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JackStreicher

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Everything posted by JackStreicher

  1. They suck in combat - sadly +1 dmg on one of those attacks wouldn‘t have hurt. Though the effect of the Sphiranx rocks
  2. A unit has to be worth its points in any subfaction not just in one. So it‘s arguably right that they‘re pillowfisted ^^
  3. Hello, as some might know I am running a Shapeways Page for bits (mostly but also Miniatures) and I am currently testing new Barbarian Shields which are meant to be universally usable, meaning for Chaos, Cities of Sigmar etc. I would love to hear some Feedback on the Designs on my page (thx in advance!) Click me Latest Addition:
  4. I was thinking about running: Chaos Lord on Krakadrak (Style) - 250 Chaos Lord on Foot - 110 Chaos Sorcerer Lord on Foot - 110 40 Marauders - 300 15 Chaos Warriors - 300 5 Chaos Knights - 180 1 Warshrine - 170 1 Chaos War Mammoth - 320 1 Sphiranx - 100 1 Iron Golems (Screen) - 70 1 Doom Sigil - 40 + 1 CP - 50 ------ 2000 ------ I could switch the Chaos Lord for another sorcerer or a Demon Prince but I like the model. While Marauders do their thing my focus is on the mammoth (of Khorne I guess) to deal the maximum amount of damage to anything that draws too close to tactical spots on the table. It is supported by "all them suport auras" and it can be made to fight twice with bonuses to hit and wound which is brutal. The Chaos Warriors are my main tanks while the shiranx supports whereever needed. The iron Golems are great for holding objectives or to screen. I guess I'll play the "switching Generals" legion for this army (though the Demon Prince one would be nice as well, but I do not own one at the moment and I dislike the models except be'lakor)
  5. The issue is: he usually tables my FeC by turn 2: you can‘t run from them - they‘re too fast, you can‘t kill them (too tanky) and they Overkill anything they touch. Even a Ghoulking on Terrorgheist fighting twice can‘t kill enough of 25 orruks to not be overkilled by the retaliation ...so playing for objectives (which I do) is not possible since his army covers half the board and just overkills everything. maybe the Chaos Warriors can tank a their damage a little... but that 2 dmg a hit is just too much in so many ways
  6. Not really. my main enemy is The Big Waagh! Or Ironjawz so I for example tend to compare. As of yet I don‘t know how to survive even 20 ardboys with the Warchanter buff, yet I haven‘t tested the new S2D Battletome so I am missing quite a lot of options (srsly I have no clue how to beat a 2x Warchanter + 2x 20-25 Ardboys without heavy shooting, their stats and dmg are just broken, so I want sth. That can stand up to them)
  7. Can you explain why? I wasn't blown away by the knight's warscroll (the lances are pretty meh)
  8. It works even if they charged since the rule only checks for „normal move“
  9. Uh I just realized the Chaos War Mannoth has both, the Mortals and S2D keywords meaning it can benefit from pretty much all of the abilities in the book... juicy 10 trampling attacks 3+, 2+ rerollable hits with -2 rend and D3 dmg incoming 😍
  10. Damn! I need to get more bases plus bloodreavers look a bit weird on 25mm bases
  11. Linking a video like that is mean... I am wondering if the tease of something „giant“ followed up by this: and might herald a new mammoth 🤔
  12. The Sphinx honestly looks like hot trash (depending on points). I don‘t know about the varanguard circles but their base profile is just bad for 300 pts
  13. The Abilities seem decent, there‘s no broken combo at all that comes to my mind
  14. Just use bloodreavers, they truly look like the updated versions of marauders ^^ as for the warscrolls: I‘ve slept over it and now I am afraid we get Might get a really bad Battletome... we lack damage quite massively. Unless every unit we have is dirt cheap and a horde unit I can see no way (judging by the warscrolls) you won’t just die against everything but kharadron....well we’ll see
  15. Nope. It‘s unmodified charge rolls for that Gorebeast chariot. the same issue can be seen across all warscrolls: you can buff or selfbuff a stat that would trigger an ability but it‘s no use due to „unmodified rolls“ Edit: nvm I failed to read your post correctly (tired eyes) ^^
  16. Alright I‘ve tumbled through all of the warscrolls. Without counting in Battalions and Allegiance Abilities no Warscroll looks really strong apart from the gaunt summoner. I am a bit confused especially about the weapon damag values : The best weapon overall always seems to be the ensorcelled weapon with 3+,3+,-1,1 all the other weapon options lose too many attacks, hit too badly and or are conditional. Every 2+ dmg weapon loses at least one rend (most are rend zero) - surprising especially since it seems fine for Orcs to be 2+,2+,-1, +1 damage for entire hordes... So far the Warscrolls are a bit too tame and the new Krakadrak Chaos Lord made me go „Meh?“, Knights and Varanguard made me go „meh“ very hard...I expected more reliable punch. However there were some nice changes to the Slaughterbrute, the Mutslith changebeast and marauders. I haven‘t had a look at the chariots since I am personally not interested in them. the whole army has several ways to grant +1 to wound, hit, +1–3 to charges and Rerolls to armour saves and all hits and wounds, yet it lacks in damage and rend. it has mortal wound shrugs of 5+ on most units. summarized weaknesses according ONLY to the warscrolls: A lack of High damage attacks (2+ Dmg) weakness to rend, almost no access to good rend (2+). No Warscroll feels really strong. Too many units can grant similar buffs which makes some abilities redundant (a lot of +1 to hit and wound and rerolls). summarized strengths: A high volume of attacks with substantial buffs to hit and wound. (+1 mostly but most stats are 3+, 3+ anyway), high armor, mortal wound resistance. Sidenote: The Warcry warbands haven‘t changed afaik I am now very interested in what additional rules the Allegiance Abilities will add!
  17. Alright I‘ve tumbled through all of the warscrolls. Without counting in Battalions and Allegiance Abilities no Warscroll looks really strong apart from the gaunt summoner. I am a bit confused especially about the weapon damag values : The best weapon overall always seems to be the ensorcelled weapon with 3+,3+,-1,1 all the other weapon options lose too many attacks, hit too badly and or are conditional. Every 2+ dmg weapon loses at least one rend (most are rend zero) - surprising especially since it seems fine for Orcs to be 2+,2+,-1, +1 damage for entire hordes... So far the Warscrolls are a bit too tame and the new Krakadrak Chaos Lord made me go „Meh?“, Knights and Varanguard made me go „meh“ very hard...I expected more reliable punch. However there were some nice changes to the Slaughterbrute, the Mutslith changebeast and marauders. I haven‘t had a look at the chariots since I am personally not interested in them. the whole army has several ways to grant +1 to wound, hit, +1–3 to charges and Rerolls to armour saves and all hits and wounds, yet it lacks in damage and rend. it has mortal wound shrugs of 5+ on most units. summarized weaknesses according ONLY to the warscrolls: A lack of High damage attacks (2+ Dmg) weakness to rend, almost no access to good rend (2+). No Warscroll feels really strong. Too many units can grant similar buffs which makes some abilities redundant (a lot of +1 to hit and wound and rerolls). summarized strengths: A high volume of attacks with substantial buffs to hit and wound. (+1 mostly but most stats are 3+, 3+ anyway), high armor, mortal wound resistance. Sidenote: The Warcry warbands haven‘t changed afaik I am now very interested in what additional rules the Allegiance Abilities will add!
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