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Domowoj

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Posts posted by Domowoj

  1. On 9/22/2018 at 3:16 AM, El Syf said:

    dome people still like heavy metal.? 

    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.

  2. 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."

  3. 19 minutes ago, Poryague said:

    "The faction a warscroll battalion belongs to is shown on its warscroll, above the title of the battalion."

    The marked beast of chaos battallion has no key word at all. Checking the tzeentch battle tome there battllions all have a key word as described in The quote. This probably so they can fit into the god specific armies. If they don't you have a problem because they have no keyword so that would mean they are not beast of chaos as well. You would have to allie them in as well.

    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:

    Untitled.png.5ea42bb5dc19f395bdfdc9ab92a4bc7d.png

     

    • Like 1
  4. Just now, Ciliegioinfiore said:

    Hi guys, any suggestions for a 750 pts list?

    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

     

     

     

     

  5. On 9/14/2018 at 9:48 AM, 5kaven5lave said:

    I quite like Festus for Blades, if you sit him near a GUO he can at least make him nigh-unkillable. 

    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.

     

    4 hours ago, Primes said:

    Sooo..are we allowed to take the new Beasts of Chaos Nurgle Battalion and still keep our Maggotkin Allegiance? If so, whats the difference compared to the Plaguetouched Warband? If not, why are these Battalions includes in the BOC Battletome without being able to ally with Maggotkin?

     

    The usefulness of the Battalion seems debatable:

    200 Pts., dying Units from the Battalion explode and cause a Mortal Wound on a 2+ for every enemy Unit within 7" (I believe?); everything gets the Nurgle Keyword.

    Might at least be a way to add some "cheap" punsh, using Bestigors?

    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.

     

    2 hours ago, Turragor said:

    Played a 1day tourney and finished high middle (I assume). 2 majors wins (including a tight one against pestilens - tough opponents) and 1 major loss. Total of 20 players.

    List was:

    Allegiance: Nurgle
    Great Unclean One (340)
    - General
    - Bile Blade & Doomsday Bell
    - Trait: Pestilent Breath
    - Artefact: The Endless Gift
    - Lore of Virulence: Glorious Afflictions
    Poxbringer Herald of Nurgle (120)
    - Artefact: The Witherstave
    - Lore of Virulence: Favoured Poxes
    Chaos Sorcerer Lord (160)
    - Runestaff
    - Lore of Foulness: Plague Squall
    Horticulous Slimux (220)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)
    30 x Plaguebearers (320)
    3 x Plague Drones (200)
    3 x Nurglings (100)
    Fecund Rituculturalists (180)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 131

    Thoughts after:

    • I need a bit more oomph (Im not sure blades will be enough) for some opponents
    • Plague squall isn't much worth it
    • Balewind is a distraction rather than any kind of bonus (in the long run)
    • Objective holding can be awkward if I lock some bks down
    • I feel like Pbs would work so much better in 10s if it wasn't for the 10+ 20+ bonus levels
    • I think I'll keep the battalion. It's the cheapest way to get the absolute unit artefact combo of endless gift guo and herald witherstave

    Anyone think of any tweaks or suggestions? I quite like the basic structure of this. The aim is to summon as soon as possible and pin the enemy in no mans land or their own zone. I lost (against casting undead with vhordrai) when I let my opponent pin me down.

    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

    • Thanks 1
  6. 5 hours ago, 5kaven5lave said:

    Maybe I’m just really unlucky but I have real issues getting BoP off in a game. I don’t feel it’s something you can consistently rely on personally. 

    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).

    • Like 1
  7. 5 hours ago, BradReligion said:

    @Domowoj, thanks for the run down! I totally see where you're coming from with your criticisms of the LoA's Command Ability being at odds with the bonus of the Battalion. But being honest the LoA is there for 2 reasons: filling out the battalion's requirements to allow me to deep strike, and then making Pusgoyles Battleline. His unique Command Ability didn't factor into my plans at all beyond it being a nice tool to have there if I needed it down the track (sneaking on objectives late in game). 

    Its really the deep striking and Battleline status of Pusgoyles that, for me, made the army viable gamewise rather than just a neat modelling project. Being able to deposit 1 or more units T1 right in the opponent's face is a fun tactical approach to the game, and if I end up in their territory its a bonus 3 Contagion Points, putting me at at least 7 halfway through Turn 1. The more and more I generate, the faster I can summon a unit of 20 Plaguebearers which in turn covers the glaring weakness of this army; so few boots on the ground.

    Of course the LoA can always use the generic Command Ability to give rerolls to charges instead of the movement boost right?

    Here's a backup list that doubles down on the theme...

    Lord of Afflictions (General, Witherstave, Grandfather's Blessing)
    Lord of Blights
    Sorcerer of Nurgle (Blades of Putrefaction)
    4 x Pusgoyle Blightlords
    2 x Pusgoyle Blightlords
    2 x Pusgoyle Blightlords
    6 x Blight Drones
    Affliction Cyst

    The battleplan is to try and farm as many Contagion Points early on. By my count I have 4+D3 first turn, followed by 7+D3 Turn 2 if I can keep enemies out of my territory and the one or two units of flies alive in theirs. If I then keep the unit of 4 Pusgoyles on the board with the unit of 6 Drones sandwiching the LoA, with the Gnarlmaw nearby, that's still a whole bunch of movement bonuses there that can feasibly farm for that Turn 1 charge - even moreso if I take the bottom of T1 and at worse play for the double-turn (which of course comes with its own problems). 

    Another option is to drop the Battalion completely, start with all the flies on my side of the board, and instead have a unit of 20 Plaguebearers in the army. 

    Decisions, decisions.... Regardless though, it'd look very pretty (or heinous) on the board!

    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!

    • Like 1
  8. @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. :)

     

     

    • Like 3
  9. 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. :D

     

    • Haha 1
  10. 5 minutes ago, bsharitt said:

    But that's the thing, the core rules don't address having units of your allegiance in an allied battalion. You can include allies in a battalion and they count as allies, but once marked they're not allies. Nothing currently RAW would seem to preclude it, but I'm guessing they'll probably have a day one designers commentary to clear it up(if they don't explain it in the book).

    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).

  11. 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.

  12. 1 minute ago, bsharitt said:

    So if I have a Nurgle Army, and I take whatever warscroll battalion gives BoC the mark of Nurgle and lets say the battalion costs 120 points and the units to make it cose 440 points. So would the 120 points that the costs count against my allies points, but now all these Nurgle marked beasts are now Nurgle allegiance too, so they don't count for allies?

    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...

  13. 30 minutes ago, Nevvermore said:

    I don’t think you can do that, Battallions need the appropriate keyword to be used in an allegiance. Otherwise they’ll be allies.

    I can do that.

    Here is a quote from the Core Rules' Designers' Commentary:

    Untitled.png.5b79e8388d9eeb167a85c81072d9b6dd.png

    So if I run a Chaos Allegiance army, I can run any battalion from any chaos subfaction.

  14. On 9/4/2018 at 5:10 AM, Oldshrimpeyes said:

    What's the appeal of the ghorgon?

     

    On 9/4/2018 at 5:13 AM, Oldshrimpeyes said:

    Just read the Warscroll. I'm getting one!

    Bloodgreed, buffed by a doombull's Slaughterer's Call CA (Note: you can't stack this CA).

  15. 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.

    • Haha 1
  16. 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.

     

  17. 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?

  18. 7 hours ago, Kurrilino said:

    Warriors always with shield. the 5+ ward against mortals is fantastic if you pair them with a Harbinger

    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.

    • Like 1
  19.  

    36 minutes ago, Centurio said:

    Honestly I would choose a Lord of Blights over Gutrot since you have the 30 plaguebearers.

    This would also give you the option to drop the plague drones and use Blight Cyst when you feel like it.

     

    @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.

     

    1 hour ago, Kevin K said:

    Drones are similar.  For some reason, three never seems like they can kill anything but 6 is overwhelming attacks.

    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. :D  

    • Like 1
  20. 23 hours ago, ReAnimate Studios said:

    As for my GuO is rotigus any better? His unique spell looks pretty good. 

    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.

     

  21. 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.

  22. I love bile trolls! They have a bunch of wounds, healing, and good rend attacks in both shooting and combat phases. I often found them useful before our battletome was released in January. I would run them as sort of a bodyguard unit for Bloab Rotspawned because they could basically guarantee some damage in both shooting and combat (to maximize use of his signature spell). I only ever used one unit of 3, so I can't really speak to a larger unit size. Since the release of the Maggotkin tome, I find both Bloab and the trolls to be often overshadowed by better and more useful choices due to the new allegiance abilities, battalions, etc; essentially the meta shifted. Before, e.g., I would never use the Glottkin, but now I always look for room for him and a big unit of marauders or plague monks. This is because we have new efficiencies available to us (any large unit of 1-wound models is going to be a prime candidate for both Fleshy Abundance and Blades of Putrefaction). So I think Trolls are generally surpassed by alternative unit choices that lead to all-daemon lists, all-mortal lists, and all-daemon+1rotbringerwizard lists. But they still have a roll to fill: They are beefy boys who can lay it down. I think they would benefit from a list that plays off of debuffing enemy bravery, or if you were to babysit them with a Chaos Sorcerer who keeps Daemonic Power on them.

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