decker_cky
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Everything posted by decker_cky
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Wildstalker Brayherd cannot be taken in a Beasts of Chaos army (except as an ally in a ludicrously large army) because it has Brayherd, and not Beasts of Chaos, allegiance (same reason there needed to be an errata to correct the marked battalions).
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https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_grand_alliance_chaos_errata_en.pdf Pages 27 and 187 – Daemon Prince, Summon Daemon Prince Remove this spell.
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You can't but if the ungors are charged and enlightened end up within 3" of an enemy model, they can pile in and attack (this is the ideal use of foot enlightened - creating no-go zones from relative safety).
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Something like this 3 drop army? Allegiance: NurgleLeadersGreat Bray Shaman (100)Great Bray Shaman (100)Great Unclean One (340)- Plaue Flail & Massive BileswordBattleline40 x Ungors (200)- Mauls & Half-Shields10 x Gors (80)- Gor-Blades & Beastshields30 x Plaguebearers (320)Units10 x Bestigors (120)10 x Bestigors (120)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)BattalionsPestilent Throng (200)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 168
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- maggotkin of nurgle
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I think enlightened on discs very likely boost up to 160 pts next GHB. Skyfires could drop without causing issues. Tzaangor hordes would make sense to drop in points too.
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In beasts, it's a decent buff for the battalion and that's it. Khorne has a few auras that affect all khorne units I think, but not much there. No change in allies. What it allows you to do is take khorne marked beastmen in a khorne army, along with all the khorne buffs that entails. The marked battalions are also all really flexible, allowing you to build armies with 1-3 drops without a unit tax.
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Q: Some units have the battleline role if they are in an army with allegiance to a specific faction – for example, Judicators are battleline in a Stormcast Eternals army. Say I built an army that could have allegiance to a faction (e.g. Stormcast Eternals), can I use the Grand Alliance allegiance abilities for the army (e.g. Order), while still counting those units as battleline? A: No. https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_core_rules_designers_commentary_Basesizes_en.pdf Also, the army wouldn't even have beasts of chaos allegiance if you took anything other than beasts of chaos units.
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I think Nurgle is the standout in terms of overall kit for a non-BoC army: Tzeentch has a huge asynergy, in that the battalion benefit is less useful in the tzeentch army that gets its summoning bonus from casting a ton While it has the best battalion benefit and some great support in the khorne army, the only battleline in the khorne battalion is gors, meaning you likely deal with at least some of your battleline outside the battalion. Nurgle has solid consistent summoning, good character selection, a great spell that all nurgle wizards gain, gors and ungors as battleline, bestigors and centigors with their innate +1 to hit are great targets for blades of putrification. The idea of taking 7 individual chariots for mortal wound spam is hilarious. Slaanesh I'm leary of opining on, since a new book is expected soon and you never know how things will change. For now, shaggoths are great sources of depravity points, and its neat that you can take centigors or chariots as the tax units. Daemonettes are so good right now and battleline, so it's tough to imagine taking beast units over them in a competitive sense (aside from maybe a screen of 40 ungors).
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Some things to consider with taking beasts of chaos in marked armies through the marked battalions: Bestigors, Bullgors and Dragon Ogors are only conditionally battleline in beasts of chaos armies - sorry, no pure bullgor khorne armies. Tzaangors are always battleline except in beasts of chaos armies with non-tzaangor shaman generals (ie, they are battleline in tzeentch armies) Non-tzaangor shaman beasts of chaos characters in tzeentch armies cannot take magic items, command abilities, or tzeentch spells in tzeentch armies. Beasts of chaos characters in nurgle armies cannot take magic items, command abilities, or nurgle spells, except for foul regenesis. Foul regeneris is a big boon to taking multiple bray shamans in a nurgle army. Beasts of chaos characters in khorne armies cannot take magic items or command abilities. There are almost no tzeentch buffs that will apply to beasts of chaos units in a tzeentch army, except for the allegiance ability and blue scribes. Stand-out khorne buffs that will apply to beasts of chaos units: bloodsecrators and bloodstoker. Stand-out nurgle buffs that will apply to beasts of chaos units: Great unclean ones and glottkin. The wheel + great bray shaman + great bray shaman allow for some absurd speed in nurgle armies. Remember that marked armies can still take beasts of chaos endless spells and your beasts of chaos characters can still cast them.
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Everchosen battalions were just badly underpriced for their effects and flexibility in previous GHBs, which meant they were popular. They could have been balanced by cranking plaguetouched and fatesworn up to ~250 pts (the khorne and slaanesh ones were not issues). Beasts of chaos battalions are very flexible, but their effects tend to be marginal compared to other battalions.
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I think GW just wants battalions to stay in their lanes - it applies to lots more than everchosen (nighthaunt in legion of nagash, for example).
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Correct. If you look at the Tzeentch entry in GHB2018, they're battleline. In the beasts of chaos book, they're battleline in beasts of chaos armies if a tzaangor shaman is general. The FAQ just means that the beasts of chaos book didn't remove them from battleline in non-beasts of chaos armies (GA chaos or tzeentch allegiance).
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Every spell, artifact and command trait has another restriction (mortal/arcanite/daemon) that means non-tzaangor shaman beasts of chaos characters do not have access. Nurgle has their default spell that all nurgle wizards have access to, and slaanesh command traits and magic items are unrestricted.
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- disciples of tzeentch
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Not sure how good it will be for tzeentch, since aside from Tzaangor shamans, none of the beasts of chaos characters have access to Tzeentch spells, command traits or magic items. There's also not really any generic tzeentch buff abilities out there (blue scribes spell is the only one I can think of). Tzeentch armies either aren't going to get value from their summoning or aren't going to get any value from the battalion ability. 200 pts for the battalion eats into the value you would get from Beasts units for cheap bodies and cheap hard hitters.
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- disciples of tzeentch
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I don't think you can go wrong with bestigors. MSU is a cheap and potent heavy hitter, while hordes are super cheap at 300 pts. Small support units will likely be more popular, but I bet there will be some very successful armies taking 3 x 30 as battleline.
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Each row is a different type of attack, bottom is a sum. Bottom one is what you care about. For example, last two rows from Sword of Judgment are the multiple wounds triggered on the initial attack and on the rerolled 1's to hit. It's factored in, see above. I realised that I was being too generous to sword of judgment because I wasn't cutting off normal attack values when a 6 to hit was rolled. The sword of judgment is clearly worse against heroes and monsters unless they have a 3+ or better save or a 4+ or better fixed save.
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Calculations for attacks against a hero (so rerolling failed wounds). Gnarlblade No save 4+ 5+ 6+ 4+ fixed 5+ fixed 10.66666667 1.777777778 12.44444444 8.296296 10.37037 12.44444 6.222222 8.296296 Volcanic Axe No save 4+ 5+ 6+ 4+ fixed 5+ fixed 7.111111111 4.740741 5.925926 7.111111 3.555556 4.740741 1.185185185 0.790123 0.987654 1.185185 0.592593 0.790123 1 1 1 1 1 1 0.166666667 0.166667 0.166667 0.166667 0.166667 0.166667 9.462962963 6.697531 8.080247 9.462963 5.314815 6.697531 Sword of Judgment No save 4+ 5+ 6+ 4+ fixed 5+ fixed 2.666666667 1.777778 2.222222 2.666667 1.333333 1.777778 1.185185 0.444444444 0.296296 0.37037 0.444444 0.222222 0.296296 0.148148 3.5 3.5 3.5 3.5 3.5 3.5 3.5 0.583333333 0.583333 0.583333 0.583333 0.583333 0.583333 0.583333 7.194444444 6.157407 6.675926 7.194444 5.638889 6.157407 5.416667 Gnarlblade is much better than either Sword of Judgment or Volcanic Axe (better against all targets). Volcanic Axe is actually better than the sword of judgment unless you're against 3+ saves or unmodifiable saves (though these are close enough that its more a value call of spiking damage with the sword of judgment vs consistent damage of the volcanic axe). Without running the numbers, sword of judgment is obviously a distant third against non-hero non-monster targets.
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Did the calculations for various saves, plus fixed 4+ and 5+ saves (Nighthaunt). The mortal wounds from the bullgors make a big difference there. Crushers do more damage against units with no save, and units with a 5+ fixed or 6+ fixed. Something else to remember in this comparison is that I am comparing model to model - the bullgor champion is not factored in, which adds a high quality attack (and another shot at bloodgreed). Crusher Dragon Ogors: No save 4+ 5+ 6+ 4+ fixed 5+ fixed 2.666667 1.333333 1.777778 2.222222 0.5 0.25 0.333333 0.416667 3.166667 1.583333 2.111111 2.638889 1.583333 2.111111 Sword and board minotaurs No save 4+ 5+ 6+ 4+ fixed 5+ fixed 2 1.333333 1.666667 2 1 1.333333 0.416667 0.416667 0.416667 0.416667 0.416667 0.416667 0.5 0.25 0.333333 0.416667 0.25 0.333333 2.916667 2.00 2.416667 2.833333 1.666667 2.083333
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Against things with no save, AHW bullgors cause slightly more damage than AHW dragon ogres, and GW bullgors cause the same amount of damage as AHW dragon ogres (AHW dragon ogres, along with draconic crusher dragon ogres, cause the most damage). Against things you are much more likely to see in the real world, bullgors cause much more damage. For example, against a 4+ save unit, a bullgors with GW causes 2.58 wounds per turn average, while the dragon ogre causes 1.58 wounds per turn.
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This is why I think you want a second Beastlord (possibly with volcanic blade) so you have two possible bubbles to choose from when a beastlord gets a kill.
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Eyes of the nine warscroll is up. I'm not feeling smart enough to figure out if there's actually any value to it. https://whc-cdn.games-workshop.com/wp-content/uploads/2018/10/aos-warscroll-eyes-of-the-nine-en.pdf
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- disciples of tzeentch
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I mean....the obvious difference is that the skyfires do it without needing to put themselves in danger. 24" is ridiculous range. Tzeentch armies have destiny dice for the shots that matter too. Skyfires may be a bit overpriced currently, but they're still a very potent unit that can play a role. They're more resilient than you think and they hit surprisingly hard in combat.
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- disciples of tzeentch
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Regarding spells from lore of the twisted wilds aside from Vicious Stranglehorns: Savage dominion, as mentioned, is quite good (but situational). Tendrils of atrophy is solid on a tzaangor shaman, as they tend to be pretty close to the battle. Also a good option for a bray shaman on a balewind vortex as well (good boost for savage dominion too, not to mention the value of pulling forward a unit which the same wizard can then debuff). Wild Rampage is really good on either bray shaman or tzaangor shaman - rerolls are awesome despite the drawback. Titanic fury is great, but obviously is highly dependent on your army composition (You'll want at least 2-3 Shaggoth, Ghorgon, Chimera or Gargants). So aside from Viletide, they all have solid uses.
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The spawn that are generated from characters would be nurgle and darkwalkers, but would not explode as they cannot be part of the battalion. To answer the greatfray question, look at the command abilities. I see very good reasons why you would want some of the command abilities, particularly the shaggoth ones.
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