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Midjithero

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Everything posted by Midjithero

  1. The only lists I’ve not played are Ravagers. The style never interested me. However, with LRL now out, the only thing I see that will be somewhat viable against them will be Host Of the Everchosen. Anyone disagree?? Hopefully with today’s announcement of the GHB dropping next weekend, we will see some much needed points decrease on certain units, but honestly I fear the only thing that’ll happen is that Marauders and the Darkfire Daemonrift will go up in points and make us even more underdogs than we are currently.
  2. The book feels like it was written for AoS 1.0 and not 2.0. The base abilities are there, but the functionality is more clunky than other 2.0 books and way off kilter than the most recent books (2.5 style books). that said, it fits my play style as “the underdog”. I want to play very friendly and fun games, but against highly competitive individuals. The book synergizes well, but only when it all clicks together. the other issue is it’s flanked by powerful book releases, and it’s not a “power” book. It excels at manipulating your opponent through its various toolkit (Be’lakor, Despoiler Pitch-Black, Infernal Puppet, Dark Prophecy, Khorne DP CA, Whispers of Chaos and Crippling Ruin, Realmscourage Rupture, Furies, Mask of Darkness + Marauder charges) I’m sure there’s more that I can’t remember too I really enjoy the book, and hope with the upcoming GHB it receives some positive point adjustments.
  3. When your opponent uses a command point, you can then spend a command point as well. If you did spend that command point, then roll a dice. Regardless of the outcome on the dice, you are still required to spend that CP. additionally, if you succeed on the 2+ dice roll, that Command Point is already spent. You do not get refunded for succeeding the roll (which would be awesome) the wording is very confusing on the entire ability.
  4. Also, one thing that I wasn’t really aware of...say you charge 2 squads of Knights into lets just say Skinks. The first squad of knights is selected to fight and wipes out the skinks. On your next activation, you can still pile in those 3”, possibly getting to hit another of your enemies unit!! this was crazy once I figured this out, so many wasted opportunities! Sorry just a fun little tactics snippet
  5. So, for anyone that’s confused, the Pleasurebound battallion lets you pile in 6”, but you have to already be within 3” to initiate this pile in move. (Pending a model from your battalion died to activate this ability FYI) other abilities, such as the Varanguard Knights of the Empty Throne ability Grasping Plate allow you to be eligible to pile in from a 6” distance instead of 3”, and allow you to pile in an extra 3” (6” total pile in).
  6. Yes, it’s the Deamonsteel Contingent out of the Syll’Eske Slaanesh su faction found in the white dwarf
  7. Honestly, I think a -3 rend Karkadrak is a STAR when you put him in Ruinbringer. It gives him 2d3 impact hits on top of his already jolly self...it’s amazing. Soul grinder is mostly meh outside of the soul grinder battallion, but understandable if you want to use it for flavor. Same thing can be said of the slaughterbrute. you could drop the 2 big guys for the Karkadrak and another unit of Mighty Skullcrushers for the extra punch. also, I would probably swap to Ravagers (even though despoilers is my favorite) because you only have 1 deamon prince to utilize the Twisted Domion rule. Yes, the SB and SG are monsters and heal, but think you can get more from summoning marauders to tie up units than from the big guys. just my opinion I wish more cavalry units fit into the Ruinbringer Warband, like the god specific units (Hellstriders, mighty skullcrushers, etc) and Varanguard...itd be mucho more useful imo
  8. So I’ve been thinking a lot recently about how to run a cabalist list in a Seraphon/OBR meta once I can get back into tourneys and such...but my great debate is whether to run a block of 15 warriors or 40 marauders. Now I know, offensively, Marauders are better. But defensively, and in the list I want to run, warriors look to be a more solid choice because of a few factors (increases save, reroll save, 5+ FNP, lower model count for 12” Tzeentch general aura). Just looking for confirmation My basic strategy would be to play the midfield game. Sucks for me that I’m 8 drop, so I’ll have to deploy envisioning I’m going second, so a bit farther away from opponent, or if selected to go first, liter the field with the endless spells and try to prevent opponent from moving. Allegiance: Slaves to Darkness- Damned Legion: CabalistsLeadersKairos Fateweaver (400)- AlliesGaunt Summoner of Tzeentch (240)Be'Lakor (240)- Spell: Mask of DarknessChaos Sorcerer Lord (110)- Mark of Chaos: Tzeentch- Spell: Whispers of ChaosChaos Sorcerer Lord on Manticore (260)- General- Command Trait: Mighty Ritualist - Artefact: Infernal Puppet - Mark of Chaos: Tzeentch- Spell: Binding DamnationBattleline15 x Chaos Warriors (300)- Hand Weapon & Shield- Mark of Chaos: Tzeentch5 x Chaos Marauder Horsemen (90)- Javelin & Shield- Mark of Chaos: Tzeentch5 x Chaos Marauder Horsemen (90)- Javelin & Shield- Mark of Chaos: TzeentchUnits10 x Splintered Fang (70)Endless Spells / Terrain / CPsDarkfire Daemonrift (50)Umbral Spellportal (70)Soulsnare Shackles (40)Balewind Vortex (40)Total: 2000 / 2000Extra Command Points: 0Allies: 400 / 400Wounds: 104
  9. While This ruling is accurate (DP fights, then you choose) and it’s awesome...the DPs melee ability is still lack luster...if you give him an SoJ and hero hunt, it’s a GOD send ability I feel the DP is a total tease when it comes to melee output. He wants to be good, but just kinda meh most of the time. edit**. Just wanted to add, the Khorne DPs ability is legit and totally fits the theme of S2D by denying your opponent opportunities to utilize their troops. If I didn’t run all Slaanesh, I’d defiantly use it more often.
  10. So in all honestly, you could use almost anything as a base if you are converting things. But everything needs to be cohesive, Needs to fit on a 25mm base, and it cannot be confusing for your opponent. Kairic acolytes and blood reavers are the most obvious choices when maki g marauder conversions, but I REALLY wanted to use Witch Aelves, just couldn’t afford to spend almost $60 for 10 models (which would be $480 for the 80 models I needed). also, it depends on the God marks (if any) you want yours to be. You could plop some human heads onto pink horrors with some shields for some Tzeentch marauders. the new Warcry sets make excellent bases for marauders for both conversions and counts-as. there are lots of options, your imagination is the key...well maybe a sufficient bitz box too
  11. Working on my Slaanesh themed Marauders. It’s slow going (bouncing between work from home with 2yr old and work at office), but up to 13 built out of 40.
  12. Curious to your uses on Blue Scribes? i saw someone else post BS in their list....but their list was Be’lakor and 2 Slaanesh marked Karkadraks with BS? I forgot to comment and ask why it was there I think BS would be great in a Tzeentch Cabal list, but other than that don’t really see a use? Enlighten me please
  13. Loooooove that model can’t wait to pick one up
  14. So are you playing in competitive tourneys or just a local meta? If you fight anything with a wizard or dispel inthe army you will be F’ed Yes, the balewind gives you an additional spell Apologies for not catching that part, but that’s still not enough for all of the spells you have available in all honesty. You should drop it down to 3 max endless and bring in more wizards. Cabalists want to cast spells I hope I’m wrong, but even only having 2 endless spells with Be’lakor, Manticore and Sorc Lord, I have trouble prioritizing between the base spell/endless spell/book spells...we have an amazing spell lore and warscroll spells
  15. This is why I don’t like our 1 cast sorcerers... you have 350ish points devoted to endless spells, but only able to cast 3.2 spells per round. You either need more 2 cast casters (be’lakor/keeper/Epitome/Kairos/etc) or you are seriously wasting points in endless spells. Effectively you have 13 choices of spells to cast, and only 3 attempts. I do think Godswrath is key to a Cabalist list, so love your addition of that! Could drop the 20 marauders for 10 more marauder horsemen. Your 40 block will be your only real combat threat, but that’s fine because you are screening with horses and endless spells and blasting units with spells (double moving Daemonrift is potentially insane!!)
  16. Not sure if you’ve received feedback for this list or not, but the DP don’t have the mortal keyword and so wot fit into the battallion. Could drop the 10 man warriors unit to make one of the 20 marauders a 40 man unit and include a spawn and that should work?
  17. Khorne DP CA is like Slaanesh in a brothel...ITS SO GUD, nom nom nom!! I keep trying to find a way to add a Khorne DP to my list for his Ca alone and can’t makes me sad panda
  18. I think it’s math’d out that fully stacked Nurgle buffs outshine Khorne. So I would just swap the general to Nurgle DP and the marauders to Nurgle. Maybe drop one of the 10 knights to 5 knights and bring in the Daemonrift or Rupture spells and Iron Golems or Untamed Beasts for more shenanigans Otherwise, could be a fun FU list to your opponent.
  19. O I totally understand what you are saying, as far as hero killing viability is concerned, but you really only take 2 artifacts with the DP, Sword or Ethereal Amulet. And since the OP was asking if the abilties stack, I wanted them to best understand that they do stack, and reference the FAQ material. now, back to whether or not it’s the best artifact, that’s situational based on your army make up. Are you running a mostly defensive army? Then sword is probably best to help you get that extra punch. Are you running a beefy Khorne list? The. ethereal amulet to tank damage is where you should look with your DP. and the above is really how you determine your play style with the DP (cruise missile or not) you could honestly play the bluff game...get your opponent so hyped that you will teleport your 40man marauder blob into his back line, that he/she leaves lanes open to TP in your DP in through the front, run a Chaos Lord and hope to be within range to make the DP fight twice before your opponent even gets to attack once...
  20. Why would it replace the 2 MW? Per the FAQ, multiple abilities that trigger off of a roll (in this case an unmodified 6) would generate the following: assuming 1 attack*, natural 6 rolled, against a hero/monster = d6 MW, 2 MW, 1 dice to roll to wound with the swords profile. also, the sword is effected by the +1 hit as it has the old wording, hence, it triggers the d6 MW on 5+ if you charge (the other 2 effects only trigger on nat 6s) *edit sorry looks like you knew this And it’s more to help the DP be better at sniping heroes since they have the ability to attack first before any units are selected in the fight phase.
  21. How do you fight with the chosen? I have yet to use them, mostly because I am trying to theorycraft how I’ll effectively use Slaughter-Leaders...that seems to be their signature ability, but the whole within 12” makes me think you either send a lone hero, or a small 5 man knight group...are you double teaming a unit, or chosen attack unit A and your other unit attacks unit B?? the models are terrible, but I love the hobby aspect so could easily convert some Retributors into Chosen
  22. To concur, all books are bottlenecked to certain types of builds, specifically for competitive reasons, like you said. My gripe is that the awesome units we have are soooo much more consistent and effective in other books than our own. The Aura system seems rushed and is PRIMARY ability, yet requires a hero fully within 12” where all the other books primary abilties are natural. The Eye of Gods is a very fluffy and fun ability , but is completely non-competitive due to 1) requires heroes killing hero/monster and 2) is a hugely random table that has a significant chance to do...nothing (7 being the most common number in 2d6). I love the units, variety of the book, and the synergies that it offers, but it feels rushed and unimportant. So yah, were a bit defensive I don’t want to be S tier just take Petrifex Elite or the Lodge Hermdar type One trick pony 80% win rate book, hell no but I want to have a competitive reason to take S2D faction over Hedonites or DoT or BoK with the same exact models. To me, it’s like dating twins...they look exactly alike (the units themselves) but one has a great personality and super jovial and the other is kinda meh...which do you choose?? I second others that think Cabalist are probably our most strongest/broken build once someone figures them out.
  23. So I have a couple comments: first and foremost...you are trying to run a Khorne list...yet your name is Slaanesh?!?! Heresy!!!!!!!!!!!!!!! ok all kidding aside, what’s your strategy? I like the core of the army, but feel you can maximize its potential better...when fighting a turn 1 alpha strike melee army, who do you screen with? My guess is the knights, so first thing I’d do is combine them to 1x5 Ensorcelled and 1x10 Lances. Are both Daemonic Mount and Manticore necessary in your list? Think about what they both bring to the table, in terms of their command abilities, and how many actual CP you have to spend...will you be summonin as Ravagers? If so, your list requires 5 cp per turn and you have 2 to start the game... Karkadrak NEEDS -3 rend (Rune ir Dimensional Blade) to maximize his potential. He’s a scapel, and -1 to hit him isn’t going to make him more tanky... if Ravagers is not necessarily your sub for summoning, I would drop the Manticore and Daemonic Mount for a Khorne Demon Prince, Sorcerer Lord of whatever flavor, and spawns to fill out the Bloodmarked requirements (3 if you also combine the knights). Then make your DP the general, run Despoilers, give him the Diabolical Mantle and Paragon of Ruin. You are then a 3 drop, so gives you some flexibility when setting up, and should net you choice of first turn at least 3 or 4 games. With the DP, he fights first, so you can kill a model with him, then give the Karkadrak the +1 attack from your battallion. Khorne is also the best command ability for DPs in my opinion.
  24. @readercolin wow, that’s a lot of data, great job compiling it! I do agree with you that, in comparison to other units, our units feel over costed. I do believe however, that about 80% of the units are costed appropriately. The issue is our allegiance abilities aren’t as strong as other books. So, when you look at a 40 block of marauders at 300 points, who benefit from 6s exploding 3x enemies getting Locus’d to fight last, and friendly models being summoned around them, it looks appropriate to spend that 300 points on them. Toss a Khorne Daemon Prince in a BoK army, and he’s gonna help wreck face. Units like the Sorc Lord on Manticore are slightly over priced because he only casts once, even though he has the best spell in the game. If he caster twice, I’d always pay 260 for him every game. Warriors are fine at 100 points for 5 (horde discount would be nice at 20 not 30 like Liberators) but need to not have to rely on a hero within 12” to buff them, they should get that Mark aura buff for just being S2D. Knights could definitely go down to 160/170 for 5. Chariots are Terrible and should be like 100 for 1, and 240/260 for 3, both flavors... all the Warcry stuff is fine at 70 points. I’m sure the Daemonfire Rift will go up to 80/90 points on next GHB Karkadrak needs a built in -1/-2 rend on main weapon for his price tag, or dropped 20 points. Give him the -3 artifact and he’s priced appropriately. Archaon at 800 is fine, if he could benefit from all Mark Auras, and not just 1...
  25. Reroll casting rolls would be too OP though, it’ll be something like, “ in your hero phase, if this unit makes a successful cast, then they get to reroll casting values of 1. This effect last until your next battleshock phase. In addition, this unit can never benefit from abilities that allow you to cast spells”
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