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Magnus The Blue

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Posts posted by Magnus The Blue

  1. 1 hour ago, Thor said:

    Question about pretenders x3 commands, i was my understading that a unit can only recieve the same command once per phase, so a blissbarb unit wouldent be able to unleash hell x3 

    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.

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  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.

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  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. 

    • Like 2
  5. 12 minutes ago, JerekKruger said:

    Do we think Keepers are paying for the sin of being summonable? They seem under tuned (albeit not as much as in the previous book), and every time I think about them I think "well I guess I could eventually summon one, but I won't include it in my starting line up".

    It's a shame, as they are honestly one of the best minis GW have produced (in my opinion at least). Definitely my favourite greater daemon (although GUOs come close). I'd love to field one or even two in the starting line up.

    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.  

    • Like 2
  6. 1 minute ago, Unit1126PLL said:

    What are people's thoughts on securing the safety of a KoS, if you wanted one as a Pretender's general?

    If the answer is *don't* then fine, them's the answer lol.

    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.

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  7. 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.

     

     

    • Like 1
  8. 16 minutes ago, KrispyXIV said:

    Right, but we really want the first turn - which folks may be loathe to give us.  I dont think it helps much at all with competing for priority unless you're content with going second, which has advantages but comes with the risk of getting pummeled before defenses are in place. 

    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.

  9. 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.

  10. 2 hours ago, LeonBox said:

    Bit of a trial by fire tonight -- I've got SoB in my second game with the new book. Thoughts on the best approach? Shalaxi seems like she'll actually be a good pick here, not only for really putting the hurt on them, but also to tank them with her -1 to hit and wound against heroes. 

    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.

     

  11. 1 minute ago, Tizianolol said:

    hey guys, if i have 2 Cygors and 1 enemy wizard in range of them cast a spell, i deal 2 mortal wounds or just one? xD 

    Just the one.  But it soon adds up 🙂

    • Like 1
  12. 4 minutes ago, The Red King said:

    6 inch range ability in the start of any combat phase. 4+ deals d3 mw but if a unit takes any mw from the ability they only hit on 6's for that phase.

    Not takes, if they are 'assigned' a MW, so even if they make a ward save they are still petrified.

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  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.

     

     

     

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  14. 8 hours ago, Fazhak said:

    Thanks for this feedback! Regarding Centigors, one of Popisdead's tricks addresses attacking in multiple ranks with Centigors: turn the front rank sideways and the back rank can attack with their Gutpiercer Spear because such have a 2" reach. Granted, the back rank will not get their Clawed Forelimbs attacks, yet those had no base Rend anyway.

    I'm likewise not too concerned about maximizing the Gor units, as those are more for screening opposing units, holding objectives, and resourcing Rituals of Ruin, than being hammers themselves.

    I'm thinking the one-drop might be useful in this initial exploration of the battletome's dynamics. Maybe such won't be important, yet I'm wanting to go for it now given how early attacks and positioning seem particularly useful with this new battletome.

    I like Primal Dominance. It casts on a 5, which is significant; the perhaps more noteworthy buffs cast on a 7, which likely hits only about half the time without bonuses. It has an 18" range, which is a distance that informs how I use my Great Bray-Shaman given their enhanced Rituals of Ruin. I think the spell's effect is significant: countering many of the benefits (and monstrous rampages) of Monsters can make a big difference for how the Gor units (which I team with the Great Bray-Shaman) perform. Lastly, I'm actually wanting to case Mystic Shield and my endless spell with this list, so having a Lore spell with occasional utility isn't the opportunity cost it might be in other lists.

    Does the above make sense? What do you (and others) think?

    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. 1 minute ago, Maddpainting said:

    Honestly forgot about this place lol (discord is so nice). 

    Loving the new book so far, my games has only been with Allherd, but hot dang is Allherd fun. 

    I feel some units are way over costed, and will work with them more when they go down some points in a few to 6 months. 

    Which ones in particular?  For me only Bestigor and Centigor feel a touch over costed.

  17. On 2/5/2023 at 1:43 AM, Fazhak said:

    Here's my current list. I suspect there will be revisions, as the faction's new dynamics become clearer, yet it seems fun and productive. For instance, I am presently going with Desecrating Brayherd as my Grand Strategy, given the synergy between Allherd and the Gor units' enhanced Rally mechanic, yet I might explore other options.  I welcome your feedback and, as always, happy wargaming!

     

    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. 45 minutes ago, Dracan said:

    So I reckon I am going to try this list first, was hoping to fit 3 or 6 more Dragon Ogres and an extra Cockatrice in, but wow things got expensive...

    The idea is to be cagey turn one or even ambush everything with ungor running diversions. Raiders definitely ambush and try and potshot a wizard or a bad-save glass cannon hoard unit, with 60x 4+4+ no rend shots in movement phase, then another 60 at 3+4+ in shooting phase if CP allow. all the while trying to stay out of combat till bottom turn two.

    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.

    • Like 4
  21. 1 hour ago, Tarogrim said:

    I checked how the Idoneth sharks work in the app. They count for 3 battleline and also 3 slots in batallions 

    Same for Rot coven, both in the App and FAQ, would be very surprised if the Congregation was any different.

  22. 4 hours ago, Rors said:

    I included the heardstone and monsterous action and got 11.67 vs a 4+ save or 15.56 if you all all out attack. Nothing amazing but not bad. However, Swallow Whole is what makes this guy an absolute killer.

    You pick the models. So just always have this guy activate after they've had their pile in. Break the unit in half and ruin their coherency, forcing them to remove half the unit. You can also pull out banners and leaders etc.

    More likely, you'll get two not 3 swallow whole roles because he effectively has always strike last if you want to get the most from him. However, between swallow whole and feast on flesh your going to be healing a lot.

    A unit of 6 Drogers should do 24.61 wounds on the charge vs 4+ and then the D3 mortals on top.

    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).

    • Like 1
  23. 1 minute ago, Myrdin said:

    So about cockatrices: The rules says enemy unit can be affected only once.

    Is this for the "hits on 6" or for the Mortal Wounds part as well ? Or can you still attempt to nuke things with multiple of them rolling for those MW ? The change to hit for enemies doesnt stack I know. Hell it might be too good regardless. It would be fine even if it was just on 5+ instead of 6+. Hope when/if they nerf this they dont completely remove or neuter it.

    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.

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  24. 10 hours ago, Satyrical Sophist said:

    As for BoC, I did have an eye watering response to the points changes, but there does seem to be some really very powerful things you can do, to the point where I'm a little bit concerned it might be unfun. Stopping a pile in with an easy to cast spell where you can get + to cast for the turn order is sort of nuts! Tag a unit with a just grazing unit and you can look it down for potentially two turns in a row with one spell. Focus a redonkulous amout of debuffs on another threat and slam into it with your fast moving threat. Vs some slow moving lists you can keep whole units from ever doing anything significant by having a shaman force them to go 2d6 towards the battlefield edge with the off board ritual of ruin. If you only take one mortal wound off it, you can do it for a second turn in a row without risking dying, if you take more than one then ambush on the shaman and a unit of ungor and pull that unit back again. 

    Losing summoning hurts in one sense, but the shear number of units that it was optimal to bring was insane! I know I lost games because I didn't have another unit of ungor to summon, or centigor or whatever.

    It may well be that points are too high, but I do understand why they seem to have been cautious.

    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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