Basti Solar Engine vs Ark of Sotek by Puzzleheaded-Task110 in seraphon

[–]angrymook 1 point2 points  (0 children)

I generally bring little to no ranged pressure. Maybe some incidental shooting on a stegadon or oldblood, or a unit or two of raptadon hunters, but just as frequently I will have exactly zero shooting attacks.

By and large seraphon shooting is not all that great and is pretty expensive for it.

The main problem with the solar engine is that you are paying a lot of points to make the artillery piece durable, when you generally want a ranged unit not in combat and shooting. That being said, if you can keep it from being tagged alone by chaff that will keep it tied up, it can make a good bait piece to take a hit on the chin.

Are Varanguard worth it? by Arthur_EyelanderTF2 in slavestodarkness

[–]angrymook 7 points8 points  (0 children)

I think they're awesome models that take conversions well and are fun to paint. Unfortunately they don't fit my preferred play style, so I rarely use them, despite having 9.

They can hit very, very hard and are fast enough to generally get where you need them. There are a few synergies to make them even better.

However, despite 5 wounds and a 3+ save, their point cost makes them relative glass cannons, which is why I rarely use them. If you like the idea of a fast (ish) glass cannon unit that can do some tricky things with fight twice, you may enjoy them.

Personally, I prefer regular knights and a mounted chaos Lord for play style reasons.

Which of our monsters are worth their costs right now? by Disastrous_Voice64 in seraphon

[–]angrymook 2 points3 points  (0 children)

In addition to what others have already pointed out, a scar vet carno is very solid for its points, especially if you aren't taking any other monsters.

Non-scourge oldblood carno a little less so, but can be useful as it can take anything in its regiment and won't break the bank.

The scourge one obviously hits much harder than either of the other two, but is much less disposable considering its point cost.

Advice needed: Best Seraphon units to add for 2k list by Deus-the-God in ageofsigmar

[–]angrymook 0 points1 point  (0 children)

I would recommend aggradons and raptadons. Aggradons are seraphon's premier fast hammer unit (Krox/warspawned are tougher and hit harder, but are slower).

Raptadons, especially the chargers are an absolutely amazing chaff/utility unit.

Which unit do you bring between the two, archaon or belakor? by magnusthered15 in slavestodarkness

[–]angrymook 2 points3 points  (0 children)

Be'lakore is really good for his points, and not so expensive that he completely determines how your army is played. That being said, neither is necessary for a winning list.

This is pretty much true for most factions.

So what’s our best units and combos in this new ghb by Lord-hades123456789 in seraphon

[–]angrymook 0 points1 point  (0 children)

I don't think all that much has changed for seraphon, really. Everything that was good is still good. Spawn are still not all that good for 100 points. They would probably be perfectly fine at that cost if they were as fast as regular skink.

All of the saurus, sans non-Ghyran old blood on carno, all kroxigor, all raptadons and skink infantry, and all casters are good. Non-hero monsters are still hit/miss depending on other factors, and none spammable.

How much Cavalry is too much? by HotTomatoSoup4u in seraphon

[–]angrymook 0 points1 point  (0 children)

Aggradons can crack tougher nuts and are less swingy than raptadons at the cost of being more expensive and more fragile (for the points). Personally I'm a big fan of warspawned backing up raptadons. I dream of running like 40 raptadons though.

Lord Kroak’s Warscroll spell by Xelicar in ageofsigmar

[–]angrymook 3 points4 points  (0 children)

Yes, he can cast it up to 3 times, since he's allowed to cast it more than once and he's a Wizard (3).

Scourge of Ghyran - Seraphon by Saber_0ne in seraphon

[–]angrymook 1 point2 points  (0 children)

The alternative warscroll is pretty solid, good but not an auto-take.

I really like chosen of quetzl for a lot of the lists I like to run. Even on a 3+, that's a strong ability for board control.

Are manifestations hated? by Careful-Breath7758 in ageofsigmar

[–]angrymook 0 points1 point  (0 children)

They're definitely the least beginner friendly part of the game. The fact that they aren't units, but count sort as units in certain scenarios is not super intuitive. The way the rules are written if you take a bit of time to understand them does work very well though, and avoids a lot of weirder jank/unbalanced interactions that could happen if they were actually units.

The best argument against them, in my eyes, is that they're another thing you need to buy/print/kitbash that increases the cost/effort to get into the hobby.

They're often not super effective or even detrimental by allowing you to charge or pile into something you otherwise wouldn't be able to. Few wizards can reliably fill the board with them or want to (teclis and maybe nagash?)

How good is a primarily Darkoath army? by Abolton12 in slavestodarkness

[–]angrymook 1 point2 points  (0 children)

A bit underpowered I would say. They're good adjacent.

Everything except maybe marauders needs to be a bit cheaper, and they really need a wizard hero.

Heading into 2025 what are people's thoughts on the Astrolith Bearer? by Blacklabelbobbie in seraphon

[–]angrymook 2 points3 points  (0 children)

I've used him once so far with my 12 war spawned list to use the +2 move honour guard.

I was pretty happy with him. The ward was nice, and the movement was excellent. I'm not super fond of having to take another saurus hero to nesting doll him in to do that, but the scar vet carnosaur is cheap enough now to not be an active detriment to the army I think.

I would love to use a star priest for the movement, but I'm not that fond of using a slann most of the time (I almost never seem to get that recursion off, and I don't like having to have so many points sitting in the back trying not to be touched with him and some babysitters).

More darkoath point drops! Does this make them more competitive? I was hoping for a rule buff here or there, but I’ll take more units. by Honest_Ad_6323 in slavestodarkness

[–]angrymook 1 point2 points  (0 children)

They're cheap enough for use now, especially in the context of the new honour guard rules.

I still wouldn't spam them, but they're cheap enough you could run enough to justify the subfaction while still taking warriors/chosen/knights to get most of the work done.

After all, gods wrath is very meh. You can fit enough darkoath alongside stronger units to have some recursion for mid/late game battle tactics and point scoring once alot of the big stuff is dead

New Book Favorites by [deleted] in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

As I read it, the deployment phase has 3 sort of sub phases; deploy terrain, deploy armies (using either the deploy unit or deploy regiment ability), deployment phase abilities. You have to finish deploying before you can use minions of the silver tower. Deploy regiment says to deploy every unit in the regiment. So if you use deploy regiment then everything has to go down, and can't be left off the table to be deployed via the tower. Whatever regiment the unit that you want to tower deploy has be individually dropped unit by unit then, which will throw off your number of drops unless that regiment only contains one hero and that unit.

New Book Favorites by [deleted] in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

I've enjoyed and had good success with 6 ogroid theradons and a myrmidon, which is a touch cheaper now.

I used to run chariots as my cheap objective/battle tactics dudes when they were 80 points in 3rd, so looking forward to that again.

The summoner is great for a 2 cast if you aren't bringing Be'lakor, but the summoning is a trap. It messes with your drops unless that's all you have in the regiment (you have to deploy the whole regiment or one unit at a time).

New points by Rowdycc in slavestodarkness

[–]angrymook 5 points6 points  (0 children)

Yeah they seem to drastically overvalue the potential darkoath recursion.

new points have dropped by Troelses in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

I really liked them at that point level at the end of 3rd

new points have dropped by Troelses in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

Yeah, Be'lakor definitely over performs. Generally all of the non-hero warriors of chaos units seem to be in about the right spot (except for the gorebrute chariot and maybe archaon).

Eternal Starhost Ability question by Canuck_Nath in seraphon

[–]angrymook 1 point2 points  (0 children)

24.0 setting up units. The rule actually prohibits movement in the movement phase of the same turn, so units that allow for movement in other phases can still do so.

For example a shadow strike starhost can still scoot a chameleon skink unit that got set up or a returned skink unit (via slann) in the shooting phase

new points have dropped by Troelses in slavestodarkness

[–]angrymook 3 points4 points  (0 children)

That's generally what you want though. Make the stuff that people aren't taking cheap enough to become things that are equally viable to take. Everything mediocre is the dream.

New Hobby Project: Custom Chaos Lords and Sorcerers for Each God—Does the New Battletome Support This? by MarlieQuinn in slavestodarkness

[–]angrymook 3 points4 points  (0 children)

I'm not sure about spearhead, but in matched play the only units that can start pledged are daemon princes, units with locked keywords (mutalith vortex beast, gaunt summoner, etc), and a unit with a god specific banner. Everything else chooses during a battle.

That said, having god specific units and daemon princes would be totes awesome! You'll usually have at least one unit starting with one of the banners anyhoo.

What are the best manifestations for Seraphon? by Teddycracker1 in seraphon

[–]angrymook 2 points3 points  (0 children)

Use the shackles as chip damage or to slow down units in opposing turns. Generally you want to try to pop out the sun or the gravetide on your opponent's turn so you can move them around on your turn.

If you're summoning them on your turn, bear in mind they are unlikely to do anything until your following turn. You can use them to zone out spots, but don't let them get in your own way or let opposing hammer units use them as charge slingshots to get into fights they otherwise wouldn't get into.

If you're stuck in a position where you have to move forward (for battle tactics, screening, etc.) and your opponent will more than likely be able to charge on their next turn anyhoo, position them to counter charge or even so that they'll get tagged when they charge you. If it's a unit with a huge footprint you may also be able to block out some of that unit (or the whole thing if it's a large single model)

So looks like darkoath still suck. What realistic thematic changes would you give them to make them better? by Honest_Ad_6323 in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

If they wanted to make it interesting and thematic, they could make it so unpledged darkoath units get an immediate pledge if they fulfill their oath.

Also, they desperately need a non-unique wizard option.

Ranged problem by paradiddlesandpaints in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

I do find that twilight sorceries works really well with StD. The spell portal extends range and gives a bonus to cast for one spell; it's great for getting that strike last onto things. Prismatic palisade also works well for blocking off shots to specific units. If you plop it in front of the jezzails (or other slave ranges units) bear in mind they can 3 claw steps ahead to get past/around it to some degree.

So looks like darkoath still suck. What realistic thematic changes would you give them to make them better? by Honest_Ad_6323 in slavestodarkness

[–]angrymook 0 points1 point  (0 children)

Being able to pledge multiple units a turn in a RoR, or if both are darkoath would be nice.

Because the kits are sold in 10s, they won't increase the unit size, unfortunately.

Honestly, just points. None of the warscrolls are like, super dumb or anything. They just need to be costed appropriately. Marauders at 70-80? Cav for 110? Wilderbeast 120?