Jump to content

Tropical Ghost General

Members
  • Posts

    730
  • Joined

  • Last visited

Everything posted by Tropical Ghost General

  1. I find that the 6's for mortals is not enough damage for their points though. When I used to run them in AoS 1.0, when they were pretty much the only choice, they were alright, but when they naturally hit on 5s and wound on 4s, with 0 rend, it's not great. On average a squad of 3 might do 3-4 damage + 3 mortal wounds. the 3-4 damage can get saved/ignored really easily due to the lack of rend. If your going against trees, then the -2 rend of myrmourn and torments are waaaaay more consistent at doing the damage required.
  2. I'm with you on that one @Smavo. My 1k list has grims, rasps, reik, torment, myrmourns and 4 endless spells. I've only had 3 outings with it and it's currently 3-0 with wins. There are some units in our battletome that I wouldn't use (spirits and hexwraiths) but that's more personally preference to my play style and my own opinions on their meagre warscrolls, others get good leverage out of them. I still think we are a fair bit away from discovering the proper killer combos though.
  3. So with the placings from across the pond at NOVA are in. And also looking at the recent results at EGGS here in the UK, how does everyone feel that ghosts are doing overall in the tournament scene? To me it seems that we are pretty middle of the road, we're not amazing but also at the same time we are not OP or broken either. We lack some elements that other armies can bring to the table, with no way to really counter them effectively and I don't think that helps us in certain match ups. We are not an easy faction to play successfully, and consistently successfully. I have won a fair few games with new ghosts and tbh they have all been when the 10+ charge has successfully gone off, but I have lost a lot more that I have won, and almost each loss has been in games that were so one sided that it was basically a struggle from the start, definitely not equal or balanced, but that has been down to mission type or realm type at times as well. I think the lack of summoning hurts and in my local meta a lot of summoning is about, and when we total up the points of units healed/summoned back at the end of the game, it's normally 500-1000pts extra that my opponent has brought onto the table, which is a big handicap to have to overcome, and it certainly feels like playing an underpointed army vs a fully costed army. I am positive that we can get some better results as time goes on, and as more f us ghost generals find the tricks and tactics that work for us as a faction, also as new stuff is released and new FAQs happen and the general meta shifts we might see some more positive results, but currently we have a difficult road ahead of us if we are going to see glory at the top tables again. NOVA - 24th, 50th, 53rd, 55th, 57th, 84th out of 85. EGGS - 17th, 18th, 36th out of 52. Blackout - 1st, 13th, 21st, 43rd, 49th, 77th out of 94. (Remembering that 1st place was won by Mr. AoS himself Ben Johnson, so maybe not a true reflection of how we are placing overall as a faction.) So what is everyone else's thoughts on this?
  4. My bad, was playing with them the other day and my opponent was moving models out of the way for the spell to move. It was the first time I'd seen it. As soon as I posted that comment I thought I'd double check what I'd put was right and I was very wrong ? But that being said you can use shackles to pin in non-fly units with bigger bases, as once set up they can't be moved.
  5. Thing to remember with endless spells is the ability to split units if they have a big base.
  6. So I ran a 1k list today using Reik and the Purple Sun, against Khorne bloodbound. Only went and bloody won the game. Woop woop for ghosts, praise be Nagash, etc... List was: Reikenor (Spectral Tether), Spirit Torment (General/Ruler of the Spirits/Midnight Tome/Shademist), 10 Chainrasps, 20 Grimghasts, 12 Myrmourn Banshees, Soulsnare Shackles and Purple Sun. (990pts). Purple Sun was a big distraction carnifix, only killed 20pts of models (if that), but forced him to split his forces, allowing me to whittle him down. Getting a 10+ charge with buffed up banshee unit helped out a lot as well ?. Still not sold 100% on the myrmourn but will keep testing them out until they have that OMG game winning experience with them.
  7. Hey Everyone on the tree topic Checked with my tree playing friend how he got the 2+ save and it wasn't SoD, it was a regular treelord he was running. I still hate trees. And lizards. And potentially Khorne after today ?
  8. Was wizards or artefact heroes claiming objectives, having to kill whoever claimed it first in order to capture it. Was really unlucky in the choice of mission.
  9. The mission I was playing had 3 objectives. I had one, the tree ****** in the woods had the other (which my rasps tried to take) and Alarielle was sat on the 3rd objective, buffed by woods. Was a difficult choice to make, and I lost due to the trees having a greater healing/longevity than my ghosts. ?
  10. All faction allies got updated in the GHB18 (General's Handbook 2018), as originally LoN couldn't ally with Nighthaunt, but now they can. Though allies can't benefit from any special army rules, such as deathless minions save. The general death grand alliance book was basically replaced by the Legions of Nagash battletome. A Death Grand Alliance army is much weaker than a LoN army, as there are no gravesites, no spell lore, etc... So it's generally considered that LoN is the new generic Death battletome. FEC (Flesh Eaters Courts) & NH (Nighthaunt) are both separate Death factions, but each have their own battletome. If you wanted to run a mixed Death Grand Alliance, then you need to use the allegiance rules from the new Core Book, but then you need to use the most up to date version of warscrolls for the units that you want to use, which could mean referencing from all 3 of the Death battletomes (FEC, LoN & NH). Always check to see if there has been any updates to the FAQ (on the warhammer community page), as they'll update things, changing what was published in the battletome. Sometimes it's rules, or keywords on warscrolls, etc... Does that help?
  11. So all the ghost models from the Soul Wars box can be taken in LoN (Legion of Nagash) army. Chainrasps can even be used as battleline. Also all the allegiances in the LoN book can ally with Nighthaunt, but Nighthaunt can only ally with Death lords & Soulblight
  12. I had an intro set of games today, teaching someone how to play AoS, them coming from 40k. My 12 murmourn in 3 rounds of combat (against skeles) did 12 damage, all of which was healed back in their hero phase. That's 12 banshees buffed with extra attacks and a GoS for +1 to wound. I would burn my dice but they glow in the dark ?. We ran just one set of attacks from those rounds of combat on the GW dice app afterwards and got 38 damage. Wyld Woods are a pain. In the same way as gravesites in a LoN are a pain with healing. Without it though trees are weak. A good tree player uses them to put onto objectives, meaning all you can do is focus on the objectives they don't have. Let them come to you (if possible). I went against a SoD with 40 rasps while it was in the woods. Did 160 attacks in 2 rounds of combat and didn't get a single wound, due to a 2+ save, re-rolling 1s. ?
  13. Nice maths. Any chance you can do this with the heroes as well? Do you think that rasps are more durable than grims considering the difference in saving throws?
  14. @Kirjava13 you have loads of potential but it's not yet built, I have a few bits waiting to get built as well, BC, Kurdoss, but I have even more waiting to get painted ?. If you go with just built units I'd go: Torment (general/spirit ruler/midnight tome/shademist) , GoS (soul cage), Reikenor (reaping scythe), 20 x chainghasts, 20 grimghasts, 3 spirit hosts. Without the bladegheists as well as the grims, cogs could be waste of points. The torment can revive D3 models, which can make spirit hosts really tough to get through.
  15. I feel you on that. I had to miss going to Blackout because of last minute work ****** ?. Why the world can't understand that the hobby should come 1st above all else I don't know ?. So apart from 20 grims, what else have you got? Also what have you got that can do -2 rend, any myrmourn or chainghasts or torments?
  16. @Kirjava13 if it's against the trees, you could try taking Kurdoss over Reikoner. GoS (General/Ruler of the Spirits/Wychlight Lantern) Kurdoss 30 x Grimghasts 10 x Grimsghasts 10 x Chainrasps or 2 x Chainghasts Cogs That's 980pts. You then have Kurdoss and the chainghasts to give -2 rend. The +1 to cast cogs isn't as strong as +3, but it helps.
  17. In 1k it's tricky for ghosts, as you want to be taking 2-3 heroes really, but then you do that and you don't have enough points for your units to be viable to kill anything big and nasty, like a VLoZD with ethereal save and mystic shield ?. I'm struggling myself with decent all round 1k lists to be honest. Being trying out 12 myrmourn, with spirit torment as general and ruler of the spirits, giving the torment midnight tome and taking shackles as a spell. The torment casts the endless spell, the banshees eat it. The torment heals the dead banshees, who now have 24 attacks at -2 rend. the torment lets them re-roll the ones, as 4s to hit is not good for such low attack numbers, and the D3 damage is decent. If you also pair with a GoS, they are wounding on 2's, and the KoSos can give them 3 attacks. If positioned well, they can unbind an enemy spell (at +3 on the unbind), to then take the total up to 4 attacks. But at 1 wound each, they are squishy and they can synergise well to put out a lot of hurt, but to get maximum output (3-4 attacks each, re-roll 1s to hit, +1 to wound) requires a minimum of 420pts of support units and spells, and that's to buff a 210pt unit!!! The only issue is that -2 rend messes with trees really well and other than characters or the BC, I don't think we have any other units that can do it, except the torment and the chainghasts, but their overall damage output would take more than 5 rounds of perfect rolls to take out a treelord.
  18. There is a potential of that, but as stated it's a silly list that can also be fairly self sufficient, as blades and grims don't really need hero buffs to be good.
  19. Potentially, as you currently only have the ruler of the spirits as a way to bring back models, as spectral tether doesn't bring back, it only heals. The +1 to wound is also really handy for your big hitters, like grims and blades, as they are then wounding on 2s. Setting wyld woods up on or near objectives is what I've had happen when facing treebeards. I had 40 rasps attack a tree lord sat on an objective, while he was camped in the wyld woods. In two rounds of combat, doing 80 attacks each time (160 total), I didn't do a single wound, as he had a 2+, re-rolling 1s (mystic shield). It will depend on the mission as well, but trying to attack the trees while they are in the trees in tough, really tough. Also outside of the wyld woods, they will melt fairly quickly to your big hitters. Especially with no Alarielle, which she shouldn't be in a 1k game.
  20. I've got 3 boxes (so far). Plan of running a unit of 20 and a unit of 10 in the shroudguard battalion, probably bulking up to 2 x 20. I ran a game using proxies, having 2 x 15 and 15 did hit well, and what @ianob said is exactly what happened to me, when they got hit back they melted fairly quickly, where as 20 would have kept them alive enough for me to heal them the next turn. It's just a shame that KoSos or Reikenor also doesn't benefit from the 5+ death save in the battalion ?. I'm also working on a silly 2k list that is:- 1 x KoSos, 1 x GoS (anniversary model), 20 x Bladegheist, 20 x Bladegheist, 30 x Grimghast, 30 x Grimghast, 30 x Grimghast. No major hero support, no battalions, giving the KoSos 'Pendant' and 'Midnight Tome', so it's just mass numbers of horrible blades and grims ?.
  21. Weapons is chill blade. Max damage is 3, compared to 4, but the extra attack makes it more likely to get 2-3 damage. Lantern 100% mortality glass. Reducing charge to 1D6 and moving a unit within 24" an extra 6" is massive.
  22. I have run 6 hero lists. The support is great, but the deployment and drop count is not great. I'm struggling myself with the same issue, do I go for 2 battalions or go for a more well rounded, take all comers list and except that I'll always go second.
  23. The Chainguard is better. It's cheaper all round and gives much better longevity to the rasps. You can still stick a spirit torment with them to get re-rolls of 1s.
  24. I have found the names characters to be hit or miss. The custom spells are great but overall they are very Squishy and expensive for the points. The fact that only one can be taken in a battalion makes using them competitively very difficult, as you want minimum drops. As I get deeper and deeper into list building now that all our models are released (or close to release), I am finding that I'd rather spend less points on pricey heroes and put them more into maxing out our squads of rasps and grims and bladegheists. My meta is not hyper competitive but it is really strong and weak, friendly game lists do not survive well at all. I have all the current models, will get all the remaining models, but for tournament play only a few key units will ever see the table.
×
×
  • Create New...