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Grimrock

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Everything posted by Grimrock

  1. Someone mentioned this before, but it bears repeating because people keep missing it. Battleshock tests work by taking your roll and modifying it with the number of casualties. In the new rules when destiny dice are used, the roll can no longer be modified or rerolled. That means any destiny dice, from a 1 to a 6, makes horrors immune because the roll is always less than 10. Doesn't matter if you've lost 40 models in one go, that modifier is ignored once you use a destiny dice. I'm curious, has anyone tried using horrors outside of the changehost/conflagration combo? I'm loving them there, but I'm getting the feeling that they're not going to be seen outside of it. Sure they take lots of shots, but their range is so small and speed is so low that I just don't see them working without at least a teleport to guarantee one good round of shooting. I'm also curious to see how splitting works out on the tabletop itself. If you space your pinks out a bit it should be easy enough to fit the blues in, but if you clump up for maximum shots off the teleport you leave yourself vulnerable to getting surrounded on the next turn and having blues wasted because there's no space to put them. Easy to assume they're busted right now but they seem like they'll be tough to use in real life.
  2. Not much different from the tzeentch one to be honest. I get the feeling they never really intended for the daemon prince to be particularly effective, but then the khorne command ability is still there... So I'm not really sure. Maybe it's meant to compensate for not being able to take a khorne marked wizard?
  3. I don't know, I've been running bloodreavers in pretty much every list and they're one of my favourite units. Not for combat or resilience, but just as a nice cheap screen that can be surprisingly potent if you toss out a few buffs. If an opponent underestimates them in a dark feast battalion, a little 10 man unit can easily toss out 41 attacks, 3+/4+ with rerolls and rend 1. Sure it's rare that they earn their points back individually, but they're fantastic in enabling your other units to weather an alpha and still strike back. That being said, 40 man units just don't really make sense right now. Like you said, too flimsy and difficult to buff. I always run them as 10 man units for maximum tithe production and flexibility.
  4. Well I guess just take a look through the rules and see if it says units are capped. As far as I know there's no limit to adding models. The only time that mattered was back when summoning cost points and you couldn't go past the original size without paying for it.
  5. I do like them, but I think there are two problems with chosen. The first is their buff is wholly within 12 and only after killing something. That's going to be pretty tricky to pull off, especially if you're taking a big unit of marauders. Plus if you're trying to trigger the buff your opponent will have a chance to hit the marauders first and they die to a stiff breeze. The second is you have to either buy those unattractive, massively overpriced, finecast miniatures... Or you have to go through a lot of work and extra kits to bash together a custom unit. A decent hobby challenge if that's what you want I guess.
  6. Man alive I wish they had those in Canada. Sounds like such a good deal.
  7. I think if you're not going to use the LoC's command ability then Kairos is probably the better choice. The extra cast, access to spells from nearby models (like the thamaturge healing spell) and the more consistent spell all make him pretty solid. He's even slightly better in combat if something goes terribly wrong.
  8. True, although that gets harder for them to do in scenarios with smaller deployment separation. Also if you go second and the flamers dictate where their important models move on the first turn, that's a massive amount of disruption to their game plan. Hmm, you could also do a Herald on disk and then teleport the pinks and a big unit of flamers. You miss out on the +1 to cast for the pink's spell, but otherwise it should still work the same way. Edit: it also occurs to me a khorne Daemon Prince from S2D might be a nice ally assuming it isn't blocked. Half run and charge rolls could keep the shooters safe for an extra turn.
  9. So I'm thinking a changehost with something like 20 pinks, blue scribes, a foot Herald for the aura of mutability, a unit of screamers for mobility, an exalted flamer, and the rest flamers. Fill out battleline with Kairics and add a fatemaster in. The alpha will be bonkers if you can get everyone in the various bubbles. Then 20 pinks can tank whatever is left or you manage a double turn and just nuke the rest. I'm having trouble thinking of what could beat that army... Slaanesh would be hosed. OBR would lose synergy pieces and be left with a few unsupported units. Maybe an alpha strike from orcs getting teleported in? Big blobs of plaguebearers maybe haha.
  10. Came to say this, that command ability is ace. With fly and speed 16 it should be easy enough to place in a good position, so all of our ranged units are going to love him. Shame he doesn't have the daemon keyword.
  11. Sounds like the warscroll builder is wrong. Be'lakor doesn't have the nurgle keyword or any way to get it so he can only be included in the army as an ally. As far as I know allies don't get access to the allegiance abilities/spells.
  12. The bloodsecrator works quite well with archaon in khorne where you won't be taking wizards anyway, but the reroll successful spells is a huge bummer for the chaos sorcerer lord. Since you pretty much always want to take a sorcerer Lord with archaon it can make positioning tricky. I have been considering a bloodstoker though. +3 to charge is pretty big, and a guaranteed reroll wounds without spells or prayers is amazing. You'll only get to use it on archaon once, but after that you just move another unit near the stoker and fire it off on the next turn.
  13. I assumed it wasn't selling out because the warscrolls still aren't available. Unless you're in for watching a half dozen reviews and piecing together the little bits from each, it's still difficult to tell what the actual warscrolls for the individual models are. Subtle changes to wording or keywords can make or break a model and it can be easy to miss those without seeing the official scroll. Seems like a bad call to buy something when you don't know what you're getting.
  14. Yeah it doesn't say the cast comes from the unit leader, the whole unit is the caster. So since a unit is always in range of itself you don't need to clump up or anything. I'm thinking of a unit of 20 pinks in a changehost and the conflagration coven teleporting up with a hero that has aura of mutability. Buff from the spell and from 20 models makes them 60 attacks hitting on 3s. Reroll 1s from a command point means you hit about 46, wounding on 3s means about 31 rend 1 wounds. Then you have 20 pinks in the enemy's face that nets you up to 100 wounds with a 6+/6+. Not too shabby at all. If you follow up behind the unit with some flamers to also get the aura of mutability... Yeah you'll be doing some serious damage in a shooting phase.
  15. Out of curiosity, where are people seeing the warscrolls? I watched the GMG review and it was too blurry to make anything out clearly. I've been tearing my hair out waiting for the app to update or the warscroll links to go live on the gw site haha.
  16. Interesting notes from the tzeentch book. Foot gaunt summoner got the same summoning as the disk, lookalike the same spell, and also has the slaves keyword for 240 points. Splitting is confirmed to be on the horror warscroll now, and they cost 200 points. Still waiting for a clear shot of the warscroll to see how it all works, but it seems like even more of a no brainer summon now.
  17. I think this is going to be a big issue for you playing slaves. Like it or not the army seems to be totally designed around the sorcerer and/or the warshrine, along with the aura buffs. It's a huge pain on turns where it doesn't work out, but pretty much everything other than the marauders are overcosted if you don't take buffs into consideration. You can try to mitigate the luck factor by having multiple sources, I'm planning to run a sorcerer and shrine together. Two chances at the full reroll should hopefully give me good odds on having a clutch buff up when it's needed. You could also look to allies that can buff without rolls. A bloodstoker gives +3 to charge and full wound rerolls to khorne mortals. Harbinger of decay helps with resilience. That sort of thing. Also I'd disagree about the Knights with lances, but again it's mostly based on using buffs. The lances are the stronger attack by far on the charge, and putting buffs into the unit compounds that significantly. I've been testing a unit of 10 and while maneuvering is really difficult in a terrain heavy table, I haven't had too many issues getting 6+ knights into combat with units as long as I multi charge (which the gigantic base sizes actually make a lot easier). Also the lances can attack over screens which is a really neat bonus I didn't expect.
  18. I assume it's worded that way because the opponent might get to control it like normal endless spells. Super risky if you're up against a combat army. Same with the simulacrum. Since the vast majority of the tzeentch army will be wizards it'll be super risky to have on the board. You get 3 mortal wounds on an enemy unit, then the opponent turns it around next turn and puts 5 into the wizard that cast it. Kind of like a chaos player bringing the quicksilver swords actually.
  19. The preview said that their Gestalt Sorcery ability, which used to give them a +1 to hit when near a wizard, was changed to make them a wizard when they have 9 or more models. So the ability to cast a spell that grants rend 1 comes at the cost of an ability that gave +1 to hit automatically with no dice needed. Rend 1 is nice, but it's close to a wash with +1 to hit and you can fail a 6 pretty easily. Plus rend doesn't really matter when you're hitting on 5s. I'm hoping the rest of the scroll got a rework or the sub faction for mortals helps them out. A native 4+ to hit is really a bare minimum for the ranged attacks, and I'd like to see the glaives do 2 damage each. Also shields on everyone since the models actually all get shields regardless of what weapon they're using.
  20. I did think of that but he only gets the boost on the first cast, so he still needs that hard 9 on the second. Might be worth a couple DD though... One thing I did come up with, since you declare the agenda your opponent might save their dispels to try to stop the casts. That might help you get more important spells through making the agenda worth it even if the bonus doesn't happen. Now that could be fun haha. Expensive as all get out and difficult to keep in the locus range, but it would take ages for most opponents to work through it.
  21. I should clarify that I don't think pinks are bad, just that the ranged attack has always been awful. With them likely losing the +1 to cast they won't be as reliable for spell damage anymore, pushing more reliance on their conventional attacks. If the attacks don't get improved then the unit might be stuck as a tarpit with a little magic damage here and there. A pretty good tarpit, but a tarpit none the less. Plus if the splitting rules are more restrictive (like you can't split if the whole unit is dead) then they will be vulnerable to being one shotted off the board and won't be able to tarpit at all. No clue how that'll go though, I'm just being pessimistic for now. Looking forward to seeing the preview video this weekend.
  22. Tzeentch did have a number of fun locuses so I'm a bit sad to see them go, but -1 to hit in melee across the board is pretty solid and it's always possible they might move the old locus powers to built in rules. Either way I guess we'll see how everything ends up this weekend. Rend 1 on the flamers is pretty solid but I don't think it'll solve the issues with horrors. Imo, their biggest problem has always been the 4+ to hit/4+ to wound statline. If that stays the same then they're probably going to be relegated to annoying tarpit status. Assuming the split rule is generous then 50 wounds at a -1 to hit is a pretty good tarpit, but still not particularly exciting. The agendas sound neat but if the preview is anything to go by they might be pretty tough to pull off. The only one that can do the casting agenda consistently right now is the Lord of Change, and even then he'd have to get a bit lucky. Plus if a caster that can do 2 casts at a 9+ in one turn, who cares if they get a +1 for the rest of the game? The only thing I can think of is burning through a lot of Destiny dice on an average caster but that doesn't seem anywhere near worth the investment. I'm curious to see what the rest look like.
  23. It isn't a khorne battalion so it can't be included in a khorne allegiance army. The god marked battalions all have a special piece that allows them to be taken in their respective allegiances, but ruinbringer doesn't.
  24. Also the fluff covers khorne at least. Apparently the chaotic corruption caused by the gathering of Khorne's forces causes the altars to just kind of... Come up out of the ground. Along with the more typical cracks, spikes, lava, rivers of blood, etc. More on topic, faction terrain or the lack of it really isn't an advantage in and of itself. Speaking of khorne, their terrain is pretty strong by allowing prayer rerolls and debuffing nearby wizards but those rules could have just been added to the normal list of allegiance abilities. Take slaves to darkness, their auras are tied to heroes but could have easily just been tied to a terrain piece instead. Having it on terrain or heroes or as part of a battalion or command ability... It's all the same thing in the end. What matters is if the army as a whole is balanced/strong or not. Honestly not having terrain can be seen as a huge plus because you don't have to drop a bunch of time and money on a kit just so you can access your allegiance ability.
  25. I've done some math and it seems like the sword does more damage against 4+ and 3+ saves. The axe is a lot more consistent though so you could go either way.
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