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InSaint

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  1. Seems like these are the possible ways to stack Blood Rites in the new Battletome, did I miss anything? 

    HAG NAR (ALLEGIENCE ABILITY)

    +1 Blood Rites throughout the ENTIRE GAME

    TRUE BELIEVER (COMMAND TRAIT - HERO ONLY)

    +1 Blood Rites throughout the ENTIRE GAME for that HERO

    SCAREMENT OF BLOOD (PRAYER)

    +1 Blood Rites until your NEXT HERO PHASE, this could mean 3 Turns if your opponent double turn you

    WITCH BREW (ABILITY)

    +1 Blood Rites until the END OF YOUR TURN

    MELUSAI KIN (ABILITY)

    +1 Blood Rites at the start of the COMBAT PHASE until the END OF THAT PHASE

  2. On 9/24/2021 at 2:40 PM, Maogrim said:

    That is very true. I can give info on my enemies. Maybe that'll help further evaluation?

    Opponents I would be facing in my group have Hedonites of Slaanesh, Blades of Khorne, Slaves to Darkness and indeed Stormcast Eternals, Hammers of Sigmar to be specific, and indeed probably with a focus on all those new dragon units and heroes. 

    Honestly, you should be able to play comfortably with Morathi + 10/15 Blood Stalkers (maybe even dominate) against the faction in your group.

    Hedonites are pretty fragile, you can easily shoot them to bits.

    StD and Khorne are very close combat oriented. With proper screening and positioning you can shoot them off. If your opponent brings Archaon, just use Morathi to tarpit him.

    Some of the new SCE units are not yet out so I am not too sure how we fare against them.

     

    • Thanks 1
  3. On 9/22/2021 at 4:58 PM, Maogrim said:

    So, what do the disciples of Morathi-Khaine think about the long-term viability of Blood Stalkers? Will they remain good should the Morathi interaction get nerfed, or are Sisters a safer bet?

    Really depends on the meta.

    The new Kruleboyz and SCE battletomes have toolkits at their disposable to hard counter shooting armies

    Kruleboyz

    • 12" visibility - LRL still can shoot them
    • D3 units cannot be seen when in cover, this is a hard counter 
    • Forcing enemy units into reserves - remove screens to hit shooting units
    • Counter shooting - they also have pretty decent MW shooting output

    SCE

    • Dragon riders have hero phase move + charge to close gap and bypass unleash hell
    • New decent shooting units to thin down fragile enemy shooting units

    IMO, GW will not nerf this combo but probably give other factions the toolkit to deal with shooting meta.

    • Thanks 1
  4. On 8/4/2021 at 8:09 PM, Primo said:

    Thanks for the write up. I also play Squigs so was really useful for me. I have a 1 day 2k pts event a week on Sunday and I am thinking of using this 3 drop list: (what are your thoughts?)

    Allegiance: Gloomspite Gitz
    - Option: Gloomspite Gitz
    - Mortal Realm: Ghur
    - Grand Strategy: Beast Master
    - Triumphs: Indomitable

    Leaders
    Loonboss on Mangler Squigs (310) in Battle Regiment
    - General
    - Command Trait: Fight Another Day  
    Loonboss on Giant Cave Squig (110) in Battle Regiment
    - Moon-cutta
    - Artefact: Arcane Tome (Universal Artefact) (Spell: Lore of the Moonclans - Squig Lure)

    Battleline
    10 x Squig Hoppers (180) in Battle Regiment
    10 x Squig Hoppers (180) in Battle Regiment
    10 x Squig Hoppers (180) in Battle Regiment

    Units
    10 x Boingrot Bounderz (210) in Battle Regiment
    - Reinforced x 1
    6 x Sneaky Snufflers (75) in Battle Regiment

    Behemoths
    Mangler Squigs (275) in Alpha-Beast Pack
    Mangler Squigs (275) in Alpha-Beast Pack
    Skitterstrand Arachnarok (200) in Battle Regiment

    Core Battalions
    Battle Regiment
    Alpha-Beast Pack

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 148
     

    Ive also decided to drop the Jaws of Mork sub allegiance. Loosing the Warscroll Battalions it gave us was a big loss and even though the re-roll movement is nice, the tax on the command trait and artefact is steep for what we gain. 

    The idea of my list is to garrison the Sneaky Snufflers camping an objective in the loonshrine for added protection, buffing up Bounderz and Manglers with their increased range from the shrine.

    The Loonboss on Giant Cave Squig will have the Arcane Tomb universal artefact to make him a caster. He will have the Squig Lure spell and support the units going forwards using the spell and his +3 movement cmd ability to make everything extremely mobile.

    Running x4 monsters will hopefully give me a great chance at getting additional bonus VP from battle tactics and having a monster alive at the end of the game to complete my grand strategy. This is also why I decided to run a cheeky spider. I plan to start it in reserve and can bring it on turn 3 from ambush maybe snagging an easy objective or hero but also thinking about it being around at the end of the game for the grand strategy. With 14 wounds and depending where I bring him on there won't be long left for my opponent to bring it down. 

    The x2 Manglers will be in the Alpha Beat Pack for an increased D6 movement at the start of the game. With all the increased mobility buffs already mentioned and being a very fast (although random) army means I can get in my opponent's face very quickly.

    Think my main weakness is running x2 heroes that are easy to kill and the bounderz and hoppers coherency rules limiting their damage output. I was considering swapping the spider out for a caster etc but I really like the idea of the spider for the extra monster and all the additional VP I could get with it as already mentioned. An the end of the game VP wins games...

    How did this list perform? I'm interested in starting a Squig army and thinking of a non-horde - monster/elite fast moving army that is still somewhat able to put up a decent fight.

    This list looks pretty solid with well thought out strategy!

  5. Had a couple of games using DoK with different Temples against the following armies - SoB, Soulblight, LRL, Slannesh, Skaven & STD. Playing a few more games in the coming weekends against several other factions.

    Here are my findings;

    1. Smaller board makes it really easy for us to dive into close combat on T1
    2. Smaller board gives Blood Stalkers have amazing threat projection
    3. Smaller board makes our wholly within abilities easier to proc
    4. New Unleash Hell can really hurt our bikini warriors, make sure to use Morathi or chaff to charge first
    5. New All Out Attack further amplifies our damage potential for insane damage output
    6. New All Out Defense is helpful but isn't as potent as armies with natural 3+ saves
    7. New limit on net +1 save modifier makes Melusai more durable than Witches
    8. The Shadow Queen is a Monster, combo her to Titanic Dual + Finest Hour other Monsters to death
    9. You can cast Metamorphosis to transform your Heros into a Monster
    10. If The Shadow Queen is weaken, use the Ghur Feral Roar to make her top tier again 
    11. Try to get the Inspired Triumph (+1 wound roll), you can combo All Out Attack + Inspired for a super reliable hard hitting hammer
    12. Try to position your priests near Mystic (+1 prayer roll) terrain effect
    13. Morathi-Khaine is also a General, in case your actual General dies you still get the 1 CP every turn
    14. Pray hard Morathi-Khaine don't roll double 1s snake eyes on her first spell
    15. Morathi-Khaine's Worship Through Bloodshed ability happens during the Hero Phase, opponent cannot use All Out Defense and neither can you use All Out Attack
    16. Heart of Fury is pretty sweet - if your opponent faction has no Priests, they have absolutely no way of countering it! Once summoned, it only goes away on roll of 6s (probably pending FAQ)
    17. Pillars of Belief is probably the easiest Grand Strategy if you are bringing a Cauldron - since it usually is the last to enter any fights
    18. All our Heros count as 2 models - Shadow Queen is a Monster and count as 5 when contesting objectives
    19. Zainthar Kai extra Artefect allows you to forgo the Warlord or Command Entourage battalion
    20. Khelt Nar fall back can no longer run - cannot synergize with Melusai Ironscale 2D6 run anymore

     

    So far, my favorite combo is using The Shadow Queen and 10 Blood Sisters for an alpha strike. Give the Blood Sisters Mindrazor, Catechism of Murder, 2D6 run + charge, activate all out attack and inspired. Charge in with The Shadow Queen first and then the Blood Sister for 41 attacks 2+ (exploding 6s)/2+/-2/2 dmg.

    • Like 3
  6. 16 hours ago, Sapca said:

    Time to drop some of that Drakespawn Knights in as Allies. Pop a Mystic Shield on them and bam... 2+ save roadblock that can resist some shooting. +Total defense to negate some rend... (you basically need MW's to drop them).

    If they don't get charged redeploy and charge something that needs to be slowed down. Should work fantastic along with Shadow Queen as tarpit to give snakes time to snipe things off.

    And SoS with 6" pilein should work a bit as they can avoid Unleash Hell.

    Warlocks, meh. The good part is they can maybe reach enemy shooters with their Doombolt (and are source of MW for DoK). Maybe. As roadblock they seem bit wasted.

    Great idea, they are cheaper than warlocks as well with better saves!

  7. 3 hours ago, Chumphammer said:

    I am also looking at the Khainite Pendent over Iron Circlet. 

    Being able to cast 3 prayers could be real useful to get Avatar, Blessing and heart going (with the +1 from the Avatar)

    You don't need to use a Prayer slot to summon the Heart of Fury.

    It is explicitly written in our battletome FAQ designer's note that the Invocation of Khaine is not a Prayer. They might override it in AOS 3 battletome FAQ though.

    • Like 1
  8. 16 hours ago, Fred1245 said:

    Her ensemble exist to die before she does. None of them are capable of accomplishing anything more than that. Pricing them per wound like Witch Aelves ignores basically everything about how Sigmar works.

    100% of the blade coven's value is letting Morgwraeth shrug wounds to them. Pretending they can fight or even hold objectives is wishful thinking at best. (And witch aelves were high at 10 ppm).

    I don't know if this is legal but technically the blade coven has the <Melusai> keyword and is considered a Melusai unit?

  9. Played tested the AOS 3 rules and discovered an unexpected "dark horse" for DoK

    The Doomfire Warlocks actually make great blockers with the new coherency rule... from end to end, they can form a 15" blockade 🙈

    How is this possible?

    Doomfire Warlocks come in minimum unit size of 5. This means they only need to be within 1" of one (1) model in the unit to remain coherent and can be arranged in a single file. By positioning their 60mm oval bases at the widest point, you can form a rather long blockage.

    image.png.44ce78cf1fe7555dc7f463251328cc04.png

    image.png.dcea509cd105fc803a3efae322e0d22c.png

    Comparison Table

    image.png.365a8ea6ffce1d070930c33db71e8668.png

    Additional Factors to consider

    1. They have 5+ natural save, this is important in AOS 3.0 when you can only net +1 to save roll after factoring in rend
    2. They are Wizards, able to cast Mystic Shield, Arcane Bolt or D6 MW with a +1 to casting roll at full strength... and can unbind
    3. They enjoy our allegiance 6+ ward save... cough Hag Narr 5+ ward save if near general
  10. I actually like the concept of coherency but instead of forcing unit coherency, GW can incentivize unit coherency like LRL Shining Company. At least it emulates the concept of formation fighting.

    If you stay in formation and get charged, you enjoy +1 save.

    If you charge in formation, you get +1 damage.

    • Like 5
  11. This new table size (44x60) has been confirmed during the Dominion Unboxing video with the new AOS 3.0 rule book.

    I don't play 40k but several of my gaming group members who also play 40k on the new size since the new edition gave some general feedback about the smaller board size.

    • Overall pointage increase across ALL units - this is to counteract the effect of a smaller board to prevent overcrowding
    • More close combat oriented as units get into glorious melee more quickly - traditional long range shooting armies becomes unplayable
    • Huge base sizes have a harder time positioning - terrain and meatshields can easily crowd out hot combat zones
    • Less opportunity to outflank/deepstrike - smaller board makes it easier for players to protect their rear and flanks

    For those playing both gaming systems, what are your experience with 40k on the smaller board that you think will probably be emulated in AOS?

     

    • Like 1
  12. 1. Expensive to Collect

    Before the new Battletome, the only competitive way to play them is to field hordes of Witch Aelves which are really pricey. They don't have a decent Start Collecting and even if you got the Batttleforce, you still need to supplement with boxes of troops which are expensive. The situation has improved recently with Melusai being viable and I do see more players starting DoK locally.

    2. Difficult to Paint

    Their models have a rather varied distribution of fabric, metal, skin and hair. You can't just spam contrast on them like Nighthaunts or rely on 2 colour scheme like Storrmcast Eternals. I have seen many aspiring DoK players who spent a fortune buying a complete army only to completely sell it off upon realizing how difficult they are to paint. :(

    3. Meta Reputation 

    They are one of the rare armies to remain at S Tier for a long time and it's hard to make friends when you murder them into oblivion. You see them in tournaments but in more casual setting people tend to play more palatable armies.

    4. Diva Powerhouse

    DoK is lead by a shrewd power hungry demi-goddess (now full goddess) supported by tons of murder queens navigating a man's world. This concept does not resonate well with the predominately straight alpha male Warhammer player base (cough... 40K Emperor and all-male Primarch cast). It does have it niche audience of power gamers, pro painters, girls, LGBTQ and kinks though. 😆

     

    • Like 3
  13. Played a small local tournament for a 1000pts Vanguard using the new temple Khelt Nar as I wanted to test how Morathi perform with retreat and charge. I placed first with 3 wins.

    You may see the final scoring and all the players list here https://tabletop.to/gallant-games-aos-28-feb-vanguard-pb


    HERO

    • Morathi-Khaine (210) - Mindrazor
    • The Shadow Queen (390)
    • Bloodwrack Shrine (160) (General) - Gaisa's Falx, The Circling Flock, Steed of Shadow 

    BATTLELINE

    • 10 Witch Aelves (100)
    • 5 Blood Stalkers (140)

    KEY TAKEAWAYS

    • The Shadow Queen with retreat and charge makes her really shine. You can have Morathi-Khaine make her fight during the hero phase, retreat and charge another target. She can also disengage from really low value targets that attempts to lock her down and go hunt more valuable targets.
    • It's a little wasted but The Shadow Queen will not be able to use her +2/+2/-3/D6 damage shooting ability after retreating
    • The free Khinerai also makes a world of difference in competitive setting helping you secure objectives and score VP
    • Mindrazor is hard to cast, but it synergizes well with KN considering you get +1 damage after you fall back and charge
    • LOVE IT! 1
  14. Took part in a local tournament with 12 players, 5 rounds over 2 days and came in 3rd place! My 2 losses are against the top 2 players (IDK and Khorne),  both fantastic players with strong list. Below is a quick summary and my experience against various armies.

    Army List

    • Morathi-Khaine (Mindrazor)
    • Shadow Queen
    • Hag Queen on Cauldron of Blood (General w Blessing of Khaine, Blood Sigil – Catechism of Murder)
    • 30/10 Witches w Bucklers
    • 10 Sisters of Slaughters w Daggers
    • 10 Melusai Bloodstalkers 
    • 5 Khinerai Heartrenders
    • 5 Doomfire Warlocks
    • 1 Additional Command Point

    Total Conquest – WON vs Lumineth Realm lords

    Teclis, Scinari Cathallar, 20/10 Sentinels, 20/10 Wardens, 5 Dawnriders

    Keeping the Cauldron General behind out of full range from the Sentinels is critical as Hagg Narr 5+ soaked up plenty of Mortal Wounds. Sniping off Scinari is also important to lower their bravery when they use their Aether Quartz.

    Blood Stalkers were trading shots with the Sentinels and Shadow Queen was sent to hunt Teclis. As soon as Morathi-Khaine managed to unbind Teclis 5+ ignore wounds aura, I went on the offensive and their army start to crumble apart and running away due to low bravery which allowed me to secure objectives more easily.

    Shifting Objectives – LOST vs Khorne

    Archaon, Be’Lakor, Bloodthrister of Insensate Rage, 3 Slaughter Priests, Chaos Warshrine, 3x10 Bloodreavers

    30 Hagg Nar witches with 5+ re-rollable FNP took on the full onslaught of Archaon and Bloodthrister BOTH attacking TWICE on T1. I managed to clear his Bloodreavers with Bloodstalkers and got Morathi-Khaine to tarpit Archaeon. Shadow Queen was shut down by Be’Lakor.

    The Bloodthrister went on to clear out my Bloodstalkers and Cauldron and I could not keep up with Khorne’s damage output. The 3 priests were spewing out D6 MWs and I was completely tabled by T4.

    Focal Point – WON vs Seraphon

    Lord Kroak, Saurus Astrolith Bearer, Skink Priest, 2 Bastiladon, 6 Salamanders, 4x10 Skinks

    40 Hagg Nar witches was shot down on T1 with his Bastiladon and Salamanders! I managed to clear out his Salamanders and Bastiladon with Shadow Queen and Blood Stalkers over the next 2 turns. Eventually he was left with Lord Kroak and Skinks which my Blood Stalkers could methodically clear out for my Khinerai and Doomfires to secure objectives.

    Forcing the Hand – LOST vs Idoneth Deepkin

    Akhelian King, Isharann Soulscryver, 1x Leviadon, 2x Allopexes, 2x3 Ishlaen Guard, 3/3/6 Morrsarr Guard

    I took the first turn to play objectives with 30 Witches but his Allopexes prevent by Witches from further piling in to do more damage and I was relying on my 6s save MW to bypass his 2+ saves to deal sufficient damage.

    Poor positioning cost me the game as he managed to deepstrike his 6 Morrsarr and tag my General Cauldron. He got the double turn and killed my General on T2 followed by my Blood Stalkers. With lower mobility and no more 5+ FNP/Witchbrew and Prayers, my army started to crumble. I was unable to cap objectives and was tabled by T4.

    The Blades Edge – WON vs Ossiarch Bonereapers

    Katakros, Mortisan Soulmason, 2x Mortek Crawler, 3x10 Mortek Guard, 2 Morghast Harbingers, 6 Necropolis Stalkers

    I rolled Ulgu to hide most of my armies behind/within terrains and gave him the 1st turn. With limited shooting targets, he moved his army forward and I got 30 Witches with 5+ FNP to tie up the 6 Stalkers and 10 Mortek Guards, it was a slow grind fest on objectives. Shadow Queen was again shut down by massive debuffs.

    My break came with a double turn on 2B/3A which allowed me to charge the Shadow Queen into Katakros and both Crawlers, effectively shutting them down. The Bloodstalkers were also clearing out Motrek Guards and by end T4 he conceded.

    Summary

    • 10 Bloodstalkers with the potential to fire twice is an excellent hammer compliment to the largely combat-oriented army
    • Hagg Nar is still the most competitive temple, without the 5+ FNP there is absolutely no way to survive any super tuned list
    • Blob of 30 Witches is increasingly getting outclassed in the current meta and constantly vying for buffs with Shadow Queen which arguably might be a better anvil/hammer herself, but they still make for a good anvil to tarpit multiple units and crowd out objectives with Blessing of Khaine activated
    • If you are going to put the Shadow Queen into combat and 100% sure she will be taking 3 damage, use Morathi-Khaine as a secondary tarpit to lock up enemy hammer units
    • The Shadow Queen requires Witchbrew and Catechism or Murder to becomes a reliable hammer, a secondary Hag Queen will be useful for this
    • Doomfires Warlocks have no place in competitively play
    • Like 3
  15. I played in small local tournament with a pure Melusai list and came in 2nd, was pretty lucky I dodged the IDK player. lol

    Temple: Hagg Nar

    • Morathi (Mindrazor)
    • Hag Queen on Cauldron (Blessing of Khaine, Catechism of Murder)
    • Bloodwrack Shrine (General - Steed of Shadows)
    • 10 Blood Stalkers
    • 4x5 Blood Sisters
    • 1 CP

    Played 3 rounds against FEC, SCE and LRL.

    Round 1: VS FEC - Minor Victory

    The Shadow Queen absolutely shred any FEC units she comes into contact with. I was using Blood Sisters to trade with his Flayers and Terrorghiest, needless to say I rarely get the chance to use their new Crystal Touch ability. It was game of glass cannons blowing each other up.

    Fortunately, the 10 Blood Stalkers was left unmolested to dish out enough damage. Together with the Shadow Queen, both were able to output sufficient damage to thin out his army. However, his mobility was incredible so I only won by Auxiliary Objectives. Probably have to bring some Khinerais to grab objectives next time.

    Round 2: VS SCE - Major Victory

    I gave my opponent the initiative, he alpha strike with Evocators on my 10 Blood Stalkers but only 2 Blood Stalkers died (thanks Hagg Nar!). T1B fired twice into his Evocators, some Blood Sisters and Morathi-Khaine herself went into combat to wipe out the remaining Evocators.

    Managed to pull off Mindrazor on the Shadow Queen and she countercharge to delete 4 Fulminators, my opponent conceded on T3 with only some foot heros and Sequitors remaining on the board.

    Round 3: VS LRL - Major Victory

    My opponent seize the initiative to have Teclis and his units do their magic shenanigans. He lit up my shrine and rolled 30 shots (5+ MW, re-rollable), my General survived with 2 Wounds (thanks against Hagg Nar!) T1B I fired twice using my 10 Blood Stalkers to kill 10 Sentinels and his Scinari Cathallar and have my Shadow Queen tag a large blob of Sentinels, Wardens and Teclis himself!

    T2A he had to retreat Teclis and his Sentinels back. He move his Wardens forward to charge my Blood Sisters to secure an objective (out of Teclis 5+ FNP) and my Blood Stalkers shot them to bits on T2B.

    Conclusions

    Morathi-Khaine

    Her spellcasting is unreliable but her command ability makes her valuable. Her combat prowess is somewhat decent to deal a couple of wounds and she can also be used as a 2nd tarpit.

    Shadow Queen

    The new Shadow Queen is a beast, her 14" movement combined with her new attack profile and un-killable trait makes her very versatile. Her new Bravery 10 combined with Mindrazor makes her insanely strong. Just stay clear of anything with saves that ignores rend. Her new gaze ability is pretty awesome for sniping off Heros.

    Blood Stalkers

    The new Blood Stalkers are amazing, I would even say they are even better than Blood Sister when combo with Morathi-Khaine new command ability. They are even comparable to LRL sentinels!

    Blood Sisters

    Major disappointment, even with the +1 attack for being near the Shadow Queen in combat, they seem lackluster as compared to the previous version. Maybe a larger unit with the new Ironscale might work? Gotta test further on this.

    • Like 2
  16. I have been trying a modified classic Morathi Khailebron list with 20 Blood Stalkers which has been somewhat effective (so far).

    Temple Khailebron 

    • Morathi-Khaine (Mirror Dance)
    • Shadow Queen
    • Hag Queen on Cauldron (Sacrament of Blood), Thousand and One Blessing - General
    • 20 Blood Stalkers
    • 10 Witches
    • 10 Witches
    • 10 Witches
    • 10 Witches
    • 1 Additional CP

    Total: 1980 - To contest for Triumph

    Try to get Realm of Beast for the +2" charge on cast and CP to keep Shadow Queen in top form.

    If your opponent give you the 1st turn in hopes of obtaining double turn you have 2 options;

    1. Teleport mirror dance swap the Shadow Queen to tarpit and kill. With the buff to the Shadow Queen, she is more potent then ever.
    2. If the opponent has good magical defenses, you can instead teleport your stalkers and pump 80 3+/3+/-1, 6s MW shots at key targets. 24" range is quite generous, your stalkers can hang back slightly for your Witches to move + run up during your movement phase to guard your Blood Stalkers blob. 

    If your opponent takes the 1st turn, they usually have some shenanigans in mind which you can usually figure out when you see their army list. So do remember to use your witches to bubble wrap your precious stalkers! Also +1 save from the cauldron and -1 to hit during shooting helps with some survivability.

  17. 8 hours ago, Jaskier said:

    Witchbrew doesn't affect missile weapons unfortunately, but yeah Stalkers all of a sudden aren't so terrible anymore, perhaps not great but hero sniping utility isn't really something Daughters had good access to before. A unit of 10 output-wise is actually better than Drycha Hamadreth at range (3+ 3+ VS 4+ 3+) for less points, and Drycha has been a great sniper in all my games with her - and unlike Drycha, you can even shoot the Stalkers in the hero phase with Morathi's help! Definitely a unit to watch now. 

    For reference, 10 Stalkers shooting at a standard 5 wound 4+ save hero, accounting for Look Out Sir, average 10 hits on a 4+ to-hit, 3 of which are mortal wounds leaving 7 hits, and they average 5 wounds on a 3+ to-wound, leading to average 3 failed saves on a 5+ thanks to Rend -1. They on average rolling kill a 5 wound 4+ save hero, and will even more easily kill more fragile heroes, with an average threat range of 32" (8" movement + 24" range.) 

    This really bears stating; doubling the units' shots is great, but making them do mortal wounds on unmodified 6s means they aren't completely shut down by Look Out Sir anymore. They are more than twice as efficient against heroes as they used to be.

    The question is whether changes to Blood Stalkers might inadvertently create  an effective shooting DoK army when combo with Morathi.

    Morathi + 20 Blood Stalkers will cost more than half the army at 1180 points. If you play Khailebron, seize Turn 1 and reposition to pump out 80 shots, you should be able to comfortably take out key targets. You opponent has no interaction to counter this, except for maybe putting stuff in deepstike.

    Another overlooked spell is Withering, it affects all attacks directed at the unit so your Stalkers will have +1 to wound against the target.

    image.png.54ea7e242f42c43ceaa6c9b125d04950.png

  18. On 10/25/2020 at 7:49 PM, Mirbeau said:

    Does anyone know of a guide to getting that turn one Mortathi transform  & alpha-strike combo online? Googling just brings up total-war stuff. Want to make sure I properly get the wording etc. right so I can explain to my opponent pre-game and make sure she's surrounded by enough models etc in different situations.

    The most reliable combo is to alpha strike Morathi.

    Army Building

    1. You need to use Khailebron Temple
    2. Pick a Battalion to lower your deployment count to seize the first turn
    3. Battalion will also give you an additional CP and Artefact
    4. Field a Medusa with Mirror Dance and Shadow Stone
    5. Field another Hero besides Morathi and the Medusa to allow for Mirror Dance

    Realm

    • Roll for the Realm of Beast
    • The Realm's Command Ability Feral Roar is the most potent for Morathi to keep her damage output at top tier. It will make a huge difference especially when she is at lower wound count.
    • The Realm spell Wildform also helps with charging +2" run and charge

    Deployment

    1. Deploy all your units before your opponent to seize the T1
    2. Deploy your Medusa more than 30" from any enemy Wizards (if you play against Seraphons this strategy will not work because they have Global Dispel)
    3. Deploy Morathi more than 8" away from ANY units  and within 24" of your Medusa - This will ensure her large base is more than 6" from any units for Mirror Dance to work

    TURN 1A - Your turn

    Start of Hero Phase

    1. Khailebron teleport a hero forward but still within 24" of your Medusa with Mirror Dance
    2. Bankai Morathi - she should be more than 6" from any units

    Hero Phase

    1. Use Morathi to cast Wildform on herself for +2" to charge (chances are she is more than 30" away from enemy, cast value of 5 is pretty easy)
    2. Use Medusa with Shadow Stone to cast Mirror Dance (this will almost always work unless you are extremely unlucky or playing against Seraphons)
    3. Swap Morathi and Hero using Mirror Dance
    4. Spend 1 CP to activate Feral Roar on Morathi - This is also an insurance against double turn, I'll explain later

    Movement Phase

    1. Since you didn't teleport Morathi, she technically still can move
    2. Fly her  within 3" of your enemy

    Shooting Phase

    • If your opponent is careless with positioning, Morathi can snipe off enemy Heros with 5 wounds and below
    • Otherwise, ask if your opponent has any special buff giving model in his units - i.e sniping off an Icon Bearer in a Pink Horror unit makes a HUGE difference as he cannot bring back models w/o his Icon Bearer

    Charging Phase

    • If you got Wildform off for the +2" charge, she cannot fail charge unless your opponent has some special rule
    • IMPORTANT: Morathi MUST engage a MINIMUM of 3 enemy units to make her a valuable tarpit
    • When I mean engage, I mean to use her thicc base to be within 3" of as many unique enemy units as possible to force them into combat with her

    Fight Phase

    • Attack priority - (High) Units w Low Saves > Units w High Saves >  Heros w Low Saves > Heros w High Saves > Anything that Ignores Rend (Low)
    • If an enemy unit has poor leadership and is more than 6" from a friendly Hero or 12" from the General, they make excellent target as well!
    • Try not to split attacks, pump all attacks into a unit or hero to achieve as much damage as possible
    • Overkilling a unit/hero or taking out as many models as possible is important

    Morale Phase

    • Since you went first, if your opponent didn't bring a battalion or buy a CP,  he will not have any CP to activate inspiring presence
    • If you killed enough models, you can potentially wipe units from battleshock alone!

    TURN 1B - Opponent

    This is where it gets tricky for the opponent. Since Morathi is always at top tier, her damage output can be frightening and they will be tempted to fall back. But they also know if they fall back everything (i.e disengage combat from Morathi), if they lose the initiative for T2, Morathi will practically just have free reign in their backyard!

    Smarter opponents will disengage hard hitters/squishes and feed Morathi a sacrificial tarpit.

    Opponent Double Turn

    Feral Roar makes taking a Double Turn not so attractive for your opponent because Morathi will remain at her top tier despite doing more damage to her. The ability last until your next Hero Phase. You can always remind your opponent about Feral Roar and ask them to think twice before taking the double turn :) 

     

    • Like 2
    • Thanks 2
  19. On 10/15/2020 at 12:38 AM, Graywater said:

    However, looking at this year, we have a drastic shift to ranged threats (KO, tzeentch, seraphon, lumineth). What I've found is I dont need the hero phase activation to kill most of what I've run up against- if I reach the arkanauts/skinks/horrors, they're dead or neutered in the first attack. More importantly though, is these armies can project their power from outside of our threat range, with the capability of removing key units/models easily.

    Yes, in my recent local tournament more than half of participants were shooting focus, the shift in meta is crazy.

    Out of 12 participants, there were 2 KoT (Flamer spam), 2 Seraphons (Salamander spam),  2 SCE (Ballista spam) and 1 LRL (40 Archers). Khailebron seems to work better than Hag Narr with the -1 hit penalty. For reference, KoT flamers can wipe 30 Hag Narr witches with re-rollable 5+ FNP on 1 turn.

    Surprisingly, Khinerai Lifetakers are an effective counter to the current shooting meta. For 80pts, they are a great distraction and their mobility allows them to quickly respond to any shooting threats. It's funny to see 20 archers having to shoot 1 surviving Khinerai because they are tied down in combat.

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