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frenk_castle

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Posts posted by frenk_castle

  1. Native english speaker need help with Blades of Khorne grand strategy. Rule states:

     

    The Blood Legions March: Your warlord has vowed to open a gateway between this Mortal Realm and Khorne’s infernal domain to bring forth his legions of daemons. When the battle ends, you complete this grand strategy if in every battle round after the first, you summoned KHORNE DAEMON units to the battlefield by expending blood tithe points.

     

    Do I need to spend all the blood tithe points I have each battle round after the first to summon daemons or I can have some left over? Say battle round one three units die and I have three blood tithes. Battle round two I go first and I spend 2 to summon 5 bloodletters and 1 blood tithe is left over. Does that counts for this grand strategy?

  2. After couple of months worth of competitive data what is the verdict on Stormdrake Guard loadout? Spears or swords? Swords look better overall and it seems they get more takes in recent tournament lists. Spears were all the rage in the beginning and have 2'' range which can be good given how models are posed and how hard is to get a unit of four to be all close together to hit a single unit.

    I have three boxes which two will become Knight-Draconis to have two of them modeled differently but I am still going back and forth on how to build the other four models.

  3. I do not like the new WD rules changes/addition. I think  altar is now worse. Ability to invoke judgement from altar by non priest hero I do see ever doing. I need my heroes close to my units to provide buffs. I kept only priest closer to altar for prayers reroll so this one seems irrelevant to me. Army wide 6+ shrug on spells is ok let's say but won't come up often. Grand strategy I do not see ever picking and two out of three battle tactics I also do not see ever picking. So over all I would prefer if this WD release never happened. Blades are my favourite AoS army and with every rules change they seem worse and worse. :(

    • Sad 3
  4. 4 hours ago, AdamR said:

    In before "you should change it to 1 Knight Draconis and 10 Stormdrake Guard!" :p

    I also love Prosecutors. 
    I especially love them in 3rd now that I don't have to tangle their wings and weapons with 1" coherency .
    What I don't love anymore are Javelin Prosecutors. They just got worse (apart from their ace save) - no trident on the prime, no +1 DMG over 9"...

    For me in 3rd Hammers is where it's at! Hittier, rendier, and a reason to use the 3d6 charge!
    The only downside for me is I'm having to pull off shields and replace with hammers now that 2 weapons actually does something worthwhile!

     

    TLDR - get Prosecutors with hammers! ;)

    Javelins are the proper way to play Prosecutors. :P

  5. On 1/9/2022 at 10:21 PM, Aphotic said:

    Over the weekend saw one of the top US players, Kaleb Walters, lose every model in his army to a SCE Drake list with 11 dragons. Literally no counter play; the second the SCE player dropped in, half of the Tzeentch army evaporated; upon winning the double turn, the game was over. 33-0.

     

    Now, I know what folks are going to say. But having seen this list play, 9 dragons and 2 chariots, or 11 dragons, the things are utterly dysfunctional.

     

    They have deep strike. Access to a 2+ save. Multiple rampage options per unit. High rend, high damage melee. Ranged mortals that can shoot out of sequence, with no hit modifier. They have quality in faction buffs that make them harder to wound. They have native spell immunity half the time. They can double move, and so on.

     

    The warscroll is a bloated nightmare of "buy these please, and if you could, ignore the bloat." 

     

    Give it a few weeks and you will see these lists dominating the meta. They have totally shaped my local meta, sweeping multiple tournaments yesterday, and, becoming rampant. IIRC, next weekend there is an event of 26, and a quarter of the field plus will be SCE dragon lists.

     

    How the hell does anyone deal with this stuff?

    May I just ask how can you make dragons harder to wound with new rules? The command trait "Master of Celestial Menagerie" was FAQed so it does not work on SDG. What is the other way to make SDG harder to wound?

    • Thanks 2
  6. 5 hours ago, Battlefury said:

    Hello Ladies & Gentlemen,

    I am just coming to the forum every few weeks / months and I got a question to see, if I will be abscent from the game more:

    Is the army still garbage? ( competetive gameplay )

    Cheers///

    Answer is unfortunately yes. With the changes to Grand Alliance Blades of Khorne are weaker competitively and they were not in great place to begin with.

    • Thanks 1
  7. I need some advice. I will be playing unoptimised Stormcasts in about two weeks time. By unoptimised I mean no Fulminators or Lingstrikes and probably Sequitors for battleline. One thing that "worries" me is Gotrek. I promised my friend a "showdown" between Gotrek and Skarbrand.

    The list I will be playing is:

    - Army Faction: Blades of Khorne
         - Grand Strategy: Sever the Head/ Hold the line
         - Triumph: Inspired
    LEADERS
    Slaughterpriest (110)*
         - Hackblade and Wrath-hammer
         - Prayers: Bronzed Flesh
    Slaughterpriest (110)*
         - Bloodbathed Axe
         - Prayers: Killing Frenzy
    Skarbrand (380)*
    Mighty Lord of Khorne (125)
         - General
         - Command Traits: Berserker Lord
         - Artefacts of Power: Gorecleaver
    Bloodsecrator (125)
    Bloodstoker (85)
    BATTLELINE
    10 x Bloodreavers (80)*
         - Reaver Blades
    10 x Bloodreavers (80)*
         - Reaver Blades
    5 x Flesh Hounds (105)*
    10 x Blood Warriors (190)
         - Goreaxe and Gorefist
    OTHER
    3 x Bloodcrushers (130)*
    1 x Khorgoraths (110)
    3 x Mighty Skullcrushers (170)
         - Ensorcelled Axe
    5 x Skullreapers (195)
    TERRAIN
    CORE BATTALIONS
     -  *Battle Regiment
     -  Battle Regiment
    TOTAL POINTS: 1995/2000
    Created with Warhammer Age of Sigmar: The App
    Beside these units I have Exalted Deathbringer with a spear, 30 bloodletters, bloodmaster, skulltaker, karanak and all three invocations. Any suggestions how to tackle the angry duarding? Or should I just ignore him?

  8. On 12/29/2021 at 10:45 PM, lare2 said:

    Very nice paint job 👍

    Fair play if you really want to run Anvils. Keep in mind though, in my experience, no one will bat an eye if you run a different Stormhost to what you've painted them. That includes tournies as well. I'm always chopping and changing. 

    It is commission painter. I can't paint at all. I took the theme from WD that had Lynus Ghalmorian and Sempiternals and he managed to replicate it marvellously. One of the little details is every hero and Prime has a white paint on the face of his/hers helmet.

    • Like 1
  9. Blades of Khorne has really bad warscrolls. Allegiance rules in current battletome are in my opinion really decent but warscrolls are bad. That is why most people went the S2D route for competitive setting. I am hoping who ever gets to write next iteration of Blades of Khorne battletome does a much better job. Blades of Khorne are one of my favourite AoS armies and one I play often. I play mostly my custom Mighty Lord of Khorne and his mortal warband and it is painfully obvious they are not at all scary like they are in some of the novels.

    • Like 3
  10. 10 minutes ago, feadair said:

    Looks pretty solid, but some comments: Anvils is not a good stormhost. Hammers of Sigmar or Celestial Vindicators or Tempest Lords would be better. I would pick Celestial Blades over Thundershock. I would go with Draconis.

    Celestial Blades is a good advice. As for stormhosts I picked Anvils based on the lore and they are all painted like that. I am aware rules wise they are the worst stormhost but I will keep it.

    Liberators_001.jpeg

    Lord_Relictor_001.jpeg

    • Like 2
  11. I am considering this list for more "competitive" games at the local club. This is limited by the models I actually have.

     

    Battle regiment Anvils of the Heldenhammer Hold The line Thunderbolt Volley

    Lord-Relictor General High Priest Translocation (Mirrorshield if Yndrasta is in the list)

    Knight-Incantor Thundershock

    Knight-Draconis Amulet of Destiny Celestial Instincts (Yndrasta as an alternative for him)

    3x5 Liberators with hammer and shields and one grand hammer

    1x10 Judicators with bows (crossbows if Yndrasta is in the list prime has one of two big crossbows)

    1x4 Stormdrake Guard with swords

    Given that Amulet of Destiny is now 6+ ward what of the two variants of the list would you say is better for "competitive" play. I am not going to tournaments just want to have an option if one of my friends wants to try something with more bite.

    Thanks in advance

  12. @Salyx

    Fantastic analysis. Was a really good read and I enjoyed it. I am also sorry if anything I wrote offended anybody that was not my intention.

    I want just to give some context to my background before I give my opinion just so you all have better understanding of "where I am coming from."

    I am not a native english speaker so I may not have perfect sentences. I started playing AoS in autumn of 2018. I was only 40k player until that time and my main army is Flesh Tearers. So I got some Stormcasts I got them painted as Anvils of the Heldenhammer, cause I loved Soul Wars novel, and started playing. And while Anvils were good I never really got into whole Shootcast idea and was looking for a more melee focused army. So when my friend offered to sell me his Blades of Khorne I took them and have been loving them ever since.

    Now two things to note.

    1. I do acknowledge that Chaos was always a mix of various "individuals" and that is a theme of Chaos. So lore wise make sense to mix Blood Warriors, Chaos Marauders and Bestigors under one roff.

    2. I do acknowledge that Blades of Khorne warscrolls are really bad. Especially Bloodbound which are my favourites and that they stand no chance competitively. Their allegiance abilities are decent but there is nobody potent enough to carry them.

    So I agree with you on those points. My only argument is game where multiple books are allowed in the same army is harder to balance. And that is one of the problems GW struggled constantly in all the time I played 40k and in AoS there are issues as well. Now we could argue which game is worse balance wise but I think both could use a lot of the improvement on the balance front. So while I do acknowledge that mixing of units in the same army is an established lore, both in 40k and AoS I still maintain that if that practice is removed from table top, for all armies, game will be easier to balance. Yes game will maybe be less fun, people will definitely have less options but game will be easier to balance I think. And then with each book having to carry its own weight alone GW would have to write decent stuff for each book or they will have no sales for that book. So while I do agree Blades of Khorne are not self-sufficient book I do think they should be. They should have a good enough warscrolls to "hold their ground". And I also think, and I could be wrong, that the option to "patch" bad warscrolls from one book with warscrolls from another book disincentivize GW to actually put an effort into making next version of Blades of Khorne battletome decent.

    I do not know if I am right. I could be completely in the wrong here. If I was a game designer in charge of both 40k and AoS I would remove all rules that allow for mixing of units and rules between books. I would literally make that each army needs, and can only use, a core rules and it's battletome/codex. Now would that make a more balanced game? I think it would but I also think we will never now since I do not think GW will ever completely remove the options for mixing.

    Anyway I will still play my Bloodbound, cause I really love the models and the way army plays and will hope next battletome is decent.

    • Like 1
  13. 15 minutes ago, The Red King said:

    I get not wanting to be "Archaon in red" the book, but that's an Archaon problem not a blades if khorne or slaves to darkness problem. There is no sensible reason why blades of khorne shouldn't have access to a demon prince of khorne. A lord of khorne ascends to princedom annnnnnnd they kick him out of the army?

    There is no reason why a bullgor marked with khorne and fighting in a blades of khorne army shouldn't be affected by blood tithe.

    In my opinion warscrolls that are not in Blades of Khorne battletome should not be able to use any of the rules from the battletome. I am not talking about lore I am talking simply about tabletop game mechanic. I never liked that it was allowed and I am glad it is gone. It allows to cherry pick stuff from multiple books and create easily abusable inbalances and then as a fix units are raised in points and people who play "pure" armies get punished for something they never used in the first place. If it was up to me I would enforce a rule that one army can only use one book. What to play Chaos Warshrine play Slaves to Darkness. What to play Bullgors play Beasts of Chaos. You are free to disagree with me. In my opinion people only used that to get better rules for their models. To "abuse" a legal rule. I had a conversation with a friend recently who wanted to play STD and Disciples of Tzeench. And when I told him you can still play same models in the army his reply was "I can but I will not get the rule and army will not be that good". I played Mighty Lord of Khorne, which is bad, like me in almost every game. He did not play Blood Warriors in every game, and they are bad as well. I played most of the Blades of Khorne game with mortal and concensus is Daemons are better. And I did that because I like that theme of the army more. I did not pick stuff based on the rules.

    Now I am not saying my way of playing is right and other are wrong. Everybody is free to play the game anyway they choose. What I am saying people wanted these rules because they make their models have access to rules they would not other wise and that existence of those rules created abusable situations and game was harder to balance. You could get "around" the problem by adding additional units and warscrolls to each battletome. But just having blank import I think creates more problems then benefits. 

    • Like 1
  14. I am personally happy with the design decision to remove this "souping of chaos factions". I see a lot of grief on the new update thread about Khorne getting nerfed but nothing from Blades of Khorne battletome was actually nerfed. What was nerfed is STD units can no longer use Blades of Khorne allegiance abilities and I think they should not. I never liked that mixing. People on tournament scene have not played Blades of Khorne. They played Slave to Darkness with Blades of Khorne allegiance abilites. Yes most Blades of Khorne warscrolls are bad and they need a rewrite but I never liked this patching of Blades of Khorne with other books. It make the game a lot harder to balance and it creates an illusion that some faction is competitively good when in fact it isn't. If it was up to me I would go a step further and removed allies rule all together. That would make a game easier to balance and would give an honest picture of every faction competitive status and then we could legitimately ask from GW to write a better battletome for us.

    Blades of Khorne are one of my two favourite AoS armies. And Mortal subfaction is my favourite one from the book. I played Blood Warriors in every game I had. I played either Khorgos or my Mighty Lord of Khorne coversion from Magore and Riptoof in every game I did and every time they were the army general. And what I would like to see is them being decent and army being pure Khorne army. So I will actually have use from this FAQ and I like that they are removing the soup from the game. I think GW did a good decision when they incentivised people to play pure armies in 40k I wish they went further in both games and removed it completely.

    • Like 4
    • Confused 2
  15. I was in love in Anvils of the Heldenhammer ever since I read Soul Wars book. They are the "only" unique stormhost in a sense that they are the only one that have no memories of their former life. So I had a nice opportunity to make a back story for each of my heroes. Backstory that he/she does not remember but it still defines its personality. It was annoying during last edition cause they are all painted as Anvils and I always played them as Anvils and people always assumed I do that because they have the best rules. Now I can play my Stormcast with out people rolling their eyes at me since they have the worst rules.

    • LOVE IT! 2
  16. 2 hours ago, Aphotic said:

    Anyone play the dragons vs. nurgle matchup? I wonder how that goes. Seems dragons can just play grabass all game and never engage.

    Stormdrake Guard is fast. Stormcast can get I think maximum  of 10 Stormdrake Guard if they only take one Knight-Draconis. So if opponent split them into 5 units of 2 then each unit counts as 10 models on an objective. I am not sure about Nurgle points. I would assume you could just swarm objectives with Plaguebearers and hold them off on majority of the objectives.

  17. 16 minutes ago, elescapo said:

    Disease counters are added at the end of every movement phase and every combat phase to each enemy unit that is within 3" of a Maggotkin of Nurgle unit.

    The Diseased Weapons ability (shared by all Maggotkin units) also adds one Disease counter for each unmodified 6 to hit.

    A unit can have a maximum of 7 Disease counters.

    At the start of the Battleshock phase, you roll a die for each Disease counter on a unit, and each 4+ is a mortal wound.  This target number can be modified to as low as a 2+ with a combination of a few specific abilities.

    At the end of the Battleshock phase, the number of Disease counters on each unit that has them is reduced to 1.  Unless you heal them, they will remain Diseased with at least 1 counter for the entire game.

    The way to remove them is pretty simple: whenever you would restore a lost wound to a unit with one or more Disease counters, you may choose to remove one of those Disease counters instead.  So you must make a choice: "healing" or "treating".

    I think I caught everything.

    Thanks a lot. So for instanse Blades of Khorne prayer Resanguination, or generic prayer Heal, or Mawpot, or Healing Light from Lord-Arcanum on Gryph-charger when I get them of I can choose instead of healing D3 wounds to remove all disease counters? Or only the amount I would heal. For instance my Ironguts have 4 disease counters and I heal them with Mawpot and roll 4 on a D3 do they end up with 2 disease counters or I do not have to roll a D3 and remove all disease counter?

    Thanks in advance

  18. Hello gardeners of Nurgle.

    As somebody who does not play Maggotkin I wanted to ask how the new disease mechanics works? I read on community site and watched one batrep. I heard that there is some way to remove disease count from a unit but not how. Can some of you that read the battletome please share with the "enemy" how can I defeat you. :)

    Thanks in advance

  19. 19 hours ago, umlaut31 said:

    Hi all - another new stormcast player here, took a short break from AOS so using a new army to get back into AOS 3 and hoping to clear my grey piles of shame...

    I'd love some thoughts on the below lists using the models I have available to me (on top of the below I also have the rest of Dominion, 15 sequitors, Castellant, Ordinator, Lord Arcanums (foot, Gryph), Vexillor, Gryph hounds, castigators and 6 prosecutors... So unfortunately no paladins or dracoths etc!) - my aim would be to a have a solid list that I can really learn the mechanics of the game with, and hopefully give a fun and balanced game to both me and my future opponents!

    Overall they are both stormkeeps (as I'm not too great at the tactical use of scions and I love the idea of lots of redeemers counting for more bodies helping to hold objectives), but one with additional shooting (double tapping raptors) and the other with a run + charge dracoline unit (using the holy command), both backed up by the Celestant prime. I was thinking of translocating a redeemer unit onto objectives early doors and using call for aid (the second holy command in both lists) to mitigate an early lost unit, and then trying to grind the game out. I took a lord ordinator out of the lists for another ballista so I can spread them out a bit. Also Warbringers just for the re-rolls as I think it might be more useful than wards or celestial Vindicators extra dice etc

    Let me know what you think! Any comments or suggestions would be welcome :)

     - Army Faction: Stormcast Eternals
    - Army Type: Stormkeep
    - Subfaction: Celestial Warbringers
    - Grand Strategy: Hold the Line
    LEADERS
    Celestant-Prime (325)
    Lord-Relictor (145)
    - General
    - Command Traits: High Priest
    - Artefacts of Power: Mirrorshield
    - Prayers: Translocation
    Knight-Incantor (125)
    - Spells: Celestial Blades
    BATTLELINE
    5 x Liberators (115)
    5 x Vindictors (130)
    5 x Vindictors (130)
    5 x Vindictors (130)
    ARTILLERY
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    OTHER
    6 x Vanguard-Raptors with Longstrike Crossbows (480)
    CORE BATTALIONS
     -  Soulstrike Brotherhood
     -  Warlord
    TOTAL POINTS: 2000/2000
    Created with Warhammer Age of Sigmar: The App
     
     
    Or
     
     
     - Army Faction: Stormcast Eternals
    - Army Type: Stormkeep
    - Subfaction: Celestial Warbringers
    - Grand Strategy: Hold the Line
    LEADERS
    Celestant-Prime (325)
    Lord-Relictor (145)
    - General
    - Command Traits: High Priest
    - Artefacts of Power: Mirrorshield
    - Prayers: Translocation
    Lord-Arcanum on Celestial Dracoline (200)
    - Spells: Azyrite Halo
    BATTLELINE
    10 x Vindictors (260)
    5 x Liberators (115)
    - Heavens-wrought Weapon and Sigmarite Shield
    5 x Liberators (115)
    - Heavens-wrought Weapon and Sigmarite Shield
    5 x Vindictors (130)
    ARTILLERY
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    OTHER
    3 x Evocators on Celestial Dracolines (280)
    CORE BATTALIONS
     -  Soulstrike Brotherhood
     -  Warlord
    TOTAL POINTS: 1990/2000
    Created with Warhammer Age of Sigmar: The App
     

    I want to say that I am not a competitive AoS player. Depending on what you are looking for there are several directions you can go. Lord-Relictor is great. Longstrikes are really good. Both Liberators with shields and Vindictors are decent/solid battleline choice. Evocators on Dracolines are I think worse then Dracoths (Fulminators and even Concussors) but could be decent in casual game alongside Lord-Arcanum on Dracoline. Balistas are I think to swingy and if you want multiple of them I would put Lord-Ordinator with them.

    Have fun and welcome to the Sigmar's chosen.

  20. 28 minutes ago, Maddpainting said:

    Players don't like that armies years ahead of others gets straight up better rules to win the game, making them slightly less viable but also more of an option to do is not a bad thing.

    I understand your point. If the faction specific strategies and tactics are good then armies that have them, because they got new rules, have an advantage.

    Question I would ask is why then have them in the first place if nobody will use them since they are bad? Personally I would exclude faction specific grand strategies and battle tactics, like I would exclude faction specific secondaries from 40k as well.

    I do not see the point of GW spending resources to come up with these faction specific rules and include them in the battletomes if they will not see play. Maybe I am just missing something. :)

    • Like 1
  21. I am the "owner" of Stormcast and Orruk battletomes. Did not had a chance to read Maggotkin new battletome yet. And what I noticed while reading them is that faction specific Grand Strategies and Battle Tactics look worse than GHB 2021 counterparts.

    Since these are "matched play" rules efficiency on the tabletop is in my opinion important so I am honestly confused with the design decision GW took with faction specific ones.

    Both Stormcast and Orruk Grand strategies from respective battletome do not have a single one I would pick over Hold The line, Pillar of Belief or Prized Sorcery.

    For Battle tactics there is maybe one or two in each battletome that may be useful in certain specific situation but generally they look worse overall compared to GHB ones.

    So my question to you is do you share my opinion or you think I am wrong. I am also interested to hear how Grand Strategies and Battle Tactics from Maggotkin battletome look compared to GHB ones.

  22. 12 hours ago, OkayestDM said:

    Vigilors are such an interesting unit, but I agree that they aren't worth the price you pay for them, given how their power and utility is split. Still they are a very functional unit, they just need a points adjustment to make them worth taking.

    Vanquishers on the other hand need a total overhaul. The intended design is interesting, but in practice it doesn't work and isn't worth investing in (which is a crying shame, because the models are fantastic and it would be really great to have a dedicated killy battleline unit.)

    My current favorite idea for a rewrite is to remove the adjustable attacks profile entirely and have them put at a flat 3 attacks with 2" range. This makes them decent in combat and encourages you to bring them in units of 10, which further increases their deadliness and synergies with their 5+ rally rule.

    Vanquishers in a unit of 5 make barely more damage than 5 Liberators with shields and one special weapon. Dual weapon Liberators outperform Vanquishers damage wise. And being 10 points more currently further damages their case. Even if they were 115 points like Liberators I would argue Liberators are better.

    It is really weird to me that they decided to make them "dedicated" melee unit but the sprue only gives you "special" option on 10 man squad while weapons reach is 1'' which completely negates additional models.

    • Like 1
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