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Gibs

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Everything posted by Gibs

  1. Minimum 5 would not take any less that 15 though as once they drop past 10 models they lose re-rolls for saves.
  2. Khorne DP with an Aura restricting movement wold also be nice. Its just hard to build a list! Maybe.... Despoilers Archaon Belakor / Generic Daemon Prince Daemon Prince (Khorne) Chaos Knights x20 (3 or 4 units) Belakor gives you the option to lock a unit down early to try and survive until you can alpha strike something off the board. Khorne Daemon Prince makes it very hard for your opponent to alpha strike you. Archaon is getting 2xD3 healing so if you can take out the biggest threat he can grind away pretty well against most other units. Chaos Knights can keep up with the army and are all scoring units.
  3. Speaking of Archaon can anyone see a reason to take him in anything other than 'Host of the Everchosen'?
  4. “The Slayer of Kings: This ancient daemonblade thirsts for the souls of champions and warlords. If the unmodified wound roll for 2 attacks that target the same enemy Hero in the same phase with the Slayer of Kings is 6, that Hero is slain.”
  5. Appreciate that! Might need to borrow a few more Dryads now haha Realm: Ghyran Glade: Winterleaf Heroes General: TLA Frozen kernel My hearts is ice Regrowth Durthu Ghyrstrike Drycha Regrowth Branchwraith Branchwraith Elites Kurnoth Hunters (scythes) x6 Batteline Dryads x30 Spirit Revenants x5 Spirit Revenants x5 Spirit Revenants x5 Battalion: Outcasts Total: 1990
  6. Dusting off my Sylvaneth this weekend for a semi-competitive games with some friends. Its been awhile and I am borrowing the new book and some models to fill in the gaps in my collection. Any advice would be much appreciated? Realm: Ghyran Glade: Winterleaf Heroes General: TLA Frozen kernel My hearts is ice Regrowth Durthu Ghyrstrike Drycha Regrowth Branchwraith Branchwraith Elites Kurnoth Hunters (swords) x3 Kurnoth Hunters (swords) x3 Kurnoth Hunters (swords) x3 Batteline Spirit Revenants x5 Spirit Revenants x5 Spirit Revenants x5 Battalion: Outcasts Endless spell: Glade Wyrm Total: 1950/2000 with +1 CP
  7. If Archaon is attacking 2-3 times in the same turn getting double sixes is probably 'win more' anyway. Its still a cool feeling when it happens though but it can also warp the game and ruin it for others when you roll doubles early on.
  8. What was the list out of curiosity? I am in a bit of a conundrum as to whether I build more Orruk Ironjawz (purchased the new book and some Gore Gruntas) or double down on my Slaves to Darkness army now it is has been resurrected. TBH I am a little over the whole Chaos thing and I have really enjoyed the Ironjawz fluff and models to boot. However, the fact the army is so limited in units is a bit of a turn-off and even more so given the Megaboss on foot feels redundant with most commentators writing off Brutes in favor of Ardboyz or more Gore Gruntas.....I have always said that Brutes to me are the best looking models in Age of Sigmar but building a unit of 15+ isn't a cheap undertaking haha.
  9. I actually got it wrong and the Demonic Mount Lord does not have the Monster keyword so you don't even get the healing. Khorne with the Helm of Many eyes feels to me like the best combination in Ruinbringers as between the impact hits and attacking firsts you are relatively safe against when in combat. Still not convinced he is 250 points of awesome but he is certainly no slouch. What is your take on Chariots as a first strike weapon in Ruinbringers?
  10. I have been wrong before and probably will be again haha. That said, I have re-read this three times now and have not spotted the part that says a unit must be 'Everchosen' to be part of 'The Host of the Everchosen'....if you can point that out that would be really helpful as that is quite a significant restriction? On the warscroll entry for Varanguard it says if all units are from the 'Host of the Everchosen' then they become battleline. The only restriction I am seeing is that you cannot bring in allied units if you want your Varanguard to still be battleline. Any unit listed in the Slaves to Darkness book is viable to be part of the list without restriction. Chas Warriors being batteline means you can meet the 3 unit restriction. The lists I am considering (assuming the above) has 3 batteline units. Host of the Everchosen Archaon Chaos Sorcerer Lord / Chaos Lord / Gaunt Summoner Varanguard x3 Varanguard x3 Chaos Warriors (20) Leaving 90 points to play around with. You can drop the Sorcerer and slide in a Gaunt Summoner (2000pts ) or go more aggressive and take a Chaos Lord for the command ability that lets a unit attack twice! You could even drop the Warriors for a unit of 10 Knights but I am not sure how much better that is than running another unit of Varanguard and taking the Battalion with the second circle though? The Chaos Warriors are giving the list 40 wounds with a 4+ re-roll save and if Archaon is Nurgle everyone is getting -1 to hit against shooting and a little extra damage from rolling 6's. The Chaos Sorcerer Lord can give Archaon a re-rollable 3+ save in the early rounds against shooting combined with the -1 from Nurgle and can support the Chaos Warriors by buffing their hit and wound rolls and making sure they can re-roll saves even when below 10 models. The second threat is having a unit of 20 Warriors or Varanguard that can be teleported making our opponent re-think their deployment. If you are going less than 15 Chaos Warriors I would be taking Marauders instead. Chaos Warriors without their re-roll-able save are not worth the points IMO. Also teleported Marauders are more reliable when it comes time to charge. With Warriors you take the minimum number of shields required to get the 5+ Mortal Wound save for the unit and then you mix and match the rest of the weapons so the unit can put a dent in anything it ends up in combat with. Halberds are great for ensuring everyone gets to fight. Great weapons are awesome as the -1 rend makes them threatening against 3/4+ saves and the Sorcerer can buff the unit with +1 to hit and wound. Finally duel weapons mulch low save models! While the unit will go down it isn't likely to take all 40 wounds in one or even two rounds of combat in most scenarios and with immunity to battle-shock its probably going down to the last man. Therefore, it becomes the anvil Varanguard and Archaon can play around and its a big enough unit that it cannot be ignored forever.
  11. Host of the Everchosen is the faction you pick for the army just like Despoilers, Ravagers or Cabalists. That is how I am reading it anyway. You can take anything in that army unless I am missing something and provided it’s all ‘Host of the Everchosen’ then Varanguard are Battleline as are Warriors etc. you only start getting into trouble if you take allies that cannot be part of the ‘Host of the Everchosen’. A big block of unmovable warriors anchoring the middle seems worth dropping one set of Varanguard? Also gives the place for the Sorc to hide after turn 1.
  12. Have been playing around with Archaon and I keep thinking a block of Warriors and a Chaos Sorcerer Lord might also be nice? Sorcerer giving re-rolls for Saves is very powerful in an elite army where every wound lost is a big deal. It’s very flexible and the baseline spells are very strong with the threat of teleportation impacting how your opponents sets up their deployment. Once warriors get passed 10 they re-roll saves and with immunity to battle shock from Archaon they are self sufficient even if teleported behind enemy lines. Even if the Warriors don’t workout I feel the Sorcerer is too powerful to leave at home.
  13. My biggest issue is that he does not have the Monster keyword and his command ability is the same as a Chaos Lord on Demonic Mount that is 80 points cheaper and funnily enough is classified as a Monster...... I tend to lean towards Despoilers and the Karkadrak has little synergy other than Helm of Many Eyes. If you are playing despoilers it’s better to go Demonic Mount and put the 80 points towards another DP IMO. If they FAQ him to have the Monster keyword he might be worth taking because he certainly can kill stuff. If I was going to put him in a list it’s probably still Despoilers so he can fight first combined with Ruinbringers Battalion for 2x D3 impact hits on a 2+. 4 mortal wounds and striking first is pretty solid. Honestly though I think they missed a trick with this hero. He should have been 100-150 points more and been made into a killing machine as then you could build a mortal list around him as an alternative to Archaon or DP’s. Maybe I am being too harsh?
  14. Can you find room for a Harbinger from the Nurgle book?
  15. Made the plunge and purchased the Orruk Warclans book and was talked into some Gore-Gruntas to paint over summer (2 boxes). What configuration is recommend for weapons and units size? I already own 3 but haven't played the army in awhile.
  16. I have a no Marauder (on foot) policy in most of my lists even though I am aware they are superior to Warriors in many ways. Warshrine is a good shout and I did toy around with it but its challenging to fit into the list and eats into batteline unit points. Might be worth dropping the Warriors down to 15 man squads as that opens up 200 points Not sure about the Chaos Lord on Demonic Mount, the theory it adds quite a bit or reliability to the block of knights. There is another 60 points in savings if I drop that in favor of a Chaos Lord on foot. Have not tested a Knight unit of 10 yet so very unsure if its worth dropping 360 points on If it proves effective then I might drop consider one block on Warriors and tow units of 10 Knights for the added mobility This might be very interesting if the sorceress teleports the Warriors behind enemy lines
  17. Thoughts on this Nurgle list? Despoilers Plauge Battalion Chaos Lord (Demonic Mount) or Chaos Lord (foot) for warriors attacking twice? Chaos Sorcerer Lord Chaos Warriors (15) Chaos Warriors (15) Chaos Knights (5) Chaos Knights (5) Marauder Horsemen (5) Marauder Horsemen (5) Other Daemon Prince Allied Harbinger of Decay Pretty sure that comes out at 1990/1950 points
  18. Right so dusted off my older Slaves to Darkness models last night and proxied up some units with a friend. We played mirror matches so we could test out more ideas from the book and probably got a number of rules wrong.... Initial thoughts: Daemon Princes were the MVP's They are a swiss-army knife for only 210 points and when taken in Despoilers they are quite durable. Its early days but I don't want to leave home without 2 in the army list. The two standouts where the Khorne and Nurgle abilities: Khorne felt more flexible with the ability to restrict movement (Bloodslick ground) always feeling powerful. Its actually quite frustrating being on the other end of this ability. Especially when a Chaos Sorceress is also throwing around Whispers of Chaos. Nurgle's bloated blessings is certainly a powerful effect that is just brutal when used correctly but you have to build around it. Combined with Plaugetouched the attrition rate can be debilitating to opposing units in prolonged combats. It also feels like a 'catch-up mechanic' if you make poor decisions and end up in poor combats as stuff will take damage regardless of your skill. Didn't try Slannesh so cannot comment on Revel in Agony. Overall, Khorne felt more powerful when used wisely as the 18" bubble halving opponents movement is always strong and it cannot be countered! Chaos Warriors We played with mixed weapons and just proxied them. Didn't get to try out every combination but we felt bigger units were far superior than 5-10 squads. Re-rolling saves is a big deal and my initial thoughts on running 10 man units was wrong as without the re-rolls the Warriors are too expensive IMO . I am leaning towards one single unit of 20 as an anvil. Warriors are slow and we couldn't find many ways to speed them up Tried teleportation them with Mask of Darkness but we struggled to reliably get the spell off (poor dice rolls). Assume this is a powerful combination maybe best used with Marauders though. Paragon or Ruin (DP trait) was actually pretty decent with the D3 5" moves With the exception of Nurgle it felt like Marauders with their reliable charges were just better. Nurgle with the Plaugetuoched and Bloated Blessings made Warriors for me personally though. It makes little difference what they ended up in combat with as your opponent is going to roll 6's and 40 Warrior wounds is durable. If your general is also Nurgle the -1 from missiles is also very noticeable given how slow these guys are. Didn't try the Harbinger combo for the 5+ FNP combo but I could see that being pretty strong Overall, I am happy with Warriors they are not bad by any means but Marauders feel a little more flexible for the points. More testing needed to find the sweet spot but I am sticking with them. Mauraders I personally didn't use them as i sold all the models sometime ago but my friend did. They seemed like a reliable missile that left a hole in whatever they collided with. The charge rule that turns a dice into a 6 (i think) is just really awesome......wish Chaos Warriors had this rule! Yes, Mask of Darkness on these guys is awesome "if" you can cast it reliably More testing is needed but looking at how flexible Marauders were for my friend I couldn't help but feel they are a better choice than Warriors. Maurauders get better in bigger numbers but are also not terrible as a throw away objective holder. Warriors without the re-roll to saves are overpriced for what they actually do in combat. Chaos Knights Not too bad but maybe a little overpriced still. I ran with the lances and they felt strong until you got stuck in combat or where charged at which point they become a waste of 180 points. That said when run with the Khorne DP you can be quite aggressive with movement when inside the 18" bubble. We only had two units to share so testing was limited but they felt reliable and valuable in battle. The problem was at no point was I thinking 'WOW' these guys are awesome which is the feeling you want from a hammer type unit. Next battle I want to try a unit of 10 Mark of Slannesh with a DP in tow Overall, reserving judgment for now... Chaos Sorcerer Lord (foot) Great value for the points and a powerful ability that allows saves to be re-rolled. Chaos Lord (foot) Not great in combat but an extremely powerful ability (Spurred by the Gods) I was blindsided by this ability combined with the Battalion 'Godsworn Champions Ruin'. Long story short my friend hit me with his Chaos Lord of Karkadrak (Helm of Many eyes) and proceeded to annihilate entire units. I scooped pretty quick as I just wasn't prepared to deal with that and walked right into it. While we didn't play with Archaon if you could Spurred by the Gods of on him or a unit of Varanguard it would be brutal. Weakness is its a lord of foot with limited movement Early days and hope to get some more testing in over the Summer break now that I am back playing again.
  19. The challenge is getting Archaon into a Plaugetouched Warband which requires 1 hero and 7 mortal units. Archaon counts as the hero but then it starts to get tight on points. Maybe the Varanguard need to be replaced with something else but then that leaves Achaon as the only hammer. TBH it might be a stretch to far to make this battalion work with him.
  20. If anyone has time can they explain how the double Cabbage list operates, or point out the page out has previously been discussed?
  21. Host of the Everchosen Plaugetouched Warband (Nurgle) Hero = Archaon Unit 1: Chaos Lord Unit 2: Chaos Sorcerer Lord Unit 3: Varanguard Unit 4: Chaos Warriors (10) Unit 5: Chaos Warriors (5) Unit 6: Chaos Warriors (5) Unit 7: Chaos Warriors (5) Total: 2000 points Key points: - Lord can use ‘Spurred by the Gods’ to make a unit fight twice (incl Archaon) - Sorc Lord gives re-rolls to saves - Small units don’t have to take battle-shock tests due to Archaon’s rule. This combines well with Plaugetouched. Thoughts?
  22. I feel like it might be better to not take the battalion and only take 2 units of Varanguard. That way you can build a more all comers army that can compete for objectives.
  23. We all got the book only a few days ago and are in the same boat haha If you accept the fact you can mix and match weapons the optimal setups probably won't be cracked for sometime yet. Chaos Knights my gut feeling is lances because you should be able to land your charges and if you are not why take knights? Its also unlikely many players will be creating Deathstar units with them so prolonged combats are not the goal for these lads. The models should be big enough that you can magnetize weapons though, that way you don't have to make a guess? Chaos Warriors on the other-hand all comes down to the optimal unit size. If you are running 10 or fewer models then a few with Shields and the rest with duel hand-weapons feels best. When you start getting to 15+ then mixing in Halberds become relevant as the 2" range means everyone is probably getting a swing in. Most people haven't even played the army yet so take all advice including mine with a bucket of salt 😝
  24. Khorne Re-roll hit rolls of 1 and +1 to wound if its the generals aura Bloodmarked Warband If a hero slays a single model you can pick a unit within 12" to gain +1 attack. Khorne DP Mess with opponents charges and give your units LoS when close to terrain and has a bigger bubble Helm of Many Eyes Ensures you get to attack first Allied Bloodsecrator (Blades of Khorne) +1 attack for Khorne melee weapons within 16" aura Bloodstoker (Blades of Khorne) Re-roll wounds and +3 charge (must be within 8" to use ability) That is a serious amount of damage potential if you can set it up well on a large unit! Marauders are a good pick but even a large unit of Chaos Warriors with duel hand weapons in the front and Halberds in the back would punch a hole through almost anything!
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