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Rors

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Everything posted by Rors

  1. Spawn are mortal, can be given any God keyword and are dirt cheap. They're a great filler for God betalions. They're not great units but they do get a lot better in a hero's bubble, and it should be easier to keep them in range as single spawn units take up a very small area.. so you could probably fit Archaon into any of them. That doesn't answer your question about the the pleasure bound warband, but getting it to proc needs you to loose stuff and have out manoeuvred your opponent. I don't rate it very highly personally. I suppose it'd be helpful against armies with lots of stike first.
  2. Getting the hero key word for knights of the empty throne seems like a bit of a trap... I guess they now self buff being StD heros with the key word, but in a 2000 point game you can only get 6 heros and that's 3 spots for a single unit. Unless the 'unit' is the hero?
  3. I'll be very disappointed if the 13th sub-faction isn't skaven.
  4. Yeah you're right they're more reliable to get a charge off. But 10 marauders don't really do anything on the charge. Neither do the cultists for that matter I suppose.. I guess it comes down to style. I didn't really think about going for aggressive summon and charge strategies, seemed better as objective holders or harassers. Getting the charge on the turn you summon is probably more important than the ever so slightly higher damage output. There goes the extremely limited justification haha
  5. To me I just count the dude holding the head as a banner and the skull helmet as a horn. Any opponent who goes rules lawyering over free additional stuff a unit gets isn't going to be a fun oppent anyway so no loss.
  6. Minimum size splintered fang outperform minimum size marauders when brought on as ravager summons outside of hero bubbles. And as stated iron golums hold better. The situations where it's logical to take them are too situational. Only reason way they make sense is if you're a millionaire running a ravager list. Then having them all as summon options makes sense for the niche moments they're better.
  7. For a Tzeentch themed army unless you had something really specific planned you're pretty much always better of adding slaves as allies than the other way around I reckon. Tzeentch slave buffs have such terrible synergy/situationality.
  8. I've yet to try it but I think units of 3 knights with lances are okay in ruinbringer betalions. They're not so much hammers as they are chaff clearers and blockers. Still painting up my army so this is theory. However, 180 points to clear up charge lanes and work as your own screen is important to ensure you get your charges with the other stuff. I think of them as elite chaff, as opposed to elite cavalry. The other way to think of them is as a 180 point missile. They could possibly be efficient going for suicide missions on high value non-unit targets. Enough damage to kill a fair range of casters if they get behind the lines or to knock a monster down a couple tiers and hold it in place for a turn. More to the point about a few key units looking comparatively weaker to other armies, I think it's important to view individual units are part of a whole. Slaves may not have the best units in a straight up 1v1 fight, but we're one of the best armies at ensuring that we don't have to fight 1v1. Teleport hordes to bully weak flanks, deny enemy movement with spells or Korn demon princes. On top of that we a decent amount of stuff that fights first and a decent amount of of ways to defuff enemy units or cause them to fight last. All this says to me that it's an army that should dictate combat rather than just rely on muscles to win. E.g. we should be looking for situations where we get 2 units on one of theirs, then pop the Korn dps cp so that they can't get support in and out always strike last on the unit you're dogpilling.
  9. The other benefit to Singleton units of chariots is now every chariot is a unit champion and gets slightly better stats. I can't see much cause to ever run chariots as more the 1 in a unit, especially in ruinbringers. I guess if you want a 1 drop army and have some spare points.
  10. Hmm, I looked at the d6 and moved on, the variance is too great. That being said if you reliably get him swinging 3d6 times that's an average of 10, with the sword of judgement that exploding on fives against heroes I suppose there's merit.. And it's our cheapest aura bubble..But I think I'd rather give the extra attacks to a large unit most of the time. The variance on one model rolling d6 to generate attacks is going to give you just as many whiffs and hot dice, and an average of 3.5 attacks each round isn't great. If you want a duelist the Warqueen seems a better option to me. Attacks first, with 6 attacks that's only 1 less than the average 7 of 2d6 and if you have a lord around she'll average 2 attacks more than the exalted. Less armour but 1 more wound and going first as compared with 2 activations gives an offensive sort of defense, although she won't be quite as tanky. And you loose on the aura bubble... Hmm, maybe you're on to something? I dunno, the RNG just makes me very cautious when I look at the exalted. That said, that one game where a 90 point dude gets 18 attacks that explode into d6 wounds and deletes something quadrupedal his worth would be amazing, if I was your opponent I'd ask you to skip the eye of the gods roll and just place down a daemon prince.
  11. My understanding is on a 1 your opponent gets to use whatever they've activated with the command. Question two: It costs you a command point to use all seeing Dominion. On a 2+ you can use by my will outside the normal parameters and rules.
  12. I think the snake dudes have some potential as chaf too. One a 1 v 1 comparison they outperform marauders in damage ever so slightly against well armoured targets before you start applying the buffs. Large units or marauders do better than large units of snake cultists though. That said, the role they fill there isn't really needed. Basically they make okay-ish screens or roadbumps at only 70 points and basically trade the resilience of golems for a small amount of MW output. Worse at holding objectives but slightly better at being a nuisance to elite units that want to be maximising their efficiency each turn.
  13. Okay, had a go writing up a list. The aim is to have a build that is competitive enough to go to a tournament, but also to use the rule of cool, so dated models like marauders are out and units like the Karkadrak are in. The idea of the build is to pick the opponent apart by applying asymmetric pressure. This is achieved by nuking the opponents units by making them strike last and hammering them, while using out movement gimmicks to prevent the opponent having reliable counter charges. Basically at at time, in a 2000 point battle i want the ratio of value in the fights in my favor but having multiple units charge a single unit, while also enuring that my units all fight first by either having strike first the unit they're fighting having strike last. Allegiance: Slaves to Darkness - Damned Legion: Despoilers LEADERS Chaos Lord on Karkadrak (250) - General - Command Trait : Radiance of Dark Glory - Artefact : Helm of Many Eyes - Mark of Chaos : Slaanesh Slaves to Darkness Daemon Prince (210) - Axe - Artefact : Ethereal Amulet - Mark of Chaos : Khorne Be'Lakor - Whispers spell (240) UNITS 1 x Chaos Chariots (120) - Greatblades - Mark of Chaos : Slaanesh 1 x Chaos Chariots (120) - Greatblades - Mark of Chaos : Slaanesh 10 x Chaos Warriors (200) - Hand Weapon & Shield - Mark of Chaos : Khorne 10 x Chaos Knights (360) - Cursed Lance - Mark of Chaos : Slaanesh 1 x Mindstealer Sphiranx (100) 1 x Mindstealer Sphiranx (100) 1 x Gorebeast Chariots (150) - Mark of Chaos : Slaanesh BATTALIONS Ruinbringer Warband (140) I chose Slanesh for the Ruinbringer as the army really needs to enure favorable positioning. Mindstealers haven't seen much love from what I've read in the forum but they are INSANELY GOOD. Cheap monster that heals in despoilers, has good stats for it's cost and has an ability that doesn't cost a CP to use but it better than 90% of the command abilities in the game. Be'lakor's pick a unit and they need 5's to do anything is powerful. I don't usually like once a game effects but used at the right time on the right unit and it's just so good. Casting whispers with him isn't reliable with 7 to cast and the opponent trying to dispel but even if he only gets it off once a game, that's a unit out of play for a turn, which is likely a temporary swing of a few hundred points in our favor, allowing us to apply more asymmetric pressure. He's also really tanky, he'll have a 4+, 5+, 6+ for his saves (natural, dispoilers, undivided hero), and he regains wounds fast as a despoiler and via breaking units. Chariots also haven't seen much love but I think they have merit in a list like this. 1: they're easy to fit in an 18' bubble, as for them it just means touching as they're single model units. 2: They get a decent amount of mortal wounds on the charge and then their actual combat isn't bad when run as singles so they're all unit champions.
  14. I'm pretty sure you would, as a double turn isn't one long turn, it's two consecutive turns. So after you roll off (or you have Archaon and reveal who goes next), and you get the double turn, it activites the effect.
  15. Is the warscroll for spire tyrants and scions of flame in the battletome? If it is could someone explain what they do?
  16. Yep, half their movement then hit them with that spell that permanently removes an inch of movement for each wound! Turn a deathstar into a paper weight while you pick apart the rest. It's a shame we don't have that many ways to deal damage at range, or it'd be insanely good.
  17. I suspect StD will still be a less than 50% win rate army at tournaments but will also regularly place high. It looks like the myriad of ways to mess with movement and stack buffs and debuffs will make it a rewarding army for chess playing generals but weak in the hands of a player who tends to just push models forward.
  18. I think the power of this army isn't as bad as some people are thinking. It's certainly not as point and click as some other armies and the combinations aren't as obvious but i think that's a good thing. I think the designers are getting more nuisanced, and personally I'm glad every release it's full of auto pick OP combos that are way to obvious and simple. I'm thinking about making a Cabalist list. Running units of 20 splintered fang cultists let's you sacrifice snakes every turn then get them back, so you're casters are now +D3 to cast for essentially free. Alone the multiple defuss in the army you can throw out don't seem amazing, but as they stack you can really cripple your opponent.
  19. Personally I think the immortis are better option. They look cooler (I know that means nothing competitively but the first rule is always the cool rule for me). Also, spamming 2+ save or 3+ save with a 5+ against magic makes for a very scary anvil. They also have 2 inch weapons so they together better in large units, or can support other units more efficiently.
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