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Evil Bob

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  1. Making Them Work: Flank charge the target with one ot two min units of Hexwraiths to get in the mortals and proc the Deathscythe’s warscroll. Enjoy up to 41 attacks with 3+\3+. If Hexwraiths aren’t your pleasure bring either a shooty hero or Chainghiests. Personally I prefer more charging units since it increases the chances of WoT Save penalties which in effect is giving everyone there a better Rend, which would be bonkers if it didn’t require tactics and good dice rolls. If you are not fighting against a low save army their utility goes down. If you are fighting MW or dice spam they are going to be wasted points. They might need some screening if your opponents know how good of a value every point of damage is. Personally I like their -1 to Wound effect on charges. People can get around to hit modifiers more easily, wounding penalties less so. Warscroll Whiplash: At the time things were pretty bad so I wasn’t surprised at that bacon. Although it was a bit shocking ANYTHING at all was being done to help. I already had two units of ten and almost went and kitbashed some extra limbs on two models, glad it didn’t happen.
  2. It took me a full day for it to sink in that the two Knight of Shrouds will get free Command Abilities. My opinions on them sure changed fast. Skimming rules might save time but it can have consequences…
  3. If we are heading into the Age Of Incarnate then tactics against them is going to be a fundamental question for anyone using the new book when it drops. How badly did it disrupt your ethereal options for extra Wave of Terror attacks? Any quagmires or did Craven King’s battle against it feel right? Was its battle location(s) good or bad for your getting VPs (i.e. was it costing your opponent more to bring it or was it his MVP)?
  4. Please share how this game turns out. That aside I’m rather pleased with Hexwraiths. Their MW output might in theory mathematically be going down but it has always been a bit tricky to pull off the spectral hunters anyways. Not to mention getting stuck in a fight mostly stymied the option. Backing up and ramming every turn (not necessarily the same units) is going see Hexwraiths playing as if they are in a demolition derby. I had been running them in units of ten but being “forced” to try them in teams of five doesn’t bother me. Hexwraiths and Spirit Hosts might become my go-to for battleline. It’s hard to be sure with how close Chainwrasps are with the cheaper wound count. I am going to wish you luck with the Bladegheist Revenants. If your opponent figures out to target them then everything will come down to how often 4+ invulnerables happen. It really is sad how easy they are to remove from the table while not quite reaching the level of glass-cannon. These visually appealing models deserve at least a -2 Rend, the Devs have cheated them. A real shame CoGs can’t boost the Wave of Terror options. If “unmodified” wasn’t the rule poor Glaivewraiths would have finally had a little love or at least a hug. - You have the points to squeeze in a Burning Head. More MW options can’t hurt. If you end up fighting Giants try and alpha the baby giants with the bladeghiests. The -1 rend will matter there and any you can remove will drastically reduce his army’s offensive power. Whereas the big hitter might get bracketed but even with statistical rolls will mess up valuable units engaged with him.
  5. At the reduction of bedsheets on the table I was/am seriously concerned. Getting proper rules won’t mean jack if other armies are grossly ahead on wounds and dice volume. The Briar Queen jacking of points looks like they are seriously trying to remove the underworlds warband from even narrative play. If there is a rise in points you’ll need to change your name to “Prophet”
  6. Had a bad internet source. So instead a pleasant surprise, another discount snuck in there at some point. If the GW AP is correct.
  7. Tagging an enemy hero with -1 Save can seriously change the game. Especially if they go all-in with an expensively pointed model. I’ve used twenty Hexwraiths to make Orlyander immortal before. It depends how competitive this tournament is and how comfortable you are with possibly losing your general.
  8. I rather like Crypt Horrors. Pretty decent at their cost if ALL of their advantages are properly used. It is defiantly a ‘specialized use’ approach over ‘min-maxing’. Did they get a +5 point increase somewhere? I’m seeing it in wahapedia.
  9. Last night I played against a Slaves to Darkness with Tzneetch marks. 2+/3+ Saves with re-rolling 1’s everywhere important. It was a nightmare. With only half of my collection at hand the multi-model units on the table were chainrasps, bladeghiest revenants, grimghast reapers, and chainwrasps. The only units to have positive results were the chainrasps with the volume of inflicted saves needed and chainghasts rend -2 on shooting. The bladeghiest revenants had too few wounds at their cost to stick around in units of five or ten. Grimghast reapers in-between the ‘durability ’ and ‘attack results’. If anything it really makes me want to double down on Chainwrasps and my twenty Hexwraiths. Chainwrasps at their point value with ‘Hero buffs’ and ‘war-scroll size’ really puts in the work. Hexwraiths with mortal wound options and favorable durability. My twenty bladeghiests revenants and thirty-one grimghast are hereby banished to storage until either GW fixes them, throws a viable option in white dwarf or army book, or a new edition of AoS changes the meta where they have value again. This is a serious threat. My entire Imperial Guard army has been boxed since the last major nerf during Psychic Awakening years ago. I would have sold it but many of those miniatures have been in my possession for over twenty years. —— Aside from now on Olyander will always start in the underworld unless table-top placement presents an opportunity that absolutely demands her presence. Her mortal wound output is just that important.
  10. My reply is a wee bit late (only about three months) but this is essentially the same thing at lower points than I did in my Path to Glory roster. A Varghulf summoned EVERY game. The boards are so tight with enough uncanny planning Feast Day was definitively more useful than the beloved Blisterskin with the extra command points saved for combat. There was so much importance on targeting that Honk is right that three Flayers was a challenge. During AoS 2ed those guys in threes were a disaster, in AoS 3ed at low points they can pull more weight. My tactic was try and hit in one concentrated area at a time to limit my losses. Regen and pick a new spot. There were many times that I was down to one Flayer who needed replacements from the Vargulf and/or Infernal. Oddly a casualty score of ‘1’ is a godsend, that’s when they need to be reinforced. Then suddenly five Flayers are looking pretty mean. The lower movement on the AR made for some interesting choices. Sometimes he skirted and more often than not I threw him in combat. He almost perma died (at least) twice and entered several battles with unhealable wounds. —— If you have any stories to share with how your Warband handled I’d love to read it Bonzai.
  11. Normally all rifles. Yet tonight in a casual game I teamed up with a SoD player against a 2k SCE Dracoth list. He wasn’t pulling any Living Cities shenanigans, it was Hammers of Sigmar all the way. My teammate didn’t need any of the reinforcement points so both of my Barak-Nar Thunderer units had 1x Double-barrelled Aethershot Rifle, 1x Grundstok Mortar, 3x Aethercannon, 3x Decksweeper, 3x Aetheric Fumigator, 4x Aethershot Rifle) I didn’t bring any ships but wished I brought more dice. We were playing the first of the main book match play missions so objectives were down the middle of the board. I attempted to plan around 12” ranges. With his high movement rates my forces were deployed three or so inches back from the forward zone-limit line. It worked out extremely well. Fifteen Thunderers (thirty in total) really maximize the value of Inspired/Unleash-hell and the Aether-Khemist Guild triumph. It certainly didn’t hurt all the Dracoths were in pairs. Larger units would have weathered Unleash-hell better.
  12. When Grimghasts work as battleline and fill in the roll of elites then it shouldn’t have been a surprise GW was going to nerf them. After all did have other kits to sell. Personally I was a Chainwrasp fan but the poor guys weren’t getting any traction back then. If the entire viability of the Nighthaunt book was on Grimghasts then GW pulled an epic fail. Not going to disagree the point hike wasn’t also to get at LoN. GW had a long history of systematically nerfing down that book. Even when it wasn’t necessary: endless Necromancer point hikes, Deathmarch being the first to get wholly-within rules, etc. The Soul Wars box at first was like a major fix after all the ridiculousness. The LoN book was filled with terrible elite options and the power creep wasn’t helping so the GRs were a godsend (or Nagashsend). I seriously thought some kind of positive effort was finally being put forth by GW. They certainly proved me wrong.
  13. That is some serious bacon wrapped around a kid’s neck to get the family pet to play with him. My casual play just got boosted. This might be the push to finally try OBR in Path to Glory.
  14. Someone did this during a local Path to Glory campaign games and he tacked on the +1” to charges. He’d drop Annihilators for maximum mortal wound generation then attack the target he was most concerned about. While the entire concept is scary it rarely had a major ‘impact’ mainly because SCE armies are so small that they need to do both of the above AND progressively accumulate VPs. You might be able to beat him solely playing the objective game. With more than enough units to tie up all of his and still run around freely. My biggest advice would be to not let him force you to be so defensive that it costs you VPs sitting in the backboard. You CAN deploy back a little if you think it disrupt his deep-striker(s) being too far out of position, just do enough math for retreats and other moves to get your unit to a better position. Ideally he’ll mess up and underestimate your Grave Guard with three shield Annihilators or go after the Blood Knights and be left grossly out of position. I have no idea how Bastion plays.
  15. In mid December the local gaming club finished a Path To Glory campaign that ran for most of a semester. I had a blast. It may have helped that no one went out of their way to cheese. In every battle at least two units of three Flayers were deployed and with proper care/strategy/planning they worked. It was an odd feeling about a unit type that tended to get ruthlessly slaughtered in matchplay. Path to Gory Roster https://photos.google.com/photo/AF1QipO-81D3DZnw2fBRo_KcBtW9M-KWkTNAx7ijHJ4 Order of Battle https://photos.google.com/photo/AF1QipPIb--vTkuGubd1bZcXgkBYsFbuYesaWW1_TYg
  16. Remember when GWs answer to any complaints about Nagash was to up his point cost? It was a multi-punchline bad joke. Sometimes I wonder if any of those complainers are the same people who feel Kragnos came out the gate too expensive. I only bring out old Nagash in multi-player mega battles for the Lulz. He is really fun in those narrative battles.
  17. Thank you new coherency rules for making this a necessity. *vomits a little*
  18. You’re being all melodramatic. Of course they have high regen potential again regular armies that can’t spam mortal wounds or ranged attacks. Slaves To Darkness is about as ideal as it gets. Rather happy to hear maxing out the battleline “trash” worked out this well. My only dread is when people start to figure out how to bypass the trick (when they can that is). I’d be very interested on the VP shifts they contributed in this battle, if you can remember?
  19. Seriously, I treat all Warhammer Community articles like 1950s wartime news reels. “Entertainment” with accidental facts sometimes included.
  20. So @Honk with this Contest of Champions rule set and the super-sly Redeploy Command Ability are you going to try any 60x zombie shenanigans? Budgeting points and tactical options had me passing them until seeing the Warhammer Community post yesterday. But now I’m thinking there might be room for useful tactics. Even as an objective sitter there isn’t anyone shifting sixty wounds in one turn. A little VDM waiting might actually cause people to not charge that mess. On the other side of the coin falling back and some 6” pile-in trickery during the opponents turn has my blackened heart beating.
  21. This is basically what I told a buddy who budgets. Every five of his Black Knight proxies saves him $60. Our club is chill so he won’t get static. It also freed up money for new characters he wanted. Total win.
  22. I’m trying to tap down on the nagging feeling that all our regular battline is going to die super fast with damage inflation.
  23. Is 40x Zombies and a Corpse Cart going to work with this wholly within 12”? I haven’t wanted to use them since 6th edition but the urge has returned.
  24. I’m banking on it. In OBR both Nagash and Arkham’s changes were in game mechanics. Arkham had a point hike as well.
  25. This. I have piles of death stuff stretching back to the 90s. Will get the Book & dice first. I’ll chill on the rest until a clearer picture is formed. Was able to hold off on the underworld Warband, can wait until this fall if things and supply chains go bad. I can easily NOT getting anything else if this book is a fail. This isn’t my first GW rodeo.
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