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Mortarch

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  1. Mortarch

    AoS 2 - Fyreslayers Discussion

    Hi guys, looking for some feedback on the below list ahead of a tournament in a couple of weeks. Any suggestions? Allegiance: FyreslayersMortal Realm: AqshyLeadersFjul-Grimnir (100)- GeneralAuric Runesmiter (120)- Runic Iron- Artefact: Ignax's Scales Auric Runesmiter (120)- Runic IronAuric Runesmiter (120)- Runic IronAuric Runemaster (80)Celestant-Prime (340)Battleline20 x Vulkite Berzerkers (240)- War-Picks & Slingshields30 x Vulkite Berzerkers (360)- Pairs of HandaxesUnits30 x Hearthguard Berzerkers (480)- Poleaxes3 x The Chosen Axes (40)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 118
  2. Mortarch

    AoS 2 - Fyreslayers Discussion

    I was the other Fyreslayers player during the 6 Nations weekend. What I had during the event was Runeson on Magma, 2 Smiters, 2x30 Vulkites, 10 Vulkites, 30 Hearthguard, and 5 allied Evocators. First game vs England was a Nurgle List on the Orb Mission. I got first turn and dropped one unit to the near side of where the orb can go, and charged the centre. Got tangled in the centre with some drones and heroes. The orb moved to where I had no bodies, but I dropped my second unit near it, charged some plague bearers and caught up on points. The orb moved to no mans land and it was his turn. He got a bunch of heroes with artifacts sitting on the objective, I moved what I could to the area (Evocators, Magma) and took out one of the heroes with the Evocators. His combat scored some wounds on the magma and on my strike back I scored only 1 wound... but it was enough to kill the hero, capture the objective and win the game in the dieing seconds. Easily one of my favourite games that I’ve ever played. Second game was vs Scotland and a croak list. This list featured 12 ripperdactyls. Mission was Shifting Objectives. I dropped my units on the objectives and hoped to weather the storm as I had no way to get in at his heroes to take them out. He used his skinks to great effect to keep me pinned down away from his squishy important things. I got an early lead but then came the aerial bombardment. 12 Rippers came down and took out a full 30 guys in one swoop to claim the primary objective. I hit back but they teleported away to between the other two objectives, swooping in to my 10 man unit and Magmadroth. With my mother large unit pinned down I couldn’t get to support in time to make a difference. I ended up tieing up on points and then taking a minor loss on kill points. Some serious lessons take. Away here. This was the first time Evocators helped me out as they dispelled something at the right time. Third Game was vs Wales and another Nurgle list; three GUOs. mission was Focal Points. He set up his army thinking I had 7 drops, but didn’t take account of the Runesmiters, so I took first turn and got Objective 4 and the centre. It was attrition vs attrition, and even though he send down some drones to try shift me off objectives, I was too far ahead in points. Major win. If he had realised the set up, then this probably would have been much closer if not have gone in his favour. The dispell from the Evocators was crucial to block Rottigus’ spell. Fourth Game vs Northern Ireland - Death mixed. Focal Points again. Took the first turn, but should have gone second. Charged a line of cavalry. Got myself tangled in with -4 bravery bubble night haunt and battleshock did a lot to me. Silly error. He moved his skeletons forward and I tunneled and charged his VLOZD. That pinned him for a while but ultimately didn’t do much for me, he deleted pretty much all my units one at a time. Lesson learned here about hanging back was hard learned. The bravery bubble loss was really felt here as a big chunk of my losses came from battleshock. This a MAJOR major loss. Last game was Versus Sweden, into Better Part of Valour against a Sylvaneth list. I knew this was going to be tough and I was right. My right hand objective had a block of 30 guys on it, opposite a load of dryads, centre with magma and 10 vulkites, left with Evocators. He had first turn, threw out some trees and got drycha down the table and straight into my 10 guys. Took them off straight away. My turn one had my Hearth Guard drop to assault opposite my left objective. That was ground down. Meanwhile drycha finished off my magma to claim my centre. I dropped my second unit to the same place and popped the super rend rune. The roll that sealed my fate... failed the charge, and on the reroll got the same result. When they eventually charged the next turn they just got mulched. With those guys down, there wasn’t any mathematical way to even play for the minor loss, so I conceded. For me, there was some good take aways from the tournament- flat shoes aren’t a great choice for two days of standing up, a rework on my list is required, and as always... a few more examples of what not to do collected. I’m looking at two possible lists at the moment...Either: Option 1 - 3 Smiters, Runemaster, Fjul-Grimnir (G), Celestant Prime, Chosen Axes, 30 Heartguard, 20 Shield and Pick and 30 Double Ax Vulkites. Idea being that one Smiter gets Aqsy Iqneous Plate to go with Hearthguard for extra durability, and I drop the three units with tails back to General as his ability is with 8 not wholly within. Option 2 - Father on Magma, 2x Smiters, Battlesmith, Vulkites (2x30, 1x10) and Hearthguard (1x30). With the coronet on the runefather and Exemplar on the BattleSmith. However, what both of these lack is a dispell, which I found extremely useful. I’m trying to focus on keeping the blobs alive longer, but that might be less useful than just focusing on aggression. Welcome any feedback, and hopefully the above is useful to someone. Thanks, M
  3. Mortarch

    The Rumour Thread

    Sacrosanct (wizards/Priests) or Ruination (Artillery)?
  4. Mortarch

    The Rumour Thread

    Not the mist weaver per se - but the helmets and armor aren't that dissimilar that they couldn't be part of the same team.
  5. Mortarch

    The Rumour Thread

    Rumour I heard is that this Box is the new Stormcast Chamber (I recon Sacrosanct Chamber), and Nighthaunt (New wraiths as per artwork)
  6. Mortarch

    Lets Chat: Legions of Nagash

    A second necromancer to spread hero coverage, or instead, a vampire lord so that you get access to the other lore. Remaining points with grave guard or black nights. You could instead bump up the skells to larger units, but skells are best in 10s or 40s.
  7. Mortarch

    Lets Chat: Legions of Nagash

    Was looking at something very similar -but with grave guard rather than horses. Have you play tested anything like this?
  8. In terms of the spirit of it, and given the history of the rule, I agree with you. However if this is to be "The Last Action" in the phase, then that assumes all summoning occurs simultaneously and equally tied as last action, ending the phase and no movement can occur for summoned units.. this isn't how it's written. The wording implies sequential rather than simultaneous choosing. As soon as you choose the second unit to summon then what occurred before that selected wasn't in the "End" of the phase, but in the middle, and as such no reason why a movement couldn't occur. It may just be me splitting hairs looking for an extra death bonus... If anything from AoS to date has shown us, is that if there's more than one way to interpret it then it will be, and it will need an FAQ to pin down the "correct" interpretation. M
  9. Question... Summoning rule no longer clearly states that a unit cant move once summoned... Only says the action takes place at "end of the movement phase". I'm sure it will be FAQ'd, but it seems like [Summon Unit] -> [Move Unit up to 6" towards enemy] -> [Summon Next Unit]
  10. Mortarch

    Lets Chat: Legions of Nagash

    Possibly - however for me in that sort of list, I would be running as dedicated support. Bubble wrap inside each of the ranks of Skells/Grave guard and buffing the attached unit with either Vanhels or Mystic Shield (assuming you weren't giving that to Nagash). So range isnt something I would plan for, particularly as they would get in spell range anyway as being an attached support character. With Balewind you would be out of range of the "Look out sir" save for the Necromancer (I THINK), so while out of melee range, he is more exposed to shooting. No protection advantage from mortals. I would prefer to leave embedded. To fit a balewind in, you would have to drop to 15 Grave Guard in that set up. Now... it Might be a decent option, particularly if you combo a bravery De-Buff, the Death banner and possibly the Terrorgheist artefact Bravery attack... Then rely on Nagash to Vanhels the unit (probably Skells) to force the advantage and make some deep cuts. You could soften up a target unit before charging in with the mob. M
  11. Mortarch

    Lets Chat: Legions of Nagash

    If you swap the Black Nights for another necromancer then you have additional hero redundancy, and you can field in three blocks of Deathless minions coverage (Necro+Skells, Necro + Grave Guard, Nagash and Morghast). Only drawback is you would have to split the Grave guard into two units of 10 to get the Battalion.
  12. Mortarch

    The Rumour Thread

    Also, current Black coach is a hero so that list wouldn’t be correct with current warscroll as it should be in the leaders section. Hopefully that’s something significant rather than just a mistake.
  13. Mortarch

    Lets Chat: Legions of Nagash

    Been looking at the following Nagash list, any thoughts or comments are very welcome. List: 180 - First Cohort Battalion 800 - Nagash - 3+ Divert W or MW to Morghast Battery Pack (10 wounds) - 2+ save, re-rolling 1s with mystic shield - 4+ MW Save - 6+ Death Save - 3 wounds to skellies every turn - 2D3+D6 MW in magic per turn Saves: 13.75% MW will go through until Morghast dead. 42% afterwards Rend 0 - Mystic Shield 0.69% wounds go through with morghasts. 2.3% without. Rend 2 - Mystic Shield 18% go through with morghasts. 55% without. Spells: Amythistine Pinions: +5" move Vile Tx: D3 Mortals Amaranthine Orb: D6 mortals 220 - Morghasts Halberds. +1 attack from battalion Stays with Nagash to absorb damage 5+ Mortal Save 6+ Death Dave 320 - 40 Skelletons +2 Attacks +1 Hit from dedicated necromancer nearby Rerolls 1s to hit and save from Nagash Vanhels to double attack in combat 6+ Deathsave 6+ Diadem save from Necromancer 110 Necromancer Dedicated to skellie block. Takes diadem for 6+ save to skells Overwhelming dread for -1 hit and -1 bravery Tx wounds to skells 110 Necromancer Healling artifact Dedicated to skellie block. 80 10 Skells Set up in Grave 80 10 Skells Set up in Grave 120 White king, mounted to summon onto objectives. ============================= 2000 Total, 4 drops with two in grave. GENERAL STRATEGY -Place 4 grave sites in overlapping in centre of board, ensuring coverage of objectives. - WK or Necromancer runs to objective to summon onto. - Nagash and morghasts to snipe dangerous units. - Between 5 and 15 wounds back to skellie unit per turn. WEAKNESSES: - Support hero fragility. - Low unit count... basically two major elements and minor free radicals. - Nagash will draw fire and once dead army will collapse. Morghasts cant be healed.
  14. Mortarch

    The Rumour Thread

    What's the source on these? ... Was there a picture released?
  15. Mortarch

    The Rumour Thread

    From RuneBrushes blog... some changes in warscrolls: No regen banners any more - replaced by a bravery modifier. Less summonable models - Summoning looks like it will work based on Keyword rather than spells. Some models lost the ability to be summoned - Morghast, and Mourngul to name two. Extra warscrolls - Names characters, and a Soulblight vehicle of a description. Without the context of updated allegiance abilities.... seem like an Even HEAVIER reliance on heroes. Deathrattle, Deathmage, Deathlords keywords still intact - Legions of Nagash therefore doesnt replace these Factions. Neferata and Mannfred gain Soulblight... Arkhan DOESNT gain Deathrattle.
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