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Izotzuhure

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  1. Vyrkos zombies with the V Lord extra attack and Velladama's spell with a corpse cart could be fun.
  2. Has anybody tried double KoS in Invaders? They seem quite strong if they go together, one as a general with Best of the Best and Icon to maximise Flaming weapon and then having both getting access to Hurler of Obscenities for extra rend. Also, would you activate both Speedchaser and the Exalted chariot's impact hits after charging or would you need to choose one effect only?
  3. I'm liking Stomper tribe (3 megas + 3 babies) with Brodd, a Warstomper with Flaming weapons (this one likes 3s!) and, perhaps, a Smasha or even a Kraken for more objective control.
  4. I think my new objective with this army is to suplex a Dread Saurian into the middle of my army for a good old fashioned beating. Also, the Gatebreaker's Pulverising Strike is stupid and I love it.
  5. They can be BL as part of Drakkfoot. Which, tbh, an army with 3 10xMorboys in Conquerors and then loads of Stabbas in Drakkfoot could be a huge pain for the All Fly Nurgle armies.
  6. Symbaresh in Bounty Hunters are going to be stupid, particularly if there is a Purple Sun in play.
  7. Bringing her back is at the end, yes, I was talking about the healing part. But, yeah, Rule 1.6.1 explains that 'in the hero phase' abilities (healing) happen after 'at the beginning' and before 'at the end' (bringing her back)
  8. Quick silly question, which I already assume is going to be NO: Alarielle's healing ability is in the Hero phase, but it doesn't specify that it needs to be at the beginning. Could it be possible to heal her after bringing her back?
  9. Lady of Vines in Gnarlroot: Teleport with Lauchon in front of the enemy army, release the Purple Sun (reroll if necessary), then teleport away in the movement phase.
  10. And you can teleport to and from them.
  11. Oh, yeah, definitely! Also, the Everdusk Season of War will be really powerful on KH builds as they give overgrown around them if they are contesting an objective...
  12. Alarielle looks amazing and her resurrection mechanic doesn't state that it needs to be right after being killed, but in any of our following hero phases!
  13. The new tome sounds like a lot of fun! The Cairn Wraith with the -3(-4) scythe and hatred for the living could be a nice way to deal with hordes or to kill a hero next to a big unit. Silly, but cool. Also, the Horrorghast seems quite strong combined with Terrified. Glavewraiths look like the perfect unit to tank Unleash hell from a redeploy/teleport with a potential +4 to charge.
  14. Are the Glotkin spell and the Daemon lore spell that give +1 Wound different? I assume they are cause having 30 Plaguebearers on 4 wounds would be too much.
  15. Considering taking the following to an event: Allegiance: Nurgle - Host of Chaos: Munificent Wanderers - Mortal Realm: Shyish - Grand Strategy: Prized Sorcery LEADERS Archaon the Everchosen (830)* - Lore of Foulness: Cloying Quagmire Chaos Sorcerer Lord (115)* - Mark of Chaos: Nurgle - Lore of Foulness: Magnificent Buboes Great Unclean One (350) - General - Command Trait: One Last Gift - Bile Blade & Doomsday Bell - Artefact: The Witherstave - Lore of Virulence: Glorious Afflictions Rotbringer Sorcerer (120)* - Lore of Malignance: Blades of Putrefaction Sloppity Bilepiper Herald of Nurgle (130) - Artefact: Mucktalon UNITS 10 x Plaguebearers (110)** 10 x Plaguebearers (110)** 10 x Plaguebearers (110)** ENDLESS SPELLS & INVOCATIONS Emerald Lifeswarm (60) Chronomantic Cogs (45) CORE BATTALIONS *Command Entourage - Magnificent **Hunters of the Heartlands ADDITIONAL ENHANCEMENTS Artefact TOTAL: 1980/2000 WOUNDS: 82 My mind tells me to take the Cogs as they would make more sense, but my heart wants to take the Suffocating Gravetide to block paths and be annoying. What do you think?
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