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Everything posted by SpiritofHokuto

  1. Sylvaneth are quite fortunate in that regard as all their monsters are 10+ wounds and on a 3+ save with all but one of them being heroes to boot.
  2. I think people go for the Daemonic Mount over the Karkadrak because they have the same Command ability, and realistically the Karkadrak Lord's offensive output isn't that great. And on the defence, 2 wounds and +1 save for +70 points is decent but not amazing. The issue with EFDS is that the bonus can only be applied to a unit once, and with it's increased price it isn't so much of a consideration. DFDR on the other hand, while a bit worse on the baseline due to only counting other Endless spells for its bonus now is better due to the fact that it's automatically bound and moves in every hero phase. Axes & Shields are still better for Marauders as they're on 25mm bases which are less than an inch so they can still fight in 2 "ranks". So realistically it's 40 or more attacks vs 30 for flails at best. Tzeetnch has gone way up as the only save re-roll available, plus as you said the spell ignores can be very useful, and they can not only be stacked with Ward saves/mortal wound shrugs but with similar abilities (Generals aura/Tzeentch Warshrine buff/Varanguard ability) as well. Khorne is still a consideration as well as +1 to wound is hard for non-heroes to get.
  3. The one you pick for your General has to be a Ravagers one. All the others can be Ravagers or universal from what I can see.
  4. These are more recent Mantic sculpts and act in the exact same way as GW plastic for the most part. If anything in some ways it's better as the mould lines are much less pronounced so cleaning them up is a breeze.
  5. Literally putting some of together right now. A perfect fit for Marauders if you're going for a frozen/tundra theme. Also the fact that they're slightly "chunky" compared to other standard human sculpts means they actually look quite proportional next to Chaos Warriors.
  6. I'm always intrigued as to Cabalist lists, as they're a sub-faction I've always struggled to put together something I'm happy with.
  7. I think the thousand cuts approach is what's going to win through in general this edition. With every man and his dog having multiple ways to get +1 to saves, the stock of Rend has gone down quite a bit. =>-2 will still do some work, but -1's usefulness just isn't what it used to be. And StD aren't exactly spoilt for choice when it comes to stuff with Rend -2 or greater. Halberd Warriors, Marauders, Ensorcelled Weapon Knights/Varanguard. Just sheer weight of attacks, backed up by being on 2's/3's to hit and wound with re-rolls. Together with resilience that while somewhat less than it was before, is still decent with generally good saves, a decent amount of wards/mortal wound protection and quite a few ways to trivialise Rend. Potential stacking spell ignores as well.
  8. It is looking like either Tzeentch marked for the save re-roll of 1 or Undivided for the battleshock immunity is the way to go for Chaos Warriors now. And causing damage has always been an issue for them, best case scenario is halberds with the enemy unit having Curse on them.
  9. It's not even just that, but a straight up roll to ignore the spell entirely. And as they're not saves you can stack them, so a Tzeentch KotET Varanguard unit with Wall of Cursed Iron under the effect of a Warshrine would have a 4+/4+/5+ to completely ignore any spell/endless spell. Should note that it doesn't work against prayers/invocations.
  10. Kind of? I guess having a blanket +1 to save for it was too powerful? Yes and no. You can only get a total of +1 to saves but the extra over that can offset the uncapped negatives rend can do.
  11. Actually scratch that, MoT still gives re-roll saves of 1.
  12. Looks to be the same for re-rolls to saves across all factions. Overall a downgrade for StD really. Base 3+ save Warriors are nice, but now with all instances of re-rolls gone that's all they'll ever be. Can build up decent "buffers" against Rend I suppose.
  13. In other words I put it as part of the Battle Company assuming that it's both a Leader and Behemoth.
  14. Does it lose Behemoth with becoming a Leader? I know in other armies that's the case, but I can't see where that's the case for the Warshrine?
  15. Having another stab at things. Obviously subject to change with the upcoming FAQs. But throwing out 3 prayers, 3 useful spells and two Oracular Visions together with the +1 wound from the General seems pretty nice. Allegiance: Slaves to Darkness- Damned Legion: Idolators Battle CompanyIdolator Lord on Chaos Chariot (105)- General- Command Trait: Fiery Orator- Artefact: Amulet of Destiny- Mark of Chaos: Khorne- Prayer: Blessings of Khorne, CurseChaos Lord (120)- Reaperblade & Daemonbound Steel- Artefact: Arcane Tome - Spell: Whispers of Chaos- Mark of Chaos: Tzeentch 5 x Chaos Knights (170)- Ensorcelled Weapons- Mark of Chaos: Khorne5 x Chaos Knights (170)- Ensorcelled Weapons- Mark of Chaos: Khorne30 x Chaos Marauders (270)- Axes & Shields- Mark of Chaos: Khorne20 x Chaos Warriors (400)- Halberd & Shield- Mark of Chaos: Khorne9 x Untamed Beasts (70) - Mark of Chaos: Khorne Chaos Warshrine (185)- Mark of Chaos: Khorne - Prayer: Heal Warlord Chaos Sorcerer Lord (115)- Mark of Chaos: Tzeentch- Spell: Binding DamnationChaos Sorcerer Lord (115)- Mark of Chaos: Tzeentch- Spell: Mask of DarknessSlaves to Darkness Daemon Prince (210)- Sword- Mark of Chaos: Khorne9 x Untamed Beasts (70)- Mark of Chaos: KhorneTotal: 2000 / 2000
  16. With the Curse prayer standard Ensorcelled Weapons stock has gone up, especially in combination Mark of Nurgle. Hell Fellspears are still legit even with Mark of Khorne as they'll get the +1 to wound regardless of charging (and possibly negate -1 to wound).
  17. I meant that Varanguard are baseline 3+ to hit/wound and save and with Finest Hour and All Out Attack they can easily bump all of those to a 2+.
  18. Their Finest Hour is pretty nuts on a unit, combine it with All Out Attack and generally they're 2+ to hit/wound and saves.
  19. Perhaps, still might be a bit pricey but if you can get relevant buffs on them they can do work. Worth noting that as it stands now, they don't have a model designated as a unit leader so they wouldn't be able to issue themselves commands. Although that very well may change with the FAQ's. In Knights of the Empty Throne their stock has gone way up with access to Heroic Actions (and commands as they're a Hero). So much so I'm surprised they didn't get even a nominal points increase.
  20. Both the Sphiranx and the Formoroid are pretty cheap, could easily replace one or both chariots with them.
  21. That looks like a good list there. Only thing I'm curious of is why Spite-Tongue Curse on the Sorc Lord? I get that most of the time you'll be casting Daemonic Power, but if you're in 12" of the enemy wouldn't Whispers/Binding have more impact than 3 MW that may get done to you?
  22. Don't know whether I'd go that far. But standard chariots for 105 can be great roadblocks, and Gorebeast Idolator Lord seems a shoe in unless you want the extra movement.
  23. People are in full doom-saying mode at the moment. And while in some cases it's kind of justified (Slaanesh), overall StD have come out of the points changes pretty well. 30 Marauders for 270 is plenty good. Not as resilient as it used to be, although that's offset by having +1 armour save on tap for a command point (pretty sure the shields will be FAQ'ed to allow this). Big Cat can do work as it's a Monster so gets access to the Monstrous Rampages for pretty cheap, and a good chance of making a unit fight last is nice as well. Both Furies and Corvus Cabal can be annoying, fast screens/objective grabbers. Ogroids are a bit lacklustre really, StD isn't hurting for good support heroes, and it doesn't have amazing hitting power. Despoilers is one of the favourite sub-allegiances as it has good allegiance abilities, command traits and artefacts available. Do bear in mind that only the Daemon Prince that is your General gets the 5+ shrug save and 18" Mark of Chaos range, so Be'Lakor might not be the best choice as you'd miss out on a command trait and be locked into Undivided for the aura. As for the Start Collecting. Knights are solid, tanky, do decent damage and absorb buffs well. Warriors much the same although they are more tanky than damaging ,and the Karkadrak Lord while a touch expensive is a real tank, can do decent damage, and has a very nice command ability for Knights/Chariots.
  24. I'm thinking something along these lines. The lack of screening is an issue, although the Knights can still conga-line and are pretty resilient to boot. Allegiance: Slaves to Darkness- Damned Legion: Knights of the Empty ThroneBattle RegimentLeadersKnights of the Empty Throne Varanguard x 3 (280)- General- Command Trait: Annihilating Charge- Artefact: Grasping Plate- Mark of Chaos: Nurgle Battleline5 x Chaos Knights (170)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Knights (170)- Ensorcelled Weapons- Mark of Chaos: Nurgle30 x Chaos Marauders (270)- Axes & Shields- Mark of Chaos: Nurgle20 x Chaos Warriors (400)- Halberd & Shield- Mark of Chaos: Nurgle BehemothsChaos Warshrine (185)- Mark of Chaos: Nurgle -Prayer: Heal Command Entourage Knights of the Empty Throne Varanguard x 3 (280)- Mark of Chaos: NurgleChaos Lord (120)- Reaperblade & Daemonbound Steel- Mark of Chaos: Nurgle -Artefact: Arcane Tome -Spell: Whispers of ChaosChaos Sorcerer Lord (115)- Mark of Chaos: Nurgle- Spell: Mask of Darkness
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