Jump to content

Argonoch

Members
  • Posts

    23
  • Joined

  • Last visited

Everything posted by Argonoch

  1. Yeah I think its a dumb rule. I think it makes sense to not be able to stack positive buffs but I think it should be worded so that its only your own buffs that you have to choose between and the enemy buffs still trigger
  2. I agree, the drones are awkward in a unit of 6, however once 1 of them dies they can move however they want and usually my opponent will kill one. I do need to play more with them because terrain is in fact an issue but will have to see. They did amazing for me at the London Open surprising all of my opponents with their damage output when they have blades of putrefaction and all out attack. The warriors I havent tried yet but on paper they just seem very very tanky. They have a 3+ save and with the harbinger of decay a 5+ ward. With blades of putrefaction they also swing back very very hard, with two hand weapons and all out attack you are hitting on 2s rerolling, and 5+ causes mortals so I will reroll anything that is below 5+ and fish for the mortals. Its at least 20 attacks but if you form them in a zigzag to get the back rank in between the front you could in an ideal situation get all 20 in for 40 attacks, and with a GUO thats even more. When I played before with pure daemons I found my blob of 20 bearers with a bilepiper and scrivener combined with the GUO did really well on one flank but then my other flanks would collapse without the sloppity buffs so I'm thinking of trying a flank of mortals and a flank of daemons with similar buffs. If not I might just double up on 2 sloppities one on either flank but as Bibob mentioned One Last Gift is the biggest output of damage I find from the plague bearers as their attacks are somewhat lacking. Not sure about trying the Beast of nurgle, it looks nice but also so expensive for a single model...
  3. Thoughts on this list, plan is to play on two flanks, mortals on one daemon on the other and have the flies be the hammer for where theyre needed. With the sloppity buffs the flies can kill a mega gargant in 2 turns especially with +1 attack from the GUO. A bit sad I cant take endless gift but I feel like wanderers is necessary and Inneed the extra relic for the magic tome so HoD can cast blades. I could replace the untamed beasts and lifeswarm with a sorcerer to be able to cast blades instead but I feel the pregame move on untamed beasts is too vital. Will need to try it out and see how it goes. Allegiance: Nurgle- Host of Chaos: Munificent Wanderers- Mortal Realm: Ghur- Grand Strategy: Hold the Line- Triumphs: IndomitableLeadersGreat Unclean One (350)**- General- Bile Blade & Doomsday Bell- Command Trait: One Last Gift- Artefact: Mucktalon- Lore of Virulence: Glorious AfflictionsSloppity Bilepiper Herald of Nurgle (130)**Harbinger of Decay (145)**- Artefact: Arcane Tome (Universal Artefact)Battleline20 x Plaguebearers (220)*- Reinforced x 110 x Plaguebearers (110)**10 x Plaguebearers (110)**Units6 x Plague Drones (390)*- Reinforced x 120 x Chaos Warriors (400)*- Pair of Hand Weapons- Mark of Chaos: Nurgle- Reinforced x 19 x Untamed Beasts (70)Endless Spells & InvocationsEmerald Lifeswarm (60)Core Battalions*Hunters of the Heartlands**WarlordAdditional EnhancementsArtefactTotal: 1985 / 2000Reinforced Units: 3 / 4Allies: 0 / 400Wounds: 147Drops: 9
  4. Is it still possible to put my name down for the reserve list. Probably wont get it but worth a try Phillip Andreev philip-andreev@hotmail.com
  5. Ah okay, maybe its just the people ive seen playing with it never modelled the bell 😅 Also another question. With the new command trait for Munificent Wanderers, is it 1 MW dealt at the end of the attack sequence if any dice to hit were 6. Or 1 MW for each? Because I know people played it the latter way with the nurgle daemon prince command ability and it got FAQ'd that it is only 1d3 if at least 1 hit roll was a 6. So unsure if its gonna be the same thing with the command trait for Munificent Wanderers or if it will actually be fairly brutal against high attack armies.
  6. Im new to Nurgle, started slaves to darkness but thinking I might dip my toe into some nurgles rot with the new chaos campaign book. Just wondering why more people dont seem to use the bell on the GUO? I know it isnt very good damage wise but the buff it gives to the otherwise slow army surely makes it worth it.
  7. If he floats in the middle of them I dont see why not. They are roughly an inch base so you can rank them up 10x3 and fatemaster has 18" diameter
  8. Maybe Im missing something but from the keywords and abilities the Warqueen, Myrmidon and Chieftain are pointless unless youre running a warcry army. Despite the allegience ability saying all heroes have the Aura of Chaos ability. Neither of those 3 heroes have a mark, neither undivided nor the option to be given a mark so they cannot provide an aura of chaos. I was really looking forward to making a marauder themed army led by a warqueen and chieftain but if they dont have an aura of chaos then why even use them?
  9. ooh yeah didnt think about that, 19 potential charge sounds juicy... Also with chariots, the mortal wounds that only counts the number rolled on the dice right? I wouldnt be able to roll an extra 3 dice if I whip the chariot with a blood stoker
  10. I have a question, more rules than anything else but a potential strong thing. With marauders they add 1 to their charge cause of the drummer and change the lowes roll to a 6. So on average they get an 11" charge, with a bloodstoker that goes up to 14". I know in AoS you don't need to declare youre charge target before you roll so is there a restriction on charge distance? As I know in 40k you cant declare a charge on anyone more than 12" away.
  11. No he inflicts the 2 mortal wounds and then continues with the extra attack generated. I remember this question came up when Hedonites came out. It says the attack sequence ends for that attack, but the extra attack from a 6 is counted as a seperate attack so doesnt inflict 2MW
  12. What do people think of 10-15 marauder horsemen? 15 shots at 3+/3+/-1 seems decent and they arent terrible in combat anymore
  13. Just thinking, Herald on exalted seeker chariot with a blade of symmetry. Thats 9 attacks with 2 damage each which exploade on 6s. Seems pretty damn sweet...
  14. Hellstriders maybe not that bad? Hear me out here. They lost their -1 to hit bubble sure, but lets be honest it was really strong. They did instead get +1 to their save. So they are 2 wounds with a 4+ save thats the same as chaos warriors. Chaos warriors are 90 points for 5, these guys are 100 points for 5. What do you get for the extra 10 points? You get a massive 14" move, you get 1 extra attack and you can re-roll charges. Plus if they kill something they get an extra attack for each of their melee weapons next time. The other benefit is that you either get a -1 rend on their claws or a massive 3" range on their whips. If these guys are in the seeker battalion they can pile in from 6" away so you could keep them sitting behind your daemonettes or a chariot or hero and then when the enemy charges in and fights these guys can just whip them from 3" away without any fear of retaliation. Granted they only get 1 attack each with the whips but its still something. Honestly though these guys are just way better chaos warriors and they're battleline so they can fill that slot for cheaper than daemonetts. I wouldnt tell people to go out and buy these guys, definitely not, but if you already have a few like me, I wouldnt just throw them away, they can still be useful especially since you can buff them with mortal chaos abilities.
  15. Horrors are really nice, splitting into blue horrors makes them very strong for screening and taking objectives. The other daemons arent too great... Flamers are really strong but just are too expensive to justify taking compared to Enlightened. The Exhalted flamer is actually okay, but Ive never had great luck with him. The screamers suffer the same problem as the flamers, they are 100 points for basically the mounts that enlightened stand on, for an extra 40 points you get more attacks and more wounds, though they can be nice against monsters. The models are still nice to have because you can still summon them, and screemers are nice for summoning because they are very fast and can take objectives far away. Its a real pity theres no start collecting set for tzaangors, could easily have a shaman, 10 tzaangors and 3 enlightened in a box.
  16. I dunno, I feel the curseling is better cause he doesnt need to roll a 9 to bounce it and it means hes technically cast 4 spells a round if he manages to bounce both. Also I feel like arcane sacrifice on the summoner is more important than the giving the LoC magic supremacy
  17. Yeah I really want the big boys, LoC and Summoner, and also the scribes for guaranteed magic. I feel like the curseling is needed because realm spells are in use so more people will be using wizards to make use of them so i think he has a good chance to shine. Ogroid is one of my favourite and his spell is amazing. But I do see your point, if I had 3 more enlightened I would drop the magister to make it 9, but I only have 6 sadly. Similarly I would like to keep the scribes just because they basically guarantee I get all my spells off. Not too sure what would be worth including in place of the magister really if I did drop down to 4 wizards.
  18. The silver tower errata on the warhammer website is dated July 2018, whilst the warscroll on the app is January 2019, so would that not mean the App would be the one that is used?
  19. Oh okay, I'll have to look it up, maybe I can put together 4 familiars, I have a a spare vulchar from the acolytes and a familiar from a chaos terminator lord, might just green stuff 2 others. And yeah, its hard to decide, it really comes down to what I'll be fighting, if there is gonna be a lot of FEC then shackles are nice to slow them down. But the 4+ save on the warriors, combined with maybe a shield of fate spell will make them hard to shift. I dont think I can fit a sorcerer lord in, Definitely not with the 10 warriors and its only the warriors that would really benefit from his buff. Plus I like the magister for the chaos spawn summoning and the potential for double casting. Granted Spawns arent great alone, but still a bit of a distraction and a good way to block enemy movement potentially.
  20. From the app it says that your opponent decides how the wounds are allocated onto the Gaunt Summoner, so he doesnt really have the extra wounds unless they are self inflicted. Ultimately though I dont have the silver tower model, so no familiars, and doubt I could get them together in time for the tournament. I do see your point about the tzaangors though and the spell portal, I didnt realise you can only cast a single spell, that does definately reduce the power of it. So how about if I drop the portal, tzaangors and shaman. Add in a magister, 6 enlightened and 10 chaos warriors. Or would I be better off with 20 acolytes and soulsnare shackles instead of the 10 warriors?
  21. Have a small 2000pts tournament in the FLGS. Haven't really played Tzeentch at higher points levels before but thinking of playing this list. The tournament is 3 rounds using all the realmwars rules, including commands and spells, and the battles are in the Realm of Life. 1st battle is duality of death with a quagmire, 2nd is scorched earth with seeds of hope and the 3rd battle is better part of valour with a lifespring. --HQ-- LoC - Mark of the Conjurer Shaman Curseling Blue Scribes Gaunt Summoner - Arcane Sacrifice --Battleline-- 10 Pink Horrors 10 Pink Horrors 20 Tzaangors --Endless Spells-- Vortext Cogs Spellportal Pendulum I basically want to maximise the summoning potential as Im not sure what kind of armies will be here. The 20 tzaangors with the shaman are there for a tough battleline to take on the tougher units and the shaman to buff them and bring them back. I suspect there will probably be a lot of FEC players potentially. I thought of using the lifeswarm instead of the spellportal but I like the idea of an alphastrike infernal gateway on the enemy warlord. I have 6 tzaangor enlightened but Im not sure how I can fit them in really. Unless I drop the tzaangors to 2 units of 10, only one unit of pinks and drop a couple of endless spells. But I feel like I lose out too much that way :/
×
×
  • Create New...