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XReN

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Posts posted by XReN

  1. 27 minutes ago, Dolinarius said:

    oh boy, that dude looks scary af!

    got some bad news, I didn't receive my dragon princes - they are out of stock so no lucky bargain for me. 

    Plan B is to use Drakespawn Knights as rider (with other heads and shields). But I'm not quite sure were to get the horses from...any ideas?

    Atm i think about using the horses of the darkriders kit.

     

    Dark Rider's horses seem not armored enough for the purpose, also legs of the riders are sculpted into horses, so that's a major pain.

    I think chaos knights are your best bet.

  2. On 2/14/2020 at 11:06 PM, KibaWildFang said:

    On another note, Ive come up with a macabrely romantic backstory for my upcoming court and my girlfriend’s Nighthaunt. Giving the backbone of the story.

    Good story mate, what I love about it the most - it makes perfect sense in the mortal realms!

    On 2/14/2020 at 11:06 PM, KibaWildFang said:

    elevating them into Varghulfs, Haunters and Infernals

    but to make Flayers and Infernals a ghoul is supposed to consume flesh of Terrorgheist.

  3. On 2/14/2020 at 8:04 PM, KibaWildFang said:

    You guys are awesome, always giving great advice. Thank you.

    Out of these I think I really want to do the double mounted ghoul kings with ghoul patrol. Pretty easy to buy once I can (2 SC, AAR, Varghulf and 2 boxes of ghouls and one separate ghast courtier from somewhere). But that’s gonna be closer to my endgame list, since I own nothing right now.

    For a starter 1000pt list/vanguard I was thinking:
     

    Feast Day

    AGKoRTG

    Varghulf

    10 ghouls

    10 ghouls

    3 flayers

    command point.

    Can be done with 2 SC and a Varghulf and gives me a second flayer squad to summon.

    You'll be better using AGKoRZD and a unit of 6 flayers, summoning Varghulf to support. With just one summon you won't miss the extra CP you are buying, but a unit of 6 flayers have higher chances to hang around. 

  4. 4 minutes ago, XcaliburNick said:

    With that list you’re mentioning do you keep the big ghoul unit off board and screen with the smaller ones usually?

    This looks like a lot of fun to me, love having the 2 flying monsters and the ghoul blocks.

    No, I can't remember when was the last time I used Patrol's ability, usually I screen with all 3 units.

  5. 15 hours ago, KibaWildFang said:

    Someone said horrors are useless against Stormcast, and my main three opponents are going to be Stormcast, Khorne and I think Fyreslayers.

    Uh-huh. Don't bring horrors against those boys, they can lift their weight only against Khorne out of those 3.

  6. 19 hours ago, KibaWildFang said:

    Oh I think I made a mistake. By DoK I meant daemons of Khorne. Whoops. I was confused about a few things before now it makes sense.

    In that case would it be better to bring in, say, an AGKoRZD, and summon in flayers with the TG king/AAR? I saw another list earlier. It was this:

    Feast Day

    AAR-Dark Wizardry, Dermal Robe, Deranged Transformation

    AGKoRTG-Doppelcloak, gruesome bite, blood feast

    AGKoRZD-razor clawed, miasmal shroud

    Crypt Ghast Courtier

    40 ghouls

    10 ghouls

    10 ghouls

    ghoul patrol

    chalice

    extra cp

    Added up to 2000 points total. Would I be better off building towards this? It looks like the main summons would either be Flayers/Flayers/Varghulf or Flayers/Varghulf/Varghulf. 

    Unlike @Honk I have a lot of experience with this exact list (except slightly different spell choice) and it is great, I won 2 local tournaments with it and I can definetely reccomend it because it's strong and doesn't force you to commit to spam.

    The combo of a chalice with 40 ghouls and huge damage from monsters makes your army insanely hard to kill - if opponent haven't killed something of in one go it's reset time. 

    For your summoning options I reccomend Flayers/Flayers/Varghulf or Flayers/20 ghouls/Varghulf. But also start bringing Horrors once you build them, they can be great in matches against opponents with loads of low save models and with Deranged Transformation can be pretty fast, I've had a unit of summoned horrors cover about 36" by turn 3.

    EDIT to not write too much smaller replies - the Corpse Cart is pretty usefull, I like it.

  7. 16 hours ago, KibaWildFang said:

    Thanks for the input!

    Now I’m thinking of cutting Stampede in favor of a second command point and Cadaverous Barricade to round up to 2000. 
    Another question: I know how important the AAR is but should I keep a unit of ghouls back with him to screen? What’s the best way to keep him protected? What’s my best way to hold objectives?

    My main matchups (read: the two friends I know who play) have Stormcast and DoK respectively. How would this list handle these matchups? Or am I better off changing lists?

    I am not against changing lists, however I’d really rather keep a feast day list, and I really do not want to play Gristlegore.

     

    To protect AAR hug cover and surround him with ghouls - you're set. Sometimes it can be beneficial to hide out of enemy's LOS, but it limits your own spellcasting options, but not unbinding.

    Against Stormcast don't bring any horrors, they can't do ****** against stormcast's saves. Rend is your friend in this match up, as well as duo monsters, against shooting lists you can sit back, take first turn and move up a bunch of ghouls so SCE player can't teleport into good ranges of shooting, or take blisterskin, castle up around bearer of Eye of Hysh to weather the storm - then run up to him and kill everything.

    Against Daugthers you need all your damage dealing units always charging, not recieving charges, so screen wisely. If he uses Morathy - bring endless spells, the damage they deal between battle rounds can't be negated by Heart of Khaine. And you can use endless spells such as Barricade to slow them down a lot.

     

  8. 9 hours ago, Bobdog132 said:

    Does anyone run Arkhan with their FEC?  I am considering this list as Blisterskin

    Arkahn

    2x AGoTK

    Abhorrant Archregent

    3x3 Crypt Flayers

    1 CP

     

    Use the 2 AGoTK to summon more flayers and the Abhorrant Archregent to summon a Varghulf.  Then hope I have the staying power to last the match.  Any ideas or similar builds?

    I used Arkhan before our new tome because our casters sucked back then and he could cast their spells and was cheap, now arch-regent with +2 to all magic rolls is much better.

    "Staying power" of min-sized FEC units doesn't exist, you should always expect them to die before they get a chance to muster new models. 

    If you are considering using more than one Flayer unit - go bigger size and Deadwatch, if you want 2-3TGs go Gristlegore or Feast Day. I usually only summon in my Flayers and Horrors if I play 2 monsters because I like having 40-10-10 ghouls with Chalice.

    • Like 1
  9. 16 hours ago, Rassnik said:

    Ok , I will stick to Blisterskin . Tell me - is it worth to trade 10 ghouls for Crypt Haunter ?

    I think it's worth to either take even amount of both types of KNIGHTS and take Infernal Courtier or invest in only one, bigger unit, taking their Courtier and leaving the other unit min-sized. 

    I wouldn't trade 10 ghouls because you need something to screen with and if it survives - sit on the objectives, but you can try. YOu can also try swaping Terrorgheist for Zombie Dragon because it's spell buffs your KNIGHTS and you can summon a courtier, instead of buying it.

    • Thanks 1
  10. 3 hours ago, Rassnik said:

    And that is a problem , as always xD

    Blisterskin is good because od teleport CA( disengage and redeploy)  but Hollowmourne gives move bonus (run +1 and charge +1) and re-rolls 1's to wound on charge .

     

    Blisterskin gives +2 to movement to your entire army which is enough to bring Royal Mordants Horrors anywhere you want and you can always cast Deranged Transformation on your Knights to make them dummy fast, it beats Hollowmourne CA every day of the week. It also has stronger Trait and Artefact, Redeploy CA is just a cherry on top.

    Hollowmourne exists primarily for friendly play.

  11. 1 hour ago, hughwyeth said:

    Wonder how much longer corpse cart will be legal. It doesn't fall into any allegiance does it? Still just "Death"/"Deadwalkers". Imagine GW will end matched play support for it in GH20....

    It's part of LoN book, there is just as much reason to remove it as to remove Deadlords or Deathrattle - none
    And those subfactions make balancing Allies within Death easier

    • Like 1
  12. Hello and welcome, fellow Stormcast!

    Spamming spirit flasks is just a terrible idea, it's 3 to 6 damage per 140 points depending on enemy unit sizes, it will never be a good trade even if you position incantors in a way they won't nuke each other, they will die without bringing any value taking some cheap screening models with them. You can get better resulst from pretty much anything, especially if it shoots.

    Now the Gavriel bomb itself is another story, it had pretty much rotaded out of the tournaments, but it sure is a decent list. Drop a Gavriel with some evocators and you can achive many victories against your local players, don't forget to buy extra command point every time since you can use Gavriel's Command Ability multiple times and get extra 3" to the charge distance for each use. 

    Also title "Vanguard" is confusing, it is usually associated with Stormcast from Vanguard Chamber.

  13. 9 hours ago, The World Tree said:

    A Chaos Warrior should be stronger, not cheaper. The worst part about them is how unfluffy it feels to have them fight and kill nothing.

    IMO they are the example of what elite footsloggers should be. They get rerollable 4+ save, 2 attacks, 2 wounds, easy access to rend. I'd prefer them as the baseline for balancing.

    Also horde discount was increadibly bad idea and only serves the purpose of selling models, not making the game better and it should go.

    • Like 1
  14. 4 minutes ago, Pazour said:

    Flying rules would trump that no?

    FLYING If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

    The horizontal distance that opposite points of model's base travelled is still different though. So no, it won't.

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