Belmail
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Posts posted by Belmail
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1 hour ago, Requizen said:
So, while Breath of Gorkamorka, Brutal Beast Spirits, and Kunnin Beast Spirits are all quite powerful, I'm wondering if it's worth taking Gorkamorka's Warcry on a wizard. Forcing something to fight last is quite powerful, especially if we cannonball all our dudes into the target. Cast on a 7 is pretty bad, though there's a Trait and Artifact to boost it (plus Rogue Idol as well).
I tried the warcry spell yesterday in my game against slaanesh. Slammed the spell onto a keeper, we now fight on even ground or better for me.
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I thought the same thing but I could see an argument for not being able to pick the second unit because it has to fight last.
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So I have a game versus slaanesh today and wanted to know how the big boss ability to fight with another unit interacts. If it's just my big boss and another unit of mine and that unit has to fight last if I fight with my boss first can I select that unit or not?
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Man I am just failing at my math skills lately. Was playing bolt action yesterday and gooned up some eyeball measurements in my brain, I needed to use pythagorean theorem and I failed!
But i see the math now, me ork me charge, duh.
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5 hours ago, Requizen said:
Arrowboys in a Kunnin Rukk are no longer the massive threat they once were, but both KRukk Arrows and baseline 30 Arrows will both be viable and probably quite common, as shooting is still very good.
30 Arrowboys with Bone Spirit and Brutal Beast Spirits are getting 90 shots. Hit 45 times, 15 of those are exploding into 2 hits, so 60 wound rolls, 30 wounds at a range, 5 of which are Rend-1 if you're in Icebone. That's not killing a Stardrake in one go, sure, but it will cripple or kill many units and light monsters, making them open to follow up with Savage Orruks and Big Stabbas.
How do 15 hits explode from 45? We explode on unmodified 6s right? Wouldn't this be 45x1.16=52.2 hits? 15 from 45 would be exploding on 5s.
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1 hour ago, Warbossironteef said:
I know the book isn't actually out yet but as someone interested in starting an Orruk army, mostly Bonesplitterz, do you have any suggestion where to start? Do you think most Orruk armies will still use Arrowboys?
I think regular boys are our best unit in bonesplitterz now! You could buff them up to a 3+ save potentially. 300 points for 60 wounds is good, I'd go spears with them in big blocks. I'm still going to be taking a kruk with 20 arrows but I think most lists that are pure bonesplitterz can benefit from a full unit of regular boys.
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Much appreciated my man, gonna get a game in Thursday with my bonesplitterz. Tempted to try big waaagh...
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Yeah each regular orruk kit can make up to 20 orruks. It can also make 2 big stabbas at the cost of 2 orruks per stabba. So if you make both you get 2 stabbas and 16 orruks.
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Can you still take greenskins now that we have dedicated allies in our book?
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Did we lose our rules to always have a 6+ armor save? Looks like warpaint is just a feel no pain save now overall. So we can't block out multiple damage weapons with one 6+ anymore.
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The real question is, if the keeper is the only combat and there are no legal activations left can you still double activate? If so, does the enemy get to activate before you even if he is fighting last?
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So a quick question from you guys? I played my buddy's FeC today and if a keeper is in combat with a unit and it's the only combat for the round(keeper vs terrorgheist) can you not double activate the keeper? Based on the wording for the command ability it might not seem so, it says when it is your turn to activate. After the keeper swings it seems like it is the FeC player's turn to activate, so he would get to potentially double swing back with feeding frenzy?
Also if you summon a caster hero does it get to pick a spell? -
6 hours ago, SwampHeart said:
What were you not in range of?
I assume he had a doombull for the +1 wound wholly within 12"
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2 minutes ago, Hebroseph said:
How does the mutilating blades ability on seeker chariots work with units? Do you roll d3 for the whole unit, or d3 per seeker chariot that ends the charge move with in 1"?
Each model in a chariot unit has a chance to deal mortals.
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So I see a lot of people taking Supreme Sybarites in a pretenders army. What's the point of this beside the usual battalion benefit? You'd have to roll a 1 to generate a command point right?
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As a pure Seekers/Godseekers player I am feeling the loss of the extra movement from running and charging. I liked running chaos knights and having them fly up the board as I prefer the look of mortals to daemonette spam tbh, maybe it's just a variety thing, i'm not too sure. But I think we are very very strong.
Layer up your loci and have epitome mixed in as well can disrupt your opponent so badly that sometimes you just win the game off of it. It now feels more like a positioning and finesse army, and as slaanesh it should be. We are now grinders in melee with the buff to herald on chariot and new keepers but very squishy to counter swings. Keep your loci layered and don't leave your big targets alone to get double teamed.
Honestly I'm not sure what is a bad matchup for us other than a pure shooty list that starts on their board edge, ect. And gristlegore but with decent screens you don't really have to care about them. Let them eat your chaff and then resummon it later.
Strong? Very. Difficult? Yessss. If your opponent gets to play around your loci because of bad positioning you just lose. For getting very little in terms of new production models I'd say we're a contender for any top table/list right now.- 1
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Godseekers
KoS-360
-run and charge
-thermal rider cloak
Herald on Exalted Chariot-220
Herald on Exalted Chariot-220
Epitome-200
-Enrapturing Circlet
Syll-Esske-200
30 daemonettes-300
20 daemonettes-220
5 chaos warriors
Supreme Sybarites-120
cogs-60
Played against FeC using double terrorgheist bomb with the cloak that keeps me from attacking one right away. Came into an odd question, if I make that terrorgheist fight last and he pops the cloak I never get to swing on it, correct?
Other than that, he turn 1 charged me with both terrorgheists into my 30 daemonettes screen near a herald. Flopped my 4+ to make it fight last, he popped the cloak for some reason. Double activates to destroy the daemonette blob and put some wounds on the chariot behind. Chariot puts about 6 wounds on 1 geist. My turn 1 is the keeper moving over to fight the geists and resummoning my 30 blob of daemonettes in range of the fane to charge a 20 man blob of ghouls. There is also some outside skirmishing done by our stuff but it's mostly in my favor even on his T1 where i flopped my 4+ rolls.
Positioned my epitome so it can hit both gheists and the ghoul squad. Every single one of his units fights last on my turn 1 combat. Keeper kills one gheist almost just off of the claws. Chariot puts wounds on both gheists with soulscent and finishes off the other. All the other skirmishes result in my opponents units being destroyed entirely. This leaves him with 3 small heroes in his backfield and a 10 man ghoul squad. Opponent concedes turn one.
Pretty happy with the result.- 1
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Do we have any lists of accurate updated points values for post tome release? I wanna get a practice game in tomorrow early before I can get my book but I need point values.
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Hey guys quick question, if my DP has double talons how does that affect his combat in AoS? Theres no description of your talons in AoS unlike 40k.
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Thanks for the clarification on the beastmen rules, makes sense now that I read the faq!
And yeah I really just want to use a bunch of knights for rule of cool, they look awesome and I never see anybody run a heavy cavalry based army so it would at least stand out on the table(more than it could by already being pink and slaaneshi.)
I was also pretty curious about DPs, they're obviously good for the high wounds for generating..well..DPs but their array of weapons feels rather lackluster compared to their 40k counterparts. I'm just getting into Slaanesh AoS-wise but I run a DP often in my Emperor's Children lists for 40k, they just don't seem to have the punch other heroes might have. -
Allegiance: Slaanesh
- Host: Pretenders
Leaders
Lord Of Slaanesh On Daemonic Mount (140)
- General
- Trait: Invigorated by Pain
- Slaanesh Allegiance Option: Invigorated by Pain (Second Command Trait)
The Masque Of Slaanesh (80)
Chaos Lord On Daemonic Mount (140)
Lord Of Chaos (140)
Chaos Sorcerer Lord (160)
- Mount: Steed
- Runestaff
Battleline
10 x Hellstriders Of Slaanesh (200)
- Claw spear
10 x Hellstriders Of Slaanesh (200)
- Claw spear
5 x Chaos Warriors (90)
- Hand Weapon & Shield
Units
15 x Chaos Knights (480)
- Chaos Glaives
10 x Chaos Knights (320)
- Chaos Glaives
Total: 1950 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 155
Not super focused on maxing out depravity points but very focused on being anywhere on the board I want to be. Hellstriders are likely to be ignored by my opponent while they deal with the imminent potential turn 1 charge from a chaos knight ball fighting twice while backed up with the chaos lord. Probably not anywhere near a competitive list, lacks staying power after charges, I don't think we have access to fall back and charge at all so the knights kind of wimp out after their initial attacks but I still like the thought of heavy cav roaming the board and charging whatever they want while the hellstriders eat up objectives and chaff and try to scale up their attacks while also providing the -1 hit aura.
While i'm here can anybody explain to me the way to use battalions from other factions/books? I see people using a beastmen battalion or a StD battalion but i'm not really sure how we get to use it, thanks! -
So I have a game tomorrow in a ladder league with a group of friends and i'm facing off against some dead boys for the first time. Top place has their list locked so I know exactly what i'm fighting against.
Opponent: Ghoul king on TerrorgheistX2
Ghoul King on Zombie DragonArkhan allied in
10 crypt ghouls x 3
My list:
Allegiance: Daughters Of Khaine
Slaughter Queen on Cauldron Of Blood (330)
Morathi High Oracle of Khaine (480)
Hag Queen (60)
Hag Queen (60)
Bloodwrack Medusa (140)
20 x Witch Aelves (200)
- Pairs of Sacrificial Knives
10 x Witch Aelves (100)
- Pairs of Sacrificial Knives
10 x Sisters Of Slaughter (120)
- Barbed Whips and Sacrificial Knives
10 x Blood Sisters (280)
5 x Khinerai Heartrenders (80)
5 x Khinerai Heartrenders (80)
Total: 1930 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 105
Unfortunately I don't have another 10 witches to make a blob of 30 but I think maybe the turn 1 command point will be an okay buffer if my opponent decided to go first and try to alpha out my witches. The mission will be randomly determined the day of. My friend thinks that I should be worried about the constant summons with the GK's ability and his mobility but I feel like if he takes 1 misstep I can take out 2 of his GKs/and or Arkhan in 1 round with witches and combat Morathi.
Thoughts? Should I be worried?
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1 hour ago, Olincay said:
Anyone else feeling abit anxious with the incoming nerf bat?
I really hope they don't over react and make this army jump up 400 points.Are there confirmed needs or changes coming? I'm gonna be sad if there are any, I'm just getting back into my DoK.
AoS 2 - Orruk Warclans Discussion
in Destruction
Posted
How are your arrows hitting so well? The most they should hit on is 4+. Big waaagh does not affect ranged attacks.