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Posts posted by Eldarain
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@Agent of Chaos I love that list. I'd change some things to fit my collection. Warriors swapped out for more Golems and fit some Marauders in but very much looking forward to giving that a whirl.
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As a collector of a very eclectic city the rumors are offputting for sure. I'm just hoping there's a Soulblight type book that works as a pseudo replacement the way it did for LoN.
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Another effect of the lead times for printed media? Perhaps the shooting Ascendancy had not become apparent when they were brewing this up?
I don't know. Hard to imagine why.
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I agree with @Cambyses assessment with the addition that the first books will be powerful in that they will have the advantage of bespoke enhancements, Heroic Actions, Monstrous abilities, Grand Strategies, Battle Tactics etc.
That advantage will quickly fade as they inevitably make more egregious missteps in handing those out to their darlings.
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@SentinelGuy I don't think it will increase his threat level as it's really high on both (frail caster)
I'd give it a go as it will depend on what you're up against (around here mortals are king so the save wouldn't really come up often)
I think you might be right about the one drop.
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@SentinelGuy It is odd as the Core ones have no such restriction. I like the list maybe this will open up something exciting in the rework.
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@SentinelGuy you'll have to rework your battalions in that list a bit. Can only use the GHB Battalions once each.
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3 hours ago, Frowny said:
This seems interesting but why the Praetors? I'm not familiar enough with them to know what they do let alone what they might add here.
I'm worried this list is really really immobile. You can only be in one place witht he pheonix guard, the annointed is kinda tied to the other wizards for the casting boost, and 20% of your army can't move and shoot effectively.
Also, since your freeguild guard will just be cheap objective holders or screens, I'd try to upgrade them to handgunners- they can at least contribute while holding a back line objective and will do a little damage when charged before they inevitably die. I think thats worth the 30 points more or whatnot.
Also with your last 40 points, I'd add some aetherwings. Just being able to push a cheap pawn forward to take an objective on turn 1 without exposing your stronger pieces when they move up is excellent.
Quality feedback. Thank you.
It's definitely on the slower side. A symptom of my collection as I was playing a bridge build before. So resiliency seemed the only other route until I add faster units.
Praetors are 3+ save 3 Wound SE that have a 3A 3+/3+/-1/D2 melee profile. They can pick an SE hero to bodyguard for the match. Any wounds allocated to the hero while within 3" can be shifted to them as follows
1-2: hero takes the wound
3-4: Praetors take the wound
5-6: Nobody takes the wound
Arcanum can resurrect one on each player turn and the Lifeswarm can potentially be used to return them as well.
Your point about the Guard is sound and more a symptom of my collection than a preference. Something to consider moving forward for sure.
My thinking is run the Phoenix units together and the SE units together with screened Irondrakes between them. Between the units chosen/heroic actions/sear wounds/lifeswarm should be able to take a punch and keep going.
Aetherwings would be nice for sure but I've maxed my SE already.
I went with Hallowheart for the excellent lore and to buff the 2 wizards casts not necessarily go for the CA buff. I also considered LC to play further into the healing theme and be able to ambush with the ID.
Thanks for taking the time to have a look 😊
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The unit received it so it would be the one use of it that phase. It's strength lies in not taking up someone's ability to issue one/if noone is around to issue it and not costing CP.
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Would have been an excellent time to switch to a 40k within/within system to avoid all these base inequities. If you want certain units to have exceptional reach/depth of formation have it as an increase to within/within on their scroll.
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Allegiance: Cities of Sigmar
- City: Hallowheart
Mortal Realm: Ghur
Leaders
Anointed of Asuryan on Frostheart Phoenix (315)
- General
- Command Trait: Master of Magic
- Artefact: Arcane Tome- Sear Wounds - Hallowheart 2nd Spell: Elemental Cyclone
Lord-Arcanum (160)
- Lore of Whitefire: Sear Wounds
- Hallowheart 2nd Spell: Roaming Wildfire
Runelord (100)
- Curse
Battleline
10 x Freeguild Guard (85)
- Swords and Shields
10 x Freeguild Guard (85)
- Swords and Shields
30 x Phoenix Guard (525)
Units
6 x Praetors (310)
20 x Irondrakes (320)
Endless Spells / Terrain / CPs
Emerald Lifeswarm (60)
Total: 1960 / 2000
Grand Strategy: Hold the Line
Battle Regiment
Triumph: Bloodthirsty
Extra Command Points: 0
Allies: 0 / 400
Wounds: 111
Still trying to get my mind around everything. I really like the Arcanum/Praetor combo and am excited to try it out. Bit worried about their vulnerability to mortals but the ability to return them should help.
Definitely testing the claim more Elite builds can succeed 😉
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I really like it. Biggest consideration was the added defense it gives the big guy but definitely up for trying it both ways.
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Good catch on the Golems. Was making an Idolators list just before this and just moved them over without considering.
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4 minutes ago, Frowny said:
He's pointing for 3.0... i think it might fit for new points. For example, belakor went DOWN to 360.
Relatedly, Belakor seems like an incredible pick going forward, since he also benefits from the hero and monster stuff
Correct. 2000 exactly in 3.0. when you consider that I've had to take 40 Marauders because of their old minimum this list is incredibly close to being exactly the same points from 2.0-3.0 which seems an extreme rarity after the points changes.
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Allegiance: Slaves to Darkness
- Damned Legion: Despoilers
Mortal Realm: Ghur
Leaders
Be'Lakor, the Dark Master (360)
- General
- Mark of Chaos: Undivided
- Spell: Whispers of Chaos
Chaos Sorcerer Lord on Manticore (270)
- Mark of Chaos: Slaanesh
- Spell: Mask of Darkness
Slaves to Darkness Daemon Prince (210)
- Axe
- Artefact: Doombringer Blade
- Mark of Chaos: Khorne
Chaos Sorcerer Lord (115)
- Mark of Chaos: Slaanesh
- Spell: Call to Glory
Battleline
1 x Chaos Chariots (105)
- Greatblades
- Mark of Chaos: Slaanesh
1 x Chaos Chariots (105)
- Greatblades
- Mark of Chaos: Slaanesh
5 x Chaos Knights (170)
- Ensorcelled Weapons
- Mark of Chaos: Slaanesh
5 x Chaos Knights (170)
- Ensorcelled Weapons
- Mark of Chaos: Slaanesh
30 x Chaos Marauders (270)
- Axes & Shields
- Mark of Chaos: Slaanesh
Units
16 x Iron Golems (150)8 x Iron Golems (75)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 147First kick at a 3.0 Despoilers list. Split across a Warlord and Battle Regiment. Putting the 5+ Ward on the Sorc on Manticore.
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11 minutes ago, whispersofblood said:
We've already seen the change to pile-in moves regarding coherency. And, because combat necessarily includes losing models you can attack optimally and then remove models as casualties that are out of coherency.
I thought the Coherency rules said you can't finish any move out of coherency preventing optimal pile in and losing the offending models to return damage.
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That could definitely help. Having gone through the 40k equivalent which was just a blanket algorithmic increase across the board not too hopeful they took the time to go through everything carefully with the new rules in mind.
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Would have much preferred a "every model must be within X" of the unit leader"
*For units without a designated leader choose one at the start of the game. If the leader is killed choose a replacement model for coherency purposes.
This just seems like a micromanagement nightmare for basic melee unit functionality.
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35 minutes ago, Verminlord said:
Just because things have melee ranges doesn't discredit anything. Rules do not have to be a word for word port of 40k combat range; they never are. They ported coherency, why wouldn't they port a version of combat range that is already designed to work with those coherency rules?
All they would need to change is the definition for engaged units. The 2nd rank rule would fix most of the issues people are complaining about.
Sure. That's what I'm asking. What rule would be compatible with weapons having a set range. "If within 1/2 inch of a friendly model that is within 1/2 of the enemy may measure it's melee weapons from that friendly units base"
Seems like a bit of a mess. I'm open to hearing possible examples that are more elegant.
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We know melee ranges remain as the 3.0 scrolls have them.
What supplemental system could work with the existing system to allow >25mm base units to not lose a ton of melee output if they don't have enough reach to fight in ranks?
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@firtahl "from each of the following warscrolls" makes it look like you need all 4 present to me.
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AoS 2 - Slaves to Darkness 2 Discussion
in Chaos
Posted · Edited by Eldarain
Damage output in general is a concern for me. It doesn't feel like we have the rend or mortal ability to overpower the defenses of most factions especially with the new generic buffs.
Should we be focusing on high attack reroll based fight again builds to kill em from a thousand cuts?