Ashtyn Posted March 17, 2018 Share Posted March 17, 2018 I'm running the following list Arkhan, vile transference necromancer, shroud of night, overwhelming dread necromancer, wristbands of black gold, fading vigour necromancer, spectral grasp vampire lord (flying), spirit gale 5 dire wolves 5 dire wolves 5 dire wolves 9 spirit hosts 10 hexwraiths mortis engine Lords of sacrament balewind The list has been doing really well, the debuffs can be crippling to most enemy units. Most of my opponents are really held back due to spectral grasp, considering it effects the entire terrain piece. I generally play it quite defensively and use the spirits and the hexwraiths as a hammer, while the dogs screen arkhan. van hels allows the hexwraiths or the spirits to dish out a ****** load of attacks and a large volume of mortal wounds. the real strength of the list comes from debuffing my opponents units. In my last game I managed to get -2 to hit and -1 to wound on free guild hand gunners (they didn't cause a single wound in the shooting phase) I've also had pusgoyle blight kings limited to only causing 1 wound in a combat phase due to -2 Attacks and -1 to hit. I find that the debuffs allow the ethereal units to grind it out quite well. I need more games to really find out how it plays but I'm enjoying what it can do currently. Link to comment Share on other sites More sharing options...
Tizianolol Posted March 17, 2018 Share Posted March 17, 2018 @Sception I love your list, it's similar to my playstyle! Tell me how perform spirit hosts ! Anyway you are planning to " summon "them from graveyards?:) or you start to normally deploy them? Link to comment Share on other sites More sharing options...
Sception Posted March 18, 2018 Share Posted March 18, 2018 Plan to deploy them via graves. Only played this once yet, in a pretty wonky scenario, so not much to take from it. Finding points for 2x40 skittles is prob a better waybto go, tho. Link to comment Share on other sites More sharing options...
Tizianolol Posted March 18, 2018 Share Posted March 18, 2018 I'm thinking about Vargheists! They are glass cannon unit and they flay! They no summonable and pretty delicate but we just need an offensive and fast unit to assault objectives.. So they can be the answer:) Link to comment Share on other sites More sharing options...
AverageBoss Posted March 19, 2018 Share Posted March 19, 2018 2 hours ago, Tizianolol said: I'm thinking about Vargheists! They are glass cannon unit and they flay! They no summonable and pretty delicate but we just need an offensive and fast unit to assault objectives.. So they can be the answer:) I much prefer Hexwraiths for the same points. Same speed, but MUCH more durable between 4+, ethereal, and summonable. They can dish out mortal wounds on the move, and in close combat. Did I mention summonable and all the bonuses that brings? Link to comment Share on other sites More sharing options...
Josh Posted March 19, 2018 Share Posted March 19, 2018 On 18/03/2018 at 7:51 AM, Ashtyn said: In my last game I managed to get -2 to hit and -1 to wound on free guild hand gunners (they didn't cause a single wound in the shooting phase) I believe its just characters that are affected by -1 to wound? Link to comment Share on other sites More sharing options...
Josh Posted March 19, 2018 Share Posted March 19, 2018 @AverageBoss before LON i was playing nighthaunt, i agree 100% with ethereal, fly & mortal wound potential, able to be healed and brought back i was planning on running a unit of 9 or 2 units of 9 in my army Link to comment Share on other sites More sharing options...
Tizianolol Posted March 19, 2018 Share Posted March 19, 2018 They can put mortal wound when move, if you retreat for exemple you can benefit from that. How you use that hexwr ability? In what situation? I havn t played them! Link to comment Share on other sites More sharing options...
Bradifer Posted March 19, 2018 Share Posted March 19, 2018 4 hours ago, Tizianolol said: They can put mortal wound when move, if you retreat for exemple you can benefit from that. How you use that hexwr ability? In what situation? I havn t played them! If you make a really long charge you can use the extra movement to fly the hexwraiths over the enemy. Or when you retreat. Or if you just need to fly over something to get to another spot, maybe that's free mortal wounds. But it's minimal either way, I wouldn't base a turn around it, it's just free damage sometimes. Link to comment Share on other sites More sharing options...
chunk85 Posted March 19, 2018 Share Posted March 19, 2018 I recently took this to a one day event and to a campaign weekend, it did well enough to win the one dayer: Arkhan, Soul Harvest Necromancer, shroud of night, Grasping Hands (the half move near terrain spell) Necromancer, wristbands of black gold, fading vigour 10 Dire Wolves 3 Spirit Hosts 40 Skeletons 40 Skeletons 40 Skeletons Mortis Engine Lords of sacrament However, I played a Tzeenth list that deleted Arkhan and 40 skeletons by about halfway through his shooting phase. I'd love to say how long it would have actually him to table me, but thats when I stopped having fun and conceded. Link to comment Share on other sites More sharing options...
Ashtyn Posted March 19, 2018 Share Posted March 19, 2018 11 hours ago, Josh said: I believe its just characters that are affected by -1 to wound? Not if you roll 3 dice on spirit gale Very very rare but it happened and was wonderful Link to comment Share on other sites More sharing options...
Jaehaerys Posted March 22, 2018 Share Posted March 22, 2018 I'm going for LoS (battalion too) with VloZD. Will be putting artifacts on him and one Necro (standard Wristbands and Shroud). Which way round do you think I should put them? Currently leaning toward Wristbands on VloZD as he's more likely to get other mortals in shooting phase besides standard missiles and enemy should always be out of range of necro to always have -2 on shroud. Link to comment Share on other sites More sharing options...
AverageBoss Posted March 22, 2018 Share Posted March 22, 2018 6 hours ago, Jaehaerys said: I'm going for LoS (battalion too) with VloZD. Will be putting artifacts on him and one Necro (standard Wristbands and Shroud). Which way round do you think I should put them? Currently leaning toward Wristbands on VloZD as he's more likely to get other mortals in shooting phase besides standard missiles and enemy should always be out of range of necro to always have -2 on shroud. Besides Skaven, most mortals in the shooting phase require to hit rolls, many of them on 6+. Shroud completely makes him immune to Skyfires for example. Also, rending shooting is also dangerous, KO wont care about Wristbands for example. For these reasons, I prefer Shroud on my dragon. Link to comment Share on other sites More sharing options...
Jaehaerys Posted March 22, 2018 Share Posted March 22, 2018 7 minutes ago, AverageBoss said: Besides Skaven, most mortals in the shooting phase require to hit rolls, many of them on 6+. Shroud completely makes him immune to Skyfires for example. Also, rending shooting is also dangerous, KO wont care about Wristbands for example. For these reasons, I prefer Shroud on my dragon. How much stuff is in shooting phase but doesn't need hit rolls? I can think of Heraldor, Celestant, and star drake from SCE but don't know any others. Link to comment Share on other sites More sharing options...
Sception Posted March 22, 2018 Share Posted March 22, 2018 Played a game with my sacrament list. Lost hard to buffed up goblin shooting due in part to getting greedy and deploying Arkhan too close in the hope of a first turn curse of years. Not much to say other than the vulnerability of a mortarch general is a real concern, and 2x40 skeletons is probably the way to go, even if doing so costs you a dragon lord. Link to comment Share on other sites More sharing options...
Ashtyn Posted March 22, 2018 Share Posted March 22, 2018 So I played a game against Seraphon the other day. I ran the list I mentioned earlier and my opponent (a great guy, and excellent sport) was running a kroak + shadowstrike + celestant prime army. Battleplan was duality which gave me a fighting chance due to having 5 heroes and 2 behomeths I was petrified of the first turn mortal wound spam, 2d3 (aoe) + D3 (arcane bolt) from kroak and D3 from the celestant plus a unit of 6 rippers with the new toad rules meant I knew I was going to lose a lot of stuff on turn 1. I bubble wrapped like mad and hoped that I'd survive with something. After the dust cleared kroak failed to get on his balewind so I dodged D3 mortals on a few of my heroes (not Arkhan), Arkhan took 8/9 wounds, a few wounds were placed on all my heroes + the mortis and I lost 9 spirit hosts to the rippers + chameleon skinks. My counter attack managed to kill 2 units of skinks and the celestant prime (van hels + dammed on 10 hexwraiths hurts) I blocked up the rippers with wolves and a vampire, and I debuffed chamos and rippers so they wouldn't be so killy. I was 5 inches away from kroak with the hexwraiths which meant if I won priority I could cause some headaches, unfortunately I lost it and kroak teleported away got on a bale wind (ontop of one of the objectives which blocked it from being taken) and blew off Arkhan, 1 necro and the vamp lord. After that I tried to play the objective game, I got the mortis onto the other objective and used my hexwraiths to start to mop up my opponents heroes, by the end of the game my opponent had to drop kroak off the balewind and try to cap his objective, this lead to him being charged by van hels + dammed buffed wolves which caused enough wounds to kill kroak. It was a damn tense game and my opponent was great! It was really low scoring (I believe it was 2 - 4 by the end.) I really am enjoying my list, Hexwraiths and Hosts can really dish out some pain. Hexwraiths coming back on a 3+ is huge considering the mobility and punch they can provide with double pile in. Link to comment Share on other sites More sharing options...
Dracothjay Posted March 22, 2018 Share Posted March 22, 2018 How are you using the hexwraiths? Units of 10? Link to comment Share on other sites More sharing options...
Ashtyn Posted March 22, 2018 Share Posted March 22, 2018 50 minutes ago, Dracothjay said: How are you using the hexwraiths? Units of 10? I run 10 gives them more punch and they effectively have 40 wounds (with the 4+ , unless you roll like garbage) Link to comment Share on other sites More sharing options...
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