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Agent of Chaos

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Lord Castellant

Lord Castellant (8/10)

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  1. All good! If I recall correctly daemonic speed became mount only via FAQ so easy to miss. Also the reverse teleport spell is a new and frankly quite wierd mechanic from GW. So far I havnt seen anybody make it work. I guess the idea is to send out fast mounted units like knights or chariots to attack flanks, then use the spell to recall one of those units, slap the 3D6 charge spell on them and send them off in a direction your opponent didn't expect. Problem is they have to take the trash tzeentch mark to be eligible and it's such a niche use-case I just don't think it's worth using over more effective marks. In the few games I tries my knights were all dead before the opportunity arose to recall them, if the situation even presented itself at all...
  2. Hate to be that guy but you have a few rules wrong here... Warp Reality teleports a unit from anywhere to within 9" of the caster, not from within 9" of the caster to anywhere, so you can't teleport into their backfield unless your wizard somehow gets there in the hero phase before casting the spell. The only unit with the traditional teleport spell is Zarshia Bittersoul and she can only cast it on Khagra's Ravagers. Secondly Daemonic Speed can only be cast on mounted units so Chosen cant benefit from it. Hence why most people run Chosen as Slaanesh for run & charge with +1/+2".
  3. Long time no post, fellow slaves to darkness! I have been running a Cabalists list with moderate success since the new tome came out. Most notably taking my list to CanCon in Australia back in January (a 200 player, 5 game GT) and going 3-2, losing my final game by a single VP due to one bad mistake on my part. I'm running them again in a couple of weeks at a 120 player 5 game GT in Sydney although the latest release of new tomes makes me less confident about going close to 4-1. The core of my list is an undivided sorcerer on manticore, 2 x slaanesh sorcerer lords, a nurgle chaos lord, chronomatic cogs and spell portal (for turn 1 damage from Grinding Teeth of Gallet or Winds of Chaos). Troops wise I have experimented with a block of 20 nurgle warriors and 10 slaanesh knights, supported by some lighter units but found that the 20 warriors were killable if the opponent really focused them without doing any damage in return, and the knights get tarpitted after the charge. I'm now looking at 10 nurgle knights as an alpha pin (now they are meant to tar pit!). The chaos lord and 10 warriors hold an objective while 5 khorne nights pick at soft spots and 5 slaanesh chosen hang back as wave 2. I'm really enjoying the reliability of the spell buffs which I find cant be relied on in any other subfaction, and those spells are really needed to get the most out of our units. However cogs are essential as twice now the first cast of the game resulted in a dead sorcerer lord (these days my first cast is cogs from the chaos lord as he can push any mortals to the warrior retinue). The other fun part is effectively playing an RPG with my sorcerer on manticore. Last game he finished as a level 5 wizard with a 5+ ward, +1 rend and Morathi's skull in his trophy collection. I give him flaming weapon for the manticore's claws and find he can be a nice little scalpel when required, although admittedly he has failed the "this ones mine" battle tactic more often than not due to my overconfidence in his abilities! Just remember, always follow the path to glory!!!
  4. technically the new slaves tome is not in effect until it goes on sale outside of the new box, so old DP scroll is still in effect.
  5. I had the warlord battalion so used the extra enhancement to take the 2nd banner.
  6. Archaon is marked Undivided now so no synergy with Khorne anymore.
  7. Had my first game with the new tome today; 1500 points vs Seraphon. In summary, this tome slaps! A few key thoughts for those that want the brief version; Chaos Knights with buffs are absolute monsters. Even unbuffed they present a problem. So good to have these guys back in their rightful place. I know many are saying khorne is the way to go but I actually think Slaanesh might be the way (details below); The 3D6 cast heroic action is amazing. Having a reroll up your sleeve via cogs or master of magic is highly recommended but so good to get the most important spells off when you need to; On top of that, Cabalists is bonkers. Going from 3 casts to 6 gives you so much flexibility. It so good not having to spend an artifact slot on arcane tome in order to get more out of a sorcerer lord and a 3 cast gaunt summoner with the whole lore at his disposal and +1 to cast is just brilliant; The Eye of the Gods table does work. In 3 turns I rolled 4 times, twice from the spell and once for killing a hero/monster and got great results every time; I suppose the Manticore is capable in a fight but I think his true role is as a road block. With base 3+ save & 5+ ward against mortals, plus buffs like mystic shield, finest hour and all out defence he can really tank damage. I needed a slaanesh hero in my list but if it was a 2000 point game he would def be marked nurgle. I versed a pretty standard Seraphon list; Thunder Lizards with a Slaan, 5 saurus guard, Engine of the Gods, Stegadon with bow, Skink Priest, 20 Skinks, 10 Saurus and a salamander. I ran Cabalists with Nurgle Sorcerer Lord General with Master of Magic, a Gaunt Summoner & Slaanesh Lord on Manticore with Crown of the Oppressor and Flaming Weapon (all in warlord). For Units I took 5 x Khorne Knights, 5 x Slaanesh Knights with the slaanesh banner, 10 x nurgle warriors with the nurgle banner, 8 x iron golems and 1 x slaanesh chariot (rounding out warlord). (we weren't using the GHB battalions; otherwise the knights would have been bounty hunters and the warriors/iron golems expert conquerors). Theory was to have the sorcerer lord use the 3D6 cast to put daemonic speed and daemonic power on the slaanesh knights. Gaunt Summoner gives them mystic shield and manticore lord makes them run and charge. The khorne knights would hang back as the second wave for when the enemy had come closer and I didnt need to run & charge. I had deployed the knights pretty far back to avoid any alpha striking but they easily made the 14" charge needed to delete the saurus warriors holding the objective (even with the damage reduced back to 1 the mount attacks were not required). This is why I think Slaanesh is the superior mark; they get the +1 attack from the banner (covering the khorne mark), daemonic power gives both +1 to hit and wound, (covering the khorne banner and saving a CP on all out attack) plus they have access to run & charge with +1 to both. There is probably an argument for khorne in knights of the empty throne and/or if you are bringing some blades of khorne buff heroes like a bloodstoker (until GW closes that option), however in cabalists and probably host of the everchosen I think its slaanesh for your alpha strike knight unit. Winning the double turn, I threw the same buffs on the manticore lord who made himself run and charge and between him and the knights they wiped the saurus guard and slaan (the manticore completely wiffed so it was all the unbuffed knights). The manticore then tanked the engine of the gods for 2 turns before killing it and rolling an 8 on the eye of the gods. The Manticore then one-shotted the other stegadon after tanking its charge (the extra rend from eye of the gods was very helpful), getting himself a 6+ ward from the eye of the gods before the game was called there at bottom of round 3. Meanwhile the Gaunt Summoner had twice cast chaos conduit on the Sorcerer Lord and I rolled 12 & 11 (it was one of those games). I didnt want him to turn into a daemon prince because then he couldnt do the 3D6 cast so I made him a 3 cast wizard and then gave him a 5+ ward as casting 4 just seemed ridiculous. I can't even tell you how the 10 chaos warriors went because my opponent never came close to them! I do feel that 20 nurgle warriors with the banner is overkill and would love it if we could just pay 330 points for 15 as that feels like all you would need. I've got a one day event coming up in a few weeks so will be looking at ways to flesh this list out to 2000 points and hopefully wreck some more face!
  8. Agreed on the shrine. They fixed its damage table nicely but with the restrictions/nerfs on prayers and considering that Oracular Visions is a 6+ ward and two eye of the gods table rolls can give a 6+ ward or better, it feels a bit redundant and overcosted.
  9. Same applies to the Aspiring Deathbringer; his +1 Attack is for mortal khorne only. Only universal khorne attack buffs are bloodsecrator (who will interfere with our own wizards) and wrathmongers.
  10. Under the new tome, slaves units only get a god mark when chosen in a slaves army so won't benefit from bloodsecrator etc. You can take them as coalition as opposed to Allies but that doesn't help with buffs etc
  11. Nurgle is really strong and prevalent in the current meta, as are DOK (and slaves mirror matches could soon be a common thing too with a few wards to contend with). The death ward saves at 6+ arent a major concern but it helps none the less. Would make Gottrek pretty easy to deal with so I can see a Nurgle DP being fairly useful. He is also tough to take down with 3+ save, -1 to be wounded, 6+ ward and can use the nurgle command to fling some mortal wounds around at the end of combat. Its not too bad for 195 pts but def not great. I wouldnt rely on the khorne healing as there are way better heroic actions to be using and its not reliable he would kill anything anyway but the dark radiance trait might have its uses. Maybe that trait with the non-winged ignore battleshock aura version as a backfield support piece? Depends on the list if you would get much value out of it.
  12. The Nurgle one for turning off wards is probably the only use I can think of. Make him General with the trait to use a 2nd heroic action so he is always doing his thing or looking for CP while your wizard does the 3D6 cast. Otherwise I agree, no use.
  13. Thanks for compiling these! I was going to ask the cabalist question but you got it covered. Maybe as an extension to that question; do the heroes that become wizards choose a spell from the lore, or are they limited to arcane bolt/mystic shield/endless spells (and warp reality in the case of tzeentch marked heroes)? Also, the artefacts Trophies of Conquest state they are for Slaves to Darkness Heroes only. Does that exclude Daemon Princes? I only ask because Daemon Princes have their own DP only Infernal Treasures. Same question applies to the Ruinous Overlords command traits. Finally, and maybe people here know the answer already, but what is the base size of the Gaunt Summoner on Disc of Tzeentch? He is not listed in the base size chart for slaves or tzeentch.
  14. @peasant very solid list. If you take a 2nd artefact I would give the Unfettered Fury Thirster the Crimson Crown as you want to be popping his command ability as often as possible
  15. Good pick up @Boar another reason running multiple DP isnt a great idea... dang...
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