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Tobjen99

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About Tobjen99

  • Birthday 11/12/1999

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  1. 1/2 year ago i bought 9 tzaangores on discs and a pack of 10 Tzaangores, my plan was to do some trickery and make the 10 tzangores into 9 tzaangores on discs and 1 shaman. The plan was Host arcanum for a screamer battleline and my heroes where to be a magister on disc, fatemaster, tzangore shaman and/or maby a Gaunt Summoner. Everyone would have 16 move and fly. Luckely for me it seams like the units that i was most interested in did not get hit that hard, but maby they were so weak that the little increase in pts killed them. Anyways it seams like a fun list with a lot of sniping and hard dmg.
  2. If i understand 3. edt correctly we dont have all the realms in "Realms of battle" anymore, Ghur seams like to only availible realm. What abour realm artifacts and realm spels? Or du we still use the realm of battle rules from 2. edt and magic and artifacts from malign sorcery?
  3. He does have Kroak and i have played many 2000pts games vs him in 2. edt where he used Kroak. Now Kroak is much more dangerus and tanky, so i am scared to meet him, but when we play 1000 pts and bellow we try to avoid op Legendary Lords and big boyz like my vampire lord on zombiedragon. I really like to be able to use a VL and Necro and actualy feel that the are doing a huge inpact and not just hide and seek with his magic and laser dinos. 3 of 4 of my friends prefer small points games and i have to agree with them, because it is easier to build a narativly driven list. It is also a long time since we played AoS and we try to get used to the new rules for 3rd, currently i feel like graveguard hits like a truck and that is a good feeling
  4. Me and my flatmate are currently playing some small games and trying out the 3rd edt rules (Core rules +the revaled part about battlepacks). We are having a lot of fun and he is playing Seraphone. The games are set at 750 pts because of the table and terrain we have. The focus is on the narrative and after we loose we have to make a new list with new guys and names, and some more stuff for fluff. 1. game: Vyrkos dynasty: VL, Necro, 10 GG, 2x10 Skelletons, 3 vargheists and he used coalesced with a Skink starpriest, skink priest, bastilladon, 10 & 20 skinks, 3 Kroxigores. He used all of his shooting attacks to try to kill my VL how was in cover and got look out sir, but he failed miserably and i healed him up with Heroic abilitys and Hunger. Then i emerged with my GG from the grave and moved my VL into buffing position before they made the charge and killed his 20 man skink unit. My Vargheists also charged his 10 man unit of skinks which they used 3 battle rounds to kill....... (Coalesced gives -1D which destroyed my vargheist dmg). The GG and VL killed the Kroxigores in a few turns and then he gave up 3. round when i killed everything, but his bastiladon. 2. Game: Vyrkos dynastie: same as last battle but i removed Vargheists fro 10 more GG and i added ravenaks maws. He used a Saurus army: Scar veteran on Carnosaur, Sunblood on foot, 20 Saurus warriors and 2x5 cold ones. He got 1. turn, but he messed up and did not focus my GG with his Scar Veteran on carnosaur which lead to my 5 GG with Crimson feast dealing 10 dmg to the Scar veteran on Carnosaur. Then it was my hero phase and i killed him and damaged 3 other units with Ravnaks Maws, followed by my GG emerging while my VL repositioned to support them kill his huge saurus bloob. Then he gave up.
  5. There are a few rules that still confuse me. You can only get +1 or -1 to hit and wound. If I give a unit +1 to hit twice, basicaly +2 to hit, the enemy has noe debuffs to my hits i will get +1 to hit on those attacks. If however the enemy has -1 to hit and i have +2 to hit does that mean that i still get +1 to hit because math or does it mean that i get 0 to hit bonuses because it caps at +/- 1?
  6. In LoN it was a rule that stated that artefacts and command traits that upgraded attacks in any way only applied to the rider and not the mount. Is that a rule in SbG? What about Vhordrais spell that gives him +1 to hit and wound, does that only target his lance or does the dragons attacks get that buff as well? Edit: i found my answer for the 3.0 edt. 27.3.1 states that it does not boost the mount. I am still curius about the Vhordrai spell
  7. Hi, I wonder how the tzangores are in the new battletome? I wished they got their own coven, but sadely they did not.
  8. Is it hard to use magnets? What do you have to do? Or do you have any good guides?
  9. I am planning to buy a Tzaangor shaman, tzaangores and a set off enlightened. Would you recomend enlightend on foot or on discks? I will buy more off them later, might get skyfires.
  10. I agree with you there, but a guard rule would be uniqe and make them a good choice compared to Grim Ghast. I feel so sry for my Grave guard that costs the same as a unit of Ardboys. I know that you should not compare units from faction to faction, but it is a big difference on those units.
  11. I agree that the warriors and the chainrasps are having different roles, but it is not a big difference and it could be better Bothe the Zombie ideas: "for every model this unit kills in combat add one more zombie to this unit" and "units in combat with zombies get minus one to hit and one to wound", are really good. To make the secound one more realistic it should be "if the unit is 20+.." It could be named overhvelming bodies.
  12. Skeleton warriors, zombies, grave guard and chainrasps have been competing about the same role. They all do the same job and the one picked is the moste cost efficent. It would be much cooler if the difference between the units where bigger. I want a discussion about these mentioned units and other legion of nagash units. LoN is a year and a half now and we might get a new book since we got the first collection book, we need to give GW good ideas My thaughts are: Zombies could for example be more tarpit focused. The abilety that when a hero or gravsite uses their healing ability, heal d6 instead off d3. Then the zombies would be uniqe in the way that they heal faster and can tarpit better. It would also be terrible to play against, so maby not, but it would be so fun! Grave guard could get some sort of guardian ability. Something like the Necromancers give wounds on a 4+, but instead take wounds from a hero within 3’ on a 4+. Then you could pick grave guard as a guard unit and eaven if skeleton wariors could tank and deal more damage per point, you would have a reason to pick them. I have not came to any good ideas for the other units yet so please help I have some inspiration from postes i have seen before on tga.
  13. Hi i have a Legions of Nagash army, but looking to start a new one. I am an above average bad painter. I like the idea of using flamers, exhaulted flamers and chariot flamers. Are they any good or how can you use them? Tzangors on discs are really cool as well, but the paint job looks a bit hard( i painted skeletons with the easiest scheam ever). Or is tzheentch only for magic and summoning?
  14. The last game i played was against a SCE player. I held my ambush units off the field untill my opponent concedeed at the start off round 4, I did not need my ambushing units since the rest off my army held the needed objectives to win while killing my opponent. It helped me so much, he used many units to prevent me from ambushing from behind. Everytime he moved a unit he was to afraid to leave the edges off the map open for a ambush, it limited him movment alot. +It was super fun to se his despair with the fact that my main army killed him while i had some powerfull hammers in reserve. Neither his or my list are perfected for tornaments in any way. Both off uss are pretty new to wargaming and AOS.
  15. Arentius, i am pretty new to, but i have picked upp a few tips. Your grave guard should be using great wight blades and be put in groups off 30, because you just heal them upp and they are way more killy. In a 20 man group it is easier to oneshot them, but if they are in a 30 man group you will have a bigger chance off healing them. My 30 Grave Guard have killed 6 skullcrushers, 10 blood warriors and some reavers in one battleround with "Vanhels dance Macabre".
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