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ChaosUndivided

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Everything posted by ChaosUndivided

  1. I can see some being updated (as Blacktalon) and others moved to legends just due to sheer amount of redundant units.
  2. Firstborn Stormcast getting chopped sooner or later i can believe that 🤔
  3. I get the feeling Malerion's entrance will be like Belakore in so far as a contender to the status quo (in this case Morathi) who is (re)introduced in ala broken realms style book who then gets crammed into DoK as an alternate opposing subfaction.
  4. Well i got 10 Chosen for the price of 5 so i guess im on team Chosen now. Im leaning towards Slaanesh mark on them, i feel like the banner shoulda been strike first instead of +1 attack so im considering running a Lord on foot alongside them. I really like Cabalist making everyone a wiz feels like you really have a magic presence but no bonuses to unbinds or damage dealing spells outside of Manticore isn't exactly great.
  5. In the one game i played so far i tried buff stacking undivided (with conduit) varanguard but twice i rolled double ones on that 3 d6 spell cast, first time the manticore ate 4 wounds and the second completely nuked my own foot sorc. My rolls where all pretty horrible so i dunno what to make of that but im not convinced thats the way to go. It did make me consider adding mark of tzeentch to foot wiz so he gets some kinda mortal wound save tho. Im having a hard time figuring out some kinda cultist list i think there might be some play there with belakore in legions but it strikes me as very strange the splinter fangs attack profile is so much better than all other cultist. I woulda liked to see more variations throughout the cultist stat blocks. @Ravinsild i think you got a good start to core army but the manticore is a far cry from the mawcrusher.
  6. There is already a whole new faq needed as @RocketPropelledGrenade pointed out last page. They can errata prince and bump up tzeentch roll then.
  7. They reall need to erreta the DP scroll so he always gets Talons attack in addition to whatever weapon you pick. Not that it will necessarily help all that much, he will sux just a lil less.
  8. Its a vast improvement on the previous tome and thematically on point. I think the tzeentch mark should be 4+ and the choices would be much tougher to make. The fact that knights and warriors got the glow up most people pushed for alone almost makes this a great update. The internal balance is much better for it too.
  9. Ok well i played that wrong then and its better than i thought. I did have the Helm of Oppressor on him which was more brutal than his own attacks which made me wonder if i shoulda took the Daemonic Mount and spent 50 points elsewhere tho.
  10. As much as i like the Khorne mark it has pretty limited potential. It only last for one round of combat. This isn't a new mechanic, lots of things get bonus on charges, and its often not relied upon cuz your lucky to get more than one charge off per game per unit (particularly non-hammers), where as the other marks are every turn bonus all game. The Blood Secrator may seem like a good choice but you would basically have to forgo magic as he forces even you to reroll successful cast and your not slinging endless spells around. The Sorc Lord is still pretty much an auto include in my book still. The auto 6+ ward is a far cry from a flat +1 save but its still better than nothing and his spell is still incredibly strong, i noticed there was very limited ways to get +1 to hit now. I think currently the Blood Stoker is better Khorne option. The Gaunt Summoner possibly getting sniped top of turn 1 makes it not worth trying. Even if it works sometimes its super gimmicky gotcha thing that has hard counters. It feels like 5 Knights doesnt capitalize on their lance range enuff. I played a game the other day and had a unit of 10 Knights marked Khorne with the banner and they slapped but that had a lot to do with all of them getting to attack. I did get the Kark Lords special ability off but it actually kinda boned me cuz he fights first then Knights do. The problem is that this can only happen during your own turn where you get to fight first anyway which left my Varanguard exposed to getting smacked before they could kill their target. If it allowed you to fight at the top of enemies turn it would be far more impactful.
  11. The Khorne mark is only +1 to attack if the unit charged that turn. It doesn't sound like something you want on Warriors unless you plan to bring some Khorne allies to buff them which currently might be a good idea but im skeptical it would survive a new Khorne book. Khorne mark would probably work good on Chosen if they can charge something, delete it, and charge later but thats not entirely in your control. Also the Chosen can't get Daemonic Speed cuz they don't have mounts so no 3 d6 charges for them. I thought the Gaunt Summoner thing sounded interesting but if he gets nuked before summoning are they slain?
  12. Yeah helm of oppressor on the lord on foot with 10 or 20 man warrior retinue who carries the nurgle banner. Seems like a solid choice. I imagine they cast chaotic conduit once or twice and maybe used the new hero action.
  13. There is more threats now and the freedom to mix up buffs definitely helps. No aura of chaos is a huge relief. I wont feel like im shooting myself in the foot if i only take 3 heroes. Im gonna miss ravagers tho, that was fun to play and empty throne feels gutted. They dont get to pick a command trait? Can someone else get it? Run + charge on all mounts does sound good tho. Give someone priest trait and they get to toss curses and heals around? Yes please.
  14. Varanguard have access to all the same move shenanigans tho. The 6+ ward is horrible odds and is easy to just strait flub the roll. If i was gonna give anyone a banner its going to reinforced knights first, warriors next. I love the new Chosen models, i want to get some, and will definitely use them, but im not gonna invest in more than 1 unit. Their shiney new hotness will wear off when people figure out what targets to prioritize. Without grasping plate i dont see running reinforced Varanguard. The whole rally and 4+ does benefit them the most tho and if my wizard can pluck them out of a losing fight to get a rally in im gonna try it.
  15. @idn0971 Chosen with their 5 inch move and no ward of any kind will be dead or close to it by the time they reach intended target. I wouldn't call that "very consistent." There is a lot of bad match ups there, anything with mortal wound output at range basically creating a rock, paper, scissor scenario where your toast if the opponent has the rock to your scissors. Varanguard with a 4+ mortal save, not 5 or 6, and 10 inch move are way more versatile and can get the job done. Never do i take spears always ensorcelled weapons. The fact they can all make it to target alive and do a full powered double attack will chew thru monster profiles by sheer weight of dice. This isnt theory crafting its what they tend to do more often than not.
  16. There is still a lot of warscrolls to see, the cultist didnt change much in points so their scrolls might not have changed much but there might be some new edgy synergy, and they all have battleline now, no restrictions? Im not really sold on Chosen at 240, the 2 inch swing is nice but 5 move and no mortal wound save? Even with a good eye of the gods roll you get a 6up ward but that is statistically terrible. Varanguard for 50 more points buys you 10" move and a 4+ rune shield. Im syked the knights and warriors got pretty much what everyone wanted or at least has been suggesting on here for past 2 years. They have always been in a lot of list i play so im definitely looking forward to deploying some reinforced blobs.
  17. I like this deep dive into stats, its all good and well, and perhaps @Boar alluded to this, but the way things look on paper and the way they play out on tabletop dont always jive. For example the Chosen are units of 5 on what will now be 40mm bases? So even if all 5 reach target they wont all get to fight, reducing their damage output considerably. They have 3up save now so they wont drop like flies against any old shooting but still no mortal wound protection, which by the way Varanguard now have. The Gorebeast Chariot thing is actually really appealing since Unstoppable Momentum allows you to jump over screens, something sorely in need of, allowing the chariot to pin shooters fast. They also have big bases wich is problematic if taking 3. Trying to position them outside of 3" after jumping a screen will be tuff to do. The Manticore not having a degrading profile is huge buff. We havnt seen what the new non wiz version can do now but he might make it back on the table. It wasn't wise to get in a fist fight with the wiz but it almost always comes to that so it helps him too. I could see giving him the command trait to know all spells. Some combos that look good to me: Pledge of the Dark Gods + Chaotic Conduit particularly on the Manticore or possibly another mounted hero. Knights of Empty Throne + Archaon it doesnt say you cant include him and making Varanguard general is far less appealing now. But he gets to run + charge along with all other mounted units. Varanguard + Host of Everchosen are battleline and rally on 4up pretty ridiculous.
  18. Its not "wholly within 9" just 9 wich if im reading this right only 1 model in say a 10 man squad has to actually be within 9 of the wizard.
  19. The Ogroid warscroll was already leaked they have 5 wounds, 6 move, 5+ save, and 2 weapon options a falchion and shield 3/3/-1/2 and +1 save or great axe 3/3/-2/3. They can pack a punch but seem a lil squishy to me. Also the leaks from the up coming battletome appeared to show Chosen in units of 5 atill.
  20. The list i posted above morphed into this by game night: - Army Faction: Slaves to Darkness - Army Type: Ravagers - Grand Strategy: Defend What’s Ours LEADERS Chaos Sorcerer Lord on Manticore (270)** - General - Mark of Chaos: Tzeentch - Command Traits: Master of Magic - Spells: Binding Damnation Chaos Sorcerer Lord (135)** - Mark of Chaos: Tzeentch - Command Traits: Bolstered by Hate - Spells: Levitate Chaos Lord (120)** - Mark of Chaos: Tzeentch - Command Traits: Skilled Leader - Reaperblade and Daemonbound Steel - Artefacts of Power: Arcane Tome - Spells: Mask of Darkness BATTLELINE Chaos Warriors (400)* - Mark of Chaos: Tzeentch - Chaos Hand Weapon and Chaos Runeshield Iron Golems (150)* - Mark of Chaos: Tzeentch Untamed Beasts (70)** - Mark of Chaos: Tzeentch BEHEMOTH Chaos Warshrine (215)** - Mark of Chaos: Tzeentch - Prayers: Curse OTHER Varanguard (560)** - Mark of Chaos: Tzeentch - Ensorcelled Weapon and Warpsteel Shield ENDLESS SPELLS & INVOCATIONS 1 x Purple Sun of Shyish (70) CORE BATTALIONS *Expert Conquerors **Battle Regiment TOTAL POINTS: 1990/2000 My opponent played Slaanesh but was super slow so we ran outta time before turn 3. We played Prize of Gallet scenario, i choose to go second which gave him an 4 ez VP as he took the only objective and ez tactic. I had deployed tight so everything was in Warshrine bubble and the aura of my 3 heroes. He charged me head on with 2x 20 Demonets pinning my whole army in deployment zone. I quickly realize a blob of 6 Varanguard are much better in Empty Throne as that 6 inch pile in lets them rotate around enemy units usually allowing them to fight on all sides vs multiple enemies. It took both rounds of combat to kill them all. The big blob of Iron Golems melee attacks are pitiful and it took a round of shooting on my turn to finish the other unit of Demonets off. The Varanguard proceed to evaporate his unit of Bounty Hunter Seekers. He wins rolloff turn 2 and goes first again. By then my 2 big units of infantry had piled in different directions and left a opening in the middle where my Warshrine was. He gets a luck charge off with 10 Twin Souls who fought twice thanks to Keeper of Secrets and 30 damage 2 attacks x2 nuke the shrine. ...that took hours to get through so it was time to pack up. Had we kept playing im pretty sure the tables would have turned as his entire backfield was empty and my EQ warriors barely had a scratch on them. The Varanguard were free to pick a target to charge and double attack at that point. I woulda chewed thru his best units and swarmed from every direction with GV, altho he did have summoning i dont think it woulda helped much. In conclusion im probably gonna try 2x 3Varanguard instead of a blob of 6 next time. Im glad i took the Lord on Foot over Warqueen as his command ability is just too good, but it was hard to position him where i needed with only 3 heroes i struggled to keep everyone within chaos aura. The army wide aura of tzeentch + Warshrine definitely amped up the staying power of everything but with only 3 heroes that aura is hard to maintain. The Iron Golems are good deck chair sitters but their dmg output is null regardless of how many there is, except in shooting phase where they were surprisingly efficient. The new battleplans and tactics result in some really hard calls to make and the right choice is not always the most obvious one now.
  21. Yeah i was saying same thing earlier, that there is never enuff points to take all the stuff i wish i could. Its like you gotta skimp out in one area to be good in another. @Ravinsild If you're still assembling and painting army im gonna assume you don't have a huge collection of different models to change your list around much but it kinda becomes a necessity over time. This is a list im considering. Its got 20× Warriors, with a Warshrine, but only 5x Knights used for screen, and 1x Cultist of choice to camp backfield objectives. The Manticore follows the 6x Varanguard around for the Binding Damnation on turn that they attack twice and a constant 2 up save rerolling 1s to keep them alive until they killed as many heroes/monsters as possible. The Warqueen cost as much as Marauders do wich she can summon for free and slingshot across field for a command, which she as well can be teleported by Sorc beforehand. Warqueen and the Purp Sun can be swapped for a Lord on Foot and Cogs tho. I went EQ cuz of the big sink on Warriors and the Varanguard are not going to be fighting battleline units. The Purp Sun is just there for lols but im trying to pop that thing out of Manticore while down field to help the Varanguard. - Army Faction: Slaves to Darkness - Army Type: Ravagers - Grand Strategy: Defend What’s Ours LEADERS Chaos Sorcerer Lord on Manticore (270)** - General - Mark of Chaos: Tzeentch - Command Traits: Master of Magic - Artefacts of Power: Arcane Tome - Spells: Binding Damnation Chaos Sorcerer Lord (135)** - Mark of Chaos: Tzeentch - Command Traits: Bolstered by Hate - Spells: Mask of Darkness Darkoath Warqueen (90)** - Mark of Chaos: Tzeentch - Command Traits: Unquestioned Resolve BATTLELINE Chaos Warriors (400)* - Mark of Chaos: Tzeentch - Chaos Hand Weapon and Chaos Runeshield Iron Golems (75)* - Mark of Chaos: Tzeentch Chaos Knights (170)** - Mark of Chaos: Tzeentch - Ensorcelled Weapon and Chaos Runeshield BEHEMOTH Chaos Warshrine (215)** - Mark of Chaos: Tzeentch - Prayers: Curse OTHER Varanguard (560)** - Mark of Chaos: Tzeentch - Ensorcelled Weapon and Warpsteel Shield ENDLESS SPELLS & INVOCATIONS 1 x Purple Sun of Shyish (70) CORE BATTALIONS *Expert Conquerors **Battle Regiment TOTAL POINTS: 1985/2000
  22. Khorne Knights with lances are decent on the charge but usually that is only gonna happen once a game and maybe not at all. I like Chosen but they gotta fight first and are very susceptible to ranged attacks. Personally i haven't used Fomoroid. They seem ok but dicey. Could do a bunch of dmg or almost none. Basically their ok but not very dependable. Varanguard are rock, paper, scissors as well but have only one weakness wich is non-magical mortal wounds and better rng chances.
  23. @Ravinsild that looks a lot like the kind of lists i usually run but i use Manticore Sorc instead of DP and Varanguard instead of Fomoroid/Chosen. Right now your list lacks any real punch and the heroes are easy to snipe off. The Lord on Foot is a favorite of mine. If you changed the Sorc Lord spell to Binding Damnation and the Warshrine prayer to Curse it makes nice combo. Cast Damnation and Curse on enemy target then Demon Power and Spurred by Gods command your unit. The enemy unit fights last after your unit fights twice rerolling all hit/wound doing mortals on 6 to hit. You could take out a monster with 20 Warriors otherwise bring its profile way down.
  24. I stated right off the top it was casual list building. Knights never really been competitive but i still find them useful, your paying for mobility and if there Tzeentch marked they make good screens. Using a Khorne Dp as a crutch doesnt really add anything to the conversation. It seema any talk of strategy or tactics is stifled by parroting the same talking points over and over. I was more interested in opinions regarding the use of battalions cuz 1 drop seems better to me atm, or possibly leaning heavy into Conq or Bounty and going 3 drop.
  25. I have yet to really play a full game with new GHB rules but im not sold on Expert Conq or Bounty Hunters. I like to play list with Warriors and Knights casually as a "classic" S2D themed army but i will also play cheap skew stuff from time to time. I really dont see the point of putting a min size unit in either of these new battalions tho. If im taking 20 Warriors then i would consider EC but im also gonna be tempted to bring a Warshrine to negate some of that double damage. The more damage you're potentially gonna take the better a 6+ ward looks. Then for the second unit in EC im taking something fast like Untamed Beast or Marauders to play the back field to jump on any objective turned Proving Ground. I been making list with 10x Knights and 6x Varanguard as Bounty Hunters. The Knights with their mount attacks really add up. Sure their not great but the sheer number means something is gonna hit for double dmg. I shy away from 3x Varanguard units cuz as soon as you lose one dude they feel gimp, altho it makes a lot more sense in an Archaon list. The problem i see here is that a unit like Varanguard needs to kill the opponents biggest baddest threats not their battleline. If they get tied up fighting battleline then my opponent has essentially made a successful screen or otherwise just distracted me from using my units appropriately. Right now it seems like there just isnt enuff space to squeeze everything i want into any list. Just about every unit in the faction needs to be babysat by multiple buff bots to crank it up enuff to actually do what its supposed to do, which is pretty much why all these "competitive" list just double down on a few clutch models and skimp out on everything else.
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