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Mark of Nurgle
Both at are the 50 point gift limit. Also, same question if they were Lords only allowing for extra gifts (like Mutation for Mr. Dark Blade)?
I can't tell which one of these would be better. I'm building a Black Legion list with two HQs, and I was thinking dual Lts, but I can only have one daemonic weapon in my army.
Open up in the name of the Lawl!
Manreaper is the best Daemon Weapon in the Codex, hands down. So it stands to reason that the Nurgle Lt. is far better.
Chaos HQs are designed to cut down infantry units in droves - the Manreaper accomplishes this far better than the Dark Blade. Granted, the Dark Blade is good at it - but the Manreaper is just plain better.
Are veteran skills an option?
If they are then you can do something very clever with the Dark blade Lt.
Substitude resilience for Str and give him Furious charge. Suddenely you have a fleeting speedy tank buster.
Apart from that, Mr. Manreaper Lt. is definitely better. that weapon is a reason to play nurgle all by itself.
not necessarily. Chaos HQ can be used to kill your opponents HQ as well (and that is what they are usually equipped to do).Originally Posted by Caluin
Usually people use the HQ to kill other charactremodels and the aspiring champions to go for the regular troops.
so it always depends on what role you want your model to perform - if you want to kill as many troops as possible - go for the manreaper. If you want to go for ICs go for the Dark Blade or a Plague Sword.
Shut up and play.
I've recently had a lot of luck with a darkblade wielding lord, he regularly smashes Chaplains, Carnifexes and Hive Tyrants etc. So on that front i agree with you. However, you have to be a little carefull if you decide to play it this way.Originally Posted by Lamenter
Many HQs will have weapons that can instant kill you back, and as good as Chaos HQs are, I think that maybe Archons and Avatars are better.
Speed and furious charge are almost mandatory if you want to play your HQ this way.:yes:
well it can be a bit of a gamble going for other HQs. But an instant kill weapon (if you have D. strength and furious charge with the Dark Blade) at 6 attacks (mutation and extra weapon) is a gamble I take any day.Originally Posted by KarmoonI am more a fan of D. Flight.Originally Posted by Karmoon
Shut up and play.
I see you're a mutation man than eh?
I must admit, i'm fully on your side here. The more dice the better. Spiky bitz and mutation i say. When you roll 4 dice, you're a pain, when you roll 6 dice with a D.blade, then even carnis start to sweat.
Having recently rolled really bad fleets i can see why flight is tempting - no terrain and reliable movement.
BUT, the 12" assault just gets people all the time. You tell them openely this guy moves like cavalry and they still get shocked. it never gets boring
true. I remember the look on my opponent's face back when I could still use an Eversor with my SM.Originally Posted by Karmoon
I do prefer Flight for another reason. With D.Speed I still can only move 6'' in the movement phase. The model still has to footslog across the table for an extra turn or two to get in charge range, because you only get 12'' when charging.
D flight is quicker, because you get 12'' all the time.
And if you dish out the points for a high strength demon weapon you have to maximize the number of attacks. So you simply have to take Mutation and spiky bits. More attacks = more pain
Shut up and play.
But that doesn't mean that's what they were designed to do. The intent for the HQ section was to be troop clearing units. As a byproduct, Chaos HQs can usually clear opposing HQ sections without much thought. That's not so much a strength for Chaos, but a weakness of other armies HQ units.Originally Posted by Lamenter
For instance, a Dark Eldar Archon will usually win against a standard HQ killing Chaos Lord. In a fight against a walking Tyrant with Guard, I'll put my money on the 'Nids. Space Marine Librarians almost always destroy Chaos Lords in a heartbeat without so much as a passing glance.Not sure about that. Perhaps things are different where you play. I've always found it more effective to use my troops to remove pesky enemy HQs with the hidden powerfists. The trick is to have the unit sizes large enough to absorb the hits from the big, beefy HQs without losing the Champion. Really nasty units are shot down before ever entering CC.Originally Posted by Lamenter
In any case, I've always found that throwing my HQ units at opposing ICs/HQs is a gamble. Sometimes they pay off and wipe out that Chappy before he causes major damage - sometimes he fails and gets smooshed. Of course, your mileage may vary, which is what I love about this game.
As for Flight versus Speed - I notice you didn't count in the bonus Fleet move when comparing the two. I'm assuming you do know about that, but perhaps not? In any case, there are instances when Flight is indeed better than Speed. If you're not infiltrating, Flight tends to be the better option. It helps you close in faster, and more importantly, more reliably than Speed will. It's also nice to have if you have a Lord geared around shooting.
If you're infiltrating, which I've found 75% of all Chaos players do, then Speed is far better than Flight.
it is true, it is a gamble. and in most cases the hidden powerfist will work quite well. But we were talking about HQs.Originally Posted by Caluin
It is true that there are quite a few HQs out there that can kill your Lord without too many problems, no matter how much you tool him up. But there is no such thing as an unbeatable miniature in 40k and there will always be some model that can kill your best creation. Most players you will meet are SM and CSM however and in that case you have a good chance taking the gamble attacking their HQ with your Chaos Lord.I didn't include the fleet because it can be very unreliable and usually you don't get the high numbers when you need them (I played Genestealers for Medusa V).Originally Posted by Caluin
Shut up and play.