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ChaosUndivided

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Posts posted by ChaosUndivided

  1. To be fair shackles needs an unbind roll of 8, not like its that ez. Also if its the opponents hero phase that wizard or priest losses a spell casting or prayer which can force a hard decision on your opponent. 

    Tzeentch summoning in conjunction with cogs is problematic but not game breaking. Their opponent needs to unbind it. I dont really agree that you can just cast it more than 30 inches away from enemy wizards and still have your own wizards make full use of it.

    I think its just point costs is too low especially how enhancements now work and wizards potentially gaining a list of useful and various spells which leads to faction inequity where some just dont have enuff good spells to justify cogs use while others can greatly benefit. 

  2. 4 minutes ago, Scurvydog said:

    The Warshrine was FAQd to provide a 6+ ward. The Undivided general aura was not FAQ,d so that now stacks with a ward. Chaos shields ignoring mortal wounds now again stacks with all of this, so for example a chaos warrior with sheild taking 1 mortal wound from an arcane bolt, would get 6+ ward from shrine. 5+ for chaos shield, 6+to ignore from chaos undivided aura potentially.

    Good call on the warshrine faq but i was thinking more about archaon potential 6+ save from shrine, 4+ from armor of morkar, 6+ from being undivided general.

  3. @broverpowerd I like that list but Skullcrushers seem wierd, they are defensive type unit in an army full of chaff. Aside from the heroes the army cant punch its way out of a paper bag.  Do you use all your blood tithe on summoning?

    Karanak is kinda odd too and I don't have experience using him cuz it's a gamble. His points would probably be better spent on Wrathmongers.

    I would consider swapping out DP for Mighty Lord on Jug to free up points but you lose flying which is kinda needed in Khorne army.

    This list much like the Gore Pilgrims/Slaughterborn list will excell against some list and fall flat against others. For me it comes down to what kind of person im playing, if its casual between friends I would, in a tournament, nah.

  4. @Hystarion I been thinking about that duel battalion list, i like it but 310 just seems deep in the hole, for as you say 3ish units, and reasonable drop, but I bet it would beat the bricks off some list. Mine has a Mighty Lord on Jug for general.

    A lot of mortal khorne strength is in their synergy with various heroes and overlapping buffs. I always bring a blood stoker to move my chaff units down the field fast in order to grab objectives with killers. Anything you can do to throw more and more buffs out till you get a murder ball rolling.

    The brazen rune seems like a waste on Secrator he already is an anti mage bubble with extended range, if you where to put it on someone else you could have 2 anti mage bubbles.

    Definitely try to squeez the judgments in every list. You have plenty of minis to build an army that is killer and youre on the right track. 

    • Thanks 1
  5. @Roark thanks. I'm leaning towards 2x 5 Blood Warriors now to have one to screen and other to cap. The reroll 1s near objectives for Goretide is welcomed with BWs and CWs for sure.

    I'm not crazy about 10 Chaos Warriors either but 15 seems like over committing. I plan on using the Warshrine reroll saves prayer on the CWs after 1 dies.

    I'm locked into one priest with sacrifice and one with resanguination and torn over frenzy or flesh for last. I'm leaning towards frenzy cuz Manticore can't benifit from flesh with torc on.

    The Banner of Wrath has won me games or I would jump at chance of putting Gorecleaver on Manticore. Banner turns a sturdy anti mage attack buff bubble into mortal wound fountain. Last i checked it triggers at start of combat phase before anything else and there is 2 combat phases per turn which is fun.

  6. I have a competitive match coming up and have been largely out of the AoS loop for awhile now (just ordered ghb 2020). Does anyone have advice on a good mortal list?

    I have a Lord on Manticore as well as Lord on demonic and karkadrak, all the Khorne mortal heroes as well as 3 priest and can proxy STD heroes. Warshrine, Slaughterbrute, 20 blood warriors, 40 reavers, 10 Skullreapers, 20 chaos warriors, 5 hounds, few khorgoraths.

    I dont mind buying a unit or 2 but I like mortals and have a good run with them so far.

    My idea was Goretide, Gore Pilgrims mainly to capture objectives and run screens with blood warriors and reavers. While priest hide behind chaos warriors supported by warshrine. I don't think goretide is necessarily the way to go here tho but without chaos marauders or knights I need some kinda hustle. Also I'm playing in horde heavy meta thus skullreaper squad.

    Current list is:

    Lord on Manticore (torq) (hew)

    Secrator (banner of wrath)

    Stoker 

    3x Priest 

    10 blood warriors

    10 Reavers 

    10 chaos warriors

    Warshrine

    10x skullreapers

    Axe judgment

    Skulls judgment

    Gore Pilgrims

    I think that put me at 2k even.

    • Like 1
  7. On 12/12/2019 at 8:23 AM, sal4m4nd3r said:

    The warshrine also got a HUGE increase to killing power. +1 damage, got rend of -1 and +1 to hit and wound!!  It WAS 4 attacks 4/4/-/1 and now is 4 attacks 3/3/-1/2!!!  I have always been aggressive with my warshrine. I have it up front charging, blocking off area and avenues, target saturation. Its a huge base and I use it to block certain types of troops from piling into my marauders. 

    I like to use my Warshrine as just generally a big annoying thing in my opponents way they have no choice but attack. The attack upgrade is a welcomed improvement. 

    It seems the prayers took a nerf as an ally unit in another Gods army, both Protection of  Gods and Ruinous Powers only target Slaves units. Even if the Shine can always target self and still cast Judgments it is a huge blow to unit's effectiveness in anything but S2D army now... unless you also ally in some Warriors or something to buff.

  8. Kinda bummer about Judgments being allegiance locked i got super excited for a second. But i think the Khorne and Slaves crossover appears very powerful.

    Khorne has a lot of awesome buffs that extend to any unit with Mortal Khorne keyword like Secrator +1 attack and Stokers +3 run/charge +1 to wound. Those two guys right there could bolster threat range and punching power alone.

    Now if you where to run your Slaves army as Khorne... just give everyone mark of Khorne (afaik still legal) and take Khorne allegiance you get some nasty combos with the Slaughter Priest prayers/judgments but also the possibility to charge then retreat making Varangaurd pretty scarey back line hero killers.

    Im sure this is tip of iceberg stuff but from what i see this update actually just gave Khorne allegiance a boost. Im gonna crack open Slaanesh book next and peruse over possible combos.

  9. I dunno... I play mortal Khorne more than anything and that whole army revolves around a supporting cast of 5 wound heroes on foot that you must keep alive. I have had some pretty epic foot fights keeping those guys alive for another turn.

    Stormcast has probably the most foot slogging heroes of them all (also a lot of mounted) and those guys can be super clutch and fun.

    I see the move towards bigger more extravagant models as a way to draw attention to the game and pull in potential players. Also Sam Wise's over the top super heroic art featured in the best selling fantasy game of all time WoW probably has something to do with it. (Think weapons and armor that is too large and crazy to actually be practical for combat)

    Also on a side note i really enjoy smaller games around 1k and for the most part big high cost models are not present very often giving your wee lil foot sloggers center stage.

  10. Im a big fan of diversions, i like to put 2 or 3 really big scarey things on the table in the most threatening positions possible to force my opponent to deal with them or face the consequences.

    I have owned the Slaughterbrute and Warshrine and MantiLord for a very long time and they work great for sacrificial diversions to either take the brunt of initial 1st/2nd turn onslaught or to lure enemy units out of position so that my main force can capitalize on gaps and control objectives.

    From what i see with assorted rules and possible combos the new battletome will play right into my already pre-existing strategy. I may have to pick up a couple Deamon Prince now for the activation shenanigans and final nail in opponents coffin.

    • Like 1
  11. 2 minutes ago, JackStreicher said:

    Not really.

    my main enemy is The Big Waagh! Or Ironjawz so I for example tend to compare. As of yet I don‘t know how to survive even 20 ardboys with the Warchanter buff, yet I haven‘t tested the new S2D Battletome so I am missing quite a lot of options (srsly I have no clue how to beat a 2x Warchanter + 2x 20-25 Ardboys without heavy shooting)

    This is durable army with attack twice and attack again when you die abilities... Thats just a small taste of their power. 

    Play to the objectives not to table opponent!

    • Thanks 1
  12. These forums are hard to bear during these pre-release weeks. People act like they are playing against the most competitive players in the world and gripe whine moan and groan over how the newest update isnt edgy enuff its not OP... How am i gonna win with this sh*#!?

    I remember specificaly Skaven then it turns out they got OP cheezy tactics and everyone celebrates. This very same thing also happen durring Khorne update and guess what they not bad... Not top tier cuz that requires some broken janky thing to use but their not push overs by any means. WTF is so wrong about that?

    Why can't you be happy that your army got new models and an update and are actually playable now? You want some insta win tactic that is obvious prior to even trying a single game to go along with it?

    SMH

    • Like 7
    • Thanks 5
  13. 2 hours ago, decker_cky said:

    The summoning is pretty good though, for summoning in 10 marauders that can auto charge.

    This cannot be understated enuff. As an avid Khorne player i find summoning near usless and 9 out of 10 times spend my Blood Tithe on the boons which have a much greater and immediate impact over summoning 9" away from enemy and failing the charge roll majority of time.

  14. 2 hours ago, Cambot1231 said:

    Word on the street is the Chaos lord warscroll previewed has been translated and his command ability is to allow a unit nearby to pile in and attack again :)

    Omg please be true.

    I'm not seeing much that wows me here so far. There is always hype and people get amped for new book then it drops and is a dud strategically.

    I don't want to rain on anyones parade here but the best thing so far to me is that the Mark of Chaos rule remains the same which i was worried might get some nerf somehow.

    As long as key word shenanigans are still in play this is gonna be viable army. Where it stands now it can only improve but i dont see Cities of Sigmar level improvement. I think a lot is gonna ride on what changes take place with Archaon and Varanguard along with any unseen surprises still in store.

    I'm just taking a level headed approach here.

  15. I have been patiently awaiting this day to come...

    I have a bit of catching up to do as i havnt been on tga for awhile or doing the best job following all the GW news.

    @KingKull what a character looks like and what there save is are completely irrelevant as this opens up a can of worms across nearly every faction. Lets just assume they are protected by their dark god or its plain old magic that keeps them standing in the thick of battle.

    @JackStreicher i too would like to see generic Maurauders updated. Next to these new models they gonna look trash. GW also dropped the ball on mortals during the Slaanesh update so im not holding my breath.

    @ColsBols i doubt Chaos Gargant is going to be left out.

    Im not crazy about the Warcry warbands being "core" to this army personally and i agree the duplicate sculps on these guys makes me cring but am i mistaken or don't they have alternate builds? Even so... What an awesome conversion opportunity.

    • Like 1
  16. This whole battle report thing is getting old already. There is several well known channels with established followers. Dont see how your gonna make any headway here unless its not just your usual battle report.

    Personally i would watch videos that are tightly scripted narrative campaigns. Even if it was a single player type thing. There is all this stuff in books about playing narrative with rules and stuff but it still feels incomplete... Like thanks for all that info but how do we use it? What does a narrative campaign or battle really look like? How does it unfold and where/how do we add the narration? Like as we move our units? Upon setup and conclusion to battle? Do units talk and scenes narrated as the dice roll? I think Games Workshop leaves it kinda open ended on purpose so that players can do as they feel fit but it leaves questions...

    • Like 1
  17. @will pollock

    On 5/24/2019 at 2:29 PM, ChaosLord said:

    Orruk Megaboss can charge again if it kills a unit, but I'm not aware of a way to make Skullcrushers do that.

    There is a way using your blood tithe table to move (retreat + run) in ether player's hero phase, then on your next move they can charge again.

  18. On 5/24/2019 at 9:32 AM, Xanbar said:

    Trying to make my first purchase to go with my nurgle. My friend told me it would probably be marauders getting the resculpt when slaves got a book. Do yall think hes right and I'll be safe buying the godsworn warband box. Or will the knights and warriors be the ones with a resculpt. 

    Hard to say because their all plastic and i think they have only updated metal/resin models so far?

    Maurauders are replaced by Dark Oath, the themes are so similar you can proxy if its not already a warscroll change. Just have to wait for release.

  19. 3 hours ago, Shad0wStormed said:

    Hi there, got what is more than likely a stupid question but i cannot find an answer anywhere.

     

    My friend is wanting to take StD forces in a nurgle army, and wants to use a battalion from the Chaos book. He says it should be fine as  the army have the right keywords however, I was under the impression that only the Beasts of Chaos battalions worked this way as they give the god keyword through the battalion? Could someone clear this up for us please? 

    If all the units in battalion have the Nurgle keyword and he is running a Nurgle army it should be fine.

    I'm pretty sure it was mentioned in a FAQ and it applies to all/ any battalions where the units do not count as ally. I tried to look for this in FAQs and couldn't find this specific one however. 

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