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Honk

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Posts posted by Honk

  1. 4 hours ago, Sception said:

    but I'm not sure it's enough to earn his points & hero slot in a competitive setting.

    On the other handside, I kinda like the approach to not push some imba finecast filth for 30 bucks onto us.

  2. 1 hour ago, Neil Arthur Hotep said:

    The warscroll is definitely pretty good. But I wonder if "small beatstick hero" is actually a thing more competitve lists want in Gravelords.

    True… since the signature spell only targets „summonable“ units (sad bloodknights) and the „court of the lost“ is only chosen during your herophase, so fixed for two turns

    there is no real reason to take him over a generic VL or even Necro. Both stand behind their screens, buff and keep the heck outta dodge.

    his 6hp on a 3+\6++ gets him killed when he tries to do active things

    in skilled hands with Mannfreds or the Coven Throne he could make an interesting counter charge suicide piece 🤔 for 3,47 hits with 2MWs (6-7MWs), but without flying 

    More a fluff thing, like the small vyrkos heroes

  3. Nagash needs to be on the battlefield and the receiving unit also needs to be on the battlefield

     

    AND able to receive the buff…

    (since it is „at the start…“,🙄

    but  things like „all out xy“ / „feeding frenzy“ are not possible afterwards)

  4. On 6/30/2022 at 9:26 PM, MotherGoose said:

    So with everyone and their nan getting access to mortal wound saves, death is feeling less unique in that regard.

    I was depressed, when Nurgle got their 5+ ward, just because back in the days overybody got salty when I spiked a ward save roll.

    I think the real issue is a reliable balance with the ward saves. And looking at GDubs record, I think I‘d rather be not the meta, than having three month of wonky Nagash rolf stomp, before things get nerf-hammered into gravedust again.

     

  5. 11 hours ago, bonzai said:

    read the action it's self, not the paragraph above it.

    Keep it for extra friendly games 😇😈

     

    but I loved the double healing for abhorrents, I‘m sure a double muster will find uses.

    it might even make a 9+3 model units more viable, instead of my usual 6+6 approach, because regenerating 4-6 models is possible.

  6. On 6/22/2022 at 8:23 PM, Neil Arthur Hotep said:

    ut it would lighten the mental load.

    It sure would, but on the other hand, I like the challenge 😁 although I ****** it up a lot of times. The whole switch from within to wholly within made positioning a lot more demanding. One overexcited pile in and things blow up.

    I declare pushing around 4 megas and calling a redeploy not really playing a game. 
    rather loose by forgetting to activate my coven throne CA during Hero Phase or having uncontrollably bloodthirsty flying Bretonian knights 

    • Haha 1
  7. On 6/12/2022 at 2:39 PM, Evil Bob said:

    I’m seriously stoked about this tidbit.

    Yes, that opens up some interesting options…

    not sure how that balances the varghulf vs infernal (vs Gk), but when a (6 flayer) unit gets lit, you don’t really need two courtiers for regen 🤔

  8. 2 hours ago, Leshoyadut said:

    I will warn that the blood knights are not nearly as much of a hammer as you may expect

    This… 

    knights feel more like a hyper mobile anvil 🤣 but it hurts when it crashes into things…

    With the GGs, overkill or stumbling is the trouble. They are so slow, getting them into position is tricky and crucial. Personally I rather have them mincing something suboptimal into a fine bloodsmoothy, than going for the big play and messing it up, which kinda is my signature move 🙈

     

    • Like 2
  9. On 6/1/2022 at 5:34 PM, Ravinsild said:

    take objectives and hopefully never die

    That was true early AoS 2.0… I had fun with 2x40 skellis and 60 zombies corpse cart Necromancers and vampires and a coven throne flooding the board with goodness and regeneration.


    then came the power creep and 40 skellis are not an unmovable object anymore (and don’t kill stuff either)

    belladamma (200) and a unit of puppies (135) would give you solid spellcasting and a mobile objective grabber. Or a venga lord (280) for the knights, ignore one rend makes knights very durable.

    but I would suggest you just pitch your list against your meta and see what happens.

    • Like 1
  10. On 5/10/2022 at 8:01 AM, DarkTrooperZero said:

    Maybe better off with

    Yes, maybe… but the wolves have trveness on their side and are much faster than skellis. 
    vhordrai still has the chalice iirc, but no CA and no artifact 🤔

    I would try out both, thinking the lord is a bit stronger 

  11. On 4/23/2022 at 3:22 AM, bonzai said:

    The FEC list I posted above works really well.

    Varghulf general Dark acolyte

    Archregent

    6 horror 10 ghouls 

    palisades

     
    against low save  (nurgle demons or Soulblight ) horrors can perform quite well. Especially with the kings reroll 

  12. On 4/20/2022 at 7:50 PM, bonzai said:

    I have been doing a lot of 750 point training games with some new players.

    Below 1500 is wonky af 🤣 but I think playing with the open war cards or other things reduces AoS to the fun parts and cuts down the high competitive side.

    Arkhan Curse of year bombing, gristlegore GkoTg munching everything, well positioned Sky dwarf armada shooting you to shreds, all part of the game…

  13. 1 hour ago, Zaerion said:

    How would you play this list?

    The list looks interesting, but general advice 🤔

    Mannfred can be really annoying hopping around and his CA boosts knights . Remember to use their mobility and charge every round.

    venga boy is also a nice buff piece. Not much damage, but suddenly knights are crazy tanky.

    vordhrai to charge into the lines (mannis aura could also supercharge him) and wolves to secure a flank or snatch an objective.

    but how to use all the pieces to their max potential against the variety of opponents and battleplans 🤷🏿‍♀️
     

    shooting always stinks, giants are stupid too… 😅

    • Thanks 1
  14. 19 hours ago, Zaerion said:

    should have a better way of generating CP

    rule 4.1.1 on pg.7 (9 pdf)

    player who takes priority gets 1CP, player who gets second turn gets 2 CP.

    rule 6.0 on pg.7 (9 pdf)
    if your general is on the battlefield at the start of the herophase (!ambush/deepstrike!) you will get an additional CP.

    rule 7.1 on pg. 8 (10 pdf)
    Heroic action: Heroic Leadership

    one hero on a 4+ that model get a CP to use. Add +2 to roll if your general is slain.


    As stated above pack alpha lets the model issue a command without spending a CP


    so there are many ways to generate CPs and of course many ways to spend them.

    especially with the „only one command per phase issue/receive“ it can be a bit tricky when what to order. Some things can stack (Mannfreds Aura and tactical insight are triggered during the hero phase)

    • Thanks 1
  15. 8 hours ago, Ulfast said:

    Just grab som models

    If you need to buy stuff…

    Two Start collecting Boxes, the Archregent and you‘re good to go

    maybe a Flayer box or two 

    grots gone wild tournament had a fancy list with four Flayer units, infernal , two kings on gheist and a regent 🧐 worked pretty well, but needs a careful hand

  16. 21 hours ago, Ulfast said:

    what advice would you give me?

    Good advice 🤔

    grab your models and dice and start playing again

    things have changed quite a bit, with heroic and monster actions, also with the general commands, like all-out-defense/attack and one single command per phase per unit. Unit Champions can issue commands (feeding frenzy)…

    overwatch is a thing now, redeploy too, so a lot to consider while moving and positioning also during opponents phase. CP are very valuable but can’t be bought any more.

    archregent , king on gheist and flayers still the strongest and still very squishy 

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