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Avindskjold

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Posts 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 Murder
    30 x Witch Aelves (300)
    - Bucklers
    10 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.

    Quote

    ALLOCATING WOUNDS
    Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

     

  8. 6 minutes ago, oscswa said:

    Anyone noticed in azyr that Morgwaeth is priced at 80 pts and her blade coven is priced at 80 pts? Sounds right but i've also heard people talk about her costing just 80 pts and that her gang would be free. But 160 pts makes sense, no?

    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. On 1/10/2020 at 3:53 AM, InSaint said:

    If you want to be ultra competitive, field Morathi in Meeting Engagement, she is near impossible to be killed. Due to how your forces are deployed in turns, Khailebron and Draichi Ganeth are actually better temples in ME format.

    Spearhead

    • 2 x 5 Khinerai Lifetakers/Heartrenders

    Mainbody

    • Morathi
    • Hag Quen (General)
    • 10 Witch Aelves w Dual Knives

    Rearguard

    • 10 Witch Aelves w Dual Knives

    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. 28 minutes ago, Fairbanks said:

    What warband is influenced by Nurgle? I want to say Splintered Fangs or Corvus Cabal. Seems clear that Iron Golems are Khorne, Unmade are Slaanesh, Cypher Lords are Tzeentch, and Untamed Beasts are, well, Beast of Chaos-related.

    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. 

    • Like 1
  13. 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!

  14. 4 minutes ago, PiotrW said:

    Thanks for all the input regarding Shyish :)

    I also have a tiny (and silly) question regarding the Blissful One: that skull. Is it supposed to be this guy's (gal's?) head - which would me this person has really freakish neck? Or is it just a fancy hat and the real head is below it?

    I know, a silly thing, but I can't help thinking of it ever since I saw this warband... ;)

    You can see an eye slit in the veil where the real head is!

  15. 1 hour ago, Zamik said:

    Has anyone gotten any games in with the Golems yet?

    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.

     

    • Like 3
  16. 1 hour ago, Emissary said:

    -snip-

    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! :P )

  17. 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. 

  18. 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.

  19. 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: 

    Quote

     

    Allegiance: DoK

    Temple: Hagg Nar

    Leaders:

    Slaughter Queen on Cauldron of Blood 

    • General
    • Trait: Devoted Disciples
    • Prayer: Blessing of Khaine

    Hag Queen

    • Prayer: Catechism of Murder

    Units:

    30 x Sisters of Slaughter 

    • Buckers

    10 x Sisters of Slaughter 

    • Bucklers

     5 x Khinerai Heartrenders 

    Total: 930

     

    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. 

  20. 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!

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