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Virtus-XIV

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Posts posted by Virtus-XIV

  1. Cabalists sounds really fun. Just hurl spells everywhere. First list I’m going to try is:

    Cabalists

    440 warriors nurgle and banner

    290 varanguard nurgle

    100 splintered fang nurgle

    100 splintered fang nurgle 

    120 sorcerer lord nurgle, binding damnation

    120 sorcerer lord tzeentch

    115 chaos lord nurgle, conqueror’s crown artifact, warrior retinue, idolator lord (prayer - curse), binding damnation

    240 chosen tzeentch and banner

    230 chaos knights khorne

    60 realmscourge rupture

    60 ravenaks gnashing jaws

    20 the burning head

    100 exalted hero undivided, chaos conduit

    1995 total

    warlord battalion (splintered fangs and heroes) and the two galletian veteran battalions (varanguard and warriors in bounty hunters, chosen and knights in expert conquerors).

    I just want to try the realmscourge rupture/ravenaks combo. If it doesn’t work then I can start looking into replacing things.

    I’m actually not that high on knights. They’re great on the charge but if you don’t delete what you wanted then in subsequent rounds they’re very weak offensively.

    I think a lot of the subfactions have play (some cultists, especially splintered fang, are quite good offensively now). Despoilers seems weak to me, held back by the Daemon Prince warscroll - it just doesn’t hit hard enough.

  2. 10 hours ago, Benlisted said:

    So been updating my number crunching spreadsheet based on the leaks: https://docs.google.com/spreadsheets/d/1wl0LUdJnvMAR0OJx4c-Fg4Y8b4MUcnaOfQMbQvq_iqc/edit?usp=sharing

    Numbers wise, for the points Harridans are the best output we have vs low saves (then rasps, closely followed by gheists and myrs).  Vs high saves (4+ or better) the myrmourns are the most points efficient damage we have by some margin, with gheists next and harridans actually second (though only hitting half the output per points of myrs).  Reapers look really sad, without their self buff they are worse than hosts, marginally worse than hexes and almost as bad as glaives!  The BC's output is not good in raw numbers but it has its new MWs. 

    If you factor in self-buffs harridans obviously pull further ahead vs low saves, but BGs overtake rasps.  Notably even for 2+ units BGs with the extra attack are as effective per point as myrs.

    Durability wise hosts are obviously the best, and the 4-model units are nearly half as durable for the points, they are super frail (i.e. takes half the damage to kill 1pt of models).

    Some other observations on our sources of bonuses having done this:

    +atks
    Artefact - lightshard (once per game)
    BR charging
    GR vs 5+ models

    +to hit
    Olynder grief-stricken
    AOA - free with KOSOES, copy with DH
    DH if wounded
    Chainghast aura

    +to wound
    GoS
    CH charging
    DH if wounded

    Basically there are a ton less buff auras than we used to have, all the rerolls and effects on 6s we used to have are totally gone (though we also have a ton of debuffs now).  There's also a number of different ways to ensure you get each bonus and given each is self-applied by some units you can possibly skimp on some support depending how you build your list.

    The math on the sheet appears broken to me for units with multiple attack profiles. Column AP is equal to AJ for multiple attack profile units’ summary rows. This is leading to incorrect conclusions for Grimghasts, hexwraiths, etc. Grims should be ~.034 damage per point against a 4+ without a charge bonus (I think, just ran it through calculator on my phone) not 0.020. As an example of the error, columns AP and AJ are both 3.259 for Grims.

    If what I’m saying is correct, Grims still have a place next to Bladegheists and Dreads since they can attack in multiple ranks.

    Against a 4+ with no bonuses and msu I’m getting:

    grims: 0.034 damage per point

    hosts: 0.024

    hexes: 0.033

    blades: 0.038

    dreads: 0.0416

    rasps: 0.0318

    which if right is actually pretty good in terms of internal balance.

    • Like 2
  3. Best damage per point unit S2D have against high save units with the nerf (edited) to marauders I believe. Not as fast or durable as knights. With more MSU style matches they’ll make great counter-chargers. I’m a big fan.

    • Like 1
  4. 2 hours ago, Jabbuk said:

    Could anyone share their thoughts on Spirit Hosts? I used to play them in a block of 9 with ST in the back healing them and they were almost unlikable.

    I was wondering what's the point of playing them in 3s if there is any? I'm thinking of only playing them in 6s and play them as an anvil but I might be missing something?

    6 is preferable to 9 now I would think and with a Krulghast should be sufficiently survivable. Their bases are huge so with 9 you end up with a lot of models stuck out of combat with the new coherency rules.

  5. 2 hours ago, Clan's Cynic said:

    I think the Savage Orc/Bonesplitters range would work a lot better if 'Greenskinz' were still an intermediary between the Ironjawz and them.

    Kruelboyz sort of fill that gap and I wouldn't be too shocked if that was GW's intention, but the different proportions between them and the old (I guess we'd call them Gork?) Orc bodies is so different that it doesn't completely work.

    Weren’t bonesplitters already merged with ironjawz into the Orruk Warclans battletome? 

  6. Anyone else think Chosen and Knights are looking strong? Both barely hit by points increases, chosen can still be in units of 5 so aren’t impacted by coherency and they still generate MWs and have rend which is even more important with everything having easy access to +1 save.

    • Like 1
  7. 19 minutes ago, Kaptinskaggy said:

    I can see why old hands might be annoyed with the direction that the new models are taking, but for new(er) people like me who came in with AOS 2.0 these new models are a godsend. That original wave of Stormcast never appealed to me so I'm looking forward to getting better looking (imo) troops that fill similar niches to compliment my Sacrosanct. The vigilors in particular I think are a tremendous improvement over the old judicators, and the vanquishers just look absolutely sick. Keeping the robes will really help tie them together with the Sacrosanct as well, which I appreciate.

    One caveat I think I'm seeing with these Thunderstrike Stormcast is that they don't seem to have any special weapons interspersed within their units like the older ones do. I think that consideration might have to be made for the extra striking power that liberators and sequitors have with their grandhammers and greatmaces or judicators have with the special prime weapons. Guess we'll see with the new battletome how they all fit together.

    I like that they don’t have two weapon types interspersed - it speeds up gameplay not having to roll two different weapon profiles.

    • Like 5
  8. 1 hour ago, Neverchosen said:

    So if I am reading this correctly a Tzeentch marked shrine granting a unit of 20 chaos warriors will still only have plus one to their save for the sake of dice rolls, but if they were hit by a rend -1 attack they would negate the rend.

    That’s correct

    • Thanks 1
  9. 47 minutes ago, Chikout said:

    So.. Stormcast are getting at least one dragon, a new melee focused battleline and ..? Kruleboyz are getting a special character on some kind of flying mount, a big monster which may be a crocodile and....?

    There will be a chaos Duardin faction and new soup Duardin with new minis???

    Dawnbreaker models??? Umbraneth models??? Tyrion??? New Ogors??? 

    Does that about cover the rumours?

    A new stormcast dragon? I hadn’t heard anything about this.

  10. So, someone please correct me if my math is wrong but Chaos Chosen are monstrous in terms of damage efficiency. A squad of 5 puts out 16 attacks for 7.4 damage against a 4+ save for 140 points, or 18.9 points per 1 damage. Against a 6+ this goes down to 14.3 points per 1 damage. For reference, chaos warriors with 2 hand weapons are 30.7 points per 1 damage against a 4+ and 18.4 against a 6+.

  11. The glaivewraith stalkers are extremely lackluster. No special abilities to speak of. I feel like an activated ability for extra movement would have been appropriate given their fluff. Something to distinguish them from the grimghast, which at 135pts vs 120 I can’t envision a scenario not picking the gringhast.

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