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DJMoose

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Everything posted by DJMoose

  1. Witchbrew is super valuable, but not essential. Proper use of heroes and command points would take care of the Battleshock problem. It's just really nice to ignore Battleshock and reroll wounds. I honestly don't see it going away, considering we have to pay 60pts for the ability and the model can be killed, but there are other armies that get a terrain piece that grants immunity to Battleshock for free.
  2. Personally I would replace the Slaughter Queen on the shrine with a Bloodwrack Shrine as your general is very important for Hagg Nar or Khaleibron. Maybe see if you can sneak in another 140pts for a unit of 10 Blood Sisters.
  3. Wanted to get a general consensus to ensure I am playing something correctly. As we all know, Mindrazor gives a DoK unit an additional -1 rend, plus adds 1 to the damage of the units melee weapons if the DoK unit has higher bravery than the opponents unit. One of the melee weapons Blood Sisters have is their Crystal Touch attack, with on a 4+ inflicts 1 mortal wound. So assuming I hit with one crystal touch attack while buffed with Mindrazor. Would that attack then inflict 2 mortal wounds instead of 1? Depends if the 1 mortal wound is considered the damage of the attack I suppose.
  4. At least right now they are still rumors. And probably will still be rumors until we get a FAQ or GHB 2019. I think it's pure speculation at this point. I think we all know that Gnoblars are what really need a FAQ. I mean, that Sharp Stuff they throw is just too powerful. 😁
  5. The first issue I noticed is you gave your Bloodwrack the Rune of Ulgu with Mindrazor. This is fine, but since you can only cast one spell per turn choose another spell as her normal Lore of Shadows spell. Selecting the same spell twice gets you nothing, since you can only attempt every spell once per turn. Other than that it looks pretty good. I have had a good experience using temple nest lists, and while you could always use more Hag Queens in my opinion, you have a pretty good all-round list. If you can squeeze in another 70 points you could get 10 more Witches and max the unit out to 30. Also if you ever feel like not using Morathi, add more Blood Sisters. You could drop in 20 of them for the same price as Morathi. Also, I think it is only 30 more points to upgrade to a Slaughter Queen on a Cauldron, which is totally worth it.
  6. Hey there folks! Was finally able to get another battle in with the girls. Firstly: Magnets are your friend. So since we had an odd number of people we did 5000pts per side. The Beastclaw Raiders and Idoneth Deepkin player each had 2500pts, I had 2500pts, @Scythian had 2000pts, and our 3rd player used 500pts of Sylvaneth(We kind of just used whatever point totals we had models for). We were playing Better Part of Valor and both Scythian and I used Hag Narr. Bottom of Turn 1. We unfortunately did not make the roll off for turn 2, but we held up the enemy rather well. I also could not resist taking this picture, it looked so cool. My corner of the board with the objective was largely unscathed, but the enemy pushed through on the right side of the table and came close to reclaiming some of the backfield objectives from our side. Thankfully it was not to be and we were able to pull off a win. It was a close game, however and it was an all-in-all good time. It was a pretty good match up, but wow Beastclaw Raiders can dish out mortal wounds. Scythian's Bloodwrack Shrine hung around for a turn or two after eating twelve mortal wounds from the dirty snowballs! My Blood Stalkers impressed me this game with the amount of mortal wounds they did, as I usually roll garbage for them. Highlight of the game for me was my Bloodwrack Medusa (on foot and not on a shrine) basically peeked around the corner of the dragon tower terrain in the center of the board and promptly stared half of a unit of 20 Thralls to death. That's it for now. Until next time.
  7. Bloody Taco Stand of DOOM! Sounds delicious. 😃 This is why I wanted to bring this topic up for discussion. Because, as a fanatical cult, their beliefs revolve around Khaine worship and on every word of Morathi as his High Oracle. Many will follow Morathi's word without question. Dissidents will be silenced or "repurposed" (Bloodwrack Medusas) so that there is no word but Morathi's. But Morathi is not a god yet, and she cannot be everywhere. I am certain she has eyes and ears that report to her from across the realms, but she is not omniscient. The idea I had for my Bloodwrack Medusa (Who I still need to name. Giving your heroes names helps make them less generic in the first place.) is that she is ancient for her kind, one of the first Daughters of Khaine to ever be "gifted" the ritual of Slith-onóir. I imagine that Morathi has perfected this ritual over time, leading to complete and utter loyalty. But for my general the ritual was only partially completed. She is incredibly loyal to Morathi, but there are small seeds of doubt, seeds that are beginning to grow and take root. Considering her status in the cult and in her own temple, my Medusa is rarely questioned. But she is slowly and secretly beginning to doubt if they will ever find the shards of Khaine's body. She is playing a very dangerous game with such thoughts. But perhaps if she could bring enough of her flock into the fold to see her way of view...
  8. So here is a question for you all. How much narrative do you like to put into your Daughters? I have really been wanting to name my Bloodwrack Medusa, as she is my general nearly all of the time, as well as name the Hag Queens that serve under her. I guess that is part of the fun and the challenge with Daughters of Khaine being originally from Ulgu, as most of their shadowy home is unmapped. Not to say that there are not other temples across the realms, as I am sure there are. But I heard it said once (I think by @Scythian ) that the Khaliebron Temple, being the most secretive and acting like a secret police of sorts for Morathi, will probably be the first temple to rebel against her. I like the theory that, being a clandestine organization that gathers information from enemies within and without, perhaps they discover the smallest hints of Morathi's secret about Khaine. Maybe one of the Medusas from the temple has the smallest remembrance of the Morathi of old, and perhaps begins to doubt her once fanatical loyalty to the High Oracle. I like the idea of my Medusa starting to slowly build her own powerbase to start her own agenda separate from Morathi. What do you all think? What ideas for backgrounds do you have for your Daughters?
  9. My friend has a Nighthaunt army and some of those models are incredibly delicate. He picked up a metal toolbox from the local Menards and put some rare earth magnets onto the model bases with hot glue. Works like a charm. I am shamelessly copying him.
  10. Personally one big unit of 20. There are not many things that can deal with that many Bood Sisters. Plus an 80pt discount for maxing out the unit.
  11. Hey there folks! Haven't posted anything in awhile as I've been busy trying to paint my many Daughters of Khaine. If you're like me you want character models to be unique and identifiable in your hordes of elves and snakes. And sometimes Daughters are a bit harder to customize with their specific theme. Just thought I would share the usefulness of Drukhari and Druchii bits. I added a pauldron and gear belt from some Drukhari Hellions, and took the Draich from a Dark Elf Executioner and made it into my Gorgai's glaive. More to come soon; I have nine more Blood Sisters to make to complete my two units of 20! (Surprisingly I did not have to pin her weapon. I just made a hole in the sword blade big enough for the shaft of the polearm to fit inside!)
  12. 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.
  13. 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.
  14. 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!
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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?
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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