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Grimrock

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Everything posted by Grimrock

  1. I think one issue is that certain units work better in allegiances other than S2D, which can be a little frustrating. For example big blocks of knights work great in khorne because they have access to extremely consistent buffs and speed boosts to help them maneuver. The limited range on auras in slaves and lack of consistent access to things like casting buffs means they can struggle to make the most out of units that the other allegiances have no issue with. This makes pure S2D feel clunkier to use. However one of the things I've been finding while list building and playing is the army might have been intentionally designed to pull in support from chaos factions. Blue scribes for tzeentch marked armies, harbringer or maybe even a GUO for nurgle. Bloodstoker from khorne. The army always seems to run better when it pulls in an ally or two. For anyone that hasn't done it yet and is struggling to get the most out of their units, try making a 2 drop list from one of the god marked batallions and your favourite buff pice from the relevant army. Seems to be a decent place to start. Edit: Also people generally seem to have a bias against the single best unit in the book, marauders. Refusing to use them is a huge hit to how the army runs.
  2. 2x the value and more that 4x the monetary cost, makes perfect sense to me haha. If it's too strong I'm sure they'll nerf it to just be blues, but not until the summer when people have already bought everything needed for pinks. Overall the changes look fine. I won't feel like a bad person for playing tzeentch and I'm nowhere near as worried playing against them. Seems fair to me.
  3. I'm assuming tossing in buffing heroes. Stuff like the harbinger of decay, blue scribes, contorted epitome, etc. There are a good number of synergies you can pull in from other armies. In other news GMG dropped their book review for wrath of the everchosen. Looks like the writers headed off any varanguard hero shenanigans and made it so they can only take traits and artifacts from a specific list for that army. They look... Ok. Not sure if it's worth losing out on the host of the everchosen benefits.
  4. Well, keep in mind they have to die first, the unit still has to be alive, and it's on a 3+. Still decent but with how glass hammer daemons can be I'm not sure how often it'll have value. Even in a perfect situation where 3 have died but the unit is still up, you've still got like a 60 percent chance that you bring back 0 or 1 models which is a tough sell for a command point. I do like the droning guard and the invaders host though. They both seem to be mostly upside and do new things for the army.
  5. The anti synergy with witherstave kinda sucks on munificent, but I think droning guard may be the best one in the book. Not sure if it does enough to make plague drones viable, but one or two units of 6 certainly will be very annoying to deal with. Also we might be getting a glimpse of what our universal locus will be in the next book, so that's kind of cool. Don't really like either of the mortal ones. Not worth losing an artifact and grandfather's gift over IMO.
  6. Well they're not bad but not really exciting either. Makes me happy actually since there's nothing holding me back from swapping bases to use fecula as a standard sorcerer and converting one of the blight kings to a lord of plagues.
  7. I've thought about a lord on foot, but considering the marauders have to make a minimum 9" charge you're going to have a heck of a time keeping them in range of the Lord at the beginning of the combat phase unless he manages the long bomb charge. Still, extra attacks on 6s and maybe acquiescence should tip them in the right direction. If your opponent doesn't have a good way to limit where you can deploy with screening units then it could be pretty strong.
  8. You could also use marauders from S2D. They have like a 95% chance to land a 9 inch charge even without cogs and they do a ton of damage if they land an alpha. The biggest problem is they're off the board in your hero phase so you can't put any buffs on them, which the marauders really need to function well. I guess if you could land an acquiescence it'd help a little.
  9. I'm not sure if the new sub faction will work with our sub factions. Typically you pick one or the other, so this would likely be instead of running ravagers or host of the everchosen. Might be different in this book though. Either way I'm sure it's going to get a page of errata explaining how a multiple model unit of heroes works. If anyone is planning on running that probably best to wait until the FAQ drops before planning combos.
  10. Could be yeah, but then you're losing out on either attacking twice with those bloodthirsters or attacking first with the whole battalion and having one thirster with a constant +4 speed bonus. We'll see what the rest of the rules are I guess. Yeah I was excited about a pusgoyle focused list but then I remembered the other previewed ability works best on blight kings. Plus the command ability is pretty terrible... A point of rend on a 6 to wound is really really bad for a command point. Especially considering the pusgoyles should just have that rend natively to begin with. Munificent looks decent but jamming more than 1 unit of plaguebearers wholly within 12 of the general is going to be tricky. Could be interesting I guess.
  11. This is a bit different. It's a single wound instead of d3 and it's an aura instead of a command ability. Also on a wound roll instead of hit, so triggers less often. I play slaves, khorne, nurgle, tzeentch and slaanesh and honestly none of the previewed rules excited me. I'm hoping that the rest of the rules will make them a bit more interesting, but I find it hard to believe that, in an article that's supposed to build excitement, they somehow managed to pick out the least exciting rules from every single sub faction. A pretty big bummer that they glazed over the combined daemon allegiance and the best thing they could come up with was to buy 700 dollars of models that have absolutely no synergy with eachother whatsoever.
  12. Well, at least it isn't tied to an artifact and it's a pretty solid buff. If you manage to get him there the chaos lord on karkadrak with rune blade makes an especially solid hero killer and making him 2+ for the game sounds solid. Oh and let's not forget archaon, although I suppose that would mean not running him in reapers.
  13. I don't think they are though. I could be wrong, but I think it's more that they know things are strong and figure if people don't like it then they can tweak it later. As has been said on the forums before, the playtesting gets done but corporate can just ignore it and release however they want. They're not beta testing a release, they're intentionally releasing something that pushes the boundaries and just reacting as people have issues. Honestly if you think about it it's a huge win for them. They release broken stuff, reap the profits for 6 months, then they get to make it look like a mistake by providing balance updates that nerf the top dog. That makes the new army coming out look mighty appealing and the cycle starts over again. They're even smart enough to not do it every book so the pattern isn't as obvious and people are willing to tolerate it. People wonder how GW can be so bad at their jobs, but I think they're geniuses.
  14. Based on their position in the table of contents, right below the new daemon specific allegiance, I'm guessing it'll be a daemon specific battalion. Otherwise I wouldn't be surprised to see a sort of mirror of the slaves version. Something like a bloodthirster and 8 khorne daemon units, or maybe archaon and 8 khorne daemon units. I'm actually super curious to see what they do for a combined daemon allegiance. It's not like fantasy where everything could play together cleanly, all the warscrolls are so keyword focused there just doesn't seem like much incentive to play daemons from different gods together. I'm having trouble imagining them coming up with something that's better than the internal synergy that each individual faction has.
  15. Yeah I'm not going to touch my tzeentch at all until I see the FAQ. Even then it might be worth waiting until the summer for the full balance FAQ before spending any money.
  16. So he played against it three times, beat it twice, and therefore it's going to ruin the game? I feel like I'm missing something... Typo maybe?
  17. I think if I were going to write that list I'd run MSU for the majority of units and then keep one or two large units in the back field to buff. I'd also look into bringing an exalted deathbringer for his command ability. After that definitely start with dark feast and work from there.
  18. Nope, as long as it has the khorne keyword you're good to go. I should say there isn't usually a good reason to take archaon as your general, but nothing is technically stopping you.
  19. Ah, haha fair enough. Yeah that stuff can work in Khorne fairly well. One or two priests are pretty mandatory but other than that there are a lot of good builds. Personally I love the warshrine in Khorne because it gets the prayer rerolls from the altar, making the buffs very reliable. It can also chant an allegiance prayer and they're all pretty solid. I used one in a list with archaon and some knights along with a bunch of khorne. The combos worked quite well and archaon was a total wrecking ball. All told he killed 6 stone troggs, a dankhold trogboss, and two mangler squigs.
  20. It looks like your list wouldn't work in the khorne allegiance. I believe the Knights, marauder horsemen, and chariot are all only battleline in a Slaves to Darkness allegiance, so you wouldn't have any battleline in khorne. For those models I think you're better off taking the S2D allegiance and just allying in the stoker. Edit: also you can't take the ruinbringer battalion in a khorne allegiance. The Bloodmarked Warband is the only S2D battalion that can be taken in khorne. Archaon is pretty fantastic in khorne though, so if you want to go that route he's a good start to the army. Actually there are a good number of S2D units that port over well to khorne since the army is so good at buffing things up.
  21. Actually 3 is unfortunately a no. Unlike endless spells, Judgements are locked in with the khorne allegiance abilities so you have to be taking the khorne allegiance to get use to them. See the first line on the Judgement rules on page 77 of the blades of khorne book.
  22. Not yet no, I've been working on my Slaves army. Once I'm done there I'll be bouncing back to tzeentch. I can say even without the buffs tzeentch can give he's pretty solid, so I'm excited to try it out.
  23. Yeah there's a touch of redundancy but even with the rerolls I'm always worried about dice with him haha. I've had too many games where he wiffed an important round of combat and then it was just too hard to crawl back and make him worth the points. I guess it's easiest to just test it out and see which one is more useful for you.
  24. @PUFNSTUF I think I like the first list the best, but I'd make a couple tweaks. I like Infusion Arcanum on archaon personally, and I'm not sure you'll need the aerherquartz brooch since archaon generates two a turn already. Maybe there thermal rider cloak on the sorcerer? That way he can keep up with archaon and keep buffing as long as possible.
  25. They're one hero to lead and then the rest just have to be mortal slaves to darkness with the relevant mark. So heroes are allowed, warshrines, heck even archaon could be included.
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