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Agent of Chaos

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Posts posted by Agent of Chaos

  1. 23 hours ago, Lord Krungharr said:

    Thank you for the corrections; I need to practice reading things more.  Alas, my Slaves lost again, this time vs Sylvaneth. 

    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...

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  2. On 6/25/2023 at 12:33 PM, Lord Krungharr said:

    T1-StD dropped first so chose to go first and move up towards the center objective to lock in the turn 2 control better.  Rolled on the Eye of the Gods table to get the BT, buffed up the Chosen to extremes w Daemonic Speed and Power, Mystic Shield, and Oracular Visions, then Warped Reality to teleport them across the table to the Eshin backfield....where they then charged 3D6+1"

    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".

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  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!!! 

    • Like 1
  4. 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!

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  5. 2 hours ago, Rors said:

    Sigh - I keep missing the mortal keyword scattered through this book.

    Yes, it's not an effective way to spend points but the stated intention was to make a Khorne DP as killy as possible. 

    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. 

  6. 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. 

  7. 9 hours ago, RocketPropelledGrenade said:

    This is one of several questions I've been thinking about that I'm gonna send in to the rules team, hopefully for eventual FAQ inclusion. Just waiting to have the physical book out to do so in case that impacts the reception.

    If anyone is curious, here is the full list (in case you want to add your own voice for sending this in):

    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. 

  8. How great is this! Chaos Warriors and Knights is what got me into Warhammer 25 years ago and finally in Age of Sigmar they are reclaiming much of their former power. Lists that jump out at you are knight/warrior heavy host of the everchosen or empty throne and will definitely be giving those a run. However with the models I have (daemon princes and manticores) Im also wondering if a Despoilers list has merit, at least for more casual games.

    All Daemon Princes get a command trait however it doesnt say your general has to be a DP so one of the manticores can be the general and get a trait as well. If Im being picky its a shame that slaves still dont appear to get mount traits however Im very happy manticores no longer have damage tables so its all good. I'm steering clear of the "ruinous overlords" traits for the DP's as I expect those to be FAQ'ed to be mortal (and maybe Ogroid) heroes only as that appears to be the intent. Originally I was trying to work 4 daemon princes (one of each god) into the list but I just dont see the 4th one doing much, so below is where I landed and would love to hear people's thoughts;

    Daemon Prince (Nurgle), wings, axe - Trait: Bolstered by Chaos 195 (this 14 wound literal monster is harder to kill thanks to nurgle which suits him given he wants to be amongst the action to turn off wards)

    Daemon Prince (Tzeentch), trophy rack, axe - Trait: Not to be Denied 195 (this guy will always be able to use his heroic action and give me another spell cast option in my turn, and offers utility in my opponent's turn. With his battleshock immunity aura he will act as support in the backfield)

    Daemon Prince (Slaanesh), wings, axe - Trait: Radiance of Dark Glory 195 (a healing beacon never hurts. tossed up between slaanesh/khorne marks for this guy but I landed on the extra speed having more utility. 

    Sorcerer on Manticore (tzeentch), General - Trait: Arch Sorcerer, Artefact: Arcane Tome 265 (a real utility sorcerer who will make good use of Draw on Power heroic action. I went with tzeentch for the extra spell option and he and the tzeentch DP can slingshot each other if needed.)

    Lord on Manticore (khorne) - Artefact: Helm of the Oppressor 270 (havnt seen the warscroll for this guy but his points are the same so hes at least decent, and he gets the bonus 2 wounds from despoilers. The artefact is amazing so hoping his warscroll has improved)

    Lord on Daemonic Mount (khorne) - Artefact: Conquerors Crown 170 (artefact is amazing and he pairs well with the knights)

    10 x Chaos Warriors (nurgle) - Eroding Icon banner 220

    8 x Iron Golems (undivided) 100

    5 x chaos knights (khorne) 230

    Furies 90

    Spawn 70

    Total = 2000 points

    3 x DP plus Furies are in a warlord battalion, the other heroes and spawn are in a second warlord battalion (hence 3 artefacts) and the warriors, golems and knights are in expert conquerors.

    I reckon this list could be a lot of fun without being oppressive for my opponents 🙂

  9. Very hard to justify the new daemon prince, although we dont know how/if they are changing the god mark auras so that may be a factor. 

    Hopefully knights get a 3+ save and 4 wounds each and warriors get -1 rend, without either going up too much in points (if at all).

    Mount Traits for manticores and karkadraks would be nice and seems reasonable giving pretty much all equivalent mounts in other armies get them. 

    Would love to see the lord on manticore get reworked to be a melee powerhouse (or at the very least a command ability thats worth something) as we desperately need some hammer units outside Archaon/Varanguard. 

    • Like 1
  10. @frenk_castle you can summon with tithe leftover and it still counts. The Grand Strat doesnt mention anything about spending all bloodtithe to summon, only that you summon something by "expending blood tithe points". Nowehere does it specify you must spend "all" blood tithe points. You will likely need any leftover tithe for summoning in the following turns.

  11. Based off the 10 Chosen models in the box only coming with one standard and one musician would probably indicate a unit of 10. Then again perhaps there is a second set of standard/musician on the sprue but that would be unusual for a box release like this. Its not beyond GW to expect 2 units of 5 but only give one std/mus in the box (still better than none at all AKA knights/warriors).

    If chaos warriors are to remain an anvil type unit in the new tome we can probably assume that chosen are a hammer unit, likely with the same or slightly improved stats and maybe a different special rule. 

    Whatever the case Im pretty keen to add a unit of them plus the ogroids to my existing force so will be picking up this box. New DP warscroll seems a massive downgrade and I already have 3 so straight to market place he goes!

  12. A screen is pretty much what warhounds were made to be. Was better pre-coherency where they could really stretch out but you can still put a decent screen across. 80 points is about as cheap as it gets for 10 wounds and a 16" move so definitely dont see a reason not to use them that way.

  13. I think DOK's power comes down to the following;

    Morathi (Big) is fast, slaps in melee and cant be insta-killed.

    Bow Snakes shooting twice per turn.

    Spear snakes and witch elves moving super fast and blending anything they touch.

    Bloodwrack Viper is an amazing endless spell, Iron Heart of Fury a very strong invocation.

    Kinerai threatening objectives and weak support heroes.

    Tons of free/automatic buffs that every other army has to work hard for.

    Strong spell & prayer lore.

    Access to 5+ rally.

    Access to 5+ ward.

    Access to battle tactics with bonus VP.

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