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jackmcmahon

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Posts posted by jackmcmahon

  1. 25 minutes ago, SorryLizard said:

    Same trick as with the Fomoroid Crusher+Spawn.

    The Crusher damages terrain. All units within 6 inches of terrain take d3 mortals on a 3+.

    Fomoroid+3 spawn ~300pts. Hide at the back/screen enemy teleports/etc. and generate 3-4 DP a turn. Generates DP even if you go first and they can do it without needing anything rom your enemy to let it start working.

    Ah, nice! I like this too because i have 7 fomoroids already and no censer bearers lol. 

    So pros of crusher: 

    Bigger area of affect

    Better chance of going off

    Happens before summoning

    Fits thematically with StD slaanesh

    Pros of censer:

    Bigger area of models

    Only does 1 damage

    Happens on both turns

    Less points

    Fits thematically with my favorite slaanesh ally: bloab in fuzzy handcuffs

  2. It would put you at 330pts per turn (6 on enemy turn, 6 on your turn with the 4+) of course youll get some naturally so maybe just build a core then fill in remaining pts w a little engine the size of your liking.  Or like you said, just have them in a regular army adding some value. 60 pts is nothing for what they'd add over the game. Lets say they are between two backline heroes all game. Hit one of them during opponenents turn, one during urs. 2pts per round, 10 pts per game. Maybe on turn one they hit some extra units before they charge up. 330 pts for 60 investment.

  3. here is a post that isn't "no they're bad/no they're fine/shut up/no you shut up"

    Despoilers.

    Saul/nightmaw - whispers 

    Gaunt - mask spell and hyperseed snare

    Belakor - mask

    Khorne dp - paragon of ruin

    Soulsnare shackles 

    20 Marauder's - k

    5 warriors - k

    5 warriors - k

    6 fomoroid crushers

    Penumbral engine

     

    Despite being khorne, it will play more closely to nurgle style.  Two sources of pitch black for random mortal wound splashing. Shackles for mortal wound splashing. 6 crushers for more mortal wound splashing and the engine in a key place in case terrain is scarce/placed in non essential areas.  The khorne dp ability/shackles/hyperseed snare kind of forces them to take the most efficient route to get to you instead of avoiding terrain.  Belakor slows them even more.  Gaunt tries to block the middle of the field for a couple of turns with horrors while the three wizards attempt to teleport two crushers per turn into the best areas to smash some grass/rock some rock/pound mound/wield the field/start siegin' with the region/boil the soil/kill-hill/storm the form/foe-plateua or some other expression for pain terrain.  Maraurders used as cleanup crew after backline is sufficiently weakened.  The final step is to refuse to play anyone unless they agree to play with all terrain set to volcanic and try your best to imitate the face of a fomoroid crusher to intimidate them into agreeing.  If they disagree because that's stupid, you clearly can't pilot crushers.  Go to the mirror and work on your fomoface so you, too, can start crushin it fomo.  

    This is the list that broke STD, folks. 

    How I imagine everyone's reaction:

    "This FoMo spittin"

  4. Std might be a way to go. 5 gaunt summoners in ravagers gets you 5x10 choice of demons and 5x10 marauders (or other choices) summoned for 1300. 

    Mutalith is slaves to darkness.

    Karanak as ally

    Another tzeentch hero as 6th leader ally. (Magister or ogroid)

     

    If not, another skaven option is hellpits (chance to revive after dying kind of counts?)

    There's that named khorne hero that also repeatedly comes back to life for cheap.

     

  5. People are acting like this is the first defensive army in the game and the fact that every army is not a glass cannon ruins age of sigmar.  For me, I think a variety of types of armies is more entertaining and makes list building more fun as I try to make concessions vs one army to strengthen vs another. Now that there is both OBR and SCE, maybe you need to include more options for them than you normally would. Maybe not. Making the decision is part of the fun.  

    95% of the negative play experiences I have ever had were listening to players blame "OP" when they lose. 

    Shelved Slaanesh to sate the sore losers' whining only to have them re-emerge as soon as my new army arrived in the mail.  

    Imo, it is the responsibility of a losing army to improve rather than a winning army to intentionally be worse.  If you don't want to actually try to strategize, maybe you just don't like the game and that's fine.  

     

  6. I'd say it's still unmodified. The 5+ is instead of 6 (which is unmodified). The + after 5 doesn't imply that it is now able to be modified because you can roll natural 6s.  When something says 6+ it DOES imply that it can be modified because you can't roll natural 7s.

  7. Anybody tried stalliarch Lords with a bunch of mortek guard to swarm with undead clanrats? Could even model rat skulls on them.  Run/retreat/charge on defensive blob seems like it'd be really tough to lose objectives,.but I don't know if losing the save is worth the maneuverability. 

  8. 14 minutes ago, Cargo Cult said:

    And so you're back
    From the other place
    But I cannot understand how you got a nose upon your face.....

    Haha dang I was just writing one for this line. 

    Will they come back?

    With one command?

    Can you take them in the army with the guy with dusty hands?

    • Haha 3
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