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decker_cky

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Everything posted by decker_cky

  1. They're a more recent release with a pitched battle profile, so are legal.
  2. I assume you're talking about in Beasts of Chaos allegiance? They're all nice, if only because they're super flexible and allow your army to be 1-3 drops without much work (I also find that I really want a second magic item in most of my lists). -Slaanesh is a cheap battalion that fits most everything. The reroll for charges is nice from time to time (doesn't have to be used to charge the character). -Tzeentch is nice because it fits the very good tzeentch units (once again...low drop list). -Khorne is probably the most potent buff. Even Bestigors - it's a got a to hit buff against most opponents (they're a lot more death/destruction than there was 18 months ago) and a once per game to wound buff to make you potent on a key turn. No ungors/raiders means it's a sacrifice for sure. -Nurgle is probably the least inspiring to take in beasts of chaos allegiance. In the marked allegiances, I think they all have their places (though I don't think tzeentch allegiance does much for beastmen).
  3. A few random thoughts: Because they have no marks, none of these units gain much from slaves to darkness allegiance. (bravery is nice, but nothing to write home about). Other slaves to darkness units with abilities that benefit these units: Sayl the Faithless (iron golems LOVE him) Chosen Warshrine Darkoath Warqueen Chaos Sorceror Lord Warshrine, and Chaos Sorceror Lord are the standouts there, and they (along with chosen) can be taken in a lot of armies (via marks). Iron Golems (objective holder), Splintered Fang (MW delivery system), and Cypher Lords (-1 to hit) are likely the easiest adds to a given army - they fill a role and do it for a value price. I think these will be popular allies. One unit that's interesting to me is unmade, you essentially have a bucket of worthless wounds that shield potent leaders. That means the unmade will remain a dangerous combat unit with blissful ones surviving to the end to pump out wounds - even moreso in a larger unit with multiple blissful ones. Obviously this situation comes up other places with mixed equipment, but the difference between a rank unmade and a joyous one is pretty stark. The units also have mixed base sizes, which means you'll be able to attack over a front rank of 25mm bases with your elites to maximize frontage. The multiwound models are interesting - they act as cushions for the purpose of battleshock, but against slaanesh, you can avoid giving up depravity early by allocating to single wound models first.
  4. Worth noting that the WHC article describes the models as "the first Bestigor, Ungors and Great Bray-Shaman specifically designed for the Mortal Realms", so it looks like it's 1 bray shaman, 1 bestigor and 4 ungors. I hope they at least give a shooting profile to the two spear ungors (javelins) - it it's 2 spear ungors and 2 raiders, it's a bit silly. Best case might be for the unit to be a bray shaman with a useful new unique spell and 5 reasonably priced ablative wounds (otherwise known as a bray shaman packing its own herdstone sacrifices).
  5. The beastgrave models barely do anything to the existing aesthetics of the beastmen - the poses are ever so slightly more dynamic, but most of the details fit right in with the old models.
  6. I was hopelessly optimistic, and thought GW might be really creative in how they tied the warbands to AoS, with things like giving the Untamed Beasts the Brayherd (but not Beasts of Chaos) keyword for ability synergy. It would have been so easy to justify fluffwise. Unfortunately, GW went with very simple warbands. There's still hope that the warbands will be made a bit more interesting when the eventual slaves to darkness/everchosen/etc.. battletome comes out, but based on what we've seen I don't hold out much hope.
  7. I don't think any of the underworld warbands are particularly effective in AoS matched play. They tend to have high points cost, and eclectic equipment and abilities. I think one of the khorne units is decent for being a cheap blood tithe point.
  8. It's a huge aura (7" from a huge base), and triggers on a 2+ (nearly every D3 MW aura ability in the game triggers on a 4+, which barely more MW on average than 1 on a 2+). Not good enough on its own, but I definitely think that if you have a nurgle list already (and beasts bring some great tricks to nurgle), filling out with a pile of single chariots as chaff is a solid choice. With the wheel, spells available, and a bit of shooting, typical 5 wound heroes can be put in a precarious situation, and that often shuts down or suppresses synergy your opponent planned to rely upon.
  9. What about cheap exploding chariot spam in the nurgle battalion (particularly in nurgle allegiance, which allows chariots to run and charge)? Also, how is 3 a choice when for 20 pts more, you have a unit of 4 chariots?
  10. This has been expected for a long time. The separation of slaves to darkness and everchosen has felt a bit artificial since the GHB released and factions started using allegiance abilities. Adding a pile of units through warcry only makes the approach more obvious.
  11. For those wondering about the fit of the mierce dragon ogre on a 90x53 base, I've taken a picture. The overhang is quite literally the toenails.
  12. https://mierce-miniatures.com/index.php?act=pro&pre=mrm_dkl_bry_gwy_mcv_501_000 That shot is him on a 100mm base (same model, just converted), so it should be fine on a 90x50, though the facing might look a bit strange.
  13. Shaggoth allegiance ability is pretty nifty for endless spells, since it lets you change the angle and/or close the distance before casting. Shaggoths are actually pretty cheap per wound for a hero (only doombulls have better value per wound for BoC). Summon lightning and beneath the tempest combine to make them very resilient if you need. Shaggoths are decent in combat, but not compared to a combat hero unless you get off summon lightning. Hailstorm and Sundering Blades are both top tier spells. Sundering blades is great because it can be used effectively by your herdstone babysitter. This also stacks nicely with his decent combat ability - while a shaggoth isn't a top tier caster, they can definitely jump into the fray from time to time to if something breaks through your lines.
  14. Doubling up on the Tarvax Starter Host (2x5 bullgor, 2 doombulls and 2 ghorgons for £129.99) is a pretty killed deal: https://mierce-miniatures.com/index.php?act=pro&pre=mrm_dkl_fmr_blr_ess_340_000 Worth noting that the mierce bullgor unfortunately don't have a musician. From the promotion:
  15. The other nice thing is that if you are paying the battalion tax, you can take 3x10 ungors for a 180 pt battle line - by far the cheapest option for nurgle (even 380 in battle line isn't far off their cheapest). With ungors being fast, cheap and exploding, they're excellent value chaff.
  16. No one runs those units because they're overpriced, so they reduced their price. Isn't that exactly what we as players should hope the annual price adjustments address? Worth noting that these are just some of the changes being highlighted - there may be other adjustments.
  17. If we assume horde drops by 30 pts, 180 pts for 30 would be nice. Still doesn't address the biggest value of ungors: their base size and how that allows them to support and screen hard hitters, but the unit is probably fair for its points. 160 pt enlightened on discs: fair. Hoping they match skyfires, tzaangors, and tzaangor shamans for the same points cost, but I'm not hopeful. 50 pt purple sun: Dope. A world with more purple suns is a good one.
  18. So I went digging through my storage and now have 3 suitable shaggoths. I haven't seen anyone talk about multiple shaggoths, let alone triple shaggoths. Their lore provides three great spells, they have multiple great magic item options (easy to have magic items on 2/3 in any battalion), they fit easily in numerous different battalions, and they have very good survivability for their points cost (in the army, only doombulls are less points per wound). How would you make a triple shaggoth list sing? I'm not convinced the list should even have any normal dragon ogres.
  19. Like any other goofy list, it has bad match ups. Should be able to devastate the front line and ruin the khorne support heroes before any summoning becomes an issue. The list might even lock the khorne list out of summoning options if you get first turn (you should be pressuring everything well into the deployment zone) and glottkin makes each chariot hit surprisingly hard.
  20. If doing a new release based on the TK range, you could tie the mortarch models, neferrata and arkhan into the range, since they tie into a lot of the design elements of the newer tk stuff.
  21. Glottkin (-60) 14 tuskgor chariots (-10 each) 6 x 10 ungors 2 bray shamans 2 x pestilent throng (-50 each) chromatic cogs (+20) Should work out to 2000 pts on the nose under the 'leaks'. 3 drops, easy first turn charges, and janky exploding units aplenty.
  22. I like beastlords as a gavespawn player. Gnarled Blade and Volcanic Axe means you can take two that are are extremely deadly to anything they strike before, and when they die, they were a cheap hero to source you a spawn. Multiple beastlords makes the command ability a bit more palatable too. The command ability sucks (a theme for beasts of chaos, tbh) and could easily have been an ability on the card in addition to a good command trait. Don't try to force the command trait and instead use the beastlord as a cheap missile you can use to deny area and to kill anything that comes within its deathzone.
  23. If those 'leaks' are true, nurgle beasts is the way to go with 150 pt pestilent throng and 50 pt chariots. 7 individual chariots for 350 pts with shamans for speed (13"), a feculent gnarlmaw for run and charge, and a reroll to charge for a fairly easy turn 1 charge on most chariots. They cause decent damage on the charge, then when they die, they explode, with a surprisingly threatening 7" aura from their huge bases. You can rely on the wheel to stack some extra damage to finish off support units that you catch. Pestilent throng (150) + 3x10 ungors (180) + 7x1 chariots (350) + 2 shamans (100) + cogs (80) = 860 for a pretty nice janky death bomb (12 units that can explode for MW) that covers your battleline.
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