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decker_cky

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Everything posted by decker_cky

  1. One option to add a bit of flex to the list is to use spawn to fill out required units.
  2. Can't every marked army ally in slaves to darkness, which includes gaunt summoner on disc?
  3. I'd be shocked if Tzaangors stay the same. They're a unit that's begging for the ardboyz and plague monks treatment to speed up the game.
  4. Chances are that one of blades or foul regenesis will be worthwhile each turn. Stream of corruption, mystic shield, arcane bolt, or an endless spell can also be handy in a pinch. It's also worth considering festus for only a few points more, then slapping him on a balewind vortex to pump out blades and curse of the leper within 20" each turn.
  5. If they really thought they were beasts, they'd get +3 movement from a bray shaman!
  6. Untamed beasts have a large overlap with ungor raiders (for advance movement/disruption) and centigors (for threatening alpha strikes). They're a nice unit, but they don't really add much to beasts. Now iron golems? Slap them into any beasts of chaos list and keep them away from the herdstone. Furies and hypnocat are both good adds to basically any army. Myrmidon might be good. Need some table time to decide.
  7. There's no reason to ever take Spire Tyrants unfortunately. If taking more than minimum, marauders put them to shame. If taking minimum units, I think splintered fang will average more damage against most targets and is much more resilient.
  8. You replied to a 15 month old thread. It dealt with a previous version of the battletome.
  9. Untamed beasts, cypher lords and unmade all do something unique and different for a slaves army. Splintered fang are nice for sacrificing in cabalists. Otherwise... you're right - marauders are miles better for marginally more points, and are battleline. Iron golems are nice objective holders, but tough units rerolling saves aren't exactly tough to find in slaves to darkness. They're better allies than they are in slaves.
  10. There's also the MW aura that's part of Plague Cyst. Its also naive to consider Plague Cyst without including the benefits of the Blessed Sons, which make for a much better comparison.
  11. Blight cyst is a 4 unit of blightkings plague cyst with a sorcerer and harbinger, but it can also include 0-6 additional cysts, and any number of additional rotbringers. So take plague cyst with 4 blightkings and necessary characters as the required units of the blessed sons, then add a full blight cyst as an optional part of blessed sons.
  12. Removes the horrible match ups that occur when you have an opponent that can easily bring -1 to hit. Now the unit is going to be more generally useful.
  13. Not today. I think you could legitimately take ghorgons as your hammers with the new price tag. Cygors are still a mish mash, but at least they're a cheap mish mash. 10 pts per wound means they're not squishy - kind of normal resilience per points. They do a lot of things, nothing particularly well, but in a world full of small support units they could surprise. One thing I've learned recently regarding piling in is that you can always pile in if you charged, even if nobody is nearby. That means multi charges can be used to hit back line units after smashing through a screen. With 6" pile in, you could probably do some unexpected damage to your opponent's screened units. Overall nothing special still, but worth knowing.
  14. Interestingly, you can now take a minimum blessed sons which includes a minimum blight cyst (so 3 rend units of blight kings, 4 plague aura units of blight kings), which gives the armour rerolls to the army, including the blight cyst.
  15. Not to mention that on top of all that....it casually has a passive 12" bubble of -2 bravery, which won't always come into play, but will be great against certain opponents.
  16. Without extra support, I'd rather the much cheaper iron golems as allies. Worth noting that for any allies to beasts of chaos that the herdstone will drop the saves of friendly non-beasts of chaos models in range (aside from belakor!).
  17. Khorne and Slaanesh have some nice buffs, but when you look at the allegiance buffs, the warshrine buffs, the daemon prince buffs and the battalion buffs, nurgle stands out as the clear best in my opinion.
  18. If you have sphiranx, it may be worth including the direflock in your army. There was a discussion a few pages back about using the direflock to disrupt movement, but against armies vulnerable to battleshock, stacking with an additional -2 bravery bubble with the large -2 bravery bubble from the sphiranx could turn games.
  19. Belakor is the one I've been eyeing for Beasts of Chaos. Both Khorne DP and Belakor are strong pieces that don't rely on slaves to darkness synergies to be effective. Sphyranx is another good one that should be in a beast player's toolkit.
  20. Woe unto the sad soul who has to play against those who dwell in the center of the venn diagram of magicians, age of sigmar players, and cheaters.
  21. The vast majority of the Tzeentch battletome has been changed in some way by an errata, FAQ or later army book release.
  22. Why wouldn't double warshrine stack? The wording on the warscroll clearly allows for stacking and I'm not aware of any general rule that would prevent it.
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