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Made in us
Committed Chaos Cult Marine





Not 100% sure if this should be general discussion or in the War Council forum. I'll let the moderators decide if it should stay here or be moved.

Mid-week I managed to pick up my first Age of Sigmar battletome: Slaves to Darkness. I have had a chance to go through it some and want to write about my thoughts for anyone that wants to discuss it. I did play a little before the tome came out, but I haven't played enough to know where the average power level that a 100 points are worth as the game stands right now.

The Lore
I have only really skimmed through this section, but it seems nice. The more I learn about the lore of Age of Sigmar (bare bones as it is right now), the more I like it. I am a very long time player of D&D, so to be frank, I always kinda felt like the Old World was any given AD&D 2nd edition world that every DM handcrafted at the time. Which is to say it is D&D, but ________ is different. I know that isn't really fair nor true and this is neither here nor there. Suffice to say, I probably would never played any Old World miniatures game. Heck, I didn't even like the half-dozen Warhammer Fantasy 2nd ed rpg games I played. Everyone's taste is different. I just wanted to give some context.

What I can say I like about the lore is I like the idea that most of the lands are ruled by Chaos worshiping mortals. Be they the ancestors of the northern men that always believed in the dark gods or the sons and daughters of those abandoned by Sigmar. I like to think most lands could easily be old heavy metal album covers with extreme weather and landscapes filled with mutated, savage beasts. I myself am thinking of having my army be one that were followers of Sigmar until they were left behind. Now spurned, they follow Chaos is a cruel mockery of the Old World claiming to be Defenders of the Realm and Paladins of the Spurned Kings. I imagine most of the background for my games will be my forces staving off foreign invaders.

The Photo Spread and Painting Guide
I am not super impressed this section of the book given I live in the 21st century with easy and constant internet access. The whole section feels like filler to me as I can Google any of it and get more and better detailed pictures and information online.

Aura of Chaos and Damned Legions
The Aura of Chaos have been updated as to be more generally more useful. Gone are the god specific wholly within ranges which made Slaanesh's all but worthless. They are even buffed to be more than just re-rolling 1's compared to the old stuff too. In general, these Auras seem really good and well worth keeping active. I will note my disappoint in that Slaves of Darkness still have a bunch of different ways to get the same buff. Which feels really off in a game that I get the impression wants to be about combos and synergies, and really feels off/punishing to players that want a more fluffy army. What I mean by that is for example: A Khorne unit of Chaos Warriors are very likely to already take two hand weapons giving them re-roll 1s to hit. So, big deal having a Leader with Mark of Khorne as well. Pretty much all Auras have 2 stages of buff, one for any given Leader and one for the Warlord. If I had my druthers, I would have probably gone the route of if the unit already has the first level buff, any Aura effect added to them gives them the second level buff. Then just maybe I would take Mark of Tzeentch and not feel like it is a waste having a big groups of Chaos Warrior in my army supported by Sorcerer Lords.

The Eye of the Gods table seems fine to me. I would have liked something like that in 40k in 7th ed. I am not going to comment much as I think it may be pretty rare that it occurs in my games. I also can't say much for the spells. There doesn't seem to be any standout ones to me compared to the spell that comes with Sorcerer Lords: Daemonic Power which I really like.

I like all the Damned Legions groups. They seem both flavorful with decent rules for each type of army they encourage. I can see me trying out all of them over time. I can't say I have a favorite right now as each one has something I like while also having issues with the collection of models I have right now. Ravagers is probably my default even though I simply don't have the Cultist models to make great use of it. The same goes with Cabalists. Despoilers seems fun too, but I lean toward Chaos Undivided and this Legion makes that awkward. Finally, Host of the Everchosen which I really like but don't have the models built/owned to make it work. What I do want to say about Damned Legions is there seems to be one missing. There is no Chaos Warrior/Chaos Knight Legion. Ravagers is a sort of best fit, but I think that one works far better for Marauders/Cultists that Warriors/Knights.

Battalions
I haven't given battalions too much consideration. They seem very army restrictive as well as costing more points than I care to consider. I maybe they are more powerful than I give them credit, but I can't help to dismiss them out of hand until they are like half the points cost they are now. The nearly cross the board 20% points increase to most of my non-Leader units makes Slaves to Darkness a very point-pinching faction that can't afford to get the most out of anything that cost three figures in points. Perhaps as I get more games in (or discussion here) and can be persuaded to give Battlions more of a chance, but I am not seeing it at the moment.

Warcrolls

Spoiler:


The spoiler basically includes everything I have for my Slaves to Darkness army. I will mostly limit my discussion to those units, and I probably won't even talk about all of them. Note: I have the Alter of Skulls only because I think it looks awesome. I do hope to place it on AoS tables and even use the rules for it even if technically I am not allowed and it generally hurts my army since I typically run a couple of Wizards.

Leaders:
The Chaos Lord of Karkadrak (or kayak lizard) seems good if a little expensive. The unit seems like a nice combat/support hybrid leaning more combat. I am going to try keeping my lance/glaive knights within his Command aura to do the most to get that charge off.

The Chaos Lord seems really good to me. Relatively cheap to give a unit a Chaos Mark buff and a very good Command Ability.

The Chaos Sorcerer Lord has been my bread and butter Leader since I started playing AoS. Here we see perhaps the worst of redundant special abilities with Oracular Vision, Mark of Tzeentch (on a Wizard? ), Mystic Shield and Chaos Warriors x10+. Like how many times does something need the re-roll Saves ability? Granted, some are re-rolling ones and others are re-rolling fails but that is still lot of overlap. That said, I have already used this guy in my army with the new warcrolls and Daemonic Power had my units hitting and wounding on everything except maybe one or two attacks. I lean toward large, elite units so it should be devastating as long it I am not playing Nurgle who has a good counter with all their save buffs.

The Daemon Prince costs a fair more amount of points, but I think it is worth the cost in general. I am a Chaos Undivided even in 40k, so I don't really like this whole daemons have to serve one of the four gods things GW is leaning more and more into. It just makes me hate Be'lakor more as he has to be a special snowflake. You're not special Be'lakor. A couple of weeks ago my Daemon Princes were like you but awesome. Now, I am in an awkward position that I have an army with Sorcerer Lords and Daemon Princes that can't all be Undivided. Nor can they be all Khorne (my next god of choice). I feel dumb with Tzeentch since I already have a boat load of Save re-rolls and don't need more Wizards. As a player I kinda hate Nurgle. So it kinda leaves me forced to play a Slaanesh army. Which isn't bad but not really what I want to do.

Battleline:
Chaos Warriors have been the core of my army since I started playing AoS (like a month ago). They cost a little more now, but also hit a little better and are no longer the huge unwieldly blob you needed to have to get the Save re-roll (which I think was just 1s before too) for a single attack before losing it. I think dual-wielding warriors are viable though strangely not as much with Mark of Khorne with Leader support. I think Warriors are more of what they used to be, a tough-as-old-boots unit that place somewhere to keep the enemy from having that same bit of land. At the same time, I think they can be scary supported by a Sorcerer Lord or Chaos Lord which are almost cheap enough easily babysit them.

Chaos Knights are a bit more frighting now that their weapons aren't a carbon copy of Chaos Warriors. However, I am still not convinced that lances/glaives are all that great since their is a risk to Charging, it is tough to make use of all knights in a group of ten or more and my limited experience is they rarely run down what they charge away ways to not get bogged in a fight. I suppose they can Retreat and re-Charge (that's a thing in AoS right?) but even then I am not sure the damage out is all that greater than ensorcelled weapons if they are buffed with something like Daemonic Power. I also fail to see what 2" range is going to do for them since they are on pretty big bases, but I have played with the new rules yet to know completely. Finally, I am not convinced that the Cursed Flail (or weapon if I make use of it) is all that worth it. I think the basic ensorcelled weapon is better for the Doom Knight since it is a consist 4 attacks with Rend -1 and he on point in my charges so I never need the 2" range anyways.

Other:
Furies have some interesting movement malarkey they can manage, but seem bit too expensive for it. Or more precisely, the faction is too expensive to have the free points to want to include them generally. I mean I managed to use them to nearly go the length of the table with a 12" move, an 11" charge and another 12" Sneaky Little Devils move, but I am not entirely sure how useful that is game to game. I suppose it does make it infuriating toward any opponent attempting to table Slaves to Darkness so there is that. And I really like that denial as it seems kinda easy for some armies to table in games.

Raptoryx seem like a cheap point filler slash NPC unit you place on the table to make the game more interesting. They aren't exactly bad, I just don't know if they bring anything their points could be better spent on.

Iron Golems seem like Cultist unit that could work in larger numbers to be a sort of Jack-of-all-Trades workhorse. I have my doubts that at minimum size since I don't think all their toughness is going matter much though.

Untamed Beasts seem like a decent Ravager Rally the Tribes to pick off a weak leader that has become out of position.

Endless Spells
The Eightfold Doom-Sigil doesn't really seem like something that works well with my army as I built it to be really hard kill. However in a more Cultist centered one I can see it being a good choice.

Darkfire Daemonrift seems pretty good. Though, I imagine it won't last very long if it gets to use the Fuelled by Sorcery effect with unbindings.

I don't know why but I Like Realmscourge Rupture. I am not sure how effective it would be after the initial attack since it doesn't move super fast. I suppose you could aim it to hit something upon summoning it and then in a couple of rounds have it maybe clear a path to an objective. I think this will be the one I tryout first when I get mine built and painted.

Summary
I think the Slaves to Darkness battletome has buffed the faction quite a bit. However, with increased point cost of a lot of stuff if might be 2-3 steps forward one step back. My big complaints are the lack of a Warrior/Knight specific Damned Legion and the continued redundant Marks/Special Abilities/Powers which seem to limit fluff reasons to take them as they feel like the right choices for for _____ Chaos god but usually give the same buff in a different way not really making it worthwhile. And the other personal complaint is Undivided Daemon Princes going away. Which in a game where Leader aura seems kinda important affects my army building process more than I like. I don't know how Slaves to Darkness now stack up in Age of Sigmar, but at least I don't feel playing Bonereapers is a waste of both my and my the Bonereapers time yet. It still might be, but at least I willing play a few games to fine out rather than just suggesting any potential OSB player we not even bother since my army wouldn't even offer any kind of challenge.
   
Made in us
Clousseau




As I am understanding it, the book has come out to be as I suspected from their pattern (one book awesome powered, one book fun powered) that this one would be fun powered. It looks like a fun book, with some good writing and good narrative, but will be hard mode against someone showing up with one of the adepticon powered lists.

That however is second hand info I have gotten from the locals down at the store.
   
Made in us
Humming Great Unclean One of Nurgle






Eh, I would put it at B-tier (for reference; Ogors = C, Ossiarch = A), because it is extremely easy to get units with good profiles re-rolling everything or nearly so. The power in that lies not only in raw numbers but in consistently. It is hard to understate how powerful consistency is, especially in the hands of veteran players.

To respond to the OP specifically, thank you for sharing your thoughts. It is always interesting to read such an assessment from someone who is new because the perspective is so different from people I normally get to converse with. I think your past wargames experience really shows and that many of your assessments are spot-on. A few notes;

-Karkadrak Lord is powerful because he has a 3+ save, 5+ fnp against mortal wounds, AND a potent self-heal ability. Against multi-model units where he can exploit that heal is is extremely difficult to kill, before even factoring in any buffs.

-Yeah, lances on the knights suck. And chaos knights do not play like traditional cavalry, they play like monstrous infantry where they get stuck in and grind it out. You are also correct that the flail option sucks, and in fact every "flail" choice in the battletome is terrible.

-Battalions are expensive because they do three things: give you a bonus command point, give you an extra artifact, and allow the component units to be placed as one drop during deployment (though you can still split them up individually should you wish, or anywhere in between). The latter is beneficial for securing turn choice. GW still leans on the high side for battalions, which is probably a (IMO wise) caution after 1st edition where many armies were defined by which auto-take battalions they had.

-Furies are worth it because that ability to retreat instead of fighting is so good for snagging objectives. You still don't want to get them until after your main force is set, though, and you aren't crippling yourself should you choose not to bring them.

This message was edited 1 time. Last update was at 2019/12/22 23:14:19


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

I fell in love with Archaon and plan to field him with some Varanguard, honestly those seem pretty powerful to me.
   
Made in us
Committed Chaos Cult Marine





@auticus
I am no tournament player and don't even much care for highly competitive gaming. I mostly just want an army that doesn't get absolutely murdered every game. I think the new battletome at least gives me the ability to put up a fight now. Which I suppose is good enough for my purposes. I wouldn't be surprised if minor points drops for some of the stuff I use occur in 2020 though. I would be just as not surprised if nothing gets cheaper either. Things more competitive minded players aren't likely to like is clarification on Chaos Warrior weapon mixing and Nurgle Daemon Princes and reflected damage.

@NinthMusketeer
The Lord on Kayak Lizard is my go to general and probably my army's centerpiece (I have a really boring army). I just have been leaning toward support Leaders over direct combat ones since I like the synergistic effects of them. Part of feels I should have got a second foot Chaos Lord for a cheap-ish Aura, Rally the Tribes and Spurred by the Gods redundancy. However, I do like the twin Sorcerer Lords quite a bit.

I wasn't getting why I some people were thinking lances on other online sources were good. I have yet to see a fight that the lances wiped out their target and were free to charging other stuff that also wouldn't apply to ensorcelled weapons particularly if, like me, plans were in place to cast Daemonic Power on them. Knights are going to get bogged down if the opponent is playing right or completely blow through them regardless of weapon choice from what I have seen so far.

Good to know on the Battalions. Like I said, I didn't really read them too closely as I didn't see any special abilities super worth having a rigid unit selection and pay points for. I am glad they aren't auto-takes since part of the reason I usually like Chaos is they at least pretend to be more customizable.

Yeah, I played with Furies already. They have some neat tricks to them, but not really something I want to typically spend points on. I don't ever really expect it to happen, but I do want to have at least a little experience with them if my Undivided champion happens to roll that result on the Eye of the Gods chart. Right now, am leaning toward big groups of warriors and knights supported by Leaders (Sorcerers mostly). They might not be able to control the table very well nor kill things as fast as I would like, but they should be able to hold their little piece of middle of nowhere for a while. Probably not the best, but I hope to gain some insight to combat positioning, pile in techniques and such. I also hope that gives me a little better idea just exactly how much damage other faction units can pour on.

@DeathKorp_Rider
I would agree, but I think it might be a very long time before I get around to building the Archaon model. I have one more game in my Escalation League which with the points increase easily put me over 2000 points (I have like 3000 now). So I have a decent army with a few options now for future games. Next month I want to devote my hobby time to completely finishing my Primaris army. And After that I would like to get my Black Legion army updated to the new models that keep getting pushed back since I have a playable army using the old stuff. I also have a few Kill Teams I would like to finish up painting the Elites options. Basically, what I am saying is with a completely playable Slaves to Darkness army I going to focus on the rest of by back log before finishing up the rest. It will probably be late spring before I feel I am in a position to work on Archaon at the rate I have been painting.
   
Made in us
Clousseau




I don't care for hiighly competitive gaming outside of tournaments either, but unfortunately it often shows up anyway in my campaign games and thats why I bring it up.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

At a glance, the Nurgle battalion appears well worth its cost. It's terribly easy to make it encompass an entire 2000pt army, which (when combined with the Nurgle aura), would result in an entire army scoring +1dmg and a mortal wound for every 6 to wound. Seems a rather inexpensive way to boost the offensive output of eight units, especially if you care to garnish it with the Eightfold Doom-Sigil for bonus attacks.

This message was edited 1 time. Last update was at 2019/12/23 23:48:54


They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

So I just got my copy today. Sad to see Archaon and the Varanguard go up in points, but I’m liking how they look! It seems if you go Everchosen the Varanguard essentially gain an army-wide command trait for themselves. If you buy their battalion they gain a SECOND one. Problem is Archaon plus battalion plus three units of Varanguard leaves you 180 points left in a 2k game. However I’m thinking the trait that gives them +1 damage on the charge, and the D3 regen for killing a unit will be fun!

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in us
[DCM]
Crazed Bloodkine




Baltimore, Maryland

 timetowaste85 wrote:
Sad to see Archaon and the Varanguard go up in points,


I think they both earned it though. Haven't played against or used the new versions, but with the new options available to them, I think they are pointed appropriately.

Actually thinking about dropping some money on Arch and the 9 Varanguard + a Chaos Sorcerer and maybe a few extra goodies if I can squeeze it in. Would make for some quick, action packed games at the least.

This message was edited 2 times. Last update was at 2019/12/24 18:03:48


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Committed Chaos Cult Marine





 nels1031 wrote:
 timetowaste85 wrote:
Sad to see Archaon and the Varanguard go up in points,


I think they both earned it though. Haven't played against or used the new versions, but with the new options available to them, I think they are pointed appropriately.

Actually thinking about dropping some money on Arch and the 9 Varanguard + a Chaos Sorcerer and maybe a few extra goodies if I can squeeze it in. Would make for some quick, action packed games at the least.



Like I said, a lot of stuff with up about 20% in points. Not entirely sure if it was deserved yet, I will say that I often look a the Varangaurd warscroll and think they are a better option to 10 Chaos Knights since I think I can bring their damage output to bear a lot easier and focused making them a much better hammer. I would like 9 myself if only for weapon options, but that model kit is just too many dollars for me to get without a healthy %off. The Sorcerer Lord is awesome. I am going to be hard pressed to leave the two I have out of my lists.
   
Made in ca
Commander of the Mysterious 2nd Legion





So I've finally decided to take the plunge into AOS with slaves to darkness and literally just bought the start collecting and battle tome tonight, any suggestions on where I shouldgo from here? this is kind of a long term plan but I wanna develop some ideas.

Opinions are not facts please don't confuse the two 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Get a sorcerer lord on foot. His basic spell and ability give a single unit a literal “reroll everything” in combat. And he’s cheap. Then two boxes of marauders and a box of more knights. Gives you bodies and a lot of attacks. Marauders got scary-good. I don’t think the cultists are worth it at all. Anything they can do are better served by cheaper marauders with more attacks and a guaranteed 8+ charge range (lowest charge die becomes a 6, +1 from musician). Marauders got crazy good. I have 60 already and I’m considering more.

Also, Varanguard got seriously raised in points, but they’re very good. Especially if you go Everchosen and use their battalion; all your Varanguard essentially get two “unit artifacts” if you do. Daemonblade is now the best weapon (potential 36 damage in a perfect roll as opposed to the ensorcelled weapons and spears doing 18 at best in a unit of 3).

This message was edited 1 time. Last update was at 2019/12/27 02:23:12


Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in ca
Commander of the Mysterious 2nd Legion





sounds good. I useally tend to wanna snag a caster for my armies as my second HQ anyway and marauders seem pretty good bang for your buck. that combined with the SC set would give me a good 1000 point core more or less

This message was edited 1 time. Last update was at 2019/12/27 02:25:12


Opinions are not facts please don't confuse the two 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

So I ran the numbers...with perfect dice a min unit of Varanguard can put out 90 wounds in a single phase if they have Daemonblades. It’s almost enough to make you choke. Potential 9 MW if you only roll 6’s to hit, potential 27 basic wounds from the blades (D3 damage), 9 from the mounts and then a second attack phase. Ouch. I know it’s statistically impossible to hit those numbers...but that is a HEAVY damage output.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 timetowaste85 wrote:
So I ran the numbers...with perfect dice a min unit of Varanguard can put out 90 wounds in a single phase if they have Daemonblades. It’s almost enough to make you choke. Potential 9 MW if you only roll 6’s to hit, potential 27 basic wounds from the blades (D3 damage), 9 from the mounts and then a second attack phase. Ouch. I know it’s statistically impossible to hit those numbers...but that is a HEAVY damage output.


Those max numbers are , in the game, useless, as impresive as they look.
But you are right, Daemonforge weapons are the best weapons they have now, and the ones that beneffit more from rerolls and +attacks. A shame because they are the worst looking weapons Varanguard have. I'll just give them a mix of Ensorcelledf and Fellances and then paint them like they are daemonic.

The maths, for the curious. (The lances are assumed to have charged)
Spoiler:

Blue are Ensorcelled weapons.
Green Daemonforge weapons.
Orange lances.

But, to be honest, 8-9 Damage is not that impressive for a 300 point unit. I mean, a Megaboss on Mawcrusha does 22 damage vs a 6+ save unit assuming he is buffed to be 2+/2+, with Big Waaagh! for example, for 450 points.

This message was edited 4 times. Last update was at 2019/12/27 19:39:14


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Humming Great Unclean One of Nurgle






5 blightkings for 160 points could theoretically deal 90 wounds with a single fight, but that also means nothing.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in ca
Speed Drybrushing





t.dot

 Saturmorn Carvilli wrote:
*snip*
The Photo Spread and Painting Guide
I am not super impressed this section of the book given I live in the 21st century with easy and constant internet access. The whole section feels like filler to me as I can Google any of it and get more and better detailed pictures and information online.
*snip*


Minorly tangential, but great painting guides in White Dwarf and Battletomes/Codices is a thing of the past, largely due to the internet. As you say, you can literally google and find innumerable pdf and video tutorials that teach you how, so GW doesn't need to put much effort here (something I disagree with, but that's the choice they've made).

They do pair it well with their short 'how-to' guides on WarhammerTV that are great for newer hobbyists though, so alls not lost.

   
Made in us
Omnipotent Necron Overlord






 Galas wrote:
 timetowaste85 wrote:
So I ran the numbers...with perfect dice a min unit of Varanguard can put out 90 wounds in a single phase if they have Daemonblades. It’s almost enough to make you choke. Potential 9 MW if you only roll 6’s to hit, potential 27 basic wounds from the blades (D3 damage), 9 from the mounts and then a second attack phase. Ouch. I know it’s statistically impossible to hit those numbers...but that is a HEAVY damage output.


Those max numbers are , in the game, useless, as impresive as they look.
But you are right, Daemonforge weapons are the best weapons they have now, and the ones that beneffit more from rerolls and +attacks. A shame because they are the worst looking weapons Varanguard have. I'll just give them a mix of Ensorcelledf and Fellances and then paint them like they are daemonic.

The maths, for the curious. (The lances are assumed to have charged)
Spoiler:

Blue are Ensorcelled weapons.
Green Daemonforge weapons.
Orange lances.

But, to be honest, 8-9 Damage is not that impressive for a 300 point unit. I mean, a Megaboss on Mawcrusha does 22 damage vs a 6+ save unit assuming he is buffed to be 2+/2+, with Big Waaagh! for example, for 450 points.

Help me out here. So if you chose host of the everchosen. You get to chose one of the circles for all your varangard right? one of these is +1 damage when you charge. If you devote to slaneesh you will be generating 2 hits on 6's too or khorne with +1 to wound. That seems pretty destructive for 100 point per model but then again I have no idea what I am talking about. If Archy is your warlord you hit on 2's and he can nominate a unit per turn to get reroll 1's to hit and wound too. So if this is all correct ensorceled weapons are going to win by a mile.

So with rend 1 on all those attacks doing double damage...AND you can fight again when it's all over. As Slaneesh that averages 20 hits and 18 wounds doing 36 damage to a 6+ save unit - or 18 damage to a 3+. Plus you have your horses attacks too. They seem pretty powerful to me. OFC you have to take a 800 point Archy to get them that high but he himself is pretty beastly. Seems pretty costly but if you just keep rolling over everything in front of you to tie you up - he should be able to take out any hero in a single turn.

This message was edited 3 times. Last update was at 2020/01/20 19:42:09


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 
   
 
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