C.A.O.S
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Posts posted by C.A.O.S
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26 minutes ago, Holy_Diver said:
Mh it's a different kind of list. I prefer have the 5+ ward because makes be'lakor near unkillable and protectecs your other heroes. In my list pink horrors are the other wounds of Be'lakor (the other battlines are 2x5 flesh hounds).
Yes, of course. The last match I have played I had on table 5 units of pink horrors (3 summoned). In that moment, each battleshock phase I recovered 4 pink, 8 per turn. It means 40 wounds added. Obviously is not mandatory to summon pink and play the game in that way, but I've found it coherent with my play style. 75
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8 hours ago, Holy_Diver said:
I see. Why not to make the DP general for Ruinous Aura? That trait is too strong to leave it at home.
Another thing I'm not aure about is: lower drops or not care.Because from practice, i see that generally speaking i have a lot of difficulties mantaining 20 pink wholly 8" from a small base daemon prince. It is more important on the heroes, but in general, since i summon only pink, recover 2/3 pink per battleshock (so 5/6 in a single turn) is still very strong, and allow me to utilize the daemon prince better.
5 hours ago, Russ said:I had my first tournament games today. My list was:
Allegiance: Legion of the First Prince
- Grand Strategy: Predator's Domain
- Triumphs: Inspired
Leaders
Be'Lakor, the Dark Master (360)*
- General
- Lore of Ruinous Sorcery: The Master's Command
Sloppity Bilepiper Herald of Nurgle (130)*
Slaves to Darkness Daemon Prince (210)**
- Sword
- Artefact: Armour of the Pact
- Mark of Chaos: Khorne
Slaves to Darkness Daemon Prince (210)**
- Sword
- Mark of Chaos: Nurgle
The Contorted Epitome (255)*
- Artefact: Fourfold Blade
- Universal Spell Lore: Flaming Weapon
Battleline
10 x Pink Horrors of Tzeentch (215)*
10 x Plaguebearers (110)**
10 x Plaguebearers (110)**
Units
6 x Plague Drones (390)**
- Reinforced x 1
Core Battalions
*Warlord
**Battle Regiment
Additional Enhancements
Artefact
Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 102
Drops: 5
Game 1 vs Sons - Lost to SonsGame 2 vs Gitz (Trogs with Kragnos) - Win to LotFP
Game 3 vs Tzeentch - Win to LotFP
Game 4 tomorrow against Orruk Warclans inc Kragnos
Plague drone are very interesting now, since can do a lot of damage in an army that lacks in dealing damage. Good luck for today!
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6 hours ago, Holy_Diver said:
Can imagine. What was your list?
Allegiance: Legion of the First Prince
- Grand Strategy: Prized Sorcery
- Triumphs:
Leaders
Be'Lakor, the Dark Master (360) in Battle Regiment
- General
- Lore of Ruinous Sorcery: The Master's Command
The Changeling (170) in Battle Regiment
- Lore of Ruinous Sorcery: The Master's Command
Slaves to Darkness Daemon Prince (210) in Battle Regiment
- Sword
- Artefact: Armour of the Pact
- Mark of Chaos: Khorne
Kairos Fateweaver (435) in Battle Regiment
- Lore of Ruinous Sorcery: The Master's Command
Battleline
20 x Pink Horrors of Tzeentch (430) in Battle Regiment
- Reinforced x 1
10 x Pink Horrors of Tzeentch (215) in Battle Regiment
10 x Plaguebearers (110) in Battle Regiment
Endless Spells & Invocations
Umbral Spellportal (70)
Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 81
This was my list. Really focused on dealing with big centerpieces and deathstars. I think that it lacks a little bit of damage, but I've preferred to focus on playing the missions and denying enemy scoring, instead of wipe out my opponent
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On 8/5/2021 at 5:29 PM, Holy_Diver said:
I think also the Changeling is very interesting to play in this allegiance. This is what he can do for 170 points:
- deep strike in enemy zone (out of 3"!) at the end of your first move phase, after he can summon 5 horrors near him.
- within 9", target unit get: -1 to hit (ranged and melee) and halves movement, until your next hero phase.
- he casts/dispell 2 spells and knows all the spells of enemy wizards within 9".
- you can cast Metamorphosis on him, the turn after he arrives, to: count 5 models on a objective, destroy enemy scenery or shot 5 wounds support heroes.
- you can do easly "Savege Spearhead" battle tactic with him and another unit.I've tried the changeling against an archaon nurgle list. It is really strong, combined with belakor, and khorne daemon prince
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Hi!
I've a rule question: is exit from garrison considered a movement for the purpose of gaining control of objectives? For example in place of arcane power.
The doubt is related to the fact that the garrison rule says that exit from a garrison Is considered the move for the unit in that movement phase. From FAQ related to reserve a unit that has been removed from play, and set it up again on the battlefield, does not count as have made a move por other rules purpose. But KO exit from garrison do not require to remove the unit from play and set it up again, the unit is in play and it is in the garrison, a big difference (so it is not like a teleport, or fly high rule, for example), moreover from faq KO garrisoned unit does not count as reserve.
So I think that deployment from garrison can be considered as a movement for catching objectives purposes! What do you think?
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15 hours ago, Dongilles said:
Where are they confirmed?
I have the book
11 hours ago, Unter said:That’s good. Is it still reroll all hits wounds and saves? They haven’t screwed us by going for rr 1s or something?
No, simply rerolls, like now. From now we have to think alternative solutions to avoid shock test. Navigator diviner trait + formations, or simply bought command points
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I 3 triumphs confirmed, only reroll save hit and wound
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I hope so!
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Seems that we will have only 3 triumphs available in the next GH, if it is confirmed, I hope that will be the ones which allow us to reroll failed hit, wound or save rolls, otherwise it will be a MASSIVE nerf to us
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I see a lot of lists, but except someone, none has a good body count and wound count on the battlefield. For me is really important to have wounds on the battlefield, also ours arkanaut are pretty strong in defending when using the reroll, but cannot resist to mortal wounds and some smashing units in the game. So for how I see the game, playing with less then 100 wounds, or simply with less then 50/60 company is unfeasible in this meta at high level, taking objective becomes a nightmare
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3 hours ago, Archibald said:
How do you deal with a turn 1 Mawkrusher charge? I witnessed a game where a KO gunline was totally obliterated in 2 turns by that beast.
He had just two Gunhaulers, Brokk, 6 Endrinriggers, a Khemist, 10 Thunderes and lots of Arcanaut Company.
The first way is to underdrop the jawz, start first, eliminate as much as you can, prioritize war chanter and gore gruntas, the double halves move to maw with your Navigator, and take space with your company. Otherwise if ironjawz underdrop you, play conservative in one corner, with less model as screen you can to minimize the damage that the maw can inflict and then hope in double turn to make damage
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So guys, for being sure: someone can confirm that hitchers ability can be used in the hero phase by balloon boys? Maybe with some examples or opinions of people that are used to go competitive events..
Thanks!
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On 4/28/2020 at 6:00 PM, Sttufe said:
I think that there was an argument a while back and the answer was a yes. Probably should wait for someone else to confirm though, I can't remember the outcome exactly.
I think you cannot, since hitchers is done instead of your normal move, when the unit is eligible to move, so not in the hero phase
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20 hours ago, Beliman said:
The Iron Sky Squadron ability: ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved. In addition, roll 3D6 instead of 2D6 when making charge rolls for ARKANAUT COMPANY units from this battalion that left an ARKANAUT FRIGATE from the same battalion in the movement phase of the same turn.
Can you disembark after Fly High?
IMO, you can't because the Designer's Commentary Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on.
Am I missing something? Or is just as it seems? We can't disembark afterFly High because it's just not a "move"? Can you still charge with the frigatte and then disembark (3" away from the enemy) and charge (because you are still in the charge phase) to another unite?
HI! Yes for sure it isn't a simple question. Seems you are right, but I'll go deeper in the question to find a sure answer.
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AoS 2 - Kharadron Overlords Discussion
in Order
Posted
So guys, let me understand. Units cannot disembark from a boat after it has moved. But also, units can disembark only at the end of the movement phase. So it means that a unit can disembark a skyvessel only if it has been stationary in the movement phase?