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Honk

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Everything posted by Honk

  1. Yes, and it is a solid strategy, but comes with a hefty price tag especially with the need for baseline.
  2. you add a fresh new ghoulking to your army...once (iirc), not really that strong. I really don’t like 10 strong ghoul squats. 2attacks each, 4+\4+ no rend 1dmg each, they melt like butter and really don’t pack a punch. Don’t know how GW can keep the 100 point price tag. Especially with the grimghast reapers around.
  3. Sorry to hear, the really are a nasty bunch... against such lists, I really do like horrors, with a normal GK at their side for rerolling and black hunger... and 10 ghouls are nothing, except for speedbumps or homebase sitters. and the terrorgheist is not performing against demons, a zombiedragon for double varghulf summoning would have been better. two big units of 9 horrors, charging in with a king in range and black hunger... those bloodletters can see how they like that tombstone to the face. but it is a tough challenge against a strong melee high synergy army.
  4. Is this what you’re looking for? No, it is clear, that you can add over the starting size. the question is: IS THERE A MAX. UNIT SIZE? the warscrolls say can have any number but the minimum is x (ghouls 10) pitched battle profiles do provide a maximum number of models for units (ghouls 40) does the ghoul patrol allow you to bump your unit over that limit?! Some say yes, why not? I say no, max unit size from pb profile applies... official ruling not out there
  5. that’s because not everybody is playing with the realm rules or malign sorcery... otherwise the LoS battalion suddenly is a nobrainer if your shooting out overwhelming dread and fireballs...
  6. Maybe orb with portal is also funny... round 1 all across the goodness. Has anything been said/clarified about the portal and the locus of shyish effect? Is it really one spell only resolved twice or are they treated as separate spells?
  7. Yes, that’s what he said... and he meant it... and the rules look like they support this filth and with the spell portal you can really shorten your friendlist
  8. There is a thing called maximum unit size and the definition of maximum is kinda like „can’t have more“. You might start to argue, that it is not specifically forbidden, and no explicit rules limit the unit size „after“ spending points for it, the warscroll only states minimum sizes. I won’t play that way, but you do you...
  9. Style and b***ch and some more style... competetive wise...meeeh little bit Working hard on that pimp waggon style... then the command ability gives Rerolls of 1 for hit/wound/save for a death unit (zombers or the dragons). Then the spell 3d6vs bravery or you cannot attack this model... fall in love puny little mawcrusher/stardrake I‘ll only sip a bit 12 attacks 3+\3+ 1dmg, 1 3+4+ d3dmg, 6 ghost attacks... 3x invocation + self healing for 260 points.... did I mention style, and flair and Magic...mobility what are those sweet ladies NOT bringing to the fields Haven’t tried them yet, but on paper they look pretty nice. With that big base, they can screen, while beguile protects them from being attacked... Thx for asking, getting all hyped to finish them up and give them ladies a ride through the countryside
  10. Uuuuiiiii... making friends pro-style XD
  11. The use of skellis or chainrasp also depends on the internal synergies of your list f.e. playing grand host gives deathrattle a lot of buffs... Same goes for legion of night, the armor value can’t be modified, so no „the bait“ rule. And I really like the idea of 3+ skellis in the woods. In the details I think skellis also have some tricks, the banner to reduce bravery, a musician for a secure 6“ charge without spending CPs. If supported by a hero, as they should, they either are prepared for a 2“ flood of attacks or they hit on 3+ with swords. At 20+ they also have 2 attacks, and usually your sporting 10 or 40 (3attacks each). so yes, chainraps are faster and have reliable attacks and 5+ save so I think a bit better in a 10/20 batch, but if you’re spending 160 points for something kinda fast, I‘d take hexwraiths or flayers or blackknights and a vortex, almost forgot 10puppies. If you want to flood an objective and grind i‘d take 40 skellis or 60 zombers. I‘m old and set on my vampyre count ways in all trveness. For a nighthaunt player, they sure pack good synergies and possibilities
  12. Depending on the list and opponent, I think your choices are quite solid. area denial, shooting protection and movement restricting. Palisade, gravetide and shackles. But if you’re looking for something more direct, I do not possess it, but the pendulum sounds like it could leave a mark.
  13. I‘m waiting for my corpse cart to get my 60 zombies moving... that‘ll be a sight to behold. hitting on 2, wounding on 3, with a vampire and van hels will teach my opponents a lesson in statistic ??
  14. Best of luck... the blobs are pretty slow, but once they’re on an objective your opponent will have a hard time countercapping remember, a cp can also make a run roll be a 6, if you need those skellis double time ? not quite sure if I would split the wolves to have fast harassers on both flanks, giving the footsloggers time to get into the game, but that’s totally scenario/opponent/ taste depending beware of horde killers (gaunt summoner, nurgle plaqueclaw, purple sun and such)
  15. Maybe... but here is how I think it works after your done refilling your units with your courtiers, you add extra models from the battalion. This might push the unit size over the currently existing limit and set a new max for that unit... for example: got a unit of 20 ghouls, they loose like 5 models during a round so... 15/20. start of your hero phase. Your crypt ghast rolls and calls back !6! models. Bringing the unit back to full strength, 20/20. the last model (no6) is void, cause of unit size. Then you trigger the battalion ability ?drawn to battle? (German book ?) since it just says „during“ herophase, NOT „at the beginning of“ and roll a dice adding 4 models...now having a 24/24 unit.... during your turn loosing 4...20/24...then another 3 during opponents turn...17/24... in your herophase the ghast calls 5...22/24 then adding only 1 through the battalion... 23/24, not raising the unit size or roll a 6 like a boss to boost them up to 29/29
  16. The way I would interpret the rules, I‘d say yes. Like you could bring legion of sacrament to any other legion, you can transfer the Castellan to Soulblight. All the pieces are legal in a Soulblight army, so no stress there with ally points and stuff... and greatly reduce your drop count
  17. Maybe ally in some black knights for another -1 bravery ? never really had luck against IJ with my FEC, brutes too brutal, rolls to bad, they tend to mince my monsters before they do stuff. Ghoulgrind on the other hand, Black hunger with rerolling 1... and a bunch of ghasts
  18. Thought about a double dragon list with the coven throne...rerolling hit&wounds of 1 sounds nice and had style... some bats, some wolves, necro with 60 zombers and the party Waggon...
  19. Last week in a 1k game with my FEC, I forgot to keep my king in buff range to my big horror unit. And I even moved him in the right direction, humming stupidly, measuring the distance in the melee phase... and learning through pain. if you‘re really undecided about the vlozd, just try it out, the bloodknights get +1 attack too. And I’m currently thinking about the coven throne for a vamp army, that rerolling 1s could really be good. And as you stated, you lost because of stupidity, either not knowing the opponent or forgetting things. That means there is hope for your list ?? Wish you all the best for your next run at championship
  20. Well, that’s not so great... In smaller games I liked my varghulf general with the ring of immortality, just because Kharadron Overlords...
  21. And I thought you can always go up in allegiance to GA:Death artifact or ability wise... cause you always fulfill the requirement „death“
  22. Should give you pretty decent board control, high flexibility in objective grabbing, securing and contesting... I do prefer Horrors though, rerolling to hit when a king is near (kinda 15“) with 2dmg... maybe not against high save, but 5+ getting slapped with a tombstone ??
  23. After putting all my money into fenrisian wolves because Gdubs had no dire wolves left, I‘ll be damned if I ride my hard earned bucks into hell for the next hyped plastic... power wise it’s 10models with 10 wounds for 140points pretty fast 20 attacks most of the time rerolling with a rend and a good save... don‘t know how they perform against 10 puppies which are 20 wounds for 120 points 20attacks (also wounding on 3 on a charge). But worse save... Fluff wise in a legions of blood i‘d run wolves (but I‘m not into the nighthaunt look), power wise I guess the reapers have a slight advantage, especially against high rend/good save opponents
  24. Well, the royal family abilities seem to be tricky. it says you can call in a new king once per game, while majestic horror says you can use such an ability twice, spending only one CP. For me, that sounds like your general can call in 2 ghoul kings once per game for 1 CP, then call in whatever else twice for another CP. like just said, strategically not over the top. the other ability to add +1 to your call men-at-arms ability imo just returns 1 more slain model, it does not increase the unit size. So the family is not really my go to battalion
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