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decker_cky

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Everything posted by decker_cky

  1. They were 250 pts before, so it's a significant improvement reduction. They're actually incredibly resilient for their points compared to other monsters. The place they'll probably shine is in slaanesh lists with the daemonsteel contingent with multiple soul grinders. +1 to hit and +1 save is ridiculously good value for 110 pts.
  2. Think you miss the point of this faction. The biggest benefit is that you can swap the general, which swaps what and where your stronger auras impact. The summoning is pretty good though, for summoning in 10 marauders that can auto charge.
  3. Khorne battalion rerolls 1's too. But chaos has very few action bonuses to hit.
  4. Almost every recent army has had significant changes to their warscrolls when they get a book.
  5. GW will have to ramp up the Slaves allegiance abilities significantly, otherwise either Slaves will be underpowered, or the units will be abusive in the best available marked army.
  6. Huge price increases are expected - but any price increase will be tempered by the existence of the start collecting box.
  7. +3 move is only a tiny increase on average compared to guaranteed 6 to run, which you burn with other armies when it counts. It is also less of an increase on average than run and charge, that a lot of armies have.
  8. Deathguard feel like you're throwing a handful of Legos, but they're generally legible and seem to roll in a fairly balanced fashion. I think they're the best of the bunch.
  9. Tournament organizers are free to make any house rules they want.
  10. To clarify, whoever finishes deploying first chooses whether they want to go first. It is often advantageous to go second because it sets you up for a potential double turn (and means you are not worried about double turns until you have benefited from one). With beasts, you can create real issues since you can make 1-3 drop armies that threaten first turn charges deep into enemy territory (with a shaman and a CP on the run, centigors can charge 24+2d6", averaging 31"), meaning your opponent needs to deploy as if you are going first and likely to charge, even if you do not intend to do so (its an option you should consider though, since many armies rely on command abilities to provide defensive tech).
  11. In beast allegiance its nice - cheap, flexible and easy to get a one drop army. From time to time you'll even get benefit from the battalion ability. In slaanesh allegiance it turns the units up to 11.
  12. Unless you play in a meta where 2+ and 3+ saves are everywhere, bullgors will always be outshined by bestigors and enlightened. I haven't done the numbers in a while, but I seem to remember that 10 bestigors vs 3 bullgors are very comparable in terms of offensive potential.
  13. I'm wondering if there's a trick available with sorcerors on manticores. 200 pts for 12 wounds generating double depravity for wounds suffered, on a caster that can generate depravity at range, must be one of the best value summoning engines in the game. If you ignore the matching mortals/daemons (a bit of a trap IMO), you can make a one drop army that starts the game with 3 CP (3 battalions), generates a bonus CP each turn, and doesn't become CP hungry until the second wave starts from summoning. Something along this framework: Allegiance: ChaosLeadersChaos Sorcerer Lord on Manticore (200)Chaos Sorcerer Lord on Manticore (200)Chaos Sorcerer Lord on Manticore (200)Syll'Esske, the Vengeful Allegiance (200)The Contorted Epitome (200)BattlelineUnits5 x Chaos Knights (160)- Ensorcelled Weapons5 x Chaos Knights (160)- Ensorcelled Weapons5 x Hellstriders with Claw-spears (100)5 x Hellstriders with Claw-spears (100)5 x Hellstriders with Claw-spears (100)BattalionsSeeker Cavalcade (140)Total: 1760 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 112
  14. Doesn't the Devout Supplicants require a MORTAL SLAANESH HERO? I haven't seen the text clearly, but I assume it does to mirror Vengeful Throng. Syll'Eske is only mortal for the purpose of calculating the number of mortal and daemon units.
  15. I think @Ajmaus is asking whether the wording supports the mortal wound + heal on any unbind attempt. Looking at the wording in the main rulebook, it's kind of a mess: I think the intention is clear - unless the wizard (or cygor) succeeds in rolling higher than the roll used to cast the spell, the spell is not unbound. But its certainly not tight wording.
  16. Its a little annoying that the battalion doesn't include hellstriders as an option.
  17. Beautiful models....but the downside is the separate swords which need to be individually pinned on (and will nonetheless break). IMO the corsairs, black guard, and executioners are all clearly better than the plastics that would follow. I actually like the riders for the dark riders and cold one knights better than the plastics, but its no contest with mounts factored in.
  18. They're two separate units that happen to share a points cost. Why would they be a single drop? No.
  19. He is not, because the battalion doesn't have the bonded keyword great bray shaman as an option. Phantasmagoria of fate (tzeentch) is the only beastmen battalions grashrak fits in.
  20. Sisters of Battle were all metal weren't they? That means GW can cast small runs (even one-offs), and justify producing it until it's officially discontinued. Plastics are produced in large runs so if stock is running low, and the line was planned to be discontinued in six months, it wouldn't make sense to make another large run of plastics.
  21. Unless I'm missing something, that's 5 drops (Grashrak's despoilers is 2 drops)
  22. Very unlikely that 30 bestigors can all strike in a single combat given their base size.
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