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20 Lord Celestant

About LordRogalDorn

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  1. One correction to this. You only need to end at least as close to the closest enemy model when piling in, not as close as possible.
  2. Warshrine won't work on the beasts models. It only helps models with the Mortal keyword, which beasts of chaos models do not have. The only model in your list that the Warshrine is supporting is the Lord of Slaanesh on a Daemonic mount.
  3. The wrath and rapture rulebook for AoS has the new summon points for the units in the box. The Infernal Enrapturess is a summonable unit on the new chart.
  4. The feather charm also gives you more tactical flexibility with your hellstriders, which I like.
  5. You can also check it out with the best coast parings app.
  6. Two quick things. The keeper of secrets is on a 60mm base, so you may need something bigger than a terminator lord. Also, much to my disappointment, Be'Lakor is not a legal ally for Slaanesh. Attached is the ally list for Slaanesh. With AoS 2.0 invaders doesn't actually do anything as it's currently written, so I wouldnt worry about them. Daemonettes are amazing, I'd try to fit some of those in your list of you can. Groups of 30 are best. And honestly, chaos knights are pretty good in their own right, especially if you're going to take a slaanesh lord on a mount. I haven't taken marauder horsemen myself, but I think hellstriders fill a similar role.
  7. I imagine the current exalted keeper of secrets will be a reasonable template with a few adjustments here and there for the new keeper when it comes.
  8. Great unclean one used to only have the sword and flail and only 10 wounds. He got a bell and a dagger option and plus 6 wounds. Command ability changed from board wide if a nurgle unit rolled a 7 to charge they got plus 1 attack to pick a deamon unit to get plus 1 attack. He also gained the mortal wounds on a charge ability. His spell didn't change. Lord of change gained 4 wounds and the option to swap his talons and beak for a rod of sorcery or a sword. Everything else pretty much stayed the same. The three bloodthirsters do not appear to have changed.
  9. Hey all, I'd appreciate some list critiquing. I'm going to be trying this out in a few weeks, and I want to see what the herd trust has to say. Great Bray Shaman and Shaggoth will stay behind at the herdstone and sacrifice ungors/countercharge things that make it past my lines. Bestigors will ambush with the beastlord. Tzaangors will move up to try and take/hold the middle with enlightened support. Depending on the mission/opponent I'll also ambush 1 unit of tzaangors. Allegiance: Beasts of Chaos- Greatfray: GavespawnMortal Realm: GhurBeastlord (90)- Artefact: Mutating Gnarlblade Dragon Ogor Shaggoth (180)- Lore of Dark Storms: Sundering BladesGreat Bray Shaman (100)- Lore of the Twisted Wilds: Vicious StranglethornsTzaangor Shaman (180)- General- Trait: Unravelling Aura - Artefact: Gryph-feather Charm - Lore of the Twisted Wilds: Tendrils of Atrophy10 x Ungors (60)- Mauls & Half-Shields20 x Tzaangors of Beasts of Chaos (360)- 10x Pair of Savage Blade- 8x Savage Greatblade- 2x Savage Blade & Arcanite Shield20 x Tzaangors of Beasts of Chaos (360)- 10x Pair of Savage Blade- 8x Savage Greatblade- 2x Savage Blade & Arcanite Shield10 x Bestigors (120)6 x Tzaangor Enlightened on Disc (280)Phantasmagoria of Fate (200)Chronomantic Cogs (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 150
  10. Myrdin, I did include 2 hits on a 6 for skin wolves (which is why I had to do it by hand btw), and I did the calculations for enlightened on discs.
  11. Ok, let's break it down. I'm using a 4+ save for all of this analysis, and the wound calculator at druchii.net. 6 Skin wolves will do ~23.78 +/- 7.46 dmg. (I had to do this calculation by hand, and the standard deviation maybe a little off. I am however, working to add do a thing on an x to hit/ wound to my own version of this program.) 6 unbuffed enlightened with no rerolls are doing 14.28 +/- 4.95 dmg. With a shaman nearby those 6 enlightened are now doing 17.09 +/- 5.21 dmg. If you are able to get your rerolls using some clever screening tricks and taking unit corners those 6 enlightened are now doing 28.81 +/- 6.19 dmg. If those 6 enlightened are getting rerolls and have a shaman nearby, they are now doing 31.93 +/- 6.21 dmg. So the real advantages the enlightened bring over the skin wolves is that you can play them with beasts of chaos, they are much faster, and will do more dmg when fully buffed. Adding bullgors to the mix. 6 bullgors using great weapons will do 14.5 +/- 5.16 dmg. 6 bullgors using great weapons and reroll 1s to hit they are now doing 16.92 +/- 5.4 dmg. 6 bullgors using great weapons and reroll 1s to hit and all wound rolls they are now doing 22 +/- 5.73 dmg. 6 bullgors with 2 axes will do 19.97 +/- 6.09 dmg. 6 bullgors with 2 axes and rerolling 1s will do 20.22 +/- 6.11 dmg. 6 bullgors with 2 axes reroll 1s to hit and all wounds will now do 26.02 +/- 6.61 dmg. So probably because of the mortal wounds and the extra attacks the 2 axes edge out the great weapons against a 4+ save. And the advantage of enlightened here is that they can keep the high damage going more than 1/ game.
  12. That is because they have the NURGLE keyword, and are thus part of the Allegiance and not allies.
  13. an 18in move is pretty sweet for repositioning the unit to help grab objectives late in the game and provide banner support to units that may need it more for the second wave. You can also do some fun tricks with them to limit the ability of your opponent to move for the first turn because of that extra move distance.
  14. Choose the maggot kin selection from the add units drop down for all of your units and you should be able to add a command trait and lore spells.
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