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flowerpot_chimp

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  • Birthday June 20

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  1. LoG has access to vassal of the craven king + the aetherquartz brooch combo, which lets you farm the CP you need to fuel them. You *can* do it in NH, but I doubt it would be as good. I also prefer LoG for banshees because their small size means they can just all die to some bad 4+ rolls and gravesites make this less punishing. The main benefit of NH is deep striking and wave of terror, both of which are effects LoG can kinda semi-replicate with gravesites and vanhels plus having other benefits.
  2. With regards Myrmourn Banshee chat: they're very very strong but they're not point and click. If you build your list around the idea of them being a hammer, they will deliver if you can set it all up correctly. The unbinding shenanigans is almost a side-benefit if you're running 12, their real objective is to stab things to death. Farm CP, take both KoS and stack +1 Attack, +1 to hit and reroll 1s to hit. They will kill what they touch, even 2+/3+ save targets get run over, especially if you can get dread withering off. Are they as easy to use as Bladegheists/Harridans? Absolutely not. Can they be an effective hammer? Absolutely yes! 12 die very quickly, which is why you often see two units. Also, you're running LoG, spend the CP to bring them back. Shooting will clear them off of course, but I find people tend to shoot your heroes, not your units anyway. A benefit of being a smaller unit that still hits hard is that if they don't all die, it's easy to bring them back to fighting effectiveness with gravesites and necros.
  3. I think the basis is alright but you've spent too many points on stuff that doesn't really do anything. You've only really got one unit that can fight. 3x20 chainrasp is probably overkill, they'll probably do you well as 40, 10 10. The 40 blob can fight and takes ages to kill, the 10s are great objective holders and aren't too unwieldy to use. They're much better than skeletons for what you want them to be doing, I think. You don't really need both the guardian of souls and the necromancer, I would personally drop the guardian and the tomb banshee out the list. If you want a hero to buff your ghosts, the KoS on steed is better at it and you don't really need the guardian's spell in LoG. If you drop the guardian and do the 40, 10, 10 you gain enough points for 10 bladegheists! I'd put all the banshees into one unit, makes them better at dispelling and means they can actually fight, but you have to buff their attacks first really. They're not really worth it just as an 18" unbind, like you mentioned. I like spirit hosts but you have to commit to bigger units of them to be worth it, otherwise they're just a roadblock and your army already has plenty of that with all the chainrasps. Finally I reckon you can afford to be much more aggro with kurdoss than just objective holding, you can do that with chainrasps. Even without the buff for fighting the enemy general he's pretty pokey and can do a lot of damage. He has to be fighting because he's expensive and you can't afford to spend 200 points on maybe stealing a CP.
  4. Yeah I think the way the Legions book is written cuts against a lot of how armies in modern AoS are built, which makes me hope we'll see a v2 sooner or later (not being able to take the obvious soulblight battalion in a soulblight allegiance army and the Deathmarch being keyword "Death" is just bizarre). I still think what you gain from running Grief is worth what you give up, so long as you take the right units. For content: I took LoG to the LGT singles the other weekend. I went 3-2 over the weekend and got best LoG player (there were 2 of us). I could probably have won one of the games I lost had I played it better, but then that would have changed my other matchups afterwards so who knows. List was: Allegiance: Legion of GriefMortal Realm: HyshLeadersDreadblade Harrow (90)- General- Trait: Vassal of the Craven King- Artefact: Aetherquartz BroochKnight of Shrouds (100)Knight of Shrouds on Ethereal Steed (120)Kurdoss Valentian, the Craven King (200)Necromancer (130)- Spell: Shroud of TerrorReikenor the Grimhailer (170)- Spell: Dread WitheringBattleline10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)40 x Skeleton Warriors (280)- Ancient SpearsUnits12 x Myrmourn Banshees (210)12 x Myrmourn Banshees (210)15 x Bladegheist Revenants (270)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 134 So pretty standard CP spam build, I wont batrep unless people want but I do have some takeaways that might be useful. Myrmourn banshees are really difficult to use right, but when you do set them up to succeed correctly they're absolute monsters. Over the weekend they one-rounded a maw-krusha, a unit of 10 brutes (who attacked them first!), multiple units of sequitors and a bunch of rats. The Dreadblade general is an obviously good combo and he never died in any of my games. Teleporting to gravesites is brilliant, when the CP farm works it's great but it's very random on an army that's already very reliant on rolling lots of 4+s! Reiknor without an endless spell to cast is rubbish, I found I was mostly using him for his super fast movement more than his spells. In some matchups dread withering is fantastic, in others it doesn't do anything at all. Even against hordes, his effectively 2d3 mortal wound default spell doesn't feel impactful enough. Kurdoss is hilarious. You absolutely cannot count on him to do anything at all because his ability only activates on a 5+ and he's super slow. However, people absolutely love to target him, and he soaked a lot of firepower that could have gone elsewhere. I stole the CP of an anvils player for two turns in a row, which was hilarious. If he actually makes it into combat he dishes it out fairly well. Not worth 200 points at all, but he's really fun. I wish I had another 40 chainrasp painted instead of the skeletons. Their theoretical damage output is great but in reality it never really materialises. Chainrasp would have had better synergy with the knights of shrouds as well.
  5. @RuneBrush I was the Legion of Blood player in game 3, think you're underselling yourself a bit ! It's a really hard scenario to be forced to go second in, because if you get the double that you sort of want you're then massively behind on points. Plus, the orb wasn't very helpful to you. I'm gonna be taking Grief to the LGT and am definitely stealing your trick of using the Harrow general to do an unexpected gravesite summon, that was something I hadn't considered after writing off the Harrow outside of Nighthaunt.
  6. Given the lack of FAQ/errata for Forbidden Power has there been any kind of community consensus on how gravesites are played in LoG? Do we know how it was ruled at Heat 3 etc? Don't really want to invest the time & money in certain units if you can only use 1 a turn.
  7. Paid the other day - Matthew Ward, hoping there's still space :)
  8. Both of the monsters are good, it depends what you want out of them. Unless you're against another bravery 10 army the 6+d6 from the Terrorgheist shooting usually does a decent number of mortals, and it's maw attack comes up often enough that it's respectable in combat (the dragon is obviously more consistent there). Which you pick I think mostly depends on what you want out of its summoning and spells. Personally I really like the Terrorgheist's spell and would rather summon in units of crypt flayers than more courtiers, but I can imagine someone else paying for big units and wanting to summon more courtiers. The dragon is also 40 points more expensive, for some reason, and that's a real consideration with how tight on points FEC can be given you're wanting extra command points.
  9. First unit completed for my Ironjawz army. Doing the big centrepiece first is, I assume, a bit backwards but I had a real burst of desire to paint it & it was just too fun not to keep going once I got the ball rolling! I basically just followed the excellent video tutorial on Warhammer TV for the krusha itself, so it's gonna look like everyone elses I'm afraid. Still the best thing I've ever painted and I'm really pumped to grind out the rest of the army now! As you can see the Ironjawz have deliberately let their armour get rusty as it provides excellent kamouflage for their kinda desert-y home.
  10. Another FEC report because work on my Ironjawz is currently a crawl. Have finished converting the 10 Ardboyz but highlighting the spines on the Maw Krusha is an absolute pain! I apologise for the unfinished Crypt Flayers, I'd very quickly slapped some paint on them for this game as I'd never used them before so they were bottom of my to-do list. Border War Originally we wanted to play a more narrative scenario and maybe try out a time of war, however once we'd gotten around to actually playing it was already quite late so we just picked one of the more interesting matched play scenarios. Once the Maw Krusha is finished I'd like to play Raging Fury as that seems like a good way to introduce the Ironjawz into narrative play! The Armies Few corrections to below: the Ghoul King on Zombie Dragon had the cursed book and the Varghulf had the Tomb Blade. Pretty sure the Relictor had a Lichebone Pennant (thematic!) and there was a Veritant and Gryph Hound on the table as well. Deployment I'd wanted to do a detailed blow-by-blow of the game because it was really close and had some great moments but we were on the booze and quite frankly everything after turn ~2 is a little bit more disordered in my memory. Instead I'll just pick up on the main points, especially because I brought what is probably a pretty unusual FEC build. The Game I finished deploying first, thanks to Royal Mordants being a pretty big drop, and elected to give The Stormcast the first turn. This very much surprised my opponent, and in truth whilst I wanted to try for a double turn I also massively underestimated how quickly the Stormcast can get across the board, not having faced the Hammerstrike Force before. As you can see, the Prosecutors ran forwards and used the Hammerstrike ability to deliver two units of Retributors right on top of my home objective! This is what totally caught me off guard, and why my opponent was surprised I gave him the first turn. His clutch of heroes grabbed his home objective and he got some Liberators near the side objective next to the Dragonfate Dias as well. Fortunately nothing was in range of the objective on the Ophidian Archway. The Judicators plinked some wounds off the Dragon, the Heraldor did some ineffective tooting and I sweated some buckets as the Venator tried to snipe off my Ghoul King on foot, but I fortunately passed my armour save! The Stormcast grabbed a cool 7 points turn 1 so things were looking rough. I did manage to get the double turn, which really helped to stop the Stormcast running away with it. I piled a unit of Ghouls and the big block of Horrors into the Retributors sitting on my home objective, whilst the Flayers took one flank and the dragon took the other. The Zombie Dragon was absolutely glorious this game, I'd never really appreciated quite how good the shooting attack on this model is! Even on an MSU army like the Stormcast with lots of 5-man units, the auto hit ability is very likely to trigger, and the massive rend and damage on the attack just rips through those small Stormcast units. On my first turn I only managed to secure a side objective and score 2 points, and got 3 more the turn after as the Horrors ground into the Retributors. The Retributors did manage to blow up the Ghouls they were fighting, but never really managed to get much hurt on the Horrors. The Prosecutors got stuck in on my home objective to add their numbers to capture it, giving the Stormcast a 13 - 5 lead on me in the mid-game. Remembering that the dragon had the Cursed Book was a major factor, as I've previously struggled with the Lord-Celestant on Dracoth. Denying him all of his explodes-on-6s effects was massive and the dragon chewed up the Dracoth in a couple of rounds of combat. The Flayers also managed to do something! They screamed one entire Liberator to death before charging into the blob of stuff on the Stormcast home objective and they managed to take down a unit of Liberators and the Venator before finally being cut down by the surprisingly choppy Relictor and Veritant. This meant that later in the game a 10 strong Ghoul unit could grab that objective for me with the Stormcast just not having the numbers to contest it, as the Ghouls have really struggled to get through Liberators in the past. There was a fun moment in the final few turns of the game where the Relictor lightning chariot-ed a Gryph Hound to threaten an objective, and basically forced my poor Varghulf to sit there uselessly guarding it rather than getting stuck in as the rest of my models on that flank were either dead or had been moved off to grab other objectives! We called the game at the end of turn 4, both sides had 18 points but the Stormcast army was basically spent (please ignore the Fulminators lurking in the last pic!), it was getting late and neither of us wanted to play out the FEC getting max points for the last round. Final Thoughts The Stormcast lost this one on bodies, the initial shock and awe of the Hammerstrike Force was amazing and netted them a huge early lead, but they simply couldn't keep up with the grind of the FEC and though it took a while there simply weren't enough of them left at the end of the game to contest. The Stormcast heroes are all really good, but a couple units more of Liberators would probably have won them the game - they always seem to do brilliantly when we play. For the FEC, it was fun to play with a 'different' list (though there's only so much you can do with a small faction like this). The Death forum here is full of new player FEC army composition questions and it seems like the prevailing thoughts are going heavy on the monster mash or huge ghoul patrols. Personally I've always found the Horrors have massively over-performed - they've tanked and ground Paladins, combat heroes, Fulminators. I was also pleasantly surprised with the performance of the Crypt Flayers, sure their shooting attack is ****** but they're decently punchy with rend and mortal wound output. They're also super fast and the weird movement shenanigans of the (cheap!) Royal Mordants formation actually did a lot to get them into charge ranges! Also Pestilential Breath, just, wow yeah Pestilential Breath. The Tomb Blade was rubbish and I spent all game wishing the Varghulf had the Cloak of Mist & Shadows. Note So I'm one of the apparent few who enjoy super long batreps on podcasts and stuff, but if all this is way overlong or just rambling and incoherent do let me know. I'm hoping to maybe go to a couple tournaments this year, as well as do some more narrative games and stuff on bigger tables so hopefully these will get more interesting over time.
  11. I've never been particularly enamoured with Orcs/Orks/Orruks in any setting, but obviously the Ironjawz release was too gorgeous to resist - still my favourite models to come out for AoS. So they're the obvious choice for my post Flesh-eaters army! Whilst the Brutes 'n bosses are incredible, once I got a start collecting box and assembled the Ardboys it was pretty obvious that the old black orc kit is showing its age, especially when you put them next to a unit of Brutes. So I stole the idea of converting the new Blood Bowl Orc team into Ardboys that a few people have started to do. B&W because nothing's got any paint on yet and the grey/green plastic mix is ugly. This is the first five that I've done, and they're great fun to kitbash, if a little time consuming. Particularly happy with how the standard bearer turned out, given that the orc thrower model was the one I was most stumped on how to de-Blood Bowlify for AoS! Still need to do a little bit of green stuffing to fix up the joins and then gotta come up with some different variations for the next five. I spent a while thinking about colour schemes but I think I've settled on the one on the test Brute below. I'm still a pretty new and bad painter so the key was to pick something that would be more fun to paint than the Flesh-eaters, but not too time consuming and within my skill level whilst pushing me a bit. Hopefully it isn't too awful. The lighting on this pic is terrible but basically I'm leaning hard on ryza rust. Because I couldn't resist such an amazing model, I also started work on a Maw-Krusha. My previous experience of painting a big old dragon model was incredibly stressful and frustrating (love the zombie dragon model but ****** that kit is annoying to work with), but the Maw Krusha is an absolute dream to paint and I've surprised myself with how much fun I'm having doing it. The WarhammerTV video on painting it has really helped as well! Now if they just made Gore Gruntas any good...
  12. Thanks! It's a fun scenario, it seemed really simple at first but both sides getting deployment shenanigans really did help to mix it up. I find with AoS that I'm going into the games worrying that they'll be unbalanced but they've almost always ended up being really tight, and like you said working in the theme did a lot more for my enjoyment of it than I was expecting.
  13. I guess starting a hobby blog with a battle report is a bit back to front, but in truth I've mostly finished with my first army (Flesh-eaters), haven't made much progress on anything else and the weather's been too miserable to get good army shots in. So: Consumed I played this battleplan with my Flesh-Eater Court against my friend Tom's beautiful Stormcast on his kitchen table. We've played a few games before, with Generals Handbook scenarios, to get a better feel for our armies. Playing Consumed was a conscious effort to work some more narrative into our games - we'd enjoyed the 'Matched Play' style games we'd played before but wanted to try out the more narrative style of gaming that AoS does so well. Consumed was an easy choice for our first stab at narrative, the Lord Relictor's relationship with death makes him a great candidate for being captured by any Death faction! As I start to think about the background for my Court, I like the idea of them being an earlier, darker, mirror to the Stormcast. When Sigmar abandoned the mortal realms, some of the remaining free peoples would turn to anyone to deliver them from Chaos, and the infectious madness of the Abhorrent Ghoul Kings made their succor an easier pill to swallow. Tom's background is a bit more fleshed (heh) out, as he explains quite well on his podcast. As we were setting up the game I had a few thoughts about the battleplan. Firstly it was clearly written with Khorne Bloodbound vs Stormcast in mind and my army doesn't have access to any Priests, so we houseruled it to being any Courtier could attempt the ritual. Secondly I was a bit worried about the balance. The prodigious shooting the Stormcast have access to had me concerned about losing all of my heroes very quickly, which made me want to spam Courtiers, but then having too many on the site of ritual would make it almost impossible for Tom. It struck me as a difficult balance to achieve. The Armies As best as I can remember. Deployment So in this game I think I made two pretty major mistakes. One of which should be pretty obvious from deployment! Playing on a 4x4 does not leave a lot of room for error and I got greedy with the huge territory I had to deploy in and badly misjudged the outflanking possibilities of the Stormcast. Because of the outflanking rule in this scenario (and keeping the Retributors in Azyr), Tom managed to pretty handily outdeploy me, leaving an extremely exposed Zombie Dragon. In retrospect, if I wanted to be so aggressive with my dragon's deployment, I should have split the unit of 20 Ghouls into 2x10, and used one to bubble wrap the dragon and protect it from early game charges. Turn 1 This is where I immediately made my second mistake, so I can't even blame it on the wine. Predictably, Tom got off a first turn charge with his Fulminators and Lord-Celestant on Dracoth, right into my Zombie Dragon. He popped the Quicksilver Draught to activate both before I could swing, and promptly did 14 wounds, killing it. I had, of course, completely forgotten about the Cursed Book. With so many Stormcast abilities exploding on 6s, this was very silly. The Liberators moved to screen the Judicators, who shot a couple of wounds off of the Ghast Courtier on the dias. The Venator failed to hit with his star fated arrow on my Haunter Courtier, which was a nice break. In my turn I 'ritualed off' a couple of the Relictor's wounds, leaving 3 remaining and putting some pressure on Tom after the failure of the arrow. The Horrors proceeded to do horrible things to the Liberators, and a couple of Ghouls managed to pile into the Judicators, but mostly bounced off their tough armour. . Turns 2-3 Turn 2 saw the outflanking Liberator + Judicator combo ground off by the combined might of 30 Ghouls and 9 Horrors. The Judicator Prime and Venator did manage to kill the dias-mounted Ghast Courtier, but the Horror Courtier remained alive and put another wound on the Relictor. Tom did a nice move here, pulling his Fulminators back, as going forward would have left them in range of some mystical terrain, and he didn't want to take the risk. Because the Veritant had Lightning Chariot, he'd be able to propel them forward the turn after anyways. Turn 3 and the Retributors finally passed their 3+ to teleport in and managed to make the long charge onto the Dias, pulping the Horror Courtier beneath their starsoul maces, but not before the noble Courtier had managed to perform another part of the ritual, leaving the Relictor on just one wound! I only had one Courtier left, and he was sat in the middle of the blob of Ghouls further up the table. I moved my units to best try and block the Fulminators and Retributor charges whilst leaving a funnel for my sole remaining Courtier to make a mad dash back towards the dias. Turn 4 In order to have a hope in hell of making it to the dias I really needed to win this priority roll, something I'm infamously bad at! We rolled the dice and... I won it a by a whisker! The Ghast Courtier kept running towards the dias, and my remaining troops charged to fight the elite of the Stormcast Eternals. The Horrors really surpassed themselves here, tanking the Fulminators AND Retributors beautifully. Unfortunately, it wasn't to be, despite my best efforts the Stormcast managed to shoot off the Courtier before he made it to the site of the ritual. My deployment mistake had given the Fulminators free reign of their flank and whilst I'd wheeled the bulk of my army around as best I could to block them, they still got in range to shoot him down together with the Venator. Here's the board at the end of the game - the Stormcast had suffered some casualties on one flank, but it hadn't been the bloodiest game we've ever had. Final Thoughts I'll keep this brief if I can because this is super long already! I really enjoyed this battleplan, even though not much died relative to games we'd played before it still felt tactical. I could probably have pretty easily won the scenario by camping the third Courtier on the dias, but by not doing so I think we struck a pretty good balance and had a fun game where Tom was under a lot of pressure but my position would always be precarious. My losing the scenario, and the Relictor's soul remaining intact, was probably the 'right' outcome for us going forwards as well! This is my first 'finished' Warhammer army and even though I'm not a great painter it felt great pushing them around the table, it's amazing how much of a difference it made actually. I'm really looking forward to adapting more narrative scenarios (especially some of the ones that change up the format of AoS a lot, the Fiend's Lair looks great!) and starting to tweak the lists we bring based on the outcomes of the games.
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