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LordDave

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Posts posted by LordDave

  1. 23 hours ago, Ravinsild said:

    Same. I’m going to try a few games as fully Khorne and if it really really doesn’t work I’ll cave and run the Nurgle warrior block but my how I wish I could just run mono Khorne. I don’t like Bloodbound because they don’t play aggressive enough for me. With this rework of Khorne it feels like they’re finally World Eaters lite, able to fight twice in some circumstances, able to dish out mortal wounds on the charge, then just explode into a flurry of violence. It feels very aggro where you just push models forward and roll dice instead of huddling up in a big bubble and being a defensive counter punch army which is what Bloodbound realistically is. I had 10,000 points of Bloodbound and sold it all because it’s just not Khorne. 

    That’s my plan too, not sure how competitive it is but I’m planning on something like this…

    Allegiance: Slaves to Darkness

    - Damned Legion: HotEC

    - Grand Strategy: Dominating Presenece

    Leaders

    Slaves to Darkness Daemon Prince (195)*

    - General

    - Axe

    - Command Trait: Idolator Lord

    - Artefact: Conqueror’s Crown

    - Mark of Chaos: Khorne

    - Prayers: Heal & Curse

    Chaos Lord on Karkadrak (220)*

    - Mark of Chaos: Khorne

    Chaos Lord on Daemonic Mount (170)*

    - Mark of Chaos: Khorne

    Bloodsecrator (125)*

    - Allies

    Battleline

    5 x Chaos Knights (230)*

    - Cursed Lance

    - Mark of Chaos: Khorne

    - Ensorcelled Banner: Banner of Rage

    5 x Chaos Knights (230)*

    - Cursed Lance

    - Mark of Chaos: Khorne

    - Ensorcelled Banner: Banner of Rage

    1 x Chaos Chariots (100)**

    - Greatblades

    - Mark of Chaos: Khorne

    10 x Chaos Warriors (220)***

    - Halberd & Shield

    - Mark of Chaos: Khorne

    10 x Chaos Warriors (220)***

    - Halberd & Shield

    - Mark of Chaos: Khorne

    Units

    5 x Flesh Hounds (105)

    - Allies

    Behemoths

    Chaos Warshrine (185)

    - Mark of Chaos: Khorne

    - Prayers: Heal & Curse

    Core Battalions

    *Warlord

    **Bounty Hunters

    ***Expert Conquerors

    Additional Enhancements

    Prayer

    Total: 2000 / 2000

    Reinforced Units: 0 / 4

    Allies: 230 / 400

    Wounds: 133

    Drops: 11

     

     

    • Like 1
  2. Seems to me hounds and untamed beasts pretty much do the same thing so that’s the choice.  Personally prefer hounds, but that’s mainly for fluffy reasons, in terms of other things…

    - Hounds have a faster move built in (beasts get a pregame move but that’s a one off), so if by some miracle they are still alive later on they can be useful for grabbing unguarded objectives etc.

    - beasts are StD so presumably synergise better with other buffs, but as both are there to soak up initial charges and probably die in the process not sure that matters much

    - beasts are 10 points cheaper and can be battleline (which may or may not be good) 

    - hounds have a bigger base so cover more board - which if the main role is to be a screen then for me this is the main thing

    - hounds are allies so can impact on list building if you want tot ale other allies 

    - from a hobby/practical perspective hounds are slightly cheaper models and potentially more versatile as can be used as coalition in god specific armies, on the other hand if playing ravagers you can recycle dead beasts as summoned units I suppose 

    • Like 2
  3. Has anyone had any success with the Ogroid Myrmidon?  

    Now it’s 5 less points and gets a mark I’m thinking could justify it?  The model is sooo nice, but can’t help feeling using him would be a constant feeling of “this is almost as good as a chaos lord on foot, but not quite…”

  4. On 10/17/2021 at 7:13 PM, Blueraven84 said:

    Lets say stormcast with 40mm base wants to trace path between 2mm gap between pieces of terrain. Can he go through in movement phase with normal move? Movement and terrain rules say nothing about base size when measuring the "tracing the path", but I have always played that like for example: model wants to go through doorway it needs to be at least as wide as the models base?

    Good question.  The rules on terrain seem a bit sparse tbh.  I think that you can’t squeeze through gaps smaller than your base to move through/past terrain - you go up and over and that costs extra movement, but if going into a building to garrison it then doorways are irrelevant.

    9.3.1 says when you move the base stays level with the table and has explanations of moving over things.  The diagram on page 10 for moving does seem to show a model moving past some terrain without doing this, but that terrain looks like scatter terrain which as per page 18 is just decorative.

    In terms of garrisoning, 17.2.1  Just says,”In addition, a friendly unit can garrison a defensible terrain feature instead of making a normal move if all of the models in the unit are within 6" of the terrain feature and no enemy models are in the terrain feature’s garrison”.  So you don’t even need to be next to the door to enter the building.  That being said, you could always agree “house rules” that say different (sorry for the pun).

    course, that’s just my reading and I could be wrong…

  5. On 10/17/2021 at 4:49 PM, Dogmantra said:

    The effect that you are resolving is that you are choosing a battle tactic/heroic action. There is no precedent in the rest of the rulebook for "declaring" an effect or ability to be any different or somehow separate from the first part of resolving that ability.

    Thus you choose the battle tactics in the order prescribed by the rulebook: active player does all of theirs in whichever order they like first, then other player does all of theirs in whichever order they like. Then you move from start of hero phase to during hero phase and do the same.

    EDIT: It's worth remembering that as per 1.6.2 Simultaneous Effects, the active player only chooses the order of their effects, then the other player resolves all of theirs in the order of their choice. This eliminates a problem that I think you are seeing where the other player can dictate the order by only revealing what they are doing in the specific order they would like to do it in.

    This is really helpful - I thought I understood this, but reading this realize I didn’t, but I do now! 

  6. It works, I particularly like knights, shrine and daemon prince.  

    but…

    Slaves units tend to only buff slaves as they use “S2D” keyword, but Khorne buffs tend to use “Khorne” (plus mortal or daemon).  So chaos lord doesn’t buff bloodbound but bloodsecrator buffs S2D.  Also, S2D tend to buff a unit then send it off to fight (like knights charging into enemy) whereas BoK buffs tend to be all units with a small radius of a hero - several infantry units staying together like a castle.  

    So, other than daemon prince who works fine on their own, if you’re going to add slaves you might end up having to add 2-3 units to get the right buffs to stack and the units to work properly.

  7. Ok, so here’s my attempt, variation of a list I’ve been using.  Key points:

    - based on speed, punch (knights and curse prayer) and reliability (lots of re-roll buffs, and +1 to prayers), but not great in long brawls and if key charges fail it all falls apart - so you might get tabled but it won’t be boring! 

    - Not many models to buy/build/paint, no need for extras for reinforcements, all fairly core StD units, easily available etc etc 

    - List includes priests, a wizard and a monster (with token shooting attack) so you can try out all those rules 

    - could switch the crusher and marauders to upgrade the lord on mount to karkadrak lord and chariot to gorebeast chariot (or for 10 chaos warriors) if you wanted to make it cheaper/simpler

    - Marked as Khorne but you can change the mark for variety - single mark for whole army for starters is easier (not sure how I feel about giving arcane tome to a Khorne lord, it’s legal as far as I can tell, but…)

    9FD57E6C-A5F5-418F-9939-24F391F6552C.jpeg.aab196885ad2956fdc8f727694a94d95.jpeg

  8. On 10/8/2021 at 9:29 PM, Neil Arthur Hotep said:

    Here's a 1000 point Soulblight Gravelords list I would feel good about recommending to new players:

    Allegiance: Soulblight Gravelords
    - Lineage: Vyrkos Dynasty
    - Grand Strategy:
    - Triumphs:

    Leaders
    Belladamma Volga, First of the Vyrkos (200)
    - Lore of the Vampires: Soulpike
    Vengorian Lord (280)
    - General
    - Command Trait: Hunter's Snare
    - Artefact: Sangsyron
    - Universal Spell Lore: Flaming Weapon

    Battleline
    10 x Dire Wolves (135)
    20 x Deathrattle Skeletons (170)
    - Reinforced x 1

    Units
    5 x Blood Knights (195)

    Total: 980 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 74
    Drops: 5
     

    The idea behind this list is that every unit should be a staple that has a high chance to go into whatever 2000 point list you might eventually want to build. Also, I wanted to include only models from the most recent release.

    I believe the list is a good representation of the intended SBGL play style, a mix of cheap summonable battleline, elite troops and strong support heroes. While I selected Vyrkos for this list, it can also be played in Kastelai or Legion of Night to give you the opportunity to test out multiple play styles. Artefacts and spells are selected to signpost possible fun combos and interactions.

    EDIT:

    Cost and availability: 3/5

    No start collecting or other bundles, but all units are regularly available (not out of production, not locked in starter boxes...) and you don't need to jump through any hoops to put the list together.

    Painting and modelling: 4/5

    All kits are new and fully plastic. While the list is somewhat high in models (Soulblight are a horde faction, after all), the horde portions of the list are easy to paint. The elite units offer a bit more of a challenge, but no to the point of being unmanagable.

    Start with the Direwolves and learn the basics of basecoat-wash-drybrush. Belladamma Volga can be done similarly, and you can also get used to layering with her clothes and skin.

    Skeletons can be painted quickly and easily by drybrushing them completely in a bone colour, using a contrast paint for the cloth and metallics for the armour.

    Blood Knights are visually impressive and offer a good opportunity to practice edge highlights. The Vengorian Lord is a matching centerpiece to try whenever you feel up to it.

    Mechanics: 4/5

    The list is tuned enough to be fun, but not overwhelmingly strong. It participates in all phases that Gravelords can participate in and makes use of every Gravelords allegiance ability. Since the list does not rely on subfaction-locked battleline and has a generic hero that can be your general, you can give all the different Gravelords subfactions a try to see what you like. It should give you a good impression of at least Vyrkos, Kastelai and Legion of Night.

    Expansion potential and future proofing: 5/5

    I think this is where the list really shines. You can expand this list into any of the tournament viable archetypes: Vyrkos horde, Kastelai Blood Knights, Legion of Night with Mannfred, Nagash...

    Since the list runs a large variety of units, future battletomes are unlikely to invalidate it completely.

    Run this list if...

    ...you want a solid, generalist foundation for a Soulblight army that lets you test out various playstyles and offers opportunities to practice painting, while being decently powerful on the tabletop at the same time.

    Curse you! I’d almost persuaded myself it would be too difficult to start a SBGL army, but now… hmmm… looks so easy…

    • Haha 1
  9. On 10/14/2021 at 7:47 AM, AaronWilson said:

    Things I think are an improvement from AoS 2 - AoS 3 

    - Unit champions being able to issue orders. Think it's a neat change, it's feel thematic, it means units can hang out by them selves without the need of a hero. Elite units also great.

    - Battle tactics, a great way to make the game feel progressive, every turn has an objective rather then the overall game. Helps games feel closer as well. 

    - Interactivity between players, between heroic actions, CA's in both players phases, etc I feel like you're more "involved" more of the time.

    - Most of the new scenarios, I like the control 1/2/more scoring. 

    100% agree on unit champions - before they were almost irrelevant (+1 attack in most cases), but now if they die it hurts - which it should!

    • Like 1
  10. 3 hours ago, Neverchosen said:

    So I have been working on the lore of my army during the down time at work and I am really interested in using it to explore the varied faiths of chaos unified into an undivided force. However, in doing so I am fascinated in using some of the subfactions as Godspecific worshipers. So my question from a purely thematic level how would you divide the marks between Ravagers, Cabalists, Despoilers and Idolators?

    If I ever get Archaon (or a decent proxy) or Varanguard, I would use Host of the Everchosen or Knights of the Empty Throne as Undivided. Currently I am using Ravagers as my main Undivided list but I will make an alternate list for a marked list. 

    I am leaning towards: 
    Ravagers - Khorne
    Idolators - Slaanesh
    Cabalists - Tzeentch
    Despoilers - Nurgle

    Idolators and Khorne is a good fit as the priests fulfil the role of wizards… Especially at lower points with limited hero slots

    • Like 1
    • Thanks 1
  11. 39 minutes ago, Hannibal said:

    Hi all,

     

    anyone ever thought about the inclusion of a Chimera in Khorne forces? It gains the KHORNE Keyword (coalition rules), has plenty of attacks (Bloodsecrator), a good shooting attack and is well maneuverable.

    Or is a Bloodthirster just overall better?

    Only played small games, 5+ Save and 12 wounds is probably too squishy in anything competitive, but yes secrator really helps, and having a d6 MW auto hit missile attack is fun with unleash hell (and then stomp)… not being a hero really hurts as can’t heal, so a chaos Lord on manticore is probably better overall as a bloodthirster alternative, but I like the chimera model so on that basis he’s in…image.jpeg.2e0cfbb7776a5ddeaf7ff13e890fd060.jpeg

    • Like 3
  12. 25 minutes ago, PivotalCar said:

    I've got two priests and the other foot heroes, and 2 more units of reavers and 1 of warriors. Also another unit of reapers and 6 mighty skull crushers. Also have some daemons but want to avoid those. 

    You think adding skullcrushers could work out?

    I’m not sure how useful Bloodwarriors are outside of Goretide.  Maybe swap those 2 units for 1 each of crushers and reapers? Either MLK or Skullgrinder could benefit from warlord trait and artefact, but not both so maybe also swap grinder for priest (extra unbind probably helpful too).  MLK with 5 attacks and axe power with r/r 1s to hit does have hero killing potential (if not shot first), although quite swingy…

  13. 7 hours ago, PivotalCar said:

    Sooooo. Theoretical situation.

    Say you don't want to play Archeon. Becuase he's boring and better in Tzeentch or Slannesh. And say you don't want to run STD for the same reason. And say you don't want to run Bloodthirsters becuase you think they look stupid. You're options are goretide or skullfiend tribe. I think Khorgoraths may be better than goretide know. Like sure Goretide lets you throw bloodwarriors across the board, but then they'll die to a stiff breeze without dealing any damage because 32mm and 1" range. But I'm thinking that 2 khorgoraths with a skullgrinder can make a meaty hammer for a low cost. You can have skullreapers and a bloodstoker as another hammer and just bog down objectives with waves of bloodreavers and warriors. Flesh hounds can just run up the side of the board and threaten the other guy's wizards. Sure everything is slow, but that's really something you can fix. Like I don't think it's good, but I think this mortal list could be not bad. Thoughts?

    Sample idk-

    Mighty lord

    bloodstoker

    skullgrinder

    2x bloodsecrator

    aspiring DB

    2x10 Blood warrior

    3X10 reavers

    flesh hounds

    2x khorgoraths (rienforced)

    Skullreapers

    Wrathmongers

    Imma take something like this to this weekend's tourny. Definetly not hoping for a win, but I think I can get maybe get 2-1 if I'm lucky. 

     

    I really like skullfiend and mortals fluff and models wise, so would be really interested to see how you do.  
    If you want feedback on using this list at the weekend presumably you just want suggestions based on what models you’ve got, so…. have you got anything that you’re not using? 

  14. 51 minutes ago, Charleston said:

    Okay, to maybe cheer up the general tone in this threads: What Units do you think have some use on their own within Khorne? 

    My vote goes for Skullcrushers. While moderately fast with 8" I really like the combination of 5 Wounds at 3+ save. As long as you don't face many mortals you can use 3 of them quite well to hold objectives. With a Jugger-Lord they make up the most usefull battleline choice in my opinion.

    Skullreapers may be expensive, but they bring the toolbox we actually need in this edition: Mortal wounds and a lot of attacks to trigger thoose. 

     

    I still really like Khorgoraths, I’d use more (than 2) if it weren’t for the monopose issue.  Also, I do wonder whether given restrictions on Inspiring Presence we can do something with bravery de-buffs - from Icon, Khorgoraths, Bloodletter musician, reapers trait, coalition knights etc.  although not sure how easy to pull off the combo…

    • Like 3
  15. 2 hours ago, Praecautus said:

    I have the shrine already along with a lot of other Khorne slaves, and keen to het it back to the table. I do have a kitbashed lord on daemon mount but do need to get the krakadrak lord as he is the business

    I’ve got a KB Lord on DM too, works quite well as also has daemon keyword so gets value from that.  Got a Karka Lord but not built yet…

  16. 13 minutes ago, Praecautus said:

    I just ordered 10 knights to add in to my list with the intention they combine with curse. I am contemplating a warshrine too, either as a vehicle for curse or for the reroll hits to go fishing for 6s. Essentially turning them into faster cheaper skullreapers.

    I think I’ll be arming them with lances

    Get the shrine - I think knights with ensorcelled weapons might be ok as an anvil without much support(not tried it) but to make lances work (in my, albeit limited, experience) you need the mounted Lord (for CA) and warshrine, plus something to stop them getting charged first (I.e. chaff or Daemon Prince CA).  Plus the shrine gives a ward save, is ok in combat, has totem keyword, and has a big base to help with board control….

    • Like 1
  17. On 6/21/2021 at 7:09 PM, Ekrund Oath Splitters said:

    Hey guys! Which is our better Faction endless spell? I used to play Desolators waaaay back but just recently got back into AoS due to 3.0 and want to go as Ravagers and have 85pts left over, this is the lists ive cobbled together so far but I dont know if the Realmscourge Rupture is worth it?

    Skilfingar

    Allegiance: Slaves to Darkness              Damned Legion: Ravagers            Mortal Realm: Ghur

     

    Leaders: 390pts

     

    Styrbjorn” - Chaos Lord on Daemonic Mount - 8💗 155pts

    Command Trait: Eternal Vendetta     Artefact of Power: Helm of the Oppressor

    Mark of Chaos: Khorne

     

    Bjarki” - Chaos Lord - 9💗 120pts

    Command Trait: Bolstered by Hatred

    Mark of Chaos: Khorne

     

    Haegtesse” - Chaos Sorcerer Lord - 5💗 115pts

    Command Trait: Master of Magic     Artefact of Power: Arcane Tome     Spell: Binding Damnation

    Mark of Chaos: Tzeentch

     

    Battleline: 370pts

     

    “Norsii“ - 10 Chaos Warriors - 20💗 200pts

    Mark of Chaos: Khorne

     

    Strovengaard” - 5 Chaos Knights - 15💗 170pts

    Mark of Chaos: Khorne

     

    Units: 155pts

     

    Ulfwerenar” - 5 Wrathmongers - 15💗 155pts

     

    Endless Spells: 85pts

     

    Realmscourge Rupture - 85pts

     

    Total: 72💗 1000pts

     

    Summoning:

     

    10 Blood Letters

     

    9 Spire Tyrants

     

    9 Spire Tyrants

     

    9 Spire Tyrants

     

    Ive gone for Spire Tyrants for my Rally the Tribes as I think they look the best model wise and they seem like one of the better cultist units out of the Warcry bands.

    Dunno about the spell, but noticed the mongers - I’ve used the bloodsecrator as an ally, but not them - interesting idea…

  18. 3 hours ago, Pyrk said:

    Any opinion on Exalted Deathbringer loadout?

    I’ve got the spear one, the MW output is nice when it works, but not reliable.  Being able to stand behind someone and fight was handy, but not sure if new coherency rules will scupper that…

  19. On 6/30/2021 at 6:58 PM, Oldhat said:

    Adding Beasts has me excited even if just for fun variety.

    What are folks planning on adding from them?

    Since Monsters seems more of a thing now was thinking of allied Fomoroid Crusher or Cat thing from StD, but some of the BoC monsters look quite interesting.  Also Bullgors, cos why not?  Basically excited to paint something that’s not a small dude on foot or a daemon…

  20. Pick slaves not chaos as your allegiance.  Run Ravagers so all slaves hero’s get a trait and you can summon in marauders to grab objectives.  Slaves in general and BM warband in particular needs Slaves hero’s to buff troops, plus BM warband needs 9 Khorne marked slaves units.  So drop the Juggerlord for Lord on Daemonic Mount.  Not sure allies can have artefacts so swap that out.  List is then legal.  But, without artefact Secrator is too slow so maybe rethink that.  Also, Some magic (and dispelling) might be good so maybe split 1 unit of knights into 2 then swap secrator and marauder horsemen for sorcerer Lord on manticore.  Also, blades are better than flails on chariots (IMO). Brain dump but hope that helps.

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