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The_Yellow_Sign

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Everything posted by The_Yellow_Sign

  1. I don't see why you can't stack it multiple times on a single unit? Usually command abilities that can't be stacked explicitly say so.
  2. Sorry, what does each row in your tables represent?
  3. Darkwalkers is definitely good as well, especially if you run a lot of Warherd. Bullgors are great for ambushing because of their charge bonus, and with cogs they only need a 6 to get into combat. And the command ability is nice for teleporting a Chimera into a dangerous area.
  4. The Gavespawn artefact Mutating Gnarlblade is also really good on a Beastlord, and possibly even better than the Sword of Judgement (I haven't done the maths on the latter yet). I one-shotted a 14 wound hero with Gnarlblade in one of my games.
  5. If he's ambushing with Raiders and wants to get the most out of the Brayblast, I think he should take a max sized unit for more shots. And that way your opponent doesn't need just one kill to remove the rerolling 2's benefit of having 30+.
  6. The writers and other GW reps did emphasize multiple times that the god-marked Battalions fit into god-marked armies without costing ally points, though. If you're playing Tzeentch with the Battalion and your opponent tells you it's illegal because of some obscure RAW reasoning, they're just being an ass.
  7. With the Phantasmagoria of Fate Battalion Ungor Raiders don't cost ally points. Of course, if playing them in Tzeentch allegiance you miss out on ambushing, though.
  8. Good thinking! I hadn't thought of using the Gavespawn ability on a larger unit of chariots. I usually use them in min size units. I like that they take up a bunch of space on the board, and I don't have to worry about bravery. Definitely a great summoning choice thanks to charge rerolls---generally anything that gets a charge bonus is a solid pick.
  9. Fair point that the unmodified 6 to hit for MW can be useful. But it seems to me like 40 Ungor Raiders (320 pts) are just straight up better at shooting and way cheaper than 2 units of Skyfires (400 pts), though. If you ambush with Raiders then their reduced range (18") isn't a huge deal. And when ambushing with the Brayblast Trumpet and the Desolating Beastherd Battalion you can expect to deal over 22 wounds (before saves) from a block of 40. Even without Brayblast trumpet or Desolating Beastherd, they still inflict on average about 11 wounds per shooting phase. Whereas 2 units of Skyfires will give you roughly 6 to 7 wounds per shooting phase for 80 more points. I think the Skyfire models are pretty cool, but I'm having trouble justifying taking them.
  10. Fair enough. I play Beasts of Chaos so I unfortunately don't have the ability to auto-trigger MW with destiny dice.
  11. Any thoughts on Enlightened on foot vs. on Disk? For only an extra 40 points, you get a lot of value out of the disks, but it seems that Enlightened on foot can be useful if you want to take advantage of their rerolls to hit and wound. You can attack over a screen of chaff with their 2" reach spears, where your opponent can't hit them back. E.g. camp an objective with some enlightened on foot with a ring of Ungors or Gors around. Your opponent is forced to charge the screen if they want to take the objective, and unless they have 2" reach they are forced to fight the chaff. Should give you at least one turn of free rerolls to hit and wound with no danger from going second.
  12. Yeah that makes Savage Dominion much better than expected! Unfortunately there aren't a lot of monsters being used in my local club, and the ones that are being used (e.g. Alarielle) have pretty high bravery.
  13. Interesting. I usually only play in events/tournaments at my local club here in NZ, but we generally have a lot of terrain on the table.
  14. Any thoughts on Skyfires after the Beasts of Chaos nerf? Seems like they're actually really bad. They inflict about 0.75 wounds per shot (before saves, but including MW), or 0.9166... wounds per model when in range of a Tzaangor Shaman. So you expect roughly 3 wounds out of a unit of 3 in the shooting phase. That doesn't seem like a very good return for 200 points. Sure, you can bring them into melee, but it seems like you might as well use Enlightened for 140 points in that case, and get a much better melee unit. They're pretty cool models and I was planning to use them in my BoC army, but unfortunately they seem like a terrible choice.
  15. Any thoughts on a good spell for a second Bray Shaman/Tzaangor Shaman? Tendrils of Atrophy is the obvious choice for my main Shaman, but what spell should I take on my second one? One of them will be parked by the herdstone for sacrificing.
  16. Why not add in Chronomantic Cogs for +2 to Charge? Then you make a 9" charge on a 6+.
  17. Hey, Beasts of Chaos player here. I got some Enlightened and a Shaman since they seem pretty useful. Guided by the Past seems like a really strong ability, but waiting to go until after an enemy unit seems like it will result in them getting badly beat up. How do you guys get the most out of it? Do you charge them in along with a screen of chaff to try and limit pile-in on the Enlightened?
  18. I think Raiders are better at killing wizards, and cheaper than 2 Cygors. With the trumpet they put out around 17 wounds before saves in a group of 40. Desolating Beastherd makes them even better.
  19. Raiders are good, and I do enjoy ambushing with them even without Desolating Beastherd. With Desolating Beastherd you get an average of 0.1111... extra wounds (before saves) per raider due to double hits on 6's, which works out to an extra 4.444... wounds per block of 40. That's pretty damn good! They are pretty pricey though, at 320 points for 40 (and I wouldn't run them with less because their effectiveness drops dramatically under 30, especially with Desolating Beastherd).
  20. I would give them shields. Use them to tie enemies up in melee while your Bestigors hammer them.
  21. I haven't actually gotten the Gavespawn command ability off yet either, through 3 or 4 games. But the artefact on the Beastlord is just amazing; totally worth it just for the Mutating Gnarlblade.
  22. Huh, that's weird, it works fine for me. Maybe you need to join the group first to see it? It was posted 22 hours ago, so if you scroll through the group you should be able to find it. But here's the direct link again: https://www.facebook.com/groups/1670919312933820/permalink/2699494213409653/
  23. Looks good to me! If you're curious, there's a 1K tournament report, including a list on the Beasts of Chaos facebook page.
  24. Wouldn't you need 6+ since you need to be at least 9" from enemy units? Cogs add +2 charge, and Musician adds +1 to charge, unless I'm missing an extra +1 somewhere?
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