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Beastlord Rakarth

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  1. Some in my gaming group have made similar arguments about the Slaughter Troupe but I just completely disagree with that assessment. (obviously, to each their own, this is my own opinion) My mates believe the 6" pile in is a "replacement" for the Troupe because you can retreat with the SoS to 3.1" and then re-engage the unit via a pile in outside 3". While it is very powerful, and leads to some pretty good tricks, (I use it quite a bit on it's own to dictate combat order) you're also losing out on the potential distance that can be gained by adding a 2d6" charge roll on top of the 6" pile in for the SoS. The charge move in particular, does not state that the movement MUST be used to get closer to the charged unit either (like the pile in forces you to do) so you can use the charge roll to actually spread out, in order to be in range of auras you might not have been able to be in or block enemy moves. Makes getting within 3" of a hag for a next turn Witchbrew much easier, especially later in the game. This is of course, in addition to the obvious benefit that comes with a buffed SQ on COB and the ridiculous range/speed Heartrenders can achieve. As for the SoS not doing enough damage...well, to each their own I suppose. I've found a lot of the time for me that the range of the whips evens out the attacks a bit, plus not being tied to being near a character or lose 25% of your attacks is nice too.
  2. If I was building my army right now, after GHB 2019, I personally would do everything as Sisters of Slaughter with bucklers. Maybe keep a unit or 2 of 10 WE with 2x knives. IMHO, all the units and loadouts are useful for something - and that something will depend on your army list - but SOS w/buckler is the TAC winner in my book, even before the WE price increase. (Of course, I'm a huge fan of the Slaughter Troupe battalion. At this point I'm not sure I could play without it to be completely honest...so that certainly will taint my recommendation!)
  3. I just logged in to check because I'm planning on collecting a few Fyreslayers models, and don't see it on the last chance list...are you sure?
  4. Hi All,I had a few questions about AOS and how some abilities work together. I'm trying to create a fun and different DoK army that people don't hate to fight and has some different flavor, but still want a couple of tricks up my sleeve that hurt 😜THE RELEVANT ABILITIES:Disciples of Slaughter (DoS) (Kraith passive ability) Dance of Doom (DoD) (Slaughter Queen on foot) Catechism of Murder (CoM) Venom of Nagendra (VoN) (Kraith relic) THE QUESTIONS: 1) Assume I have DoD prayer on my Kraith Slaughter Queen, what if I roll a 6 and trigger DoS after the first round of attacks? After those attacks happen, that would mean I have attacked twice in that phase. DoD states I can "pile in and attack twice" but I have already done so (because I attacked normally and then again with DoS). Does this mean I cannot attack again for a 3rd time and my Dance of Doom attack is essentially wasted? Or does the implication of the rule mean I can still attack again? 1b) Similarly, if I attack regularly, and then attack again due to DoD, but end up rolling a 6 after the second round of attacks to trigger DoS...do I get to attack again or is that also wasted since DoS references the ability to "attack a second time" and I've already attacked 2x? 2) Assume I have CoM on my Slaughter Queen and pop VoN. If I roll a 6 to hit, does that mean that I do 2d6 mortal wounds to my target? 3) Assume I have DoD up and I pop VoN. I believe the second round of attacks (since they are in the same phase) also would use the VoN profile, correct? Thanks so much if you have any answers to the above!
  5. Hi All, what do you think of the following? Wurgogg Prophet w Great Zappa Squig Wardokk (brutal beast spirits) Wardokk (hand of gork or mork) w Big Wurgogg Mask Wardokk (kunnin beast spirits) Troggoth Hag (ally) 30 Morboyz 10 Morboyz 10 Morboyz 10 Boar Boyz 2x2 Big Stabbaz Kop Rukk Geminids 71 models | 181 wounds General Strategy: Most armies that I see are based around 1, maybe 2, fast and beastly units right into your face early to disrupt your army/plans. Witch Aelves, Vampire Lords on Dragon, Stonehorn Huskard+Mournfangs, whatever. This army meant to try and blunt that attack by stacking minus to hit, Kunnin' Beast Spirits, Arcane Shield, etc. on a 30 wound unit of Boar Boyz or a 60 wound unit of Morboyz and basically throw them in front of that unit. From there, the army will try and counter punch with the hag, stabbaz, and a hopefully a superior magic assault and just grind them down with bodies. Problems I see right off the bat: 1) The Hag's Curse is only 12", (and it's CV7) so it's going to be relatively tough to get off in the 1st hero phase. (and is generally not reliable) Geminids are also CV7, but do have a longer range and can be boosted by the Kop Rukk. However, they can also backfire on the Savages. 2) Besides the Big Stabbaz, I don't really have anything that hits exceptionally hard. The Hag is OK I guess. She's beginning to seem like too big of a points sink. 3) Ranged attacks are limited to magic damage, so I'll have a hard time getting to support heroes. Anyone have any thoughts here? I want the army to feel fun and Orruk-y, but I also don't love to lose all the time...
  6. I wrote out a long response where I was not disagreeing with you, just playing devil's advocate. Each point I made, there was always a "gotcha" counterpoint I'm sure you would have made advocating for 30 man units. Also, for each point you make, I think there's a "well, but" argument I could have made for using MSU. I think after that full thoughtful exercise I went through creating my response, it's best to just delete the original block of text and respond with: I think the both have merit, and I'm happy that I was able to focus my thoughts on this subject for a little while to focus my vision of what I want. Very helpful reply, thanks!
  7. I'm in love with the Kop Rukk. Has anyone tried more of an MSU list? Say 4 Wardokks and 5x10 Morboyz as a baseline?
  8. Obviously reapers are better, but the Direwolves (with the cart) are double the number of wounds, faster, and battleline. Plus they take up HUGE amount space which can be quite helpful for board/objective control. I don't know.
  9. Has anyone ever tried ambushing 30 dire wolves, potentially with a Corpse Cart in tow? I feel like that would be incredibly hard to shift.
  10. Hey All. Been curious about an official ruling on the questions below, which are all related. How does Disciples of Slaughter (Kraith ability) interact with the Dance of Doom prayer from the SQ? Can I make up to 4 pile-ins and attacks, assuming I roll a 6 after my initial attack and another 6 after my Dance of Doom attack? How does the Dance of Doom and Disciples of Slaughter interact with Orgy of Slaughter? The underlying issue I have is with the words on Orgy of Slaughter that says it "can pile in and attack as if it were the combat phase" and then the references to "combat phase" on the other abilities. By my reading, if I have a SQ with the Venom of Nagandra, when she uses the artifact and is affected by the Dance of Doom and/or Disciples of Slaughter, the Venom is in effect for all separate attack sequences she makes that combat phase? This one seems a pretty clear yes but just checking.
  11. Hello All, First post here. I am a former Dark Elf WHFB player from the late 90s/early 2000s coming back after seeing the new DoK book combined with the release of AoS2. Had a few questions - mixed gameplay and fluff - if any experts would like to weigh in I'd appreciate that! 1) With the nerf to spellportal, is it even worth trying to keep Morathi in caster form? Or, am I better off trying to instead get her into snake ASAP and buff her up to do as much combat damage as possible/survive the longest? (I'm talking "generally" here as in "building a list that facilitates snake"...so obviously in certain scenarios she's better in caster, I do know that much) 1b) Is Morathi even worth it? Or should I bring a 20 man Blood Sisters unit instead? 2) One tactic I've been thinking about (it's not rocket science) is Slaughter Queen on foot w/ doppelganger cloak, combined with a Heartrenders unit that drops down from reserves. The idea is to charge with both units, but attack with the Heartrenders first. My understanding of the rules is that the opponent is forced to attack the Khinerai when it's their turn - in other words they cannot "pass" on their attacks until after the SQ attacks. Is that correct? 2b) How does the attack sequence work if the above was Lifetakers? What if I attack with the Lifetakers, roll the 4+ to move out of combat...then what? Does the opponent lose their turn to attack, or do they simply wait until my SQ attacks and then can attack her? 3) Is Draichii Ganeth the only temple that could possibly be from another realm other than Ulgu? When reading the battletome, I believe it referenced that this was the temple that began springing up in cities of Order, even in other realms. The Kraith is another I suppose I could see, given their nomadic nature. Anyone have an opinion on this? 4) Are any of the battalions worth it? I plan on bringing all the units for the Slaughter Troupe, but it feels underwhelming since SoS seem to be able to retreat and still attack (by retreating to 3.1" away, since they can pile in 6"...something I learned on this very forum!) and Heartrenders will be dead as soon as anything touches them in combat. 130pts seems like a lot for what you get. I like the idea of Cauldron Guard but I'm just not a fan of Lifetakers. 5) Has the CoB been fixed to have the WAR MACHINE keyword and I'm just not seeing it? I feel like combo'ing A Thousand and One Dark Blessings + Suffocating Gravetide to give it cover is a decent play (2+ save against shooting) but the CoB is definitely a war machine and I'm not sure how that was missed. 6) Assuming you won't get the extra damage buff from Mindrazor, is Mindrazor just for the rend, or the Withering generally a better spell would you say?
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