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Dead_Duardin

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Posts posted by Dead_Duardin

  1. 7 hours ago, Liquidsteel said:

    I haven't tested it yet, however a list with Olynder and Mannfred sounds quite appealing, having been recommended to me by one of the top players and store owner at my flgs. 

     

    I played a game against Petrifex Elite on Thursday with my Dreadblade Harrow general, narrowly edging a victory, however both new players with plenty of mistakes and sub-optimal play. The teleport gave me the victory as I was able to get in and summon in his back line on turn 4. I did sorely lack mortal wounds which Olynder could provide, and Mannfred offers something with punch.

     

    I have Olynder painted already, so I'll look to add Mannfred to my collection in the next few month or so for sure.

    What about the olynder/mannfred combo appealed to them?

  2. 9 minutes ago, Pitloze said:

    I wasn't criticizing you. I think I was low key hating on our battalions. Forcing a Huskhorn in there for stuff that we mostly already have (run and charge, mortal wounds) doesn't really do anything for us. I would love to give Braggoth's a go if Gore-Gruntas weren't that difficult to collect.

    I wasn't taking offense, my list works by numbers and I'm trying to limit where dice comes into it. In your match up where best case scenario you've a 9 inch charge I don't think I'd have gone aggro, I'd either have given the turn if he can't alpha me or just move up enough to claim the neutrals. I had this debate playing daughters in that recently and the only reason I went aggro is it was the only chance I had and for a player who mitigates dice.... Dice decided it and I subsequently lost

  3. 1 minute ago, Pitloze said:

    I tried your list. It was against Nighthaunt so take all this with a grain of salt since they play fairly unique. It was Border Wars. I took first turn. used the CPs to rush the neutral objectives. failed my charges (they were all 9 or higher). So I decided to sit on the objectives. In his turn he got all his stuff in combat and teleported behind me so I could not retreat anyway. Rend didn't work against him so the damage output was very low. Also didn't even get Geminid's off but I doubt that would have made a difference.

    Personally I really dislike the Huskard on Stornhorn in anything other than Eurlbad. And even in Eurlbad he is only offensively as good as a Frostlord but still dies to rend pretty easily. I also have a hard time finding a decent artefact for a Huskhorn. I don't want them too deep in combat so Thermal rider is out, he has 4+ save so amulet is not fantastic. I went with Gryph Feather charm and it worked okay ish.

    I also really missed my Butchers. I usually play two (would play 3 if the Allied rule didn't royally borks us) and the tease of getting +1 to hit make them worth it IMO. They sometimes get a spell off. Which is fun.  But best of all my opponents are usually more scared of the Butchers than anything else lol.

    I'm not sure I'm going to bring Endless spells anymore. I think Triumphs are better than Spells. Since even 7's are hard to get off with Butchers or Fungoids. And I like the back up option of casting Mystical Shield if the Everwinter fails me.

    I'm not looking to convert anyone lad, people should play how they want 

  4. 9 hours ago, Reuben Parker said:

    Managed to speed paint my BCR and took them to a local tournament. 10 players 3 stormcast and I ended up playing them all. 

    Went 2-1 and maybe could even have won the last game and the whole thing. The ethereal amulet stonehorn was amazing but the second one felt a bit lacklustre something to well change. All the games I was losing on table but managed to do well on objectives (20 cat Skal new meta ;) ) last game I was too focused on shutting down his double tapping 9 long strikes when I should have used the Skal to burn his vulnerable  flank objective.

    Was a fun list to play but it feel like apart from the ethereal stonehorn and the yeti everything else had an uphill fight. Plus the stonehorn hitting on 4+ my dice were cursed nearly every time I attacked with the 6 horns I would only get 1 hit  

     

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    8ACF433C-D5CD-4A66-9E68-FF221F0461FC.jpeg

    You're not wrong mate, the lack of ways to buff your to hit roll is huge... Hopefully in October that all changes 

  5. 9 hours ago, Pitloze said:

    Reason why I asked it is because I like to use my Mournfang as wrestlers to try and pin enemy units down so I can take objectives with my Stonehorns. If you retreat I don't know how you take back the objectives you then give away? And if you get a double turn you don't really have that oomph?

    I'll try your list out tomorrow at game day.

    You don't lose objectives from Mournfang retreats, also you don't have to retreat.... If I don't need too I won't but I just don't continue battles I can't win

  6. 5 minutes ago, Pitloze said:

    What do you mean with hitting turn one retreating turn two? Don't you then give an entire turn away to your opponent?

    Mournfang are tough but they won't last two full turns against proper combat units, retreating is better than dying in combat

    • Like 1
  7. 38 minutes ago, Backbreaker said:

    @Dead_Duardin I really don't understand your list, especially how your fungoid is important..

    The list works by penning in your opponent and to do that you need lots of cps, so that your sacrificial mornlambs get their 6 to run, can reroll charges and be immune to battleshock. The Fungoid generates cps, is a hero that's easy to hide and means that the Stonehorn doesn't have to be in the center of the army. You hit turn one, retreat turn two, and use blocking with the larger bases to zone your opponent. You win by taking neutral objectives and slowing your opponent down. By the time they break through its usually too late mission wise, you'll lose 1500 plus points a game but get the major

    • Like 4
  8. 1 minute ago, Jmason said:

    What armies did you match up against? What worked well, what didn’t?

    I played two skaven, blades of khorne, ironjaws and daughters..... List worked fine its mainly about positioning and sacrifices.... The two games I lost was on a turn 2 priority to the guy who came second with skaven and to the daughters player who came like 10th because I needed a 4+ on a run, I rolled a one and didn't position my Fungoid well enough the previous turn to get him range to make an auto 6. Fungoid is the most important part of the list 

    • Like 1
    • Thanks 2
  9. 1 hour ago, Pitloze said:

    His list comes in at 1910. Did he know the Cave Shaman went up in price? I assume he was gunning for 2 extra CP.

    Yup I knew the points, it was to give me a min 3 cps turn one for auto 6 runs and/or charge rerolls.... And on 4 + an extra one

    • Like 1
  10. Planning on trying out a combat variant of the list Chris Welfare whacked up on the honest wargamer. 

    Barak Mhornar

    Khemist

    Khemist

    Brokk

    Knight Incantor 

    10/10/10 arkanaut

    9/9 endrinriggers

    Comet..... With Brokks bubble the army can run shoot and charge turn one and can confidently deploy more than 24" away knowing it would stop most opponents from hurting me but nullifies none of my threat range. Its probably the closest thing we have to an eel type build

    • Like 1
  11. 11 hours ago, GM_Monkey said:

    Hey man, welcome to the wanderers. They are fun army to play.

    Just a couple of notes on your list, just my opinion play it how you want to. 

    Firstly you need 3 heros (Waywatcher, finders or stalker) for the battelion so you missing one, you can swap out the Castigators for a waystalker. (Sorry just seen your general so you do have 3 ignore this).

    Secondly in IMHO the wayfinder is way worse then the Waywatcher, even with the 1 off Hail of doom it's only 9 shots average compared with the Waywatchers 8 average a turn (6 shots plus 5 or 6 on not moving). Take as many waywatchers as you can.

    Thirdly the Glade guard are okay, but in groups of 10 they aren't 4+ to hit is really bad, and you need then in 20+ groups to work. Again IMHO.

    Lastly, and this is really just my opinion  the Sisters of Thorn are really not good for 220. They can't shot much (average about 4 wounds a turn at 9") they can't hit anything (6 attacks for a group of 5 hitting and wounding on 4+ yuck!) and they melt in a light breeze. So why does anyone take them? Because of the Shield of Thorn spell, but who are you going to cast it on? You have no eternal guard, your archers really don't want to be in combat so who else is there? And why take 2 you can't cast it twice a turn so what's the point?

    Also why the 100 point spell? It makes no sense in this list to take it when you really need more shooting and more glade guard.

     

    Cheers for getting back to me 

    So it's min 20 man or bust for glade guard? The thought process behind the comet was to have a threat on an opponents objective and for chipping away at buffing characters. I was taking two units of sisters as they're needed for the battalion and the wild riders scroll seems terrible. I could whack through some big blocks of glade guard and change up the sisters for wild riders as the difference gives more glade guard, drop the castigators too

  12. Wanderers list I want to try

    Leaders

    Waywatcher

    General - Masterful Hunter

    Viridescent Shawl

    Wayfinder

    Wayfinder

    Spellweaver

    Nomad Prince

    Forget-me-knot

    Knight Incantor - ally

    Battleline

    10 Glade guard

    10 Glade Guard

    10 Glade Guard

    10 Sisters of the Watch

    Other

    5 Sisters of the Thorn

    5 Sisters of the Thorn

    3 Castigators - ally......I had 80 points

    Warscroll  Battalion

    Waystone Pathfinders

    Endless Spells

    Everblaze Comet

     

    I haven't played Wanderers yet but I want to give this a shot to see how they do, I like their playstyle and evading shenanigans, how have people been finding them?

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