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Charlo

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Posts posted by Charlo

  1. Yeah, Dragon Ogres seem very fun. Decent access to heals, buffs from Shaggots and they can grind out with (eventual) access to Rend -3 and 2" range.

    Someone will need to do the math on all the weapon options, but getting 6 attacks at rend 1/2 will no doubt be pretty good.

    Thunderscorn have a spell to buff an extra pip of rend if need be too...! Also a spell to heal and grant full wound re-rolls, which is pretty gnarly.

  2. Hopefully coherency issues will be fixed with something like larger weapon ranges across the faction.

    Just look at the size of Ogor weapons! They're bigger than a man or two, they can absolutely reach far!

    Weirdly I think Ogors have an identity as a wall of wounds, but little armour and also deal high damage but with little rend. It's an odd duality.

  3. The best thing to do is forget about Warhammer Fantasy when looking at Chaos in AoS. The landscape is entirely different.

    In WHFB, Chaos were but tribes in the north - only the most hard and badass could survive there, let alone make the journey south past Kislev etc.

    In AoS, Chaos has already won! It's followers are the de-facto population in most of the realms. Anyone not inside the safety of the Cities of Sigmar follows the Chaos Pantheon in one of untold number of forms. The path to glory is attempted by billions instead of potentially thousands, but Chaos has all but won already - champions are few and far between. In AoS Chaos is millions of warring cultists that occasionally gather into an unstoppable horde to fight against Order/ Death/ Destruction.

    Not to mention the focus on God-specific factions have gotten a lot of attention in AoS and left the "core" warriors/ knights etc a little left behind.

    I absolutely feel your sentiment though, those of us who love the wall of rock-hard black armour crushing all before them, surrounded by all manner of madness inducing nonsense is what drew me to Warriors of Chaos too! However the Battletome is Slaves to Darkness, not Warriors of Chaos!

    Ultimately Cultists were made for Warcry and given rules in AoS so they're usable - the WD update at least shows that the design team see their use within the faction and confirm the direction they want them to go. Hopefully, when S2D get a new 'tome all of the warscrolls will receive a few extra buffs in line with what the Stormcast/ Orruks got to bring them in-line with AoS3 power levels, cultists included! Some of the "gimmicks" are so weak they'll never be used, but I'd love for them to all be viable with a bit of a niche, especially the Fire ones!

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  4. Cheap, flexible battleline is pretty nice!

    Both untamed beasts and golems are obviously standout, with splintered fang obviously worth a look in certain situations too.

    The Grand Strategy is to have units in each table quarter. I wonder if there is some play with Ravagers and summoning Marauder's offensively of Golems defensively each turn to achieve this? 

    I still think chaos needs a bit of punch on its "traditional" units (warriors, knights etc) but the barbarian horde is getting a little better each update.

  5. If it's like 40k, then pretty much everything from 2nd edition will be available for free until it gets an updated book.

    Looking at the Stormcast, it's only very small faction specific things not available to read in-app without a code (artefacts, spells etc) but you can still assign them.

    Warscrolls are all entirely free though, as are points, so it's a better, more detailed warsscroll builder - hooray!

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  6. Eshin feel a little bit like the previous incarnation of Scourge Privateers. They throw ungodly amounts of dice from their chaff while some faster units deal mortals/ rend against the bigger stuff.

    Eshin lean into board Control a lot more but I think it's insanely flexible. Throw enough dice with rerolls at something and it's bound to hurt eventually. I suppose it falls down a bit when not targetting the heroes, but they're usually so integral that killing them helps a win, plus there's multiple ways to suddenly gotcha an exposed one! 

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  7. This is purely speculative and very silly, but could a pure Eshin force work?

    With big hero monsters being so strong in AoS3.0 and there being an easy way for you to give what would be an entire army re-rolls to hit/ wound against them, it certainly feels like there's potential. Plus the sheer amount of movement, redeploy, bodies & dice you could bring would be a bit of a headache to play against, with untold number of assassins popping up very close. Deceivers seem pretty powerful too!

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  8. 20 hours ago, Nezzhil said:

    The ability refers two times to friendly units. It is not a casual mistake.

    I'm not sure casual is the right word. It's an easy enough oversight for sure and saying it twice is just as easy as saying it once if that's how you are writing the rule.

    However, I think that it's probably not a mistake, just not intentionally should be able to buff everything under the sun!

  9. My guess is the Sloggoth won't live past an FAQ for it's buffing abilities outside of the faction. Invest at your own peril!

    I'm currently trying to make 600pts for Path to Glory and its very tough with Gitz! I've got Squig minis on the pile and I'm always 30ish points under or a little over.

    Minis I have are:

    • Zarbagz Gitz
    • Box of 10 Hopperz/ Bounders
    • 20 Squigs
    • Loonboss on Giant Squig
    • Madcap Shaman

    Currently theres two options:

    List 1 - Requires a Purchase, but uses ZG's which could be fun

    Zarbag's Gitz, 10 Squigs, 10 Hoppers, 6 Sneaky Snufflers.

    Total: 600

    List 2 - Probably a bit better, but requires a Fungoid Cave Shaman

    Loonboss on Squig, 10 Squigs, Fungoid Cave Shaman, 2x5 Boingrot Bounderz

    Total: 575 - could add the Burning head or something.

  10. 15 hours ago, Liquidsteel said:

    Something I wanted to mention, because I didn't spot it straight away so maybe someone else hasn't realised either, is that Blood Knights can still retreat and charge regardless of the wounds characteristic of the enemy unit, it's simply the "counts as flying" and Mortal Wounds on passing over that requires 3 wounds or less.

    That is.... Wait... *Checks battletome*

    WOW. That is bonkers. Thanks for the tip!

    • Like 1
  11. On 7/17/2021 at 11:23 AM, angry_peon said:

    What do you guys think about making Be'Lakor the general in a Despoiler list?

    I know I would loose out on the 5 inch move command trait, and while that hurts there is not much concern about turn 1 ranged nukes in my gaming circle. Still a very tactically valuable option to have, of course.

    But I feel like he could do more heavy lifting with the 5+ Aftersave and i actually do not hate to have undivided as the general's mark.

    Or am I too concerned with him dying easily? I have not had the opportunity to play much, and the 14 wounds on a 4+ seem kinda good, abut also not really tanky if the opponent wants to really go at him.

    I think it's decent, especially as a large aura of undivided for the general is super useful. Not to mention the undivided Warshrine buff is ace too for general damage output, which slaves suffer with a little.

    Definitely worth exploring!

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  12. I've always had a soft spot for Tzeench marked stuff and I'm glad it seems to be doing something uiquue in 3rd!

    Cabalists could be really nasty IMO. Damage comes from endless spells while blocks of warriors and such don't die or take many mortals from spells either.

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