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Everything posted by Tasman
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You may need to re-read that scroll for the Harbinger..... it states that he can give "a' unit the 5+ save. Singular now as opposed to the 7" bubble effect of before. Still pretty potent though.
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AoS 2 - Daughters of Khaine Discussion
Tasman replied to Chris Tomlin's topic in Daughters of Khaine
Thanks for that. I'm totally lost on these gals.... haven't played them since 8th ed. Big changes and I'm still struggling to put together a force. I may have to proxy in some witches.... I can use some of my other dark elves for that, I guess. -
AoS 2 - Daughters of Khaine Discussion
Tasman replied to Chris Tomlin's topic in Daughters of Khaine
Wait.... are you saying that only the cult prayers (what I call 'generic') are limited to one try per turn? -
AoS 2 - Daughters of Khaine Discussion
Tasman replied to Chris Tomlin's topic in Daughters of Khaine
Each priestess knows 2 'generic' prayers, as well as the one she picks. The slaughter queen knows an additional prayer so, she would have four to choose from.....thus three attempts. -
AoS 2 - Daughters of Khaine Discussion
Tasman replied to Chris Tomlin's topic in Daughters of Khaine
Cogs seems like a DLHWI. Just don't forget that your opponent gets the buff as well. -
Yeah, that's why I said it. Blades/demonic power/Sayl teleport/cogs..... that's a lot to have happening in order for this to work. If one or two of those spells fails or gets dis-spelled it doesn't work out so swell. That's why the battalion. At least you have the -1 to hit across the board no matter what.
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Appears so, if you have enough CPs to pull it off. 3 attacks (on charge) w/ blades +2 for the CPs,=5, then 3 each for the staves. Makes for basically one turn of very nasty unless you have some way of ensuring 2 Cps for multiple turns? Lots of stuff has to happen for this to work, tho.
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I appear to be wrong. I stand corrected. My bad. Sorry. Now what you should do is drop the second unit of knights and make it a plaguetouched battalion.
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Pretty sure that it's stated in the battletome that it's only command TRAITS and ARTIFATS that don't affect mounts. Spells, abilities, etc do.
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Ok. Have it your way. I wouldn't play it that way.
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He can use it as many times as you have the points, yes. But NOT on the same unit. This has been Faq'd everywhere for everyone that has these type of abilities, i.e. the Glotkin. No +3 attacks just because you have 3 cp. Sorry.?
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He's not going to be able to put that on a unit more than once.... but he could do both units once. And I'm not seeing the mortal wound on threes?
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My question here is, do you get to bring him in after the first movement phase? It states on his war scroll that he comes in after "the first movement phase". Just wondering how other people view this. In casual games at the shop it's no prob. But could it be viewed differently in a tournament setting?
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Yeah man. I've been harping on these dudes forever. It's sad that I can't take ten of them for 60 pts anymore, but to be honest I only ever did that to fill point gaps anyway. Now, with extra Cps and endless spells, that's not an issue. 40 man units with the brothers Glott. Harbinger, of course, a viable option. These guys can rock. I always call them my "elite marauders"?
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He, along with all of the other maggoth lords have become terrible point sinks IMO. 260 for a single spell character who has no command abilities and can't be given traits or artifacts, with only 12 wounds, is just too many points. That being said, he's the best of the three, followed by Morby. Don't bother with Orghots at all. Too bad, as I have all 3.
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I don't see why not.
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Usually, like you, I use my points on trees. However, in a couple games lately, it was necessary to summon a couple of small units of PBs so as to harass a unit on an objective. Ten PBs is a nice addition and, with any luck at all easily make the table turn 2.
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The summoning lists I've built are all geared toward MSUs of plague boys, trees, and the occasional beast. A GUO, at 28 pts isn't realistically going to make it on the table until maybe turn 4. I want him on the table for the whole game. Same for drones. For the points, you'll be eschewing any summoning whatsoever for around 3 turns. Lots of games are decided by then.
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Looks good. The only thing that makes it better is figuring out a way to work Archaon in there.?
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It would be nice if the wording on a lot of things was clarified. But this battalion thing really had people spinning.
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Ok, I was sure that bI read somewhere on here that that was the case..... roll off to see who went first. Where did I miss this now?
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Amen to that.
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Well, in most cases Nurgle doesn't have to 'ally' pestilens as they have the Nurgle keyword. If I'm running a straight Nurgle list I can take Pestilens and keep the Nurgle alliance. I just can't use monks for battleline for example. For the record, the war scroll builder on the community site will let me give Nurgle Traits, artifacts and spells to a verminlord. Because he's Nurgle alliance. Also pestilens. Depends on what you're trying to build. Eventually this is all going to get ironed out, but now that I've thought about it, bringing a pestilens battalion under a Nurgle ALLIANCE is not 'legal' for matched play.
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Yeah, I finally got my head around this...... I don't know why it was so hard for me to assimilate.
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I think that's right.... you can definitely put a foulrpain battalion in a Nurgle list. They all have the keyword, after all. And then, if you had enough points, you could also run say, a tallyband. The rules only state that units can't belong to more than one battalion unless the battalion itself is a requirement of another battalion (ala blessed sons)
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