Chaos Lord on Daemonic Mount: deals a bit more damage than harbinger but tanks at the sime way and costs the same. his abilities are not that cool as the harbinger ones tho. i think he is inferior unless u building like 3x gorebeast chariot. Gutrot spume: i have been quite impressed by his stats.atches the one of the daemonic mount lord and has the same wounds against rend. i personally think he is kinda good?since his ability of grabbing an enemy weapon is cool (expecially on those characters that need a specific weapon in order to do damage). he is more like a standalone hero tho, that maybe can support well a blightking unit in close combat, rather than a general. overall not that sure about his usefulness. Orghotts: stat wise he is the second maggoth lord. he gains however a great command, which puts him on top of the maggoth lords imho. Morbidex: 1st maggoth lord in combat, but he has no command, a ****** aura and a cool regen. i think he is ok. Glottkin: i made some maths and he is the worst cost/damage*wounds ! the command ability is pretty cool, but, as someone said in another of my posts, he dies too quickly, so i don't think he is that worth (expecially against mortal wounds). however he packs also a cool mage, with a nice spell that can turn marauders into something horrible to face. So that is the end of this post, i think that it is pretty interesting, i spend quite a lot of time making these maths, i hope it helped someone beside me! now i have to build my army against ironjawz and stormcast, i think i will post a new list soon if someone wants to help me ^^ thanks all for reading, have a nice day!
  9. Battleline

    hello again. Lately i've noticed more an more when building lists when it comes to battleline units for units which get buffs for larger sizes ( chaos warriors, plaguebearers, bloodletters etc etc. ) i've been constructing the list with one large group in mind and two smaller ones to fill out the battleline. for instance for slaves to darkness using the fatesworn battalion, one unit of 18 chaos warriors ( 360 points ) and 2 units of 5 knights, or two smaller units of 10 chaos warriors. or using rotbringers, one unit of 14 blightkings and 2 units of 5. when making a nurgle focused list ive got one large unit of 30 plaguebearers and two units of 10 chaos warriors, this gives me a strong central units and two smaller units to act as road blocks or flank protectors is this a good way of doing things? or is balancing the cost out between the units better?
  10. Skin Wolf (Front view)

    Forge World event model (2013, I think)
  11. Skin Wolf (side view)

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