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Grimrock

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Everything posted by Grimrock

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. @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.
  15. 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.
  16. You've got it right, and honestly I don't think the ability will be used very often. I can see it as a potential threat on backline objectives, but that's risky on turn one. If the scenario is scorched earth you could do it and still deploy near the middle in relative safety while threatening a deployment in the back. He is a hero so it's possible he could drop at the bottom of one and summon in a unit of Blues as a screen if enough spells have been cast. That's 25 wounds at a -1 to hit and essentially immune to battleshock with destiny dice, so tanky enough to force a decent enemy unit to come over and deal with him. Still pretty worth for 120 points.
  17. Marauders are definitely solid, and moreso with Archaon because he can buff them with his command ability. Losing the 3 spells and ranged attacks would hurt a touch, but it could work either way. Maybe swap two units over to marauders to get the spare points and keep one kairic? That should free up 100 points for Kairos, a spell portal, and the changes I mentioned earlier. Edit: I should say though, the LoC may be better in the list. The buff for Archaons casting is good, and he uses the pyrofane artifact well.
  18. Tossing in the blue scribes helps him get infusion off more consistently, and the chaos sorcerer lord with mark of tzeentch is his bff. Refolls to hit, wound, and save are pretty essential to make sure that you get the most out of the 800 points. Unfortunately that's 230 points, so I would drop 10 kairics and grab a couple endless spells. Cogs are good for Archaon, but a spell portal works too. After that make sure you trigger the charge agenda to give him the +1 attacks at some point, and the +1 save is money as well. Oh, and of course using destiny dice to trigger the slayer of kings and auto kill a hero is solid.
  19. If two abilities happen at the same time, you get to pick which order to resolve them and do so one at a time. In the case that the second ability is no longer valid when you go to resolve it, then it isn't resolved. The precedence for it is in the khorne faq/developer commentary for their tyrants of blood/reapers of vengeance combo. So in this case you would have to pick one, do the mortal wounds, have the models removed, and then if valid do the second. So probably make sure you're close enough to 4 models if you can and do the ability with the lowest expected damage first. Edit: haha ninja'd
  20. Honestly it seems like standard operating procedure for GW. They tend to take the strongest things in the previous book, tweak them to be less appealing, and then buff up other things so they're more appealing. Realistically it keeps people buying models as they look to use the new combos or whatever. Lots of people that were running 560 points of enlightened and a shaman are now looking to replace it with 580 of flamers and an exalted. And let's not forget pinks. Very appealing with a conflagration combo in a changehost, but the requirements for blues have changed. With old summoning you could get away with about an equal number of pinks/blues/brims, but now you pretty much have to buy two boxes of blues for every pink. Oh, and hey look a gaunt summoner on disk (which was pretty much never ever used as the foot version was far better) is now the optimal choice to summon a free unit of them. That little combo costs about 200 dollars Canadian btw, the guy who thought that up probably deserves a raise haha.
  21. I think it's just there to pre-empt the inevitable questions about endless spells or other weird interactions, but I agree. Either faq or designer commentary would be nice to clear that up.
  22. One interesting thought for S2D wizards. If they're tzeentch marked then you can ally in the blue scribes to give them a very reliable reroll for their casting. The scribes can also learn their lore spells and cast them later, using the 2+ ability to almost guarantee they go off and can't be dispelled. Not bad for 120 points. I've been thinking about a Cabalists army with 3 wizards marked for tzeentch, the blue scribes, and a bunch of khorne or nurgle stuff to fill out the rest of the list. Seems like it has potential at least.
  23. Marauder horsemen definitely have their place, but for grabbing objectives the screamers are far more dangerous. Don't underestimate speed 16 and flight. Tossing a command point at them for a 22" run that ignores intervening models and terrain is massive, and even if you never do it in a game your opponent has to keep it in mind. Just putting your screamers opposite an objective while still in your deployment zone still forces your opponent to dedicate a unit or concede that objective entirely, while the screamers are still perfectly safe from all but the fastest opponents. Plus with their speed they can threaten multiple objectives at once, potentially locking down multiple enemy units and giving you advantages elsewhere on the board. I'm not saying they're amazing or anything, but for 80 points I think it's worth including one unit in a changehost just for the tactical flexibility they offer.
  24. Yeah, this has become a huge pain. Waiting to see what super strong ability will get nerfed (nurgle daemon prince) and what other super strong ability will stick around (maraudert teleport with nearly guaranteed long bomb charge) is exhausting. I just finished building my start collecting box last night because I had no idea which way they were going to go with the weapon ruling on chaos warriors. Shouldn't have to wait 3.5 weeks after getting the book to know what the rules actually are.
  25. Yeah the modifier thing is bizarre. I kind of get why they added it in but I don't think they worked through all the implications of unmodifiable dice. Battleshock is one. Ignoring positive modifiers like the LoC command ability or the Aura of Mutability is another. Not sure if abilities like the Mastery of Magic would trigger either. It does ignore debuffs as well though, so for example if you have a khorne opponent with hexgorger skulls, skull altar and bloodsecrator you just toss out a few destiny dice and your spell is good to go. The trick is that to fix it they'll either have to remove the modifier bit from destiny dice and Kairos, rewrite how battleshock works entirely, or add a totally non-intuitive exception specifically for battleshock being the one roll that is still modifiable. I'm not really sure what to expect, but if it's affecting the core rules they'll probably wait to do it in the handbook.
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