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AoS 2 - Slaves to Darkness 2 Discussion


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2 hours ago, W1tchhunter said:

but my best friend is a stormcast player who keeps sending me pictures of the ballista crew and saying how sharp there sextants are ūüėú

Well I guess they channel lightning or something. At least it appears their rules and lore aligned, well depending on who you ask ofc.

16 minutes ago, W1tchhunter said:

Yeah tbf your not wrong with the last bit :/ Wont tzeentch marked Iron golems pretty much always be a better choice than warriors now? Between coherency and just generally having bad weapon profiles they don't do any damage so survivability is there only thing. Iron golems will keep the plus 1 to save under 10 units and are much cheaper.

Depends what you want to do. They are not as resilient to MW, and memes aside Chaos Warriors fight better. They can easier be used to grind and blunt attack by resisiting and lowering numbers of enemy attackers.

Tough maybe with conjunction with Curse in Idolators as that gives +1 to praying?

Edited by Boar
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1 hour ago, W1tchhunter said:

Yeah tbf your not wrong with the last bit :/ Wont tzeentch marked Iron golems pretty much always be a better choice than warriors now? Between coherency and just generally having bad weapon profiles they don't do any damage so survivability is there only thing. Iron golems will keep the plus 1 to save under 10 units and are much cheaper.

Edit: Well I guess warriors have 2 wounds each but your definitely paying for it.

Well if we ignore offensive capability completely warriors are 10 points per wound and, assuming shields because why wouldn't you, a 5+ shrug vs mortals. Iron golems are 7.5 points per wound with no shrug but can get a 6+ from the warshrine. I think the two are a lot closer now but warriors do still have a place. They don't need the warshrine to babysit them, and they're going to be easier to fit in the mark of tzeentch bubble (should be a slightly smaller foot print for a comparable amount of wounds). I think the benefit of the golems is the ability to take them in smaller sizes than the warriors and being more flexible on the board.

Edited by Grimrock
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Just to derail, and as I'm probably getting a reputation at this point for asking stupid questions...

 

Can ravagers pick from the universal traits as well when picking for each hero? The writing says If your general is not a DAEMON PRINCE, you can pick 1 command trait for up to 5 different friendly RAVAGERS HEROES (excluding DAEMON PRINCES) in addition to the command trait your general can have. 

This doesn't state pick one ravagers Command Trait.

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1 hour ago, W1tchhunter said:

Just to derail, and as I'm probably getting a reputation at this point for asking stupid questions...

 

Can ravagers pick from the universal traits as well when picking for each hero? The writing says If your general is not a DAEMON PRINCE, you can pick 1 command trait for up to 5 different friendly RAVAGERS HEROES (excluding DAEMON PRINCES) in addition to the command trait your general can have. 

This doesn't state pick one ravagers Command Trait.

there are no stupid questions and yes you can pick from the universal traits for your ravager heroes as long as no heroes share the same trait ;) 

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4 hours ago, W1tchhunter said:

Just to derail, and as I'm probably getting a reputation at this point for asking stupid questions...

 

Can ravagers pick from the universal traits as well when picking for each hero? The writing says If your general is not a DAEMON PRINCE, you can pick 1 command trait for up to 5 different friendly RAVAGERS HEROES (excluding DAEMON PRINCES) in addition to the command trait your general can have. 

This doesn't state pick one ravagers Command Trait.

Yes, which is awesome. I put master of magic on a sorcerer lord (so I can be surer to teleport my marauders); and skilled leader on something else (because we are a command-point hungry army). 

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Cheap, flexible battleline is pretty nice!

Both untamed beasts and golems are obviously standout, with splintered fang obviously worth a look in certain situations too.

The Grand Strategy is to have units in each table quarter. I wonder if there is some play with Ravagers and summoning Marauder's offensively of Golems defensively each turn to achieve this? 

I still think chaos needs a bit of punch on its "traditional" units (warriors, knights etc) but the barbarian horde is getting a little better each update.

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Dunno I feel like marauders are better than all cultists combined. Iron golems are decent for tanking and untamed beasts are good for quick objective capture. But you don't need marks on untamed beasts to do that and reinforcing them is pointless as they do 0 damage and won't live a round of combat. 

I think this white dwarf update was needed. But at the end of the day, cultists and Co should have had this stuff from day one, at worst the first faq. The fact that this is what we have got after the books been out what, a year now? Is a bit ****** :P

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