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Rors

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Everything posted by Rors

  1. Yeah as coalition units they gain the respective god mark when joining any of the mono legions. Slaves player here asking how y'all find Skarbrand. I'm considering allying him in as a counter punch unit.
  2. I find that in Australia, $98 dollars for a unit worth 100 points is a hard sell. That said I own 10 (birthday present) and plan on getting 10 more when I find files to print them. As a unit, they're straight up inferior to serpent fang unless they get the 5+ ward. Still, they're a screen that can also help against high armor and they're better than fang specifically against 6+ or worse.. I plan on running mine with the sigil as a screen, unless the opponent is rocking something with a 2+ save, then the warriors flip role and become the screen. As a screen with sigil they just die but then you get to buff a bunch of your units. They also serve as damage dealers when we need mortals and sometimes they can steal an objective, they'll still probably just die though. I've considered making them hunters too as it makes them great against low save troops with damage 3 attacks. Makes it an interesting unit where they really want to hit great armor or terrible armor and suck vs 4+. In the next season they'll be better than fang when reinforced because they have multiple damage two models in the uni that you can stick in the front. At the moment the weight of attacks from fang with two ranks is better.
  3. I did play around with a cabalist list with an undivided claws DP with tome (flaming weapon) and the roll on eye of gods spell, and the extra hero action. Add purple sun for rend Basically, you use the eye roll hero action buff on him while within 3 of another hero using the roll 3 for spells. You just stack buffs (rend preferably) on the DP. Vortex beasts and iron golems hold. By turn three your DP is probably somewhat of a blender... But the amount of effort it takes seems way too much compared to just taking more efficient units and sometimes it won't even work. I'll probably try it a few times on TTS to see if I can get any milage out of it though.
  4. The princes are somewhat disappointing unfortunately. The best use I can think of is with the healing aura and a bunch of monsters, but our monsters are somewhat questionable. Soul grinders are very ugly models and maybe there's a competitive build there I'm not sure. Vortex beasts would be very tanky with their self healing, the prince healing them, and you could keep teleporting them back out of combat when they get charged. Slaughter brutes aren't a competitive choice but it'd look cool.
  5. I've played a few games with chariots and they're great but I'm not sure if I'd make an army around them. Excellent chaff as they can both go clear screens to give charge lanes and can handbrake turn sideways to become a one model screen themselves. For chaff clearing khorne or slanesh is better, for being a screen nurgle. I think they make better screens than screen clearers. If I was building a list I would mark a few khorne and include a blood stoker ally (for now while he can buff out units). Steed + stoker for run then 3d6charge +3. Almost think of them as endless spells, fire one a turn into something and do some chip damage and block them up. Gorebeast I haven't tried in a unit of 3 but I think that's how they should be played, solo, the one 3 up at end of turn is too swingy and it's too easy to kill before then. At 3 the mortal wounds output is reliable and they're harder to remove. I think undivided gorebeast with a marshall could be good. So that you can rally them on 5s Gorebeast need something to hold so they don't get charged. I think you could do something cool with cultists, iron golems or fang, probably golems for your build, then some chariots and some big units of gorebeast. You take more of khorne if you go fang, unividided if you want big durable blocks of golems that come back, and rallying gorebeast, or nurgle with MSU cultists.
  6. Yes, those are the same as any other artifacts, just only taken princes, like the artifact that can only be taken by wizards.
  7. I also have a rules question, if you character already has buffs from eye of the gods, then rolls and turns into a prince, does that prince have the initial eye of the gods buffs carry over?
  8. Yep, that's why khorne warriors need screens. With some cultists infornt, you can aggressively push them forward. If they charge your screens you get to counter charge. If they don't I guess you just sit your screens on the objectives and wait to win the game, or keep pushing depending on battle/match up. It's why I think one undivided sorc would be great in the list, both for his +1 hit/wound spell and to throw a sigil down, since you want them hitting your line and killing stuff. Alternatively if you didn't want screens you need something durable that can pin units for you. Nurgle knights could do that but it feels off theme. An idolator general, khorne warriors, and fang screens sounds both thematic and power to me. @ChaosUndivided
  9. Khorne warriors will want screens so that they can get their charges off. Fortunately we have a billion screen options in cultists. To add a little more synergy, throw in the doom Sigil with the secrator Put the screen up onto the objective, opponent charges them and kills a bunch netting you bonus attacks, then you charge the objective with 5 attacks a model.
  10. In regards to the Chaos Lord in foot and his activating a unit to fight, you can give him the always strike first artifact. Chosen or warriors with ASF seems pretty scary, add in some knights with a mounted lord and you're going to make the opponent think about their charges very carefully.
  11. Yeah they're still amazing. I did some math just to see how well they fair. 20 Nurgle Warriors will kill a gatebreaker in 4 rounds of combat (Two turns) with 10 warriors left. I didn't give either unit all out attack/defense or banners/artifacts. If those warriors had expert conquer, they'd always outnumber in the objective and win combat (with the option for a 5+ rally after). Gargants are faster but that's a 525 point unit being out valued by a 440 point unit. In short, we can do what SoB does better, with more options to also plenty of other powerful options SoB can't take. I fully expect Slaves to have multiple 5-0 tournament results and probably get nerfed hard soon after. That being said, when this season ends, the loss of fight in two ranks and options like conquers will tone them down significantly.
  12. Yes the shelf life on khorne synergy probably isn't going to be long. That said, just using our native khorne buff and Doom Sigil will net +2 attacks on a lot of units which is scary. Pop up the sigil and chuck some untamed beasts in their face or throw some chariots at them. Pins them back which is a viable strategy in its own right and sets up a combo with +2 attacks on a hammer, could be knights, varangaurd.. Archaon with 2 extra attacks on all his profiles, even soul grinders with 2 extra attacks in despoilers sounds nasty.
  13. Belakor remains a power pick for allies, which I personally like as narrative wise, he's often involved in scheme and dealings with other factions of Chaos, he's even had a team up with Lady Olynder and the death faction. Archaon will be better in his native time but playable in others, which feels right. I think Doom Sigil is a really interesting option now too. We have way more ways to kill stuff (indirectly buffing this endless spell) and cultists die quickly and are better in this book (another indirect buff for Doom Sigil). I could see an MSU build with a hero with the ASF artifact who gets to pick a unit to fight alongside them. They kill a bunch in your turn, get buffed, then keep that buff and ASF in your opponents turn. Honest Wargamer pointed out a Khorne idolator general could get Splintered fang up to 6+ attacks a model, potentially with ASF, fight on death, and recycling the unit after it's wiped in Ravagers.
  14. I'm 99% sure spawn will be the same as the disciples book, only with the option of taking other marks. I think vortex beast spam would be a fun meme in slaves but I think it could actually have some play in disciples. Combo's with the endless spell that makes spawn. Summoning them pins units in combat while the rest of the force blasts. Slaves don't have enough ranged output to capitalize on it though.
  15. So cabalist's don't really need to be T marked. I think often going undivided will be better because then you can spam eye of the gods rolls too. The spell lore is probably 6/10 with all of them being good but situational. The warscroll spells tend to be where they shine, sorcerer and sorcerer on manticor both have amazing spells. T marked is very very techy. I can let you keep charging units charge cycling since they can move and charge after teleporting out of combat. I'm sure it'll get FAQ'd but you can also currently warp reality through a spell portal. So 18 inches, then then back of one model within 9, then their movement... Basically you can charge anything on the board with one unit a turn. Cabalists T varangaurd could easily turn 1 charge something the opponent though was very safe in the backfield, then get teleported to safety or simply backwards so that they can charge again if they took spears.
  16. I think despoilers soul grinders will be absolute nightmares. 20 wounds, healing 3 wounds a turn, and negative one to wound in combat (nurgle). That's living up to the name as they really will just grind. Back them up with some cheap 12 wound mindstealers.. Anyone seen the vortex beast or slaughter brute. I'm waiting for the day when slaughterbrutes can shine.
  17. Just want to point out that StD Tzentch players can warp reality through a spell portal for 18+9+movement.
  18. Run and charge is great but I'd always take a regular hero for my general in empty throne for the artifact and command trait. Given the mounted heros buff knights and not varangaurd as well, I'm not even sure I'd go heavy on varangaurd in empty throne.
  19. There's multiple ways to get more room out of chosen though. I'm not entirely sold on them as they are expensive foot sloggers but you could have one unit run 6 and charge and another teleport 9 up before it moves. In legion you can swap around buffs to get what you need. I think there's other units I'd rather do that with but one of the strengths in this book is that you the synergies are so customizable
  20. Won't last forever but whole GVs are a thing you'll be able to fight in two ranks with chosen no matter the base size while they're battleline
  21. Oh wow, yeah it needs a FAQ but you're right, picking the unit has no range and there's no whole within 9. Bringing a big block of warriors across from one flank to another seems good. There's a bit of anti-synergy as you'd want to be cabalists and then your heros need to clump. Also, this is great tech in a Krondspine meta
  22. 3d6 charge is good. It does seem a bit hard to justify though. Maybe in a more slanesh themed list. With a hero casting daemonic steed you could have two chariots doing decent mortal wounds. The other option is khorne, the prayer isn't great but khorne really does like to be getting it's charges off and with +1 attack on all the melee profiles this could also support a block or warriors.
  23. I tried a game last night using the leaked book and it's a huge shake up, plays like an entirely new faction. Based off my experience I'm going to try this list out and get ready to take it to the next tournament. Based on my play test, warriors are now amazing, proper heavy infantry that can grind with the best of them and when supported, khorne knights are the heavy cavalry they should be. Rally on a 4+ is also absurdly good on warriors and knights. Chariots are good screens/good at clearing screens and the gorebeast will catch a lot of people surprised with its end of combat movement and mortal wounds. Host of the Everchosen (Khorne) Chaos Lord on Karkadrak 220 - General, Arcane Tome - Flaming Weapon, Arch Sorcerer - knows all the lore of the damned 10 (Khorne) Chaos Knights 460 - Khorne banner (+1 wound) 20 (Nurgle) Warriors 440 - Nurgle banner (worse rend by 1 for melee within 12) 20 (Nurgle) Warriors 440 (Khorne) Chariot 100 (Khorne) Chariot 100 (Khorne) Gorebeast Chariot 115 (Khorne) Marauder Horsemen 105 1980 Chaos Warband: One Drop Grad Strat: No Place For The Weak
  24. It's got some play, pop a unit out of a combat it doesn't want to be in and they can still move and run/charge. Could let you cycle charge with knights, varangaurd or chariots, or Archaons. Or if you teleport a units 9 inches behind the hero to 9 inches in front you have a free 18 + wizards base size of movement, that's a lot if the base is a manticor. I won't use it personally but I'm sure there's someone with a big brain that can make that work. If I did try it I think I'd play it simple, use this to effectively redeploy Archaons 9 inches forward Infront of the deployment zone turn one, give him deamonic steed and then alpha strike.
  25. Yeah I realized after typing that blood tithe wouldn't work, still gives them access to a hammer that can be buffed though. Not as good as in our book but still better than most of their options. You can still give Belakor a new mark each turn in legion though. Seems underwhelming compared to the other legions but there's also eternus and his new legionnaires and stuff so maybe there's a good list using it
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