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Evil Bob

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Everything posted by Evil Bob

  1. Why are Crypt Flayers point costed as if they still HAD a mortal wound attack while the Morbheg Knights are point costed as if they DIDN’T? Seriously though I’m actually happy as part of team Blisterskin. We finally have Priests of The Light, PRAISE THE SUN! Goonhammer may not be too excited about the Abhorrant Gorewarden but the tactical movement shenanigans for Blisterskin have finally blossomed from the incomplete effort in the previous book. Thank you GW Devs for not taking a baseball bat to the Abhorrant Archregeant. Have to agree with Goonhammer about him being an auto-include. This Noble Deeds stuff is janky and very much feels like a first draft. So anything to get that desperate regeneration this army needs is vital. Oddly I might be most excited about his synergy with the Gorewarden, far enemy units can be swiftly brought into the tranquil loving sunlight with none of that pesky Redeploy silliness. It would be easy to go on but no one wants to read walls of text. XD
  2. Ossiarch Bonereapers still have the wholly within rules, only it is more lenient with unit leaders counting as sources. FEC might have gotten the omni-ward save because of how grossly outdated and nerfed the book was. So SBGL might get it at some point if the tourney rankings tank and sales drop off a cliff. A strongly conditional situation for a core army feature in Death books while everyone else gets their’s for just showing up really rubs me the wrong way.
  3. Pitch this to the GW rules email. Devs totally need to see this. I’m dead serious.
  4. The damage output is still going to hurt compared to Necroplolis Stalkers but these guys were a serious consideration when building the Feast of Bones box set (after fighting to get the instructions which were not getting posted on the internet). From my limited attempts they were terrible in AoS 2. I think their value in AoS 3 as bodyguards has actually gone up with the damage creep some armies are getting. Fun fact they are now fifteen points cheaper than Deathriders. One better save at the lose of three wounds. That’s not bad considering they have the mighty Rend -2 in an edition that values it even more than before. They’ll never be more efficient than the Mortek Guard for wounds/tank per point but they do have use for the tactically minded. I only have six but that seems to be more than enough considering every unit in OBR feels like a Sophie’s Choice. Can’t blame those who went MG and artillery. With how things are having three of these guys next to Arkham is comforting to say the least. Although the lack of model regen still sucks.
  5. Seconded, here is to hoping. I don’t know about you Neil but if the Devs are actually realizing “mistakes were made” this is big news. More so with Jervis gone and retired.
  6. In the past everyone I’ve played against generally used their Stalkers as a fire-and-forget assault unit. Taking them as a super Vet Scorer sounds great but the low unit count OBR is probably going to need to pair them with Mortek Guard cover or a Deathriders escort if these guys are pushing outwards. The amount of cat-&-mouse VP-tactics/force-comp that is spilling out is nuts. Just consider this.. a three model Vet Stalker unit hits the far side of the enemy in a triangle formation with only one model barely in contact. Meanwhile the regular battle unit makes as much contact as (un)humanly possible to tarp-pit pile-ins. Nothing would make me happier. Those are my two favorite units. If I could somehow get away with Deathriders (I own 31x of them), Morghasts, and Necropolis Stalkers in a Stalliarch Lords list I’d die happy. DIE HAPPY! The model count on the table would certainly make it look elite. Although not really as elite based on warscrolls.
  7. Some people were already of the mindset to only go GKoTG. They’ve just been thrown a major bone. If I didn’t like playing different force compositions every time I would consider it. Aside with the threat of always strikes last from other large veteran mobs six Crypt Flayers might be the only option now. I may even deploy nine with my old fav of Blisterskin. Finally justification for having eighteen of these models in AoS 3.0. But seriously unless there are major point hikes sometime this year I’ll pull a Blisterskin force of Two GKoTG and Three units of 6x Crypt Flayers for 1970 points. Lords of the Burning Sky’s CA could come in extra handy. My regrets are no Feast Day and the force will be stuck at four drops if I want all the Flayers to be in the same battalion for +1D on other veterans. What a crazy time to be playing this game…
  8. I’m seriously stoked about this tidbit. Royals being able to return models is a big deal which breaks a serious design feature of the army. They didn’t even include the “wholly within” hate that is a signature move the Devs like to hit Death stuff with.
  9. @Aerynn Force List: Force Composition Notes: Strategy: Things to keep in mind (because I forget them):
  10. Thank you Aeryenn. It is going to take time to write this up so the response won’t be until tonight (ET), probably really late.
  11. A warscroll update or two might be nice like the KO Admiral. But seriously probably our own set of VP sources and a Core Battalion or two. Updated Path to Glory. Maybe if we’re lucky an Anvil of Apotheosis bonus.
  12. Other than the Black Coach what did you bring? What Nighthaunt do you own that could be brought? So he had a three baby giant unit and three big ones?
  13. Dam now I really want to know the specifics of the Deepkin fight. Still have Eel Force PTSD from 2nd edition. Welp guess I’ll have to check out the 2hr+ podcast he’s in… Rather interesting idea. I’d probably set him and his entourage with the intent of doing regular move-to-combat if it meant getting turn one combat in. He could even share Spirit Host body guards with other heroes. The only thing that would get me to peel him off is if combat options looked bad and a juicy opportunity presented itself. Sending him off early game for an objective doesn’t fit with my style of maximized damage output. From Ferryman of the River Styx’s to Undead Uber, sick. It is hard to imagine where a bunch of redeploys and giving up our turn charge advantages will win games but we never really know. I vaguely recall something about Warhammer Weekly suggesting using Awlrach as the general. Bring a Dreadblade Harrow or two and doing a nutty massive redeploy. Or it might have been someplace else, there has been epic ideating ever since the leak happened. I could totally see throwing a Turn 1 Wall-o-Hexwraiths into the enemy deployment zone boxing them in. Then right outside 9 inches a muder-ball of 30 Grimghast Reapers (or something) and an Awlrach the Drowner at the center. Two Dredblades on either side or sitting on mid-objectives (hard call with the option to grossly copy other even more useful CAs, like making all the Hexwraiths 5+ Ward). Attempt to throw a dance party on the opponent’s table side for as long as possible while gaining VPs.
  14. On bbc code it is generally [spoiler]CONTENT[/spolier] but this site is different. Currently look for the “eyeball” on the bottom line of editing options to the right end.
  15. Looks like you’ve already done your due diligence. When the Soulblight Grave Lords came out GW decided to quickly errata in the restrictions we see today. If GW hasn’t slipped a limit in the Errata/Designer-Cometary by now then don’t expect one before the next book or 4th edition.
  16. Depends how you play. While the entire Nighthaunt army is pretty mobile some units do it better in a variety of ways. Having one source of redeploy is generally a good thing so a Dreadblade Harrow, or Black Coach, or Awlrach the Drowner can be useful even just as a threat to swipe or presser objectives. Personally I would not recommend going all-in on this sort of thing since it normally removes a unit(s) to be removed from combat for two or three turns which can decide the game. My preference is to keep this sort of thing as an option to fall back on if necessary while trying not to weaken the tradition combat formation. I’m uncertain if Awlrach is worth the points as a fighter. It would have been really nice if he moved as fast as Hexwraiths. So he’s sort of stuck in an odd space of not enough damage, not enough movement, but has good movement and OK damage. Awlrach’s table foot-print is not that bad so he can work inside complicated maneuvers. If the unit teleporting with him didn’t require The Drowner to issue the command and there wasn’t a command bubble limit I’d be more interested. In short he’s OK and has potential if it is planned for and opportunity happens. He is not an auto include and probably won’t be wrecking face but might if your dice are hot. He does dish damage better than most Nighthaunt characters. Mine will see table use because playing a different list every game is more fun. Currently he is in eight pieces for sub-assembly-painting. This is a complicated model that pushes against Auto-CAD hell really well. But unlike others this one came out near perfect.
  17. In supplement to the gameplay talk above there is the MathHammer component as well. In long running statistics you are looking to get four mortals every turn from Bladegheist Revenants charges to cleanly beat out Emerald Host, so basically twelve dice/models. So if magically sixty Bladegheist Revenants can charge turn one then Scarlet Doom is the overwhelming statistical winner. Personally I like dropping Emerald Host on obnoxious targets (garrisoned Duradrin, backfield support, etc) and let it whittle down the unit while firepower is focused elsewhere. That or infantry with an impressive Attacks output. With Scarlet Doom I kinda WANT to proxy my Grimghasts Reapers as Bladegheist Revenants (with two or three Spirit Torments) against an all big-Giants army to see how it turns out. Aside if anyone ever feels either Procession is letting them down these are using 1/3rd probabilities or 1d3s. They are a welcomed bonus but I try not to lean on them any more than Hexwraith charges or Orlynder’s veil.
  18. 6th place was OBR.. maybe the bonus VP system works. Good hunting on finding that list. I’m dying to know if it was 10x or 20x BG units? Or more importantly how the general felt they performed at the size played.
  19. I keep mine (Chainghasts) lurking back for shooting (which they do so much better now) unless the situation calls for everyone to pile in. Haven’t tried running four in one group yet. Two groups of two along with two Spirits of Torment are interesting if going elite heavy. I’ve had opponents target the Chainghasts first instead of the Spirit Torment, which is funny as I’m returning over 60 points of models on the table every End Combat Pase. What keeps them out of a list over here is if the character points start bumping against them. I won’t count them as part of the rank-n-file or battle-line. Having played Orlynder in the last book, Myrmourn Banshees, or our current 160+ units, the expensive and fragile theme seems to be a thing. I haven’t done the 20x Grimghast Reaper yet but I certainly can respect the reasoning behind it (and intend on doing it myself at some point).
  20. Fair enough since that is not my position having played WFB in the 90s and most of AoS. If someone new they really should watch the Warhammer Weekly covering the new book. That and reading the posts here and everything is covered. Although there are ‘interesting’ things to be found on FB and Redit.
  21. Thank you for sharing EnixLHQ. I had to close it after the Nighthaunt player decided to bring a Spirit Torment and no Chainghasts. His force had no composition or thought, it made my head hurt. XD
  22. The Devs need some interesting worded it keep out the loop holes. In the case of an Arcane Bolt used at range (or Life Drain or Spirit Stealer) a successful Ward Save (if the unit has it) would stop the Deathsythe from getting the +1\+1. In previous editions the Devs had to FAQ just when a wound was allocated to clear up old body guard rules in the Legions of Nagash book and the jumble of wound negation questions. Another fun fact since Arcane Bolt can be used during your opponent’s turn the Deathsythes could in theory get the +1\+1 in every fight with the right planning.
  23. I would advice against tossing all the screwdrivers out of your tool box just because the work plan only has nails. Although I am curious behind the idea of the 320 point Hexwraith suicide screens. Is it supposed to stymie opponent VP gain while speeding yours up? Is the T2 charging supposed to be more devastating by a disrupted enemy formation? Is there a secret trick you need to share with the class? The weird movement option on Hexwraiths has gotten me thinking. Normally in battles my first thought is most efficient use of damage so skipping combats is only done when it is a calculated move. With these guys zipping across the board I’ve been considering a bunch of scenarios where during deployment (or during flanking) they are a feint that draws the enemy out of position. My idea of a suicide screen would be to zip them between a suddenly vulnerable character and a hostile unit (that is if the regular 12” movement and an intercept charge isn’t possible).
  24. Just a little reminder Arcane Bolt happens at the top of any phase before the next Hero Phase. So there’s another means to trigger Deathsythe Harridans +1/+1.
  25. Going to strongly agree that simply relying on 8+ charges is swingy and bound for disappointment. But therin-lies-the-rub. Most of Nighthaunt boons (faction & warscroll) are on the charge so they don’t work during the opponents turn much less a double turn. Spooky Generals have to address hero/unit synergy’s and the best gambles on charge rolls unlike other armies that get things baked into their warscrolls, forgiving aura rules, or flat-out given in faction rules. Nighthaunt doesn’t get the easy self sufficient drop options, nor it shouldn’t because that is boring gameplay. All of this recent tactics talk is great. Especially the closer table theory and the statistics get. The Deathsythe Harridans chatter is so much in-the-thick-of-it.
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