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Malfean

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  1. Going to an RTT this weekend, I know we've had a fair amount of people jump on board with Tzeentch, Bonereapers and Cities of Sigmar. Its normally a Destruction, Slaanesh, Khorne and non-Bonereapers Death army dominated meta. Trying out Murderhost and Skulltake, unfortunately i'm short on Khorne Hounds so i'm substituting in some other units I've got painted. How do these two lists look? Not sure if I want to stick with Murderhost or try Skulltake. Also thinking about a Khorne DP in case all my match-ups are Ogors, Warclanz and Slaanesh. and the other list
  2. A lot of the army could use more rend, Skullreapers especially, though on the competitive side of things I'm not sure how much it'd help with so many armies fielding bricks of durable infantry, some of which get back up when killed. Or fast shooting that just melts our army in 1-2 turns. Love the models though. I'm making five for a Warcry game.
  3. Has anyone been using the Slaves to Darkness Daemon Prince for its Command Ability to delay enemies moving onto objectives or denying charges so you can set up and engage melee at the pace you want to dictate? Granted it doesn't work as well vs stuff like Changehost, but still might be worth considering vs armies like Bonereapers or Orruk Warclanz.
  4. How does this particular interaction work? I've been getting mixed feedback on it. Some say the (daemon) Hornblower rule supersedes and forces the Tzeentch player to re-roll their Icon Bearer result even when using Destiny Dice to make it a 1. Others have told me that Destiny Dice supersedes the Hornblower rule most daemon units have. I have put the relevant FAQ and rules below. Also for the record, the Hornblower rule seems consistent across most daemon infantry and cavalry units. vs The above is taken from the Bloodcrusher's entry, though most daemon units have some variation of the wording that goes '1 in every X models in this unit can be a Hornblower. etc etc etc'
  5. Some armies have Command Abilities that give a model/unit a 6" attack range and a 6" pile-in move. People have told me this is how you can avoid having your Bloodthirsters, etc, destroyed by things like zombie dragons and the like. How does this work exactly? Specifically the Bloodthirster of Unfettered Fury's command ability. My understanding is that a lot if tournament armies use this with the Halo of Blood artefact and the Tyrants battalion to have triple Bloodthirsters attacking first and piling it safely from 6" away.
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