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Domowoj

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Everything posted by Domowoj

  1. You're right, I am thinking of sharing one random value for the unit's movement. It's been too long since I've been able to use these little cuties in my army. Rolling individually for each spawn's attacks value is more statistically reliable and also more fun!
  2. I either don't get the reference, or you meant to type "some people," but either way I love the imagery of this; it makes me think of a group of people isolated in a fallout bunker or biodome, set aside from a crumbling civilization. Specifically it reminds me of the book The Dome in the Forest from Paul O. Williams' Pelbar Cycle.
  3. Chaos Spawn are back! I love these guys! A unit of 6 spawn is fun to run. Just think: these six models have a 1/36 chance of performing 72 attacks at 3+/3+...? The most recent Chaos Spawn warscroll (BoC battletome) allows assignment of the NURGLE keyword during setup. And just in case this isn't clear...from the core rulebook, p242: "An army can have allegiance to a faction instead of a Grand Alliance if all the units in the army have the keyword for that faction, including any units that you assign a keyword to during set-up."
  4. Not quite. Somewhere it also says (helpful right?) that if there is no keyword, then assume the allegiance is the containing battletome. Maybe someone has the citation for this? I don't remember where it is... Edit: found it, Core Rules faq, paragraph on the right in red text:
  5. Do you have miniatures already or any preferences? Daemons? Rotbringers? At such a low points level I would probably go full-pestilens and load up on cheap Plague Monks without having to take NURGLE battlelines. But if you want to stay strictly Nurgle allegiance you could try something like: Harbinger of Decay general Festus the Leechlord 40 Marauders 5 Chaos Warriors Warshrine OR Harbinger of Decay Sorcerer (Blades of Putrefaction) 40 Marauders 40 Marauders Chronomantic Cogs
  6. I love Festus. I often don't find room for him in my post-battletome lists for some reason. I think he is a wonderful accompaniment to The Glottkin as well, who is often not as resilient as a GUO and is unable to be equipped with protective artifacts like Endless Gift or Witherstave. I haven't examined the new materials under close scrutiny yet. That said, here's my cursory assessment. Maggotkin have a strong set of allegiance abilities and most of our synergies affect keywords that BoC units lack (MORTAL, DAEMON, PESTILENS, etc). I think we have plenty of options already available to our allegiance and BoC don't really provide any new tools that we were missing. Bestigors are awesomely offensive, but I think we can achieve this same level of fast-hitty-horde with things we already have (Marauders, Monks) and for less points-investiture. I think there are definitely some appropriate situations for synergy. For example, an all nurgle-marked BoC army would benefit from the support of a GUO with a bell or a Lord of Blight's CA. But if you want to build a competitive list, you are probably going to maximize your keyword synergies. This means that a list with BoC units will probably have to mostly be BoC units and then you need to make a decision between which allegiance ability set makes more sense for your army. I am assuming that the BoC nurgle battalion is the only way to mark BoC units as NURGLE but maybe I'm wrong about this. I have a large number of BoC units, so I will be continuing to examine the possibilities here moving forward. Fecund Rituculturalists isn't strictly a bad battalion, but I would tend to consider the cost of the nurglings as part of the battalion. The Chaos Sorc Lord's spell has a slight redundancy with the battalion's affects as well. If you asked me to suggest minimal tweaks to your list, I would suggest switching out the Balewind Vortex for Geminids and switching out the Sorc Lord for either Festus (for fun utility variety), Gutrot (diversionary tactics or capturing backfield objectives), or a LoB (to make use of extra CP and maximize enemy To Hit Debuff with plaguebearers and witherstave). If you asked me to suggest an overhaul of your list, I would recommend trying out a Tallyband for comparison. Tallyband seems expensive at 220, but I think FR is more expensive if the nurglings don't accomplish anything. Tallyband has a slightly better healing ability than FR and you can fit more of your army into the battalion. Maybe it would look something like this: GUO Poxbringer Horticulous Slimux Festus the Leechlord 10 Plaguebearers 10 Plaguebearers 30 Plaguebearers 6 Plague Drones Tallyband
  7. It's not you, it's me ...I mean us. It is definitely not something to rely on as it's basically a coin toss each turn. That said, we like to dream. Unreliability is not cause to exclude a sorcerer from your list. I usually take Blades in every list I make, and some games never cast it once. But I'm not going to stop taking it; those few times I can use it, it has the potential to swing the round or even the game. If you don't bring BoP, you fail to cast it 100% of the time. I am not a good example of a practical-minded strategist however. During the 1st iteration of AoS (pre allies rules), I would often run a Blightguard, or other rotbringers list, and I would set aside reinforcement points to summon an Exalted GUO. I couldn't deploy him with the rest of the list, because my BKs wouldn't be battleline. So I would rely on a 9+ cast to bring in a model that was...500 points. I think I only failed ONCE to bring him in before battleround three. So, I am a sucker for magical thinking and saying to myself: "hey, I can roll that; probability doesn't apply to me." Is a 120 point sorcerer worth it, if you're only bringing him for Blades? I think this is a tough question. Objectively and out of context, probably not. But context is everything, so I don't have an answer. What else could you spend those 120 points on? (Used to be, that would buy you a jabberslythe!) 10 Plaguebearers is not worth 120 points in a rotbringers list, and a Sorcerer with blades is often the only desired rotbringer-addition to an all daemon list. In my opinion, 20 Marauders is probably one of the best choices for 120 points. If I am running The Glottkin, I will always take a horde unit (40 marauders, 40 plague monks, or 30 plaguebearers), and I will always take Blades because it bookends so nicely with Fleshy Abundance (casting both on said horde unit).
  8. It sounds very fun! Something to keep in mind: You get the battleline flies even without the battalion. So do you pay 220 points for a deep-strike ability, a CP, and an artifact? Maybe. Deepstriking behind an enemy is easily prevented by a savvy opponent, forcing you to set up in front of them, but 9" away. So if you are deepstriking,b a unit of 2 Pusgoyles will be more agile than a unit of 4 (smaller unit footprint will be harder to block-out). Alternatively, a pusgoyle unit with the LoA's CA, and a GUO's bell, will be able to move 19" inches, putting you closer to the enemy potentially than a blocked deep-strike, and certainly in their territory for contagion points. A 5" charge is much easier than a 9" charge. As far as contagion points, only taking Horticulous in your list is going to help get more than 4+d3 turn 1. And you can reliably get models into the enemy territory without deep-striking turn 1, so you'll be getting that 7 or 6 +d3 turn 2 anyway. (typically you will fail to get 7 contagion points turn 1, and you will sometimes get 14 on turn 2). As I said above: thematically, I love the idea of a fly army. I would only consider Affliction Cyst in an all-fly army for fun. I don't think it's as competitive as taking a partial fly army with some other components (like more support heroes and a unit of 30 plaguebearers for objective play). So it's up to you. You seem dead-set on an all-fly affliction cyst. So, I would encourage you to take an all-fly Affliction cyst and try it for a few games. If it's not working, then you can tweak it later. Go with your gut!
  9. @BradReligion I love the concept and character of a fly-based list. I don't think the Affliction Cyst is worth it. My reasoning here is that the two abilities seem at odds with each other (the deep strike occurs at the end of the movement phase and therefore bypasses the benefit from the added movement). So you're essentially forced to make a choice between the two abilities for each of your units case-by-case. The pusgoyle deepstrike is not as good as a blightking deepstrike (because of the blightking musician). So, I would perhaps try something like this: LoA - general, witherstave, grandfather's blessing OR hideous visage and carrion dirge GUO - bell and blade, spell of your choice Sorcerer - blades of putrefaction Lord of Blights 30x Plaguebearers 2x Pusgoyles 2x Pusgoyles 6x Plague Drones You have three fast-moving fly-guy units and a big unit of plaguebearers to hold objectives. The LoA can keep pace with the drones and pusgoyles, providing locus activation and enemy debuff with witherstave. The GUO makes your flies super zippy so you can get where you need to be, and can also semi-reliably manipulate the cycle of corruption. The sorcerer will attempt to ramp-up your plague drones or whoever with Blades. The LoB's defensive CA will add a nice defensive boost to any of your fly units, or double-down on your plaguebearers, as needed. The GUO and LoA's command abilities are situational, in contrast to the command ability of a character such as the Glottkin or Harbinger (where you might want it on every turn). So you can choose each turn between three different situational CAs. This might be too many, and you may want to scrap the sorcerer and LoB for BLOAB ROTSPAWNED to keep with the fly-theme.
  10. The terms Darkoath and Slaves to Darkness are very similar; they both imply a bond of servitude to a divine entity of darkness (chaos). I am hoping it will be a combined release (StD gets rolled into Darkoath), basically Warriors of Chaos + Marauders + flavor, and all that stuff, in a manner similar to what we are seeing in this BoC release. It seems that GW pointlessly fractured the armies of Warhammer Fantasy (rendering much of it unplayable), and is now slowly trying to put them back together, while avoiding talking about their mistake.
  11. I wish you were right about this, but this has topic has been discussed ad nauseum already. Go up and carefully read the Answer section from the above FAQ quote again. Pay close attention especially to the first (skip the "Yes.") and last sentences of the Answer. This designers' commentary on the Core Rules counts as part of the Core Rules. The best we can hope for is that these battalions DO behave differently than normal (as has been hinted at).
  12. I know what the Nurgle book says but the core rules, which are a more recent publication, supercede in this scenario (unfortunately.) I am also a Nurgley-guy, so I feel your pain. This change in rules is what prevents us from using the Plaguetouched Warband in a Nurgle Allegiance list.
  13. The nurgle-marked BoC units in this battalion would NOT be Nurgle Allegiance. They would belong to the allegiance listed at the top of the warscroll battalion. Therefore, the cost of the battalion and the units within would be allies in this example. However, I have heard a rumor that these chaos-marked battalions in the BoC book may behave differently than normal...
  14. I can do that. Here is a quote from the Core Rules' Designers' Commentary: So if I run a Chaos Allegiance army, I can run any battalion from any chaos subfaction.
  15. Bloodgreed, buffed by a doombull's Slaughterer's Call CA (Note: you can't stack this CA).
  16. This Beasts of Chaos thing is bad. It's very bad. I had about come-to-terms with letting a bunch of my old minis go...but now I have to rekindle and finish my Khorne-based Warherd. Chaos Allegiance with a Followers of The Brass Bull (Taurox!) battalion. Lots of minotaurs supported by slaughterpriests and bloodstokers. Yeah, this is bad.
  17. 40 Marauders Axes and Shields. 40 attacks, hitting on 4s (20 hits), rerolling 1s for Damned Icon (1/3 of misses are 1s, 6.66 dice rerolled, 3.33 more successes), 23.33 hits, wounding on 4s=11.667 wounds 40 Marauders Flails and Shields. 40 attacks hitting on 5s (13.33 hits), rerolling 1s (3.33 more successes), 16.66 hits, wounding on 3s=11.11 wounds Axes, unbuffed, deal an extra 1/2 wound. IF we are debuffed -1 to hit. Axes: hitting on 5s (13.33), rerolling 1s (2.22 additional successes), 15.55 hits, wounding on 4s=7.775 wounds Flails: hitting on 6s (6.66), reroll 1s (1.11 more), 7.77 hits, wounding on 3s=5.18 wounds The difference is exaggerated when debuffed. With Barbarian Hordes activated on a roll of 4 (only +1 to hit) Axes: hitting on 3s (26.66), reroll 1s (4.44 more), 31.11 hits, wounding on 4s=15.55 wounds Flails: hitting on 4s (20 hits), reroll 1s (3.33 more), 23.33 hits, wounding on 3s=15.55 wounds Here we are evened out. If we also get +1 to wound from the Barbarian Hordes ability, then these numbers are increased to 20.74 and 19.44 respectively. So yeah, Axes are a little bit more hitty. And the difference may be negligible.
  18. Do you all equip marauders with axes and shields? I have mine equipped with flails because Rule of Cool. But as I understand it, the difference in statistical performance is negligible, and even maybe in favor of flails when their Barbaric Horde buff is active. Am I mistaken?
  19. Agreed. I would only choose the two-handed chaos greatblades if I were playing StD or PTWB and taking a large unit to use as a blender. But we have better choices for killing things. In my experience, chaos warriors can't kill anything so you might as well make them a defensive choice. The best things they have going for them are: two wounds each; min unit is our cheapest battleline option. With a unit of 5, I would prefer hand weapon and shield. If you are planning on taking 10+ in a unit, I would go with halberd and shield so they can reach over each other easily in combat. My models are equipped halberds+shields.
  20. He's referring to the Glottkin's command ability, Lords of Nurgle, so +1 attack for each blightking.
  21. @ReAnimate Studios I wouldn't drop Gutrot. But Centurio has a good point. I would drop the Nurglings and add a Lord of Blights. You should still paint the Nurglings. I think you should also invest in buying and/or converting 40 marauders and a Harbinger of Decay for some options. Edit: ^because you will be summoning the nurglings. Don't forget to paint a Feculent Gnarlmaw. I agree with this. I sometimes observe comments along the lines of "6 drones is wasteful because you can't fit all of them into combat." I have never had trouble fitting (at least five drones every time, if not 6) them after a pile-in. Here are a couple tips for drone placement: 1. They can fly so don't be afraid to get creative with placement. If you have a short charge to make and a high charge roll, you can potentially fly some of the drones to the other side of the unit and either wrap around the side, or simply flank a 25mm base, back and front, (base-to-base-to-base) to stay in unit cohesion. 2. Charge two enemy units at once. A unit of 6 drones with blades of putrefaction and extra attacks from Locus and GUO/Glott can erase multiple units. 3. Even if you only get 4 or 5 in, it's still more attacks than if you only had 3 drones. This will also leave you flexibility to lose a drone or two without the unit immediately becoming disabled/worthless. 4. Intention during assembly. It may be too late for this for most of us, but if you assemble your miniatures with gameplay in mind, then you can glue wings and legs in a manner conducive to snugging-up your minis close to one another. Also, you could stagger your flying-base-stands vertically so some are raised slightly higher than others. Choosing to assemble your flies with Foul Mouthparts instead of Proboscises is going to allow you to probably get your flies in tighter with enemy models, but I would still choose the Probes for rule-of-cool.
  22. As with everything, inclusion of Rotigus vs generic GUO is situational and therefore depends on various factors (e.g., the rest of your list). Deluge of Nurgle is an amazing spell and it partners wonderfully with Plague Squall and Rampant Disease. Rotigus is no slouch. If I am running a Thricefold Befoulment, including Rotigus is a no-brainer. Otherwise, I consider whether my army is geared toward being either an immovable object or an unstoppable force. If my entire army is deep-striking with Gutrot and fast-moving aggressive attacks with Plague Drones and cavalry, etc, then I probably would prefer a GUO with a bell and blade to make sure my units get to where they need to be and help get those important spells off. But if my army is entirely deffensive, i.e., LoBs and large units of infantry camping objectives, then I might take Rotigus and other such tools to goad my opponent into reckless decisions. I recommend magnetizing your GUO kit with the different options so you can play around with your choices.
  23. @sal4m4nd3r Any chance for a photo or two of your tourney army and display board? And by the way, nice work and thank you for sharing your experience! @sal4m4nd3r
  24. Re: maximizing on Bloab's Miasma of Pestilence 1. Stenchplate is great because it pings in your opponent's movement phase; it occurs in an entirely different phase than Beast of Nurgle shenanigans. Unfortunately, it's difficult to prioritize this artifact over something more broadly useful unless you are in a Bloab-focused army. Even then, Bloab can't take artifacts himself, so you would need more heroes than just Bloab in a "1k Bloab List" to make this work. 2. Things with impact hits (GUO, Glotkin, etc) activate the spell during the Charge phase. I don't think we have anything with reliable impact damage, but I would consider the Gorebeast Chariot to be the best if you are up against a large-model-count army. It's basically an interchangeable choice with a beast of nurgle (same points, same purpose) in a Bloab list. A gorebeast chariot needs a 6+ to cause damage, but the 2" reach is nice and crashing into a unit of infantry could lead to rolling a handful of dice. I would rather have 6 chances at rolling a 6 than 1 chance at rolling a 4+. If you are really invested, a unit of 2 or 3 gorebeast chariots makes for a nice little hammer with the support of a CLoDM and Bloab. Add in chronomantic cogs and you only need a hard-6 charge roll (with a re-roll from CLoDM or CP) to double Gorebeast attacks OR use cogs to let Bloab cast Blades and Miasma in same turn.
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