Haldawe
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Posts posted by Haldawe
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2 minutes ago, Spears said:
Doesn't it require host of the everchosen Varanguard to even buy the battalion though?
Nevermind then, you are correct.
Makes it a bit less useful
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Varanguard batallion lets you have each unit be from a different circle than other units if you wish if you have the Archaon "clan", or lets you choose one if you are in a different one, like Cabalists.
Still, have to say which circle at list building, not in the deployment.
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The new battletome has about 666 ways of controling the Battlefield with spells, comand points, unit skills, etc, so many that it seems mindblowing to me that I have yet to see a list going about that, controling the game more that killing everything.
Gonna put a list of everything (by memory) that can do something like that bellow, and see if we can come with a brew or a monster:
• Be'Lakor "can't use this unit" for a turn skill - do it on the deathstar of the opponent on a critical turn and can win you the game alone
• Reduce movement tricks
- Khone Daemon Prince CP; 18" half run/charge
- Wispers of Chaos spell; 12" 6+ MW per model, anyone dies you don't move
- Reamscourge Rapture ES; 9"+9"+ cabalists ritual, D3 MW halve movement. Speaking of Cabalists,
- Cripling Pain Cabalist's spell; 18" D3 MW, reduce M as MW dealt
• Gain movement tricks
- Mask of Darkness Necr... i mean, StD spell; teleport anywhere
- Chaos Marauders; 2+ 9" charges, comboes with above spell and Ravagers' summoning
• Fight last (to abuse our fight twice with impunity)
- Binding Damnation spell; 12" fight last
- Mindstealer Sphiranx skill; 12", fight last, mindfuck opponent's mind first, then their unit (throw a "Im gonna use X number" in there for extra points)
Lasty, but not least,
• Archaon the Everchosen's CP, you choose who begins the round about 75% of the time
A list abusing these surely won't make you a lot of friends, but I get the feeling the games would feel way more strategical, as the heroes/units to do this are not cheap, thus leaving less room for anvils/hammers
Anyone already toying with a list around this idea? Made a game with some of it? How did it go?
Happy new year BTW
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On 10/8/2018 at 6:24 PM, mikethefish said:
Not technically Free People's, but pretty darn close.
So I am not looking to do anything like blow the doors off of Adepticon with this list, but I am looking to field something that is flavorful, as well as at least reasonably effective. With that in mind, what do you folks think of my "Cogfort defenders" list? Does it have potential, or will it get laughed off of the board?
MIXED ORDER LIST
Freeguild General (warlord)
Battlemage
Gunmaster10 Liberators
40 Freeguild guard (with either swords/shields or halberds)
30 Freeguild HandgunnersCannon
CannonSteamtank
SteamtankEither a Command Point, or an Endless Spell worth 50 pts or less. Probably the Palisade or the Shackles (basically something to slow or hamper the enemy army a bit
Will depend on the map but you will have trouble moving out of your deployment zone.
Also I would recommend using Hysh's Lens of Refraction relic on the gunsmith so the cannons cannot be sniped that easily with magic.
As long as you get objectives that do not force you to move out you should be fine.
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6 minutes ago, RatmanRick said:
Hey Guys, quick question here.
i have a debate with someone about the wording of the great bray shamans spell ''devolve''
What is the spell actually doing?
1: beastmen player casts the spell, picks an appropriate enemy unit and the opponent moves his unit closer to YOUR CLOSEST FRIENDLY BEASTMEN-UNIT
or
2: beastmen player casts the spell, picks an appropriate enemy unit and the opponent moves his unit closer to HIS CLOSEST FRIENDLY UNIT.
problem is the wording in both my and the english language.
from the warscroll:Youropponent must move that unit up to 2D6"so that each model in the unit ends its moveas close as possible to a model from thefriendly unit that was closest to it at the startof the move.
thanks for any help regarding this issue.. i think its clearly nr.1.. but i it would be cool if you all could give me rules background for this.You are casting the spell, so friendly refeers to your units.
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You can make the Bestigors do 1rst turn charge as well,
6" movement + 3" Shaman +6"+1 running command point and standard + 4" cogs = 18" moved and +2 to charge
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The new warscroll allowing to put the charge an automatic 12" makes me moist.
Also, I drop him on 1rst turn to go all Sephirot on the enemy heros, so the extra attack is really welcome.
As for the new wording on the sceptre... I would still roll one for each unit separatelly
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1 hour ago, Reeve said:
Will the Soul Wars pt cost be legal to use at any tournament however? Wouldn't most organisers prefer you to use the GBH/Battletome points?
For the Castigators they have the same points on GHB and the Soul Wars, and the costs for reduced units is less efficient than the normal squad (140/200 for 3/5 evocators)
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Either list 1 or 2.
I would prefeer the 1rst, as the 2nd has 2 really big units which are the obvious threats of the army, and could be debuffed (for example geminids) or targeted without muchmagic defense units (for example the incantor's dispell scroll).
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Since the spoilers I have been thinking about an AoE mortal wounds list, using a Celestian Prime on 1rst turn as a meteorite-cannon (hi auto 6" radius D3 mortal wounds), the actual Everblaze comet endless spell and the Stardrake's rain of stars.
At 2000 points the list would be something like:
- Drakesworn templar with the artefact of death that ignores rend
- Celestial Prime
- Lord-Arcanum on foot as general
- 2x Knight-Incantor
- Lord-Exorcist
- 3x Sequitors
- Everblaze comet
- Grand convocation batallion
Either Celestial Warbringers for +1 to cast CP or none for Staunch Defender and another artifact, all 4 wizards have 2+ to cast (Drake and batallion), Drake can get mystic shield and tank normal wounds, get healed with Lord-Arcanum, tons of AoE with frasks/spells... little body count though, but might be fun. Might be better without the Grand convocation battalion and the extra wizards for more bodies.
Another one would be a mele-based army with the Evocator-Sequitors batallion:
- Lord-Arcanum on gryph-charger
- Knight-Incantor
- 10 Sequitors x2
- 5 Sequitors
- 2 Evocators
- Lord-Relictor with Translocation
- 2 Ballistas
- Chronomatic cogs (for speed)
- Evocators battallion
Maybe tempest lords to spam CP on the auto-Evocator spell so make the Sequitors reroll everything.
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AoS 2 - Slaves to Darkness 2 Discussion
in Chaos
Posted
Sadly the bloodstroker buff applies at the start of the movement phase, unless you conga line back to him, it will be imposible to buff the unit after the teleport