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sal4m4nd3r

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sal4m4nd3r last won the day on February 13 2020

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About sal4m4nd3r

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  1. We played each other round 1. I enjoyed our game and I look forward to playing you in the future!
  2. Ended up going 3-1-1 coming in 9/50 something. Got absolutely BODIED by an big wagghh list on my last game. Took one of the best players in the country to a draw. So a good but also "meh" result. REALLY wanted that last game but played like garbage. I made horrible choices. Fatigue had definitely set in but that's what separates the goods from the greats in the tournament scene.
  3. Yeah hunters of the heartlands on plaguebearers is not really needed. Blightkings crave it, for aaa or aad depending on situation.
  4. Well said! I actually WANT opponents to stomp my plaguebearers so I can remove the one or two they are within range of and then sloppity them and they cant attack at all. Not only a bit of a trap, but also I wanted 3 or less drops. Realm doesnt matter. I always "play" in ghyran because of the basing and theme of my army. TRIUMPH! the Reroll charge triumph can be used in the enemy move phase for glott where at the double cannot. WELL worth 60 points IMO. Also... what could I get for 60 points? burning head? Im good.
  5. Been a long time since I posted. Taking this to a GT this weekend. Allegiance: Maggotkin of Nurgle - Subfaction: Befouling Host - Mortal Realm: Ghyran - Grand Strategy: Hold the Line - Triumphs: Bloodthirsty Leaders The Glottkin (700)* Spell Lore: Lore of Malignance - Rancid Visitations Gutrot Spume (170)* Sloppity Bilepiper, Herald of Nurgle (130)* - General -Command Trait: Nurgling Infestation -Artefact: Arcane Tome -Spell Lore: Lore of Virulence - Fleshy Abundance Battleline 20 x Plaguebearers (300)* - Reinforced x 1 5 x Putrid Blightkings (250)** 5 x Putrid Blightkings (250)** Units 9 x Untamed Beasts (70)* 9 x Untamed Beasts (70)* Core Battalions *Battle Regiment **Hunters of the Heartlands Total: 1940 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 131 Drops: 3
  6. Haven’t posted in a while. Here is how the witherstave and one last gift interact. When the dice is rolled, this is when Rerolls happen. Before modifiers. So the witherstave would trigger here. Once the rerolls are finished this is the UNmodified roll. Whatever 6 is on the table is what would trigger one last gift. Then you apply modifiers and resolve wound rolls. So the one last gift is not as effective with the witherstave but they still do work. The same for if opponents have “exploding” 6s and you have the witherstave. They roll their dice. Then witherstave makes you reroll the 6s. They do so. That’s then the UNmodified roll. Whatever 6s are left after the witherstave would then proc their effects. So the opponent can’t simply choose to ignore the witherstave. It’s not a triggered ability on a 6… it happens BEFORE the trigger because of the nature of the game (rerolls always happen before modifiers)
  7. I wholeheartedly subscribe to the belief that they wrote this rule so many times, and edited it, and wrote, and changed it, and this team changed it, and edited it ad nauseum to the point that it was a company wide game of telephone that ended up having a remnant of one of the those changed and it simply got overlooked. Kind of like that Episode of "Parks and Recreation" where the department had to make a concept for a new mural. So every character gave a presentation on what they wanted. And they all had WILDLY different takes. Everyone voted for their mural. So they decided to combine them in a horrible Hodge podge of a mashup which came out looking as terrible as you would imagine.. but they all were so proud of it.
  8. Fly High and disengage are two distinct rules. You can use either. Fly High allows you to remove the model from the battlefield and setup somewhere else outside of 9". Alternatively you can disengage. Normal retreat except you can shoot as long as no enemy flying units are within 3" when you disengage. The benefit is you are not limited to going outside 9" of enemy units and outside 1" of terrain. So you can ABSOLULEY fly high and still shoot. Its not a move. Its not a retreat. Its removing the unit from the battlefield and setting it up somewhere else.
  9. Edit: Nevermind. I was mistaken, I was thinking of something else. I play exclusively barak mhornar. I have a hard time taking the ram, EM combo as it wants me to be charging.. but at the same time the whole point of mhornar is keeping everything out of combat. Its just so hard to pass on that amount of mortal wounds though This is my basic struggle currently when writing lists.
  10. Add in an endrinmaster with his gold RR and fish for crits for more.
  11. This is the direction Im going and hope to play test it soon. Very difficult to schedule games between working 60 hours a week, and helping to facilitate school for my 1st grader virtually. Allegiance: Kharadron Overlords- Sky Port: Barak MhornarLeadersAetheric Navigator (100)- General- Command Trait: Opportunistic Privateer- Artefact: Galeforce StaveAether-Khemist (90)- Artefact: Spell in a BottleAetheric Navigator (100)Celestant-Prime (300)Battleline20 x Arkanaut Company (180)- 2x Skypikes- 2x Light Skyhooks- 2x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley GunsUnits12 x Endrinriggers (400)- 4x Aethermatic Volley Guns- 3x Skyhooks- 1x Grapnel LaunchersBehemothsArkanaut Ironclad (480)- Main Gun: Great Sky Cannon- Great Endrinworks: Hegsson Solutions 'Old Reliable' HullplatesBattalionsIron Sky Command (110)Endless Spells / Terrain / CPsRealmscourge Rupture (60)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 105
  12. Keep in mind that thundriks profiteers can also garrison. Even the skywarden. Just food for thought.
  13. consider spell in a bottle with the realmscourge rupture from the slaves of darkness line for more control and blocking. Yes using aetheric augmentation from Thundrik and Khemist is allowed. I do think you would be best served to drop them, add in 3 more riggers to make a nice team to fly with one of the gunhaulers, and also give you the points for the rupture if you wanted to go that route. What goes in the ironclad? The 20 arks or the thunderers?
  14. You can use the seraphon bound cogs... as that only requires the CASTER to manipulate. Not a wizard.
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