Jump to content

InSaint

Members
  • Posts

    196
  • Joined

  • Last visited

Posts posted by InSaint

  1. 38 minutes ago, EMMachine said:

    After FEC units are coming from the tables edge, complety blocking will not be possible, but you can force him that the unit must be placed in his table edge, instead of coming from behind you. If you can bring two units in spearhead you can at least control your side of the board.

     

    I do recall reading the the GHB 19 for meeting engagement in my FLGS, there is a new rule saying any units coming in from reserves (probably include summoning) have to be 9" away from any enemy model AND enemy table edge. This means the FEC player cannot summon behind you.

    • Like 1
  2. 6 hours ago, altu said:

    Hi all!

    New DoK player here. Want to discuss first turn auto charge (almost) idea.

    List should be KHAILEBRON  temple, with the SHADOWHAMMER COMPACT battalion, and at least one 30 witches unit. At the start of your hero phase, pick witches unit and set up 9 inches from enemy units. Chain some models to own deployment zone, to be able get prayers, Mindrazor, witchbrew, etc. The unit cannot move in your next movement phase. But! You can you battalion ability to mode 3 inches distance from the enemy units in the hero phase. That would be 80+ attacks.

    Please share your thoughts about this idea. Do es it makes sense to use it?

    The new Forbidden Power Lauchon the Soulseeker ferry man is better. It gives a free 12" movement at the cost of 1 Witch sacrifice. 

    12" (spell) + 6" (move) + 6" (run w CP) + avg. 7" (charge) = 31" threat range 

  3. 1 hour ago, Belper said:

    Did you send Morathi in with the spearhead or did you bring her in with the rest of the stuff?

    I put her in the spearhead. The intention is to throw spells at long range before transforming her in mid game.

    However,  some battleplans only allow you to deploy the spearhead at the end of Turn 1 or Turn 2 so you can lose 1-2 Turns of spellcasting,

  4. Hey guys, based on some initial play testing with the new Meeting Engagement Rules and points.

    This is my first impression of how DoK performs in the 1000pts Meeting Engagement.

    Factors to consider

    1. Reduced board size
    2. Army forces splitting up
    3. Different deployment timings
    4. Varied deployment locations along different edges
    5. High emphasis on MSU (minimum squad size)
    6. Meta seems to revolve around Glass Cannons blowing each other up

    Temple Tiers & Reason

    1. Draichi Ganeth - Essentially the board size is reduced so you can easily get a charge in and almost always enjoy the +1.
    2. Hag Narr - Still good but since timing and location deployment of Spearhead/Main/Rearguard is mixed up depending on battleplan, your General might not always come out at the start of the first turn. You forces will also split up and cannot always enjoy the 5+ FNP 7" from the General. The re-rolls to hit on T3 is also great but because of the deployment,  you are not able to field max witches with the typical synergy to last long enough for T3.
    3. Khailebron - Situational. Because board is reduced there are some limitation on being able to teleport (you have to be 9" away from enemy and enemy board edge). Will be useful against shooting but since board is so small, a lot of shooting units don't get much mileage before you can engage them in close combat. A possible way to play this is to make your Hag Queen the General and teleport her around to give Witch Brew.
    4. The Kraith - If you are lucky play this.

    Tier 1 Units

    • Witch Aelves - No brainer. Despite the points hike to 120pts, they are still a beast. 
    • Hag Queen - Essential unit, 90pts is still a great bargain for Witch Brew and Catechism of Murder.
    • Khinerai Lifetakers - This is a surprise. Due to their mobility, they become phenomenal. At 80pts, they can easily wipe out 60% of any MSU, battle shock will do the rest.
    • Blood Sisters - 5 is enough to wipe out almost anything at MSU. Almost essential to handle any high save targets. Recommend to bring 5.

    Tier 2 Units

    • Morathi - Expensive and because of the changing deployment timing and location, she can become a big hit or miss. If she comes in at the end of Turn 1 or Turn 2, she runs the risk of suffering wounds in her humanoid state which is not optimal. But she is very difficult to deal with in a 1000 pts game. 
    • Medusae on foot (with Shadow Stone) - Mindrazor. With emphasis on MSU, she is also less prone to dying immediately in combat.
    • Sisters of Slaughter - Great but Witch Aelves are still better especially w Draichi Ganeth
    • Hag Queen on Cauldron of Blood - No pts hike (hurray!) and you can bypass the Draichi Ganeth tax on Slaughter Queen artefact. You likely need to give it Themalrider Cloak for +4" movement and fly,  otherwise it has movement issues.

    Tier 3 Units

    • Bloodwrack Shrine - This is viable with the right setup. Cast Steed of Shadows and you have a flying 16" shrine that deals reasonable high amount of MW. The Aura of Agony works well with the prevalence of  MSU.  
    • Slaughter Queen on Cauldron of Blood - This is viable if played as a rape train. Don't expect it to be a buffer but a killer. But if you are playing Draichi Ganeth, you are forced to take a sub-par artefact. The Orgy of Slaughter is kind of useless in meeting engagement because most MSU just die off as soon as they get into combat with us.
    • Khinerai Heartrenders - They got a 10pts hike. But given the reduction in board size, I find it really difficult to outmaneuver enemies w/o engaging in combat.
    • Blood Stalkers - Still mediocre but with the price discount to 140pts and MSU running around, they can actually make an impact on the game. Don't just leave them shooting, send them into close combat if the opportunity arises.
    • Doomfire Warlocks - They are still not worth 160pts. Doomfire is unreliable and degrades to D3 quickly. Their melee and shooting are both mediocre.

    Tier 4 Units

    • Slaughter Queen on Foot - She moves slowly, is fragile and hits moderately. Command ability is not useful.
    • Avatar on Foot - Really just an iconic figure head.
    • Thanks 2
  5. On 6/13/2019 at 12:49 AM, Chumphammer said:

    Is there a DoK tactics vs set armies page anywhere?

    IE how to deal with Skaven Tides/ Flesh eater court 

    Unfortunately not but you can read about the general DoK strategies on the 1d4chan.org Wiki which are pretty accurate (and hilarious).

    From there, you have to make out what tactic is most optimal against each faction's "cheese".

    Take for example Morathi's Iron Heart of Khaine that allows her to only take up to a maximum of 3 wounds per turn  is particularly effective against the hallmark Flesh Eater Courts (FEC) Gristlegore Always Strike First Twice Abhorrent Ghoul King on Royal Terrorgheist which can output 20+ Mortal Wounds before anyone gets the chance to retaliate.

  6. Well you (and your entire gaming group) can consider switching over to 40k temporarily.

    Warhammer 40k is very much more established because they didn't get a reboot. Most 40k players are extremely experienced and know their way around game etiquette (too well to be honest). They don't cheat because they just know how to play around the rules. I do know of squabbles as to whether a timer must be implemented to limit each player's turn, truly eye opening. 🤣

    Or you can organise an invite-only 6 months long narrative campaign.

  7. 39 minutes ago, PlasticCraic said:

    Yeah it was a hard pass for me - the only thing of any interest to me was the boat, and I'm not paying $150 for that.

    My plan was to buy the boat on eBay, but nobody seems to be splitting either.  There is literally one guy splitting that I can see, and it looks like the boat sold out immediately and he's currently left holding everything else.

    Looks like it's largely sinking without a trace from what I can see, but I do think you'll see the boat being plucked out and used competitively.

    Unlike Malign Sorcery, each endless spell has its own spruce set. So there is a chance GW might release individual spell for sales down the road.

    • Like 1
  8. 17 hours ago, PiotrW said:

    I'm wondering how much time do you guys spend on preparations? I admit I'm a bit slow when it comes to the whole assembling and painting aspect of wargaming. I'm currently playing Infinity and over about 2 years, I managed to get about 60 minis assembled (most of them are still unpainted). Also, across last year, I also have assembled about 20 fantasy minis for Dragon Rampant, some MDF scenery pieces and... that's it. And all of it takes so much time I actually don't play either Infinity or DR all that much (a few games across last year). So, I'm kind of worried that if I add AoS into the mix, I'll end up not playing any games at all - just glueing minis for games that won't ever happen...

    Kind of wondering what are your experiences in this matter?

    I took me nearly 1 year to paint my Daughters of Khaine army while balancing my commitment in life. Totaling around 100+ properly painted and based with a couple more to go. Throughout this time, I play several casual and competitive games.

    Casual games allow for unpainted partially assembled models and proxies.

    Competitive games with painting requirements are usually a big push factor for me to sit down and paint.

    Interestingly, I do think this hobby do reflect some measure of a person's character. Something can be said of a person who takes the time and effort to bring a fully painted army to the tabletop. 😉

     

  9. Has anyone tested how the new forbidden power endless spell interact with DoK?

    The 2 most promising spells in theory are Lauchon the Soulseeker and Horrorghast.

    1. Lauchon the Soulseeker can give a unit of 30 Witches or 20 Melusai additional 12" movement.

      Considering 30-1 Witches, they will have an effective threat range of 12" (spell) + 6" (move) + 6" (run, use CP for flat 6) + 7" (avg. charge) = 31" (+2" with Cauldron Guard). This is pretty insane considering you can simply toss all your buffs at them stuff them into your enemy face on turn 1. The only issue is putting a hero within 8" of the unit to benefit from +1 attack.

      Alternatively 20-1 Melusai Blood Sisters will have an effective threat range of 12" (spell) + 8" (move) + 7" (avg. charge) = 27".

      Draichi Ganeth may actually be a viable option with the +1 to hit on charge.

    2. Horrorghast can combo with Shrouds of Despair for bravery difference potential of  minus 2 to 5 to trigger Mindrazor +1 damage.

    Although the Horrorghast will also affect our units, keeping a safe 6" away is more realistic to ensure the enemy suffers -2 while we only suffer -1 bravery. Combined with Shrouds of Despair, it is more likely to proc the +1 damage from Mindrazor.

  10. Lauchon the Soulseeker might be a meta spell for competitive play.

    This is an additional 12" of extra movement to grab objectives or simply smash face on turn 1. You can fit 50 models of 25mm bases or 30 models of 32mm bases. There are already 3rd party deployment trays available for purchase online with this specific purpose in mind. (Strange GW products team didn't see the opportunity in selling this separately... lol)

  11. Interesting survey.

    I have a theory that faction sales revenue is inversely proportionate to their power level in the game. Or will eventually be after 6 months.

    <looks over at all the now worthless Knight Castellan in 40k>

    But I wonder with DoK having such a low pick-up rate even after a year since release, will they still be re-adjusted in the upcoming GHB 2019? 🤔

  12. Can anyone share their tournament experiences on how strict TO are usually with Wysiwyg ruling. Or is it really up to how gracious your opponents are. 

    Of course unit proxy with different bases or blatantly wrong model is a straight no no but how about the following? 

    1) Units with varying weapons configuration. I don't expect people to exactly model the weapons played because of looks and flexibility of use. Personally I am fine if opponents clarify at start of game what weapons they are carrying.

    2) Treatment of standard bearers and musicians. I understand some are very fragile and people may or may not build them for convenience and flexibility of use. I have also seen several major event finals live on twitch with squads blatantly w/o banner and still get to enjoy the banner ability.

    3) Conversions, kit bash or models with mixed parts of different units. Many kits allow for dual design, people often get creative and mix them up abit.

    4) In faction similar units proxies. Like Morrsarr VS Ishlaen Guards or Khinerai Heartrenders VS Heaetseekers. TBH, they just look the same on tabletop.

  13. 17 hours ago, Beastlord Rakarth said:

    THE QUESTIONS:
    1) Assume I have DoD prayer on my Kraith Slaughter Queen, what if I roll a 6 and trigger DoS after the first round of attacks? After those attacks happen, that would mean I have attacked twice in that phase. DoD states I can "pile in and attack twice" but I have already done so (because I attacked normally and then again with DoS). Does this mean I cannot attack again for a 3rd time and my Dance of Doom attack is essentially wasted? Or does the implication of the rule mean I can still attack again?

    1b) Similarly, if I attack regularly, and then attack again due to DoD, but end up rolling a 6 after the second round of attacks to trigger DoS...do I get to attack again or is that also wasted since DoS references the ability to "attack a second time" and I've already attacked 2x?

    2) Assume I have CoM on my Slaughter Queen and pop VoN. If I roll a 6 to hit, does that mean that I do 2d6 mortal wounds to my target?

    3) Assume I have DoD up and I pop VoN. I believe the second round of attacks (since they are in the same phase) also would use the VoN profile, correct?

    Thanks so much if you have any answers to the above!

    1) and 1b), you can attack 3 times in your combat phase. This probably isn't FAQ because this temple is the weakest and so rarely used that it has not been disputed competitively.

    2) Yes. It automatically deals 1 more hit that translate to D6 MW.

    3) Yes. It is in the same phase.

    • Like 1
  14. 1 hour ago, Xil said:

    Oh yeah, whenever I play I wonder where that so called overpowered status is coming from. 

    In this game I lost half my army, as said to MW. Most of the spells even map wide with no way to escape. And the shooting negated my Khailbron modifier because they just shoot at a freaking rock and kill me. The other half charged against a wall of 3+ rerolling armor and also 2+ rerolling ones. Tell me how in the world I should get wounds through with our abundance of Rend? 

    Btw spells had - 1 for me on cast dice too. 

    And I had to charge to get the objectives, there was no sit back and wait... 

     

    Sorry for venting

    Because you are not playing Hag Narr that grants you 5+ ignore wounds and mortal wounds. 

  15. Serve you all right for mistreating Morathi in the Age of Sigmar!!!

    • Malerion not giving her property
    • Sigmar rejecting her advances
    • Nagash striking her down

    Boys, lay down your pride. Wipe the salty tears from your eyes. Morathi will take you back. 

    Jokes aside, I play DoK and yes I admit Hag Narr is very overpowered at the moment. They are so strong I don't even bother charging them anymore. Anything that charges them dies instead from the shields MW and retaliation. Brings a whole new meaning to the term passive aggressive. lol

    But I ain't sorry about it in competitive settings. I mean your opponents are also going to bring equal amount of unfriendly cheese, so bring it on!

    If I really wanted to have a good time in a casual setting, I usually play an unorthodox DoK build for fun and laughter.

    • Haha 2
×
×
  • Create New...