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So what about fw models etc? As it is without rule change from tournament etc you can do like 40 russ chassis on field. You might not even need squadron rule to fill 2k with russes
This message was edited 1 time. Last update was at 2018/09/01 14:44:34
rvd1ofakind wrote: Top chaos tournament units in the summer (20+ people tournaments, top 3/53 placings)
All we got at the top are casters and chaff lol. The only heavy guns used with any consistency are obliterators and PBCs. Not even a single dreadnought in there except a decimator hanging on near the bottom. Guess there's no real way for us to win a shooting match with Castellans all over the place.
This message was edited 3 times. Last update was at 2018/09/04 22:43:20
Hmm, are Corruption DPs not really a thing in competitive?
Unrelated: I’ve been musing on Flamers of Tzeentch. They’re certainly less efficient in most ‘facing a horde’ situations than more conventional weight of fire units - Horrors, Noise Marines, perhaps HB rapiers, maybe even Cultist hordes.
What about when targets have got extreme hit penalties? Culexus abuse has been shut down, but are they still out there? Nurgle armies have got common access to -2 to be hit. Daemonspark & Flickering Flames doesn’t mean a whole lot when you’re hitting on 6’s.
I think if Sigmar’s new Summoning system proves useful and fun, we’ll likely see something similar in 9ed. (Or CA.) I can certainly see myself packing them as part of a sideboard if Reinforcement Points get overhauled.
Cullexus is still very good and strong. But the problem with flamers is simple: short range and bad durability. Against a good player, you will never hit targets you want to hit. And since most stuff is -1 outside 12'', you can just deepstrike 9'' away and shoot or just melee them
Corruption DPs are too swingy, if the relic was a flat 3 dmg, it would be a top tier relic, but at D3 dmg with only 4 attacks, I don't think it's worth it ever. You'll be S9 (I believe) and re-rolling all wounds. So the obvious target for that much oomph, is T7/8, the stuff that is hard to deal with. However they have so many wounds, that with 4D3 dmg, you might make the model slightly uncomfortable, even with virulent blessing you are banking on a 6 to wound, and then rolling a decent die. Every time I have used it, I regret not taking claws instead, which deal with T6 and below, superbly better than the sword, due to having so many more attacks and flat damage.
So I'm doing an escalation league and i'm playing khorne army. I've done ok, but im a bit worried on the scale up from week to week on which i should add. I plan at my 1750 list is to have 3 skull cannons. I got 1 cannon right now in my list, but when should I add the 2nd. Ive got just about everything khorne related.
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
I ran him once with a few other Khorne daemon princes and Bloodletters. Turns out my opponent had brought wrack and Talos spam. An'ggrath killed like 3 Wracks and 1-shotted Lilith Hesperax before getting shot off the table.
Consider asking your opponent if they're ok with you running him with pre-nerf points values. He was never great but the CA nerfs on all of the big FW daemons really put the nail in the coffin.
weaver9 wrote: What do people think of An'ggrath the Unbound? He costs a ton but is also VERY tough (t8, 2+/4++).
Anyone ever tried him out?
I've ran him a few times, once in a Titanic only battle where he got shot off the board turn 1 and a couple of times in 2000pts. I've found that in those 2000pt games he stays on the board a hell of a long time (DS and +1 invul stratagem helps with that) but he just doesn't have the utility that you want for a 888pt model; because he's melee only, he'll at max be killing 1 or 2 units on the charge but that's if he charges and if he isn't fighting something with even an average invul (d6 damage is overwhelmingly poor against a big model with a good invul and maybe even an ignore wounds save).
I reckon the big Lord of Change is probably more worth it; he's been costed and recosted by morons but he has a base 3++ (which can go to 2++ with the stratagem), has an amazing shooting attack and is arguably better than An'ggrath in CC (less attacks but he's always S16 and does 6 damage against vehicles and monsters rather than An's d6).
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
Why are Nurglings in the top spots? I have used them and they just sucked crap so bad! They infiltrated, made it into combat, didn't do anything, lost a few models, then got shot up super bad after a few fallbacks. Just not worth it aside from CP cheapo battalion I think.
9 Flamers of Tzeentch backed by a Fluxmaster and the Changeling for a 6+FNP is pretty decent I think. Toss in a Tzeentch DP that's a good Supreme Command isnt' it?
Flamers are actually not bad if you team them with mutalith vortex beasts and heralds. They can put out a surprisingly high number of wounds to something.
Malathrim wrote: Why are Nurglings in the top spots? I have used them and they just sucked crap so bad! They infiltrated, made it into combat, didn't do anything, lost a few models, then got shot up super bad after a few fallbacks. Just not worth it aside from CP cheapo battalion I think.
9 Flamers of Tzeentch backed by a Fluxmaster and the Changeling for a 6+FNP is pretty decent I think. Toss in a Tzeentch DP that's a good Supreme Command isnt' it?
You are not using nurglings right. The only time they should be in combat is if you are trying to lock a vehicle or support unit. Their use, is to grab objectives and be annoying for a 54-point troop choice. In ITC, they already valuable for Recon secondaries and also to block out deep Strikers.
Weaver's got me interested in trying to run an Exalted Greater Daemon again, so here's a 3k list (because 2k was literally just Big Bird and 2 Battalions of Horrors):
It's Big Bird + Bloodletter Bombs + Daemon Princes + some other filler units. 14CP base, spend 6CP to throw the two bombs into Deepstrike, that leaves 8CP for four phases of Super Bird with a 2++.
I've been running the numbers against Shadowswords, Imperial Knights, etc. and Big Bird really seems like an unkillable monster, he could even take on a Titan if he stays on top of his 2++.
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
I find it od no one takes the LOC. LOC is an absolute beast in my games. With impossible robe and -1 damage. He never dies...and he is a super beast in CC. High probability of mega smite with long AF range. Mad mobility. At 330 hes not cheap but a good centerpiece that doesn't autodie turn 1.
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
Xenomancers wrote: I find it od no one takes the LOC. LOC is an absolute beast in my games. With impossible robe and -1 damage. He never dies...and he is a super beast in CC. High probability of mega smite with long AF range. Mad mobility. At 330 hes not cheap but a good centerpiece that doesn't autodie turn 1.
I'm thinking about buying and painting him. The only downside i see is that STR on his attacks is 6/7 which is not as powerful and Magnus 16. But i think he can compliment Magnus, not replace him.
BoomWolf wrote:Huh. no exalted flamers on the list?
I'd expect to see them getting SOME love. they got serious firepower, and are easily hidden.
Can't really fit one in without sacrificing something.
Xenomancers wrote:I find it od no one takes the LOC. LOC is an absolute beast in my games. With impossible robe and -1 damage. He never dies...and he is a super beast in CC. High probability of mega smite with long AF range. Mad mobility. At 330 hes not cheap but a good centerpiece that doesn't autodie turn 1.
Problem is his damage output: he doesn't have the melee capability to take on other big things and his psychic powers available to him are awful. Besides that, he's a bit expensive for a very survivable distraction.
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
BoomWolf wrote:Huh. no exalted flamers on the list?
I'd expect to see them getting SOME love. they got serious firepower, and are easily hidden.
Can't really fit one in without sacrificing something.
Xenomancers wrote:I find it od no one takes the LOC. LOC is an absolute beast in my games. With impossible robe and -1 damage. He never dies...and he is a super beast in CC. High probability of mega smite with long AF range. Mad mobility. At 330 hes not cheap but a good centerpiece that doesn't autodie turn 1.
Problem is his damage output: he doesn't have the melee capability to take on other big things and his psychic powers available to him are awful. Besides that, he's a bit expensive for a very survivable distraction.
LoC vs Knight does around 2 from smite + 1d6 wounds after all failed hits and wounds. So 5 wounds to Knight. It is not bad but not the best.
We can take DP of Khorne with axe artifact and do more for 180pts.
ArtyomTrityak wrote: LoC vs Knight does around 2 from smite + 1d6 wounds after all failed hits and wounds. So 5 wounds to Knight. It is not bad but not the best.
We can take DP of Khorne with axe artifact and do more for 180pts.
But that's why I want to try out Big Bird, since he will do 9.7W to a regular knight in shooting (with the power for +1 to wound) and 25W wounds to a regular knight in combat on average. He's also even tougher than the robe LoC since he has 27W, T8 as well as the 2++ invul and the -1 damage trait.
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.