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Sauriv

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Posts posted by Sauriv

  1. 5 minutes ago, Great Bray Tom said:

    Thanks for the tips!

    Usually I use the first and second turn to crack up the points and everything after rnd 2 is just bonus PCP!

    Regarding the summoning: yes very true! My go-to is first turn backline Raiders when possible just to harass and make them stretch out the army a little.

    What do you guys find yourself summoning most of the time?

    I like to summon 10 raiders, they are annoying if not dealt with and they can run around in the background and deal some damage without just charging into combat and die. 

    If I need more power on a flank then I summon bestigors. 

    But you do more to your opponent then you might think by choosing raider because thay force the opponent to move something away from "the big battle" to deal with them. 

  2. 6 hours ago, Phynxes said:

    Hey guys, sorry if it has been answered already, but I´m going to play a Depraved Drove battallion with my Slaanesh Demons, and I´m facing some insecureness about the use of magic lore for my Great Bray-Shaman. As far as I interpret the FAQ and designer commentary, the BOC gain both allegiances (BOC and Slaanesh), so in my understanding, the shaman uses a spell from the lore of twisted wilds, sicne ther HOS battletome has only lores for daemons and mortals.

    I wrote my list with battlescribe and didn´t get any failures, but Azyr didn´t let me choose a spell for the shaman (But we all know how well Azyr works sometimes...).

    So, it seems, I don´t know what´s the right way, and since GW just did an update on BOC and HOS, there will be some time until the next.

    Thanks in advance

     

    P.s.

    That´s my list so far:
    ++ **Pitched Battle** 2,000 (Chaos - Slaanesh) [2,000pts] ++
    + Leader +
    Bladebringer on Exalted Seeker Chariot: 1. Lash of Slaanesh, 1. Strength of Godhood, 3.True Child of Slaanesh, General
    Infernal Enrapturess

    + Battleline +
    Daemonettes: 2x 10 Daemonettes, Banner Bearer(s), Hornblower(s), Icon Bearer(s)
    Daemonettes]: 2x 10 Daemonettes, Banner Bearer(s), Hornblower(s), Icon Bearer(s)

    + Other +
    Fiends: 3 Fiends
    Seekers: 5 Seekers, Heartseeker, Hornblower, Standard Bearer
    Seekers: 5 Seekers, Heartseeker, Hornblower, Seeker Icon Bearer

    + Battalion +

    Battalion: Depraved Drove [750pts]: Depraved Drove
    . Bestigors: 10 Bestigors, Banner bearers, Brayhorns
    . Ghorgon
    . Gors: 10 Gors, 2 Gor Blades, Banner bearers, Brayhorns
    . Gors: 10 Gors, 2 Gor Blades, Banner bearers, Brayhorns
    . Great Bray-shaman: 6. Titanic Fury
    . Ungor Raiders: 10 Ungor Raiders

    + Allegiance +
    Allegiance
    . Slaanesh: Pretenders Host
    Allegiance: Allegiance: Chaos
    + Game Options +
    Game Type: 2000 Points - Battlehost
    ++ Total: [2,000pts] ++

     

    Here are some relevant quotes from the FAQ & Errata:

    https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf

    https://www.warhammer-community.com/wp-content/uploads/2018/10/age_of_sigmar_beasts_of_chaos_designers_commentary_en.pdf

    I'm sorry to inform you that you can't use any spells or artifacts from the BoC book if you play Slaanesh. 

    The commentary regarding this that you posted talks about using spells and artifacts from the chaos god book on your BoC heroes. Because spells from HoS require the caster to either have mortal or deamon keyword makes a bray-shaman unable to gain any additional spell. 

    The fist quote just say that the battalion is shared so both BoC and HoS can use it when you play those alligiances but the books are not connected otherwise. 

    When playing under an alligiance you can only use stuff from that particular book, with the exception for some battalions like in this case. 

  3. 5 minutes ago, Jabbuk said:

    Hi guys, 

    I'm new on the Nighthaunt forum, I have a question regarding Dreadscythe harridans. I do appologize if this has been answered in the past, I couldn't find it.

    The Murderous Bloodlust ability on their warscroll mentions that if an unmodified wound roll of 6 happens, then that attack does 2 damage. I am wondering how it works for the opponent when he rolls to save. Which of the ''wound attacks'' does he save when he makes a save? The single damage ones or the double damage ones?

    For example, I roll to hit and make 3 of those. I roll for wounds and I make 3 of those but I have 2 sixes. So my opponent must save 3 at -1 rend. Let's say he saves 2 wounds. Which of the ''wound rolls'' has he saved? How do we determine the damage that transfers from the successes?

    I hope this makes sense :)

    I think you overthink this, just make separate rolls. 

    Your opponent rolls all the normal saves and after that just roll the number of dice for each attack that have increased damage. 

    • Thanks 1
  4. 10 minutes ago, Jabbuk said:

    I guess Scraplaunchers are more useful when your meta is full of large low armor chaff and that the Ironblasters are more suited to one shot single targets? I'm looking at using those in and underguts. 

    Thoughts?

    Underguts? There in no synergies for Scraplaunchers in that tribe, the command ability only works for Underguts Ironblasters

    I guess that between the two is ironblaster the more popular just because of being able to use the c.ability for more attacks. One big drawback is that the Scraplaunchers have no rend which could be a problem in an meta with many mortek guard spamming OBR lists. 

    Never used Scraplaunchers though.

    • Thanks 1
  5. 5 hours ago, iogaa said:

    EDIT: I didn't understand alliances, but yes we can ally him

    You can think of it in a fluff way. The chaos gods are too proud to fight under the Beast of Chaos flag but the other way around works because the gods allow BoC to fight for them. 

  6. 10 hours ago, Jabbuk said:

    Hi guys,

    I'm trying to think of a list that would have shooting, hunter as ambush in skal and some BCR as well.

    Does that list make sense at all? If not, could you point out some blatant mistakes?

    Allegiance: Ogor Mawtribes
    - Mawtribe: Underguts

    Leaders
    Tyrant (160)
    - General
    - Artefact: Gruesome Trophy Rack
    Icebrow Hunter (120)
    Huskard on Stonehorn (320)
    - Blood Vulture
    - Artefact: Gnoblar Blast Keg
    - Mount Trait: Black Clatterhorn

    Battleline
    6 x Ogor Gluttons (240)
    - Clubs or Blades with Iron Fists
    4 x Leadbelchers (160)
    4 x Ironguts (220)

    Units
    1 x Ironblaster (120)
    1 x Ironblaster (120)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    4 x Mournfang Pack (280)
    - Gargant Hackers
    2 x Leadbelchers (80)

    Battalions
    Skal (100)

    Total: 2000 / 1000
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 141
     

    Just by removing mournfang pack for more cats and ironguts for more leadbelchers would give you  alot more synergies. 

    • Thanks 1
  7. One of the bigger downside with hexwraiths is the hit on 4+, I'm going to a tournament next weekend and plan to play dolorous guard and I'm going to let a KoS tag along for that + to hit ability but the challenge, as I see it, is to fit all horses in the bubble. 

  8. 20 minutes ago, Forehead said:

    If running one of the god specific battalions can we ally in a daemon prince and still make it god specific. E.g run brass despoilers and take a khorne DP or does the daemon prince lose its StD keyword and make it unviable for allying?

    You are allowed to ally in a daemon prince because it has the slaves to darkness keyword. The prince need to select an additional keyword to one of the gods but nothing happens to the StD keyword. 

    You don't need to run any god specific battalions to ally in a prince if you are playing as Beasts of Chaos. 

  9. It's easy to complain when our stuff is mostly unchanged but an important thing to remember, which is easy to forget, is that if they lower costs all the time that will just result in bigger and bigger battles. Keeping the balanced is important for the health of the game. 

    Our stuff becomes "better" when they increase costs for other armies instead, like Skaventide for example. 

     

    • Like 1
  10. 11 minutes ago, NoLifeKing said:

    Thats the thing, i dont see a beasts of chaos errata or designers commentary on the page. Nor does any other FAQ enlighten me further

    The rule state "for each mortal wound inflicted on that unit, ...." if you negate them the unit isn't hurt by them and therefore dont generate point.

    Wounds inflicted isn't the same as suffers wounds 

    Similar rulings can be find for Reikenor in Nighthaunt. 

    So no, the hero needs to actually take the wounds to be able to generate points. 

  11. 13 minutes ago, Aaranis said:

    But I'm as salty as the Dead Sea concerning Fyreslayers, my regular Fyreslayers opponent already whoops me with his present rules, he didn't need a REDUCTION on his Berzerkers.

    Having a restricted max unit size at 20 could make quite a big difference, not spending 1cp to have 30 dudes fight first, or how it works. 

    And actually, they  have the same point per model at max size as before. 

    400/20 = 20

    600/30 = 20

    I would say this is a nerf because now they have a harder time buffing their units 👍 

    • Like 1
  12. 23 minutes ago, The_Dudemeister said:

    Starting with 4 artefacts means you can make every single hero a wizard though. Make Tzeentch happy. 👌

    Remember that you can only take an artifact once and i doubt there are so many available artifact to do that 🙃

     

    43 minutes ago, Koujow said:

    I was thinking something more along this. I assume the Emerald Host will get FAQ'd to require at least one of the extra battalions, so I built the list with that in mind. Cost 1960 pts, you get 5 CP at the beginning of the game, each hero has an artifact and you have 101 wounds worth of stuff (plus some healing, depending on which artifacts you grab). I didn't pick the actual artifacts or spells. 

    Emerald Host

      Hide contents

     

    Allegiance: Nighthaunt - Mortal Realm: Shyish

    LEADERS

    Knight of Shrouds on Ethereal Steed (120)
    Dreadblade Harrow (90)
    Dreadblade Harrow (90)
    Guardian of Souls with Nightmare Lantern (140)

    UNITS
    10 x Hexwraiths (280)
    10 x Hexwraiths (280)
    30 x Chainrasp Horde (240)
    30 x Chainrasp Horde (240)

    BATTALIONS
    Emerald Host (80)
    Chainguard (120)
    The Dolorous Guard (120)
    The Forgotten Scions (140)

    ENDLESS SPELLS
    Shyish Reaper (20)

     

     

    Ever more expensive then, 460p for battalions in a 2000p game is the most expensive suggestion i have ever seen 😛 20p more than a vampire lord on a zombie dragon

    Play-testing is the only way to see if it works though so do it and let us know 👍, but I would suspect that it will struggle a bit. 

    • Like 1
  13. 8 minutes ago, Koujow said:

    Just wanted to toss something out there that I haven't seen anyone mention yet. The Emerald Host can make the entire army a single drop. Does no one think that by itself is kind of a huge deal? Or am I overhyping it? 

    Another problem with that paying 340p for battalions is quite expensive. 

    To have a 1 drop list you would have something like this:

    Knight of Shrouds on Ethereal Steed (120)
    Dreadblade Harrow (90)
    Dreadblade Harrow (90)
    15 x Hexwraiths (420)
    10 x Hexwraiths (280)
    10 x Hexwraiths (280)
    10 x Hexwraiths (280)

    Total: 1560 + 340 (1900) / 2000
    Extra Command Points: 3
    Wounds: 106
     

    For the 100p left you could have penumbral engine, or, 1 extra cp and probably a triumph. 

    With only three heroes and no wizard and 7 units in total the list seems hard to play well with. 

     

    1 minute ago, Lebenski said:

    Can someone please confirm for me that both the KoSos’s command ability and the Dolorus Guard ability will affect both the rider and mount for Hexwraiths? 
     

    Meaning that a unit buffed with the command ability will be dishing out 8 (4 for rider, 4 for mount) attacks per model on the charge?

    Yes this is the case. Extra attacks affect all weapon profiles (unless specified otherwise).

    artifacts and trait do not apply to mount though, but almost all buffs does. 

  14. 23 minutes ago, UNIBROWshapist said:

    Kinda in regards to the new battalions, can one unit belong to two battalions? Like can you have two units of hexwraiths, a dreadblade and a coach and get both the death riders and new battalion with just those 2 units of hex wraiths? 

    No, a unit can only be part of one battalion. 

     

    Screenshot_20191210_142722.jpg

    • Thanks 1
  15. As previously discussed, here is my new Judgemental Executioner v.2.0!!

    This list keeps the fun stuff with hiding LE, 3xSH, KoS and Lady O! (6 unit hiding and 6 units on the table) 

    The execution-squad will hide as usual until a potential weakspot.

    GoS has the pendant to buff hexwraiths to move far up the board with a potential charge due to Cogs. If the charge isn't possible/unreliable, i will then use the smaller block of Hexwraiths to screen the big unit. And next to the big unit will Olynder appear. This way Olynder gets far up the board for pressure and is still relatively safe/tanky due to hexwraiths. 

    If im going second I will play safe and hide 10 hexwraiths instead of Olynder to have another threat hidden. Keep her safe with 5 hexwraiths close by and screen with chainrasps. 

    Starting with 3 cp this list should be able to ether return alot of models from Olynder or buff the ****** out of LE. 

    Allegiance: Nighthaunt
    Mortal Realm: Ulgu
    Lady Olynder, Mortarch of Grief (220)
    - General
    - Lore of the Underworlds: Lifestealer
    Lord Executioner (80)
    - Artefact: Sword of Judgement
    Reikenor the Grimhailer (170)
    - Lore of the Underworlds: Soul Cage
    Knight of Shrouds (100)
    - Artefact : Dimensional Blade
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Spirit Drain
    - Artefact: Pendant of the Fell Wind
    10 x Chainrasp Horde (80)

    10 x Chainrasp Horde (80)
    3 x Spirit Hosts (120)
    3 x Spirit Hosts (120)
    3 x Spirit Hosts (120)
    10 x Hexwraiths (280)
    5 x Hexwraiths (140)
    The Dolorous Guard (120)
    Execution Horde (100)
    Chronomantic Cogs (80)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 106

  16. 20 minutes ago, Aaranis said:

    The Forgotten Scions however, I see it has great potential. We're looking at a KoSoES with 5A base that can buff for free once a round. There's got to be a few relic weapons that could make a nice us of that yes ?

    Like the Sword of Judgement™ ?

    I saw that the KoSoES had a name?! Malcor or something. Does this mean that he is a named character aka not allowed traits and artifacts? 

    Im not used to WD releasing stuff. 

  17. The dolorous guard seems nuts, this one was the hardest one to read but extra attacks on the charge and able to bounce wounds off your general sounds to me very good. 

    Any general with ruler of the spirit host will be very tanky when close to the hexwraiths. Every turn (s)he can return 6 wounds worth of models. 

    A charging 10 man unit of hexwraiths with the buff from a KoSoES will probably make your opponent cry. 40 attacks which should on agerage result in 6-7 mw just from rolling 6s. All other attacks with rend should do some damage aswell. 4 attacks with the mount actually makes it useful. 

  18. 6 minutes ago, Amradiel said:

    I heard that he cheated/played the army wrong. Something about doing mortal wounds where he shouldn't 😣

    Hi, who played wrong?? Do you have any more information about this, like a statement or something? I'm from Sweden and I know who the mawtribes player is.

  19. 24 minutes ago, Aaranis said:

    Oh neat, I thought only one unit could be healed by gravesite at all, that we had to chose one. So if I have a big block of Reapers near three gravesites the block can be healed 3d3 models back ?

    Absolutely! 

    Remember though that if you place them close it becomes harder for you to return destroyed units because of your opponent has an easier time blocking them. 

  20. 52 minutes ago, Forrix said:

    I've played a couple games with the Tyrant and found him to be super swingy. His hammer can be nasty when it actually connects. I wish he had an artifact that boosted both of his weapons. I feel like he's got a good attack profile but its split between the Hammer and the Spear and their respective artifacts wind up feeling lackluster since they only buff half of his weapons.

    Don't you think  Gruesome Trophy Rack would be a good idea? Giving himself and nearby gutbusters +1 to hit against heroes and monsters. 

    Because of his many weapon profiles it sounds quite tempting😊

    Combined with the Giantbreaker makes him a good monster killer 

    • Like 1
  21. 1 minute ago, States said:

    How do we deal with gotrek?

    In a way you don't, i stalled him with debuffs but he is really hard to kill so the best way i found is to just ignore him and keep your distance. 

    One way is to trap him between the three shackles from the endless spell making him unable to move. But just making him run around things is useful as well. 

    But if you want to actually kill him i guess as much 1dmg attacks as possible with some rend preferably on your initiative, so like buffed chainrasps. But he will probably kill alot of your stuff in return. 

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