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Jais

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Posts posted by Jais

  1. 8 hours ago, Thenord said:

    Got a 1500 point game tomorrow vs gloomspite gitz. Bringing a Temple nest, 2 haggs and 2*5 heartrenders. 

    Any tips for playing gitz?? Cheers😊

    Read the fanatics warscroll, know they can pop out of a pre-designated unit at the charge phase. That unit will do rng dmg from low-insane. So maybe hit a 60 blob with some chaff first before you throw a sole medusa on foot at it and then watch her die to the fanatics before she can do her shooting attack deep in there.

    If you kill a unit, on a 4+ they revive at the shrine with half dudes. Pretty crazy so make sure that the opponent isn't feeding you dudes just so he can take back his 'empty' home objective. Consider crippling the unit and not wiping it, like 30 grimghasts.

    Morathi at -1 to hit is pretty rough be careful when using monster form morathi vs a blob if your intention is to kill a lot of em. Netters(-1) are pretty strong.

    One of the rider units does d3 mortals on their charge. Make sure you chaff for it and then pile in after your chaff unit dies.

     

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  2. On 5/13/2019 at 5:39 AM, Overread said:

    The problem is too many people get hooked on pionts being the only thing to balance with. I've said it as well, 90 witches and 3 hags is not impossible to fit into an army easily. If you bump the cost of it you've got to go REALLY high so that it can't fit into  a 2K army otherwise people will still take that same power block, they just wont' take much else besides it.

     

    So it doesn't actually tackle the problem and actually makes the game less interesting for both players. 

    Changing the powers; changing witch aelves to only benefit from either spell or prayer; changing hagnarr rules etc... those are where you can actually CHANGE the ability and its power in the game. Plus it means the combo still works, just not as well which is what most want. The DoK players want to keep fielding their models not field less; opponents just want a fairer power block. 

    My biggest fear, I'll agree, is that GHB19 doesn't address the power imbalance between temples/stormhosts/etc. As it stands, GW hasn't had a chance to balance those yet(as they were introduced in 2018) so let's just hope that it's a wee bit more advanced than model costs changes. Otherwise the other builds will be even further pigeon hole'd into playing the one temple that rules them all. I love my Kraith and have always repped it with success... that said with enough points increases I doubt I'll be able to be as effective as I am right now.  HaggNarr should be something like 'reroll shrugs of 1`  or something less impacting. As it stands the existing Khaninite Prayers benefit so much from Hagg Narr R3 and the shrug that the others are blown out the water. Here is to hoping GHB19  balances out stormhosts and not solely model costs~

  3. I've been thinking lately about the influx of new insane melee damaging armies. Gristlegore, 4 Bloodthirsters, etc. and am more now then ever feeling like shooting will come back into the meta. That said, the obvious DoK response is "play Khalibron" but I've been thinking about options a bit more thorough than that. I'm thinking it could* be pretty strong to draft the option to once-in-a-tournament run Morathi as an Aelf mage. Thinking here Balewind, (+1 spell, +1 cover, +6 inches to spells. )  and Pit of Shades can potentially start a ranged damage train. I also think this strat will absolutely not be worth it if I can't kill a 7HP Slaan Starmaster turn 1. That said, it seems her warscroll +1 to cast, hopefully Arcane +1 to cast will open up options for 
    1) Pit of Shades 
    2) Arane Bolt ( modified 10+ is d3) 
    3) Arnzipals Black Horror
    4) ??Some Realm Spell??

    The problem here is that it seems, on average, I'd only accrue some ~4MWs per turn. Not optimal to say the least...

    Any ideas from folks on how to further this concept. I feel it has potential, especially if you can erase a Bloodsecrator, Slaan Starmaster, 4 of the teleporting Vanguard Raptors, Arkanaut Ironclad, or anything else as strategically valuable as so by going first turn 1.

  4. On 4/2/2019 at 12:36 AM, InSaint said:

    Kraith is truly a YOLO temple when you roll the 6 to fight again. All fun and giggles. 
     

    I find Kraith Cauldron Guard  to be the lowest viable drops we can work with and still utilize Hag Queens and efficient unit sizes. I have Morathi in there as well. For me and my scene, winning drops is very important as having Morathi cripped  turn 1 is very detrimental (Nurgle Deluge d3 , Stardrake Shooting d3,  Evocator Bomb, Hand of Dust, etc. ) So I've found Kraith Cauldron Guard to suite me quite well.

  5. 11 hours ago, DantePQ said:

    As a competitive player myself, there is little sense not to go for max out Witches/Sisters of Slaughter. I nw Ben Saava list and it's rock solid I've played with similar list but with more Hag Queens , I've used 20 Witches units few times - when I was playtesting Draichi Ganeth lists and only because of I couldn't fit 30 of them. 

    I run 30 SoS w/ buckler and 30 WE w/ Dual Daggers. It makes the most efficiency sense with the points reduction and for my two Hag Queens'  Witch brew to be active on all 60 models.

    Personally, it also helps my horseracing. I tend to plan on the SoS being the unit that takes more damage so they'll dish it back as they widdle down ( Bucklers, Martyr Sacrifice, Mystic Shield) while still hitting great with witchbrew and 6'' pile in of their own and preying for a Kraith proc. While I use the 30WE with their Mindrazor, Witchbrew and Sacrament of Blood as the obscene murder blender they are (and still preying for a Kraith proc)

    That said, I'm increasingly seeing that I lose games when my opponent can focus some 1200 pts in one  attack against my 30 witches, hag and Cauldron  ( e.g. Deepkin, Waagh stacks x 9, Beastclaw) and hit me first with it all. 

    Don't get me wrong, I also lose to shooting armies in Knife to the Heart and any other ranged damage army with chaff in the way while they shoot me the whole time I'm trying to penetrate chaff. Sylvaneth WinterLeaf,  Tzeentch Pink Horror heavy armies too..

    That's all good and OK, asymmetry is what makes competitive games great :D
     

  6. I'm really torn here with my last points in my list now that Kraith hero phase shenanigans is out-the-window. Anyone have opinions either way for 

    100pt Slaughter Queen on foot ( Khaineanite Prayer, Dance of Doom, Venom of Negendra)


    80 pts 5 more Lifetaker to round out a unit of 10.

    I see many pros and cons for each but don't necessarily have a strong opinion either way. I'm thinking the Slaughter Queen w/ Venom is a Red Herring and takes pressure off of my Hag Queens from hero sniping but left alone can maybe score 2D6 mortal wounds(although her 6 inch movement is rough.) On the other hand 5 more Lifetakers to contest points is excellent and when scenarios are more-models-score that seems pretty invaluable but does then put more spotlight on my Hag Queens. while offering little in the way of damage against armored enemies.

    Thoughts?

  7. Winter FAQ updates to Daughters



    1) https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/Core-Rules-and-Bases-Sizes-EN.pdf 
    "Q: If I use an ability that allows a unit to do something in the hero phase as if it were a different phase, can I use abilities that could affect it in that phase in the hero phase? For example, if I was allowed to make a shooting attack with a unit in my hero phase as if it were my shooting phase, would an ability that allowed me to make an extra attack with that unit in my shooting phase apply? A: No to both questions. Abilities that state they can only be used or only apply in a certain phase can only be used in that phase and/or their effects will only apply in that phase. So, if an ability says you can use it in your movement phase, it can only be used in your movement phase, or if an ability said it applied in your shooting phase, you can only apply its effects in your shooting phase, and so on."

    ~ Orgy of Slaughter no longer procs Kraith Allegiance Abilities.
    ~ Orgy of Slaughter no longer enables Dance of Doom from your Slaughter Queen on foot.
    ~ Orgy of Slaughter no longer enables Venom of Nagendra from your Slaughter Queen.
    ~ Martyrs Sacrifice no longer procs in an enemies round of hero phase attacking(vs. Daughters, Stormcast, Khorne, etc.)

    2) https://whc-cdn.games-workshop.com/wp-content/uploads/2018/12/age_of_sigmar_daughters_of_khaine_designers_commentary_en.pdf 
    "Q: Do any wounds or mortal wounds inflicted on Morathi at the start of the battle round (by an endless spell, for example), count towards the limit of 3 wounds that can be inflicted on Morathi in the first turn of that round? Can things that heal wounds at the start of the battle round be used to heal wounds on Morathi? A: No to both questions"

    ~This one is a little illogical but makes sense for GW wanting to nerf Daughters and therefore nerfing Morathi. So the Iron Heart of Khaine ability is only active during the battle round. So therefore we can use Endless Spells to hurt her beyond her 3dmg/turn limit because it's not in the battle round. That said, this update now also states that we can not use Endless Spells to heal her beyond her 0 healing/turn limit even though that it's an Endless Spell and it's between rounds.

  8. Folks really trash on Lifetakers but haven't themselves really tested them in different circumstances. Also, folks have too much of a hard on for Witch Aelves and then wrongfully compare pure damage output and points/cost efficiency optimizations without looking at Lifetakers utility.  Lifetakers are fantastic when you consider how versatile they can be for your different matches/opponents/goals. Esp at 80 pts. If they were battleline they'd be OP.

    Lifetakers make amazing Chaff.
    They're on 32s, spaced one inch apart,  for 80pts. If someone fights one unit as chaff, you can activate the next and 50/50 move your 6'' either over or back towards your models. Preventing your chaff from even dying. At the cost of 1 unit of 80 pts. When I fight IronJawz I use them as a screen for their turn 1 intense alpha strike. It's great, I will gladly sacrifice 80pts of a screen to keep my General and Morathi free from megaboss on maw-krusha turn 1. 

    Lifetakers are amazing Alpha Strike.
    Start with a unit deployed on the board, the bigger the better. Mindrazor, witchbrew, Catachlysm of Murder, Blessing of Khaine. Move your 14 and Charge em with rerolling 1s. You'll be hitting for 3 dmg, with -1 rend and 6s do more hits AND you'll 50/50 be able to retreat afterwards so on they're turn they are locked in their own territory and have to again fight your wall of damage while you board control.

    Lifetakers are still solid at Objective Grabbing.
    Use them like Heartrenderers, Turn 3 and your enemy has left a back line objective open? Free VPs. Or even better yet, they didn't and kept a whole battleline back out of fear of your 80pt chaff unit taking their objective. You've essentially made them sacrifice away one of their own units and chances are it'll cost a lot more than 80pts. That said, you can still attempt to drop in, charge, hit retreat and still own an objective by having more models within 6" even after your retreat. I've done it loads of times. Just make sure it's after R2 for rerolls 1's to charge. Cauldron Guard and Cogs helps loads here too.

    Lifetakers are good at support hero Assassinations.
    Use a block of 5 as a character assassin. Go kill the enemy 5pt hero. If they're not properly bubble wrapped, fly over their enemies and charge em. Give em a buff or two and that enemy support hero with no real save go bye-bye  ( Necromancer,  Hag Queen,  Branchwyches, etc.)

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  9. Double Blades Witch Aelves are very fragile ( 6+ save ) so it's very common for folks to run Hagg Narr for that 5+ shrug save around the cauldron and then a second set of Double Blades Witch Aelves can additionally re-roll their 5+ shrug with Blessing of Khaine prayer. For those 60 Witch Aelves I've mostly seen the 4 attacks kind ( double daggers being pumped full of witch brew. )

    That said they have no rend so the last 30 with a shield isn't a bad option, at all, to consider.  If you wanna tie something up with high armor ( e.g. stormcast ) as you'll deal some mortal wounds when those shield witches are attacked with the 6+ save Mortals and the 5+Mortal Wound explosion on model death prayer. Also it's nice to have one unit that OK to let get hit first in Combat phase (imo) E.g. I've crippled a MeagBoss on Mawcrusher with that combo ( he killed some 20+ Sisters of Slaughter ) and then my activation I finished him off with their first sets of attacks. I wouldn't have been able to kill him off if I was using double daggers.  His 3+ save and mytsic shield is DoK's bane with no real rend. ( Thank God for Mind Razor .) So ultimately I'm saying while 4 attacks is amazing, in enough circumstances that are realistic I think a unit of 3 attacks because of shields has significant tactical coverage where only 90 Witch Aelves with 4 attacks each wouldn't have the impact they would.  All that said, 90 Witches with Double Daggers is the Net List and the more commonly used tournament placing winning list.

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  10. On 10/17/2018 at 12:08 PM, Hankster said:

    That's not a bad idea. I do like my Cauldrons, particularly the SQ. Having access to both prayers and the bloodshield is pretty hard to give up. 

    What sort of list do you run? 

    A couple different lists depending on what mood ( Temple ) I'm in :)

    • Kraith Cauldron Guard with lots of Slaughter Queens on foot for Dance of Doom, Orgy of Slaughter lots of opportunity for Kraith Allegiance to pop off.
    • Drachai Ganeth  with Cogs, Snakes and Lifetakers and all the charging fun units.
    • Grand Alliance Order with Slaughter Troupe and Tanabrael Shard.


    I find Hagg Narr and 90 Witch Aelves horribly boring, might as well play Murderhost Khorne.  I really enjoy skirmishy movement ( Sisters of Slaughter, Lifetakers, Tanebrael Shard type gameplay, kind of like boxing really. ) So I tend to run lots of those type models as much as I can.
    Run + Charge
    Retreat + Run + 6'' Pile in. 
    Retreat  + Pile in 6'' ( I can hit you before you can hit me ) 
    Hit then free move (Lifetakers) 
    Kill hero then free move( Tanebrael Shard) 

    My favorite playstyle revolves around controlling the order/pace of what fight happens and what bad decisions I leave my opponent with in the combat phase.  (In that regard I do really enjoy the combo ability of Destruction to chain their activations if they kill a unit.)
     

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  11. 4 hours ago, Hankster said:

    Does anyone play Snake focused builds? If so what are they? Does anyone know what Nick Thompson's snakes list that took 6th spot at the AoS GT final was? 

    I'm currently building out my army and debating getting more witches or and another cauldron or going a different direction. 

     


    BloodSisters are no joke. A unit of 10(280 pts) can dish out a solid amount of rend and mortal wounds, something the army lacks. that said, the rough part is that you will need a Wizard general and therefore No Command Ability if you are to Melusai battleline which is the popular way to run a snake army.  But, I would encourage you to consider an alternative, keep the Slaughter Queen on Cauldron as General and pay your minimum Battleline taxes in Witch Aelves., 3 x100 pts spent on some chaff Witch Aelves to screen your snakes when BCR is charging you and you'd still have access to Orgy of Slaughter,  which is,  in my opinion, well worth it's value in points.  Plus those 10 person units of Witch Aelves will be rolling 40 dice each unit if they're near a hero. 30 if not, so that alone isn't a bad offensive option either. In the end scoring is about more models so some fodder foot soldiers is never a bad idea.

    Pro-Tip. Melusai have a 1'' attack range to have all their attacks hits so you will not want  two rows deep of models but instead you'll want your front with enough space between your models that your staggered back row can reach in with their 1' attack range. (e.g.~first Google hit I could find
    images?q=tbn:ANd9GcRGOyS-76xaWEJ7-bu5bk1

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  12. After playing 5 months of Hagg Narr(and not running 90 Witch Aelves) I am really wanting to switch temples so I'm not lost in a sea of DoK players at tournaments. That said, its really a shame that if we try and build efficiently we're ultimately mathing ourselves back into Hagg Narr. It's just so incredibly efficient.

    Some thoughts
    1) Kraith and Drachi temples overwrite your Slaughter Queen's artefacts. This alone is why I think those two temples can't be as powerful. The objectives based game (esp Places of Arcane Power and Relocating Orb) favor tanky Wizards/Heroes with Artefacts. The plethora of artefacts to enable are inefficiently utilized with a forced offensive artefact by those temples. Kraith's Venom is twice as effective on a Slaughter Queen on foot(Dance of Doom) but with 5HP  it's not smart for any objective based scenario. Drachi's +1 attack artefact for her sword is just awful compared to the hordes of options in DoK book and Malign Sorcery Realms. It really feels like that's why Hagg Narr and Khalibron are more successful, because of flexible and well utilized artefact options that best enable objective based gaming.

    2) DoK never really win deployment(by design and that's cool.) So, more often than not we are made to go first and then we're strongly at risk of being double turned. Making Hagg Narr's 5+ shrug bubble so much better than all the other options. Esp if we have the opportunity to buff our army in our first Hero phase before we are double turned.

    3) The artefact (+1 to cast and rerolling 1s) is AMAZING and I want to run it but because we're so hurting for objective gaming point scorers. We would be silly to take it as we would be giving up a Cauldron with an artefacts as a point scorer.

    4) Missing out on Orgy of Slaughter from  not having a Slaughter Queen as your general is a huge disadvantage. That command ability alone outweighs the value of the Medusa.
     

    Thoughts?

  13. Has anyone really pushed a Drachi Ganeth build to it's potential, even for an experiment?
    Based off of +1 to hit from charging alone, it seems like the below will be pretty beneficial

    • Cogs ( +2 charge and +2 move, battleline can run and charge) allows us to get off our Allegiance ability +1 to hit more often.
    • Blood Stalkers ( Crystal Touch, 1 mortal wound per model on a 3+ )
    • Lifetakers (when they charge they hit on 2s for 2 dmg ) 
    • Cauldron of Blood - Mortal wounds on the charge.
    • Bloodwrack Shrine - Mortal wounds on the charge.
    • Slaughter Troupe
      • Retreat and charge, so they can charge every turn.
      • Seems lack luster in giving up the retreat and 6'' pile in on Sisters of Slaughter.
      • Great with Slaughter Queen on Cauldron for mortal wounds every round.
      •  Seems valid on HeartRenderers so they can retreat and again do some back lines point sniping instead of being wiped out and unable to get that shoot and 6'' move.)
      • 2 additional Witch Aelves units added to Slaughter Troupe, allowing them to retreat run and charge every round with +1 seems strong.

    Thoughts?

  14. I see here in the Designer's Commentary about Blood Stalkers NOT gaining their Mortals wounds, even when it specifically says "as if it were the shooting phase."

    Q: Blood Stalkers’ Heartseeker Bows inflict mortal wounds in the shooting phase. Morathi, High Oracle of Khaine lets units shoot ‘as if it were the shooting phase’. Do the Blood Stalkers’ shots inflict mortal wounds when she lets them shoot? A: No. How to deal with abilities that allow a unit to act as if it were a different phase is covered in the Warhammer Age of Sigmar core rules Designers’ Commentary.

    That said, I am not confidently finding the section referenced in "Warhammer Age of Sigmar core rules Designers’ Commentary" that they are referring to, What I am seeing is specifics about move restrictions... 

    Can someone point out the section regarding "How to deal with abilities that allow a unit to act as if it were a different phase " please and thank you?

    I'd like to see about Kraith proc's in the Hero phase. (Shadow hammer, Orgy of Slaughter, Dance of Doom, etc. ) but I'm not confident I understand the core ruling the DoK Designer's Commentary references above to validate if Kraith can be proc'd or not.

  15. Impacts from the July 2018 FAQs

    • 1) Bummer - Morathi cannot double the set-up range of Endless Spells. 
    • 2) Bummer - Morathi can be damaged beyond her Iron Heart threshold by Endless Spells, between rounds.
    • 3) Perk - The specific  realm  artefact that nullifies enemy artefacts cannot affect Morathi's Iron Heart.
    • 4) Confirmation - No matter the battalion, allies do not receive allegiance abilities nor can they generals.
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  16. On 7/11/2018 at 6:39 AM, Overread said:

    Thinking on Shadow Patrol Battalion and how to make it work. 

    2 Units of Doomfire Warlocks

    4 Units of Khinerai. 

    So first up its actually quite free in how you can choose the khinerai as you're not bound to a specific type. This lets you vary them as you wish for the army. However even if you take just the base number of units and the battalion it all comes in at 770 points. That's expensive when one considers that many of those units want to be backed up. 5 Doomfire Warlocks in two groups isn't as good as 10 in one at least in terms of the damage output of Doomfire and in the survivability of the unit itself. 

    The Khinerai are in a worse position as they are only one wound each and at 5 in a base group that's very fragile, plus  neither type is blessed with a larger number of attacks either so even if they get the first strike on a target they need to hit the right target to work. So thinking on how to use them so that the shadow patrol hits hard is going to be key. To my mind there's a few ways to use them, assuming that you deploy them off-table rather than on table.

    1) Use them in the last few turns or even last turn of the game to swoop in and contest or even secure an objective point. Likely not worth it with more than one group. This gives the player a last chance to secure points in the last part of the game, where the survivability is a lesser issue. 

    2) Deploy them in a group focusing on a single target or objective. This overcomes the fragility of the individual units by focusing them on a specific area en-mass. It also increases the chance of them clearing out the area or at least crippling a near-by threat. 

    3) Add units to them to increase their potency. Adding units to each group puts a lot of points into the Shadow Patrol, taking it to 1410 points total. That said it does increase the performance of all the various components, but does meant that there's less points on the table for other things - remembering that at least 300 points is needed to get battle-line (minimum) troops on the table and then at least another 100 or so for a general.  Of course once might only put extra units into one or two of the shadow patrol - giving one or two units that hit heavier and the rest that act more for support. 

    4) Put more points in to battle-line units and the rest of the army and use the shadow-patrol units to bolster those attacks. 

    5) Use additional options to bolster performance. Eg putting a Shadowblade assassin with one of the khinerai units so that when it lands its got the additional wealth of attacks that the assassin offers. Spells and such are also good; eg attacking near a cauldron for the additional save help. 

     

     

    To me this somewhat highlights the weakness of khinerai in terms of their damage output and survivability. They are very much a glass cannon and might be closer to a glass pistol . 

    Great read, you've put some good thought into this. I'm starting to think that, as I posted above, many minimum size units harpies is our best cost efficient draft for objective sniping. Esp. 9" Heart-renderer deployment and then after their shooting a 50/50 roll if that unit can move up to 6". So you'd move just enough to contest a point but not close enough to engage the unit in combat(because they're so fragile.) Shadow Patrol is one option for that. Albeit an expensive option, it's an option. 

    Here lately I'm really starting to feel like DoK are not designed to win first deployment(only a couple builds are possible and they're pretty lacking in efficiency aside from Hagg Narr Cauldron Guard) It's feeling like we're designed to be a glass cannon offense army, to go second, and move people off points. After shifting my lists around to that style(9 drops lol) I've gained so much more efficiencies(e.g. more Haq Queens, more small units of Heart-renderers ) that's it's been much easier to take objectives from opponents than when prior I was 2 dropping and having a very difficult time  trying to hold objectives for 3+ rounds when I'm a glass cannon.

     

  17. 9 hours ago, InSaint said:

    What is an excellent DoK (or ally) unit for holding far off objectives? 

    Since 2.0, aside from 3 places of Arcane Power, all objectives are tap-and-go. I think we're better off with leaving our far objectives "controlled" and empty while rushing forward to contest the opponents objectives  - so if we need to we can then always summon our Khinerai as screens to prevent movement or even summon them  on our  point to hold it for another round.  We're an offensive army and that's our win condition, really. I don't think we need* to draft 3 units of 10 liberators to "hold" a point when it's a tap-and-go game now.

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  18. 18 hours ago, Mark Williams said:

    After reading through this thread, I don't see anyone talking about using Draichi Ganeth combined with the Slaughter Troupe battalion. I've been looking at this as a potential base to build an army around, and wondered if anyone has any experience playing with them and an idea of how well they would do. It seems to me being able to retreat and run back into combat (or even attack a different target) would be very useful. I'm surprised I don't see anyone looking into this and I wonder if I'm missing something.

    Personally, I found it a little redundant and not worth the points for that capability with that Tempe.

    1) Sisters of Slaughter can already retreat and then 6'' pile in ~ so you can ensure that you attack first before they attack you. So charging is kinda useless except to get +1 to hit but with rerolling 1s and hitting on 3s  I found hitting on 2s not worth the entire build around that ability.

    2) Heartrenders don't want to be charging ( unlike Lifetakers ) so it feels like a lot of inefficiency. Their shooting damage is low anyways so I wouldn't take em thinking they'll actually snipe any heroes, their value is objective contesters and more importantly screening enemies from moving onto objectives by deploying them down in enemies way. the 4+ roll lets you ensure you can move them exactly at that  6" out from an objective range, such that, when the enemy fights em and kills em, the enemy still doesn't get to score from that objective, that turn. an 80 obj denying road block of chaff. Very strong for that purpose.

    3) Retreating is awesome. Still, not worth that many points, for meek shooting, I think ( with what I understand at this early stages of 2.0.) With LookOutSir! and the like, shooting damage is very very low with heartrenderes. I find them usually dealing 1dmg per shooting phase when I have all 5 girls alive. 

    4) The extra artefact and 50pts of command you would spend ANYWAYS seems worth it for DoK. That said, I think we'll never really win deployments,  I think we have such efficient models so we can go second and do well. So I wouldn't really look at any battalion as "I'll win deployment" b/c vs a lot of top lists then 2 drops is about as low as you can go and what I've seen DoK can't be effecient ENOUGH  at 2 drops.

  19. Question : I can clearly see how in the Prayers of Khainenite Cult  allegiance Prayers how we are only allowed to pray for one prayer per turn. I am also seeing that we may pray twice, if we know* a prayer from the Prayers of Khainenite Cult. Is there anything preventing us from re-praying a failed prayer, from our warscroll? E.g. If my Slaughter Queen fails her Dance of Doom prayer, can she use her second prayer to pray for the same prayer , on herself?  Secondly, what about Awakening the Avatar, if one priest fails that prayer, could a different priest attempt that same prayer in the same phase?

    Question : Are there any known restrictions around Dance of Doom, Orgy of Slaughter CA and Kraith Allegiance Ability and Venom of Negashandra Kraith Artefact? E.g .Could, the Slaughter Queen, attacking twice in the combat phase,  pop her once per combat phase artefact to deal d6 mortals, in the Hero phase if Orgy of Slaughter is used on her, and thus it'll proc twice and each time could potentially proc a Kraith proc? The wording does specifically say for Orgy of Slaughter, "as if it were the combat phase" ... any known limitations with that combo, as written/FAQ'd? I couldn't find anything besides Rule of One preventing a nesting Kraith proc but didn't know if you folks had any other info.

    Question Would anyone find value in updating the Header post with all the answer FAQ 2.0 questions folks op in here and ask?  Seems like a centralized place would be a great opportunity for newcomers to obtain clear and concise answers to the most commonly asked question. I don't know what mods/editing posts rules are for this forum but if it's possible I'd love an organized header with hyperlinks, FrequentlyAskedQuestions, Tournament Lists, etc. all dedicated to D.o.K. I wouldn't mind doing the leg work for it too, just throwing it out there.

    First post! Been lurking since I started playing a couple months back and am happy to contribute :)

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