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Ashtyn

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  1. It's been working well, the reason I run it is for the extra chance to add minus 1 to hit. By turn 2 the deathstars are within range and most opponents don't unbind it since they're worried about van hels (or even curse if they're not running ++ saves) when it goes off on a 9+ then you've got a much higher chance of getting that negative to hit. In terms of it actually causing the minus 1 to hit, I'd say it occurs 2 times a game on average, Which I'm ok with. I find vile transference awkward to use since you need to be so close to actually get the heal. Since I'd rather have Arkhan sitting back I find that he isn't actually in range to heal from vile transference. In the games that Arkhan has died I've still won because the opponent spent so much time taking him and the Mortis out that my grimghats were able to hold objectives and grind everything else out.
  2. Hey all I've been doing quite well with the following list. Arkhan - spirit gale necromancer (cloak of darkness -2 to be hit). - overwhelming dread necromancer - fading vigour guardian of souls (ignax scales) 5 dogs x 3 30 grimghast reapers 20 grimghast reapers Mortis engine Lords of Sacrament Malevolent maelstrom Quicksilver swords Geminoids Cogs extra CP I've found its very durable, provides lots of units that can screen and has the ability to easily debuff 2 Death Stars or units. With realm spells Arkhan becomes quite tough to shift. The extra CPs mean you have lots of options in regards to play style. the grimghasts are amazing. The 4+ unrendable has been amazing, and with van hels they're truly terrifying. Even more so with inferno blades. I'll keep updating as I play more games with it.
  3. I'm thinking of running a very spell heavy army. Attempting to take advantage of the battalion. Arkhan (spectral grasp or amaranthine orb) Necromancer (overwhelming dread) Necromancer (fading vigour) Necromancer (soul harvest) Vampire Lord (spirit gale) 5 Dire Wolves 5 Dore Wolves 10 Zombies 20 Grimghast Reapers 12 Mymourn Banshees Corpse Cart (still unsure on this one) Mortis Engine Lords of Sacrament Umbral Spellportal Geminids of Uhl-Gysh Athervoid Pendulum 1990 The list throws out a bucket of debuffs and a bucket full of mortal wounds aim would be to debuff main death stars and delete heroes early with spells. The Necromancers are at plus 3 to cast and Arkhans at plus 5. The units are a little small but they pack an offensive punch with vanhels and extra attacks from the vampire lord. Grimghasts attempt to take out hordes while banshees eat endless spells and target more armoured threats due to -2 rend. I can't wait to play test it, I know it will have its counters but it looks fun.
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