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Domowoj

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Everything posted by Domowoj

  1. I also agree with all these fine suggestions, but I especially love Darkfine's ideas! Archaon and the Glott boys would absolutely be bringing a mammoth! EDIT: P.S. Now I can't stop thinking about converting a mammoth.
  2. Only two things need to happen. You need to have 2 CP, which is easily done and no risk here. So this method only depends on one dice roll: a successful charge, and that can be helped in numerous ways to make it less risky. This effect doesn't need to carry over multiple turns because you will delete the unit you hit, or enough of it that you don't need the buffs to finish it off. However, I usually take a 1950/2000 list and an Aetherquartz brooch. This lets me start with 2 CP and each time I use one, it's a 5+ roll to recover the used CP. You are right, there are a lot of things that need to happen to make Tchad's combo perfect, however it doesn't require every little thing you mentioned to be successful; it really only needs Blades of Putrefaction and the CLoDM's CA stacked. Movement shenanigans are fine, but he's likely to get a charge with knights anyway with the free re-roll; Cogs and Sayl are just gravy. Daemonic power is just a cherry on top. Again, starting with extra CPs and/or banking your first turn CP has no risk associated with it. The only thing here is Blades of Putrefaction. Plaguetouched is the wrong choice for this list because it would strip away any possibility of this offensive combo being able to work. If he fails to cast BoP, that's one thing, but if he doesn't have the spell to begin with, he will fail to cast it 100% of the time. 10 Knights without BoP are still scary, but it's better to have that tool available. If you want more defense, put Witherstave on the CLoDM.
  3. Is this in reference to my plague monk post? If so, I am not sure what you mean. No weapon profiles are getting doubled; there is no multiplication going on, only addition. And please forgive me if you weren't addressing my post.
  4. If he takes plaguetouched, he has to switch his allegiance and lose out on Blades of Putrefaction. Blades of Putrefaction is very iffy for two reasons, the first being the casting difficulty and the second being opponents who can debuff you with -1 to hit. This chaos knight list is one of the only places you can ignore that second reason.
  5. If I buff a unit of plague monks (with woe staves) with both The Glottkin's CA and a Verminlord's CA, I get 8 attacks per monk on the charge, right? Foetid Blades have 2 attacks each, 3 instead if they charged. Plus one attack from offhand Woe Staff. This equates to four attacks base (assuming charge) over two weapon profiles. Each CA adds 1 attack to each weapon profile, so another two blade attacks and another two staff attacks. My next question is whether this is better than taking pair of Foetid Blades. The same scenario would only yield 5 attacks per monk, but rerolling all misses. Statistically, a unit of 40 monks (let's assume all could reach enemy models with all their weapons) with 8 attacks each would hit 100 times with their foetid blades, and 60 times with their woe staves. These hits would statistically translate into 50 blade wounds and 20 staff wounds. The same level of analysis for a unit of 40 monks with pair of foetid blades would yield 100 hits, rerolling all misses for another 50 hits, and then 75 blade wounds. Please correct me if I calculated something incorrectly there, but the bottom line seems that both options are similar in terms of damage output with odds favoring (slightly) equipping your monks with a pair of foetid blades. However, when you add Blades of Putrefaction into the mix, you get 320 attacks=53.33 mortal wounds versus 200 attacks=33.33 mortal wounds plus 100 rerolled attacks=16.67 mortal wounds. So now we are looking at Blades and Staves=70 wounds + 53.33 mortal wounds versus Pair of Blades= 75 wounds + 50 mortal wounds. And to add to this, it's likely you wont be able to pile in all 40 monks to be able to attack on the turn you charge; my experience is usually about 30-32 monks are able to get into a two-rank pile-in. That would mean we can scale all this calculation realistically to just 30 monks, and then units equipped with woe staves would be able to get an extra 30 attacks (3 staff attacks each with 2" range from the leftover ten monks in the 3rd rank) over units with just foetid blades. Now the stats favor units with woe staves. What do you all think about this?
  6. The english version of GHB 2017 contained a line that said (paraphrasing) "command abilities and artifacts don't affect mounts." Games Workshop clarified that it was a misprint, and meant to say "command traits and artifacts don't affect mounts." This same corrected line has been carried over into the AOS 2 core rules, so you're good to go; both the Locus of Contagion and Grandfather's Joy affect the rot flies' number of attacks. Essentially, all abilities affect mounts unless specifically noted otherwise. I am sure that you would prefer to have a citation on these rulings, but I don't have my books with me currently, and so I apologize about that.
  7. Also, slow movement is no longer a thing for Nurgle. We have so many tools to get around it that it's not an issue anymore. You are either zoned out, or you're not. In either case, your blightkings are in charge range. If your opponent tries to move away and avoid you, then they create room for you to drop a tree with Gutrot. Always play for objectives with your Gutrot strategy.
  8. Even if you get zoned out of the backfield, it's not the end of the world to set up your Blightkings in your opponent's face. If you brought Cogs with you, you are looking at a six inch charge (rerollable with a CP). Your opponent may have spread out some of their units in order to zone you out, but you have still tied up some of their resources and you can still get a 1st turn charge that they weren't maybe expecting. If this is a scenario you find yourself in, you may also have the option to support your blightkings with a harbinger and/or a big hammer (marauders, plague monks, plague drones) with which to countercharge if you fail your blightkings charge. Gutrot is a great tool for us, but it's not going to work 100% every time. Be adaptable. Cogs is very helpful, but you can't count on it.
  9. I would normally agree with you about MSU blightkings but I think it's likely that the unit of 10 Blightkings in this list are attached to Gutrot Spume. For me, this is the perfect place for a unit of 10 Blightkings; five kings deep striking is certainly more agile, but not necessarily scary enough to dissolve your opponent's plans or divide her/his attention in a meaningful way.
  10. I think the Prehensile Proboscis. They are similar choices in terms of damage output. The Foul Mouthparts put out 2.667 damage on average and the Proboscises put out 3 damage on average (this is just probabilities of rolling to hit and to wound with a unit of 3 drones). If you bring Blades of Putrefaction to try and buff the drones, then you will want to be rolling as many attacks as possible. This is also favoring the decision to take the Proboscises.
  11. https://thetoybasement.co.uk/shop/statues/iron-studios-slimer/
  12. I would maybe choose either Morbidex or Slimux at 1000 points. Fitting both in uses up half your army and you still need two battleline units and hopefully units that can do work to take and hold objectives or kill things. You may also want room for a wizard. I would choose one or the other at 1k points. The cycle moves at the start of the battle round. So that happens first. However, some of the effects on the wheel don't come into effect until at the start of YOUR hero phase. When multiple things occur "at the start of your hero phase," you get to choose what order you perform them in. So for example, the wheel turns to Corrupted Regrowth at the start of battle round 2. When it becomes your turn in battle round 2, you can choose to let the wheel effect occur 1st and heal your units, and then you could use Grandfather's blessing and turn the wheel either forward to gain a movement boost, or backward and then choose to process the effect of Rampant Disease which also is "at the start..." Someone please correct me if I am wrong about this.
  13. The video is interesting and worth watching, however we should look at it for what it is: a small amount of math in a vacuum and then some opinion. The result of the "math" is that Plague Cyst and Blight Cyst both buff Blight Kings to a comparable level of damage output. They are similar but different. He doesn't talk about the Lord of Blights majorly defensive command ability, and he fails to mention one major perk of the Blight Cyst battalion. That perk being the ability to buff Gutrot Spume's deep strikers. It seems like the author of this video has his mind made up, but there are a lot of big IFs in army composition. I feel like we Nurgle players are truly blessed by Papa N. that we have so many tough decisions to make between all these good army components. Anyway, at the end of the day, Plague Cyst is maybe better if you don't need the rend or have things like Rustfang/Festus in your army. Blight Cyst is maybe better if you are Gutbombing the backfield, or if you need LoB's CA to get your Plague Monks up the field with minimal losses. But the bottom line seems to be that we have so many good models and units and battalions. Therefore, the Rule of Cool dictates that we can take any Nurgle army and stand a fair chance at having a good time.
  14. I have a tournament coming up and I am having trouble choosing between a few lists. I have decided to write them out here because many heads are better than one. Oh, and this is going to be a long post. You have been warned. I usually play a very strong magic-oriented game so I wanted to try something different: Heavy, fast, front+back crushing melee attack. So to this end, I decided to run Gutrot with 10 blightkings ambushing, and also a drone bomb hitting in the front, and all supported by the Cogs. So what this looked like in my theory-brain was a tree going down in the center of the board, a GUO with a bell and blade casting Cogs 1st turn with his gutknife and dialing it in for the +2 to charge, also casting Foul Regen and manipulating for Unnatural Vitality and also using his Command Ability on the drones. I would also attempt to cast Blades of Putrefaction on the drones with some wizard for Esses and Gees. Then, if all went well, Gutty and the Boys would ambush and roll a hard 6 on the charge, and six plague drones would move 13" and run d6+2" (and probably reverse-conga-lining one of the drones backward to stay within 7" of a tree)...and assuming a 3 on the run roll would out me 6" away from the front of enemy deployment zone. If anyone is close to the front of the deployment zone, then I would only need to roll a hard 4 to get into combat turn 1 with the drones. I understand none of this takes into account the rest of the list, 1st battleround turn order, etc. Then I started to doubt the idea of hitting hard and fast from the front and back in the same turn. If both the drones and the Gutty Boys get into combat right away, then I would have to choose who activates first, and then my opponent would get to swing hard at the other unit. I would maybe need to pick a soft target for one of the charges. So I started toying with the notion of hitting hard with the Gutty Boys 1st. Gutrot and the boys will make a 6" charge (Chronomantic Cogs + musician) in the 1st battleround or they will fail and still be a big problem for my opponent. To quote some pure wisdom: Then, the rest of my army could crash into the front on the 2nd battleround once the enemy has either turned backward, or divided in half. Since I no longer needed the speed of the drones, maybe it was more important to have a battalion to reduce the amount of deployment drops (so I could maybe have some say on who goes first) and also get another artifact and an extra command point. So I settled on this: Blight Cyst Harbinger of Decay (general, witherstave) Lord of Blights Gutrot Spume The Glottkin 10x Putrid Blightkings 5x Putrid Blightkings 5x Putrid Blightkings 40x Marauders of Nurgle Chronomantic Cogs 1980/2000 I am not sure if this is better than the drone bomb, but it gives my Blightkings rend, a plethora of great CAs to choose from (and depending on the opposing army, I could potentially save my 1st turn CP, giving me three going into turn 2). 1st turn Glott would cast Foul Regen and Chrono Cogs, and 2nd turn would cast Fleshy Abundance and Blades of Putrefaction on the Marauders. Marauders are great buffed by any and all of those CAs and would be a force to reckon with. The rend on the blightkings could be a game-changing factor. I was settled on this list. But the tournament is going to really be exploring the ins and outs of the new Realms (we have 7 boards, each representing a different realm) and so I kinda want more than just one wizard. So my next list is less focused, but brings a lot of toys. The Glottkin Festus the Leechlord Sorcerer Gutrot Spume 10x Putrid Blightkings 30x Plaguebearers 40x Marauders of Nurgle 40x Plague Monks Balewind Vortex Chronomantic Cogs The idea here is basically the same with Gutrot. Several large blobs of infantry makes for good objective play, and Glott's CA really shines here, as well as options for Fleshy Abundance and Blades. Sorc would sit in a back corner on a Vortex with Plague Squall. Festus would hunch down behind Glott and keep him alive hopefully a little longer with healing. Pretty basic, just a lot of infantry and more wizards so I can explore the spells of the realms. Having all these named characters isn't so great for artifacts, but whatever. And here is maybe what a hybrid list would look like Great Unclean One (Bell+Blade, Endless Gift, Grandfather's Blessing) running with 6x Plague Drones = 740 points Gutrot Spume running with 10x Putrid Blightkings = 460 points The Glottkin running with 40x Marauders = 620 points Leaves me room for 10x Plaguebearers and Chronomantic Cogs I find that a GUO running behind the drones is enough to activate their Locus ability (at least in my local meta, a GUO with Endless Gift typically gets ignored) Glottkin won't have much protection, but hopefully being surrounded by 40 marauders and with a drone bomb and Gut's Guys to contend with, people will have a hard time finding the resources to put Glottkin down. Glottkin would still use fleshy abundance on marauders and try to get Blades off on either the Drones or the Marauders. Both big monster wizards' command abilities are great. This list would give me several strong attack formations, and two big wizards. I am done rambling on for now but still no closer to making a decision...
  15. I think it has been determined that if you take Allegiance: Nurgle, then you won't be able to take any battalions from the Pestilens book (refer back to the Plaguetouched Warband discussion earlier in the thread) because all units in a Pestilens battalion are Pestilens allegiance. I could be wrong. Edit: I am not sure how this interaction works. I don't have the books in front of me, but IIRC the Plaguetouched Warband can't be selected with Nurgle Allegiance because it's an Everchosen battalion (so all units within the battalion have Everchosen allegiance). The result is that the units in the battalion would need to be included as allies, and we simply don't have enough ally points to fit all that. However in this scenario, I don't think Pestilens are even available to ally because they are simply nurgle also. So I don't know how it works. Remember when Games Workshop decided to make Warhammer Fantasy a simple game?
  16. I think the Plagueclaw catapult would be able to shoot at a unit within 3" of it as long as part of the same unit is at least 6" away from it.
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