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Magnus The Blue

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Everything posted by Magnus The Blue

  1. Correct, but 3 different units would all be able unleash hell in the same phase, even in response to the same charge if they are all in range.
  2. Oh yes did mean Icon. I do hope they rule that invades does let you give command traits to uniques as it will make that a viable alternative to Pretenders for Unique heavy lists. Even if they don't a double activating +1 attack Shalaxi is one of the best EK units to explode on someone early game.
  3. Shalaxi actually feels like a solid option now. Especially invaders with the potential for +2 attacks (Cameo and Best of the Best) for a frankly rude 8 2+/2+ 5 damage attacks. If you have a good enough target (ie. lots of wounds) you could even double attack using a near by regular keeper for an obscene amount of damage that could reasonably get you 40+ EK depravity. A bit of a cheesy combo but could almost win you the game in one turn.
  4. Yup, for one am really happy with the book. Lots of really interesting rules and great characterful play style. Tempting my opponent with 6s add a bit more fun to opponent's turns. Played slaves last night with the pretenders list I posted, went well but Pretenders does feel a bit over the top.
  5. Anyone else thinking Syll-Esske is actually a really solid pick now. Nice spell, solid damage output, reasonably fast with run and charge and an amazing (if hard to maintain) wide area buff. Also a Warmaster so you get a backup general. Feels like a steal at 215 points.
  6. I think your paying allot for the flexibility, utility and especially the Excess of Violence, which is game changing with Euphoric Killers as it can comfortably produce 10+ depravity (as well as the extra damage) against the right unit. 400 points for a 2 casts, monster hero with 16 wounds 4+/5++ save is perfectly reasonable. The damage output is a bit lack lustre and warscroll spell is still awful but the utility you get is amazing. Much cheaper and I think they'd be overpowered. I think the trick is to build an army that gets lots of value of the keeper without being too dependant on it surviving.
  7. I think a combination of Agis, Mystic shield, screening and providing plenty of other threats will do the job most of the time. That said Pretenders general is sooo important, I'm tempted to just make Glutos my general. Sure you lose a command trait but he is just so dam hard to kill.
  8. Thinking of something like this for my first game with the new book. - Army Faction: Hedonites of Slaanesh - Army Type: Pretenders - Grand Strategy: Glutton for Depravity - Triumph: Inspired LEADERS Glutos Orscollion (480) - Spells: Born of Damnation Keeper of Secrets (400)* - General - Command Traits: Strength of Godhood - Sinistrous Hand - Artefacts of Power: The Crown of Dark Secrets - Spells: Flaming Weapon Viceleader (140)* - Spells: Soulslice Shards - Aspects of the Champion: Tunnel Master BATTLELINE Blissbarb Archers (150)* Daemonettes (250)* Seekers (280)* - Icon Bearer - Heartseeker - Seeker Hornblower OTHER Hellstriders with Claw-spears (300)* - Banner Bearer - Icon Bearer - Hellreaver - 2 x Hellstrider Hornblower TERRAIN 1 x Fane of Slaanesh (0) CORE BATTALIONS *Battle Regiment TOTAL POINTS: 2000/2000 Created with Warhammer Age of Sigmar: The App Aim is to have lots of speed and focus on a few big damage units to really optimise for EK from round 1. Keeper is probably better with the Agis but love the opportunity to heal up to 9 wounds a turn. Not sure what I will be facing yet but plan will probably be to clear screens turn one then go in heavy with Keeper + Glutos tag team death star turn 2.
  9. Personally I almost always want to go second. Being double turned is just too devastating in the current meta, especially with fragile Slaanesh units. With defensive deployment and screening, we're unlikely to be alpha struck off the board but facing an early double turn will likely mean game over.
  10. Anyone else excited to get the Masque on the table? 6" pile in is a loss but deploying right in the heart of the enemy along side more than double the damage output, yes please. I think that she along means we don't have to compete in the race towards 1 drop as few armies will want to give us first turn with her hanging about.
  11. I actually think this is one of our best match-up. Crown of "lol you only have 1 attack" and lord of Hubris, combined with general -1 to hit/wound are devastating on such a low model count army. Also Sons give you lots of chances to farming DP with those 35 wounds each.
  12. Not takes, if they are 'assigned' a MW, so even if they make a ward save they are still petrified.
  13. Gave Quakefray a bash last night Vs Nighthaunt (Quicksilver host). My list: - Army Faction: Beasts of Chaos - Subfaction: Quakefray - Grand Strategy: Take What’s Theirs - Triumph: Bloodthirsty LEADERS Beasts of Chaos Tzaangor Shaman (115)* - Spells: Tendrils of Atrophy Doombull (160)** - General - Command Traits: Bestial Cunning - Artefacts of Power: Slitherwrack Helm - Aspects of the Champion: Fuelled by Ghurish Rage Great Bray-Shaman (95)** - Spells: Vicious Stranglethorns BATTLELINE Cygor (210)* Cygor (210)* Ghorgon (240)** BEHEMOTH Chimera (185)* OTHER Cockatrice (105)* Beasts of Chaos Tzaangors (170)* - Icon Bearer - Brayhorn Blower - 2 x Tzaangor Mutant - 4 x Savage Greatblade Cockatrice (105)** Ungor Raiders (115)** Ungor Raiders (115)** Beasts of Chaos Tzaangors (170)** - Brayhorn Blower - Icon Bearer - 2 x Tzaangor Mutant - 4 x Savage Greatblade CORE BATTALIONS *Battle Regiment **Battle Regiment TOTAL POINTS: 1995/2000 His list was standard Nighthaunt fare, 2*20 Harrison with all the buff pieces, Grimhailer and Purple Sun. Mission was position of power, which really suits Beasts. Deployment: I started with a Cygor, a Cockatrice, one unit of Tzaangor and the Tazangor Shaman protecting my home objective and making sure all his casters are in Cygor range. Turn 1: Gave him first turn and he wasn't able to do much other than waddle the castle forwards, Claim just his home objective and Desacrate the lands battle tactic on a central bit of terrain. My turn I went all in, focusing on the two Harradon units. Between rituals and some good charge roles I engaged one unit with 2 Cockatrice, 10 Tzaangor and the Chimeria. The other got all the raider shooting, 10 Tzaangor, a Ghorgon (Beastial cunning), Doombull and a Cygor. Cockarices petrified on unit while the other was strikes last thanks to the Doombull and the game ended their as a a competitive event. He manage to kill a Cockarice with support hero's and some petrified Harrison's but lost 30 Harrison's in return. one unit was wiped out and the other down to 10 and complete surrounded without room to retreat I scored 6vps thanks to the Bray Shaman Golding a side objective. Turn 2. He won priority and had to take it to avoid being wiped out. In came all the charges to debuff my units but the remaining Cockarice petrified the Harridon's (now back up to 13 models) so other than a unit of 10 chainrasps spiking and nearly killing a Cygor, the damage was minimal. My turn, the flank that wiped out the Harridon's came smashed into his support hero's and the other flank finished off the last of the Harridons. He wasn't wiped out completely but I was 12-5 VPs up, so we shook hands. Takeaways: Cockarices are that good. Absolutely deviating agains armies that rely on a small number of buffed melee units to do their damage. They even do good damage on the charge. Can't see them staying un-errataed, especially when other armies start allying them in. Cygor, Ghorgons and Chimeras are all solid. Their points costs make them feel fragile but each has it's place in the right list. Can't wait to use a Cygor against Lumineth, Tzeentch or Naggash 😄 Tzaangor and Ungor Raiders are brilliant. Both such good value.
  14. Yeah I think that Drifting centigors is fine for 5-10 but you start losing a lot of attacks if you go to 15. Similarly with Gors, 10 without G Vets is fine: do good work screening and hands out the charge debuff for 110, happy days. 20 feels like a lot of points to put into a screening unit that'll never get anywhere near getting its full attacks in. Just feeling like your list is making a lot of compromises to get to 1 drop when you consider the units you are using. Thing like Bullgors and Tzaangor are better suited to this sort of list. I definitely see your point with Primal dominance, but 5+ isn't that big a deal as those cast on 5 or 6 are likely to be dispelled anyway. I feel like Tendrills of Atrophy and to a lesser extent Vicious strangle thorns have such game changing effects that they are worth it for not happening as often. If everyone in your area is playing Sons or Beastclaw, obviously it's a different decision.
  15. Yeah, fair enough Enlighted on foot are bad value, can't really argue with that one. Shaggoth I think is still a bit too early to call. it's a great utility piece with monstrous rampage, healing, AoE mortals, decent combat output and a great spell lore. Also probably the safest place to keep our wonderful command traits and artefacts. I'd love for them to be cheaper but think they are still going to see play as is. Chimera feels like it's in a good place to me, cheap fast monster with lots of attacks and doesn't degrade. Ghorgons can be devastating now. 3 eats, heals and lots of high damage rend 3+ attacks. They absolutely savage heavy infantry, which is getting more and more common. They also have healing potential and it's not like +1 to hit is hard to find. Bestigors and Centigors, agreed just a bit too pricy considering the other options. To me raiders are a bargain. 115 points for 40 Shots basically where ever you want them (20 of which can't be All out Defenced). Combined with rituals you can really make a mess of key heros and fragile units before you seriously engage the opponent's army. 30+ is almost an auto win against some armies as you take out their key support pieces turn 1.
  16. Which ones in particular? For me only Bestigor and Centigor feel a touch over costed.
  17. I like the idea but think the 20 Gor units and to a lesser extent the giant unit of Centigor will struggle without Gallatic Veterans battalion. You'll rarely get more than a 50% in combat at a time. If you really want to stick to 1 drop battalion I'd go for 10 Gor, 10 Gor, 10 Tzaangor and group the Dragon Ogors into one unit. 10 model units struggle a bit less with the 1" range, Tzaangor especially as their damaged output is more focuses on a few of the modes (Great Weapons and Mutants, while the shield bearers stay at the back to hold coherency). Spell selection seems a bit odd (unless this is a place holder), I'm going to always go for Tendrils of Atrophy for at least one wizard. Our ritual even lets you pull people into range first. Spell for the second Shaman is more of a toss up, personal preference is Vicious Stranglethorns.
  18. Next 2k list I'm thinking of. - Army Faction: Beasts of Chaos - Subfaction: Duskwalkers - Grand Strategy: Take What’s Theirs - Triumph: Indomitable LEADERS Great Bray-Shaman (95)** -Spells: Vicious Stranglethorns Beasts of Chaos Tzaangor Shaman (115)** - Artefacts of Power: Slitherwrack Helm - Spells: Tendrils of Atrophy Beastlord (145)** - General - Command Traits: Bestial Cunning - Aspects of the Champion: Tunnel Master BATTLELINE Gors (110)* - Banner Bearer - Brayhorn Blower - Foe-render - Hacking Blade and Beastshield Ungors (80)** - Halfhorn - Banner Bearer - Brayhorn Blower - Pitted Blade Ungor Raiders (115)** BEHEMOTH Cygor (210)** OTHER Beasts of Chaos Tzaangors (340)* - Twistbray - 2 x Icon Bearer - 2 x Brayhorn Blower - 4 x Tzaangor Mutant - 8 x Savage Greatblade Beasts of Chaos Tzaangors (170)* - Twistbray - Icon Bearer - Brayhorn Blower - 2 x Tzaangor Mutant - 4 x Savage Greatblade Ungor Raiders (115)** Dragon Ogors (225)** Dragon Ogors (225)** ENDLESS SPELLS & INVOCATIONS 1 x Ravening Direflock (40) CORE BATTALIONS *Galletian Veterans **Battle Regiment TOTAL POINTS: 1985/2000 Might replace the Cygor with a pair of Cockatrices if I am feeling mean.
  19. Feels very thin on the ground. I think 3 expensive fragile units is asking for trouble. Since your leaning into the Enlightened, I'd say drop the Bulls and a hero to get some tougher units: Gors, Tzaangor or Bestigors. Even Dragon Ogors are tougher than the bulls. The big advantage of the Great Bray Shaman is the 18" ritual range, make a big difference for either 18" 6+ ward aura or pulling around a unit from off the table. Devolve is solid as well.
  20. Mini battle report: Gavespawn Vs Sons of B Very strange game where I won despite being wiped out turn 4 (on Mega left with 20ish wounds). I was just too far ahead on points. I definitely didn't play perfectly and it felt like luck wasn't on my side, so a solid first outing for the book. His list was simply 4 Megas: Brod, Warstompa with Run and charge, Kracken Eater, Beastsmasha with +5 wounds. 1 drop battalion. Mission was In the Presence of Idols. My list and performance analysis. Dragon Ogor Shaggoth: General, Slakflay, Slitherwrack Helm, Hailstorm: -Did solid damage, best turn was 16 damage (with help from Tendrils). Hailstorm only cast successfully once before I double turned: so zero impact. Slakfray was great for keeping everything moving after ambush. Slitherwrack helm was great when it worked (once out of two charges), as you'd expect against armies with few units. Not 100% convinced it's worth 275, but great utility piece and are sturdiest hero for holding important artifact/command trait. Great Bray Shaman: Vicious Stranglethorns -So important for the 18" Rituals of Ruin. Off the board first turn to drag a Mega backwards, then joined the main force. Stranglethorns obviously not that great Vs Gargants, but imagine it's great V some lists. Tzaangor Shaman: Brayblast Horn, Tendrils of Atrophy. -Tendrils is just devastatingly good now and as a cheap fast wizards with extra +3 cast when needed, he's the perfect caster. Horn rolled a 1, then I forgot about the Gor on the turn after Beastlord: Stubborn of a Rhinox. -Double turn meant he got exposed and killed by impact hits, so can't comment on effectiveness. Gibbering Congregation -Interesting unit. Got some chip damage with shooting and combat, -1 A aura is great but 1" range and 5w model means it's usually a 1 shot. On balance probably not worth the cost plus Sub-faction, especially when we have Cockatrice available which doesn't a similar thing but more effectively. (note I avoided including Cockatrice in this game as they feel like a hard counter to Sons, and I expect them to be Errated ASAP). 3 * 10 Ungor Raiders -Brilliant. Only did about 15 wounds between them dropping them in spread out in his back line forced him to split his forces, letting me dash ahead on VP and take on his army piecemeal. 2 * 10 Tzaangor (dual weapon): Gave away one unit cheaply but the other one absolutely smashed face. Slowly dies to the Mega-roar monstrous rampage which is especially good against them, but 8 nearly killed Brodd in one turn (with Tentrills). Ended up needing a bit of help from the Shaggoth but that was only due to some hot saving throws. Only major problem is the need for them to be Gall Vets battalion to be completely effective. 53 attacks on the charge, yes please (didn't bother with the great weapons) -2 * 3 Dragon Ogors: Similar to the Tzaangor, lost one unit cheaply but the other had a field-day. Really useful to have a self healing unit to dump ritual wounds onto, but obviously All-herd is an alternative option for this. All in all a good showing and definite pass of the damage test that is SoB. With better play and many some screens I'm confidence I could have completely steam-rolled them. Want to give Allherd a go next time.
  21. Same for Rot coven, both in the App and FAQ, would be very surprised if the Congregation was any different.
  22. Yup, my maths ends up very similar. I think Ghorgon are a solid choice, eating to break coherency isn't great as you eat before attacking so unless your engaging multiple units they will take casualties from the small half (also you choose models before rolling, so a single fail can ruin the plan), usually going to be best to target command models. The damage Vs 4+ is reasonable for a sub 300 point monster but it really shines Vs better saves. Can really wreck the modern classic of Nurgle chosen with banner. 50% chance to eat the banner then let rip with rend 3-4. Dragon Ogors seem rock solid. Nearly double the damage and 2" range means they can work reasonably in reinforced units, although MSU will probably be better most of the time to maximise healing and spreading for more mortal wounds. If the rules for regular two weapon Tzaangor are the same as in the Tzeetch battle tomb (and nothing I have seen suggest they change), they are mathematically our most effective unit: best damage output per point (assuming they all fight, go go Galli Vets) and third best survivability per points (after Warhounds and Ungor).
  23. My reading would be you can target a unit multiple times but the mortal wounds (and 6s.to hit) only ever trigger once. So retry if you fail but doesn't work at all on a unit that has been hit already.
  24. Yeah, agree with almost all of this. The points changes were a shock but once you sit down and start to work out what the army can do, I'm not convinced the power level of the army has gone down much at all. Obviously plays very differently now, but oh boy the tricks we can pull. Having my first game with the new rules tomorrow, but suspect in the short-term points increases and nerfs are more likely than points cuts. My current thinking on the best units we have: Ungor Raiders, A+: 115 feels like allot at first glance but twice the shots combined with shoot from ambush then deploy and shoot again means they are throwing out quadruple the shots they used to (for one turn). For only 230 points (probably two units of 10 unless your going dusk walkers) you get to throw 80 shots at almost any unit on the table, sure 4+/4+ but that's 20 saves and they can't use all out defence against half of them. You can even use a cheeky ritual to pull a hero out of look out sir range before making them into a pin cushion. In my mind 20 is almost mandatory and much more starts getting obscene. Cockatrice, A+: 105 for 8 wounds, fast flier with 10 3+/3+ 2 damage attacks on the charge, ok but nothing to write home about. But that ability, 50% change to completely neuter almost any combat unit in the game. 6" range is great as you don't need to be in combat and the mortals are just a nice bonus. Can't see it staying in this state without a major errata or points hike. Again, feels like 2 is almost manditory to help you own the combat phase against anything. Chaos Gargant, B+: Would be A in almost any other army in the game, but we often don't need the extra rend. The -1 Save aura is almost worth the points cost on it's own, but put it near a hero and you have a nice little blender on your hands too. Tzaangor Shaman, B+: Sooo cheap for all that they bring to the table. Massive move, extra cast when you really need Tendrils or Stranglethorns, solid warscroll spell and even a half decent melee profile. Gor, B+: Think of them as old bestigors and it feels obvious to me that they are not over-costed. Less rend, cheaper but the option of more attacks, 5+ rally, and either re-ambush or regenerate the unit (with sub-faction). The perfect ambush unit (while the Galli Vets battalion is around) needing only 7+ to charge and handing out strike last. Murglite Chaos Spawn, B: Stackable -1A, solid shooting, fast movement and solid combat profile. Fragility combined with 1" range for the debuff stops them being A, but great option if your not leaning into Gors/Ungors with Duskwalkers or Allherd. Also ran: Ghorgon, Cygor, Dragon Orgors, and Centigors. Excited to try all these units out now their rules better represent the models, proper damage output. Our spells, command abilities and artefacts are also all really good both powerful and interesting. Not been more excited to try a new army book in a looooong time.
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