Jump to content

Evil Bob

Members
  • Posts

    443
  • Joined

  • Last visited

Everything posted by Evil Bob

  1. That is what I would prefer. Archeon has a chaos universal warscroll and it’s pretty solid. When it comes to Death stuff GW likes to do things the hard complicated way so I try not to assume or get my hopes up.
  2. The irony here is the most likely unit removed (all the way to Legends) is the LoN Black Coach. It is truly odd the marketing department didn’t push the Nighthaunt BC as a replacement on release. I wouldn’t be surprised if all the ghostly units from previous Vampire Counts WFB armies made it back. Thinning a book looks bad, not adding new units makes a flimsy book look worse. Every other book has only grown. Although my bet on potentially removed units would be the Soul Wars bedsheets. Which would be sad because those Chainwrasps are money, never saw it coming how cross-army useful those little buggers would become.
  3. Considering the “affection” GW has shown towards Archeon, Lord Kroak , Teclis, Sigvald, etc, I wouldn’t be surprised if the actual named Soulblight characters get some proper attention. As for Nagash that’s a big question mark. He didn’t get an overhaul with the OBR book. More like a Barbie version to that sub faction. Maybe that is going to be an ongoing theme for relevant books?
  4. Fell Bats haven’t been worth using for years. I can live with the cost and most stats but GW seriously ****** up the range. At the minimum they need to be trashy stats with a 20”. Garbage that can’t maneuver right is better spent on more battleline. I used to run these guys all the time during 6th edition WFB. In AoS Direwolves mostly perform the same function only better.
  5. I was referring to the first plastic kits before those became the norm, those are tiny in comparison. Yes the old metals were chunky. I still love my original wights with their barbaric undertones.
  6. So when people see the current scale difference do you say they were malnourished? Or do you say they were a bunch of kids like I do?
  7. I’ve been waiting since 7th edition WFB for Fell Bats to be made great again. Make it so GW they’ve been left in the cold far too long.
  8. I figured once the model went Legends they were done with him. But “if” GW did bring him back it would be one hell of an hat-trick. Bigger than a Vamoie mounted/on-foot. So more violent and expensive. Smaller than a Vampire on a Zombidragon so cheaper and less dice Resurrecting one of the cooler concepts. Patchwork monster anyone? If that ain’t perfection I don’t know what is.
  9. Aaaand I just learned a new word today. Thank you Neil. So basically soul-thumbdrives or pokeballs. So why didn’t they get some cool special abilities? In the SCE the wizard chamber gets exploding crystals. XD
  10. Maybe they’re bone grenades? Wouldn’t that be lovely?
  11. People skipping the other elites in favor of more Grimghast Reapers was probably a bigger reason than LoN finally getting a useable elite option. If they weren’t battline in the Nighthaunt book they’d never be nerfed. Unless of course the weird Death bias GW has surfaced. Those Devs sure love to nerf at death stuff, point approaches to Necromancers and Nagash being prime examples.
  12. In all fairness Nighthaunt already came pre-nerfed and one steady constant in both 40K/AoS is how if they released garbage they don’t fix it between books. So the option might very well be having something playable for a few months verses something that was never playable at all. I lived through that as an Imperial Guard player during the Matt Ward era. Imagine an army that was varying degrees of garbage for over a decade. I’m hopping Nighthaunt doesn’t end up like SCE either. GW keeps releasing new models for them without ever fixing the army. Just encouraging people to buy the new stuff and push older content farther into the closet. Those poor sods.
  13. If you seriously plan to go all in on the much speculated potential book then buy the upcoming Warband as planned and save (or short term invest) money for when needed purchases are made apparent. Like Honk tentatively said Legion of Grief might be a way forward although that is against your aesthetic. Every time I try to form a suggestion seeing the clash between your named characters and LoN options leaves me flummoxed. Kudos to Honk and Lare2 for pitching.
  14. OBR on release was completely self-contained. FEC cut out bedsheets and deathrattle as allies entirely. Everyone else can get Nighthaunt as allies. In the days before most Death had to be grouped just from model range limitations. No one knows what is coming. Soulblight GL could be a self contained book or a hybrid revamp for parts of LoN. Everything said on it are just assumptions at this point. The best thing anyone can do mental health wise is keep an open mind and analyze what come out.
  15. When going for an infernally fun-zees list I go in a similar direction. Feast Day 4-Drop Sometimes the Infernals are 9/6/3 Sometimes the loose stuff is a GKoTG and Varghulf Always played for fun Feast Day is my crack. Deadwatch my dirty little secret. That’s why I am always so interested in actual Blisterskin lists. Mine always end up centered on a Royal Mordant warscroll battalion.
  16. I find the normal damage trade off for mortals utterly fascinating. My experience with Morghasts outside the Grandhost is they suck. Believe me I even tried with OBR when the book came out. Fundamentally the warscroll is off by at least one attack, maybe more with power creep. Ready to know if an army filled with individually substandard options (Morghasts, Flayers, Horrorgast) can turn it around through combo-kung-fu.
  17. Would you be willing to share it and have a chat? My problems with most Blisterskin lists is scraping together enough functional hammers. In the back of my mind I look at Flayers (which were my favorite before the current book dropped) and knowing their capacities plus costs compared to other books it left me a bit depressed. With power creep I’m pushed towards more extremes. So anyone with success using multi-AARs and Flayers has my attention.
  18. I think those are his objective sitters or snaggers. Three models, twelve wounds with a 5+ save are not ideal at those points. But I’ve seen worse.
  19. With two Terrorgheist heroes there’s plenty of gas in that tank. Against enemies relying on quality of troops you’ll be fine. Against hordes you’ll need need to plan more concentrated attacks and avoiding protracted fights. Nothing wrong with that. Royal Mordants would require major rework and frankly keeping things simple isn’t a bad thing. Especially with games speeds at tournaments, that’s a big deal. With regards to a plan for Command Points most armies only really need to save for inspirational presence and compare it against whatever their most favored alternative command ability is at hand. Juggling inspirational presence and frenzy is bad enough. Not going to lie I have used summons with GKoTG when those CPs would have been better spent feed frenzy. The basic idea is to check one’s goals against their enthusiasm. An example CP Operational Plan Summons (turn one focus on options 1 & 2) Free Vargulf (if keeping Flayers is important) Free 20x Ghouls (if objective holding is important at start or unlikely late game flanking) Flayers (if vitally important and only if Feeding Frenzy can’t better support) Combat Feeding Frenzy (almost always, save a CP if VPs are likely to shift) Utility Inspiring Presence (if VP are threatened) Others (avoided unless a specific charge or movement really screams of importance)
  20. I’m with Sutek, keep the Archregent. Your force is already think on objective holders and twenty free ghouls can be a big deal. Alternatively summoning a Varghulf might keep keep your big blob of Flayers in the fight. Most importantly that AAR (with Dermal Robe) is your foothold in the magic phase. While there are other armies with far stronger magical options offensively or defensively it is better to have the option. Not to mention 1d3 extra maw attacks on a GKoTG is sick. The desire to run Deadwatch with 6/6/6 or 9/6/3 Flayers is understandable. I have the same option, save it for a fluffier narrative battle with a friend. In a competitive battle I would have probably tried working Royal Mordants instead but what you’re doing is certainly more true to Blisterskin and closer to min/maxing on battleline/heroes which is beautiful. DaCapo have you worked out and operational plan for Command Points? I try to do that for FEC armies to avoid the trap that is summons burning. Edit: Kudos to Beer and Pretezel’s Gamer for saying the alt summoning first
  21. Considering at the launch Games Workshop made a big deal about us being able to use our old models I do feel rather betrayed. There used to be an Empire Unit that was basically a mob from poorer city districts with a crazy assortment of weapons. It’s not even on Legends. Very disappointed here.
  22. Air Brushes are power tools and that makes anything worked on them more than okay. 👌 Half the reason I went wild building terrain during WFB 6th edition because it was an excuse to buy a rotary tool. I’ve even offered to build gaming tables at a FLGS before... was turned down after an internet FB DM power move saying to get mats instead (which he never did). Also doesn’t help that some people shy away from the topic when “too” much enthusiasm is shown. A bunch of closeted tool haters!
  23. I have twelve of them and keep leaving them out of lists. It’s a little embarrassing with the number of people who have sworn on getting them to work.
  24. Definitely not a rookie mistake because there isn’t a black or white answer on this list. The best I can suggest is looking at the pros, cons, and tactics in grouped topics. 12x Crypt Horrors: Expensive on the point value compared to other armies getting wounds, save values, and attacks, cheaper Can leverage the crazy fast 9” move. Throw Deranged Transformation with Royal Mordants on there for jaw dropping speed and alpha strike or objective snagging. They can zone out areas around objectives Will need to be in either the Archregent or GKoTG bubble. They need to be hitting 75% of the time to make up on the lack of rend and attack dice count 6x Crypt Flayers Counting as one of the Battlelines is gravy A good sized group when fishing for Mortal Wounds. Should have an advantage against other skirmishing units Same expensive comment about the Horrors Base 14” movement is very handy. Controlling when they make contact is important or repositioning to provide mortal wounds support. The best part might be how this base movement frees up the Royal Mordant ability for the others if need be If a Command Point can be pried away from Feeding Frenzy then the Lords of the Burning Skies could be situationally useful Varghulf Probably should not be used as a Smash Bat with the heavy investment in Horrors and Flayers vying for boosting Might be targeted in order to turn off regen and Royal Mordants Is the only source of six dice to regenerate models from over 40% of the army Fights will need to be very picky so he can meaningfully contribute outside support while still staying relatively safe Overall Army At most only six dice for regen. Over 40% of the army strongly relying on a small pool. One constant across all Death faction specific books is regeneration. Even with Nighthaunt where it looks thin the successful armies have it in what might be in unnoticed savvy ways Normally quagmires is an advantage of Death armies. With these investments they should be avoided by the “muscle” units unless it strongly effects VP accumulation. If your opponent can bleed you faster that likely leaves them with more VP opportunities This is a very tactics heavy army. In some ways Royal Mordant doesn’t give the army flexibility so much as it make it possible to overcome the inherent math-hammer weaknesses. Picking fights with the Flayers or zoning out areas with the Horrors is going to be important Enemy horde armies will have an advantage securing objectives Hammering with the GKoTG in support of the muscle units should be default. Random acts of terror or skirmishing as a secondary A second Varghulf for the Archregent to summon would be clutch
  25. That depends heavily on if the target has five or more models. Other elements include number of contacts possible. Even if the Chainwrasp Horde has more dice in theory they still lose two for every model outside of range. Grimghasts have a longer reach and base which even out somewhat. Rend will matter more if the target has a decent save. With the Nighthaunt Batyletome I don’t run large units since it messes the aura buffs painfully so.
×
×
  • Create New...