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Agent of Chaos

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329 Celestant-Prime

About Agent of Chaos

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    Lord Castellant

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  1. @Archion89 thats looking really solid now. Nothing wrong with marauders as undivided for the battleshock immunity however you dont have any heros with the undivided mark so it wouldnt have any effect. Units have to be wholly within 12" of a hero with the same mark to benefit from the abilities, otherwise a mark does nothing. In Ravagers, each hero can only spend a CP to summon once per game (and must be the general for that turn to do it). So if you only had 2 heroes thats only 2 summons. You dont have a lot of bodies on the table for holding objectives so this is where summoned units really help you out. 3 heroes/summoned units is probably about right for a 1K game. I see you only have 2 units to summon but hopefully one comes in and dies so you can summon those models again. You will get 5 CP per game plus the 1 you bought. 3 of those go to summoning leaving you with 3 to spend on command abilities, which will all likely be used by the chaos lord making units fight twice. If one of your knight units took glaives then the lord on karkadrak should use his command ability on them but as you've gone ensorcelled weapons its probably unnecessary. Only thing to do now is play a few games and work out if you're happy with the balance or want to mix it up.
  2. @Archion89 I think its a solid 1K list for dipping your toe into slaves. Ravagers legion is a solid choice in 1K games because of the summoned units so I wouldn't drop any heroes. 10 x marauders are probably the best choice for summoning given the almost guaranteed charge. Marauder horsemen are useful too. You might consider swapping the 20 marauders for 5 x knights if you dont have spare marauders to summon; otherwise your unit choices are good. Although I would point out that the Marauders should take mark of Khorne as they get nothing from being Undivided in your list and the khorne hero has an 18" aura. Another potential swap to consider is a sorcerer lord for a chaos lord on foot. Letting a strong unit fight twice in melee can be clutch in 1K games however beware that it costs CP when Ravagers are already CP hungry. If you keep him then your second sorcerer needs to choose a lore spell, although if you think he'll be spamming Daemonic Power every turn then I'd recommend Spite Tongue Curse. Against some armies with weak unbinds, having the option to do a near guaranteed 3 mortal wounds could be crucial.
  3. Cheers! How does that differ from overgrown terrain? I went looking in the core rules but couldnt find where it talks about flying units not being subject to line of sight blocking terrain.
  4. Thats the beauty of Belakor though; drop it on their best unit at the bottom of a turn and it carries over into the double turn, hence Im not worried about drops or who goes first.
  5. Only problem is that everything in the list has a purpose. I already feel I'm at the low end of units so wouldnt want to drop a unit for the battalion and dont know which hero(s) I would drop to fit it in, noting that I cant take the daemon prince in the battalion. Also keep in mind its an anti meta list for the likes of Tzeentch, KO, shooty Cities/Stormcast armies and those are opponents I am confident of winning in melee against without the extra mortals from plagetouched.
  6. Was listening to Vince Venturella's Warhammer Weekly podcast about the anti-meta and the first army they suggested was Slaves, with particular attention to Nurgle! Seems I'm on the right track with my anti-shooting, mortal wound resistant list and after the recent win against KO I have tweaked it slightly, dropping the palisade endless spell and 5 warriors for a chaos lord and swapping 5 knights with glaives for 20 marauders. In the last game the 15 warriors babysat an objective and nothing else so I figured dropping to 10 wouldnt hurt, the palisade was never cast while it would have been useful to have the lord on karkadrak or knights fighting twice so hopefully the chaos lord is a good choice. I also felt marauders were a better choice then glaive knights in this list, I can mask of darkness them somewhere and bank on the charge or hold em back for a second wave charge as I did with the knights in the first game. Allegiance: Slaves to Darkness- Damned Legion: DespoilersLeadersSlaves to Darkness Daemon Prince (210)- General - Sword- Command Trait: Lightning Reflexes- Mark of Chaos: NurgleBe'Lakor (240)- Spell: Call to GloryChaos Lord on Karkadrak (230)- Artefact: Armour of Tortured Souls- Mark of Chaos: NurgleChaos Sorcerer Lord on Manticore (260)- Mark of Chaos: Nurgle- Spell: Spite-tongue CurseChaos Sorcerer Lord (110)- Mark of Chaos: Nurgle- Spell: Mask of DarknessChaos Lord (110)- Daemonbound War-flail- Mark of Chaos: NurgleBattleline5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle10 x Chaos Warriors (180)- Hand Weapon & Shield- Mark of Chaos: Nurgle20 x Chaos Marauders (160)- Axes & Shields- Mark of Chaos: NurgleBehemothsChaos Warshrine (170)- Mark of Chaos: NurgleTotal: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 131
  7. My Nurgle Despoilers anti shooting list proved effective 🙂 Managed a tight win over KO, 17-15 in battle for the pass. KO got the double turn from 1 into 2, focus firing the warshrine off the table and slaying Belakor, but my knights rerolling saves held the middle objectives for a 10-2 lead at top of 3. My highlight was 3 knights with ensorcelled weapons & daemonic power absolutely snotting a Gunhauler. KO won priority and finally took the centre objectives back through weight of numbers. I activated Belakor's dark master ability on his 400 point squad of balloon boys and they passed both 5+ rolls to move behind a screen of arkanauts and shoot my knights I only scored my home objective but still led 11-7 at top of 4. I finally won a priority roll and took back the right side objective, the Karkadrak finally taking down the Frigate before being smashed by the Endrinmaster while the Sorcerer on Manticore shredded a squad of arkanauts. KO held the left side objective but couldn't retake the right by a model or 2. Slaves led 14-10 at the top of 5. KO won its second double turn of the game, taking both centre objectives and reducing the slaves force down to the 2 sorcerers and 15 warriors, taking the lead for the first time 15-14 going into the final slaves turn, but not before the sorcerer lord on foot finally rolled hot and finished off the 2nd gunhauler. The warriors were out of the game so it was down to the 2 sorcerers to assault the remaining arkanauts on the right side objective and the manticore did not let me down, --wiping out the squad and earning the extra points for the 17-15 win! Will definitely run this list again. The Karkadrak with the reduce rend by 1 artifact and rerolling saves is a tank, -3 to hit with shooting general putting out 18" -1 to hit shooting aura was super annoying, the warshrine soaked up a heap of shots, knights with ensorcelled weapons and mark of nurgle are no joke!
  8. Does anyone know if Pitch Black terrain and/or the Prismatic Palisade blocks line of sight to flying units?
  9. KO just dont get into melee enough to justify the battalion, plus they die to a stiff breeze so the extra mortal wounds would be overkill. At 10 drops I am expecting to deploy first but then its a tough decision. Do I go first to set up my Pitch Black scenery and risk the double turn, or give him first turn and back my -1 to hit aura to protect me? Might come down to the table set up and battle plan. Belakor helps insure against the double turn by nutrilising the biggest threat (probably the Iron Clad or Frigate) so even if its not my decision I think I'm in a good place.
  10. @Khendall nice looking list but I dont own Archaon or any Varanguard @Eldarain Im open to Plague Touched but dont see how it aids me in anti-shooting or how it works within Despoilers given Daemon Princes cant be part of the battalion???
  11. Fighting against Kharadron this wknd and looking for an anti-shooting list so have gone down the Despoilers/Mark of Nurgle mark for -1 to hit with shooting aura and line of site blocking terrain with a Prismatic Palisade thrown. I've gone for warriors and knights for rerolling saves/tanking damage, knowing that if anything gets into melee with KO its going to win the fight. With Look Out Sir my General will be -3 to hit in shooting! Anyone got any suggestions to tighten up my shooting defence??? Allegiance: Slaves to Darkness- Damned Legion: DespoilersLeadersSlaves to Darkness Daemon Prince (210)- General- Sword- Command Trait: Lightning Reflexes- Mark of Chaos: NurgleChaos Sorcerer Lord on Manticore (260)- Mark of Chaos: Nurgle- Spell: Binding DamnationChaos Sorcerer Lord (110)- Mark of Chaos: Nurgle- Spell: Mask of DarknessBe'Lakor (240)- Spell: Ruinous VigourChaos Lord on Karkadrak (230)- Artefact: Armour of Tortured Souls- Mark of Chaos: NurgleBattleline15 x Chaos Warriors (270)- Hand Weapon & Shield- Mark of Chaos: Nurgle5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Knights (160)- Cursed Lance- Mark of Chaos: NurgleBehemothsChaos Warshrine (170)- Mark of Chaos: NurgleEndless Spells / Terrain / CPsPrismatic Palisade (30)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 129
  12. they're supposed to be the strongest of the bloodletters, able to tame and ride the mighty juggernauts... yet have the same profile as regular bloodletters... A little rend on the Jugger's attacks wouldnt go astray either...
  13. @Roark because the big cat's ability is used in the hero phase it is super tricky to pull off (same as Karanak's free dogs). Have you had any success with it already? If not I wouldnt recommend it.
  14. Thanks all! Can't wait to unleash him in my next game 🙂
  15. Thanks guys, looks like Im on the right track! The Undivided warshrine prayer is redundant if I use the bloodstoker, hence the khorne prayer for reroll hits and charges seems better. Or I could go Nurgle prayer on top of his bronzed flesh for 3+ rerollable save. Wrathmonger, Aspiring Deathbringer and chaos lord are all great shouts but I think keeping in range of any of those will be tricky.
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