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Gibs

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Posts posted by Gibs

    • Return of Vampire Lords as the cornerstone of the army
      • Including customization
      • Should be feared once again by both the living and the dead
    • Bloodlines linked to your vampire lord/s
      • When they die all vampire units with the same bloodline are weakened 
    • Mortal units - acting as a dual resource (aka aspiring vampires
      • Do they get the bite and ascend of get consumed to fuel your characters?? 
      • Elite vampires can consume mortal models (D3, D6, 2D6) to gain incrementally more powerful effects and/or recover from damage
      • Do you send your mortal units into the fray or hold them back as food for your vampires??
      • Move away from summoning skeletons (domain of other death factions now)
    • Models
      • New larger Vampire Lord sculpts (on foot)
      • Élite foot slogging vampire knights (on foot)
      • Blood dragon cavalry
      • Mortal units as battleline (aspiring vampires, slaves or food!?)
      • New vampiric beasts to be summoned
    • lore
      • New vampire family/line to challenge Nagash/Mannfred's rule over the Vampire race. Basically begin the split from LoN and let vampires have their own place in AoS.

     

    • LOVE IT! 1
  1. Classic armored bloodsuckers with the vampire heroes on bigger bases and sculpts

    • Bring back the importance of Vampire Lords and Bloodlines
      • Customizing your vampire lord was great fun in the VC days
    • Link bloodlines to vampire lords and when the vampire lord dies then the bloodline weakens
    • Bring in mortal battleline units élite vampires can consume as a resource to boost their powers and recover damage
      • Creates a real skillcap when using  mortal units throughout the game

     

     

  2. Vampires Counts / Soulblight / Whatever...have more than enough IP just from being vampires to justify their own corner of death with an extensively refreshed model range.  I would like to see the narrative of this faction looking to seek greater independence from Nagash even begin to challenge his control and split away from LoN. Maybe another 'ancient' vampire line rises up to challenge Nagash and Manfred....

    In terms of playstyle, hordes of skeletons while cool has now become the realm of other Death factions. However, Vampire Lords back in fantasy days were some of the most enjoyable characters to build and field and I hope that aspect can be recaptured somehow. Ideas:

    • Re-introduce the customization of the vampire lord and make then the beating heart of the  army
      • In VC days when your Lord was defeated your army started to crumble (this felt good and very thematic)
      • Maybe each Vampire Lord could have a bloodline and each unit in the army has to be allocated to a bloodline . Then when a lord is defeated, that bloodline is reduced in effectiveness and possibly even begins to perish?
    • Reliance on fresh blood - mortals on the table
      • Instead of hordes of undead skeletons, mortal units could fill out the bulk of your battelines 
      • Elite vampires could then choose to consume mortal units to boost their powers or recover wounds (D3, D6 and even 2D6 models consumed gains incrementally more powerful effects).
        • Different bloodlines could excel in different areas (magic, combat and resilience)
        • This would create an interesting dynamic of how to use your army (resources) and would add a real element of skill to the army. 

    Models

    • Footslogging elite vampire warriors
    • New sculpts of vampire lords on foot (bigger bases and sculpts)
    • A couple of new vampiric beasts that can be summoned
    • Updated blood knights (Blood dragons)
    • Mortal bloodline units (servants/food)

    Summary

    • Push vampire's in their own direction and begin the narrative of splitting from Nagash in some capacity
    • Introduce a new or returning vampire family (bloodline)
    • Keep the vampire lord/s front and center and bring back some of the customization
    • Tie bloodlines effectiveness to the vampire lord
    • Bring in mortals as battleline and make them a dual resource for vampires
      • Send them into conflict and/or consume them to empower your vampire characters
    • Bring in elite footslogging vampires and update vampire lord sculpts (make them bigger)

     

     

     

     

     

    • Like 1
  3. 40k isn't that balanced it just so happens Space Marines covers such huge territory with a relatively generic set of units. Relatively, an argument can be made for sure but then you look at non imperium factions like Tyranids.....in 40K going first with all your guns is often the deciding factor.

     

  4. 6 hours ago, Enoby said:

    I totally agree with what else you've said, but I would kind of find it funny if they did this - not good in any way, but more just incredibly brazen from GW to just admit they're trying to sell us new stuff with rules :P

    My biggest concern, besides not changing Depravity, is we get a Slaves to Darkness like book with loads of options, but most don't work with your own allegiance ability and only one unit is really worth taking most of the time.  I've played Slaves a bit and it feels like playing half an allegiance ability that's pretty much always worse than the normal Slaanesh allegiance. I mention Slaves because they're relatively new and also have a large roster that may struggle to work together. While we won't go to much into power creep, I think it's fair to say that battletomes tend to be good when new, but you occasionally get a few poor ones. 

    The other concern is we get the Sylvaneth/Khorne treatment where they update the battletome but change very little except the fun stuff. I don't think this is *too* likely given that we're adding a lot of models, but still you never know. 

    Agree, S2D had so much potential but now finds itself in a very awkward place with each of the Chaos allegiances having their own books  This is only compounded  by the fact most units in the S2D book can be used in the other Chaos lists anyway....personally I feel they should have fully embraced the 'undivided' option and used marks very sparingly with select few units where its needed.  

    I have shelved my S2D book as the only interesting and unique thing about it is the Everchosen stuff,  Varanguard and Archaon are not exactly an army that is fun to play too often and is incredibly one dimensional to boot. More enjoyment is found just rotating between the other Chaos armies.

    Like others it would be a disgusting if Marauder spawn somehow makes it into Hedonites of Slaanesh!

     

    • Like 1
  5. Exciting but after launching into new Ironjawz army, adding to my Sylvaneth and picking up the new Slaves to Darkness kits the project list is getting very long haha!

    One thing I really hope is that Teclis is not forged into another 600+ point model like Nagash or Archaon. This isn't to say he shouldn't be amazingl as you can still be powerful for <350 points if you don't come atop an insane monster with near infinite mobility.  It would be nice to be able to build an army of 'High Elves' or whatever they end up being with charters and plenty of supporting units, rather than one godlike model and a few sidekicks in tow.

    The other thing I am really interested in will be the 'special rules' we have plenty of characters and armies that can summon units to the battlefield. I kind of hope they don't go down this road as that has been done to death now. Will we see the old 'First Strike' type elves rule come back?

    It would be pretty cool to see a character like Thranduil for Lord of the Rings.......... 

  6. 35 minutes ago, Sinfullyvannila said:

    Oh yeah brain ******, forgot you were playing Nurgle. Bloated Blessings and Ensorcelled weapons are definitely the way to go.

     

    That list is very unforgiving and it’s taken me a few games to figure it out and it will be sometime before I nail it down for how I like to play.

    Your targets for Bloated Blessing are paramount and while you might fool someone once they catch on pretty quick in the next game. 

    Having to take 7 units for the battalion is my biggest issue and I am not convinced it’s worth the restriction and 180 points. However, very few of the other battalions feel that great to me so far. 
     

     

  7. 1 hour ago, Kurrilino said:

    May i ask how the Sorcerer ads +1 to hit and wound to the warriors?

    Daemonic Power cast on a 6

    Pick a Mortal Slaves to Darkness unit wholly within 18”. You can re-roll hit and wound rolls  unit until the next hero phase. Mistyped further up but re-rolling failed attempt achieves a similar outcome. 
     

    This is the spell on the warscroll so both inherently know it so it’s fantastic when you get into combat.

  8. 5 hours ago, Sinfullyvannila said:

    Remember you get the Chaos Runeshields with the halberds so you don’t need to put the hand weapons ones in there.

    I don’t think I’d use knights without a Manticore Sorcerer Lord to soften up the unit first and another caster for teleporting them out of combat to charge again.

    Really hard to fit everything you want into list haha. With Plaugetouched if you want to keep a unit alive just stack Bloated Blessings on it. There is no FAQ saying this cannot happen YET.

    Knights on the charge with 2x Bloated blessings will probably kill most things in combat and your opponent isn’t going to want to counter charge the unit with anything valuable in their turn. Hits of a 6 are doing 2xD3 mortal wounds which is very scary and will literally melt units that have high attacks before they can swing back. This is one of the benefits of having big blocks as unless your opponent wants to stretch to hit charters they are forced to engage 20 warriors of 10 Knights that are most likely reflecting damage over multiple rounds of combat. 
     

    With double Sorcerer Lords you can also teleport one into the opponents backfield if need to support and unit sent in the round prior to ensure you maintain re-rolling saves. They also count as 2 units out of the 7 needed for the battalion. 

  9. Been enjoying this list in casual play against some friends. We call it exploding 6s as your opponent never wants to rolls sixes in combat! Reminds me of playing a Thorns Crusader in Diablo haha. 

    Despoilers

    Plaugetouched Battalion

    Nurgle Daemon Prince

    - Radiance of Dark Glory

    - Diabloic Mantle

    Nurgle Daemon Prince

    - Etheral Amulet 

    Chaos Lord

    Sorcerer Lord

    Sorcerer Lord

    Exalted Hero

    Chaos Knights x10

    - Ensorcelled weapons

    Chaos Warriors x20

    - Shields x2

    - Great Weapons x12

    - Halberds x6

    Marauder Horsemen x5

    Marauder Horsemen x5

    1960 pts

    It’s quite challenging to fit 7 units in without taking blocks of Marauders. MVPs are the Daemon Princes and Chaos Knights. The knights in units of 5 constantly under performed but in a block of 10 they are surprisingly effective.

    Tried running a Harbinger of Decay and Warshrine but the list becomes too defensive and lacks punch. The second Nurgle DP with the Etheral Amulet can cause units to destroy themselves and is better than the Harbinger. 2x D3 healing can be game changing on him also.

    Being a little cheesy with the Warriors and only taking two Shield as they give the unit a 5+ for Mortal wounds. You don’t need extra hand weapons when 6’s are dealing damage so the -1 rend form Great Weapons is superior when fighting armies with more elite units that throw less dicez The Sorcerer giving +1 to hit and wound makes them even better.

    The army can be very command point heavy. Considering dropping a sorcerer for another exalted hero and taking the extra command point. However, Diabolical Mantel so far has been good enough.

    The weakness of this army are elite units that don’t throw  tones of dice or if there are lots of objectives. Against hordes I have yet to lose a game as even if you don’t deal much damage the exploding 6s just melt whole units. Through 5 Marauder horsemen into a big block with the DP command ability and watch the look on your opponents face, technically it can be stacked which is about the only broken thing the army has. Where there are multiple objectives being aggressive is key and teleports from Sorcerers become critical. 
     

    Basics:

    Warriors, Sorcerers and Lord hold a central objective.

    Daemon Prince and Knights invade.

    Marauder Horsemen are cruise Missiles that can be used as screens, objective grabbers, or if you are lucky rammed into an expensive horde exploding with help from the Nurgle Daemon Prince command ability/s

    Sorcerers provide flexibility with either buffs or teleporting. 

    Exalted Hero is to get 7 units and is actually pretty amazing for 90 points! Another good option late game to teleport  towards an objective in a pinch.

    Daemon Princes spend most of the command points to reflect damage and there are plenty of units in the army to buff and throw into enemy units and watch the 6s explode. However, the threat from a second attack from the Chaos Lord cannot be underestimated. Without the Daemon Princes reflecting damage the list falls apart as none of the units are spectacular for their points alone. Even 10 Chaos Knights are not that amazing for 360  points...

    Have tried playing Khorne but Blades if Khorne is just a better base to start with. Same with Slaanesh, Hedonites just has more powerful rules and can use Chaos Mortals. Nurgle, Despoilers  and the Everchosen are the only unique things in this book. 


     

  10. Swapping armies this weekend and I will be taking Orruks Warclans. Thinking of playing my first game with Big Waagh allegiance...

    Maw-Krusha 

    Warchanter

    Warchanter

    Weirdnob Shaman

    Wurrgog Prophet

    Gore-Grunta x 3

    Gore-Grunta x3

    Ardboys x 15

    Brutes x 10

    Battalion: Ironfist

    1980 pts

    130 wounds 

    Do you think this is too character heavy? 

  11. 2 hours ago, Kurrilino said:

    I am aware of all the buffs. But if i calculate buffs into the equation i also have to consider the points.

    Archaon and 3 Varanguard are 1100 points for 26 wounds. This is madness.

    Archaon and 3x3 Varanguard are needed fo full potential. This is 1700 points and no way to cap an objective.

    How people intend to win here is far beyond me

    Not sure that you actually take 3 units of Varanguard in a competitive list though?

    Archaon

    Sorcerer

    Varanguard 3

    Varanguard 3

    Chaos Warriors 20

    Maurader Horsemen 5

    That is 2000 points

     

  12. 28 minutes ago, Kurrilino said:

     

    Would you guys for the love of god tell me where the Varanguard hype is coming from ???

    3 guys get 18 attack with enscorcelled and cause 12 hits then 8 wounds. Against a 4+ unit it's roughly 6 wounds going through.

    After 30 reavers hit back there are no Varanguard left. And the meta is hordes right now.

    Same with lance. 9 attacks 6 hist 4 wounds, 3 wounds going through makes 9 wounds.

     

    Did you allow for buffs?

    Chaos Mark benefit? 

    The fact they can attack twice?

    Mount attacks?  
     

    you have glazed over everything except the basic attack profile. 

  13. 23 minutes ago, Smooth criminal said:

    I have seen people tabling OBR with them in Archaon's host with Archaon. Turns out 9x2+/2+/-2/4 reroll everything fight again is pretty damn good. All the while Archaon himself goes around and kills all the heroes.

    Swapped armies last weekend with my friends Sylvaneth. One thing I learned very quickly is not to let Durthu with full wounds get the charge off on Varanguard or Archaon. The rest of the Sylvaneth crumbled pretty easy though. Varanguard are brutal when they get the charge and can attack twice with all the re-rolls. Even units of 30 Dryads couldn’t withstand the carnage on a Varanguard charge. 

  14. 14 minutes ago, Asamu said:

    The counter argument is that Archaon is the only model with multiple mark of chaos keywords... That clarification on the rule can only be applied to him. There's no other reason for it to be there.

    "If you select a unit with more than one Mark of Chaos keyword to be part of your army, you must pick which one will apply to that unit for the duration of the battle." While this rule is in the section about the Aura of Chaos rules, the rule as written is about the keywords, not the auras, and examples are provided just prior to this to clarify that. You pick which keyword to apply for Archaon, not which aura to apply, so he'd be treated as not having the other keywords by RAW.

    Exactly this, it was written for Archaon no way to interpret it differently IMO

  15. 6 minutes ago, Kurrilino said:

    You don't get far with 20 wounds attacking a 80 archer boys horde or 30 reapers ignoring rend

    Everything has to have a weakness doesn't it? 

    Not sure the most optimal list only takes Varanguard. However, for 300 points and everything they bring they couldn't be a whole lot cheaper for what they are.

  16. Is there actually enough healing to make Tree Lord Ancients and regular Tree Lords viable on mass? They don't hit very hard and with the amount of wounds units can put out these days a few D6 heals isn't going to compensate for that?

    From an outsider looking in:

    Lords of the Clan - is way to restrictive and should be changed:

    • 1-4 Treelord heroes
    • 2-4 Normal Treelords
    • Normal Treelords become batteline "if" your army does not include behemoths outside this battalion
    • Normal Treelords  do not count towards the behemoth limit
    • Keep the base benefits of the battalion as they are now
    • Bump up the points cost for the Battalion (160?)

     

     

    • LOVE IT! 4
  17. 37 minutes ago, Kurrilino said:

    As soon as someone has a horde army you will go down.

    Varanguard are not made to fight hordes and Chaos warriors have not enough punch.

    Sorcerer Lord on Manticore should be autoinclude in every list

    From my initially games I tend to disagree a little here as in the Archaon list they do what Varanguard cannot. They come alive at 15 and they thrive in a unit of 20.

    Chaos Warriors 

    Durable and killy enough (20):

    ·         Re-roll able 4+ save

    ·         Immunity to battle shock

    .         40 wounds

    ·         5+ FNP for mortal wounds

    ·         2 attacks 3+/3+ 1 damage or 4+ to hit and -1 rend

    Command abilities

    By my will

    o Everyone attacks even when killed

    Daemonic Power

    o Reroll hit and wound rolls

    Pick your mark

    o   Khorne, +1 to wound if within (18” of Archaon)

    o   Nurgle, 6’s to wound deal extra damage

    o   Slannesh, 6’s explodes into two attacks

    Sometimes I feel we expect to much from a single unit. The fact you must kill these guys down to a man due to battleshock immunity, they re-roll their 4+ saves and you can make them re-roll all attacks and wounds is more than good enough. Sure they are not immortal but those 40 wounds are being used very efficiently and unless the kitchen sink is being thrown at them they are holding the line for at least 2 turns maybe more and they are dishing out wounds. Marauders don't fill the same roll as Chaos Warriors they are more like Varanguard in that they are a missile that causes a mess on impact but don't hold the line for long. In a list with multiple hammers Chaos Warriors don't need to be blenders to be effective.

    • Like 4
  18. 45 minutes ago, TALegion said:

    I have a bunch of Ironjawz to paint, so I'm going to have to resists building this list:

    The idea is pretty clear:
    - Utilize Dark Prophecy to guarantee the best turn orders for you
    - Double-turn with Archaon and the Khorne Varanguard, destroying nearly anything they charge into with rerollable 2's to hit and wound, +1 damage, and the fight-twice ability (preferably putting the sorcerer's reroll save ability on Archaon, too, to keep him alive)
    - Use the mob of warriors to sit on an important objective and tank+blender anything that gets close. Stick the sorcerer with them, too, to give the, the appropriate rerolls throughout the game
     

    It's super CP reliant, so I think the Aetherquartz is the best bet for an artefact. Time will tell if this is even close to being viable, but it looks like a fun list (for me) that uses some of the best-looking models in the game.

    That’s almost the exact same list I proposed earlier minus the marks/artefacts. It’s pretty brutal provided you can get the alpha strike.

    I am actually contemplating swapping the sorcerer for a Chaos Lord as the opportunity to get a double attack on a unit is incredibly strong. The Warriors can get a little isolated so having this extra punch is handy. 

    That said the utility of the Sorcerer is incredible so it’s a hard call to make. 
     

    swapping armies with my mate this weekend and going to suggest he runs this against me (playing Sylvaneth) 

     

  19. 6 minutes ago, TALegion said:

    The book says:

    "If you select a unit with more than one Mark of Chaos keyword to be part of your army, you must pick which one will apply to that unit for the duration of the battle."

    I interpreted that as meaning that Archaon can still only choose to be one mark and be affected by one mark. So, in this case, he could not be Khorne and be affected by the aura of a Tzeentch sorcerer.

    That is also how I am reading it. You pick a Mark and that is what the unit has access to regardless of whether not it has more than one keyword on the profile. The counter argument is much weaker, clearly not intended and even RAW argument falls short IMO.

    • Like 1
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