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47 Lord Celestant

About Undeadly

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  • Birthday 09/24/1997

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  1. Undeadly

    Age of Sigmar: Second Edition

    Thats what I was trying to imply; Death especially has ways to make that mean. -1 to hit from Lookout Sir, -2 from Cloak of Shadows and -2 from a 9+ Overwhelming Dread would put them at a -5 to hit; pretty crazy if you can get it to work.
  2. Undeadly

    Age of Sigmar: Second Edition

    Honestly, I'm not super thrilled about the new Arcane Bolt and Mystic Shield, especially since re-rolling saves doesn't do much when the enemy's rend negates my save entirely. Although I'm sure Nighthaunt players will be especially pleased, since they couldn't benefit from Mystic Shield anyways. The 30" dispell seems a bit over kill range wise, and doesn't do enough, in my opinion, to beat magic magic heavy lists like Nagash and Tzneetch, but other than that, its fine. I'm honestly pretty neutral on the whole realm-based artifacts and spells; Thats not to say I don't appreciate them, infact, I think they might be fun to play around with. But unless they make it so that you can actually pick which ones you want without selecting a realm, I honestly doubt they'll ever see play in matched. I rarely see random terrain in matched either, so I doubt that random board wide rules will be regularly incorporated into games either, making the spells and artifacts reserved for friendly and fluffy games. Look out sir! Is useful; I appreciate the effort, although it alone won't save your heros if they get into a bad spot. Stacking it though... that can get pretty nasty. Endless spells could be cool, but I'd need a better look at how they work. No shooting out of combat will certainly dampen the power that shooting has by quite a bit. Quick screening units will obviously get more picks now; things like Direwolves, Wild Riders, etc. The command point system seems intresting, and I think helps prop up the idea of bringing smaller heros in your lists. I like the idea you can essentially buy more points, at the cost of some of units. Intresting stuff all around.
  3. Undeadly

    New nighthaunt spotted. !!!!!

    You know, actually, it kind of might fit for Isabella to fit as Mortarch of Grief, especially if you consider her to be in mourning for her Husband, Vlad; the coaches are for "him". Not to mention that the Black Coaches were a Van Carstein creation.
  4. Undeadly

    Lets Chat: Idoneth Deepkin

    Honestly, I don't see much of a point in bringing allies in a IDK list; your basically putting a giant bullseye on them, seeing as how they don't benefit from the Forgotten Nightmares ability. That means that any allies taken need to be either super long ranged or super survivable.
  5. Undeadly

    Lets Chat: Idoneth Deepkin

    Ah, I see; is that on Charges only, or is that good for anything? And do you have a link to the full profile? Because if thats for every attack, that may actually be what I was looking for in a list. Something that can actually put a dent in the enemy.
  6. Undeadly

    Lets Chat: Idoneth Deepkin

    As a prospective IDK player, is it just me, or do we kind of lack heavy hitting units? From what I've seen, none of the IDK units look particularly deadly, aside from the Thralls and Eidolons, and none of the spells look like they'll really bring the pain either. The turtle is decent, but like the Eels, it just doesn't really have a lot of damage it can do. Our range is a bit weak too. Now, that IS putting aside our incredible movement, defense and turn chart, which may very well make up for our lack of bite in combat and range. Any thoughts?
  7. Undeadly

    Tournament Death Lists Discussion

    No battle report yet, but the gist was: Round 1: Chaos Dwarfs vs LoN. Major victory for LoN This was the first round against the ringer, so a major victory was already earned. But either way, I still scored a Major Victory. His list was the stereotypical Chaos Dwarf list, featuring a load of Bull centaurs, the flying bull, a bunch of demon engines, and lots of infantry. He evaporated one of my Skeleton Hordes and tore straight through Arkhan, but my VLoZD swung around and helped capped his objective. I also scored a first turn charge thanks to some lucky rolls and a good grave site positioning, tying up his flying bull before it could get anywhere. Round 2: Big Dino Thunder Stomp VS LoN. Draw. This game was a bit trickier, although not quite brutal on my side of the game. He played the Thunderstomp starquake list, or what ever it is called, which features the Bastilidons. Those things are rather tough to crack, although they were far less scary after a particularly good round of magic thanks to Arkhan. I was able to tie up his Cold one Knights and Carnosaurs via my Wolves and Mortis engine respectively, although it was only due to a lucky, or rather unlucky roll in his case, that his bastilidon got stuck in the middle of a Skeleton wave that pulled it apart. It was a draw however, since we had to control both objectives to make it a victory, and neither of us could break the other. Round 3: Slyvanneth/w Raptors V LoN; Major Victory This was a bit of a tricky matchup, seeing as he had a lot of ranged power, and a very frightening fist of Kurnoths/w scythes and Durthu. He filled the middle of the board up with trees, but I paid that little mind. Out of the 6 objectives, I held my two for the entire game, and claimed the middle two for most of the game. I than proceeded to swing my VLoZD around his army, and carve up his backline, and than I proceeded to "Pillage" his backlines, carving through some Kurnoths, and two units of Dryad. Arkhan got lucky, and Curse of Year'd a Son of Durthu into non-existence, before getting mauled by the Kurnoths. Spell wise, things were very important. The fact that the necromancers could fill out the basic "Upkeep" spells of Vanhels, MS and AB while Arkhan could nick their spells made them a very powerful combination. Plus, the Mortis Engine proved pretty useful at tanking charges and hits. Fading Vigour and Overwhelming Dread proved to be super valuable, and helped neuter a good deal of the enemy, and can really blunt the blow a elite unit or monster can do. Although, Amarthine orb felt a little underwhelming. It's a fun spell, no doubt, but I feel like Soul Harvest might actually be the more efficient offensive spell, since it's a flat d3 wounds that can potentially turn into d6.
  8. Undeadly

    Tournament Death Lists Discussion

    Indeed it was!
  9. If I may suggest, perhaps try Wanderers? They are by far one of the fastest moving armies in the game, bar none, and can literally skip around the table while unleashing hellish amounts of fire power. They really don't play like any other army, as they are pretty much the ultimate glass cannon. They are also almost entirely ranged based, with only a few notable exceptions. The other thing is that Wanderers also have some of the most useful and interesting command traits. Only problem is, is that if you want to play competitive, your looking at big hordes of Glade Guard and a few other units.
  10. Undeadly

    Tournament Death Lists Discussion

    When I attended a tournament in San Antonio, this was the list that I brought; The general idea of it was based around overwhelming the enemy with threats, and presenting a very solid defense, with the incredible mobility and near immunity from Shooting VLoZD. Arkhan in in there to satisfy the magic requirements, and help take down some of the more stubborn enemy units with his spells. While the VLoZD flew around the board, causing havoc in the backline and triggering the Gravesites of both the Black Knights and the Direhounds, Arkhan and his magic show sat in the back and supported the skeletons, while also crippling/obliterating the enemy if they came near. Allegiance: Legion of SacramentArkhan The Black Mortarch of Sacrament (320)- General- Lore of the Dead: Soulpike (Vampires)Necromancer (110)- Artefact: Wristbands of Black Gold - Lore of the Deathmages: Overwhelming DreadNecromancer (110)- Lore of the Deathmages: Fading VigourVampire Lord On Zombie Dragon (440)- Deathlance & Shield & Chalice- Artefact: Cloak of Mists and Shadows- Lore of the Vampires: Amethystine Pinions40 x Skeleton Warriors (280)- Ancient Spears40 x Skeleton Warriors (280)- Ancient Spears5 x Dire Wolves (60)5 x Black Knights (120)Mortis Engine (180)Lords of Sacrament (70)Total: 1970 / 2000Allies: 0 / 400Wounds: 147
  11. Undeadly

    Dread Solstice

    I mean, its kind of obvious that the Skull is a supreme victory for Nagash, at the expense of servitude for any one else but Death; and for us servants of Nagash, I feel a little conflicted, as almost none of our options actually represents what we would actually choose. We wouldn't have to parly, we wouldn't attack Nagashizzar, nor would we surrender to ourselves. Regardless, I think the induction of our enemies into our ranks will be most welcome! I already have a few Chaos Warriors converted into Vampire Lords, and a whole unit of Undead Aelfs, Skaven, and Freeguild.
  12. Undeadly

    Lets Chat: Legions of Nagash

    They look pretty good to me! If you do you whole army with those skulls, I don't think anyone will notice. For myself, I've been converting a bunch of Skeletons from the races of other factions, including Skaven, Dark and Light elves.
  13. Undeadly

    Lets Chat: Legions of Nagash

    Alright, so after playing through a tournament, here's a few things: To put it bluntly, LoN is an army that really dictates how the battle will be fought. It forces the enemy to adapt to you, not the other way around. With Grave Sites and speedy heros, LoN can QUICKLY take control of the board, and can make it a uphill battle to reclaim it. Out of the 3 games in the Tournament, I was able to capture most objectives on turn 1 thanks to a mixture of Arkhan and my VLoZD zooming about. For slower armies, that can really be painful, as that will almost certainly lock down those objectives for a good majority of the game. It also becomes a guessing game of force projection, as the enemy must calculate how much they are willing to put towards killing a unit of 40 skeletons. This can be problematic, as throwing too much at them will leave units out of posistion and just flaffing then about. Too little, and the Skeletons pop right back up. Turn 1 Charges are now a possibility, and an effective one at that. Deepstriking in a unit of Black Knights and Dire Wolves can be devastating if the enemy doesn't expect it, and can cripple or wipe key units. I was able to cripple a Chaos Dwarf on Flying Bull and nuke a unit of Kurnoths with a good charge. Arkhan is honestly a good partner to a VLoZD, especially in LoS. Almost every game I was in, people focused their attacks all on Arkhan. When coupled with the Shroud of Shadows Artifact on the VL, he became a incredibly unpopular choice to attack with shootong, and was left almost entirely free to roam about and destroy. Meanwhile, Out of the 5 times CoY went off during the game, only twice did it actually work and progress past the 6's. Almost killing a Bastilidon, and outright slaughtering a Spirit of Durthu. Amarthine Orb, however, did far more damage to my Skeleton units, and for the most part, I had low damage rolls on the enemy. The spells from death we're meh to good. I had FV and OD on them, and two casting due to my Battalion. While the Battalion was useful, I felt like a Balewind would have been better. However, I was able to get OD off using Arkhan most of the time, so it was decent enough. When they did go off though, the enemy feels it. With OD and a 9+ FV, I completely neutered a 10 man squad of Cold Ones. So while they are good spells, just don't rely on them. Amarthine pinions were lovely though, and almost always went off, giving my VLoZD crazy speed, amd letting him rip his way through plenty of units. At the end of the tournament, he had eaten: 3 Units of Chaos Dwarves 1 Units of Skinks 1 Unit of Skink Handlers/w Salamander 1 Unit of Kurnoths 2 Units of Dryads Shout out to AoS players in Austin, btw! A lot of lovely folks and sone great players!
  14. Undeadly

    Lets Chat: Legions of Nagash

    Just woke up, but heres an update on my tourny situation; I walked away as "Best General", meaning I actually won the most amount of points! With two Major victories and a draw, I did pretty darn well.
  15. Undeadly

    Grand Host of Nagash - Making it work

    Replace the 20 Skeletons with 2 packs of 5 Dire Wolves, or 5 dire wolves and a Corpse Cart.