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SpiritofHokuto

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Posts posted by SpiritofHokuto

  1. 5 hours ago, Cambot1231 said:

    Can Be'lakor fit into the Godsworn champions of ruin and be chosen to fight twice with the battalion ability?

    No I don't believe he can. I think only bolded entries refer to keywords, otherwise they refer to specific unit names.

  2. On 5/19/2021 at 3:01 AM, Rors said:

    Who knows when Slaves will get their next book.

    Looking at the gravelords and stormcast rumours, it looks like AoS3 will be an edition with generally more armour. I suspect this will put us in a really difficult place as the strength at Slaves do have are mostly defensive and the meta will shift to more anti-armor choices. On top of this our book is extremely light on rend.

    It's a natural part of how the game cycle works but I suspect from here we'll see Slaves slip further and further down the rankings until we get a new book update.

    Silver lining is it's a very popular faction and we get a lot of mini-updates with other releases so we probably won't have to wait as long as others, like our poor poor chaos bovine friends.

    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. 1 hour ago, Pyrk said:

    Hey all, I'm starting a StD army and Ravagers appeals to me.

    I'm not too keen on Marauders because the sculpts look a little dated to my eye, so I'm starting with SC and Cultists. I've picked up some Untamed Beasts since they sound decent.

    I'm partly a rule-of-cool player, so I don't need a relentlessly optimized army, but I am interested in opinions about other Cultists.

    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. On 3/29/2021 at 4:55 PM, Jefferson Skarsnik said:

    Eltharion put Arkhan over clean as a sheet in the middle of the ring at End Times 2015. I guarantee Arkhan has enough respect for this business and the boys in the back that he was damn sure gonna return the favours if Eltharion could still go
     

    Now in terms of a rubber match you almost definitely gotta blow this thing off with some kind of a gimmick, now whether that's a steel cage or something more ah hang on I've posted this on the wrong website sorry

     

    Reminds me of this I found, been proven false obviously but it's in the same vein.

    bigpoppanagash.jpg

     

    • Haha 2
  5. 24 minutes ago, LuminethMage said:

    Just a random post, no connection to any recent events whatever, but still might come in handy for some people - is my hunch ... 

     

    7B06F07F-D0A1-4D8F-8E6F-13897F0C0B8C.png

    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?

    • Confused 2
  6. 13 minutes ago, jhamslam said:

    I generally agree with this. But some of the stuff is just too on the nose for me here. 

    Like i called it when Gristlegore 1.0 came out, i see that same kinda stuff here.

    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. 1 minute ago, Athrawes said:

    Again I hear you, and no, it's not easy.

    BUt people have been able to tag the boats in combat for years, and they can literally teleport where ever they want. We are restricted by movement.

    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".  

  8. 2 minutes ago, Athrawes said:

    I do hear you. But compared to a kharadron boat, Either of the fox spirits have fewer wounds and a 5+ save.

    Mean comparatively so long as a moderately sized combat unit can tag him, he is probably dead.

    Trust me, the boats are much tougher to take down in combat than one of our foxes look on first glance.

    Isn't going to be the easiest thing to do, especially with being able to move 12" in both shooting phases. 

  9. 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.  

    • Like 1
  10. On 1/26/2021 at 5:43 PM, Ganigumo said:

    Agreed. Nurgle Iron golems are insane. Warshrine for +1 to save, base rerolls (or a nearby chaos sorcerer if you want to move them). These guys get to a 3+ rerollable/6++ (or 5++ if you bring a harbinger of decay...) Thats as tough as  petrifex was and they're dirt cheap at 7 points a wound. If you wanted to get really spicy you could bring in Glottkin for his +1 wound spell, and +1 attack CA...

    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. 

  11. On 11/29/2020 at 12:15 AM, broverpowerd said:

    Played a 3 game tournament with Knights of the Empty Throne Plaguetouched and ended 2-1 losing to Teclic Lumineth in the final round 25-26.

    My list was: 

    6x Varanguard grasping plate/magic armor

    3x Varanguard nullstone

    Sorcerer Lord mask of darkness 

    Chaos Lord

    15x Warriors sword/board

    5x Knights ensorcelled

    5x Knights ensorcelled

    Warhshrine

    Plaguetouched battalion 

    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. 

  12. 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.

  13. 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.     

    • Thanks 1
  14. 2 minutes ago, Shad0wStormed said:

    Why do you think that? Im leaning that way anyway like I said but id like to know why you think that :)

    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".  

    • Like 2
  15. 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 Tribe
    Mortal Realm: Ghur
    Doombull of Khorne (120)
    - General
    - Trait: Master Decapitator 
    - Artefact: Crowncleaver 
    Bloodsecrator (140)
    - Artefact: Gryph-feather Charm 
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    10 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 

    • Like 1
  16. 17 hours ago, Frowny said:

    Brief more tactical question: 

    How have people felt about the Slaves battalions? They don't quite seem generally useful enough for their cost to me...

    The extra fight phase seems the most useful, but limiting it to heroes/monsters makes it a bit hit-or-miss

    The laser cannon shrine is only ~4 mortals per turn even if you max it out. Does get you a 1 drop battalion though.

    The MW on extra charge seems the also a bit situational. RAW it appears like you could use it once everyone is already stuck in to do d3/d6 MW to everything you are already fighting. Maybe useful later in the game? But still ~10 MW seems a steep price.

    There also aren't a ton of useful artifacts and the command points are better bought just as is. 

    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.   

    • Like 1
  17. 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. 

  18. 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.  

    • Like 1
  19. On 11/29/2018 at 12:14 PM, Zeroken said:

    I haven't had the chance to try them as I actually have no archer models, but this idea of Forester and Rangers, aka. Ragged Brotherhood seems great. Useful, but doesn't seem OP. However there seems to be something wrong in Forester's command ability. It says:

    "...target PEASANTRY units from your army that are wholly within 12"..."

    It looks like we can target multiple units, which would make the 'Coordinated Strike' part of The Ragged Brotherhood redundant:

    "...all units in The Ragged Brotherhood gain the benefits, while wholly within 12..."

    I'm assuming Forester's ability was meant to be used on a single unit, is that correct?

     

    And The Returned are now, how Grail Knights needed to be before. Not just Knights+1, but each of them a great warrior. Possibly my favourite part of the battletome.

     

    Also, I saw people saying they didn't like the idea of Demigryphs in a Bretonnian army, and I agree. But what happened to The Great White Hart and Sons of Breton? Where they scrapped because of lore or rules?

    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. 

    • Like 1
  20. 3 hours ago, Requizen said:

    I was liking the look of Harvestboon for the speed and extra boost to Branchwraith summoning:

    Alarielle (Regrowth)
    Branchwraith (Lamentiri, Verdant Blessing)
    Branchwraith (Acorn, Verdant Blessing)
    Spirit of Durthu (Gnarled, Oaken)

    Dryads x20
    Dryads x10
    Dryads x10

    Kurnoth Hunters (bows)

    Forest Folk
    Harvestboon

    1980/2000

     

    Not sure on Spells/Artifacts since it's theorycraft at this point. Lighter on bodies, for sure, but I like the Hunters for a bit of teleporting ranged threat.

    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.

    • LOVE IT! 1
  21. 2 hours ago, Twh30 said:

    Hi there I’m running a winterleaf battalion and have a rules query. The units alarielle and branchwraith summon, do they gain the benefits of the battalion ie dryads extra attacks on 6’s

    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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