Jump to content

Leemer

Members
  • Posts

    40
  • Joined

  • Last visited

Recent Profile Visitors

468 profile views

Leemer's Achievements

Judicator

Judicator (2/10)

33

Reputation

  1. Reviving this thread as an enjoyer of mixed chaos armies. I've been thinking about our options and believe there are a few interesting choices. I've ranked below in order of how 'competitive' I think they are, with a few ideas on army composition: GUO + Krondspine Incarnate of Ghur You dont really see many Incarnates but I think Nurgle may be one of the best armies for them. They're very strong in melee and I think they have some play in either plaguebearer host or blightlord spam lists. Bonded to the GUO it's very unlikely to go wild and provides a casting bonus (rare in Nurgle). The levelling mechanic means it's very tricky to kill and requires multiple turns. It's got some high rend (-3) and is fast. The aura of reroll run and charge mitigates our poor mobility, and the no retreat aura means enemies cant escape the grind (although negative synergy with Beasts so avoid those). Furies Allied from STD, furies occasionally pop up in a number of competitive chaos armies. They're fast, flying and 6 models which is decent for objectives. The retreat from combat mechanic is very useful and the survivability of nurgle troops means it feels less risky to pick them to escape. Overall strong choice but probably 1 or max 2 units. Mindstealer Sphiranx Another STD ally. Provides an always-strikes-last effect which works well with MSU lists that have several units engaging a larger enemy threat. Cheap monster for battle tactics and reasonably fast. Sigvald Good independent distraction carnifex. Fast, survivable and a good assassin piece. Cheaper/weaker alternatives include Masque and Valkia (I like the idea of an all flying blightlord spam with Valkia). Contorted Epitome Strong double caster with rerolls. Warscroll spell gives you reroll all hits against D3 enemy units which helps guarantee your disease point tally. Very fast and reasonably survivable with 2+ protection from mortals and a weird 50/50 avoid melee rule. Add flaming weapon for some melee threat. Flesh Hounds Cheapish mobile chaff with utility unbind ability. Decent if you're relying on Orghotts/LoA and lacking wizards. Untamed Beast / Ungor Raiders Cheap chaff with pregame move. Ungor raiders also have some shooting phase synergy if you're taking Bloab. Great Bray Shaman Cheap hero for battalions. Good warscroll spell to pull enemies off objectives or generally bring them into range of your slow troops. Chimera / Cockatrice Cheap fast, flying monster options to double down on mortal wound spam. The chimera is also surprisingly capable in melee. Quick disclaimer that if you've got 300 points to spare, the 'right' choice is probably always just another maggoth lord. But these are some fun off-key choices to keep your opponent guessing.
  2. Assuming the EH bodyguard works you can do: Lady O, Nagash, 5x5 Hexwraiths, Spell Portal, in a Battle Regiment 1990pts. Gives you an additional 50 wound pool for the heroes.
  3. Couldn't he also do the Hexwraith bodyguard as a general in Emerald Host?? Potentially 20-30 more wounds before he even brackets EDIT: nevermind, he doesnt benefit from allegiance abilities unfortunately EDIT2: maybe it's legal, bit unclear
  4. Anyone have any experience with heavy STD lists, especially varanguard? And how essential is the double Warlord? Put this list together aiming to maximise double pile-ins with the buffed Varanguard and BT. BSG spam and 4 chaff units for board control, then 3 monsters for BTs. Allegiance: Khorne- Slaughterhost: Reapers of Vengeance- Grand Strategy: Predator's Domain- Triumphs: BloodthirstyLeadersAspiring Deathbringer (85)*Bloodsecrator (125)*- General- Command Trait: Mage Eater - Artefact: The Blood-forged ArmourBloodstoker (85)*Slaves to Darkness Daemon Prince (210)**- Artefact: Crimson CrownBloodthirster of Insensate Rage (280)**- Artefact: Amulet of Destiny (Universal Artefact)Slaughterpriest (110)**- Prayer: Bronzed FleshBattleline10 x Bloodreavers (80)* 10 x Bloodreavers (80)**5 x Flesh Hounds (105)***Units3 x Varanguard (280)***3 x Varanguard (280)***9 x Untamed Beasts (70) - Allies1 x Cockatrice (95)1 x Cockatrice (95)Core Battalions*Warlord - Artefact**Warlord - Artefact ***Hunters of the HeartlandsTotal: 1980 / 2000Wounds: 127Drops: 14
  5. Does anyone have any experience with using Nurgle as allies?? The pusgoyle blightlords (185pt, 14W, 4+, 5+) seem solid for locking enemy units up in combat and generating depravity over multiple turns. Plus they have a few interesting ways to generate mortal wounds (Beasts of Nurgle, Bloab Rotspawn). Could even get a GUO in the ally limit. That said would probably avoid plaguebearers as too reliant on faction buffs.
  6. Been thinking of getting into Hedonites recently. How does this look for a 1k starter army? Allegiance: Slaanesh- Host: Lurid Haze Invaders Host (Host of Chaos)- Grand Strategy: - Triumphs: BloodthirstyBladebringer, Herald on Exalted Chariot (265)*- General- Command Trait: Skin-taker- Artefact: Amulet of Destiny (Universal Artefact)- Host Option: General- Universal Spell Lore: Flaming WeaponSigvald, Prince of Slaanesh (265)*- Host Option: General5 x Hellstriders with Hellscourges (135)*11 x Blissbarb Archers (180)*8 x Iron Golems (75)*8 x Iron Golems (75)**Battle RegimentTotal: 995 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 53Drops: 1 1 drop, lurid haze, exalted chariot + sigvald as hammers, hellstriders for mobility/screens, iron golems for objectives/depravity, archers for some ranged threat Also considered swapping Flaming Weapon for the levitate/healing spell, or running the same list in Godseekers. Wasnt sure about Grand Strategy, doesn't seem like there are any obvious options for us.
  7. Looks like a solid list, very durable and gotrek will do work. I'd say it's weaknesses are a lack of mobility, ranged power projection, and the fact you'll almost always be going first. Regarding possible changes I'm not sure if you really need the second 20 ironbreaker block? You already have 3 anvils in the phoenix, vindictors and 20 ironbreakers and will only be able to use all-out-defence on one of them. Could consider gyrocopter/allopex/aetherwings plus something with a bit more hitting power greatswords/irondrakes/evocators? Other question is the investment in emerald lifeswarm with just 2 spell casters per turn. If you're consistently casting mystic shield (phoenix) and wings (mage) its a bit uncertain when you'll be able to use it, especially against opponents with strong magic.
  8. Thought up a couple lists, need some help deciding what to build towards. Which one do you think would be better and/or more fun? Option 1: Ironrach + Gotrek + Turtle + 12 eels + 2 sharks Pros: All the hammers, 3 drops, double net shark, nice mix of eels, tried & tested competitive Cons: gotrek will definitely get nerfed at some point, lack of bodies/wounds Option 2: Feuthan + Tidecaster + Eidolon + Ellania/Ellathor + Turtle + 40 Namarti + 6 eels Pros: All the rr1s, teleporting twins, +1 hit +1 wound +1 save bubbles, bodies, fun/weird playstyle, 2x Start Collecting Cons: Might be trying to do too many different things, hard countered by spell-doms, not sure about grand strategy Cheers for any replies.
  9. Maybe its NPE, but IMO if an army falls apart because it can't deal with failing a big spell once a game maybe it's just not a very good list. Any good army should be flexible and I also can't think think of any spells like that in the current meta? It does address the issue too. The value of a dispell scroll vs mega casters is much more than vs normal wizards. Plus if it's an artefact you have to include the opportunity cost of taking it vs other items.
  10. A one-time dispel scroll universal artefact would definitely be useful
  11. Yeah I'm a big fan of aetherwings and will pretty much always take at least one unit. They're cheap and versatile, plus you can model them as crabs, fish, seahorses etc. I find one of the problems with IDK is they don't really have any decent<100 point, sit-on-objective type units or chaff. Your eels are too expensive to fill this role and namarti just aren't very good. I guess allopexes could do it but they still too cost too much IMO. Aetherwings are ideal for small chaff walls, screening deepstrikes, and objective grabbing. They tend to be very low target priority so good in turns 3/4 to move onto the points your eels have cleared out. Plus at 45pts it really doesnt matter if they die. Only downside is they're taking up your limited ally quota and there's quite a lot of decent ally options now. Tree-revs and khainite shadowstalkers could also be good. But I dont have any experience with these and they cost a bit more.
  12. Been trying to come up with a list that goes heavy into Namarti Reavers as the triple shot Unleash Hell seems like it could have gas. Enclave: Dhom-hain Warlord Battalion 1x Eidolon of the Storm (330) A: Cloud of Midnight 1x Lotan (75) 1x Soul Render (90) A: Arcane Tome - Tide of Fear 3x Ishlaen Guard (155) 3x Ishlaen Guard (155) Battle Regiment Soul Scryer (140) General CT - High Priest Prayer - Curse 10x Reavers (115) Battleline 20x Reavers (230) Battleline 20x Reavers (230) Battleline 3x Aetherwing (45) Allies 3x Aetherwing (45) Allies 1x Leviadon (380) Points: 1990 Wounds: 129 Drops: 5 Full buffs looks like rapid fire (3 shots), +1 hit (leviadon), rroll 1 (lotann), 6's mortal (curse prayer), +1 wound (eidolon), rroll monster wounds (dom-hain) and resurrection (render). A unit of 20 Reavers will be looking at 15 wounds and 10 mortals against a 4+ save. Stacking AOA and Leviadon can mitigate the -1hit of unleash hell so you can get a decent amount of damage in. At the same time the ishlaen, leviadon, eidolon and aetherwings are running interference tagging enemies in combat. The eidolon and leviadon are decent hammers also. Think Soulsnare Shackles and/or an Annointed on Frostheart (+alpha beast battalion with leviadon) would also work well in this list. Also not decided on CT and the 2nd Artefact after Cloud of Midnight. High priest seemed like a way to make the curse more consistent.
  13. Interesting now we can ally the phoenix temple units from CoS. What do people think of bringing Frostheart Phoenixes? Seems like a pretty solid choice and they actually got cheaper. Very hard to kill with the 4+ aftersave and hero healing. The permanent -1 wound aura looks useful and not sure we have many existing ways to debuff.
  14. IDK is getting some nerfs but nothing gamebreaking. Coherency means big eel units are much less likely to see play and so will probably return to a more 3-man MSU style. Namarti thralls and reavers with big bases and 1" reach are even less useful now. As our only behemoth the leviadon gets some new monster abilities which is nice. Two big impacts from the no more stacking rules. (1) With the king/volturnos limited to a single lord of tides ability, we'll no longer have the +3 attack fights first eels. (2) no save stack means no more 2+ unrendable eels. Admittedly these combos were pretty OP but it's not like IDK have a lot of competitive alternatives atm. The tome is pretty old so hopefully we get a new book fairly soon that'll open up some new units and playstyles.
×
×
  • Create New...