
Kevlar1972
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Everything posted by Kevlar1972
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I think an allied chaos sorcerer lord is better than the juggerlord and the stoker. He can turn a solid unit of bloodwarriors or skull reapers into a powerhouse with daemonic power, and he gets to give another unit a free no cast mystic shield. We are pretty hero starved in the gore pilgrims battalion though. It's only drawback. 3rd priest is nice to have also.
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Seems like that dragon needs some better special rules. As tough as it look what could it do vs Morathi? Or hand of dust? Even a lucky mighty lord of khorne could remove it. It should have some mortal wound or instant death avoidance.
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How best to build a cheap army...
Kevlar1972 replied to flamingwalnut's topic in Age of Sigmar Discussions
If you buy new box sets on ebay you are basically buying directly from GW. Employees using their discounts... -
Wrath of Khorne bloodthirster dispels at +2. There are a number of artifacts that make you practically immune to spells. You can spend blood tithe points to stop a spell.
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Unless you are forced into it, ie skaven, I don't see any reason to run grand alliance. I don't see any way to mix daemons for instance that would be stronger than mono god lists with all the various buffs and benefits. It isn't just the crappy allegiance abilities that hamstring mixed lists, it is that most units can only give or receive buffs from their own faction group.
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It says "each time" a wrathmonger is slain, so as long as there is at least one enemy model within 2" that hasn't been affected by bloodfury then yes, he can pick a different model. You can get creative with model removal to try to avert some damage.
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The thing with khorne mortals is with buff stacking and priest range you are better off turtling over objectives vs assault armies. Layer your troops reavers first then warriors for counter charge. Put aspiring deathbringer between them for command ability. Backed up by wrathmongers for buffs then mix in your priests and blood secrator with another unit or two of reavers to guard the flanks and rear. Keep them together and summon daemons as needed. Like said above a 2nd turn wrath of khorne thirster is a fairly easy summon if you take 3x blood sacrifice and burn down a single unit of 10 reavers. Hell chaos warriors with shields may be a better target since they will last longer. Then mix in hounds or letters as needed.
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Plus 4 units of 10 could throw out a ton of mortal wounds if you take 6 casting heroes.
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For just warscroll updates you can get them free off the app or games workshop website.
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You would be surprised how many people blood warriors will kill buffed to 5 attacks each. That's 51 attacks on the charge plus additional 5 attacks for every model you lose in close combat. Bloodthirster can be easily neutralized with wrathmongers. Skullreapers will do damage to heavy armor. Daemons get summoned where or when you need them to play the objective game, guard heroes, or assist in close combats. Just the fact you can keep bringing models back is a big deal especially vs the enemies that can't. Mortals with lots of attack buffs and blood tithe summoning aren't push overs.
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All of the summoning spells were removed. The god factions have summoning built into allegiance traits. Nurgle khorne slaanesh and Tzeentch all have their own summoning mechanics.
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He has priests doing 2d6 mortal wounds per turn, bloodwarriors and reavers getting 4+ attacks each. And can summon units of 5 or 10 bloodletters every turn. 2 pts to summon 5 and when they die you get a point back. Easy emough to summon a bloodmaster for the locus and they get double attacks from the secrator. He will put wounds out even vs 3+ saves.
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Eh 1200 points of warpfire throwers should ruin his day.
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I'd consider the daemon prince over valkia. He's fairly mobile and quite a nice beat stick when tooled up. Give him an artifact that will buff him and archaon. Crimson crown or mark of the slayer are nice. You could even make the prince the general since archaeon gets no benefit from it in AoS 2.0, and give him a nice battle trait like immense power or devastating blow. Though it would be almost criminal to take archaon and make someone else the general lol.
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Slaves to Darkness chaos sorcerer lord. The one on foot has a buff spell, daemonic power that allows re-rolls of 1 to hit, wound, and save. He also has an ability to give a unit re-rolls of 1 to save that isn't a spell or a command ability, it just goes off. There is another chaos sorcerer lord on a manticore, but he has an attack spell instead of a buff spell.
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Well daemonic power includes a free mystic shield, so he could buff a different unit with oracular visions. So a different unit could get the free no cast auto mystic shield. And yes, he is another wizard to trigger the icon!
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What about an allied chaos sorcerer lord? Daemonic power is a pretty good buff. Would work well on a big unit of tzaangor.
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All hail the GT Champion - GT Final Rundown thread
Kevlar1972 replied to Ben's topic in Age of Sigmar Discussions
Does the gautfire scorch or whatever it was called not work anymore? -
It's in the core rules designers commentary. Q: Can allied Heroes be given artefacts of power, and can allied Wizards be given spells from a spell lore? A: No to both questions.
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I could be wrong but I thought allies can't take realm magic or artifacts. Oh there is one way to get realm magic. Archaon!
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I don't think an allied shaman have any access to lore spells. So there is no way to get that spell into a khorne list, and no way to get bloodletters into a beasts list. Not going to work.
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I think the bretons duplicate too much of what GW idealizes the stormcast to be, which is why they got squatted. Only room for so many knights in shining armor in AoS!
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I don't see why you wouldn't run that as a blades of khorne allegiance for the stronger battle traits and blood tithe. You just mark everything as khorne and ally in the sorcerer. It would be the exact same army but play better.
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It's not just their buff bubble. They can run independently and kill things way above their points cost. They are one of the best anti-monster units in the game. And the 3" range means they can dish a ton of attacks from behind a decent sized screen. I think they are a must include. So flexible and can take on many roles while making anything around them better.
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