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Browncoat89

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Posts posted by Browncoat89

  1. You know the combination of the Anvil of Apotheosis, my considerations of running a more lore friendly list through StD or CoS, and what allies we are using though really makes me think about how it could be fun to use allies the same way. Run an allied blue scribes warscroll as a custom super powerful sorcerer prophet of Hashut or something like that. Just building a list with allies but then reskinning that ally as a lore friendly dwarf model just like you did with running Skarbrand as the K'Daai destroyer. I don't think I do that enough and I think it brings a lot to the army.

    • Like 2
  2. 36 minutes ago, Qrow said:

    I never thought of using the blue scribes, they would certainly help in the current magic heavy meta.

    I have used my k'daai destroyer model to proxy as skarbrand before and he can dominate some opponents, but I struggle to use models that don't stick close to the chaos dwarf vibe. The sphiranx is probably the most I have differed from the standard chaos dwarf type models, but maybe I should take a closer look at the ally options I have ignored.

    I used to run a Chaos War Mammoth a lot. I fit it in to the lore that one dwarven clan saved Tamurkhan in a battle and were gifted a War Mammoth that they now use for their kingdom's industry as a slave mammoth. It has smoke stacks on top and a large cage of bars for going out and collecting and transporting their hobgoblins or other captives from the battelfield. It was a good model but it lost it's giant fall footprint witht the new warscroll update. It was fantastic for keeping the heat off my artillery though. 

    • Like 1
  3. I hope we get a FAQ that will allow us exclusively to make Duardin wizard heroes in the Anvil of Apotheosis. I doubt we necessarily will but it would be cool. Seeing all the extra features that the other armies get to use almost make me want to run the lore and models on the mechanics of another army even more. It'll instantly give access to specific endless spells, bring back the original format of the army with hobgoblins, and all that. I mean we can still use the Anvil of Apotheosis in most friendly games, I doubt anyone will throw a fit at us using the Duardin ancestry even though they forgot to specifically put <Legion of Azgorh> underneath it but it is definitely still aparant that the army as a whole is just an afterthought most of the time.

  4. Well that is good news at least, no points changes either, no changes in the rules? I know there was some speculation on that when Forgeworld dropped the PDF downloads from the site. Well I suppose we are alive even if there is no update, I suppose there shouldn't really be any surprise there.

     

  5. Yeah I completely agree, I am not too worried about it. What I love about the legion is the models and the lore. It would be great if the army stayed updated but if they squat anything too significant or if the compendium gets discontinued I'll keep running the models and a lore themed army through a different army book like StD or CoS.

    • Like 2
  6. 9 minutes ago, Salyx said:

    Welcome to this Thread 😃

     

     In fact, the strongest faction in Slaves to Darkness are Despoilers and Host of the Everchosen. Despoilers have an 18" General`s bubble, a 5+ ward for your General and some very useful items. Host of the Everchosen give a real push to Archaon and Varanguard and Archaon gets a lot of strong special rules.

    The synergies to look for in this book are the mark synergies, so that you should concentrate on one mark and play according to your mark. 

    If you have Slaanesh as mark, you should play more Slaanesh heroes, if you play Khorne, a large proportion of the army`s power relies on your General. 

    Furthermore, there are strong synergies connected to the Warshrine, especially the undivided buff is very universal and strong. A Chaos Lord on foot synergises as well very well with all Slaves to Darkness units giving them double pile-ins for a CP. The Khorne Demon Prince has a strong command ability, Marauders are one of the best, if not the best unit in this faction, whereas every army fancies a Sorcerer Lord on foot or on Manticor. And not to forget Be`lakor, who alone can win games by messing up the enemy`s plans. 

     

    Cabalists can also be very strong, their Magic buff is really useful. However, every time I build a Ravager list, I got something missing, because the Endless spells are not very cheap. And you need endless spells to push the Darkfire Demonrift, mostly those cheap 20-30 points-spells. Gaunt summoner and Be`lakor are good additions to a Cabalist list, as they can cast two spells and the Gaunt summoner can summon a unit of Horrors or other demons. Furthermore, Kairos Fateweaver can be a strong addition to a Cabalist army, because he is a very good caster, making the lower casting dice the same as the higher. And he knows all warscroll spells of the sorcerers around him, which is especially good for Chaos Sorcerer Lords. 

     

    However, try to make up a list of the miniatures you have, before you buy new ones. Discuss them here and then you will find your list that is fun for you. 

    Yeah I just found a list on twitter of 8 of the StD lists that have placed the highest in competitions and it seemed pretty evenly spread, 2 everchosen lists, 3 despoilers, 1 cabalist, 2 ravagers. I know it is early on and a lot of the meta is still getting sorted out, but based on the chaos dwarf models I have I could run that cabalist list and only have to pick up a warshrine, the two ravagers lists I could run with just a warshrine and maybe a couple cavalry units as long as I can successfully switch the bases on my existing cav. The cavalry I currently have for the chaos dwarves, the bull centaur renders are huge models, I am hoping to find a way to run them as chaos knights but I'm worried about them fitting. They are on 90x52 bases and the knights are on 75x42. 

    Slaves to Darkness Lists.png

  7. Hey guys, I'm new to this thread. I actually have a Chaos Dwarf army but, seeing as how we have been compendium for a while and may get discontinued, I have been working on builiding a Slaves to Darkness army with them to still be able to use my army. I have a lot of great substitutions in the army, but basically I'll be running my heavily armored dwarves and black orcs as chaos warriors and chosen with all of my mauraders  being represented by hobgoblin slaves. I want to run either Cabalists or Ravagers but it seems like the general consensus is that the Ravagers are going to be must stronger in the meta, is that correct? What are some of the big synergies in both of those armies I should look out for as I am building my list? Thanks for the help, the chaos dwarf army is so outdated they have hardly had any allegience abilities, no endless spells, etc so I'm having to catch up on some of that.

  8. On 4/16/2020 at 1:29 PM, Grdaat said:

    Even if Azgorh doesn't get any updates, does that mean they won't be Matched Play legit?  

    I haven't yet tried them out but I think a decent Cities of Sigmar force could be done with them, and Slaves to Darkness perhaps (maybe do them as Marauders and Iron Golems with almost all those duardin ones).

    Yeah I am actually currently converting my army to run as Slaves to Darkness until we get a new battletome with officially updated fluff. I figure that way if they get discontinued it won't effect me at all and if we do ever get a battletome I can easily just go back to running the faction specific rules. I'm also doing it because they really started altering a lot of the army without updating the fluff at all to tell us why. I'm thinking I can actually make a way more lore friendly version of the army based on a StD army than I can with the compendium, based on the last official 8th edition lore. 

    These are the substitutions I am planning to make:

    • Hobgoblin cutthroats - mauraders / cultists (same base size)
    • Hobgoblin wolf riders - maurader horsemen (same base size)
    • Chaos dwarf infantry - chaos warriors 
    • Black orcs - chaos chosen? maybe reverse this with the chaos dwarves above.
    • Drazhoath - chaos sorcerer lord on a manticore (the base is the same size even if the wingspan is way wider, can just play by base)
    • Shar'tor - chaos lord on karkadrak (same base size) 
    • Demonsmith - chaos sorcerer lord or maybe even run as gaunt summoners
    • Skullcracker - gorebeast chariot (same base size)
    • K'daai - Demon Prince or Chaos spawn 
    • Dreadquake mortar - hellcannon
    • If I ever really wanted to run my magma cannons in a fluff list I could take the black smoke battery mercenary company 
    • Bull centaur renders - chaos knights (this is the only substitution I'm super super concerned about making work. I just don't think the centaurs would fit on the smaller bases.
    • Custom mod a chaos warshrine to be all Hashut themed and maybe custom mod some of the endless spells to have the symbol of Hashut rather than the general chaos symbol.
    • Maybe custom mod a K'daai Destroyer model to run as a slaughter brute, soul grinder, votex beast, war mammoth, etc

    This is just the basics of the army idea to utilize all the Chaos Dwarf models I already have and keep them releveant, updated, and competitive if the army gets discontinued. I figure it will allow me to run the original concept of big blobs goblin slaves along side a few elite units of dwarves, maybe even sacrificing slaves to empower spells if I go with a cabalist list or just a straight combat list with ravagers. It will also be a way I could field beautiful models like Drazhoath and Shar'tor almost every battle, where as they were never effective enough to run in the actual chaos dwarf lists, as well as bringing in old lore favorites like the K'daai destroyer that were cut from the list. What do you guys think? Any other ideas to keep it chaos dwarf lore friendly, on different substitutions, or anything like that? I'm gonna start working on lists and see what synergies I can come up with. 

    • Like 2
  9. On 4/19/2020 at 5:22 PM, Lord Krungharr said:

    I'm curious to see how many points a Mega-Gargant is.  They look so huge, and I bet they'll have impressive stats...will they be over 400 points?  Going by what Imperial Knights cost in 40k, I don't think anyone can quite fit 4 into an army over there in that game.  Usually 3 with a couple other little ones, or 4 big ones.

    Should be fun to see one with the Thermal Rider Cloak !

    But yeah, to have an allied one to really gum up the enemy advance would be great.  Put all kinds of blades, bull heads and flamey Chaos symbols on him to make the closest thing to a K'daai Destroyer that we'll get.

    I don't know how many points they will be in regards to allies but the warhammer community page did say that any army in the game could include one of them in their lists, whether or not it will be effective is a different story.

  10. Those Sons of Behemat allies could be a really great wall to tie things up while all my magma cannons open up on them lol. I know there will be a lot more specualtion when we actually see their stat lines but you guys hopeful they will be a little boost for the army lists? We traditionally did modify some gargants for war anyways so we could probably make it work lore wise.

     

     

  11. On 7/6/2019 at 12:23 PM, kenshin620 said:

     

    Unfortunately to burst your bubble, with very few exceptions (such as Aura buffs), Items and Traits do not affect mounts or companions.

    Otherwise I'm pretty sure that vampire Coven Thrones would be far more popular.

    Oh wow, I know I've been out of the game for a little while but that is a huge change, it's like when they started separating artillery crew from the artillery model. That seems super inconsistent, seems like if they are considered separate models for the purposes of artefacts you should be able to target them separately and everything as well. Huh okay, good to know thanks for filling me in.

  12. Looking for thoughts, I love taking a keeper as my general and giving them awesome artefacts but I recently thought of how good some of the artefacts would be on a blade bringer on exalted chariot just because of the volume of attacks. If you augment those attacks in any way that is amplified quite a bit by the sheer number. Like the runeblade for rend -3 on 9 attacks, or ghyrstrike so now all 23 attacks (if the ability doesn't generate even more) are hitting on 2+ wounding on 3+, or even things I'd never take on a hero like the keeper because the odds are so low like sword of judgement. That is doing D6 mortal wounds to heros or monsters on a hit roll of 6+. If they sacrifice a wound to the fane or take a command trait to reroll hits then they are getting 9+ attacks rerolling all fails, statistically likely to get at least two 6's that could be 2d6 mortal wounds to enemy heros in addition to the 14 other attacks they have. idk just thought, and there is no reason you still couldn't run a keeper or two each with their own artefact as well.

     

  13. Hey you guys I had a question and I wanted to see how you guys would rule it. I came across a few artefacts like the Sword of Judgement from the realm of shadows that reads, If the hit roll for this weapon against a monster or hero is a 6+ then it deals d6 mortal wounds and the attack sequence ends. How do you guys think this rule would play in with our exploding 6's? Would it deal d6 mortal wounds then not generate another attack at all because the attack sequence immediately ends, would just that one 6 end it's attack sequence and you roll all the other hit rolls with one additional dice in there from the exploding 6 or, and I doubt it, but would it generate 2d6 mortals. Again I doubt it on that last one just in general wondering how the mortal wounds and ending the attack sequence would factor in with generating extra attacks, thanks.

     

  14. I was just thinking how cool some of the merc companies could fit in fluff wise because instead of paying them I'd love to build a narrative list where the Legion has just begun slipping into other realms to keep enslaving other races. Paint up the other models in chains. I was so bummed when we lost all of our hobgoblin slaves and now I can add slaves back into my army! Would be super fun for a narrative list but I haven't read through them enough yet to see if any of them would be competitive or not. I guess I know what I'm doing with my day off tomorrow lol.

    Anyone see any that would match up well with the army yet?

     

  15. On 6/20/2019 at 5:40 AM, CB42 said:

    It’s a relative value type of thing on the alpha strike - a Keeper of Secrets fighting twice has the potential to do 38 wounds (plus 6s explode into 2 hits), while 30 Daemonettes fighting twice has the potential to do 120 wounds (plus 6s explode into 3 hits). Obviously they’re not directly comparable like that, but killy hordes tend to be more efficient at dealing damage than behemoths.

    I definitely agree with you that 30 Daemonettes can be better to activate twice in a lot of scenarios. I think that this would work best summoning them though with cogs cast, and maybe a godseeker army for a +3 to charge. This way you could summon them and only need to roll a 6 to charge them in the same turn at full strength for exploding 6's rather than risk them getting widdled down by certain armies that deploy well. Ultimately though I think one of the main differences is just personal preference and playstyle.

  16. Hey guys, been wondering what combos people have been finding work best between our artefacts, command traits, spells, etc. All of these would be stacked on a keeper, a few that stood out to me for just maximizing a few things were:

    Invaders heal spam

    Skin Taker (command trait) - If any models were slain by this general in the combat phase heal D3 wounds

    Sinistrous Hand (weapon) - At the end of any combat phase in which any model was slain by this model heal D3 wounds, D6 if it killed a hero

    Progeny of Damnation (spell) - heal D3 wounds, heal D6 if it is cast on a 10+

    If you need more, Greenglade Flash (artefact, Ghyran) - Once per game heal D6

    This would be vulnerable to single turn kills but could probably heal nearly all of his wounds each turn which could help generate a lot of DP.

     

    Invaders CP spam

    Glory Hog (command trait) - If any enemy units were destroyed in the combat phase by any means you receive 1 command point.

    The Rod of Misrule (artefact) - Roll a dice. On a 1 you get 1 command point, 2-5 you get D3 command points, 6 you get D6 command points.

    Supreme Sybalites (battalion) - Roll a dice at the beginning of your hero phase, if the result is equal to or less than the amount of heroes you have you get 1 command point.

     

    Pretenders -1 hit spam

    Living Whip (weapon) - Pick one monster within 6" on a 3+ pick one of it's melee weapons to be at -1 to hit

    Monarch of Lies (command trait) - Choose one enemy hero withing 3" of this general, they are at -1 to hit for that phase

    Gryph Feather Charm (artefact, Ghur) - All attacks are at -1 to hit the bearer and they get +1 to movement

    If you manage to get this keeper in with a hero who is also a monster they could be at -3 to hit with a weapon of your choice and -2 on everything else. Also the -1 from the Living Whip and Monarch of Lies apply to the model itself not to your general which means all of your units in that immediate combat would benefit from it.

     

    Godseeker movement spam

    Thrill Seeker (command trait) - The general can run and charge, if they already can +3 to run rolls

    Thermal Rider Cloak (artefact, Aqshy) - Bearer can fly and +4 move

    Chromatic Cogs - +2 run and charge

    Thundering Cavalcade (godseeks host ability) - +1 charge

    This could give you a keeper of secrets who could have an 18" base movement with fly, auto run 6" with a command point, +2 to run with the cogs, and +1 for the host ability for a total of 26" across the board before his 2D6+3" charge all while flying over screening units.

     

    I still have to play around with these and I know it'll likely be some combination of them I end up using rather than putting all my eggs in one basket but the extremes are fun to look at, and possibly build a fun list around.  Any other cool combos you've noticed?  What're all your thoughts and comments? Which ones do you think would perform the best in tournaments?

     

    • Like 1
  17. I just sent an email and posted on their facebook page inquiring about both the Skullcracker points and the allies list. We should all send emails to get them to address it in the FAQ or  something if they intend to keep them around.

    • Like 2
  18. On 6/22/2019 at 4:22 AM, Oldshrimpeyes said:

    Was expecting to see something about allies in the GHB but after an initial pass I can't see anything. Am I missing something or has this been over looked again?

    Yeah idk if we were overlooked in the chaos allies section, that would be horrible if they were taking away all of our allies too because we used to have plenty of people we could ally in. I'm assuming most of this is an oversight because it is the first time they are starting to print forgeworld material in the GHB. At least I am hoping, I was actually pretty hopeful when I heard about it because forgeworld takes so long with updates I was hoping they might have handed over just the points updates to GW which would mean they might come more regularly but that's just all speculation.

  19. On 6/21/2019 at 12:29 PM, Entombet said:

    Do you noticed that  Skullcracker is not in new ghb?.

    Yeah I was just looking through it and logged on to comment, that has to be a misprint, the warscroll is still available on forgeworld. They usually do all they can to keep existing models available for play for people that own them, I'll be pretty pissed if they just refuse to make it playable anymore. 

  20. A summoning heavy godseeker army could do decent with summoning blocks of 20 or 30 daemonettes at the end of the move phase then pretty reliably charging them in immediately before they get widdled down. Summoning at 9" with +1 to charge and re-rolling failed charges for banners, could even use the cogs if you had to as well. That could be a pretty reliable way to get exploding 6's without shooting armies blasting the unit down too quick. With a well placed Keeper you could easily get exploding 6's going to 3 wounds a piece piling in and attacking twice before the enemy could attack at all with Locus going off.

    Just posting my random brainstorming now so you guys can show me the holes in my own thinking now lol, it's a good way to learn I suppose 😂

  21. 3 hours ago, SwampHeart said:

    3 Keepers just doesn't leave you enough points to spend on quality units afterwards - you're talking about 1080 points in monsters, plus the cost of Sybarites if you go that direction. By the time you've got your keepers (and you'll likely still want an epitome) you just don't have enough units to take advantage of all that CP. Ultimately units tend to be more substantive and less swing-y than behemoths (more dice results in less deviation from expected outcomes). I've played two keeper lists and still find myself lacking the remaining tools I want on the table. 

     

    Yeah I could still definitely see that, so leaning towards like 1-2 Keeper lists for board control and other units. Besides daemonettes what other major units stand out as favorites for the bulk of the army?

  22. 11 hours ago, CB42 said:

    I think there are three main directions to go - more alpha strike heavy (which my list is all the way in that direction), more summoning heavy (which a three Keeper list might embody) or something in between (ex: 6 heroes and 50 daemonettes). I personally think alpha strike / board control lists are better against top tier armies right now.

    I personally like having tons of bodies for board control and tons of mobility / damage for an alpha strike because it allows me to deny whatever the other player is trying to do and then hit them in the face. Bodies let me deny deepstrike from Evocator/Sequitor/Gavriel bombs; they let me screen against turn 1 charges from other Slaanesh players; they let me deny entire halves of the board from ambush style deepstrike like FEC; and they let me hold objectives for far longer than I should when someone is clearly going to table me eventually and I'm trying to hold onto an early lead.

    In contrast, replacing those bodies with more heroes, it gives the other player room to start outplaying you. Even if you get the Locus off, if someone drops 10 Evocators into 10 daemonettes, then you fight first with the daemonettes, and then the Evocators can pile a few models within melee range of a Keeper, that Keeper has a high chance of dying before it can fight. If you're fighting Skaven and your heroes are on your front line and 39 plague monks with Death Frenzy are sent into your heroes with Lauchon the Soulseeker, it doesn't matter that you can Locus them and fight first - everything you love is going to die because that's what plague monks do. If you're engaging FEC dragons with your keepers and FEC ghouls with your daemonettes, you don't have the bodies to prevent the 2 archregents from summoning 40 ghouls onto your backline objectives. You might still win eventually through summoning, but you're now playing from behind.

    Alpha strike heavy lists let you force the other player to play from behind. With the extreme mobility afforded by Bestigors (4 inches faster than Daemonettes) and Seekers (8+1d6 inches faster than Daemonettes) backed by Chronomantic Cogs, I can choose my fights. I can hit the other person on turn 1 no matter where they are on the board, and I can hit key targets while securing objectives. Most of my alpha strike will die, but they'll kill far more than their points in value first, and in doing so will disrupt whatever plan the other player is trying to enact. From that point forward, the other player is down in points and I have any surviving Seekers plus summoning to steal objectives they don't defend, and I have 60 ungors plus summoning to hold my own objectives or slow down their attempts to take my objectives.

    My list isn't perfect - it struggles against Fyreslayers and Nurgle in particular, who have sufficiently tanky units that I can't alpha strike them if they build their list right - but it has good matchups against FEC, DoK, and Slaanesh, and solid matchups against Skaven and LoN, and I'll take a bad matchup against Fyreslayers to get good matchups against all the other top tier armies. I haven't played against fish yet, but I believe that with my 60 models of screen, I'll be able to prevent them from dropping eels onto my valuable units, and if I can charge their eels instead of their eels charging my besties / seekers, then the game will favor me pretty heavily.

    Hey guys, 

    I'm new to this thread, just picked up the new book, I've been dying to jump into Slaanesh for the past few years but was waiting fore more diversity in the model range. I've been debating which type of list to go with as well before I buy any more models. Wouldn't the 3 Keepers really add to the alpha strike capabilities as well though? If you can start with 3 command points through battalions & command traits it could allow up to 3 other units that manage a 1st turn charge to all go twice in the first combat phase almost doubling the effectiveness of that alpha strike. Especially with Locus going off for 3 greater daemons as well. Idk I'm just trying to think of things here, like I said I'm new to the army. Of course you're gonna have significantly less points to dedicate to other units, maybe 2 Keepers or something in the middle. 

    I've seen a lot of talk about daemonettes and hellstriders as battleline, are those pretty consistently considered the best battleline right now or is anyone looking at like chaos warriors, seeker chariots, other stuff as well?

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