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Hulksmash

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  1. So I've got all the new warbands for nightvault (i.e. all 6 seperate boxes and the nightvault starter) and I'm still missing universal cards. Do I have to rebuy the repackaged season 1 starter warbands (Steelhart & Reavers) to get the full Nightvault Set? And the Power Unbound Deck? I have a bit of an issue being a completionist so I can always come back to a season.
  2. Not to hijack but a bit more indepth; -If I have nothing from Nightvault or Beastgrave how do I go about getting the neutral cards for the Nightvault stuff? -Are there base cards only available in the nightvault boxset? -Is there any gathering of that boxsets cards? -Are the faction specific cards from the first season (like Steelheart's Dudes) still valid or the first season warbands? Or are they not available for play anymore? Thanks! I'm curious and want to dive back in since the kiddos will be home a lot and this is a pretty easy game to set up and play but I also want to make sure I can get everything. Thanks!
  3. I think 1-2 units of max gor have a place. Smaller units don't and more than that and you're eating to far into other toys. My list has 30 which act as a screen for my herdstone and also bat cleanup for my centi and besti gors
  4. Gor are straight battleline not just brayherd/beast of chaos battleline so they fill that quota too. It's essentially Beastmen w/Blood Tithe instead of herdstone summoning and a bit more aggressive bonuses.
  5. With the coming of the Beasts of Chaos I was considering a Khorne Beastherd and thought the following could be pretty awesome; Allegiance: KhorneLeadersBloodsecrator (140)Bloodstoker (80)Slaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Killing FrenzyBeastlord (80)- Pair of Man-ripper AxesGreat Bray Shaman (100)- AlliesBattleline10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & BeastshieldsUnits30 x Bestigors (300)6 x Bullgors (320)- Axes & Bullshields10 x Centigors (160)10 x Centigors (160)BattalionsBrass Despoilers (190) Drops: 6Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 156 On turn 1 you're looking at bestigor w/a 16+3d6" threat radius. You'll have 2 10-man centigor units with a threat radius of 18"+3d6". Bullgor follow up off that first turn sledge hammer. It's got some screening/backfield protection in the gor is it's needed. Prayers, if they go off, will be nice but they are also there for the dispel. Originally there was a Gore Pilgrim Battalion but I thought the Bullgor would be more useful. Given the unit sizes I could probably get +1 attach and immunity to battleshock for the first wave. Thoughts?
  6. That's not really how it works though. I mean yes, technically a command point is worth 50pts and they've scaled it to 20pts per point but that's an incorrect assessment. Outside of holding one for that bravery test you may need to take before the herdstone effects reach most of the table there isn't a ton in an Allherd list you'd want to use your command points on. Additionally you're not paying for that CP. It comes out of your allotment. To be fair you did touch on this but it's mostly to push you over to grab what you want. In this case it's more to ensure a cockatrice, chariot, or centigor can be summoned every turn from a random table edge. I doubt I'd ever personally hold them for over a turn but if I did it's because I generally was looking for a unit of dragon ogres or such to join up with my shaggoth If I want a big monster I just buy him. I see the summoning as useful for objective grabbing and harassment.
  7. After listening to a review and reading the War-of-Sigmar review I'm thinking something along these lines; Allegiance: Brayherd Going to start with Allherd so essentially 2+d3 summon points per turn with one in reserve for passing bravery tests. I'm tempted by the teleporting unit ability from Darkwalkers LeadersBeastlord (80) - +1 Damage & MW on 6 Weapon- Pair of Man-ripper AxesGreat Bray Shaman (100) - Extra -1 to Save w/in 12" Spell (because he hangs out with the herdstone)Dragon Ogor Shaggoth (180) - Extra Rend Spell - Required Artifact (-1 Rend 10-19, -2 Rend 20+)Battleline 30 x Bestigors (300)30 x Bestigors (300)10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields30 x Gors (210)- Gor-Blades & BeastshieldsUnits10 x Centigors (160)10 x Centigors (160)BehemothsGhorgon (200) Battalions Desolating Beastherd (150) Drops: 4Total: 1960 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 184 I could swap the Ghorgon for a Chimera with the spare points and increase by a drop. Which might be a direction I take given how much they buffed the Chimera.
  8. Centigor are looking amazing in the Khorne Battalion in a Blades of Khorne army. Honestly that's my first inclination using the battalion to basically fill out everything for the army outside of 4 Khorne Characters. But for an actual BoC army I can see something along these lines; 2x30 Bestigor 30 Gor 2x10 Ungor Shaman Beastlord Shaggoth 2x10 Centigor And then tinker with the last 400pts.
  9. Oh that's nice! I'm converting up a more half human/elf half goat approach. Like another lost colony of elvish experiments that banded together with a dwarvish kingdom to survive the most recent apocalypse. So mine is likely to be a dwarfy looking fellow. But if it wasn't this would be awesome!
  10. I'm looking forward to allying in a blood stoker or two for a first turn 16+3d6 threat range on my Gor/Bestigor
  11. I think right now my Lizards suffer from having so many good choices. I can build a skink based army, a monster army, a saurus army, a summoning army or some random mix. We've got quite a few excellent battalions which also make decisions hard (Thunder/Sunclaw/Shadowstrike/Dracothian/Fangs). We have the ability to one drop. The only real constraint is what models you have. As for dealing with nagash 40 blocks I run 2 40-man saurus spear blocks so I generally have 2 tries to roll a 5+ on the teleport. If I do then I'm hitting generally 1-2 units and pushing decently into them to prevent summoning units back. I've found 40 buffed saurus generally split 15 and 15 with the last 10 to make a tail are enough to murder most units they touch. Right now this is what I'm considering but the core has been the same since 1.0 which is the sunclaw. Allegiance: SeraphonLeadersSaurus Astrolith Bearer (160)Slann Starmaster (260)- General- Trait: Great Rememberer Skink Starpriest (80)Saurus Sunblood (120)Saurus Scar-Veteran on Carnosaur (240)- War SpearBattleline40 x Saurus Warriors (360)- Spears40 x Saurus Warriors (360)- Spears10 x Saurus Warriors (100)- ClubsUnits2 x Razordons (80)BattalionsSunclaw Starhost (130)Endless SpellsChronomantic Cogs (60)Balewind Vortex (40)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 132 The additional wargear is to be determined but the 4+ ignore mortal is highly likely to find a home on the slaan. But the other item I'll build to taste. The list also drops a bastiladon on turn 2 and if you want one on turn 3 or you can grab 40 skinks or 10 skinks and an engine. Pick your poison.
  12. The Blade of Dark Summons is a death artifact that allows you to create a unit once per game of any summonable death models with 2d6 wounds. In general this means that Bladegeists and Banshees should be top of the list but maybe you want something else like chaingiests for some range or spirit hosts for mortals and so on.
  13. Yeah, essentially it's this; Turn 1 spend 2 CP to summon 2 units of flayers/horrors and 2 GK. You also, if you feel the need, drop 2d6 wounds of summonable models (i.e. myrmourn banshees, bladegeists, and/or reapers). Turn 2 summon 2 units of 10 Ghouls. And then summon another 10 ghouls in turn 3 and 4.
  14. Yeah, it basically calls for 120 ghouls minimum but you probably want 140 because of the patrol. It's a lot of Ghouls but I think it's one of the variants that can actually compete depending on your extra gear with most of the better battletome armies which is something we're pretty terrible at.
  15. Even without the extra models from the other ability in and not including ghoul patrol the following adds 800pts by the end of turn 2 and 200 more by turn 4 if you don't take and roll decently on the CP generator; Allegiance: Flesh Eater Courts- Delusion: Crusading ArmyLeadersAbhorrant Ghoul King on Terrorgheist (400)Abhorrant Ghoul King (140)Abhorrant Ghoul King (140)Crypt Ghast Courtier (80)Crypt Infernal Courtier (140)Battleline40 x Crypt Ghouls (360)20 x Crypt Ghouls (200)20 x Crypt Ghouls (200)BattalionsGhoul Patrol (180)Royal Family (150)Total: 1990 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 118 That's pretty solid. You can always swap the infernal courtier for the other one if you prefer to summon Crypt Horrors instead of the Flayers but that's my preference. Additionally I'm pretty sure it's legal but if we can use the Blade of Dark Summons from the common Death items we can grab 2d6 wounds worth of some pretty good models from night haunt that have the summonable keyword (spirit hosts, myrmon banshees, bladegeists, etc). In all this you could also just drop the infernal courtier for another ghast courtier and cogs (making all your models that much faster like rerolling 7" charges from table edges). Locally and at more than a few GT's we're already seeing the realm rules are in effect meaning that all the GK's can contribute a non-standard spell in addition to their summoning.
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