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Charlo

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Posts posted by Charlo

  1. Snufflers ability happens at the start of the movement phase, so the idea is to use it then fire off the buffed unti into the enemy, which with something like Squig Riders of Boingrots is possible! Especially with the +3" move CA from the Giant Squig Boss etc.
     

    • Like 1
  2. Just to chime in, I think the Ogor book is deceptively strong and also pretty varied.

    A lot of good players out there are using varying builds to great success both casually and competetively. 

    It's very no-nonsense and honest, but the power is in there if you look for it.

    I think the new Gitz subfactions from WD are decently good too - Jaws of Mork seems dangerous.

    • Like 1
  3. On 12/10/2020 at 11:18 PM, Dankboss said:

    So I've been playing against StoD, which is using One Eyed Grunnock as a merc, and I think he might be a decent choice from my experience so far.

    He brings a lot of rend to an army that otherwise relies on knights charging, which makes him so much more reliable, and his earthquake for -1 to hit makes him pair really well with a block of 40 Marauders running beside him. It's an effective double whammy, as he's drawing heat and dealing damage, for the otherwise squishy marauders. His presence gives the rest of the army room to breathe, and having a fighty hero in the thick of it is proving to be very useful, since StoD, outside of Archaon, don't really have someone who can just get stuck in.

    If you've got him, I'd suggest giving him a go. The -1 CP hasn't come up as an issue either.

    This is really interesting and some great insight!

    Any info on what the rest of the list looked like, the damned legion used, marks & units etc?

    • Like 1
  4. I think people need to drop the idea of cultists getting marks, it doesn't even fit the narrative!

    They follow Chaos in a much more unrefined way. The best argument you can make is undivided but even then they aren't that far along the path to damnation to understand that.

    • Like 2
  5. I think the allegiance has legs, but its very specific.

    Untamed Beasts with the charge bonuses will tie things up very quickly and be a good chunk of wounds for your opponenet to chew through while your hammer units get into position. Probably some nice combo with Belakor to stop those harrassed by the beasts from doing anything. Alternatively, battleline Iron Golems to sit on objectives is cheap as chips and useful. Maybe there is room for Splintered Fang with their mortals too. But like people say, these guys not having marks means they cannot be buffed by prayers so? Who knows.

    S2D are all about buffs and making the Warshrines leaders and having two prayers that go off on a 2+ is rather tasty. They can do extra objective stuff in a lot of battle plans while providing very reliable boosts to friendly units. You could focus on undivided and hand out re-rolls to hit, wound and charges to two units - while making anything nearby get a 6+ DPR and immunity to battleshock - I think there is definately something in that!

    Gresh could also feed into this giving +1 to hit too for a CP.

    Like all S2D stuff, its not outwardly powerful, but there is a lot of moving parts and buffs to take into consideration.

    No artefacts is a total oversight though I feel... but going chamon and ignoring rend -1 on your warlord warshrine is a decent option!

  6. 11 hours ago, Rors said:

    I've been thinking around build a list centered around a solid khorne battleline.

    2 units of 15 warriors, each backed with a lord, sphiranx, and ally blood secrator. Despoiler korne demon price in the center for an 18 inch bubble.

    The plan is warriors get an extra attack and get to fight twice before the enemy. So the basic warriors have 6 attacks, hitting on 3s (reroll 1s) and wounding on 2s that always stike first.

    Does this seem like a competitive core to build a 2k list around?

    Depends heavily on meta.

    It will probably get shot up if its that kind of place, otherwise its a fun core!

  7. 38 minutes ago, Scurvydog said:

    WCAoSRules Oct21 ScionsSheet73j2Another useless cultist warband. 6+ saves, still 4+/4+, they are only good at making Grots look like regular heroes in comparison.

    DoK gets a teleporting unit with -1 to being hit, mortal wounds on a ranged attack and  a unit champion with a hero attack profile... 

    I mean, when you put it like thaaaaaaat!

     

    I think they're like... Okay, to be able to throw a fairly okay missile weapon around. Deffo should've been a premium option with some rend though imo.

    • Like 1
  8. 5 hours ago, Scurvydog said:

    The nullstone is just a once per game auto unbind, so the other effects would be pointless in that case. But with mark of Tzeentch general nearby, Warshrine buff and Wall of cursed iron trait, you would sit on 5+/4+/4+ to ignore spells. Watch Nagash cry his eyes out while the Varanguards chase him down xD 

    Regarding the grasping plate, being eligible to fight within 6", would also make the unit able to simply move+run within 6" while fighting somewhere else and then activate them last, as the opponent is not able to activate a unit before they get within 3".

    Woof that's nasty. 

    Empty throne is really cool - big unit of Varanguard with that can do crazy things. Especially when you combine with 3" no retreat, you can tag a lot of stuff with that then stop them from running away.

  9. 1 hour ago, Dankboss said:

    After giving some thought on the new abilities, here's what I think:
    Command Trait: It takes the sting off the loss of Loonskin, as does the +1 to regen. You get half of what it was offering, but isn't on a timer at least. A fair tradeoff for the new rules.

    Just to note, you get the Badmoon and all those allegiance abilities too.

    The trogg stuff is in *addition*

    • Like 1
  10. TROGG MOB RULES in the latest WD :)

    Looks very cool! If you give your army the keyword you get these allegiance abilities in addition to the normal Gitz ones (so you still have moon etc)

    Allegiance abilities are:

    • Regen buff (+1 to the roll)
    • CA to give one Trogg unit within 12" of a hero spell ignore on a 4+ 
    • Trait is an extra CP on 4+ each hero phase
    • Artefact is 5+ against Mortals
    • Loonshrine gets a ressurect Trogg units at half strength on a 4+ ability

    Battalion:

    1 Trogboss, 3-9 Dankhold, Fellwaters or Rock Guts in any combination, 0-2 Aleguzzlers

    Gives *everything* in the battalion the ability to retreat and still shoot/ charge 😮 

    160pts

     

    Could be very fun!

     

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  11. So the points drop are a little bit mental, eh my bloody brothers and sisters?

    This dumb list is now legal:

    • VLoZD - Mistform
    • Palanquin - Saccharine Goblet (maybe this on the VLoZD)
    • Coven Throne
    • Neferata
    • 3x5 Blood Knights
    • Bat Swarms
    • Command Point

    You could even drop the swarms to upgrade the Dragon to Vhordrai and take an endless spell.

    Just run forward with quite possibly a buff for every occasion. With Vhrodrai's command ability, killing a hero to Proc "a Fine Vintage" is a very doable prospect!

  12. 2 hours ago, scrubyandwells said:

    The Vanguard Chamber build...anything you'd do differently below re: hero/artefact/mount trait selection?

    Allegiance: Stormcast Eternals
    - Stormhost: Anvils of the Heldenhammer
    Lord-Aquilor (170)
    - General
    - Command Trait: Deathly Aura
    - Artefact: Soulthief
    - Mount Trait: Wind Runner
    Knight-Azyros (100)
    - Mystic Light (Artefact): Lantern of the Tempest
    Knight-Venator (110)
    - Artefact: Luckstone
    Knight-Venator (110)
    5 x Vanguard-Hunters (100)
    - Boltstorm Pistols and Storm Sabres
    5 x Vanguard-Hunters (100)
    - Boltstorm Pistols and Storm Sabres
    5 x Vanguard-Hunters (100)
    - Boltstorm Pistols and Storm Sabres
    3 x Vanguard-Palladors (170)
    - Boltstorm Pistols and Starstrike Javelins
    3 x Vanguard-Raptors with Longstrike Crossbows (170)
    3 x Vanguard-Raptors with Longstrike Crossbows (170)
    3 x Vanguard-Raptors with Longstrike Crossbows (170)
    3 x Aetherwings (40)
    3 x Aetherwings (40)
    3 x Aetherwings (40)
    Vanguard Auxiliary Chamber (130)
    Vanguard Angelos Conclave (150)
    Vanguard Justicar Conclave (120)

    Total: 1990 / 2000
    Extra Command Points: 3
    Wounds: 103

    It looks so damn fun! Very much a hit and run game.

    The only thing I'd suggest would be a Spellshield on someone, so you have at least an attempt to deny something big.

    • Like 1
  13. On 6/17/2020 at 1:04 PM, Ninelives said:

    If the only way to play StD is mono-god, and never competes with an actual army of that god then what's the point. xD

    I'm not so sure on this point.

    It's certainly the easiest way to play S2D and probably a little more fleixble (one hero covering multiple units and viceversa) but I think multi-god is ultimately where the power of the faction lies. You basically get to choose your buffs depending on a units role.

    • Big block of unshiftable warriors to grind people down? Shields with Mark of Nurgle!
    • Really make those Chariots hit home? Khorne!
    • Want to make a unit faster and double down on extra hits? Slaanesh!
    • Playing the endless spell game and don't want to be hit by them backfiring? Tzeench!

    It takes a little more planning, but the Warshrine also feeds into this by having a very flexible buffing structure too, being able to target any of the marks with any other blessing.

    Basically, if you play mono-god, yeah... Just go play that Battletome and miss out on Cultists and Monsters - but multi-god has some great flex.

    • Like 3
  14. Has anyone tried Legion of the First Prince yet?

    I'm half way through a game on TTS using the below:

    Belakor

    VL Corruptor - Fourfold Blade

    20 Bloodletters

    20 Daemonettes

    20 Plague Bearers

    10 Pink Horrors

    6 Blood Crushers

    3 Seeker Chariots

    My opponents list isn't very hard (200 Clanrats, Thanquol, Screaming bell with grey Seer, a few Claw Lords) but we're on the first half of turn three and it's going okay. The Corruptor is understandably bonkers. Crushers felt incredibly weak to be honest and the Chariots whiffed hard and died before I had a chance to Regen the unit.

    I built the list to try and take advantage of the Belakor buffs but it feels quite hard to get all four gods in range at all times and it slows Belakor down, having to stay within range of them. Giving up a command trait is tough (the 5+ shrug aura is amazing).

    Do you think it's worth ignoring the reroll buff to Belakor and instead focus on units of multi wound models for his CA instead?

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