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mrbedlam

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Posts posted by mrbedlam

  1. maximizing hero buffs. So I've been going over our heroes and their abilities for a bit and I'm wondering if we might not be best played in a murder ball to really utilize some of the buffs we can get out of our heroes. For instance: Spirit Torment offers rerolls with a pretty good range if you take some Chainghasts. Guardian gives -1 to hit. Knight of Shrouds gives an attack buff as a command ability.

    So the list I'm thinking in my head is

    KoS on Steed (banefire blade)

    Spirit Torment

    Guardian as General (Ruler of Spirit Hosts)

    Reiknor (best character)

    Vamp Lord with wings

    2 x 20 Chainrasp Hordes

    30 Grimghast reapers

    10 Hexwraiths

    Black Coach

    In this list you'd have the hexwraiths and KoS hiding in the grave to pop out on the flank you need them on, Reiknor as a flank support on the board and the rest of the horde rolling up center with a few decent options to keep the masses up and moving.

  2. 38 minutes ago, MrRoff said:

    Sadly we can't ally in Necromancer since deathmages aren't allies for Nighthaunts, same with mortis engine.

    If the vampire is Soulblight then yes we can ally in it and as long as the spell/ ability you want to use targets "friendly death" units, and not deathrattle/vampires it would work just fine.
     

    also important are phrases like SUMMONABLE. Since most of our units are SUMMONABLE then Deathly Invocations works on them. Which is pretty awesome when you ally in one of the Mortarchs or the Coven Throne or Vamp Lord.

  3. Played in a Path to Glory league this past weekend. I started with:

    Guardian of Souls (Ruler of the Spirit Hosts, Beacon)

    10 Chainrasp

    10 Grimghast Reapers

    1 Tomb Banshee

    I played against Slaanesh, (Keeper, 2 units of Seekers). We were playing a narrative version of Gift of the Heavens. She slammed some Seekers into my face turn 1 and it became a 4 turn meat grinder or recursion as my spell always went off but she rolled a 1 on bravery to get back more Seekers. In the end I killed everything but the Keeper, she killed everything but the Guardian and the Banshee but I missed the first turn of holding the objective and couldn't disrupt her win.

    It was a really fun game though and I was pretty impressed with RotSH + Lure bringing back my reapers to full every turn.

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  4. 5 hours ago, Honk said:

    Well, then we have to establish what a „real“ monster mash list is supposed to look like first. 

    Of course you can’t have all the beasts and buckets of ghouls, but it is possible to walk the line effectively.

    And also this depends on your opponents army, list and skillz. 

    GkoZD (MH), GkoTg, GkoTg, GC, 3x10 Ghouls, GP... 1800 points

    I‘d up one ghoul squat to 20 and get another courtier. 1980 pts 

    strategy: 10g on the board homebase with GC, 20g for aggressive ambush with GC, 10g for defensive ambush. Gks ready to rock. First turn gkozd calls two varghulf one for the aggressive 20g, one for the...gkotg summons horrors.

    general mayhem commences, round two second gkotg summons second horror squad. General mayhem continues... homeghouls should be nearing the 20 mark, whatever happened to the others. 

    During round 3 I probably should have lost my general gkozd due to distraction carnifex charge and if things were tough the aggressive 20g with GC and v got finally wiped. Maybe even the death of gkotg1... but I should have been scoring on 3/4 objectives for 3 turns... while s/he tried to get out of the aggressive ambush on the homebase and the triple bowling ball monsters. 

    That‘s the theory at least, fail the charges, superb counter deployment, op sun-tzu-ing... and your left with 40 ghouls on your homebase wondering what happened

    The problem here is that the "meta" of the Mash list is the Arkhan inclusion. He provides the unbinding and spell stealing punch you need to work against other Arkhan/Nagash lists.

  5. 19 hours ago, Heroflegend21 said:

    Looks like they needed ghoul patrol XD

    LOL I don't see any armies using Ghoul Patrol doing any better. I honestly think it probably came down to player skill/meta match up. At the top levels in any competitive game it comes down to how well you play as long as you bring the proper tools for the job.

  6. 3 hours ago, CanHammer-darren said:

    The advantage is really that if you are a hardcore melee army, it really helps you. Like iron jaws.   If the whole aim and purpose of your army is to make it into combat and failing to do that is bad, then use cogs.  If you are that kind of army you WANT your opponent in combat with you.  So you don’t care if they come charging in. And because of alternating activation you don’t have to worry about eating all chargers first like in 40k

     

    so it’s really just about what you are trying to do with your army. 

    This. Also if you engage their whole army on your charge turn then it doesn't matter if they have the bonus to move, as you are already in the scrum

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  7. Its been discussed a bit on pages beforehand but in 2k I like to go 30/20/20  most of the time. My standard list is:
    GK on TG (Majestic, Banshee Blade)

    Varghulf Courtier

    Crypt Ghoul Courtier (Flayed Pennant)

    2 x GK on Foot

    30/20/20 ghouls

    Ghoul Patrol

    Royal Family

    Chronomantic Cogs

  8. 5 hours ago, XReN said:

    I would totally go for bodies and corpse cart instead of Mortis and GKoTG.  

    maybe? Corpse Cart only either adds a 1 to friendly wizards or subtracts one from enemy wizards, mortis does both. Corpse carts heal ability only effects Deathly Invocation which Ghouls can't use, Mortis' save can heal my big monsters and horrors/flayers. Plus Mortis attacks in general are better. I do agree that I'd like more bodies in the list but that's less summoning over all and that's almost the same thing. Regardless, I won't know until I drop it on the table and see where the weaknesses show up.

  9. 28 minutes ago, Honk said:

    Not sure what you mean, he rerolls failed hits if you cast a spell within 18“...

    the summoned units can grab objectives from the board edge.

    I‘d probably save 50 points for an extra CP to have a head start, double vargheist, some horrors and a bunch of ghouls turn 1, just to keep your opponent busy. Cogs may be a good idea to get those charges going

    But tricky to grind with min squads and the royal family burns through CPs...

    you're right. Read him wrong.  It will be tricky to grind but you are also able to spit out multiple 10 man units, which iwth 2 Varghulfs if you don't wipe them out completely won't go away. Depends on the list you are up against of course, but it could be very fun. The GKs and MOrtis Engine have to take out specific targets that threaten your troops quickly.

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  10. So I had an interesting idea for a Flesh Eater list that takes some advantage of all the wizards we can bring.

    GK on Giest (Majestic Horror)

    GK on ZD

    2 x GK

    3 x 10 Ghouls

    Mortis Engine (ally)

    Royal Family

    Endless Spells: You have 150 points left over. So Cogs, Geminids, Shackles, Pendulum. Whichever you will get the most out of.

    Strategy: First turn Summon a Varghulf who helps reroll failed spells and gives you back ghouls. Mortis Engine gives +1 to cast. All of the GK including the one you summon with the Battalion can cast spells and summon more ghouls and your General can either summon 2 GK and unit of Horror/Flayers or a GK and 2 units of Horror/Flayers. 

    The units are all min, so its not as tanky as the lists I normally play but I think it could be a lot of fun and so many spells with 3 very fast moving hard hitting models.(just stay away from Tzeench lists....shudder)

  11. On 10/18/2018 at 8:27 AM, mrbedlam said:

    I'm running 1500 points vs Khorne today.

    Bringing:

    GK on TG as General (Majestic Horror, Flayed Pennant)

    Crypt Ghast Courtier (Wraithbow)

    Varghulf Courtier

    AGK on foot

    20 x Ghouls

    20 x Ghouls

    10X Ghouls

    Ghoul Patrol

    Soulsnare Shackles

    Quicksilver Swords

    1 Extra Command Point

    Delusion: Crusading Army

    Ended up winning vs Khorne with this list. We played First Blood and even after he got to drop a turn 3 blood thirster, I had just managed to take out more units while he continued to attempt to chew through ghouls.  I think I killed 5 full units and he killed 3. I would probably not have run the wraithbow on the Courtier again as it didn't really do a whole lot but I'm willing to give it another try and see what I can do. Other option was to give the Banshee blade to the AGK on Foot and let him do some real work once combat is joined.  Shackles are so good too, super cheap and once they are down Khorne can't get rid of them, plus we ended up being in Shyish so they had a huge spread.

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  12. I'm giving this some consideration at the moment, mostly because I like to play in the theme over the best composition, but I still want to challenge my opponents.

    The Wild Hunt Rides

    KoSoES- General (Ruler of Spirit Hosts, Balefire Blade)

     Dreadblade Harrow (Midnight Tome, Soul Cage)

    Dreadblade Harrow

    Reiknor - Soul Cage

    GoS - Spirit Drain/Beacon

    2 x 20 Chainrasp

    2 x 5 Hexwraith

    10 Grimghast

    Black Coach

    Deathriders

    Chainguard.

    QuickSilver Swords

    1990 points.

     

    Its probably not the most effective but I managed to squeeze in 2 battalions so I'm willing to give it a whirl. Not sold on the Artifacts all the way but those can be adjusted as I play (as will the list I'm sure)

  13. I'm running 1500 points vs Khorne today.

    Bringing:

    GK on TG as General (Majestic Horror, Flayed Pennant)

    Crypt Ghast Courtier (Wraithbow)

    Varghulf Courtier

    AGK on foot

    20 x Ghouls

    20 x Ghouls

    10X Ghouls

    Ghoul Patrol

    Soulsnare Shackles

    Quicksilver Swords

    1 Extra Command Point

    Delusion: Crusading Army

  14. Do you think the prevelance of Nagash lists is due to the LoN book still being relatively new or is it just that good right now with AoS 2.0?  I'm the only death player in my area and I play FEC and NH so I haven't seen it in action yet. Also what does this list do for that match up besides having a mass of regenerating big monsters they have to chew through and the 5 unbinds coming at Nagash's head?

  15. 1 hour ago, TheWilddog said:

    The more I play this army the more I think the attrition game is the best way to run it.  Against the most competitive armies I have had the most success with huge clumps of Ghouls backed with redundant buffers mixed with a few of our big bads (AGK on ZD or AGK on TG). These are our two strengths. This version of the game is so centered on objectives and massed troops that going elite seems a tough road to me.  

    I agree. The only thing that really sucks is that our GK on TG or ZD don't benefit from look out sir and get sniped easily. You have to play super cagey and summon with them turn 1, which sucks because I don't always want that Flayer/Horror unit out at that point.  But all my games with FEC (admittedly not always against competitive players) are won on the backs of a combo of Ghoul Patrol, Majestic Horror and the Flayed Pennant

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  16. Versus heavy hit armies like Slaanesh or DoK its all about sustain. You have no way of out speeding them, so you have to survive the initial onslaught and let numbers do the work. I would definitely go with a ghoul patrol set up vs armies like that over the Deathwatch. Flayer/TG squadrons are just to easy to remove all the models in a single combat.

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