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LordRogalDorn

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Everything posted by LordRogalDorn

  1. His spell is good, but it is an 8 to cast. With no bonuses to casting its not going to be reliable.
  2. I think it sounds like B it's your best bet. I also like A, but I would use an undivided war shrine over a nurgle marked one, unless you'll be keeping it close to the harbinger and want it to get +1 attack from glotkin.
  3. Seems like we have many of the same questions. I hadn't thought about sacrificing the Girdle to the fane and possibly getting a wound back. That is an interesting thought!
  4. Here are the questions I have asked. Some of them I have an idea of what the answer should be, but because we have this opportunity, I want to see what GW intended the answer to be. I'm also not interested in debating the rules until after GW has had a chance to comment on them. If you're thinking of asking any of these questions to GW, I'd recommend changing the wording a bit so that it doesn't seem like a bot is hitting their FAQ team. Does the model I select as the target for the ritual knife special mortal wounds at the end of the combat phase have to be the model that first has mortal wounds allocated to it, or does my opponent allocate mortal wounds to the model(s) of his(her) choice? When will the recommended base for the Slaanesh Exalted Seeker Chariot increase? The base that the model is currently on makes it difficult to play with and store as a large portion of the model hangs off of the sides of the base. What happens if a unit has the ability to strike first, has been affected by the locus of diversion at the end of the charge phase, and then is affected by Horrible Fascination? Does the targetted unit attack in the normal way in the combat phase, or does the unit now strike at the end of the combat phase? Shalaxi Helbane's irresistible challenge rule states that if the target hero accepts the challenge that hero must attempt to charge, and must finish the charge move within 1/2 in of Shalaxi if it is possible for it to do so. What happens if there is a unit of daemonettes between the target hero and Shalaxi and the target hero cannot fly? Additionally, what happens if Shalaxi is 10 inches away and a unit of daemonettes are 8 inches away and the target hero rolls a 9 for charge distance? Does the target hero get to complete a charge move against the daemonettes, or can the hero not make a charge at all? Many Slaanesh abilities, like the contorted epitome's spell overwhelming acquiescence, say something to the effect of "You can re-roll hit rolls of 1 for attacks that target those units..." Does this mean the caster of the spell, or is the "You" referring to me as the player of the army and as such all units in my army can re-roll hit rolls of 1? Do the attacks from a hero's mount also generate depravity points or just the attacks from the hero itself? Do endless spells cast by Slaanesh heroes generate Depravity Points? How does Syll'Esske's Deadly Symbiosis rule interact with the Keeper of Secret's Excess of Violence command ability? Does Syll'Esske get to activate to attack up to 4 times with three of those activations getting to re-roll hit rolls? If a Keeper of secrets is within 1 inch of an Umbral Spell Portal and casts Cacophonic Choir can units within 6 inches of the other Umbral Spell Portal be targeted? Can a Slaanesh hero sacrifice an artifact of power that can only be used once per game that has already been used? Can the herald versions of the chariots be taken in Revellers battalion? If you summon a Slaanesh wizard with depravity points, does that Slaanesh wizard get to pick a spell from one of the spell lores it qualifies for at the time it is summoned?
  5. Remember, we have a brief window to send AoSFAQ@gwplc.com emails with our questions. Waiting for the FAQ to drop before asking your questions doesn't serve anyone.
  6. Just a friendly reminder, we have roughly 2.5 weeks of sending AoSFAQ@gwplc.com any questions that may come up with a chance of getting those questions answered when the faq drops 2 weeks after the book officially releases. I personally have sent about 9 emails asking many of the questions that have come up for me as I read through the warscrolls. We have this awesome window of opportunity to get questions answered by GW directly, let's use it.
  7. The Ungors or Gors would count as battleline for Slaanesh if taken as part of the Depraved Drove battalion. However, the Bestigors can't.
  8. Before when there was no penalty for denying the temptations hardly anyone accepted the gift of Slaanesh. And I would almost never even bother to bring up the rule. Then the exalted came along and you didn't get a choice, but it only triggered on a 6, and I've only seen it happen once or twice. Now that there is a real choice between 1d3 mortal wounds and +1 to hit, but dying on a 4+, I really like the rule. It actually feels like there is a real tactical choice to be made between offering and accepting/denying.
  9. They are comparable in size. I'm at work right now and might be able to get a picture later. Here is the best size comparison photo I can find on Google right now.
  10. 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.
  11. 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.
  12. 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.
  13. The feather charm also gives you more tactical flexibility with your hellstriders, which I like.
  14. You can also check it out with the best coast parings app.
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. That is because they have the NURGLE keyword, and are thus part of the Allegiance and not allies.
  22. 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.
  23. 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.
  24. Sounds like your opponent thought plague squall was deluge of nurgle.
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