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Grimrock

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Posts posted by Grimrock

  1. 2 hours ago, Baron Klatz said:

    I mean they’ve been top-tier since 2017, a lateral nerf move that keeps them mostly the same but with a few new Endless Spell tricks isn’t exactly a catastrophe.

    Pretty much fits the AoS3 cycle of watering the tomes down so they’re still flavorful but the rules aren’t crazy to keep it simple.

    I don't think they've been top tier since 3rd edition dropped. If I remember correctly last time someone threw up the win rates they were something like bottom third? The prevalence of save stacking in particular rendered them mostly incapable of doing damage and the repeated nerfs eventually made them pretty awful. They were propped up by Archaon for a while but when he lost access to allegiance abilities they were pretty much done for. The new book does have some options to deal with saves through spell debuffs, but a lot of stuff also got worse and the agendas were completely removed. The biggest saving grace is the tactics/grand strategies are pretty easy so they'll still win games, but that's a pretty lame way to make an army competitive. I think they have a couple solid lists but they're not going to be fun for anyone to play with or against.

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  2. 3 hours ago, Aeryenn said:

    Is Tzeentch build on mortals still weak with the new book?

    More or less. Generally speaking the units got worse for the same points value and the removal of agendas, but the spells are better and there is an opportunity to chain a bunch of buffs/debuffs together to cause a lot of damage. Kind of a net neutral honestly as spells can be unbound, but it does put more emphasis on the wizards which feels a Tzeentchy at least. Battle tactics and strategies are pretty easy to work with though so it should be a bit easier to win, it's just winning in the least fun way you can imagine. 

    Overall I'm super meh on the book. Coming from Maggotkin where everything got re-worked so well and the book had such an amazing theme, this feels like a massive letdown. Basically an errata of the previous book with nothing that really draws you in. Lists aren't going to change massively, you'll see a changecaster in there for sure but not much else is going to shake things up. I do think blue scribes are still fantastic because they know the (much improved) mortal lore and can still auto cast spells on a 2+ every turn. 

    I think the book is going to be able to write some competitive lists, but I don't think those games are going to be fun for anyone. What I'm seeing is a sigil to pin your opponent in their deployment zone with free spawn, yoloing an incarnate attached to a cheap magister into the lines turn one in the hopes of getting the magister killed, and a bunch of horrors to sit on the points. Basically doing everything you can to prevent the enemy army from playing the game while you sit on objectives and wrack up the points. A couple powerful casters sniping off heroes or support pieces at will and ranged damage to kill whatever escapes the hell of the deployment zone. It sounds... awful really. 

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  3. 23 minutes ago, Baron Klatz said:

    -The cosmos is more than just the Mortal Realms. Beyond the Aetheric Void, there exist many strange worlds, and it's rumored other dimensions as well. A few of the Gods of the Mortal Realms have little knowledge of these alien realities. Of all the races of the Mortal Realms, only the Seraphon and the Slaan starmasters are familiar with what's beyond the Aetheric Void, having embarked on a cosmic journey after the destruction of the World-That-Was. The Slaan not sharing their knowledge of the beyond could be seen as a kindness. The minds of mere mortals are unequipped for the knowledge of what lurks beyond.

     -The Aetheric Void is not entirely devoid of life. Seraphon temple ships sail through the empty expanse of the Void. The  Old One crafted technologies of these ships shield them from the harms of vacuum. The Seraphon are not alone in the dark. The Silver Towers of Tzeentch float in the void, conducting experiments and furthering the agendas of their master. Whenever these two sides meet, they light up the skies of the realms with flashes of laser cannons and cascades of change energy.

    Sounds like an interesting opportunity to introduce a new alien faction into the game at some point. I'm not expecting tyranids or anything, but what about an void born eldritch horror-esque faction? Cthulu might be a bit overdone, but it is incredibly popular and might be a good way to pull in new players with a semi familiar aesthetic. The journeys of the Seraphon have awoken something in the void. They battled and the Seraphon dealt a terrible blow but ultimately had to flee, and now it has finally tracked them to the mortal realms seeking revenge and destruction. Seraphon get a range update and we get a totally new faction completely separate from anything that ever existed in the old world. 

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  4. 2 hours ago, novakai said:

    If it true I wonder what up with GW’s love for Flamers lol, it also happens to be one of the strongest unit in the recent daemon codex as well.

    probably to push product along

    Well if you think about it there aren't really a lot of options in tzeentch. Since the themes of tzeentch generally focus around magic and fire you probably won't see melee units as top tier (it has happened in previous books, tzaangors in first edition for example, but gw seemed to realize the mistake they made giving a ranged army incredibly solid melee infantry and those units were nerfed into oblivion). Kairic acolytes could have been an option but they kind of wrote themselves into a corner making them cheap useless chaff, so you're pretty much left with making either horrors or flamers. We've all seen the trainwreck that happens when horrors are good, so then you're left with just flamers. 

     

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  5. 29 minutes ago, Jaskier said:

    The thing is that Tzeentch's identity in both Warhammer Fantasy and 40k is tied to improved ward / invulnerable saves. They've always been at least the second tankiest god, and the new 40k Chaos Daemon book continues that trend. It's not really a thematic mismatch or mistake that Tzeentch is like that in AoS. I do think they perhaps could tune up the ranged output of the army a bit as Flamers especially just weren't designed for 3rd edition. 

    Yeah, there definitely is a history there but like you said they should be the second most resilient. The current book takes it way too far IMO. A big brick of pinks is way tougher than anything in Nurgle just like the old Nurgle book was generally faster than Slaanesh. If you look at the new 40k daemon book sure tzeentch is pretty resilient at range, but they're extremely vulnerable in melee. Horrors can split and stick on an objective pretty well but it's random and there is counter play by killing the whole unit before they get to roll. If we end up with something closer to that I'd be pretty happy. 

  6. 23 minutes ago, Halkbat said:

    Pinks can get worse when enough other stuff is buffed to not be made of paper.  Our unit statlines were made when stacking penalties to hit was our main form of defense.  With a cap on penalties to hit we either need to expand to penalties to wound or get better saves to see the same level of survivability.

    Or we could be a glass cannon ranged/magic army. The -1 to hit was new in the current edition of the book and honestly it's kind of a thematic mismatch like the first Nurgle book. Nurgle was the tanky faction that was somehow one of the fastest armies in the game. Tzeentch is the ranged/magic faction that is somehow ridiculously hard to kill with splitting horrors and -1 to hit. Just like Nurgle I wouldn't be surprised if they drop the tankiness in general and get back to the core concept of the faction. Maybe something like -1 rend for all tzeentch daemons wholly within 9" of a locus. 

  7. 50 minutes ago, Duke of Mousillon said:

    You might say. Just as polarizing as the old one with his summoning of 10 pinks if not killed in the deployment zone on turn 1?

    In theory could be worse. For one thing everyone knew that wasn't going to last and, sure enough, it was nerfed in a couple weeks to 5 models. It also happened in the hero phase so it couldn't piggyback off the the movement of a flying summoner on disk. Like I said it kind of depends on the quality of the units in the book, if flamers are super strong then this could be bonkers op. 

    Edit: Just to be clear, what I meant by polarizing is how auto-win/auto-loss this ability can be. To make it worthwhile you'd have to invest a lot of points into it (like 700+ using current points). If you do that and manage to snipe out critical components of your opponents army turn 1 with no real counter play you're probably going to win. If you get 700+ points killed on turn 1 you're definitely going to lose. If you take the summoner and buy units specifically for the teleport but then don't use it because of the risk then you're wasting a bunch of points and are immediately on the backfoot. Honestly the more I think about it the more I kind of hate it. The only way it makes sense is if we have no good shooters that can really take advantage of the ability, but at that point we're nerfing the entire faction just so the gaunt summoner can have some janky tech. I would have preferred it if they left it at summoning 5 pinks.

  8. The deployment ability isn't bad, but I get the feeling that it is going to be a bit polarizing. If your opponent doesn't have a way to take him out and there are good units to teleport it might be something close to an auto win. Taking a summoner on disk, hiding behind LOS blocking terrain in deployment, then jumping out 20" to deploy two units of flamers in perfect range to kill a couple critical heros or monsters on the first turn could be game winning. Certainly would crush Khorne armies pretty hard. On the other hand if they surprise you and snipe him out turn one with a spell portal or something that ignores line of sight then it's pretty much an auto loss the other way. Sure you could just not use the ability in deployment, but I'm guessing it's going to be his main schtick (this probably replaces his current summoning ability) and where most of his points come from. If you don't use it you might be paying 250 points for a squishy 2 spell caster that won't have any other effect on the game. 

    One thing I did notice is the ability isn't keyed to Disciples of Tzeentch, so you could drop in a unit of 30 marauders with mark of tzeentch and get a pretty much guaranteed turn 1 charge. The problem there is marauders are heavily dependent on hero phase buffs to do anything useful. Still, jamming up your opponent with a bunch of chaff for a turn might not be a terrible thing.

     

  9. I'm not really expecting any massive overhaul of the rules. Typically GW seems to keep the changes relatively small and focused to make things easier to test and not risk breaking things. It's not unheard of to get a big change, Nurgle for example got a huge rework, but those are usually the exception not the rule. With that being said, I'm hoping for/expecting a few changes:

    1. Marauders getting nerfed heavily. Their abilities never really made much sense to begin with, and considering they're not getting a resculpt I'd expect them to get de-emphasized. Personally I'd be good with this, have them lose the rend and the charge rule and go down to like 75 points for 10 models. Then they can take their rightful place as cheap chaff.

    2. Cultists getting a buff across the board with an associated price hike. The recent rotmire creed are actually a really solid unit, and if GW wants to start selling the cultist boxes to AoS exclusive players then that's going to have to be what they aim for.

    3. Chaos warriors, chosen, and knights all get a buff to make them the rightful core of the army, if for no other reason than to sell the new models they're making.

    4. Massively nerf/remove Daemonic Power, Oracular Vision, and the undivided prayer on the warshrine. These abilities are far too powerful and warp the faction heavily around them. You can't have good base stats when you have re-roll everything on a stick, but at the same time if those fail to go off or the buffs get sniped you're pretty much hosed in game. Not fun for either player and pretty much impossible to balance around, they gotta go.

    5. Finally I don't expect it, but I'm really hoping the Slaughterbrute and Mutalith Vortex Beast get a huge buff. These models are far too cool to have had such absolute garbage rules for so long. I've wanted to pick one or two up for ages but I just couldn't justify it with how bad they were. Hopefully GW wises up and makes them solid centerpiece units. 

    In the end though there's not much point in speculating. We won't see the book for at least a few more months and honestly GW is really hard to predict. 

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  10. 1 hour ago, Twisted Firaun said:

    Marauders have more or less been replaced with the various cultist kits, though the dark oath box can easily be used as a count as unit of them in a pinch.

    Pretty tough to make a unit of 30 of them with cultists unfortunately, Warcry is a sad substitute for a proper re-work for a bunch of reasons. They're massively more expensive, the wargear doesn't match in the slightest, they're incredibly difficult to convert, the base and model sizes are wildly inconsistent, and each individual warband has such a distinct look that mixing/matching different cults would just look weird/jarring. Honestly the fact that the marauders aren't getting re-worked is my biggest and only disappointment with the new StD so far. Personally I think the marauders needed an update far, far more than the chaos warriors or knights ever did.

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  11. 7 hours ago, Malakithe said:

    Regardless of abilities no one is going to take 200+ point Tzaangors for any reason. Why do that when Pinks are way superior?

    Well, to be fair, we haven't seen what they do to pinks yet. They could be nerfed into the ground so hard they never see sunlight again. Plus the box isn't necessarily a reflection of what the final rules will be in the book, I'm pretty sure they've gone both directions in the past. It sucks big time right now but maybe things will even out. Like I said before a simple combat buff could turn tzaangors around in a heartbeat. A spell for +1 attack coupled with an improved command ability from a fatemaster and some way to improve rend and they could be an absolute nightmare. No point in speculating really, it just makes everything worse.

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  12. 1 hour ago, Popisdead said:

    I was wondering that too and since the battletomes in V3 AFAIK are generally in a good direction.  I've heard mixed about the Skaven.  A guy on The Honest Wargamer who played them before and liked that they kept it mostly the same but streamlined the book to be cleaner seems to be positive.

    The problem I have projecting that onto Slaanesh is we don't need a streamline, but a re-write like Sylvaneth got.  The Sylvaneth big guys got a huge boost and are a blast to play.  That makes me hope the Keeper will be good again.  I don't want to see a return to the Rhelion days of lists but a list where your Keeper wasn't a fire-magnet that was useless in CC.

    It's hard to be sure since Nurgle is the only god marked book so far, but I'm hopeful all the greater daemons will follow the Great Unclean One. It got a big jump in points and a slew of buffs along with it. Vastly better combat profile, more wounds, innate healing, and generally better abilities (bell changes aside). I'd love to see all greater daemons become particularly scary and powerful, and fully viable, but expensive enough so you'll only want one or maybe two at most in your army. What that would mean for the keeper is difficult to say since the summoning tax distorts things so heavily.

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  13. really like that khorne combat patrol. It's basically perfect for fleshing out what I still want on the daemon side of khorne. I'm still going to wait for the khorne book to drop before I make any purchases but if the emphasis moves away from bloodthirsters and the normal daemons are half decent I'll pick one up for sure. 

  14. Oof, yeah that looks like a sizeable nerf to the non-daemon side of the book. Which is super weird because it hasn't been a problem since the first book so I don't know why they're so intent on continually grinding it into the mud. I assume that they want to keep tzeentch as the ranged/magic faction with little to no melee, but if that's the case then why in the world did they make the melee models in the first place? 

    Still just part of the picture though, so we'll see how it goes with the book. We could get a cheap and easy spell for +1 hit and +1 attack or something and it'd flip all the math on it's head. As is I'm glad I yet again held off and didn't buy into Arcane Cataclysm. I've wanted those Tzaangors for ages but I focused on the daemons first and by the time I was done with them the birds had already been nerfed into the ground. Now I'm just waiting for them to actually be playable before I pull the trigger.

  15. On 8/17/2022 at 5:25 AM, Lightbox said:

    Does anyone know the height of pusgoyle blightlords? I was wanting to convert some bretonnian pegasus knights I have for a more rotting knight look but want to know how much scenery I'll need them on to match the height well enough.

    Also are tamurkhans horde units / subfaction ever worth running for casual fun/ptg as I can imagine they could be fairly fun for making unit conversion or are all the units / subfaction rules for it just too bad?

    Tough to say on the height as I removed the back banner for transport. Measuring it out it looks like they should be about 6 1/4". Not sure about tamurkhans rules, but I've wanted to use some plague toads as beasts of Nurgle for a while. Size looks about right and 3 of them would add some nice variety as the stock models are pretty same-y regardless of how you build them. 

    I'm pleasently surprised by the creed, I really wasn't expecting them to have the Maggotkin keyword. I'm sure the feedback loop won't stick around but they're still really strong for their price. I'd almost prefer they were worse as we lack sub 100 pt options, but really I can't complain. Might even consider picking them up when they're released separately.

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  16. 4 hours ago, Ravinsild said:

    We have seen some leaks for the Slaves to Darkness battletome, but do we have any rumours about how said leaks will be released? Will they be bros and release Command Groups for those of us that bought the Start Collecting! boxes with no musicians or banners for Knights and Warriors or am I going to have to buy like 10 boxes to get a handful of functioning squads with all the right equipment? 

    Definitely the latter. They haven't released command groups in... Man I don't even know how long. Not since you had to buy units one blister pack at a time. The good old days. 

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  17. @Jazzbeaux 90 points for that would be crazy. You've basically created a unit that's just as resilient as plaguebearers with the addition of ranged attacks and mortal wounds. If the rules you suggested were accurate then I'd expect 160 minimum. 

    You have to keep in mind that 95% of cultist units are total trash tier rules, so unless gw does a total change of course with this edition you should temper your expectations. Typically they're cheap bodies with no offensive power whatsoever that have one small gimmick. They'll almost certainly have one wound each and 1 attack at 4+/4+. Their gimmick could be the Maggotkin keyword for disgustingly resilient and disease, but then absolutely no mortals and probably a premium cost like 120. It could be mortals from the blowpipes, but the they definitely wouldn't have the Maggotkin keyword. 

    Edit: thinking about it my guess is their gimmick will be wounding on 3s due to poison. I think they'll be 1 wound, 5+ save, speed 6 1 attack at 4+/3+ and one blowpipe attack each at 4+/3+.  One mortal on a 6 to wound for the leader in melee. No Maggotkin keyword, just Nurgle. Probably... 75 points. Still possibly useful in the army as cheap backfield chaff, but that's about it. 

  18. 52 minutes ago, Chikout said:

    I just realized that after this release slaves to Darkness will be the second most updated faction after Stormcast with about 35 new kits since AoS started. That's more than Lumineth and IDK combined. 

    This will also technically be the fourth Slaves to Darkness focused book since launch. Again that's more than anyone except Stormcast. I'm curious why they escape the criticism that everyone sends the way of the Aelves and the stormcast. 

    There are a few reasons. The first is the vast majority of the kits come in the form of warcry models. While they're technically in the slaves to darkness book, they weren't designed for AoS, they're for warcry. For the most part the rules in AoS are more of a bolt on afterthought. That and the fact that the vast majority never actually see the table makes it difficult to count them as true new kits.

    If you ignore the warcry models then StD got precious little since Archaon. A few stopgap monopose kits in a start collecting, an overpriced hero, and then of course be'lakor although he also kind of has his own faction which dilutes it as a StD release. Not much to write home about.

    This particular book is really the first time they're getting proper attention. Full proper resculpts of kits that have been in use for what, around 20 years? Actual new units that are designed for AoS from the ground up. A proper advancement of their narrative (hopefully) instead of just more of the status quo.

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  19. Overall not a huge fan of the legionnaires, bug a few look pretty good. Also that Decuriarch looks fantastic. Big, ornate, agressive, imposing. It's a shame that so many of the models are so weedy in comparison. The basic troops in particular kind of look like the kids drafted to fight in Helm's deep, everything is a few sizes too big for them. 

     

    35 minutes ago, Enoby said:

    TL;DR - I think Archaon is a bit lame and I'm glad the focus of Chaos is moving away from him. 

    I can appreciate the desire to have well... more chaos in chaos, but I do think Archaon is important. Without a big driving figure chaos isn't really too much of a threat on a grand scale. Since everyone is so selfish chaos is kind of bound to self-destruct. Sure they might wipe out a few regions here or there, but eventually the lord leading an army will ascend and leave the group leaderless and vulnerable to massive infighting or an external threat. Without a single leader that can command the respect of legions and is absolutely unwilling to ascend, chaos can't really do anything of consequence. If the lore starts to move away from Archaon and Be'Lakor I think it'll be because they want to diminish chaos and have the threats come from other grand alliances.

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  20. 1 hour ago, CeleFAZE said:

    Something interesting to note, I did a count of the current datasheets vs the number they gave for the new codex, and it's exactly the same (including the slaanesh entries added in supplements), meaning the twins are remaining AoS-only.

    Not surprising on a background level with how they tie into Slaanesh's imprisonment, but it does mark the first time a daemon kit has been restricted to a single system.

    There's still a tiny hope as they might have dropped or consolidated some data sheets. For example they could have made all 3 bloodthirsters a single sheet with different weapon options like the other greater daemons, or make the various tzeentch heralds a single sheet. Don't know how likely it is, but there's a chance. Also possible they work the twins into the narrative for the inevitable Emperor's Children release next edition. 

    I am really interested to see how this book shapes up. If it encourages mixed daemon lists instead of mono god then I'll already have a whole army ready to go. Could be fun to mess around with. 

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  21. On 6/27/2022 at 6:16 AM, Thrax said:

    *snip*

    I like how the list looks overall. My biggest concern is the Lord on karkadrak since he really struggles to put out damage, but he is awful tanky and you've already got him anyways so not a big deal. The only other major tweak I'd suggest would be to try the wrath of khorne bloodthirster instead of the insensate. He loses out on a little potential damage, but he's much much less swingy than the insensate and synergizes with the command trait better. He also has a potentially devastating unleash hell if you're willing to gamble.

    The tactics sound good overall as well. The Knights should be good hammers and are pretty quick if you use the stoker on them. I like lances over ensorcelled weapons in khorne because of the stoker and killing frenzy, but be extra careful to make sure they never get charged because they just become totally useless. I would be a little worried about running out of gas early and struggling to handle really tanky armies like Nurgle or Sons of Behemat, but honestly there's not much you can do about that with khorne so you'll just have to focus on objectives and hope for the best. 

    Good luck and if you're enjoying it make sure to let us know!

  22. 23 hours ago, ChaosUndivided said:

    The real burning question for me is what changes will occur to the Auras of Chaos. Tzeentch is my go to aura, rerolling ones in a save stacking meta is incredible. Just math wise its crazy powerful but i dont see this surviving the battletome update. If its a flat +1 to save rolls it wont be nearly as potent with all the +1 saves we already have to pass around.

    I typically build my list around the auras to balance out between tankiness and offensive power. If they change the auras up theres a chance some units get shelved for the foreseeable future. Currently with the new GHB rules i think their is still play in most of the army in a casual sense but competitively the internal balance of the army will weigh heavily on the new battletome and could really swing things

    Yeah the million dollar question is how all the various buffs play out. I feel like a lot of players have been hoping for units that are strong on their own without needing to count on a spell that could fail or a hero that can be sniped out. I'd love to see better stats on the warriors and knights (like a base 3+ save, add a rend or two depending on the weapons) and have the buffs disappear entirely. Maybe a small bonus for their marks like in 40k at the most but no more auras or buffing spells. Let the sorcerer's and warhrines be selfish and only cast offensive spells/prayers like any glory seeking, power mad psychopath would. 

    • Like 1
  23. #1 chaos marauders

    I'd like to see them stay as a box of 20 with an assortment of different weapons. I'd be super happy if their warscroll was simplified to a single weapon but they kept a bunch of options just to make the unit look varied and interesting. 

    #2 bloodletters

    They're not terrible overall, but the heads are a little weird and there's a miserable gap on most of the unit that needs some green stuff work to not stick out like a sore thumb. I'd love to see the hellblades go back to being axes like the previous generation. 

    #3 bloodthirster

    Ok to be clear this is an absolutely gorgeous kit and I love it, but if you line it up beside the other greater daemons while ignoring the wings he's just... Tiny. Like a 4'11 linebacker. Honestly keep it exactly the same but scale up the body 50% or so and you'd be golden. 

     

     

     

     

    • Like 4
  24. 37 minutes ago, Agent of Chaos said:

    @Grimrock it does suck having to take juggerlord at all, let alone as general, but totally understand the reasoning to avoid too many gally vets. 

    However I beleive you need 2 priests in order to take 2 judgements.

    You're right, didn't consider you can only take one per priest. Man that makes the skull altar 'buff' even worse. You have to take the priests to get the judgement in the first place, why would you chant it with another hero? I guess maybe on the off chance one of them dies but still. Lame. 

    Ok yeah in that case drop the axe and I don't know... Maybe plug in a unit of bloodreavers that sits on the back line to hold objectives? Feels bad but might help in some scenarios. More likely to just give up battle tactics though. 

    Also I noticed that wording for the skulls when I was looking at my book earlier so I don't think it has changed. Super handy though, I didn't realize it but it also gets around Teclis and his can't be unbound rule. Possibly the spell in a bottle as well.

  25. It is nice to see they're finally adding something on that should have been there from the start back in first edition. Don't know if it'll much of an impact, but it should certainly feel nicer. I'm imagining simple stuff like you might grab a command point if you don't have anything better to do at the start of a turn or maybe it'll be more likely you end up the big summons. One potentially interesting point though, based on the wording I think most of the table is limited to a single use at the start of the hero phase but as far as I can tell there's no limit to the number of times you can use the spelleater curse. Might be worth banking as many points as you can and just totally shutting down some of the more obnoxious spellcasters on a clutch turn.

    Edit: 
    Decided to try writing up a list. It feels awkward due to needing to take the lord of khorne on juggernaut as the general to avoid taking too many gelato veterans, but I think this is where I'd start:

    Allegiance: Khorne
    - Slaughterhost: Reapers of Vengeance
    - Grand Strategy: None Chosen
    - Triumphs:

    Leaders
    Lord of Khorne on Juggernaut
     (140)*
    - General
    - Command Trait: Mage Eater
    - Artefact: Skullshard Mantle
    Bloodsecrator (125)***
    Bloodstoker (85)***
    Slaughterpriest (110)*
    - Bronzed Flesh

    Wrath of Khorne Bloodthirster (310)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon

    Battleline
    3 x Mighty Skullcrushers (170)*
    - Bloodglaives
    3 x Mighty Skullcrushers (170)***
    - Bloodglaives
    3 x Mighty Skullcrushers (170)***
    - Bloodglaives
    30 x Bloodletters (345)**
    - Reinforced x 2

    Units
    5 x Wrathmongers (145)**
    5 x Wrathmongers (145)**

    Endless Spells & Invocations
    Hexgorger Skulls (60)
    Wrath-Axe (85)

    Core Battalions
    *Warlord
    **Bounty Hunters
    ***Battle Regiment

    Total: 2060 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 143
    Drops: 8

    Points come out to 1990 after all the reductions, which is decent but as usual the drops weren't significant enough to actually do anything useful even though the vast majority of units in this list got cheaper. Amounted to adding in a wrath axe that can only be cast if someone is garrisoning the altar. I'd lean hardest to remove the bloodthirster but I'm not sure what else would work for those points. Being able to re-roll hits on the bloodletters helps ensure you're getting optimal damage and he can do some good work himself. 

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