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DJMoose

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About DJMoose

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  1. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Tons of snakes are absolutely brutal. You could take the Temple Nest battlion, but that is basically a 490 point tax for a sub-par unit and ability. It helps with drops, but so do maxed out units of snakes. I usually run 3 hags and two Medusas with one as my general, so I don't even bother with trying to get less drops sometimes.
  2. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Absolutely. A Medusa makes Blood Sisters battleline. I have seen several armies, including my own that are all snakes. Blood Sisters are brutal, Medusas are decent in combat and basic wizards, and Blood Stalkers are alright, but rather overpriced.
  3. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    I would like to title this story "My Inability to Roll Armor Saves," or "Why I chose Khalibron over Hagg Nar." So we finally met for another round of our Firestorm campaign after about 4 months and a new edition of AoS coming out. Another player and I were running a mixed Order army with a little bit of fudging with allies and allegiance abilities. The other Order player doesn't have too many models. Basically 30 Corsairs, a Fleetmaster, a cannon, and some handgunners. I had him take a gunmaster for rerolls to hit for his cannon. I took the following to fill in the gaps as we ended up with 1500 pts: Allegiance: Daughters Of Khaine - Temple: Hagg Nar Mortal Realm: Ulgu Leaders Bloodwrack Medusa (140) - General - Trait: Devoted Desciples - Artefact: Miasmatic Blade - Lore of Shadows: Mindrazor Hag Queen (60) - Prayer: Catechism of Murder Battleline 10 x Blood Sisters (280) 10 x Blood Sisters (280) Total: 760 / 1500 Extra Command Points: 0 Allies: 0 / 200 Wounds: 51 I challenged the Beastmen player to a battle in the Titanworks, (I imagined it as a huge forge) so we were using the realm of metal spells. With the Open War cards we ended up with basically hammer and anvil deployment but with our deployment zones directly adjacent. Our objective was "Kill the Messenger," where after deployment we chose a single model to be the messenger and we had to kill our opponent's messenger to win. The twist was that heavy rains gave a -1 to shooting, as well as -1 to run and charge rolls. The Beastmen player had 1600pts and had 2 big blobs Gors, a blob of Ungor archers, a blob of Bestigors, a Shaman, a Beastlord, a Cygor and a Ghorgon. He finished deploying first because he had 1 less unit than us. Unfortunately I forgot about Beastmen and their ambushing ability, so half his army came up behind us first turn, forcing my snakes to split in half to push towards his Shaman messenger hiding behind his Herdstone, and being forced to face his Bestigors with another unit of Blood Sisters, one of them being the messenger, as your general could not be the Messenger. The first turn was pretty brutal, as the corsairs went up the left flank to engage to blob of Gors surrounding the Shaman, and my Snakes charged at the Bestigors instead of definitely getting charged next turn. My Medusa proceeded to melt 7 Bestigors in the shooting phase while the cannon knocked a couple of wounds off the Cygor that was getting very close. My Blood Sisters charged the Bestigors, killing another seven, but with the Beastlord there they were not going to flee. My Blood Sisters with the messenger were frenzied with Witchbrew and so were not going to run either. My other unit of Blood Sisters engaged the Cygor, inflicting 9 wounds on it. Thankfully the Cygor failed to hit any attacks in it's combat phase, thankfully saving my snakes from several 3 damage attacks. By the bottom of turn 2 things were getting tense. Due to incredibly bad rolling on my part, I could not make any armor saves, nor boosted Fanatical Faith rolls for my snakes, leaving me with two snakes left in the unit with the messenger fighting the Bestigors. The corsairs managed to kill a bunch of the Gors around the Shaman, leaving an opening for my other snake unit to scoot across the table as they were able to down the Cygor. My snakes managed to take down the Shaman, winning the game, but had my opponent had the chance to choose his Beastlord over by the Bestigors, he would have killed my messenger, giving him the game. I have played with Hagg Nar a couple of games now, and unfortunately it has done nothing for me due to a) extremely bad rolling on my part, rendering the bonus to Fanatical Faith saves moot, or b) the game ended before turn 3, negating the huge bonus to rerolls that turn. Thus most of the time I have won I have been using Khaliebron, where having extra Melusai units in my Temple Nest has helped, as well as the amazing teleportation ability. I want to use Hagg Nar more for the resilience it can give, but it doesn't help when my dice do not cooperate. 😂 Anyways, yet another win for the Daughters!
  4. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Rule as written once per battleround instead of moving in your movement phase, you can use the Shadowpaths rule. That is their movement for that phase. To me it seems that you could choose to move normally in the movement phase, choose to not move in the movement phase, or sacrifice your normal move to then use the Shadowpaths rule.
  5. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    So after months of building up my DoK I am finally at the painting stage. This is just a test Witch Elf, which is not too bad after nearly 10 years of not painting in the slightest. There are several mistakes and definitely some work still to be done, but sadly my phone camera really does not do it justice. My main question about the color scheme. Still working on the skintone, but it was Mechanicus Standard Grey, Edge Highlight of 50/50 Celestra Gray and Mechanicus Standard Grey, and then a wash of Drakenhof Nightshade. I might just edge highlight it with MSG, because I used that to fix my mistakes after the wash and it looked alright after. At first I thought about doing pure white hair, but now I am not so sure. What do you all think? Pure white hair with some kind of shade? White with Drakenhof Nightshade (first pic) or Celestra Grey with Nuln Oil. (second pic). Also, wow I am out of practice painting faces. And to make it more difficult, Witch Elves are much smaller than Space Marines with those little details. I might be old enough that I now need a magnifying glass to hit the eyes, eyebrows, teeth and lips. 😂 I'm also not sure I want to drop $25 on the Super Artificer brush or whatever from GW. But anyways, comments and definitely criticisms welcome.
  6. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    How exactly did that work? Deepkin Allegiance abilities would only affect Deepkin units. So they should not benefit from the Tides or anything like that, unless I am missing a special ability that would actually grant Deepkin abilities to non Deepkin. What ended up taking Morathi down on turn 2? Also what did you use to take down the Treelord and Alarielle? Sylvaneth can be pretty tough to face sometimes. I agree that Catechism of Murder is much better on Blood Sisters or something with more powerful attacks. It's nice seeing such a beautiful army out on the table though. Thanks for sharing!
  7. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    According to the Azyr app she is not considered a behemoth as far as list building goes. As Morathi must always be deployed in elf form and then transformed later.
  8. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    What success have you all had with Endless Spells? What works well? What doesn't? In a recent tournament I tried using the Aethervoid Pendulum and discovered that you can't really rely on it to scoot across the board (as it only moves when you cast it and then between battlerounds). I made some mistakes with it's placement and it ended up doing a bunch of nothing, where I should have used it like a shotgun and plopped it down right next to a unit in combat with my Medusa. That's just my 2 cents. I am going to try out the Quicksilver swords in my next battle as it has quite a long casting range. While the Chronomatic Cogs seem like a no brainier for a close combat army like the Daughters, I do not like the fact that the spell itself cannot move. I want my Medusa to be moving forward with my snakes and not hanging back. What do you all think?
  9. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Pretty solid. While Hagg Nar will have more survivability and the turn 3 rerolls to hit, I have found Khalibron to be useful in objective games. I played a list very similar to yours in a tournament recently and I did fairly well (Won two out of three games and tied the third.) That teleport ability enabled me to quite easily get units exactly where I need them to be. Temple Nest is a nice battalion if you're taking lots of snakes. It deals an ok amount of mortal wounds, if I remember to remind my opponent! Also as much as I love the snakes a unit of Witch Elves is a nice chaff unit to tie up something scary and potentially deal a massive amount of wounds to it.
  10. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    I think if you plan ahead enough to have them animated for the first two turns they could be a great beatstick unit. I have yet to use one though.
  11. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Having faced not one, but two Nurgle players in a recent tournament, it can be a tough match up for DoK. They were both using the Plaguecyst battalion which gives all their Blightkings -1 rend. While I did take some losses and fail to score ANY kill points against either player, I put my speed and positioning and magic potential to my advantage and managed to get a major victory and tie against both players respectively. Sure Death and Nurgle are annoyingly durable, but if you can out play your opponent and play the senario, their durability may not matter as much. Still were annoying to face though. The one and only time I used Pit of Shades and I did 5 mortal wounds to a Blightkings unit due to their low movement.
  12. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    At least what I have experienced is that predatory endless spells are not exactly reliable. After their initial cast, they only move between battlerounds, which is much less often than you think. Hag queen is always a great choice and IMHO you can always use more Blood Sisters.
  13. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    Rules as written, the Slaughter Queen has to be the general. Rules as intended is probably for ALL heroes to be able to use command abilities. But due to the clause "If this model is your general" it leads me to believe that the Slaughter Queen must be your general to use the Orgy of Slaughter ability. Unfortunate, but it looks that way to me.
  14. DJMoose

    AoS 2 - Daughters of Khaine Discussion

    More on #1. Later in that same answer it says things that let you cast spells originating from a point other than the wizard (aka umbral spellportal) cannot be used for endless spells. BIG Nerf there.
  15. DJMoose

    AoS 2 - Daughters of Khaine Discussion

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