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SpiritofHokuto

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Everything posted by SpiritofHokuto

  1. No I don't believe he can. I think only bolded entries refer to keywords, otherwise they refer to specific unit names.
  2. The other silver lining is that +/- to hit, wound and saves are being capped at 1. So our somewhat prevalent feature of re-rolls that is sometimes derided and that we only have a few sources of straight up numerical buffs looks to be the "sweet spot" for AoS3. Looking at the new Gravelords stuff, nearly all of the buffs are straight up numerical increases. So they were made with AoS3 in mind.
  3. Untamed Beasts make for great forward ranging screens and Iron Golems do well as tanky objective sitters. The rest are unfortunately a bit lacklustre as Cultists can't take Marks of Chaos outside of the Idolators legion.
  4. Reminds me of this I found, been proven false obviously but it's in the same vein.
  5. I do genuinely hope that things work themselves out. I've enjoyed AoS for a while. But with the direction it's going, throwing ****** at the wall and seeing what sticks comes to mind. Understandable ~4 years ago, but the more things change the more they stay the same I guess?
  6. Gristlegore reaction was somewhat kneejerk. Although that was at a time when some armies didn't have a proper revision from the GA books. We're at least 1 time round for most armies now, some 2 or 3. And to me overall lessons haven't been learned on the devs part. And what was once a reasonably tight, and snug ruleset is being bloated and distended beyond what it was intended to contain. We used to joke about 40K "stealing" from AoS. Actuality is that the lessons learned are being applied to the real cash cow.
  7. You can joke all you like, but Aos is quickly devolving to the ******-show that 8th ed 40K became.
  8. Yeah, sorry CA's are the one thing LRL aren't the best at, they just have that kinda stuff baked into their warscrolls. And you can still ****** others out of it.
  9. But then again, KO don't have the likes of Wardens/Stoneguard to screen for them. Six of one, half a dozen of the other I guess, but it's just another symptom of AoS unironically becoming "Age of Shooting".
  10. Isn't going to be the easiest thing to do, especially with being able to move 12" in both shooting phases.
  11. Yeah, it's more of an exacerbation of progressing problem I guess.
  12. I can see Sevireth being a potentially massive source of NPE for armies that don't/can't have a decent ranged presence. Plinking with relative impunity for the first few turns, and even after that trying to break through phalanxes of Wardens or the like. Even if you do, it can just dance away 36" whilst shooting you. Not unbeatable, but incredibly frustrating and quite frankly would be unfun to play against. Can also position, focus down support heroes and escape with relative impunity. And yes magic/prayers is an alternative, but you have to be in range, LRL aren't exactly lacking for unbinding prowess, and it still has a 5+FNP. But then again against certain armies, it'll fold like a cheap suit.
  13. Are they really that much different from Chaos Warriors though? For 20 points cheaper you get half the attacks at -1 to hit and no innate save vs MW. Sure they get the great Marauders charge rule, but then they're losing their armour save re-rolls.
  14. I'm thinking of running something quite similar. Dropping the 6 Varanguard unit to 3 and getting Be'Lakor with Whispers of Chaos and a Balewind so that I've got a pretty decent magic phase with 3 spells that my opponent will want to stop plus a cheeky Enfeeble Foe. Plus Dark Master for disruption and a reasonably fast piece that can go off by itself without fear of mucking up my synergies. Will probably get sniped by any decent shooting, but the less shots taken at the Chaos Lord/Sorc the better.
  15. As others have said slotting StD units into a BoK army can work very well, and in some cases actually work better than their BoK "counterparts". Chaos Lord on Karkadrak with Hew the Foe & Gorecleaver is an absolute blender and hands down the best use of him now Malign Sorcery artefacts have been abolished. Chaos Lord is obviously good if you're taking StD units for his command ability. Khorne StD Damon Princes can also be pretty killy and its command ability is an very nice piece of battlefield control for Khorne. Chaos Warriors in units of 15+ make for great anvils (especially with Bronzed Flesh) that can actually have some punch. Chaos Knights with lances are absolutely devastating on the charge with only a couple of easy to apply buffs. Marauders are unfortunately your best choice for mass infantry with a unit of 40 being able to put out some really nice damage. But I can see not liking them for the aesthetic, but that depends on your attitude towards 3rd party alternatives as there are quite a few nice looking and affordable options. Finally the Warshrine is fantastic with having it's own prayer and a Blood Blessing that can both be re-rolled by the Skull Altar, being a Totem and projecting a 6++ to StD units. And with all of this quite a few of the best Khorne buffs are available to all, or just limited to Mortals. Bloodsecrator, Wrathmongers, Blood Blessings, Blood Tithe rewards, Bloodstokers, Goretide ability. All able to be used by StD units together with the buffs and abilities they can bring with them. Overall I'd say it's the most competitive way to run BoK outside of Bloodlords/Tyrants of Blood now.
  16. At the very least it'll be FAQ'ed to work vs melee only and that a unit can only benefit from it once per turn, if not being only able to be used once per turn as per the Khorne & Slaanesh ones.
  17. I was one who was quite willing to set aside time for project. Unfortunately others involved weren't as committed. When I was rebuffed multiple times for a voice chat over Discord, taking into consideration the time zone differences. Instead of the glacial progress via chat to try and iron out the rules, i knew this project would be dead in the water. It's a real shame as it started with so much promise.
  18. Re-rolling 1's to hit, getting an extra 1/2 attacks with its Slavering Maw, being able to pick out a model from unit to potentially die and once per game re-rolling all failed wound rolls really benefits the Ghorgon quite a lot. It also acts as a quite points efficient "distraction Carnifex".
  19. I have been thinking about going all in for a very BoC heavy Khorne army. I know it isn't the most efficient way to run a Khorne list, but I do have one eye on fluff with this concept. Not only would I go for a coal black skin/crimson fur/brass weapon colour scheme, I'd also be able to use acceptable BoC substitutes for the non BoC stuff (Bray Shamans for Slaughter Priests & a converted Khorngor Standard Bearer for the Bloodsecrator). And to top it all off the army would have 8 units! It's like poetry. But I do also want to be able to compete at a casual-competitive level, so what do you people think of this? Allegiance: Khorne- Slaughterhost: The Skullfiend TribeMortal Realm: GhurDoombull of Khorne (120)- General- Trait: Master Decapitator - Artefact: Crowncleaver Bloodsecrator (140)- Artefact: Gryph-feather Charm Slaughterpriest (100)- Blood Blessing: Bronzed FleshSlaughterpriest (100)- Blood Blessing: Killing Frenzy10 x Gors of Khorne (80)10 x Gors of Khorne (80)10 x Gors of Khorne (80)6 x Bullgors of Khorne (320)6 x Bullgors of Khorne (320)10 x Bestigors of Khorne (120)10 x Bestigors of Khorne (120)10 x Bestigors of Khorne (120)Brass Despoilers (190)Wrath-Axe (60)Total: 1950 / 2000
  20. Yeah those battalions are in desperate need of reworking. As I said before I'm guessing there'll be one for Everchosen, Slaves to Darkness and Darkoath respectively. A few that mesh those separate sub-factions together, and then one for each Chaos god. The god specific ones could just be re-purposed versions of the ones from the Everchosen battletome.
  21. I agree with a fair few of the posts so far as to what the new battletome/releases will entail. Here's my 2 cents as to the updates. Hero wise is already pretty set. There's: Archaon, Chaos Lord/Sorcerer on foot & on Manticore, Gaunt Summoner, Darkoath Warchief/Warqueen and Daemon Prince (maybe Belakor with a resculpt). I think that both the Exalted Hero and Chaos lord on Daemonic Mount will be discontinued and replaced with a mounted Varanguard "Lieutenant" and a Darkoath Shaman in the same vein as Theddra. Units wise: Chaos Knights, both flavours of Chariot, Warshrine and Varanguard sculpts all hold up. Chaos Warriors, Marauders and Marauder Horsemen will get resculpts. Even though the Horsemen sculpts still hold up, they won't fit the aesthetic of the new Marauders as seen in the Godsworn Hunt. Marauders will be hand weapon and shield with X amount of Great Weapons per 20 or the option to give them bows instead. Chosen will probably be replaced by an Everchosen elite foot unit that fulfils a similar role. Perhaps also Chaos doggo unit similar to Gruul. Not sure if "stateless" daemons/units like Soul Grinders, Furies (with a resculpt) and Warhounds will be included. Rules wise, while not the same, they'll probably be in the same design space as Beasts of Chaos. Separate allegiance abilities/command traits/artefacts for Everchosen, Slaves to Darkness and Darkoath. Spell Lore with a smaller one exclusively for Darkoath Shaman or Gaunt Summoner perhaps? Similar battalion set up with one focused on each sub-faction, a few that mesh sub-factions together and four god specific ones as well. Terrain piece would probably be a Chaos Shrine that has effects in the same vein as the Herdstone but obviously distinctly unique. Endless spells I have no idea really. I'm just spitballing here but overall at most that's 9 new kits plus terrain piece and endless spells which is pretty much in line with the other Malign Portents Harbingers army releases.
  22. Battalions do work with the Firestorm Living Cities, but in a weird roundabout way. A not so recent FAQ changed it so all units under a battalion are considered to be of the allegiance that the battalion belongs to, regardless of any other keywords or allegiances they may possess (completely screwed over the Tzeentch Fatesworn Warband army I was putting together). Living Cities get around this, by using your army as an example it's technically a Sylvaneth allegiance army, but you've chosen to take GA:Order allegiance abilities which qualifies you to use a Living City allegiance. At it's heart it's still Sylvaneth allegiance army, but you've chosen to forgo the Sylvaneth allegiance abilities in favour of GA:Order allegiance abilities with the added bonuses of a Living City "tacked on". Much the same thing can be achieved by just being a GA:Order army, but on the off-chance that you want to retain Sylvaneth battleline choices the above reasoning still lets you do that.
  23. Yes, the Forester's command ability should read "target Peasantry unit" so that the Coordinated Strike ability from The Ragged Brotherhood actually gives a bonus. Sons of Breton have been dropped due to rules as there's no real precedent for a damaging Endless Spell that can move and isn't Predatory, and also due to lore as it seems very unfitting that they'd damage Breton units. We are however currently developing 3 Breton exclusive Endless Spells, one of which will be an altered version of the Great White Hart.
  24. Personally I don't think that Durthu is reliable enough for his points without either a Loremaster or Ghyrstrike to ensure his scant few big hits connect. It does mean giving up the 2+ AS ignore Rend -1, but you could have a more utility command trait like Warsinger instead.
  25. Strictly speaking they wouldn't as they weren't (and couldn't be) selected as part of the battalion during army creation. However with how the Wargroves allow for "any other Sylvaneth units" and that the summoning rules do state that they are added to your army I can easily see the argument for letting them do so. Another ruling that needs clarification it seems.
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