Archion89
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Posts posted by Archion89
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Any use for the Rokar Gresh box, even as generic chariots? I think it has some strong monetary savings, especially if you go third party vendor.
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What would a StD heavy khorne army look like using the Blades of Khorne book? Is it mostly just the leaders you're using?
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Are daemonforged blades the best overall weapon for those Varanguard? I'm guessing so because the mortals help chew through certain tougher units? I know the Khorne list used those, what about your Nurgle list? @kozokus
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Sorry, couldn't edit this into the other post I made. Something like this? @Agent of Chaos
Allegiance: Slaves to Darkness
- Damned Legion: RavagersLEADERS
Chaos Lord on Karkadrak (230)
- General
- Command Trait : Eternal Vendetta
- Artefact : Mark of the High-favoured
- Mark of Chaos : KhorneChaos Sorcerer Lord (110)
- Mark of Chaos : Nurgle
- Spell : Mask of Darkness
- Ravagers Command Trait : Master of DeceptionChaos Lord (110)
- Reaperblade & Daemonbound Steel
- Mark of Chaos : Khorne
- Ravagers Command Trait : Bolstered by HateUNITS
5 x Chaos Knights (160)
- Ensorcelled Weapons
- Mark of Chaos : Khorne5 x Chaos Knights (160)
- Ensorcelled Weapons
- Mark of Chaos : Khorne10 x Chaos Warriors (180)
- Hand Weapon & Shield
- Mark of Chaos : NurgleENDLESS SPELLS / TERRAIN / COMMAND POINTS
Extra Command Point (50)Summon Units
2x 10 Khorne Marauders
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11 hours ago, Agent of Chaos said:
@Archion89 I think its a solid 1K list for dipping your toe into slaves. Ravagers legion is a solid choice in 1K games because of the summoned units so I wouldn't drop any heroes. 10 x marauders are probably the best choice for summoning given the almost guaranteed charge. Marauder horsemen are useful too.
You might consider swapping the 20 marauders for 5 x knights if you dont have spare marauders to summon; otherwise your unit choices are good. Although I would point out that the Marauders should take mark of Khorne as they get nothing from being Undivided in your list and the khorne hero has an 18" aura.
Another potential swap to consider is a sorcerer lord for a chaos lord on foot. Letting a strong unit fight twice in melee can be clutch in 1K games however beware that it costs CP when Ravagers are already CP hungry.
If you keep him then your second sorcerer needs to choose a lore spell, although if you think he'll be spamming Daemonic Power every turn then I'd recommend Spite Tongue Curse. Against some armies with weak unbinds, having the option to do a near guaranteed 3 mortal wounds could be crucial.
Hey @Agent of Chaos
Thanks for the reply/advice. I would only have the 20 marauders to start because I would be kitbashing old marauders with bloodreavers so want to keep initial cost down. So maybe I'll keep the 20 as the summonable units and bring in 5 more knights! You mention they're CP hungry, so would 3 heroes be too much? I like the idea of a chaos lord on foot; however, those 160 points could be more boots on the ground in his place? I understand Chaos leans on their heroes from what I read, but would that still be the case at 1k? Apologies for all the questions, I want to get into an okay position with StD to start!
The only reason for the marauders as undivided was the battleshock immunity but khorne would probably be better. I feel like with all this Khorne marking, I could swing into Blades of Khorne or something.
Thanks again.
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Hello!
I'm just starting to dip my toes into Age of Sigmar after being into 40K for quite a few years now. I've decided to roll with the Slaves to Darkness, apparently to my own detriment, after reading a lot up on them. I've gotten the start collecting box and plan to get bits to fill in the missing banners/horns that the units should be using.
My first 1000 points will be Ravagers (see picture).
The second Chaos Sorcerer Lord will be using Daemonic Power. With two CSLs, I figure one will be keeping Oracular Visions on the Warriors as needed since they're not at 15 yet.
Would it be better to dump a CSL/cp for more Marauders or another 5 knights? Any advice is greatly appreciated.
AoS 2 - Slaves to Darkness 2 Discussion
in Chaos
Posted · Edited by Archion89
Seems regular chariots are the overall/general/cost effective best pick? I see they have 3" higher movement, along with their ability to run and charge in the same turn once per battle, which would seem they have a better chance of getting charges off over the Gorebeasts. I'm not sure the Gorebeast pros are worth the extra 30 points?