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Vesper

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Posts posted by Vesper

  1. So how far would I get with this list?

    Sixth Circle
    Archaon
    Be'Lakor
    Varanguard
    Varanguard
    Varanguard
    Command Point

    Thinking of buying two more boxes of Varanguard. I don't really want to get 40 marauders because I don't have the space for that many more models.

    • Like 1
  2. 9 hours ago, grucha said:

    Is anyone playing Host of Everchosen?

    I've been thinking about something like Archaon, 2x3 Varanguard with glaives Khorne marked (double activation 3 attacks per each model with 2+ 2+ , rerolling 1 to hit and wound and damage 4 on charge seems crazy good) and 2x40 Khorne marked marauders (that BS immunity and attack after death is exactly what I needed!).
    I'm just thinking if I shouldn't get Warshrine and Sorcerer instead of 40 marauders. Warshrine praying nurgle chant for Archaon to give him +1 to save, also providing 6+ fnp, and a sorcerer to buff marauders seems promising.

    What do you think?

    Where are you getting damage four from?

  3. Welp, everything but my sorcerer on manticore is in.

    Figure this stuff will take me far:
    Archaon
    Lord on Karkadrak
    Daemon Prince
    Sorcerer Lord on Manticore

    x3 Varanguard
    x30 Chaos Warriors
    x10 Knights
    Kitty Cat

    Eightfold Doom-Sigil.

    In the future I guess 80 marauders?

  4. 12 hours ago, JackStreicher said:

    Gold spray, Seraphon Sepia wash and they‘re done :D

    I wish ahah. I go very a very dark goal theme on my dudes that looks worn. Then lots of silver and blue.

    Need to figure out a color scheme for the S2D army though. Want to do something quick maybe statue-ish with a blue or red fade to it.

    • Like 1
  5. 11 minutes ago, TaurielBlack said:

    Niiiice, going to play him in the Host or just getting him to paint up? Cause he's a very sweet model indeed🤘 👍

    To paint and play. Though won't be building him or any of my S2D I've just bought until I'm done painting my Custodes...I should get on that.

     

    • Like 1
  6. 3 minutes ago, Gistradagis said:

    Oh, fair enough. Although, with the Khorne mark, you already reroll 1s on Hit and almost all your weapons Wound on 2+, so I feel like it's not that important to further improve his stats. The Khorne Daemon Prince also has his CP ability, which is kinda bonkers (18" bubble that reduces to 1/2 run and charge rolls for enemy units until your next hero phase), and with the Sword of Judgement you can smite heroes in a single turn while the Chaos Lord on Karkadrak obliterates units of chaff.

    I already count on having the Chaos Lord on Karkadrak be the one in the battalion, so fighting twice in my turn. Meanwhile, the DP will either stop the enemy with his CP or fly over enemy lines, charge a support hero and destroy it with a single attack (4 attacks, each 5+ thanks to charging is D6+2 mortal wounds).

    The sword's regular mortal wounds on 6s is unmodified tho. But yeah D6 MW on a 5+ is tasty. I'll keep this in mind!

    YVE4409.png

    • Like 2
  7. 11 minutes ago, Gistradagis said:

    You can give the trait to anyone, but if you make a DP your general, his aura goes from 12" to 18" and he gets a FNP of 5+.

    I personally like either Bolstered by Hate (making the DP 10 wounds on his 3+ save and the 5+ FNP), or Paragon of Ruin (D3 units at the beginning of the first round, before the first turn, get to move 5").

    Hmm, but Eternal Warrior on Karkadrak and him fighting himself in the hero phase is tempting. He'll do more damage than the DP.

  8. 7 minutes ago, Gistradagis said:

    I've found it to be slightly too random to be of real use. It has some good effects, but it's such a 50/50 deal, coupled with underwhelming attacks (if only you could give it a Khorne mark or smth...) and alright stats (12 wounds on 4+ with a base that large, it's easy to get surrounded and obliterated), that I usually don't recommend it.

    It's a whole bet of its own. Some games it might do a lot of wounds and mortal wounds, and resist long enough to be a threat. In other games, it'll be 170 wasted points. So, up to you. It's not inviable, but it's not a safe choice either.

     

    What faction is that, though. Ravagers? Is it worth it with just two mortal heroes?

    I actually have a very similar list, but I run it in Despoilers and have no Mindstealer, 10 Warriors instead of 15, the Knights broken into two units of 5, and a Daemon Prince of Khorne as general.

    Making it an army from Ulgu, I'm planning on giving the Daemon Prince the Sword of Judgement and the Chaos Lord on Karkadrak the Dimensional Blade (Hexed Battle-axe with rend 3, used twice with the battalion? Yes plz).

    Ravagers! Despoilers seems interesting. Can I only give a warlord trait to a daemon prince if I go despoilers? Curious as to what to give a daemon prince from that list. 

  9. Casual List I'm going to slowly build over the next few months or so:

    Lord on Karkadrak. -General -Dimensional Blade -Eternal Vendetta -Corn
    Sorcerer Lord on Manticore. -Tzeentch -Mask of Darkness -Bolstered By Hate
    Be'Lakor -Whispers of Darkness

    x15 Chaos Warriors -Corn on the cob
    x10 Chaos Knights -Popcorn
    x40 Marauders -Caramel Corn

    Mindstealer Kitty Cat

    Godsworn Champions of Ruin

    My only question is, with this, does my Lord on Karkakhornonthecob get to fight in every hero phase or just mine?

     

  10. 6 hours ago, Cosmicsheep said:

    Has anyone here played against Kharadron Overlords since their new tome? Played a mate of mine a couple of times and having zero effect. Not managed to kill a single model while he tables my entire 2k.

    I’ve run two very different list, 1st I tried to go all out shooting and try to out shoot him. Didn’t work. He killed my stormfiends before they could do anything, and my WLC didn’t inflict enough damage to take out his frigate or ironclad. Shooting the models garrisoned inside seems pointless given the -1 to hit (or -2 for hero’s) and +1 save. And with his ironclad having 18 wounds, a 3+ save and a 6+ shrug and able to heal it’s impossible to kill.

    2nd list I went more melee oriented, but he runs 2 battalions so at 2 drops he can move all 4 ships 9” away from my screen  and kill everything behind it. He took out my Bell before I’d even had a chance to ring it, and when I did charge him with my (already damaged) hellpit, he was able to shoot and kill it before I could combat (some artefact)

    Help and advice required please. My latest thought is a Deceiver with Incredible Agility to stop him retreating and just try to pin him down and hope the -2 to hit will keep the verminlord  alive.

    Give the deciever the gryph feather charm and make him -3 to shooting and -1 in melee.

    • Like 1
  11. 17 minutes ago, Gwendar said:

    @Vesper Yeah... It's a pretty stark difference.

    And you don't need WLV, I was just saying without it Skitterleap has less value. You never have to send your Warlock to their death though; just make sure you have a Gnawhole near where you want to place the WLV, Skitterleap them beside it for the +1 to cast (or at least within 6") and then in movement phase you just use the Gnawhole to get back to another one which you should have in your deployment.

    Well, I don't have anything else to spend that 100 points on, so might as well as bring it.

  12. 37 minutes ago, Gwendar said:

    Just so people have a better visual, here's an average comparison between fully buffed 6 Fiends and 6 Fiends with no buffs whatsoever. This is only counting the shooting from 2 Windlaunchers and 2 Ratlings, no melee.. but since MMMWP + Vigordust extends to melee, I'm sure you can imagine how that might increase:
    image.png.607cddac81a70a59dc17168479502e56.png

    So yeah.. the difference is pretty nutty and I see absolutely 0 value in taking another set of 6 Fiends unless you want them for redundancy or to try to have a copy of your power in "2 places at once" so you can adapt... but I don't think that's viable in this regard. 9 Jezzails with no buffs are going to be doing more and cost less. Even a 20-30 unit of Acolytes and Monks will do more with no buffs and both cost much less. This is why it's so important to have more than 1 source of MMMWP in your list (which you do); once that's gone the Fiends turn rather pillow-fisted.

    Also, without WLV or anything like that, I would say you may want to give the Bell a different spell; maybe Warpgale or Plague?

    Holy ******...lmao. Point taken on the fields. Saves me time and money there, hah. As for no WLV, if I just go back to nine jezzails? I can keep it, but even then I would not be sending my warlocks to potentially get screwed over.

    09rz6f9.png

     

    So using Plague or Gale makes more sense anyway.

  13. 11 hours ago, Gwendar said:

    @Vesper Largely what I run with, though I typically rub a Bell, WLV and Bridge. 2 Engineers over the single AW for redundancy is nice to have. Likewise, you running Warpseer is great for BS coverage but not starting with a CP is scary if you aren't careful.

    Just make sure you deploy properly against armies that can probably outdrop you and charge you T1 and without that BS immunity you could lose your screens, so always premeasure and ask questions about their units threat ranges if you don't already know.

    Otherwise, curious to hear how it goes.

    The other option is to drop three of the jezzails and upgrade the grey seer to a screaming bell. Then use the last forty points to take vermintide. Put it somewhere it'll ****** with movement.

  14. 8 hours ago, Gwendar said:

    You could always run 9 Jezzails or a couple WLC's. Jezzails don't need buffs and tend to be fine to act alone and snipe a support Hero per turn or whittle away at other units. That would leave the 6 Fiends to shoot at whatever else they want. It's another route I'm looking into, depending on how my testing with Monks and Acolytes go.

    I do have 12 jezzails. So we'll see what happens in my next list. I looked at the math again and again today and decided against monks. Their output is too weak now? Sure they can put out plenty of wounds, but with things like HoS and OBR...they won't get much mileage anymore. Meanwhile jezzails have never let me down.

  15. 47 minutes ago, Gwendar said:

    I mean... you don't need full buffs, sure. You could easily just give them Deranged Inventor and a Spark from an Engineer.. Vigordust too if you want. The problem I tend to have is I like to work in little 'power pairs' as coined by a few others. Monks pair with the Death Frenzy of a Bell and give me a melee option which I don't get with Acolytes who also are vying for the attention of an Engineer the same way the Fiends are.

    Another problem I have is those 32mm bases means less can get in T1. Unbuffed 20 are only doing ~11 damage (before Spark) if shooting at a unit with 10+ models.. fully buffed 20 of them are throwing out 24 damage (before Spark), which is less than that of 6 buffed up Fiends. All of this is assumed a targets save is 4+. Points cost is obviously way different there, but the point stands that if I wanted to buff one or the other I'm going to pick Fiends and at that point I don't see a reason to take 20 Acolytes who are only going to put out ~11 damage. That said I do see some value in exclusively using them to blow up weak save hordes but they can obviously do any job well. Fiends already have an 18"-30" threat range and you could easily have the Launchers killing a support hero\elite unit while the Cannons murder a horde. The issue I have with Acolytes split firing is that unless you have that math worked out and assume averages, it has the potential to be far worse in practice.

    Like I said, I'll try running a lot of stuff over the coming months in prep for a few tournaments I'm going to next year but I think Monks still need to be looked at as a viable option.

    Yeah, the real usage I would see for them is taking out larger hordes next to the fiends. Either way, as you stated, one unit would be left unbuffed and it really hurts their output. Maybe I'll hold off until GHB on these guys and pickup some PMs while I wait.

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