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Salyx

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Everything posted by Salyx

  1. Unfortunately Gorecleaver is Mortals only. There are Not many good weapons for a Demon Prince. Perhaps you could go with - 1 Rend, especially with the Sword. The Hellfire sword is interesting as well, giving hin an increased Mortal Wound output. Crimson Crown might also be an option, so that you can use his Command Ability without spending command points. Mark of the Slayer is Mortals as well, so this will not fit either. It is bettet to run Goretide with a Mortal General with a Gorecleaver, because any hero will increase his damage immensely with this Combination. The Demon Prince can still act as a supporter with his Command Ability and his Ability to fly.
  2. If you are looking for Mortal Wounds, Chosen are your Pick. Generally, you can play any Mark, perhaps except Tzeentch, which does Not Provide much. Even undivided is pretty good because of Battleshock immunity. However, there are few competetive choice. Marauders, demon prince, Karkadrak, Belakor, Washrine. All the cool looking units like Chaos Warriors, Knights or Chariots are rather underwhelming
  3. If you are playing Slaves to Darkness allegiance, you can only Pick Slaves to Darkness spells. You can Pick Nurgle-Spells if you choose Nurgle allegiance, which is easily possible with Slaves TO Darkness Minis.
  4. I would definately always take a Sorcerer Lord on Manticor over a Chaos Lord in Slaves to Darkness. My hero loadout I have been quite successfully is Belakor, Karkadrak, Sorcerer Lord on Manti and a Sorcerer Lord on foot. However, in a Khorne army, the Lord on Manticor can become a Real beast. With the Goretide general's trait (+1 damage) and the Gorecleaver (-1 Rend, 6s to wound do double damage) He goes up to 4 damage, Rend - 3, 6s do double damage. On top of that, he can get a crazy amount of buffs like double pile in from the Chaos Lord on foot, +1 to Hit and +1 save from Slaughterpriests, re-roll all Hit and wound rolls from the Shrine, +1 Attack from the Bloodsecrator, +1 attack from Wrathmongers. So in Khorne He rocks in Slaves He sucks.
  5. On top of that, Cygors can re-rolls Hits against the whole army, which makes them a lot better combine with their unbind. So they re-roll shooting and can cause mortal wounds during their hero phase. I think that Lumineth are a good matchup for Beasts, because apart from their cavalry, they are a very Immobile army, if they want to make use of their special rules, which plays into our strengths. Beasts can dictate the game after they killed the cavalry. If the shooters die as well, Beasts can do as they will.
  6. Unfortunately, the Soul Grinder can Not be buffed via the Shrine, because He lacks the mortal keyword. However, all the units you mentioned are surprisingly effektive in a Khorne army. Shrines can re-roll all prayers near the Altar, a Soulgrinder can get +1 to Hit and +2 attacks (Bloodsecrator and Wrathmonger) on All weapons and the Chaos Lord on Manticor in a Goretide with +1 damage on the lance and Gorecleaver can potentially destroy everything. With Marauders in a Khorne army, you can basically wreck everything with the combination of Chaos Lord and Marauders Chieftain. Pile in twice, pile in when dying, full re-rolls to Hit and wound, +2 attacks and the +1 to Hit. This is a unit with up to 480 attacks, hitting on 2s re-rolling, wounding in 4s re-rolling. That's 233 damage against a 4+ save. So, in conclusion, Slaves to Darkness work much better in god-specific armies. However, they also have their strengths. I went to a one-Day tournament and got 2-1, only losging against an ETERNAL Conflagration and an unlucky turn roll-off.
  7. If you want to play this Bataillon, this is a good way to do that. If you are looking for an efficient build, the Murderhost would be a great idea. The +2 to Charge really helps a lot in getting the Mortal wounds in. FΓΌrther more, you should think about taking units of 9 Crushers. If you only play 6, they will Lose their D3 impact Hits when they Lose one model. 4 wounds against a 4+ save is very doable for most armies. A unit of 9 is definately another Story. They are a force you should never mess up with.
  8. Thank you for your effort. My former assumptions were based on a user error πŸ€¦β€β™‚οΈ I misclicked in the app and it calculated Mortal Wounds instead of hits. However, I did some math homework as well. In order to verify the numbers, I calculated everything again by hand. However, I only used a 4+ save as Reference, everything else would have gone too far. First, I calculated the unbuffed units. The first number is my calculation, the second one from Mathhammer and the third one from Stathammer (your list) 5 Chosen (no buffs) 4+ save: 4,44 +2,5 MW= 6,94 (Mathhammer: 6,94) (Stathammer: 7,41) 5 Wrathmongers (no buffs) 4+ save: 5,925 (Mathhammer: 5,926) (Stathammer: 5,93) 20 Marauders (no buffs, 12 able to attack) 4+ save: 5,33 (Mathhammer: 5,33) (Stathammer: 5,13) 10 Bestigor ( charging) 4+ save: 6,66 (Mathhammer: 6,66) (Stathammer: 6,89) 5 Skullreapers (unit size >5) 4,74+3,54 Mortal Wounds= 8,28 (Mathhammer: 8,41) (Stathammer: 8,22) It is clear to see that in an unbuffed situation the Skullreapers are the best choice. However, this is only due to their strong built- in buff. I compared them to Chosen because they perform the same role in that army as Mortal Wounds spamming Infantery unit. I know that Skullreapers are more expensive, but if you consider their extra rules, (Battleshock immunity, +1 Wound) a part of their higher points value is originated in these rules. If they cannot use their built-in re-roll, they are in fact worse than Chosen. Concerning the Bestigor, we both did the same mistake to calculate 10 instead of 5 who would be able to pile into such a front. Now let us have a look at the fully buffed table: 10 Chosen (+2 Attacks, Warshrine buff) 4+ save: 26,33 + 11,11 MW= 37,44 (Mathhammer: 36,537) (Stathammer: 38,2) 40 Marauders (+2 Attacks, Warshrine buff) (24 able to attack) 4+ save: 42,66 (Mathhammer: 42,66) (Stathammer: 36) In this calculation, you did a mistake by only counting 20 Marauders to attack. In a 320 mm Frontage, 12 25 mm bases fit in. However, this calculation would only refer to a gap of exactly 320mm width. In reality, you should be able to get more models in from the second rank clipping over the edges. 10 Skullreapers (Unit size >5, whipped to Fury, +2 Attacks) (8 able to attack) 18,96+ 10,66MW= 29,62 (Mathhammer: 28,763) (Stathammer: 32,3) When buffs are widely available, the Skullreapers start to dwindle, because their built- in buff is not that strong anymore. The Marauders, however, are still stronger than the Chosen on the offense, they profit most from these buffs because of their body count. The Chosen are only stronger against a 2+ save, which are very rare. However, a Stonehorn with an Ethereal Amulet might be just what Chosen can kill pretty well. In addition, Chosen have a better save and are more resilient to horde-deleting spells like Wind of Chaos. Furthermore, they are able to buff other units themselves. Especially Marauders profit from the Chosen buff, because Wound rolls are their biggest weakness. It seems that I have done the Chosen wrong. My apologies. Then I will get some more and fill them into Khorne armies with Marauders πŸ˜ƒ
  9. Seems like the Lumineth are great at magic and melee, but mediocre in shooting. However, their melee skills only Account for durability, you can easily get a 3+ save, which is re-rollable for Alarith Guards in the Bataillon. However, they are very Immobile, the Speed of Light surely is a must Pick. I guess their horror matchup would be Beasts of Chaos as they only have to Kill of the dawn riders and archers and can then totally dictate the game.
  10. Some more things: 1. Wrathmongers for +1 extra attack 2. Undivided Washrine prayer as another source of re-rolls Hits and wounds ( you can re-rolls the Washrine prayer next to your Altar) 3. Chaos Lord on foot for that sweet extra pile in. All this together with perfect dice rolls can Spike up to 130 damage. Basically whole enemy army at once.
  11. You got the attack right. The Part about the Champion says to afd +1 to Hit for All melee weapons excludibg the Mount. So you add +1 to Hit for the Great lade and the whip, but not for the horse attack. Keep in kind, however, that you need at least a squad of two in order to have a Champion.
  12. Depraved Drove is often used because of the heroes with Artefacts. They tend to be a keypiece of many armies and having Hit-re-rolls against them can Come quote in Handy. FΓΌrther more, you get Charge re-rolls if you Pop up out of ambush near an Artefact hero. However, I don't like taking Centigor out of the same Pool as Ungora. I am a big Fan of Centigor and you need 5-6 Ungor units if you want to play the Spam game.
  13. I am using Mathhammer to compare units. According to Mathhammer, Marauders outperform Chosen damage-wise. Comparing 20 Marauders to 5 Chosen with the same undivided Shrine buff, the Marauders Do 2 more damage at a 2+ save, on a 4+ save, they do almost double damage and on a 5+ or 6+ save, they do more than double the damage. Skullreapers outperform them as well, though nor that much. 5 of them completely unbuffed ( no built in re-rolls.) vs. 5 Chosen outperform them because they do 0.8 more mortal wounds. If you compare Chosen with full re-rolls to Skullreapers with only hit-Re-roll, the Chosen are better. However, to compare the buffs correctly, you have to whip the Skullreapers and with wound-re-roll they Come out at the top again. And they got 3 wounds each... When charging, Bestigor are better than Chosen as well (10 Bestigor on 4+ 3+ 3 A vs 5 Chosen unbuffed). Even Wrathmongers outperform Chosen at a 4+ save or less and you mostly take them for buffs. Maybe I am wrong, but the numbers seem devastating for Chosen.
  14. The Youtube-channel's Name is Doom and Darkness, like the Warhammer Fantasy - braver-spell
  15. Are Chosen in any way viable? I would love to play them because they are beautiful models, but their rules just suck so much. Whenever I calculate their damage output and compare it to other units of their points scale, they are always the worst Option. Their damage output is really mediocre and they are Not tanky at All. The only way they get a little bit bettet is with re-rolls to Hit and wound.. like any other unit... Has someone played them in Std or a god-specific army and can Tell me how they performed and how they can perform better? Thank you very much!
  16. I have watched this as well. It is from Doom and Darkness and can be found on Youtube. The Video you are refering to is named: Unlocking Age of Sigmar: Beasts of Chaos. I like that throwaway playstyle, however, he plays 3 fighty units as well (2*30 Bestigor as bullet magnets and 6 bullgors) and I don't like the deaolating brayherd, because it does Not included Centigor Love them, they are the most cost-effektive unit in BoC
  17. If you combine them with an engineer, you could get further healing for the Tank, you may even combine this with the D6 heal spell or the emerald lifeswarm for another D6 heal. However, the steam Tank does Not do very much damage, in fact, its damage output is pretty tiny for it's points. His defensive capacities were quite good when AoS came out. However, meanwhile there are so many units with a High Rend or mortal wound damage output that can Kill the Tank in one swing, that it is not really zanky anymore. So if you want to play it for fun, go ahead, get him a City artefact with +1 save and He will be fine. For competative play He is a points sink.
  18. I love your army ging with the Bataillon I always wanted to try. You absolutely have no problems buffing Skarbrand with this build. However, maybe this is a Personal Taste, I would drop Skarbrand for Skarr Bloodwrath+10 more Wrathmongers. Having them pile in thricr makes them really murderous.
  19. How about the bloodforged Bataillon? This will improve their Resilience a lot. And if you want to go full Resilience and less speed, you might even take the flayed slaughterhost. 2+ save, lowering all Rend by - 1 is a force to be reckoned with.
  20. Yes, cannons used to be a great warmashine. I played them myself in the early days of AoS, as well as the good old Imperial Knights. However, there is one big weakness to the old warmashine warscroll that drop them out for me. If you take a Look at their warscroll, you will See that there are separate Stats for the warmashine and the Crew. The Crew counts as a separate entity, which means that they can be shot at seperately. So 3 arrows that are Not saved end your warmashine. If it Was not for this stupid rule, I would gladly field my hellcannon again. Newer warscrolls for warmashine like Celester ballista or the cities hellblaster volley gun have a combined Profile making them much more resilient. You may of course play cannons, however, you should be a wΓ€re of their Main weakness.
  21. If you do not care about your Drops, you light as well leave out the spell, the Bataillon and the foot-slogging Gerald nobody cares about. That would be fresh 240 points for 6 more Crushers.
  22. Looking good so far. A list that has it's thorns as well as some weak spots. Fun and able to win. Have fun πŸ˜ƒ
  23. Welcome to this Thread πŸ˜ƒ 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.
  24. If you want to make your Warriors really resilient, you should make them at least 15. Outside of an Archaon list, Varanguard are not really worth their points. For these points you could get 40 Marauders, who will fare much better. The Crusher, the Cypher Lords and the Iron Golems are not really worth it as well. Either they hit like a wet handkerchief or they die in droves. I do not think an endless spell for just one sorcerer, who already has one of the best spells in this faction, is worth it. The Ogroid is really only for lovers of this miniature. From the point of view of effectiveness, other options are better. I think that going with Khorne is not that good of an idea if you want Ravager summons, because the Sorcerer will not be able to get the mark of Khorne and emit the General`s aura. You should rather got with Nurgle, as you already have Units with this mark. Chariots are only really worth it in the fitting Bataillon improving their impact hits. The more efficient units in the StD book are Marauders, Chaos Sorcerer Lord (on foot and Manticore), Chaos Lord on Foot and Karkadrak, Demon Prince and Warshrine. However, if you have models that you love and want to play, go for it. If you want to make your own experiences with the StD Units, go for it. If you do not think that a list according to my advice will make your games fun, it is completely ok to play what you like. I only gave you advice on how to make the list stronger. Play what you like and what is fun for you That is what the game is about after all πŸ˜ƒ
  25. Thank you. Got too big Fingers I originally meant the 6th Edition, when I started the game.
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