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decker_cky

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Everything posted by decker_cky

  1. Yeah, as expected: brayherd allegiance warherd allegiance thunderscorn allegiance tzaangor stuff, and a selection from monsters of chaos. From monsters of chaos: jabberslythe centigors gargant chimera cockatrice, and razorgor. So far no big surprises (aside from 3 flying monsters, including 2 finecast, making the cut), and no new or returned units that weren't included in the grand alliance. Also no beastlord with great weapon.
  2. Yeah, compendium morghur was much more tame (probably worse and less thematic than what I described). 6th edition morghur was the best, when he defined the entire army (your army had no general, but could make hordes of spawn from all nearby units, and he gave bestigors the skirmish+ rule beast herds had). Crazy and didn't fit 6th edition warhammer, but evocative. His 7th edition iteration was much more tame, as was his compendium iteration.
  3. Do you really need a hero that rolls a die for each nearby unit at the start of the hero phase, causing d3 mortal wounds on a 6, summoning a spawn if one or more models are killed? Because that's what morghurs ability would look like in age of sigmar. I have 30+ centigors and ghorros that I'd love to use. That said, I'm really hoping for a 3 ghorgon formation that's effective for its points.
  4. They are very different already. 30 bestigors are 300 pts (similar to 20 tzaangors) and the bestigors have a much higher damage output (and come with one of the few +1 to hit abilities in the entire chaos faction). Tzaangors and tzaangor support units minus fate dice won't be anywhere near as dominant as they can be in tzeentch. The ability to guarantee a moderately long run/charge, or guarantee some MW from skyfires cannot be underestimated. I'd be surprised if the thaumaturge made it into Beasts of Chaos. None of its keywords are anything likely to be imported, unlike tzaangor stuff with the GOR keyword. Hoping centigors make it in, and ghorros makes it in as a generic centigor hero. edit: I also don't expect a wholesale importing of all monsters of chaos into the faction, though I'd love for them to be included.
  5. I think brayherd is in the best condition it's been under any GHB. The brayshaman's new spell is way more useful than a high cost summon, and the points discounts make the army much stronger overall. Agreed. The minor factions are also in dire need of battalions too (could be just giving them back the compendium).
  6. I don't really care about ambushing generals (much less important now too since non-generals can use command abilities). I think the herdstone deployment rules are worse than GHB2017, since it allowed you deploy much further forward. Under the old rules, it could be ~10" beyond your deployment zone (general at edge of the deployment zone, nearest edge of a 4" herdstone deployed 6" out. The advantage now is that the herdstone deployment isn't tied to the general, so is more flexible. In most cases it's not a major difference, but there's some battle plans where the herdstone is forced to deploy way too far back (for example, total conquest and relocation orb).
  7. It definitely has some limitations. I don't think you can include maggotkin formations (not specifically allowed, so FAQ killing plaguetouched applies here) or named characters (explicitly don't gain tamurkhan keyword, so can't be taken in allegiance), and you can't include nurgle slaves to darkness or everchosen units, so it is a tradeoff.
  8. Good call. With chromatic cogs and forward to victory, you can make the trick surprisingly reliable. That said, there's a bunch of other similarly reliable alpha strikes available to other armies so defending against those alpha strikes is going to be a necessary skill.
  9. If you're sinking 500 pts into this gambit, you should be buying the chromatic cogs to boost that charge to a 6+ needed on 2d6 (72%).
  10. Looking at a decent blight cyst with Glottkin and some plague monks, I don't think there's much flexibility: Allegiance: NurgleLeadersHarbinger of Decay (160)Lord of Blights (140)The Glottkin (420)Battleline10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)5 x Putrid Blightkings (160)Units40 x Plague Monks (240)- Woe-staveBattalionsBlight Cyst (220)Total: 1980 / 2000Allies: 0 / 400Wounds: 172
  11. Glottkin triple tapping his command ability with a unit of plague monks (with staffs) breaks the game since there is no longer enough time to roll all the dice (each of 40 models gets 6 foetid blade attacks and 4 woe stave attack on the charge). And that's just one unit in his large bubble effect...
  12. I've always considered the beastlord's command ability lackluster because it relied on your general getting in and killing something in combat, but I just realised that under the new rules, having any one of several beastlords kill in combat is enough to trigger the command ability. That's a BIG boost to the list overall, and probably justifies taking 2-3 beastlords in a pure brayherd list.
  13. One of the bodies has a belly bell that you can use as a musician.
  14. @Lardidar: Bestigors and Bullgors really do the same thing, so it probably makes more sense to take cheaper units with bigger numbers to best support the bullgors rather than the hittiest unit. I think a unit of 30 raiders plus a unit of 20 raiders might work to support a warherd army (or even just a bunch of gors/ungors). I'm liking the idea of double cygors to make magic heavy armies uncomfortable.
  15. Best part of 300 pts for 30 bestigors is that it lets you fit 30 bestigors and a bray shaman in the allies allowance. Perfect addition to any army that can take brayherd allies and needs a fast hard-hitting unit (and adding devolve to isolate units is a potent tool). For the same reason, I'm really disappointed that bullgors aren't 140 pts which would have allowed 6 bullgors and a doombull in 400 pts - a perfect ally to slot in most anywhere. @Frozenbeast: What do the doombulls do? They're not actually that killy for their points. In a list that's all brayherd, if you want to add some hard hitters, take a couple units of 10 bestigors (or a single unit of 20) for the same cost.
  16. You're short battleline (you only have 1).
  17. Yeah, the wildstalker brayherd needs a lot of models starting with minimum 3 gor units and 4 ungor units (and I need to go through my collection to verify whether I even have that many models ?). With 7 mainline units required, it's just not feasible to max out every unit to optimal numbers. With 160+ models, the list definitely is going to require an investment in movement trays to be feasible to play. Regardless of their actual shooting, 10 man ungor raider units are great for getting forward and denying space to allow your mainline units to score objectives early in games (denying space is huge in AOS, and brayherds foot speed allows them to play earlier on a number of objectives than most armies can). Any shooting damage the raiders cause is a bonus (not that they're bad at shooting). Bigger is obviously better, but you need to make sacrifices somewhere for the formation, and the bonuses are huge.
  18. Centigors (along with the compendium units) are the most egregious, but rolling them all together with warherd and thunderscorn, with the addition of a few more battalions, would make for a legitimate faction.
  19. Good catch - misread that on the screen capture I had. My list total is still right because I noticed I only included points for 4 chariots. 300 pt bestigors is awesome though - that's got to be one of the best point for point damage output units in the game and opens up wildstalker lists like this: 30 gors 210 30 gors 210 10 gors 80 10 ungors 60 10 ungors 60 10 raiders 80 10 raiders 80 3 x 1 chariot 120 beastlord 90 gbs 100 gbs 100 wildstalker brayherd 210 30 bestigors 300 30 bestigors 300 Total 2000
  20. While it will ultimately depend on the allegiance abilities and equipment, with the heavy discounts to brayherd and the new spell, I think the wildstalker brayherd could be a legitimate list to run. Something like this: 30 gors 210 30 gors 210 30 gors 210 10 raiders 80 10 raiders 80 10 raiders 80 10 raiders 80 5 x 1 chariot 160 beastlord 90 gbs 100 gbs 100 wildstalker brayherd 210 30 bestigors 340 Total 1950 Chariots are dirty cheap missiles you can ambush with to charge solos and missile units or to flank units. Comes with 4 large blocks and speed to burn, and hits hard within the battalions bubble.
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