BaylorCorvette Posted June 19, 2021 Share Posted June 19, 2021 2 hours ago, pixieproxy said: Oooh, what list did you use? Kastelai Dynasty with Prince V, Coven Throne, several blocks of Blood Knights, Dire Wolves, etc. I'm honestly debating if the Coven Throne is worth it in 3.0 with All Out Attack and All Out Defense providing similar buffs without the huge point sink of the Coven Throne. The Spell is super solid, I did shut down a huge unit in one game by having the Shutter go off and then locking the unit up in combat. However, I'm tempted to run Belladamma instead, and that would give me some extra points to play with. Could also trade Prince V for a generic VLoZD. Having Blood Knights being able to out flank in Kastelai really does make your opponent give a pause during deployment. Although you could get similar results in Legion of Night. 1 Link to comment Share on other sites More sharing options...
Furuzzolo Posted June 19, 2021 Share Posted June 19, 2021 (edited) I read we got some slight point decrease in gh21. Do you guys know something about that? 😮 Edited June 19, 2021 by Furuzzolo Link to comment Share on other sites More sharing options...
AHexInScarletRed Posted June 19, 2021 Share Posted June 19, 2021 3 minutes ago, Furuzzolo said: I read we got some slight point decrease in gh21. Do you guys know something about that? 😮 The only change is that you can field Radukar the Wolf without the rest of the court, the other units are all the same. 1 Link to comment Share on other sites More sharing options...
Sutek Posted June 19, 2021 Share Posted June 19, 2021 Nagash is five points cheaper. That is the only points change. 1 2 Link to comment Share on other sites More sharing options...
Neil Arthur Hotep Posted June 19, 2021 Share Posted June 19, 2021 57 minutes ago, Sutek said: Nagash is five points cheaper. That is the only points change. I've got too say, I thought Nagash was overcosted at 975 but at 970 he's a real bargain! 6 Link to comment Share on other sites More sharing options...
CarkFish Posted June 19, 2021 Share Posted June 19, 2021 How's everyone feeling about SBGL in light of the new rules and GHB ... I know there was a lot of negativity when the book first dropped Link to comment Share on other sites More sharing options...
Neil Arthur Hotep Posted June 19, 2021 Share Posted June 19, 2021 15 minutes ago, CarkFish said: How's everyone feeling about SBGL in light of the new rules and GHB ... I know there was a lot of negativity when the book first dropped The design decisions of the Gravelords book make a lot more sense in many places now. The old style of resurrection for a command point would be unworkable in AoS 3 where everyone has 3+ command points per turn. Weakening the healing capabilities of the army makes more sense when there are more default healing options, as well. A lot of the previously non-functional or underwhelming warscrolls got fixed by the update. VLoZD looked weaker at first, but looks super solid now. The Wight King ability now has a use and his function of making Grave Guard battleline is more valuable. Fell Bats have a role as a counter against Unleash Hell. I think the book design could still be a bit better. My complaint that the rules constantly set you up for disointment at first brush still stands. But on the other hand, Gravelords are probably the strongest Death army right now, and probably solidly in the upper third of armies power wise, so the bad design stings much less. 3 Link to comment Share on other sites More sharing options...
AHexInScarletRed Posted June 19, 2021 Share Posted June 19, 2021 (edited) Can the Vengorian Lord Command Ability raise 1-2 Blood Knights, or is this limited to 1W (or Summonable, or...) Units? Or does it only heal e.g. a damaged Blood Knight and the rest of the healing is lost? Edited June 19, 2021 by AHexInScarletRed Link to comment Share on other sites More sharing options...
Raptor_Jesues Posted June 19, 2021 Share Posted June 19, 2021 46 minutes ago, Neil Arthur Hotep said: The design decisions of the Gravelords book make a lot more sense in many places now. The old style of resurrection for a command point would be unworkable in AoS 3 where everyone has 3+ command points per turn. Weakening the healing capabilities of the army makes more sense when there are more default healing options, as well. A lot of the previously non-functional or underwhelming warscrolls got fixed by the update. VLoZD looked weaker at first, but looks super solid now. The Wight King ability now has a use and his function of making Grave Guard battleline is more valuable. Fell Bats have a role as a counter against Unleash Hell. I think the book design could still be a bit better. My complaint that the rules constantly set you up for disointment at first brush still stands. But on the other hand, Gravelords are probably the strongest Death army right now, and probably solidly in the upper third of armies power wise, so the bad design stings much less. black knights still suck though Link to comment Share on other sites More sharing options...
KK9T Posted June 19, 2021 Share Posted June 19, 2021 (edited) 3 hours ago, AHexInScarletRed said: Can the Vengorian Lord Command Ability raise 1-2 Blood Knights, or is this limited to 1W (or Summonable, or...) Units? Or does it only heal e.g. a damaged Blood Knight and the rest of the healing is lost? Good question. The ability doesn’t specify summonable units nor does it specify a wounds characteristic. As written I would say you can heal blood knights but not bring them back from the dead. Edited June 19, 2021 by KK9T Spelling Link to comment Share on other sites More sharing options...
Doko Posted June 19, 2021 Share Posted June 19, 2021 We had some overcosted units at the release,now we are fine or i think even too much good some units as bloodknigths Link to comment Share on other sites More sharing options...
Aturox Posted June 19, 2021 Share Posted June 19, 2021 (edited) 5 hours ago, Raptor_Jesues said: black knights still suck though In a legion of blood list you could play them for the additional -1 to bravery and the initial mortal wounds. Just summon a big unit of skellies or graveguard from the grave and use the mobility of bk to debuff some more? With the 2 inch range they dont suffer from the coherency changes aswell 😁 Edited June 19, 2021 by Aturox Link to comment Share on other sites More sharing options...
Lucky Snake Eyes Posted June 19, 2021 Share Posted June 19, 2021 (edited) 7 hours ago, AHexInScarletRed said: Can the Vengorian Lord Command Ability raise 1-2 Blood Knights, or is this limited to 1W (or Summonable, or...) Units? Or does it only heal e.g. a damaged Blood Knight and the rest of the healing is lost? It just says heal d6 wounds, it doesn't have the extra text saying it can revive models like invocations do. It's meant to heal your monsters not revive models. Edited June 19, 2021 by Lucky Snake Eyes fixed a word 1 Link to comment Share on other sites More sharing options...
idn0971 Posted June 19, 2021 Share Posted June 19, 2021 Allegiance: Soulblight Gravelords - Lineage: Kastelai Dynasty Leaders Belladamma Volga, First of the Vyrkos (200) Vengorian Lord (280) - General - Command Trait: Rousing Commander - Artefact: Fragment of the Keep Radukar the Beast (315) Vampire Lord (140) - Artefact: Grave-sand Shard Battleline 5 x Blood Knights (195) 5 x Blood Knights (195) 5 x Blood Knights (195) 10 x Dire Wolves (135) 5 x Blood Knights (195) 10 x Dire Wolves (135) Total: 1985 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 136 What do you guys think of this? Fits into the new core battalions so it gets an extra enchantment as well as being 5 drops. Has lots of wounds and is very mobile with confirmed retreat and charge for blood knights as well as most of the army being on a 3+ save base. Idea is for vengorian lord to be a debuff/buff piece with -1 wound and -1 rend bubbles as well as potentially getting off his +1 wound spell and being a monster in general. Vampire lord provides another caster who can use mystic shield or the new flaming weapon depending on what's necessary. Direwolves provide screening and bodies to make sure blood knights get into combat and to hold objectives 1 Link to comment Share on other sites More sharing options...
Andalf Posted June 20, 2021 Share Posted June 20, 2021 (edited) The Blood Knight love is definitely for a good reason, but I always feel a bit cheesy bringing my two units of 5. I can’t think of any other Dynasty that can handle what Kastelai throws down. Maybe a Legion of Blood with Coven throne, Neferata and the orb of enchantment to try and stop the big bad units from fighting while the queen takes off their heads. this is the latest Vyrkos list I’ve been contemplating: Belladamma Volga - Spirit Gale Radukar the Beast Annika Kritza Vampire Lord - Amethystine Pinions, Arcane Tome Vengorian Lord - Vilnas’ Fang, Driven by Deathstench, Amaranthine Orb 40 Zombies 2 x 20 Zombies 1 x 10 Dire Wolves 2 x 3 Fellbats Chronomantic Cogs Umbral Spell Portal this fills a warlord and battle regiment battalion for 5 drops which is probably not good enough to compete for first turn against the armies that want it but good enough for hordey armies, which I think are the types I want first turn against. If I drop the endless spells and 20 zombies I could bring a Mortis Engine which I think offers a strong dynamic buffing spells getting through and MW blasting stuff the zombies/wolves/bats tie up, but cogs and spell portal give me some longer reach to shut down shooting units with Lycancurse. Maybe a Corpse Cart for the + cast and a Necromancer instead of the two red headed step children would make a good swap.... I have too many models. Edited June 20, 2021 by Andalf Link to comment Share on other sites More sharing options...
Clewzy Posted June 20, 2021 Share Posted June 20, 2021 Got the fec starter box on order. Which would you build: Terrorgheist or VloZD? Link to comment Share on other sites More sharing options...
idn0971 Posted June 20, 2021 Share Posted June 20, 2021 (edited) I've been taking a second look at the book now that points and the new core rules are out and I really think that most of the units and all of the subfactions are viable now. The change to mystic shield and the addition of flaming weapon strengthed the generic vampire lord by providing two good spells to help compensate against the awful vampire lore in the book. We also have lots of heroes with 3+ saves that can easily get to a 2+ to ensure that our key buff pieces stay alive. In addition, wight kings have gotten a buff since their command ability will no longer be redudant and presumably will be fixed to provide another buff to grave guard in addition to allowing grave guard battleline and being a fairly tanky and mobile hero for 130 points. All the subfactions provide substantial benefits with the nerf to inspiring presence strengthening legion of Blood in particular while the amount of debuffs in the game continues to go up also improving their standing in addition to the strong command traits and artifacts in the faction. Avengorii also has been inderictly buffed through both the new obejctive rules as well as the addition of decent generic artifacts that can be taken instead of the awful artifacts that are in the book. Skeletons have also gotten a buff as more command points means it is likely you will have enough for a key inspiring presence if you bring back half a unit as well as the focus on MSU making it more likely that a block of 30 will survive to regenerate and having rally in addition to deathly invocations to stay as a tarpit on an objective and can now even get to a 4+ save if necessary. Overall the book looks much better now in 3.0 rules and most units in the book seem to have a role barring the major exception of black knights, fell bats, and the bloodseeker palanquin. I'm really excited to play soulblight and try out the many potential lists in the book Edited June 20, 2021 by idn0971 Typos Link to comment Share on other sites More sharing options...
abmcdonald Posted June 20, 2021 Share Posted June 20, 2021 I’m unsure on the black knights hate. I plan throwing a unit of 5 black knights away turn 1 or 2 to power up endless legions. Each new unit doing d3 mortals and tying up key units/trigger unleash hell sounds fine to me. Link to comment Share on other sites More sharing options...
idn0971 Posted June 20, 2021 Share Posted June 20, 2021 20 minutes ago, abmcdonald said: I’m unsure on the black knights hate. I plan throwing a unit of 5 black knights away turn 1 or 2 to power up endless legions. Each new unit doing d3 mortals and tying up key units/trigger unleash hell sounds fine to me. First off, you only get a bonus to the endless legions roll for enemy units destroyed not friendly units. The other issue with them is that they are directly competing for the same role as direwolves and are worse on almost all counts vs direwolves as a fast cheap chaff/tarpit unit. Direwolves are 15 points more but you get 2x the number of models and wounds, a similarly bad attack profile, 2 " less move, and importantly direwolves are unconditional battleline and black knights are not. And as far as mobile anvils/hammers go black knights are completely outclassed in survivability, subfaction support, mobility through retreat and charge, and damage by blood knights. They are just a miss in terms of a role in the army as every potential role they have is done better by a different unit in the army. Link to comment Share on other sites More sharing options...
Tizianolol Posted June 20, 2021 Share Posted June 20, 2021 Can I stuck bonus to save ? I cant stuck only debuffs right? Link to comment Share on other sites More sharing options...
Ratling Posted June 20, 2021 Share Posted June 20, 2021 Finished my corpsecart for a painting competition Do you think it's any good? 9 4 Link to comment Share on other sites More sharing options...
Lich King Posted June 20, 2021 Share Posted June 20, 2021 1 hour ago, Ratling said: Finished my corpsecart for a painting competition Do you think it's any good? Solid work !!! Link to comment Share on other sites More sharing options...
BoozedUp Posted June 20, 2021 Share Posted June 20, 2021 Hey fellas, if you don't mind could I get a little feedback on this list for some casual games against my buddy? I was thinking legion of night, but I haven't got all the details worked out. I was going to go with something like... VLoZD Necromancer Radukar the Beast Wight King on Steed Deathrattle skellies x30 Deathrattle skellies x30 Graveguard x20 Vargheist x3 It ends up being 1950 points on battlescribe. Any feedback is appreciated! Link to comment Share on other sites More sharing options...
Dusktiger Posted June 20, 2021 Share Posted June 20, 2021 27 minutes ago, BoozedUp said: Hey fellas, if you don't mind could I get a little feedback on this list for some casual games against my buddy? I was thinking legion of night, but I haven't got all the details worked out. I was going to go with something like... VLoZD Necromancer Radukar the Beast Wight King on Steed Deathrattle skellies x30 Deathrattle skellies x30 Graveguard x20 Vargheist x3 It ends up being 1950 points on battlescribe. Any feedback is appreciated! If i'm not mistaken, i think one of your reinforced units have to go down by 10 models. by the new rules, you've reinforced your skellies twice each, and the grave guard once. that totals 5. and the Contest of Generals chart says for a 2K list, you can only do 4. Link to comment Share on other sites More sharing options...
BoozedUp Posted June 20, 2021 Share Posted June 20, 2021 15 minutes ago, Dusktiger said: If i'm not mistaken, i think one of your reinforced units have to go down by 10 models. by the new rules, you've reinforced your skellies twice each, and the grave guard once. that totals 5. and the Contest of Generals chart says for a 2K list, you can only do 4. You're right! I knew that, too. I guess I would split the Grave Guard into min sized units of ten? Or do you think having one unit of skellies at x20 and then using the reinforcement on the grave guard would be of better use of it? Link to comment Share on other sites More sharing options...
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