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Magnus The Blue

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Everything posted by Magnus The Blue

  1. Sorry for the noob question, but what do you guys mean by bracketing?
  2. Of cause you can, the combat phase only ends when both players have not activated a unit one after each other.
  3. Yup, we aren't helpless against them, but are counters aren't hard (if the Monks or Grimeghasts get to fight first, bye bye bestigors/demonettes) and you've got to make sacrifices in other selections to make room for those counters (as you mentioned). Makes for a well balanced armybook in my mind.
  4. By the number, yes. By the quality, not at all. We may have only 5 Battalions (inc deprived drove), but three of them are solid choices in the right army. Giving your universal bonuses that don't cost the earth is great. Compared to say stormcast with 20+ battalions any only 2-3 that are even mildly worth their point cost, we're doing alright. Deprived drove is great, gives you access to some cheap battleline, solid hammer units, good value heros and some nice bonuses into the bargin when you go hero hunting. Obviously has a massive impact on how you put the army together. Supreme Sybarite is great if you're running multiple Keepers and want to keep them double fighting (and why wouldn't you), or just want to reduce your drops and get command points/artefact into the bargain. Seeker Cavalcade: fantastic ability for overlapping units of Seekers and hellstriders make it really hard to engage any of them without pulling in most of the battalion. Hellstriders with whips can pill-in and attack with models 9" away from the combat, which is hilarious (although not amazingly good since the whips are meh). This one has to be built around as well, not going to be worth it with 3 units of 5 seekers, but it your rocking more/bigger units, it definately worth considering. Revelers is my least favourite of the regular battalion as it's the most expensive and buffs our worst units. Pretenders Daemonettes with the Revelers bonus are decent (but a loose hard in comparison to Bestigors in a Deprived Drove). The Hedonite Host is at least cheap, but given it needs 3 other battalions I wouldn't really consider it short of 3k+ games. The problem I think we have with battalions if that you want lots of heros (duh) which means few wound for lots of points and battalions take more points away from having sufficient board presence, so often once you've added plenty of heros, some screens, battleline and a hammer or two you simply don't have points for battalions.
  5. Yes, love it. Gives us a more flexible alternative than the mirror to make sure we can get decent damage output and board control when forced to take the first turn.
  6. Yup, this. If you rely to heavily on heros (which our summoning pushes you to do) you'll have a really hard time against some armies (Grimghast spam, DoK and skaven come to mind) but absolutely decimate others and perhaps come to think out book is too powerful until you come up against a counter. I can't think of any good counter to say 90 Grimghast reapers or 200 plague monks, except out playing them on objectives.
  7. I think you really need a second hero in that setup, if your herald gets snipe early, it's basically game over.
  8. Yup, they are also good in Khorne but I'm a big fan of magic, so wouldn't want to do that myself
  9. True, as it is a deprived drove in Hedonites army is the only place I can see taking them, exploding 6s make the Great Axes terrifying especially against heros with artifacts (re-roll to hit). Also Doom Bulls work great in Hedonites since they give you lots of wounds for a low cost (ideal for Depravity). I think if they go to 140 and assuming Enlightened on disks go up to 160+ they will see much more play. The problem at the moment is they are a comparable option to Dragon Ogors and Enlightened, but more expensive and slower than either. If you want hard hitting eites, take Enlightened on Disks. If you want a more tanky unit with decent damage output, take Dragon Ogors.
  10. Yup, my main list is mostly centigors, dragon ogors and enlightened on disks. All great units.
  11. I don't even think it needs an FAQ, it clearly states how many points you get and refer to you, not this model, so since their is only one you, you only get one proc. Lots of command abilities are worded in the same way and no one is arguing that you get to proc command abilities once for each model with the ability every time you spend a command trait. E.g. I have 3 keepers of Secrets with excess of violence, spend one command point and get to select one target unit for each keeper. Clearly non-sense. That said, even with a single DP per Enrapuress, I'd love to give a 5-6 Enrapuresses a substantial screen you could get lots of depravity while keeping your heros out of harms way and plinking away at any and all multi-wound targets, while happily producing tonnes of DPs. Would be funny if nothing else and magic heavy list would be cursing your name.
  12. Yup, only on Chaos warriors but gives RR to charge, wound and battleshock. Beasts also have plenty of units with easy wound rolls. Bestigors and Bullgors spring to mind, both start with 4+/3+ weapons and can be command abilitied for bonus to wound by their heros (Doombull and Beastlord).
  13. Correct, which is why I'd focus on Combat heroes in the Drove. Doom Bulls stick out as a great option since they produce nearly their own points cost worth of Depravity points when killed!
  14. I used marauder horsemen horse with Tzaangor torsos for my Phantasmagora of Tzeentch. But I think others have just used the marauders for torsos, relatively cheap and easy.
  15. My understanding is that a damage roll refers to the roll for damage on a (melee or ranged) attack. So not spells. I believe there is an FAQ to that effect.
  16. Unfortunately not, destiny dice can only be used on specific dice rolls and spell effects isn't one of them.
  17. Yup, this. Can also save you're bacon in a million other ways like making sure you get that vital cast/unravel etc etc etc. It's one of the most powerful abilities in the game, letting you make more risky plays every turn until you have used it.
  18. Vanguard Palladors mounts and torsos, Tzaangor heads and some armour, various weapons. Hero version for the Shaggoth
  19. Yeah, mine are all conversions so far. With 1 Shaggoth and 12 Ogors done so far, I might just have to give it a whirl. Plus summon lightening for rerolls to wound Yes they do lay the pain on Nighthaught since your not wasting points on rend.
  20. Has anyone tried a full Thounderscorn Stormherd? I've been playing two units of 6 (4 Crushers, 2 Glaives) in almost all my lists and except for enlightened on disks they are almost always the best performing units in my games. I'm thinking something along the lines of 3 Shaggoths (Horn of the Tempest on one, one of each spell) 24 Dragon Orgors (6,6,6,3,3) Wildfire Taurur ( all fitting in a Battalion, 50 points left for command point and triumph) Gravespawn is probably the way to go for the command trait, although Father of the Storm could be a game changer if I roll poorly for Creatures of the storm. I'm slightly concerned by the lack of bodies: 27 models!!! But at least every one of then has 5+ wounds and 4+ save (150 wounds total, which is alright). Any thoughts or experiences?
  21. So, Yes your right 18.5 on the spears (when re-rolling). I calculated it the same way but obviously make an error. Although that still only means 11.3% overall damage increase for enlightened on disks (well slightly lower but I'm ignoring the beak damage) or the damage of 31.6 points (280 * 0.113, assuming unit of 6 enlightened) worth of enlightened (which doesn't provide any extra wounds but also doesn't increase footprint). The point about negating -1 to hit is a good one, and increases the bonus to 50% extra spear damage or 30.6% overall increase in damage. My local meta I don't see a huge amount of minus to hit modifiers, but it definitely should be considered depending on where you play. My point isn't that Tzaangor Shaman are trash, they do give you a very fast caster hero (great for some missions) and a decent buff but I would hardly call them mandatory when your playing 180 points for a 6 wound model who is hard to hide out of LoS.
  22. Been hearing this allot and it's not reflected my experiences, so I did the maths: When re-rolling, you get an average increase of only 13.9% damage from the spears (, which means only 8.5% increase in damage done by a unit of 6 on disks (assuming all spears and disk in range). Without rerolls the impact is greater with 33% increase in damage from the spears, meaning 20% increase for 6 enlightened on disks (again assuming all in range). But since you want to get those rerolls 90% of the time, this number is less important. So all in all the damage increase is modest unless your talking enlightened on foot who aren't getting the rerolls. Definitely nice to have, but for a 180 point squishy model, not worth it if the bonus damage for a unit of enlightened is the main reason to taking it.
  23. Yeah, not going to play 4 in the same force as the Cygors and Raiders. See 3-4 as a good option for an otherwise combat focused force to make sure you can snipe support characters and grass cannon units that you don't want to go toe to toe with.
  24. I have just converted up two Cockatrices to try a similar plan. To make it more interesting I am going to have 2 Cygors, 2 Cockatrices and a block of ungor raiders. I imagine 3-4 Cockatrices is more efficient, so might convert up another two to try them out on mass.
  25. since you're pilling in after the enemy has attacked you can happily get all your attacks in range. Also, if it's a decent sized unit or enlightened chances are you'll wipe them out, so no need to worry about the next combat phase
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