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Made in be
Dakka Veteran






I am about to face flesh eaters, I want to be strong but not too strong in this battle . I tried holding back a bit, hence 8 battleline choices.

Any thoughts? changes? Is this OP?

This is my list at the moment:

Chaos Sorcerer Lord On Manticore (240) => I like the model
Chaos Lord On Daemonic Mount (140) => for the formation
- General
Chaos Sorcerer Lord (140) => re roll 1's a nice boost
- Normal
- Steed
UNITS => a multitude of knights to rush him and deny digging for treasure.
Chaos Knights x 5 (200)
- Chaos Glaives
Chaos Knights x 5 (200)
- Chaos Glaives
Chaos Knights x 5 (200)
- Chaos Glaives
Chaos Knights x 5 (200)
- Chaos Glaives
Chaos Knights x 5 (200)
- Chaos Glaives
Chaos Chariots x 1 (80)
- Greatblades
Chaos Chariots x 1 (80)
- Greatblades
Chaos Marauders x 20 (120) =>my dedicated treasure hunters
Chaos Marauders x 20 (120)
BATTALIONS
Ruinbringer Warband (80)



This is the battleplan

turn.
Plundering Ruins
Every terrain feature on the battlefield is a potential trove of treasure of great value to either army.
However, each terrain feature must be thoroughly searched and excavated if it is to yield all its secrets.
A unit with at least one model on a terrain feature may attempt to plunder it if there are no enemy units
within 6” of the feature. To plunder terrain, models within the unit select one melee weapon and then
roll to attack as normal. The terrain feature does not make any Save rolls.
This is done in the combat phase instead of performing any other attacks. Terrain features do not count
as enemy units for any other rules purposes.
A unit cannot charge a terrain feature like it would an enemy unit.
A unit cannot run and plunder in the same turn.
Abilities that change the number of attacks can be used to influence the plundering.
Every successful wound caused by the unit will garner its army one Relic. You should keep track of
how many Relics each army accumulates throughout the battle.
Relics of Power
Most Relics discovered during this battle will have a value only truly realised after long days or weeks
of study. However, some will possess obvious power that can be unleashed upon the enemy.
For every 20 Relics you acquire, you may make one roll on the Triumph table in your next hero phase.
This may be the Triumph table on the
Warhammer: Age of Sigmar
rules sheet or, if you are using Time
of War rules for a particular Realm or region, you may roll on that instead.
The effects of the Triumph are applied immediately.
Victory
Do not use any of the victory conditions on the
Warhammer: Age of Sigmar
rules sheet.
The first player to accumulate 100 Relics or remove all of his opponent’s models from the battlefield
will win a
major victory
.
If after the 6
th
battleround no winner has emerged the player with the most relics wins a
minor victory
.
If at that point both players have the same number of relics, the game is a
draw
.
(Battleplan from
https://ttgamingdiary.wordpress.com/2015/09/23/battleplan-treasure-hunt/
some small
adaptations)



These are the realm rules (he is ICE in the campaign, I am not, so only he has access to the extra abilities)

Realm of Ice
Realm Special rules
At the start of each battleround before rolling who gets first turn roll to determine the weather
conditions in the realm:
1-2 Blizzard:
Roll a dice for each unit. On a 4+ that unit's line of sight is limited too 3” for the rest of
the turn.
3-4 Glazed Frost:
All terrain features gain the
Deadly
rule in addition to any other they might have
5-6 Snowy Bright weather:
Normal conditions apply.
Wizards
from the Realm of ice know the
Ferocious blizzard
spell in addition to any spells they already
know.
Ferocious Blizzard:
To cast it pick a unit within 18” of the caster. The spell is successfully cast on a 5+. If successful the
target unit's line of sight is limited too 3”. Any non-monster non-hero unit must immediately take a
battleshock test with a -D3 modifier to their bravery as part of the unit might get lost in the snowstorm.
When in the realm of Ice
Generals
from the Realm of Ice know the following command ability in
addition to any they already know:
Snow Camouflage:
When this command ability is used, until your next herophase, your General and a unit within 10” of
your General become invisible as they blend in in the snowy landscapes. Line of sight can only be
drawn to them from within 3” from them. Whenever an action is declared with them as a target (like
charges, abilities, etc) (friend or foes) from further then 3” roll a dice. The action can only be carried
out on a 3+
   
 
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