Jump to content

Grdaat

Members
  • Posts

    220
  • Joined

  • Last visited

Everything posted by Grdaat

  1. Yeah, it would've been a good idea, and aside from one ability that Chaos has to give only a single unit +1 to hit (on a 4+) I'm not too sure where else we can get boosts for the Fireglaives.
  2. Quoting myself here because the AoS app is out of date, by two years in fact and it doesn't include an up to date version of the Chaos Allegiance Abilities/Artefacts, my mistake.
  3. That's what I thought, I was confused because the way you wrote it made it look like you were using the two together.
  4. That's true, you'd need some more Ironsworn or some cheaper option from a different faction, but I think you could still probably do it with 5 or so Fireglaives. So is the app very out of date then? That's what I had been using because I know they update it frequently with the changes made in stuff like the FAQ's, and I thought it would be very odd if their Chaos Allegiance bit was two whole years out of date.
  5. I'm a bit late on this, but you can't run Plaguetouched in a Nurgle Allegiance, so how exactly are you getting the Witherstave?
  6. I've been wondering that myself, the list I'm most fond of at the moment uses four Fireglaives and I feel like it's much better to buff my chances of hitting than ignoring the first wound suffered. The Crown of Conquest also seems like it would help, since it seems like it implies you get to use command abilities without spending command points.
  7. With that setup you might want to just take Chaos as your allegiance, since you can use Dark Avenger or Lord of War to boost those units of Fireglaives. Dark Avenger against Order units with them would be disgusting.
  8. Scratch what I said about the Legion of Azgorh not being able to take Chaos Siege Gargants, I didn't notice they could take Monsters of Chaos as allies, which Siege Gargants technically are. This also opens up the following as allies: Razorgors, Warhounds, Jabberslythe, Chimera, Cockatrice, Slaughterbrute, Mutalith Vortex Beast, Curs'd Ettin, Gigantic Chaos Spawn, Skinwolves and the Warpfire Dragon. Anyone play with any of these in a Legion of Azgorh army? I'd think the Cockatrice would be good, they usually are. The rules for the Gigantic Chaos Spawn look promising, the Skin Wolves look a little too pricey, but the Chimera seems like it could put in some good work. What do you think, or should I just avoid all of them and stick with my Mammoth?
  9. What I was thinking is if I took something like a Mammoth, my opponents would be so busy dealing with it that they'd be neglecting my Maga Cannons and Fireglaives. I'd like to bring along something good to help beef up my army in a major way and so a monster like a Mammoth seemed like a good idea. Their rules also seemed really good, and I was curious if other people thought so as well. I take it you're in favour of them, base size aside?
  10. Out of curiosity, what would be the better ally to pull in if I wanted to bring in a monster, a regular Giant/Gargant, a Siege variant, or a Mammoth? A list I put up before used the Mammoth, but I'd like to try a Siege Gargant since they were made by the Legion of Azgorh before. Are they any good, or would it be better to go with a regular one or just stick with the Mammoth? I should probably mention that technically the Siege Gargant doesn't have the CHAOS GARGANT keyword, it only has the CHAOS, GARGANT keywords. Nobody that I play with is going to use that technicality to prevent me from using them though.
  11. That's probably something new, the only think I can think of that would refer to from the old world is raising Zharr-Naggrund from the ground. However I highly doubt anyone would claim they were tricking Hashut into raising it up so that they could learn his secrets.
  12. You're right, my mistake I missed that little bit. I'll edit that list out then, as mentioned it was something I was toying with but I'm more curious about the Mammoth list anyway.
  13. So I wrote up three lists, and I'm a little unsure which one I should use. One's a melee focused list, which I'm not very happy with and would gladly appreciate pointers on how I could improve it. The second one's a ranged list, which I'm more happy with and looking around it seems like a lot of people had very similar lists, and might've even had the exact same list. The final one however is an allied behemoth list, taking advantage of something I haven't seen other people in the thread mention, but it seems to be legal so I'd also like advice on how to improve it. All of these lists are in spoilers because otherwise they would take up a lot of space, and all lists are copy-pasted from the Warscroll builder, made for pitched battles of 2000 points (and they all use up all 2000 of those points). So the first up is my Blackshard List: Next up is the ranged list: Finally we have my Chaos War Mammoth List: As said above, suggestions on how to improve these would be appreciated, especially on the teleport list and the Chaos War Mammoth list. EDIT: If anyone saw this earlier there was a list that included Sayl, but as pointed out in the comment right below he cannot use his spell on Chaos Dwarfs, so I removed the list.
  14. To play the devil's advocate for a second, the Legion of Azgorh is not the Chaos Dwarf army, they're a penal Legion. They have many similarities but taking them as representatives of the Chaos Dwarfs is like taking Fyreslayers as representatives of all Duardin. It would still be very odd if they couldn't get Hellcannons, however that could be written off quite easily as something the Legion of Azgorh doesn't have access to for a variety of reasons, if they were part of the "main" Chaos Dwarf faction and not the Legion for example. I doubt we'll get any confirmation of that though.
  15. I'm not a fan of the artillery train just because I'd rather have Magma Cannons and more Battleline/ K'daai instead of the Rockets and Mortar. Getting extra CP and an extra item is good and all, but I don't think the cost is worth it in this case.
  16. It's not a negation? Let's check the rules: "The first wound that is allocated to each unit with this battle trait in each shooting phase and each combat phase is negated." Well I think that's pretty clear, it's negation. After thinking on it you probably could argue that it still works since when it takes effect mortal wounds no longer exist, so technically you're not negating a mortal wound. Also after thinking on it more I think arguing that it works when mortal wounds no longer exist is the only way there isn't a contradiction between the designer's commentary and the actual rules, so with that logic you'd still be able to get the negation.
  17. Hey so I also came across some evidence that helps support the idea that the Chaos Dwarfs Blackshard Battalion would be able to both charge and pile in, while still retaining the bonuses. Here's a bit from the Core Rules designer's commentary: "Q: Some abilities allow a model to make a move out of sequence (in the hero phase, for example), or to make a specific type of move (a ‘6" retreat move’, for example). Can I run when I make these moves? A: You can only run if the ability refers to making a ‘normal move’ (which includes any move made ‘as if it were the movement phase’) and the ability doesn’t specify the distance of the move. Note that the restrictions that apply to normal moves (not moving within 3" of the enemy, and having to retreat if they start within 3" of the enemy) also apply to normal moves made in any other phase. Also note that the increase to the unit’s Move characteristic for running only applies to that move." So the Blackshard Battalion says "a move", not any kind of move or movement as if it were the movement phase, which is odd since it is still vague. I'd find it even stranger though if "a move" wasn't supposed to mean "a normal move", which can only happen if it's the movement phase, instead meant any kind of move, which would mess you up if you wanted to pile in. You probably could still argue it either way, so it's something you need to talk with your opponent about in advance. Unfortunately here's something else I found in the same designer's commentary: "Q: If an ability says it negates a wound, will it also negate a mortal wound? A: No, unless the ability specifically says it negates mortal wounds. By the same token, an ability that negates only mortal wounds will not negate wounds." So sorry to say, but the bit in the rulebook stating "After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes" should be ignored. You actually still do treat them differently for almost all rules purposes (with healing being the only exception I can think of).
  18. So here's something I just realized to help people who are still separating wounds and mortal wounds even after they've been allocated (and so think the armour can't negate them). You know how there are some models who can heal themselves or others? If Mortal wounds and wounds were always kept separate, you would never be able to heal damage done by mortal wounds, since there isn't a single datasheet in the game that says you can heal mortal wounds that were done to a model/unit.
  19. EDIT: Sorry for the double-post, I'm new here and tried posting the first reply as a guest. For whatever reason it didn't show up so I wrote this second reply.
  20. I'm new here but I have to agree with mattbarker, the wound is negated after it's allocated, and at that point mortal wounds and wounds are treated as the same thing. The reason the armour and other gear specify mortal wounds is because it's allowing you to take a save roll against them (aka before they're allocated), and normally you cannot do that. Since the armour's effect happens once there's technically no difference between the two, then you should be able to negate it.
×
×
  • Create New...