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Avindskjold

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Everything posted by Avindskjold

  1. My other thought is to drop magic entirely and go for prayers+cauldron buffs: Allegiance: Daughters of Khaine - Temple: Hagg Nar Slaughter Queen on Cauldron of Blood (270) -General -Devoted Disciple -The Ulfúri -Catechism of Murder Morgwaeth the Bloodied (80) - Crimson Rejuvenation 30 x Witch Aelves (300) - Bucklers 20 x Sisters of Slaughter (240) -Bucklers The Blade-coven (0) 9 x Khainite Shadowstalkers (100) Total: 990 More of a classic Hagg Nar playstyle - blocks of aelves buffed by a cauldron. 4+/5++ helps them stick around and grind down my opponent's line while the Shadowstalkers add a touch of mobility and objective play. I played a test game with a friend and Mindrazor was very hard to get off on 8+. With that in mind, and opting for aelves instead of snakes, I feel like this list can leave the medusa behind. Hagg Nar makes the cauldron reasonably quick, at 9" move with the temple's command ability.
  2. I'd love to see a write-up on our different unnamed leader choices in the near future. We're a bit spoiled for choice - we've got hag queens, slaughter queens, medusas, plus the cauldron/shrine versions of each, and now we have the ironscales as well. If you're going snake-heavy, then a bloodwrack or ironscale general is a no-brainer, but otherwise, I think it's easy for newer players like myself to get overwhelmed with all our options. When to cauldron/shrine vs when to footslog is one matter in particular that's been on my mind.
  3. Shadowstalkers have the shadow leap ability, which is more or less the same effect as the Khailebron command ability. However, in a Khailebron list, enemies will be at -1 to hit them with both missile and ranged weapons. Shadowstalkers aren't as hungry for synergies as our mainstay units but I keep coming back to the idea of taking them along in a Khailebron list because they fit the shadowy spy/assassin theme. With their ability to scoot anywhere on the board, combined with Masters of the Shadowpaths on other units, I'm thinking it could be a very mobile, unpredictable list.
  4. Quick question about the Masters of the Shadowpaths ability. The last line says "That unit cannot move in the next movement phase." However - it doesn't say "in your next movement phase." As written, if your opponent takes the next turn, they cannot move in that movement phase. After their turn, if initiative falls back to you, they'd be able to move in that movement phase. Is this interpretation correct?
  5. What was your list? I didn’t see a link at the top of your post. You said the blood stalkers’ shooting was hit or miss - do you think they’re overrated? I’ve seen a lot of hype for them with the release of the new book. Could they shine outside of Morathi lists?
  6. Allegiance: Daughters of Khaine - Temple: Hagg Nar Bloodwrack Shrine (160) -General -Devoted Disciple -The Ulfúri -Mindrazor Hag Queen on Cauldron of Blood (220) - Catechism of Murder30 x Witch Aelves (300) - Bucklers10 x Blood Sisters (260)Total: 940 Not much to see here, just a vanguard-level list to get my collection up and start playing. Hagg Nar needs a cauldron to make use of the command ability. Should make it easier to keep everything in range of the hag queen's buffs. Needed the shrine to make the blood sisters battleline and provide better insurance for the command trait. I feel like it's a bit light, but we're also talking 1k points.
  7. Just a simple question - when do you remove slain models? Let's say you have a unit with multiple weapon profiles, like Chaos Knights (melee weapon of choice + hooves). The melee weapon attacks are resolved first and cause X unsaved wounds. Do those casualties have to be removed immediately before resolving the hoof attacks, or do all of the units attacks get resolved before you start removing models? EDIT I think I have my answer. Looked a little harder at the rules.
  8. Morgwaeth is 80 points but must be taken with her coven. The coven is free - it doesn’t actually cost any points when you add it to a list on Azyr.
  9. I’ve yet to get my hands on the new battletome, but I’ve had the old Devoted of Morathi box for a while, largely untouched. From what I’ve read, our warscrolls became a lot more viable across the board and big blocks of witch elves aren’t the sole way to go now. That said, does it seem better to pick one element of the faction and focus on supporting that (say, witch elves vs melusai) or is there any merit to a varied list containing many different units from the roster? I’m planning on getting started with a vanguard list and deciding how to assemble the units in the box.
  10. I'm tempted to plop Morathi on the table and watch her shrug off whatever comes her way, but I'm also not keen on the infamy it would get me. 😅 I don't own the model either, so there's that. What I could do instead is take along 5 blood sisters to mince other MSUs and either a slaughter or hag queen on a cauldron.
  11. My local Warhammer store is running a Meeting Engagements league next month and I've been thinking of participating. I haven't played this game mode before but I've read up on the gist. I'm wondering what a solid force might look like in this format. From earlier posts in the thread, I've gathered that Lifetakers are actually worth bringing due to their speed and the size of the board in ME, particularly when buffed by a Hag Queen.
  12. The warbands aren’t specified to be aligned with any one god in particular. They all worship Chaos in different ways. If anything, the mortal realm they come from is the deciding factor in their aesthetics and culture.
  13. How has everyone’s games with the Beasts gone? I haven’t given them a try yet, but I’m putting mine together and hope to do well in my store’s upcoming narrative campaign!
  14. I’ve been using the same pair of clippers for at least a decade until they recently vanished into thin air. Went and got a Xuron 2175ET sprue cutter and highly recommend it! It’s sharp - cuts cleanly without much effort. The handles are long and provide decent grip. Big improvement over the old pair!
  15. You can see an eye slit in the veil where the real head is!
  16. This only takes the cards into account, right? Not the matched play pitched battle plan table in the book?
  17. I’ve played with them twice against the Untamed Beasts in demo games. In my first game, we drew the Isolated victory condition. I was the defender. My opponent got to choose one of my battlegroups that started on the board - I could only use that one for the battle. The caveat was my opponent had to kill all of the fighters in that group by turn 3, or I won. Luckily for me, he picked my shield, which was the Signifier and two shield legionaries. I hid them behind a piece of terrain in a corner of the battlefield for two rounds. My opponent burned the first two rounds just getting to me. By the end of the third battle round, I had slain a plainsrunner that came too close and dealt a couple blows on the rocktusk prowler. Nothing else managed to come within striking distance, save for the first fang’s ranged attacks. The signifier’s +1 toughness ability was invaluable when the prowler got into combat. My second game, the victory condition had a comet fall onto a random quarter or center of the battlefield in the 2nd round. Whoever controlled the objective at the end of the 3rd round won. It ended up falling on a quarter closer to my opponent’s edge, but fortunately, the deployment had my shield come onto the board in that quarter (I used the same signifier/shield legionaries combination in my shield for this match). I moved my shield onto the objective while the rest of our warbands skirmished and jockeyed for position. By the end of the game I had my two shield legionaries within an inch of the objective to one of my opponent’s fighters. He had another two nearby. I lost the signifier in the following melee. I’m pretty sure the rulebook counts fighters within 3” of objectives to be controlling it, so this would have been a loss for me, in hindsight. My other fighters couldn't have gotten to the objective in time to make a difference. All in all, the Signifier/shield battlegroup was a big part of my strategy in both games. I’d like to play some more games with different victory conditions and see how the rest of the warband stacks up when more takedowns are required. The drillmaster did some good work in my second game, taking out a preytaker as soon as it arrived on the battlefield and another fighter later on in the game.
  18. I haven't had a chance to play DoK yet, but my theories generally line up with your experience. Crit fishing will be the name of the game for our warband and daggers help our WA/SoS do this. SoS are a straight upgrade to WA, thanks to the range and extra point of crit damage (which is rough, as I was leaning towards building WA for full-scale AoS). I think the way to go will be a horde backed up by the Gorgai - as long as she's killing fighters, her triple will buff the friendlies around her. Five attacks each from 9+ WA/SoS is bound to add up. That said, I think there might be some value in taking at least one Khinerai for utility. A Lifetaker can bomb objectives late-game with her quad if she needs to - 12 attacks, even at S3 (S4 if she moves 6" from her starting position), is bound to get a few crits. The Heartrender can skirmish from a distance and generally be a nuisance to a slower warband, cleaning up what the WA/SoS blob leaves behind. I'm considering something like this: Gorgai - 245 Lifetaker - 165 Witch Aelves w/ knife x9 - 585 Total - 995 I won't deny the advantages of SoS, but my idea was to pack in as many bodies I could while also having at least two specialized fighters. (And I'm realising too late that I'm reiterating a lot of points I already made in my other post, oops! )
  19. Has anyone had the chance to use DoK yet? They're in an interesting spot - they can play like an elite army, with a band of Melusai or Khinerai, a horde, with ~10 WA/SoS, or somewhere in-between. SoS appear to be an upgrade over WAs, thanks to an extra point of crit damage and a 2" range, but you can fit nine WAs, a Gorgai and Lifetaker into a 1k list. The Gorgai's [Triple] ability will increase the output of the dual-knife WAs to five attacks each, so long as she kills something that turn (which is likely, given her own six attacks at 2/4 damage). I'm leaning towards the cheaper dagger versions of WA/SoS for more attacks: they seem like they really want to go for crit-fishing. WA/SoS without bucklers are still only T3, so they'll tear like wet paper, but if used as screens for the Gorgai and other hard-hitters, and receive her buff, they might be worth their points.
  20. Heh, everyone I talk to has a slightly different take on the WE/SoS & knives/bucklers debate. Makes it tough to decide how to build them! The way it was rationalized to me, the SoS have a 2” range. If they attack from max range, they aren't using the 1” range knives (and you may as well take bucklers for the MW chance and bonus to saves). I see the value of two knives on WE, though.
  21. I'm going to come into possession of the Devoted of Morathi battleforce in about a week and has some questions. Always wanted to start up DoK and AoS in general and I've been loosely following the thread for the past few days. I'd like to get my feet wet at 1k and I'm thinking of the following: I've taken a liking to SoS, given the 6" activation and 2" range, although I confess to liking the classic witch elf look a bit more. I'm not really certain whether I want to build my collection into a Slaughter Troupe or Cauldron Guard as I add on to it. Both are clearly viable, given the distribution of both at ETC. I'm just undecided as of yet.
  22. I don't blame you! CT drivers, man... must be something in the water! Manchester's a bit of a hike, but it would be fun to go exploring and see what the scene up there is like, sometime! 40k is the vast majority wargame around here, unsurprisingly, although the store caters heavily to Magic players, too. The location is terrific though; it's in the same building complex as an art store, so that means all the supplies you could need are next-door!
  23. Player Location: CT, United States Name: Charles Contact: PM Community/Store Location: 2373 Summer St, Stamford, CT 06905 Name: Warhammer Stamford Contact: https://www.facebook.com/WarhammerStamford/
  24. Avindskjold

    Clanrats

    Looks great! I'd love to know what your colors and procedure were. I'm planning on putting Khorne on hold (incurring his rage, no doubt) to start up Skaven. I use Reaper paints, but I have the approximations.
  25. With this entry, I'll talk a bit about the fluff I have in mind for my army, as well as potential color schemes. I've been eyeing the different Bloodbound warbands and their color schemes in the battletome, and there are a few I'm pretty fond of. I think a mix of color is more interesting than the solid red and brass of the Goretide, which is a pretty classic depiction of Khorne-aligned armies. The Iron Horde is a radical departure from the usual red/black/brass, and the 'Eavy Metal team has done a great job of making them different, but still recognizably bloodthirsty Khorne worshipers. I also like the Skullfiend Tribe; the predominately black armor, with red helmets and accents, is striking. However, I want to build my own army, with my own fluff, so any scheme I come up with will be a derivative of these, instead of a copy. The basis for my warband is as follows: The Paladins of Kharneth are something of an oddity among Bloodbound warbands. Whereas the Goretide and Skullfiend Tribe may gnash their teeth and throw themselves at the enemy with reckless abandon, the Paladins of Kharneth carry themselves with a grim restraint. When they march, they do so in ordered drill, with seldom an utterance, save for the commands of their champions and Bloodstokers. Although Khorne demands blood from his followers, their way is not that of wanton slaughter. On the eve of battle, the Paladins of Kharneth muster in silence. As they stare down their enemies, their Bloodsecrators chant liturgies of hate and their Slaughterpriests execute prisoners in bloody rituals to discern the tide of battle. They march forth in organized ranks, baring down on their foes, a wall of brass and steel. Only when the battle lines are joined do the Paladins bellow their contempt, and tear their axes into flesh. To an onlooker, the Paladins of Kharneth appear to be well-disciplined and restrained; especially for Bloodbound. In truth, every warrior harbors the same callous fury as his counterpart in another warband. The Paladins burn with the urge to kill, maim and slaughter the same as all others who pledge allegiance to Khorne. However, it is their way to suppress these compulsions until the very last moment. The Paladins lock away their rage until they clash with the enemy, and unleash their hate tenfold. Theirs is a grueling lifestyle, in which the rigors of suppressing their anger fill their minds with images of violence and their vision turns red. The Paladins of Kharneth are not led by a singular lord, although they do follow a similar Gorechosen hierarchy as other Bloodbound. Instead, they follow the word of Mel'kanor, a Bloodthirster of the Third Host. Much like the Paladins themselves, he is an enigmatic Bloodthirster, embodying more so the spirit of martial prowess, guile and generalship than mindless bloodletting. Nevertheless, he is still a greater daemon of Khorne, and his wrath is infectious, stirring the Paladins to greater heights of butchery. Mel'kanor's sponsorship of the Paladins comes both as a source of gratification and irritation to the Blood God: There is no doubt that their many campaigns have contributed to Khorne's mountain of skulls and rivers of blood, but the methods of the greater daemon and his mortal "project" are unorthodox. Mel'kanor has a habit of evading his master's fury, only to reappear with offerings and deeds so great they are impossible not to reward. Therefore, his place among the hierarchy of Khorne's Bloodthirsters is assured. Whereas the Axes of Skarbrand tear after their fallen patron's leftovers, the Paladins of Kharneth slaughter with a purpose, doing the Blood God's will as Mel'kanor's clergymen. The origins of the Paladins of Kharneth can be traced to the warband known as Lord Khuldrak's Reapers. They were once one in the same, however a division in leadership saw the warband tear itself in two. Proud and self-assured, Lord Khuldrak refused to fight under the command of the Everchosen. Furious, Archaon sent riders of the Varanguard to punish his insolence and make an example of the warband. Ezdas, Exalted Deathbringer of Lord Khuldrak's Gorechosen, thought it unwise to disobey Archaon; he had conferred with the warband's Slaughterpriests, who saw it as Khorne's will to join the Everchosen's assault on the Realms. When the Varanguard came to reap vengeance, Ezdas and a cadre of loyal warriors turned on their lord. Broken and near death at the end of the battle, Khuldrak was dragged back to Archaon, his warband divided. Ezdas fell in the slaughter, leaving his remnants leaderless. They fought under the Everchosen for a number of campaigns, before they were claimed by Mel'kanor, seeking a foothold in the Mortal Realms. Under his leadership and doctrine, the Reapers forged themselves anew. The Paladins of Kharneth retain the colors of their old warband, donning blackened plate, trimmed in bronze. Their numbers swell as they conquer weaker Bloodbound, and many variations of their colors can be seen. All Paladins, however, have the icon of the warband branded or tattooed somewhere on their body. This rune resembles a primitive depiction of a Bloodthirster; no doubt an homage to the greater daemon that commands them.
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