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Retro

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Everything posted by Retro

  1. I think a lot of people will get worried when you announce that you're placing units in ambush and possibly waste units trying to zone out their deployment. If you leave space on the 2 flanks of your army you can always ambush them in wherever you end up in the move phase and you effectively mess up your opponents deployment.
  2. Technically it's RAW and the FAQ that said to treat it as 6+ got deleted. It is strange though. That's true, won't take long for someone to knock models out of your reavers though. If reavers make 6 save rolls, that's 5 dead (average) and a lot will probably run. If warriors make 6 save rolls, that's 3 wounds. 1 dead, 1 half health who might run away - they do cost more though
  3. Yeah, not much you can do with 90 points unfortunately, unless you start branching into slaves to darkness models. Another option is a bloodstoker to get a little more reach on your bloodletting but to be honest I think you're better with the reavers. Otherwise, I think your list looks decent, a soul grinder will be a beast in 750 points and so will the daemon prince. If you have the model, a chaos lord on daemonic mount would be pretty good too, useless command ability for you but can still take the crown, hits hard, moves pretty fast and a bit more survivable than the daemon prince. Then you can swap the reavers for the blood warriors. If not, I don't think it would make a huge difference at 750!
  4. In my experience, bloodreavers without a way to get extra attacks or battleshock immunity are pretty bad. How many points do you have left over? I would probably try and drop them for something a bit more survivable. That said, I haven't really played many games below 1000 so they might do ok
  5. Personally I would still go the cogs and drop palisade and vortex. If successfully cast it takes your ambush charge from 66% likelyhood to 92% (taking into account refills) Plus more likely to get a 1st turn charge with your Bestigors from deployment too
  6. So I've been thinking about including a council of blood in my army for a little while now. Does anyone have thoughts on a mortal battalion that I could include alongside it? My first thought was gore pilgrims but the hero tax involved in having those 2 battalions side by side is pretty high, and I feel that the main strengths of pilgrims aren't as valuable when you rock out 3+ thirsters as half your army (battleshock is irrelevant for them and +1 attack doesn't scale as much for the thirsters). The other one I've considered was dark feast, gives me my battleline, a couple of prayers, stoker and similar benefits to a bloodsecrator for the reavers following alongside. I would probably run 1 wrath and 2 IR thirsters and then try and keep my points to 1950. This would give 4 command points, 2 for run and charge on the 3 thirsters and 2 for 6" run if I need it.
  7. Do you think you would ever use 2x40 in 2000pt games? I'm considering it but the prospect of painting 80 raiders is a bit daunting haha
  8. 12.5% more wounds with axes when compared to flails. In perspective, that's roughly 3 extra saves the enemy has to make for every 100 attacks you dish out. So 1 wound on archaon for every 100 attacks your marauders do. Probably not going to change much in the long run!
  9. I never stopped to do the math hammer on it before but you are 100% right. Swords having the benefit of not reducing in effectiveness once you have less than 3 ranks worth of models left to fight. Edit: A little more maths reveals that the spears will pull slightly ahead if you get a +1 to hit bonus. As far as I know, the only way to get it is the brayherds which means that it is only good for 1 turn IF you ambush and successfully charge. Not worth the hassle in my opinion. Also, ungor spears might be useful for centigor conversions
  10. I stand corrected, obviously completely misread those rules
  11. Sorry to be the bearer of bad news but you won't be able to ambush all 3, only 2 units. From the look of it you aren't taking darkwalkers which means your only "brayherd" for the purpose of ambushing are the GBS, Bestigor and raiders. You can only ambush with half of your brayherds rounded up. I would probably stay clear of ambushing when you've got such a small force of non brayherds (unless you take the darkwalkers greatfray) Edit: I just realised you weren't planning to ambush your shaman. So it's doable but it might be hard to get the units in range of the trumpet if he doesn't ambush with them
  12. That's how I would set it up but it may depend on the terrain and opponent etc. Don't forget you can use the darkwalkers command ability to deep strike a unit anywhere on the map (outside 9" of the enemy)
  13. Your allegiance will be beasts of chaos, not warherd. So you can pick an artifact from any of the lists and put it on any hero of the appropriate keyword You will have to choose a warherd command trait though
  14. A good compromise could be if models in a battalion won't count as allies as long as they are marked, but the battalion cost itself comes off your ally points allowance. This would make everchosen battalions and marked BoC battalions usable within the god armies but still restrictive.
  15. A good compromise could be if models in a battalion won't count as allies as long as they are marked, but the battalion cost itself comes off your ally points allowance. This would make everchosen battalions and marked BoC battalions usable within the god armies but still restrictive.
  16. I'm not usually a shooty guy either (my main army is khorne) but I think that this combo would be great to break the back of a lot of armies before the match even starts.
  17. So this is my list so far: Beastlord Great Bray shaman Great Brey shaman Great Bray shaman 10 x Bestigor 10 x Bestigor 10 x Bestigor 40 x unfortunately raiders 40 x unfortunately raiders 30 x gors Battalion: desolating beast heard That takes me to 1750 points, I'm still trying to sort out the last 250 points and exactly what traits/artifacts but I'll definitely use the brayblast trumpet and ambushing all the raiders behind enemy lines. That's 80 shots hitting on 3+, rerolling 1s and 2s and 6s generating additional hits. Also, it's a 1 drop army. Any thoughts?
  18. So if you take other non-BoC tzeentch, then you are limited to tzeentch allegiance or Grand alliance: Chaos. There might also be a way of taking tzeentch as an ally, in which case you could have the BoC allegiance abilities as long as your non beast tzeentch guys are under 400 points (or whatever point limit it is for your game). You would never be able to use both destiny dice and a herdstone in the same army
  19. Everything would still have the beasts of chaos key word, so you would be able to choose between either tzeentch allegiance (with destiny dice etc) or beasts of chaos (with herdstone etc). Not both
  20. Cut their horns off and put them on 25mm bases. Should do the job as fake ungors? You could call them turnskins, if I remember right they are humans who mutate into beastmen, they aren't accepted by the herd completely and have their horns cut off so they aren't mistaken as gors.
  21. Well that's a part of the trade off. You gain abilities for free, but the real cost is restrictions elsewhere. It would be offset a bit if you take a battalion and so have access to a second artifact
  22. I've also toyed with the idea of a first turn charge from centigors hitting at the same time. 14" move, +3" from shaman, possibly 2" from cogs endless spell. That gives them a minimum threat range of 21" or 23" with the cogs out, pretty good chance of making the whole way with or without the cogs
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