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DJMoose

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Posts posted by DJMoose

  1. 8 minutes ago, Joseph Mackay said:

    My opinion on the Harpies, I like the models but they’re too fragile and expensive. They should have 2 wounds, and the spears should probably be 2” range in melee. I agree with the above, big units just don’t work but small units die too easy 

    So you want flying Blood Sisters.  Literal Mini Shadow Queens.  I support this idea. 😁

    • Like 1
  2. 51 minutes ago, Blitzd said:

     

    This actually makes me think we've always been playing it wrong, the book and the core rules are pretty explicit that wounds and mortal wounds are two different things. Fanatical faith specifies both, but the hag narr ability specifies only wounds. I'm leaning to it not making MW protection 5+ and it never actually has. 

    The description of Fanatical Faith says on a 6 the wound or mortal wound is negated. On the Hagg Nar entry it says you make Fanaticial Faith rolls on a 5+. 

  3. 10 minutes ago, Xil said:

    In case you didn't notice. 

    Hagg Nar 5++ is for MODELS wholly within 12" so it's not as bad as it might seemed before. You can still charge and have some models in the bubble to soak up retaliation damage. 

    Oh wow that's good. Trying to fit an entire unit wholly within was going to be difficult but models is much more doable.

  4. 2 minutes ago, Ravenborn said:

    Apologies if this was already discussed; 

    Would it be viable to run a unit of Doomfire Warlocks up a flank and drop a Bloodwrack Viper in the midst of your opponent’s army?

    I’m guessing the Warlocks would need to park behind some solid terrain to block LOS so they can survive ‘til the next magic round. But they can then drop it 9” toward the enemy, and it can slither another 9”. 

    I haven’t played in almost two years, so I’m trying to remember the rules updates :) . I’m just so happy to finally have our own endless spells. 

    According to what I have seen, Doomfire Warlocks can ONLY cast Mystic Shield, Arcane Bolt and Doomfire.  Which really, really kills their usefulness.  Otherwise this would be fantastic shenanigans!

    • Thanks 1
  5. Using the magic of the internets I have found what we have sought:

    Witchbrew:  Distilled from the blood of Slaughter Queens, witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.

    At the start of your hero phase, you can pick 1 friendly Daughters of Khaine unit wholly within 12" of this model to drink witchbrew.  If you do so, roll a dice, adding 1 to the roll for each of the following abilities that this model has gained:

    - Headlong Charge

    -Zealot's Rage

    -Slaughterer's Strength

    On a 5+, you can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase.  In addition, on a 5+, do not take battleshock tests for that unit until your next hero phase.

    So it looks like there are indeed two dice rolls for this ability; one for re-roll wounds and one for battleshock immunity.  And you add 1 to the roll for each of the following abilities.  So both rolls also improve as the battle goes on.

    • Like 1
  6. 59 minutes ago, Gokken said:

    Very nice write up Moose, I noticed you wrote it seems like you did two rolls one for immunity and one for rerolls on witchbrew I am pretty sure its a 5+ for both effects. Also how helpfull was the heart? I think Deepkin is one of the better armies out there really tough to kill.

    Again no actual battletome in my sweaty palms, but the way it was written it seemed like you were supposed to roll for each. Otherwise it would have said you get both effects with one +5 instead of mentioning a die roll twice.

    The Heart of Khaine would have been more helpful had I got it off earlier. By the third battleround my opponent had little multi-damage attacks left. The potential is there though.

  7. 29 minutes ago, Feii said:

    Lovely basing!  How did you make those bases? 

    Also how did the new crystal touch perform and what about our shooty sneks?  

    Thank you!  I purchased some sheet styrene that had a tiled pattern on and then chopped it up to look ruined.  I had one of the guys in my group, Grimdark Live paint up the army for me.  He put Agrellan Earth onto the flat places of the base and then highlighted the whole thing.

    The Turned to Crystal ability is dangerous, but as has been discussed previously, diminished by enemy counterattack.  I find it works rather well, despite not being able to alpha strike with it. I'm consistently doing more mortal wounds than I would ever have done with the previous Crystal Touch Ability.

    Blood Stalkers are great.  Again, all they needed was the extra attack and the unmodified 6 for Mortal Wounds.  They work well for whatever I need them to do.  Twenty shots at one target with Heartseeker Bows is no joke.  While a blob of 10 worked in this scenario, I might use 2x5 or even one 10 and one 5 depending on the scenario or the particular build I want to try.  This is the general feeling I have with the new Battletome.  We don't have any outright fail units this time around and experimenting with different builds is good!

    (Although I still don't think I'll use the Avatar of Khaine.  Yet.  This will be explored.  Unless GW decides to release a female Morathi-Khaine avatar model and I will buy it in a second! Psst GW...take more of my money.)

  8. Alright folks, long post ahead!

     

    I had a basement batrep on Sunday and my opponent was nice enough to let me try out the new DoK rules before I have the book.

    IIRC his list was:

    Vortunros -General

    Tidecaster

    Giant Turtle

    2 Sharks with Net Launchers

    2x3 Tanky Eels

    2x6 Zappy Eels

    Fuethan Enclave

    Akhelian Corps

    1990pts

     

    I had the following:

    Khaelibron

    Bloodwrack Medusa – General

    Mistress of Illusion

    Shadow Stone

    Mindrazor

    Ironscale – Whisperdeath

    Hag Queen – Catachism of Murder

    Hag Queen – Blessing of Khaine

    20 Blood Sisters

    10 Blood Sisters

    10 Blood Sisters

    10 Blood Stalkers

    Scathcoven

    Heart of Khaine

    +1 CP

    2000pts

     

    We played The Better Part of Valor. He had 3 drops and I had 4, and he chose to give me first turn. I stretched my line out to cover all of my objectives, with the 20 unit of Blood Sisters in the center, with Medusa, both Hags, and Ironscale right behind them. The 10 Blood Stalkers were behind the heroes, with a 10 unit of Blood Sisters on each flank. Opponent set up Vorturnos behind a hill while leaving his right objective unoccupied. All the eels and sharks and tidecaster bunched up behind the turtle, sitting on the middle and his left objective.

    I was given first turn, and I proceeded to flub Mindrazor, the Heart of Khaine, and Catachism of Murder, which was painfully felt. But also remembering that this indeed a dice game and unfortunately this was one of the games were my dice were not cooperating. I was initially worried about how hard it would be to place the Heart of Khaine. But with a wholly within 12” deployment and then a 12” bubble, had I succeeded in casting the Heart of Khaine it would have been center of the board and able to effect my unit of 20 Blood Sisters. Is 80pts worth it? We shall see, but it definitely would have helped on my first turn had I cast it.

    Ironscale used Wrath of the Scathborn on the big unit of snakes. One Hag failed to get the lid off her sippy cup for Witchbrew but the other hag succeeded. Failed the battleshock immunity roll though, which was ok because Scathcoven Battalion.

    For the movement phase everything moved forward, with the 20 Blood Sisters rolling only a 2 and a 3 on my run dice and didn't want to spend a CP to make it a 6. Made sure to keep my Blood Stalkers within 12” of my Medusa, because then at the end of the Movement Phase they used the Shadowpaths and set up 9” from Vorturnos on the flank, also claiming that objective. In the shooting phase due to only being able to target the closest Deepkin unit, the Blood Stalkers turned Vorturnos into a pincushion despite him having a 2+ save due to cover. Rolled well and inflicted 5-6 mortals on him.

    In the Charge Phase my big unit of 20 Blood Sisters made their do-or die charge and smacked into the turtle, staying far enough away from the eels to not pull them in this round. Despite the turtle also having a 2+ save I managed to inflict I think 6 or so wounds onto it. It swung back and killed 6 snakes (and this is where the Heart would have REALLY helped), and then I brought it down to 2 wounds with Turned to Crystal. After careful re-reading of the scenario rules we realized I technically didn't score any points on the first turn, but I currently had several objectives that I would be able to burn later for points due to most of my army being battleline.

    Opponent's 1st turn involved him smashing back into my unit of 20 snakes. He told me (after the game) that he had originally planned to grab my back-field objectives with the mobility of eels, but my unit of 20 Blood Sisters smashing into him on turn one put him on such a back-foot that he felt he had to deal with the threat. His next turn involved his eels and turtle smacking back into my Blood Sisters, leaving only 4 left. I was able to finish off the turtle and kill I think one eel in return.

    I was able to gain priority for turn 2 and proceeded to try to consolidate my line and grab more objectives. Aside from failing both Mindrazor and the Heart of Khaine I tried to kill more eels. He brought more of his eels after my units, realizing he would have to try to thin out my ability to score.

    Sadly turn two and three sort of blended together in my head and aside from him wiping out a snake unit on my right flank and hitting another snake unit hard on the left flank I do not remember too much. He did focus fire on my Ironscale and my Medusa, the Ironscale with 3 wounds left and my General barely surviving with 1. But both of them tag-teamed a unit of eels with some support for my other snakes, wiping them out. Medusa's are still fragile but they pack a good wallop now in melee. Also Whisperdeath is a great artifact as it does mortal wounds on 6s in addition to normal damage.

    We ended the game on turn 3 as my Blood Stalkers had held their objective the whole time, and I would be able to circle back and grab one of my back-field objectives, while my opponent did not have enough battleline units left to make a difference. It was a close, brutal game fraught with terrible dice rolls. But I learned A LOT.

     

    Takeaways:

    AoS is a dice game. It sucks, but sometimes you miss those important dice rolls. I REALLY miss the old Shadowstone. Not being able to reroll ones on the cast is missed, but at this point there are not many units in the game that can do that. +1 to cast does help but considering I missed Mindrazor 2-3 times I'll have to think about if it's worth it to have the Shadow Stone still.

    While Witchbrew is no longer as reliable on the first turn, it by design becomes more reliable later on. And the improved range instead of 3” actually makes it easier to re-apply in later turns.

    Not sure about the Heart of Khaine. Missed casting it 2 out of 3 times. BUT if absolutely would have helped me on those first two turns and it's placement is not quite so difficult as I thought.

    The “not being able to move in the next movement phase” from the Khaelibron teleport was not an issue as I did not have a double turn. Certainly interesting wording, but was not too much of an issue.

    I really caught my opponent off guard teleporting a blob of Blood Stalkers instead of Blood Sisters. Teleporting the Blood Stalkers onto that objective and killing Vorturnos won me the game, because he could not move close enough to threaten them and also had to deal with the blob of Blood Sisters in the center of his line.

    Getting the positioning down with these new wholly-within ranges on nearly every spell and prayer will take some getting use to, but it is definitely doable! I felt like this was a rather good match up, as we both had glass-cannon armies that smashed into each other. So not bad for a test game, and I'll have more games this Saturday after the book comes out, but I'm rather satisfied right now. There is much potential with this new book in my opinion.

     

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    • Like 4
    • Thanks 7
  9. 39 minutes ago, Fyrm said:

    Alright, I’m really annoyed by all the people doomsdaying. Seriously, every time there’s a release in interested in, it always seems like most people, or at least the loudest ones, are screaming that the faction is garbage now. I don’t care anymore. I’ll just be focused on having fun playing an interested game. Which means a snek list. 

    I have been playing snakes almost exclusively since the first battletome. Despite what some others are saying I think snake armies are in a good spot right now. I've been fairly successful with Blood Sisters charging turn one with the Ironscale's ability, and in combination with the improved shooting of Blood Stalkers have been a force to be reckoned with. Will definitely take some adjustments with the new book, but snakes still have a place despite some of the whining. Also, snakes are cool models. So that's really why I play them.

    • Like 3
  10. 1 hour ago, Joseph Mackay said:

    Also, Bloodwrack Medusa. It’s sold with a 40mm base, the base guide says 40mm, but there’s official gw images with her obviously on 50mm, and at one point they updated the base guide to 50mm (but reversed it when everyone complained because the model isn’t sold with that base). I personally think she looks better on the 50mm as I think the tails hang off the 40mm too much. Thoughts on this?

    I think I have my Bloodwrack on whatever base the Avatar of Khaine was supposed to use. Being my general often I liked her not having her snakes hanging off the base. My Hags ended up on larger bases as well due to the snake bodies I gave them. Majority of people I have played have been ok with it for rule of cool.

    60433185_2016533338651976_6509040950180839424_n.jpg

    • Like 1
  11. 34 minutes ago, JackStreicher said:

    My issue is that the sisters have their touch at the end of the combat phase.
    They basically took a glass cannon and said: Yup, if this glass cannon survives until all combats are done it can actually do mortal wounds. <- Find the mistake. Spoiler: Surviving isn't part of the Glass Cannon's job.

    I've tried the new Sisters in three (real) games so far and they didn't do much at all excpet getting wiped after 2 turns of combat at most. They've just taken the fun out of the unit for me. The only feeling I get when using them is "meh", while they used to be scary before.

    Oh believe me. I wish the Turned to Crystal ability was not at the end of the combat phase. But that's what it is, and we have to make the best of it. How do you make Blood Sisters scary? Buff them and then catapult them across the board at exactly what your opponent doesn't want to die on the first or second turn with the Ironscale. Currently has helped me win the last 4 games I have played. Also if you run snakes take the Scathcoven. We simply cannot afford to lose any models to battleshock when we're already as durable as wet paper.

  12. 46 minutes ago, jhamslam said:

    This. Charge him with Blood Sisters and a Hero or some witch elves. What does the opponent attack? the sisters that are gonna freeze him or the witch elves.

    Also the crystal touch can reach behind and hit a hero

    Several of the guys in my group play Sons of Behemat. It is still my goal to finish off a Mega Gargant with a deluge of MWs.

  13. 8 minutes ago, Ser_namron said:

    I am a bit pissed they didnt change the blood sisters MW ability. End of combat for the MW is such dogshit when eels and evocators exist. And the rend nerf on Morathi is some hot garbage, it's a fuxking 600 point model....

    Personally I am finding the MW change with Blood Sisters an upgrade. Yes, your opponent can kill your snakes before you get to use it to full effect. But now my opponent has the pressure of dealing with potentially 10 to 20 MWs smacking him back in the face if he doesn't delete the unit RIGHT NOW. Which frees up your other units. 

    The Morathi rend nerf is silly and wasn't needed for her points cost to remain the same.

  14. 9 minutes ago, swarmofseals said:

    @DantePQ the one problem that really holds Doomfire Warlocks back is that they can't cast anything other than their warscroll spells. If they could cast endless spells or faction spells they'd be much more worth considering!

    Wow I just re-read the warscroll. They are not anywhere near as useful now. Might as well just take another Medusa.

  15. 15 minutes ago, UnholyRevenant said:

    Okay, not going to lie. Rather Pi**ed that Morathi got a  nerf. They didn't have enough data to change kroak but meanwhile decided that in 3 months Morathi was too good. Its not like you pay 600pts or anything. 

    Yeah Morathi didn't need that rend nerf. Maybe it was an oversight amongst other things that we've noticed in these images.

  16. Just now, jhamslam said:

    Might actually be worth getting a second Ironscale

    Literally what I started thinking about with that points drop.  And with Blood Stalkers for a third battleline slot... Might be able to have two units of 20 Blood Sisters, each backed up by an Ironscale for run and charge shenanigans.  It's making me giddy just thinking about.

    • Like 1
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