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Mikkl

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  1. Yes on both counts. All characters that have a chaos mark also give out the aura of chaos. Be'lakor can't choose his own mark, but he already has the undivided mark under his keywords.
  2. Sure but the marauders don't share a marauder keyword, they each have a unique one and the Warqueen specifically mentions the standard marauder keyword. Whilst all the cultist units share the Cultists keyword.
  3. I may be wrong, but I'm not sure that the Warqueen command ability effects horsemen. It says "Chaos marauders and Cultists" The chaos marauder horsemen has a separate keyword ' Chaos marauder horsemen'.
  4. I would be careful with the different weapon options, they have generally been moving away from units with different weapon options. I know the subject has been discussed endlessly, and I'm not trying to make an argument either way, but the FAQ is due this weekend, so I'm just suggesting that people hold off for a day or so before they assemble the mixed units.
  5. You can see all the units on GW's homepage under 'age of sigmar > slaves to darkness' all the remaining units are there, except for the Warcry/slaves to darkness units that are released at the start of new year. (Ogroid Myrmidon, Sphiranx, Fomoroid Crusher and the Spire Tyrants). I don't think anything has been removed, they have actually added a ton of models, like the Archaon, Varanguard, Be'lakor, Gaunt Summoner, Soul Grinder, Vortex Beast, Slaughterbrute, Dark Oath heroes and all the Warcry models.
  6. I like them. They might not get a mark, but that also means that there is nothing wasted when they are outside the aura of a hero. Combined with their cheap cost, +2 bravery and high defence, there is really very little lost when they are just sitting on a backfield objective or screening som more valuable unit. Furthermore, their shooting attack (the best one of the cultist units), whilst very poor, it is just as good as their melee attack. So there is nothing lost when you move them up the board and shoot instead of charging. This way, there is very little risk of them ever being in a fight without their save reroll. This gives Iron Golems their own niche, whilst most of the other cultist units do similar jobs to marauders, marauder horsemen or furies, which are all way better at it. Though I'm sure that you could find good use for the pre-game movement of Untamed Beasts or possibly the (unreliable) debuff from Cypher Lords.
  7. The Chaos Lord on Daemonic Mount isn't a monster. So the Despoiler benefits only apply to the Lord (and Sorcerer) on manticore.
  8. I think it is an interesting list, those dragons are going to be scary. I never really put much consideration into Executioners, they certainly are cheap with horde discount, but they are going to need the Anvilgard command ability to avoid some very rough battle shock phases. This is just a thought, and it would require some changes to your list. I know you tried to avoid them, but if you exchanged the Hydra for a Kharibdyss and replaced something else for three 10 man screening units of Corsairs and a Fleetmaster you could qualify for the Anvilgard battalion. I know the bonus to kill monsters isn't particularly strong, but is is a bonus, and it makes the chariots particularly nasty against monsters. It would also reduce your number of drops by 2 or 3. But most importantly it gives you most out of the Anvilgard alligence ability, because for every battalion you get one command point, one artifact and one Bloodcurse. So by using the battalion, you could have two artifacts and two curses, along with Hidden Agents for a total of 2 +1d3 command points in the first turn! Along with the adjudants ability to generate extra CP, you are going to have an average of about 11 CP every game.
  9. There is a fairly decent rundown of the army in the 1d4chan tactics section. https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar Otherwise the are several Youtubers and podcasts who discuss the army like Warhammer Weekly https://www.youtube.com/watch?v=Bew6DdxnfPc
  10. I saw it yesterday, it was a great rundown, so thank you! Has anybody here played with Ironbreakers? I have aquired two Greywater Watch start collecting boxes and I have heard a lot of praise for the Irondrakes, but I really prefer the Ironbreaker models. So I would love to hear any suggestions on how to use them effectively. And what is the best equipment for the leader? Cheers!
  11. Shield of Thorns is Battlemage spell from Ghyran.
  12. It can only heal wounds. The Emerald Lifeswarm endless spell is you best option for bringing back models.
  13. Yeah that is a very cool combo, but unfortunately the Jade Diadem was FAQ'ed to work activate on unmodified rolls of 6.
  14. Battlemages from Shyish cast the Pall of Doom spell on a 6+, which grants further -2 bravery. Bringing the total to -7, only using abilities within the CoS book.
  15. We are, in a few months. I would expect a one-banner-per-unit limitation to happen, to stop Hammerhal CP farming. The limitation is already written into the rules. It only counts each unit with any banners.
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