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SpiritofHokuto

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Everything posted by SpiritofHokuto

  1. Oh yes, and the MW suffered from rolling a 1 for chanting a prayer via Idolator Lord, and miscasts as well.
  2. That's where Endless Spells come in I'd say. With a fistful of wizards that have a lot of casting attempts you can throw out a fair few and still have casts for your important buffs/debuffs. Also with the sheer amount of casts you can bait out your opponents unbinds, so you can land Spite Tongue Curse more reliably. That together with the new Gnarlspirit Pack's spell mean you can push out a very respectable amount of MW.
  3. Sorc Lord on Manticore is certainly an option, it's a very good horde clearing spell. But against say a 10 man screening unit, you're averaging about 4 MW. Sure it can spike higher, but then so can Gnashing Jaws and that has a built in re-roll when it's first cast. And to be fair, both options suffer vs 5 man cavalry Tokyo drifting screening units. And with Endless Spells you can just fire and forget them to an extent. If your opponent wants to sacrifice a cast to get rid of them, that's fine. Whereas the Manti Sorc Lord needs to be using Draw on Power to get their warscroll spell off with any reliablity, which means either having them hang way back, or denying your other wizards the bonus.
  4. Cabalists with a few Endless Spells does seem to be a pretty good option for screen clearing. You don't even have to commit a massive amount of points. Gnashing Jaws, Burning Head and Spite Tongue Curse is plugging 10+ MW on average vs a Mv 5/6 unit. And with the communal Draw on Power and the numerous spell casts Cabalists offers you're likely to be able to push them through standard unbinds. Like on the AoSCoach video, leaning on the Chaos Lord's retinue ability to prevent sniping and palm off miscasts. And then you've still got a bevvy of buff/debuff spells to throw out if you don't need the damage.
  5. The thing to remember is you're going to be comparing 5 Knights to 20 SF for points parity. And 20 SF are capable of getting everyone in melee range as 50% are on 25mm bases. With no buffs other than Idolator Lord giving them Mark of Khorne and them charging, they're averaging 14 MW and a further 10 unsaved wounds vs a 4+ save. Even against a 2+ save that's averaging out to 13 unsaved damage overall. Now obviously this doesn't take into account ward saves, positioning, potential casualties etc. But it's pretty crazy that a 200 point unit has that much offensive output. And sure SF are not what you'd call durable, but say 3 units only sets you back 600 points and fulfills your battleline requirements (although StD isn't hurting for that).
  6. The thing is that 50% of the Splintered Fang are on 25mm bases. So it won't be massively hard for them to fight in two ranks after the season changes.
  7. A temporary thing at best. Dollars to donuts it'll change (as well as Bloodstoker) to BoK only in the next Khorne book. So if you have an appropriate proxy go nuts, but don't invest money in it.
  8. +1 to run and charge are pretty easy to parse, especially for a melee only footslogging unit that has easy access to run + charge and potentially a 3d6 charge.
  9. To be fair Warriors are inherently pretty tanky, so making them Khorne and using them to bully other "objective holder" units is playing into their strengths in a way.
  10. Take it with a pinch of salt, but I heard from the leaked playtest that Furies are much the same except getting a 6+ save but having their bravery ditched down to 6.
  11. It's certainly a possibility, it would be an average of 28" threat range assuming a 6 on the run roll and the 3d6 charge buff. It could catch someone unawares, although it's just as likely to be stopped by screening. And even with Be'Lakor on the battlefield it's still only a ~58% chance of him coming back.
  12. Eternus can just "work" in any sub-faction. Sure he won't get the benefits unless in LotFP, but in sub-factions like HotE or Despoilers that doesn't actually matter. And his extra CP ability is just tied to being near Legionnaires/Furies, which are both decent chaff in their own respective ways. You don't even need to take him with Be'Lakor, although the 7+ revive is very nice. But you have to wonder if he's worth it over a Lord on Karkadrak, who can get the Mark of your choice/command traits/artefacts, is comparable in hitting power, has an inherent MW save and can give Chariots/Knights Strike First.
  13. I can see a Despoilers "Monster Mash" with Soul Grinders having some success. 20 Wounds and a potential 3 wound heal is pretty beefy, plus Mark of Khorne giving them 3 extra attacks on the charge or Slaanesh meaning they can run, shoot and charge. Marauders are possibly the most milquetoast warscroll in the game now. Will have to see what the Darkoath/Cultist units look like, but I'm guessing we won't see much of Marauders except in Ravagers now. Marauder Horsemen do exactly what you want a light cavalry skirmisher to do and nothing more. Relatively cheap, fast and annoying. Even somewhat resilient to incidental ranged now so I can definitely see a place for them. Myrmidon is very blah. Not that it's awful, but there's multiple more compelling options in the same points bracket. Exalted Heroes are weird and again there's more compelling options for not many more points. Cheap Wizards in Cabalists is certainly a thing, especially with Mark of Tzeentch as with Sword and Shield they're tanky enough to be up field and so they'd be able to leverage Warp Reality.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Actually scratch that, MoT still gives re-roll saves of 1.
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