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Kasper

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Posts posted by Kasper

  1. 3 hours ago, Nezzhil said:

    I followed the instructions they said in the article:

    "Sign up for our newsletter today, and we’ll send you an exclusive hint at the mysterious threat terrorising the swamps of Ghur."

    And I received the next image:

    unnamed.jpg.032ed8c1911bdac362ce530de468ccab.jpg

     

    It is clearly a Destruction army similar to the LOTR/The Hobbit Orcs and Goblins. The image resembles a lot with Peter Jackson's Gothmog or the Mordor's Uruk-Hai

    Those are obviously new Horrors of Tzeentch! Pinks, blues and brimstones. :D

    • Haha 1
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  2. The Silent People seems like a reasonable contender for the “new Destruction army”. I simply dont buy that GW is introducing a third species of Orks - The only thing I can see is the skypirate stuff with gits and orks, but doesnt really fit the theme of Ghur tbh. 
     

    The lore for the Silent People seems to match with Kragnos too. They were invovled with Beastgrave and dug around the mountain. I could very easily see them having found Kragnos and helped him be free.

  3. 7 minutes ago, PJetski said:

    Belakor effectively killed all the old Stormcast 

    Im sure this new Thunderstrike armor is more difficult to craft or something along those lines

    It still feels a bit weak, but I guess it is a good compromise? Im sure Stormcast fans werent too happy about reading it at first. This feels like both sides lost and gained some.

    • Like 1
  4. 7 hours ago, Battlefury said:

    Today there was a situation at our local community chat.

    A player, who is a long term player for like 5 years now, complained about balance issues he is seeing. He brought out some data from honest wargamer, to show what he is meaning ( Seraphon win rate for example ).
    What happened is, that people came with comments like:

    "Gonna take another beer and stay silent."
    "We don't need to discusss, that there are better armies, but throwing numbers in the room...?"
    "So you mean, that players who wanna win should play Seraphon, because the rest is kind of not that successfull?"
    "That you need to talk about overpowered armies, I know no combo, army or unit that is op."

    People even don't want to listen to people, that see a problem in the current situation.

    Personally, I have enough of people just countering, that there is no problem, because they didn't see it yet. By the way, most of the pople countering his point are playing DoT, IDK, Seraphon, HoS.


     

    My only issue when talking about balance in the local gaming clubs is when balance is being used as an excuse of ****** poor play and a reason for why the person loses their games. "Oh but your army is so OP! Honestwargamer stats supports this!" meanwhile my army isnt a "meta list" and the opponent did like 100 mistakes. Stuff like this pisses me off.

    • Like 4
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  5. 11 hours ago, pnkdth said:

    'ello there! I'd like some feedback on a list I've been cooking up. 

    Slaves to Darkness Daemon Prince - General, Axe, Mark of Khorne - Command Trait: Ruinous Aura, Artefact: Armour of the Pact

    The Masque 

    The Blue Scribes (fold reality)

    20 x Daemonettes 

    10 x Plaguebearers 

    10 x Plaguebearers 

    3 x Beasts of Nurgle 

    6 x Fiends 

    6 x Flamers of Tzeentch 

    1 x Exalted Flamers of Tzeentch

    The general idea is a refused flank deployment (alternatively a spearhead). Using the Daemon Prince to lends to aura of 5+ shrug to the fiends + CP ability to really let the faster elements of the list have an even stronger board control. Baby heroes stay out of sight for as much as they can (summoners for board control) and Blue Scribe will cast throw mystic shield and try to bring back flamers if possible with fold reality. Daemonettes zoom up the board and the PBs serve as either screens or chilling at the back.

    The only caveat is I'm not very fond of huge models. Otherwise this army is going to be an outlet for the pure chaos that's in my mind and I will happily accept any feedback and suggestions. It is likely to shift and change over time so more is more.

    Cheers!

     

    You cant pick Fold Reality in this allegiance. There is only one spell the Wizards can know except their warscroll spell. 

    • Thanks 1
  6. 1 hour ago, Mandollies said:

    So Sigmar Rules Question (prompted by a off hand comment Warhammer Weekly made that gave me this idea - FWIW they didn't pick up on the potential ramifications);

    LEGION OF THE FIRST PRINCE
    When you pick the Chaos allegiance for your army, you can say that it will be a Legion of the First Prince army.

    This is from the Slaanesh army (the closest thing I can find;)
    ALLEGIANCE ABILITIES
    This section describes the allegiance abilities available to a Slaanesh army. The rules for using allegiance abilities can be found in the Warhammer Age of Sigmar Core Book.

    From Broken Realms Morathi (Stormkeep)
    When you pick the Stormcast Eternals allegiance for your army, you can say it will be a Stormkeep army. If you do so, you must use the Celestial Sentinels battle traits on this page instead of the Legends of the Living Tempest battle traits from Battletome: Stormcast Eternals (it is still considered to be a Stormcast Eternals army for the purposes of the other allegiance abilities).

    Does this mean that the Legion of the First Prince is still a Chaos Army and so benefits from the generic Chaos Battle Traits; Command Trait & Artefacts?

    Further to that (and to be honest this is a bigger Question as the Chaos Allegiance abilities are a bundle of Meh) The FAQ states;

    Q: The rules say that a warscroll battalion can include allies and that they don’t count against the number of allies in the army. Does this rule only apply to battalions that share the same allegiance as the army, but that have units from two different factions (a battalion in a Daughters of Khaine army that has Daughters of Khaine and Stormcast Eternals units, for example)?
    A: Yes. The faction a warscroll battalion belongs to is shown on its warscroll, above the title of the battalion. In addition, the battalion is assumed to belong to the Grand Alliance that its faction is a part of. Warscroll battalions that share the same allegiance as an army can always be taken as part of the army, and if they include any allied units, these units do not count against the limits on the number of allies the army can have (or against the points limit that can be spent on allies in a Pitched Battle). An army can include a warscroll battalion of a different allegiance to the rest of the army, but if it does so the units in it do count against the limits on the number of allies the army can have (and the points for the battalion and the units in it count against the points limit that can be spent on allies in a Pitched Battle).

    The Question is then; as Legion of the First Princes is a Chaos Allegiance army (possibly) does this mean that it can take the various Daemon Battalions and have them not count as Allies?

    Probably better off posting this in the rules section, but I dont get your final question - Daemons are never allies in this alligiance. It specifically says the alligiance is made up of any Daemons.

  7. An issue I have with all this balance-talk and talk about faction win percentages etc. is that it feels like factions are being reduced to little more than thier alligiance name. As an example you have Tzeentch - Tzeentch consists of Archaon Tzeentch, Flamer/Changehost Tzeentch and "Control" Tzeentch. There are other army lists as well but these are the 3 primary ones that are being played - To be honest it is probably like 60% Archaon (at least it feels like based on the recent TTS tournaments), 35% Flamer/Changehost and 5% Control, but still. All of these are piled together to determine "Tzeentch win percentage" despite the 3 lists essentially being 3 entirely different armies and Archaon Tzeentch has absolutely zero indication of how the other 2 are doing as a whole. They play completely different and prey on different armies and have different weaknessess.

    Armies play and operate differently depending on skill level. Some armies are pretty bad if the skill level of the players are low, but suddenly become good as the skill increases. I have 2 gaming clubs - One is rather casual and armies that are easy to pilot and do a lot of front loaded damage are often the winners - Where as the other is highly competitive and armies that generally have a lot of options dominate. Another example is models like Teclis and Be'lakor. Your average Joe is not gonna squeeze out the value of the 380 pts Be'lakor costs now. Messing with your opponent for 1 turn alone is not the same value for your average Joe as it is for someone competing at masters where they have their game plan build around this one trick.

    This also means lumping all the stats of the Tzeentch faction together from a single event is a little meaingless to me. When you have a tournament of 50 players, half of them are there just to have a good time and are messing around while the other half are kinda "try harding" because they want to get a podium/win the whole thing. I dont have any stats or exact % on this but it is purely based on personal experience. In fact some tournaments that I have attended to are actually made up of a lot more "Average Joes" than the high skilled players. Regardless there is no doubt that there is a significant skill disparity between the participants, so if there are 7 Tzeentch lists, 4 might be piloted by good players where as the 3 are not. Hence "poluting" the overall data.

     

    I dont know if Im completely in the wrong here but I simply cant help but to find all the stat-talk a little abstract. Been watching a lot of HonestWargamer recently and Rob have had an increased focus on stats/win percentages and some of it just seems so meaingless to me. I have deep respect for the work being put in, but I just find it people are boiling it down to something seemingly so simple despite Warhammer simply not being that way.

    • Like 5
  8. On 4/24/2021 at 11:41 PM, Hannibal said:

    Hi,

     

    quick question regarding Kairos special rules.

     

    From his warscroll: "In addition, while friendly Wizardsare wholly within 18" of him, Kairos Fateweaver knows any spells on those Wizards’ warscrolls that are possible for him to cast."

    What does "that are possible for him to cast" really mean? What are some exceptions to this rule?

     

    If the spell requires something like a wound table he is unable to cast that ability. Stuff like Gift of Change would not be possible for him to cast.

  9. Yeah Im doubting that Be'lakor is worth his points even in 2.000 pts lists. Yes he can shut down 1 key unit (66% of the time, granted - Unless it is a combat unit, in which case you get to do a 66% in the movement, charge and combat phase) but what if he fails? His combat profile is still pretty bad. Before he could kill half a unit of 10 Skinks guarding an objective. Now he can likely kill it/battleshock the remaining, thats it. He isnt a combat monster that you can buff up and send forward to kill even semi weak units. He takes up almost 1/5 of your entire army, so in the cases where he fails his one single trick, you are almost playing a 1600 vs 2000 pts game from the get-go.

    Be'lakors role in my games will likely be sitting back until he uses his ability in turn 1 or turn 2, then go forward on a solo mission vs weak guarded objectives like 10 Skinks etc. Im not sure giving up 400 pts is worth this. Imagine against Seraphon - You try to shut down Kroak for 1 turn but fails. Now you are pretty much playing 1600 vs 2000 pts.

    He effectively takes up a major threat slot in your army - He could be something like a big hammer unit or Kairos etc. Arguably I think those would have a much bigger impact on the game. Yes its cool to shut down Kroak or Teclis for 1 turn, but is that gonna make the 400 pts back? I honestly dont know.

    • Like 1
  10. 5 hours ago, GrimDork said:

    I’ve avoided this thread for fear of spoilers, but I’ve just finished reading BR:Belakor, so I thought I’d share some comments.

    Firstly, just want to say how much I enjoyed it. The highlight for me was the takedown of the silver tower, it was epic!

    The book felt like more of a direct continuation of plot lines started in BR:Morathi. The gaunt summoner, varanite, realm gates, even the Ven Brecht saviour reveal. I did really like BR:Teclis, but this felt more connected to the earlier book.
    Also set up some interesting plot lines for the future, the vision of excelsis in ruin, the stormcast’s reforging issue, Gromthi.

    As some have already mentioned, why did the Seraphon even get involved? The book says basically they couldn’t tolerate the gaunt summoner messing with realm gates so they had to stop him, allowing Belakor......to mess with realm gates!?!

    Could Kroak not foresee that they were playing into Belakor’s hands?

    Seemed a bit weak to me, but maybe more will be revealed in time.

    Really looking forward to Kragnos!

    The Gaunt Summoner wasnt messing with Realm Gates but instead figuring out how to use veranite (or however it is spelled) so Archaon can march into Azyr without Stormcast souls returning.
     

    It is also explained that Belakor messes with the Slanns foresight as one of the first things he does, so the Seraphon cant figure out his plans.
     

    The reason Belakor retreats (I think) is because he already won. The city lies in ruins and Chamon is basically cut off from the rest of the realms, meaning they cant really get help/reinforcements. It is a tactical retreat - Why risk the Wrath of a God or whatever that Duradin is meant to be, when there is little to no gain in staying around?

    My only gripe is that the book is leaving so many loose ends.. 

    1) The cursed sky is spreading into other realms - Significant effect on Stormcast going forward 

    2) Belakor basically got one of the Nine blown up, surely Archaon cant be happy about that

    3) Be’lakors Daemons started killing Archaons/the “normal” god marked Daemons - Surely Archaon will be pissed off by this too

     

    I want to know more about this Chaos story arc. How is Archaon gonna react? How are the Chaos Gods gonna react? Are they happy because of the mess Belakor did in Chamon, basically wiping out a couple of settlements etc? Are the Chaos Gods mad that Be’lakors Daemons turned on their “children”?

    • Like 2
  11. 1 hour ago, Clan's Cynic said:

    He's also trying to jump start a YouTube channel for himself, so it might be his hope is by tossing out these 'reliable' rumours he can get a core audience ("don't forget to...") Like and Subscribing enough that drop off when he's found out to be talking out of his rear end doesn't matter much due to the 'cushion' he formed in the time prior.

    Nooooo! But muh game! They cant just go and make changes to it! I refuse to believe anyone that are spilling rumors/leaks! 🤣

  12. Batallions is one big mess right now - Some armies have such an easy time getting a 1 drop army with little to no tax AND an amazing ability piled ontop (like Changehost) - Other armies have almost no chance of getting low drops. It seems completely random how this is given to the different armies. Drops are such a big part of the game and batallions really need a big revamp.

    Hence it is not surprising for me at all if GW are going down the path of least resistance of just scrapping them all and implementing a standardized system for all factions. Going through all batallions one by one and adjusting them is a lot of work compared to this route.

    Yes it will kill some builds like 5 Bloodthirsters, but this could easily be errata'd to be a simple part of the subfaction/alliegiance abilitiy. However the change would also give room for new lists to spring forth. Thinking about it, if they remove the limit of 4 behemoths in a list, would it really ruin that much? I cant think of any lists that would be too bonkers. The lists that use multiple behemoths are already having such rules like the 5 Bloodthirster list, multiple Stonehorns/Terrorgheists etc.

  13. On 4/18/2021 at 10:47 PM, Jator said:

    Overall the story sounds promising. But I'd need to read the book, because just based on the summary there are points I find questionable:

     - If destroying a Silver Tower is so damn useful to advance Chaos goals, why Tzeench hasn't done it before? Be´lakor can'¡t know better that the changer of ways how his damned towers work.

     - Again, if destroying a Silver Tower is so damn useful to advance Chaos goals, why would Kroak do it? As per the review: " Kroak understands the potential side effect of one being destroyed, but does not want to miss the opportunity to end one of the enemy’s most powerful tools". 
      Well, seems like destroying one tower has more drawbacks than benefits for the  Order Alliance, and by proxy -we can assume- to the grand plan. Doesn't seem like a sensible move coming from such wise being as Kroak.

      Again, this is probably explained properly in the book, I'm not  screaming BAD WRITTING!!!111 here, but those are the things that strike as odd reading the summary.

    PD: I'm in the Grombindal boat.

    Not sure if you found your answer already but 2+ tough is explaining the books and currently got 5 videoes on the Be'lakor book. He explains that basically Tzeentch had a Gaunt Summoner called something like the Eater of Tomes inside this Silver Tower and he was studying how to prevent Stormcast souls returning to Azyr. Archaon wanted this to happen to all of Stormcast, not just those in Chamon. Thats why Kroak sends his forces to blow up this guy.

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  14. 7 hours ago, Gristlegut said:

    Question: what strategy are you using for summoning? Are you bringing in more PB or Pinks?

    Probably Pinks most of the time. Keep in mind banner/horn guy is per every 10 model, so since you are summoning 5 you can not field a banner guy which is a bummer. 5 Pinks is still 25 wounds vs 10 wounds on Plaguebearers. Sure you got the 5++ on PBs, but theres a 6++ on all the 25 wounds on the Pinks.

    There might come a situation where you want to use the 10 PBs as a screen or want 10 bodies right away on an objective but otherwise 5 Pinks is worth more than 10 PBs pound for pound. It is also significant since more wounds means more chance of the unit living until your next turn where the D3 return might kick in - Even if you can only return 1 Pink rather than D3, 1 Pink is 5 wounds.    

    • Like 1
  15. 14 hours ago, stratigo said:

    Skinks get to teleport.

     

    Also any time there is a strong magic army, their damage comes with mortal wounds stacked on mortal wounds. And, here's a secret, there's no real difference between a ranged attack made by casting a spell verse on made by shooting a gun. They are both ranged damage sources. And neither should so easily allow for subversion of all defenses

     

    But the issue is high save rerollable is kind of a problem with the game that should ALSO not be a thing.

    Yeah but at least you can zone out Skinks - It is difficult to zone out almost boardwide range. Also their MWs are on wounds, so any modifiers to their hit rolls are huge where as Sentinels just dont care when it is on modified 5/6s to hit.

    Again there is a massive difference. Some units got a "spell ignore" effect. Spells are predictable since you typically cant teleport/move then cast a spell unlike with shooting, so the moment you end your movement you know exactly if you just entered their spell range for next turn. Spells also generally dont have a 18"+ range. Sure you have instances of Kairos + Spellportal but "at least" it is just 1 spell per turn. Spells are also not affected by look-out sir or other similar debuffs.  

  16. 10 hours ago, Peegee said:

    I'm planning on playing this approach but I feel like swapping the StD Demon Prince, 10 PB and Geminids for Be'lakor.

    Even with the cost hike, he's very valuable and brings more to the table than halving run & charge (that's a great ability tough, don't read me wrong).

     

    Yeah I dont hate this list at all. I think there is huge value in the Khorne DP. Halving charges is actually pretty big. Needing just a 7" charge normally is suddenly a big deal, especially when you couple it with the Bilepiper ripe-****** ability that prevents pile-ins. Suddenly witches arent that big of a deal in combat etc. I think overall you might actually lock down more combat units with the Khorne DP than with Be'lakor. It obviously does nothing against Seraphon/Lumineth shooting/magic etc. There is an issue with CPs though - You wont have CPs enough to both do reroll hits on the Corruptor to trigger his blade more often and also halving charges. 

     

    Leaders
    Verminlord Corruptor (280)
    - Artefact: Fourfold Blade
    Be'lakor (380)
    - General
    Kairos Fateweaver (400)
    Sloppity Bilepiper Herald of Nurgle (150)

    Battleline
    30 x Plaguebearers (300)
    30 x Plaguebearers (300)
    10 x Plaguebearers (110)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 109

    • Like 1
  17. On 4/18/2021 at 6:06 AM, Mandollies said:

    By my reading (FWIW) The Battalions are still ok to be used right? Its only been the Allegiance Abilities that have been superseded by Broken Realms: Be'lakor correct?

    I dont think they are legal. The alligiance went from being named "Legions of Chaos Ascendant" to "Legions of the First Prince". So unless they FAQ it it is essentially 2 different armies and it would be similar to Stormcast and Cities of Sigmar. 

    Technically I guess you can still play the old version in Wrath of the Everchosen but I expect this to be FAQ'd/errata'd in 4 weeks time. 

     

    I have been considering something along these lines - Yes I know it is 10 pts over - I need to make some cuts and trim some fat but not entirely sure what yet. I have been trying to create "power pairs" that work together on the board. The idea was:

    1. Kairos + Spellportal is a given imo. The ranged snipe is incredible in a game where you have Skink priests, Hags etc. running around. He also might cast the Corruptors spell which is great against hordes. 
    2. Pilepiper backing up 30 Plaguebearers is pretty big and hard to shift. 30 wounds with 5++ is no joke and when you have the ripe-****** ontop to prevent pile-ins it can really bog down otherwise killy units. This is further compounded by the Khorne DP that cuts charges in half, really reducing those long bomb charges that some units do. People are used to just moving 1 unit into combt and piling the remaining, but this will be a big mistake with ripe-****** from the Pilepiper. 
    3. Corrupted with the Fourfold artefact - This guy is a pretty big beast and I imagine him running around on his own, threatning objectives or going along with the blob of 30 PBs to deliver a serious punch.
    4. Be'lakor is really just.. There. Im incredibly disappointed at the "update" they did. His damage is not that good and sitting at 380 pts. he is essentially taking up a major threat slot, which he just isnt. Being able to point at something and often times lock them down is pretty damn good, especially ontop of the other shenanigans such as the Khorne DP halving charges and pipepiber preventing pile-in. Im not entirely sure if he is worth his points though, since he is pretty meh afterwards. I see him as a model you push out on a flank and attempt to assault an objective that is guarded by something like 10 Skinks. He will likely kill them/make the remaining run to battleshock, but he isnt much more than this IMO. He is a distraction that can take some damage, that is it. At the end of the day I wouldnt be surprised if you see lists not including Be'lakor in his own alligiance in favor of something else with more punch or simply more bodies + geminids etc. I think list #2 is more likely to win games.

     

    Allegiance: Legion of Chaos Ascendant
    - Host of Chaos: Legion of the First Prince

    Leaders
    Slaves to Darkness Daemon Prince (210)
    - Axe
    - Mark of Chaos: Khorne
    Verminlord Corruptor (280)
    - Fourfold Blade
    Be'lakor (380)
    - General
    Kairos Fateweaver (400)
    Sloppity Bilepiper Herald of Nurgle (150)

    Battleline
    30 x Plaguebearers (300)
    10 x Plaguebearers (110)
    10 x Plaguebearers (110)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)

    Total: 2010 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 103

     

     

     

    Allegiance: Legion of Chaos Ascendant
    - Host of Chaos: Legion of the First Prince

    Leaders
    Slaves to Darkness Daemon Prince (210)
    - Axe
    - Mark of Chaos: Khorne
    Verminlord Corruptor (280)
    Kairos Fateweaver (400)
    Sloppity Bilepiper Herald of Nurgle (150)

    Battleline
    30 x Plaguebearers (300)
    30 x Plaguebearers (300)
    10 x Plaguebearers (110)
    10 x Plaguebearers (110)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Geminids of Uhl-Gysh (60)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 119

    • Like 1
  18. On 4/13/2021 at 5:06 PM, Fluxlord said:

    That is some elaborate response, thank you. Indeed, the -1 rend reduction is very good (and both subfactions have that), and mucktalon (from mumnificient) is more or less a tax, and exactly for that reason I asked for a reaponse because as you say the 4+ fnp and the cloak of flies artefact are great.

    I still am really in doubt for my next event what subfaction to play, and although the witherstave is one of the best artefacts jn the game, i was pondering with the idea of skippin it in favor of the mumnificient command trait. Especially now with the scrivener and sloppity I think we are resilient enough and could skip witherstave to deal those mw back to the enemy. 
     

    after readin your rwsponse Im in doubt again, I tought i made up my mind, but now I’m back at: what to choose, what to choose? Well i guess it is a luxury problem and it is kinda nice.

    Forcing your opponent to reroll 6s to hit is way better imo than increasing the amount of MWs that are you are reflecting back. Quite a few factions got either MWs on 6s to hit or exploding attacks etc. As Nurgle you are not really looking to kill your opponent but more increasing your staying power so you win on VPs, at least thats how I see it. You can easily goMumnificient and keep all the other things as they are. 

    I have been pondering my original list since then and honestly Im tempted to bench the Spoilpox unfortunatenly. While the buff stacking is great, I think the Sloppity buffs is way superior. I realize you cant overlap buffs, but on the table you are not gonna push everything together in a tight ball, you will have to divide your army to capture multiple objectives. People will also aim to single out your Sloppity, so a bit of redundancy is great. You can essentially send 30 PBs + 1 Slop towards one objective and send a similar squad to another objective - The GUO/Drones supporting wherever. 

    So, I would swap the Spoilpox with another Bilepiper.  

    • Like 1
  19. Doesnt seem like a loophole to me. The endless spell specifically calls out that the caster and the endless spell are treated as a single model and it specifically mentions that this "combined model" now uses the warscroll of the caster, hence it has a move characteristic. This has nothing to do with "warscrolls trump core rules". 

    Balewind Vortex is the same thing, however this warscroll specifically mentions that the wizard is unable to move. 

  20. 1 hour ago, LuminethMage said:

    It's a bit weird to single out Lumineth - at least so far they haven't been on the top of the meta. Here is one list, there are many more, which all show the same thing, LRL are good, but by far the strongest army so far. https://aoslistbot.herokuapp.com/sotm/

     

    I dont think it is weird at all - LRL creates such super polarized games with their amount of core rules breaking abilities. It doesnt matter if it "only" sits at 51% according to ListBot. The faction creates honestly terrible games/matchups. Even if you only win every second game, almost every game vs LRL is a "feels bad" moment. 

  21. 1 hour ago, hurben said:

    This list is great and I like the idea of a one drop. Frist turn, you can take objectives and then start smashing your enemy at the second turn with the aptitudes of sloppity and spoilox. I would recommand another Spoilox if you remove Pox' it's 2k points

    Need to play around with the Poxbringer to determine his usefulness. My initial reaction is that he is a waste of points and it greatly relies on luck - I dont like having to rely on a 50/50 cast chance. But yeah you can sub him out for a couple of different choices:

    1. Geminids + CP - Gives some ranged poke, extra debuffs that stack ontop of your PBs stuff etc. Making your PBs -2 to be hit in combat or even -3 in shooting is quite big. CV 7 with +1 from the GUO is more managable/reliable than a CV 7 on the Pox with no +1. 
    2. 10 PBs. Not sure you really need more, but on some battleplans it is nice to have them sit behind and guard objectives as you push forward. It is also another screen. 
    3. Extra Sloppity/Scrivener. It will be redundant since the buffs dont stack but in the case of your opponent removing your heroes it is nice with redundancy. In some situations I think the shooting army might have trouble removing the 60 PBs due to the penalties, so even if you lose the heroes turn 1 or 2, you might still be able to keep control of the objectives long enough for you to get too far ahead on VPs. Unfortunately you cant fit in another Sloppity, since the list is 1980 and the Sloppity is 150 - You will be 10 pts over. The Sloppity is easily the best of the two new updated Heralds and I wouldnt consider taking an extra Scrivener in my list, so I dont think this option is that viable.
    4. Sorcerer or Fetus - Gives you a 2 drop but you gain access to BoP rotbringer spell which is pretty huge ontop of the Drones when they can sit with +4 attacks. Again though, it is a CV 7 spell but at least you will always be able to attempt to cast this in turn 1 or 2, where as the Poxbringer might not even be in range of the opponents unit for the first two turns.

    Theres some value in sitting in the 1970ish spot. The odds of getting a triump is pretty big, and being able to reroll hits/wounds on the Drones or saves on just about anyting is rather nice. 

  22. 16 minutes ago, Fluxlord said:

    @KasperI like this list, but why did you choose droning guard? If you keep your drones in the back seems to me that you dont make most off the extra movement. To be honest me myself I really like the artefact from the droning guard, but the command trait from mumnificent is so good. I was planning to run this list at a local event with some 10 players, so I’m curious about your choice.

    Munificent: 

    The CA is pretty much useless, I dont see myself ever spending a CP for this. The Command Trait kinda conflicts with Witherstave, so its value is really diminished outside of something with tons of attacks like Plague Monks, Witches, maybe even Skinks. The artefact is useless since none of your heroes are really getting into combat beyond the GUO, and if they do, it wont make a difference. Witherstave is so good that I decided to put it on the GUO since he will sit around for longer. Also likely to be in the front so will affect more enemies. I gave the Poxbringer the artefact since once he gets his cast off he will likely just be stationary. 

     

    Droning:

    The CA I can actually see myself using in case the Drones need to tank some damage. Going from ignoring 1/3 of the damage to 1/2 is a pretty reasonable boost to their survivability, especially if you give them +1 save and anti-pile in buffs when your opponent comes in hot. The trait is worthless beyond turn 1, but there might be some battle plans where you really want to grab an objective that is far away, so this gives them an extra move. Against some shooty opponents you might want to have the Drones sit out front and pregame move them 4" forward to zone out the opponent - Im thinking aggressive teleport KO/Flamer Tzeentch/Seraphon that puts their stuff right in your face to snipe your heroes. It gives you some flexible options. The artefact is again kinda meh since you dont want your opponent into combat, but your opponent will want to kill your guys so it gives some extra survivability. 

     

    All in all it isnt a big deal to go either subfaction. The Locus of Corrosion is the real juice imo, then its just a matter of looking at what gives you the most value/options. 

    In regards to the Drones - I think they can serve difference purposes depending on batttleplan and matchup. In some cases I would like them to snatch an objective turn 1 (not suicide them however), in some cases I want them to tank damage but in the majority of games I see them simply sitting behind and ready to countercharge, fully buffed by GUO, Sloppity and Scrivener. 

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