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Zplash

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Posts posted by Zplash

  1. 2 hours ago, IRRecio said:

    Alright. So I tried another game without the big boys. This time I went:

    Subfaction: Befouling Host

    Grand Strategy: Hold the Line

    Bloab Rotspawned (300)

    Orghotts Daemonspew (300)*

    Lord Of Afflictions- General (210)*

    -Command Trait: Overpowering Stench

    -Artifact: Splithorn Helm

    1x Pusgoyle Blightlords (110)*

    5x Putrid Blightkings (250)*

    5x Putrid Blightkings (250)*

    5x Putrid Blightkings (250)*

    20x Plaguebearers (300)*

    Battle Regiment*

    Total (1970)

    This time we played tooth and nail and I actually won!

    Firstly tooth and nail stops reserves so I was really afraid of not being able to pressure out the vanguard raptors with my pusgoyles (and I was right. they never even got attacked).

    First round I got my Bloab's spell auto unbound and moved up the board. Luckily in this battleplan I could immediately put a blightking squad on each middle objective and sat my plaguebearers in the back (they never moved from there). Vanguard raptors doubleshot Bloab off the board turn one (a lot less wounds into my blightkings I guess?).

    One thing that I have noticed is that you REALLY want to roll a 2 or 3 on the cycle of corruption. 4,5, and 6 are such massive benefits on the later turns. I think 6 is probably one of the worst starting rolls you can get.

    Orghotts was the MVP this round. Warmaster AND Lord of Nurgle make for nearly infinite command points. Even when my general was dead and Orghotts died on battle round 4 top half, I still had like 2 command points to spare after using 2 commands on my Orghotts.  This also let me consistently use auto 6s to run on blightkings, which is necessary. He also survived plenty of fulminator attacks after countercharging them (they insta-killed my pusgoyles). 3 up saves with +1 or potentially +2 with finest hour and an aftersave is insanely durable.

    Double tree plus easy access to enemy territory made for like 8-9 contagion points a turn. I summoned like 3 squads of 10 plaguebearers.

    Ultimately, I probably only won because my opponent took the turn on turn 3 instead of giving it to me, allowing for me to get rid of the second objective he had, permanently putting me ahead on points beacause he was never getting past my blightkings/plaguebearers on the other side of the board, but it was a REALLY fun game.

    Plaguebearers were worth even if they were only to free up one of my units of blightkings. If you are wondering why I didn't run 2 squads of 10 (I thought about it for a sec), I really wanted battle regiment to be 2 drops or less to keep up with stormcast for 1st turn.

    Nice report thank you! 

    Just one small hint. LOA is no longer daemon and so you can't play subfactions befouling host if he is your general... Sadly, I was planning to do that too. 

    • Sad 1
  2. 2 hours ago, frostfire said:

    Stopping him from piling in with the bilepiper. I am happy that ability remain unchanged. 

    Yeah would require to lean into Plaguebeaerers because sadly our Blightlords and LOA lost the daemon keyword... Sad story 

    And of course you likely need to make the charge to position correctly if possible within 0,5 of another unit near by etc etc. A lot which must go our way and honestly lot of the good players will focus Our sloppity down with magic shooting before the combat with Gotrek :D

    But let's see maybe bloab and his spell + Festus and his spell + blightkings all out attack etc can wrestle him down if he's not rolling over average with his after save rolls

  3. Maybe stupid question but what do u guys think we do about all the order gotrek lists? 

    How should we be able to touch him? Even 10 blightkings (they can't hit him at a time) won't kill him :/

    Disease dmg will be max 1 dmg on him due to his ability right? 

    I can't see a chance in the whole book to deal with him... Halve move and minus 2run/charge is our best bet and of course after successful cast within 14 you have to roll the 4 + :D can't believe that dumb rules after the casts to role another dice to get hopefully the effect of the spell... 

    We even lost cheap 5 PBs summoning for roadblocks 😆

     

  4. 17 minutes ago, Neil Arthur Hotep said:

    A 4+ save ignoring rend -1, 5+ ward and 1 wound is exactly the same as a 6+ save not ignoring rend -1, 5+ ward and 2 wounds. And you can give the new plague bearers +1 to saves, as well, making them actually ~1.3 times more tanky against rend -1, more tanky than that against rend 0 and weirdly also against rend better than -2 (since you can't rend them down lower than a save of '-', wasting any rend above 2).

    Didn't recalculate your statement but even if that's true so without extra invest (you will have other places to use all out defense) we have the same durability  for a ~40% points increase? 

    To be fair it's looking better for shooting and MW ;)

  5. Quick question about our new diseased rule. 

    Within 3 of any maggotkin unit. 

    So if I am with 2 units within 3 to an enemy unit, does it get 1 disease token from each unit or always only 1 not mattering how many nurgle units are around? 

    Im curious about the wording "any" in the battle trait. 

    And than there is a command trait or artifcat where it states that the bearer counts as 2 units for the diseased battle trait? So out of this I would assume each unit give 1 token? 

    Thanks for clarification. 

  6. On 7/10/2021 at 12:37 AM, EngraBlackSword said:

    Good night guys, I would like to make you a question.

    According to the new rules, you can't apply two times an effect of the same roll, so... if you are playing Munificent wanderers with one last Gift and a witherstaff, if an enemy unit rolls a 6 to hit, he decides what effect is applied to him but never both of them?

    I read an explanation where someone stated that the munificient wanderers ability is applied at the end of this fight after all attacks are done etc... And therefore is would not "apply" at the same time... 

    Overall I agree that we need a clear faq for that one. Even if I think the intention was that there only can be 1 positive effect at the same time, so no add. Hit and add. MW e.g.

    They just didn't think about the defensive 6er triggers... 

    • Like 1
  7. Ouh they exactly hit my current Thryng list... Thanks GW... I mean, I can understand the change with Gotrek but why they don't get the Thryng keyword anymore? 

    The cities like tempest eye still make KO units to tempest eye units... 

    Maybe because they were only lazy and forgot to add that part back in after they changed the specific duardin section XD

    That hurts my irondrakes :(

  8. 1 hour ago, Beliman said:

    GW is removing a lot of generic rerolls (from Hit, Wounds and Saves).

    But I'm still convinced that we are going to be really strong. We already have some passive rerolls (Zilfin and Thryng grudges comes to my mind), and All Out Attack plus Inspired Triumph means +1 to Hit and +1 to Wound to an already scary Ironclad.

    Yeah like I said we will be fine but we won't be S tier anymore. Which is totally fine... So I can bring KO to my friends tables again... 

    The biggest impact will be the many easy ways to get +1save in shooting Phase. (mystic shield or CP) 

    So - 1 rend is litterally nothing anymore, which will hurt KO a lot. 

    No real monster, no caster or Priests are minor nerfs. 

    The big buff to endless spells on the other hand will hurt us sooo much. Due to our ship garrison ability endless spells will often hurt more units and now twice a round and you can't do much about it (besides a trying to dispel). 

    I think there is the chance now to play a lot of different skyports, which I will really enjoy. 

    Looking forward to the new edition :)

  9. New Triumphs: only 3

    - BS immun

    - reroll charge

    - +1 wound roll

    KO will be more fun / difficult to play in AOS 3.0...

    PS: by the way the official new core rules you can get on the warhammer community side - so no leaks/rumors etc. ust pure core rules. Now we only miss the GHB

  10. 19 hours ago, Kasper said:

    Been looking at Nurgle since the recent talk about upgrades to Sloppity etc. Im wondering though.. These lists with tons of Plaguebearers, how are they gonna play compared to the Blightking spam?  From what I can see you are getting more bodies on the board, and while that has a lot of merit you will have significantly less damage output and significantly less total wounds.  So what is really the point beyond simply getting to play with some other models? Feels like you will still have the same weaknesses while not really solving any of the current issues.

    It's kind of what you said. 

    Other models I think... Now you can play daemon a little bit better on tournaments but I still think the Blightking spam is strongerand easier to play... Don't forget that you get your summoning in the Blightking list too. So you can add always plaguebearer as model count on your objectives... 

    Still I'll try the daemons because I like to play some other models :P

  11. 9 hours ago, Mikelomba said:

    Guys im on a discuss with my mates.

    My idea is to bring 9 plague drones and buff them hard with +1 atak from great unclean

    +1 rend from spoilpox and +1 atak when they are next to a daemon hero, say lord of afflix or daemon prince.

    Also with the bell+drone alligance extra move+ tree, you can have 9 plague drones in the face of the enemy buffed, and with the comand abil of drone alligance, saving at 5+/4++.

    I think this is posible thx to the plaguebearer key from plague drone. Correct me if im wrong.

    List could look like

    Spoilpox

    Vilepiper

    Lord of afflix

    Great unclean

    9 plague drones

    30 plaguebearers

    10 plaguebearers

    10 plaguebearera

    3 nurglinga

    Tallyban? Also 1 drop list

    You can buff the drones. 

    You just have to be wholly within 14 from your Bilepiper/scrivener at the start of combat with 9 drones running charging forward is kind of not possible even with plus3 bell an D6 run... So at least those buffs I more likely see as a turn 2 strike or countercharge turn1 if u go second. 

    PS: your list is 2 drop due to lord of affliction ;)

     

  12. 1 hour ago, Grimrock said:

    Well don't forget the bell from the great unclean one for the +3 speed, average move with a run is 10-11". That puts you in range to buff a unit pre-pile in without too much effort even on battle plans with a 24" no mans land, and if you really need to there's always the emergency command point for a 6" run. If you're really focusing on alpha strike you can also bring along cogs and cast with the GUO from outside dispel range on turn 1, and you can try spinning the wheel and getting another 2". Plus if you bring 1-2 drops you've got the option to just go second and then it gets a lot easier.

     

    Fair point. I mean the witherstave is still solid enough to consider, you just trade off doing mortal wounds for taking less damage. I'll take a look and see if there's anything else I'd prefer.

     

    Agree but you want a CP for the 6er run of your drones if you trying to alpha and another one for 150 point supp hero left open in the midfield... I dont think it's worth and we lacking CPs in our army anyway.

    Hm not alone as I mentioned 1 supp is not really enough to buff drones to kill something besides screen reliable... And within 7 for another extra attack wont happen with spoil or sriv turn1. 

    I'm totally fine if people try it and may get away with it in 1 out of 8 times, just wanted to share that it's by far not too easy to use those 2 great warscroll to make up for the points. Not forgetting all the hero snipping out there. 

    On the other hand it's very strong that there is no dice to throw... So it's really up to your plannings and moving to get the buffs off, very low randomness. Besides maybe a required run roll... 

    • Thanks 1
  13. I think what a lot of people miss here is the fact that the buff is at the begin of combat phase and with 4' move and 14' wholly within bubble I can't see the support to be anywhere offensive or even like alpha strike (some people here mentioning...). 

    I see the defensive potential to babysit 30 block of plaguebearers and make them even more tanky... But as mentioned "only" for that reason they are little bit expensive. 

    Maybe for countercharging drones... But to make them any worth you'll need both supps for 6er mortals and extra attacks which nets a lot of points and not at all very Mobil which is hurting me the most. 

    I'll try it as a defensive support. 

    Normally I ran a poxbringer with spell favored poxes with a block of 30 PBs. Maybe now a Scrivener or Spoil do the job better/more consistent on the cost of some extra points and no unbind. 

    Let's see what the next week's will bring :)

    • Thanks 2
  14. First impression was that we get some cool new strategic rules here to get some daemon lists rolling again. 

    But after hearing that point costs I'm honestly disappointed. 

    All 3 updated units should have been around 100 points... For 120/140/150 I can't see them used in competetive lists too much. I was lacking points in my lists before 😅

    • Thanks 1
  15. 11 hours ago, novakai said:

    my experience with hopper by themselves haven't been that great, it particularly difficult to get hoppers to tag units for the mortal wound roll and be three inches away from the enemy given the random nature of their movement. sometimes you get one hopper to tag a unit but then you need to roll a  4+ to get the mortal wounds.

    True, and even more difficult do get all 5 or even 10 tagging a unit and placing 3 away... With only 1 model tagging it's a 4+ for 1 mortal wound... For the point cost and comparison with boingrots they should have something like 4D6 move. I think then they will have a real place ☺️

  16. The whole ventplates discussion sounds to me more like a try to abuse poor rule writing. Not more and not less... deep in your heart you know what the intention of the artefact was ;)

    And concerning those who still argue about too weak KO and too strong other armys, please guys wait and see the upcoming results. My big fear is, that KO in the right hands is already S Tier... e.g. a nerf to the usage of WLV for KO is really required. 

    In my gaming group I already had to switch the army after like 10 games because no one wants to play against it because after T2 the game is over. 

    • Like 1
  17. 6 minutes ago, Deadkitten said:

    Gutrot seems like almost an auto-include for BK spam.  That kind of mobility is huge in a lot of situations. 

    I felt that good players don't let you deepstrike behind them so only at the sides a deepstrike is possible and then without a charge roll of 8 they are lost 1 turn without helping objectives or something. CP for reroll charge is expensive in that kind of list with harbi. So I decided I use pusgoyle for mobility shenanigans and blocking etc. 140 points is so expensive for that kind of restricted deep dive in my eyes. If there were not the board edge restriction it would be great. 

     

    Edit: in case of KO of course gutrod is a good pick but not sure if he is in a alround list. 

  18. 3 minutes ago, Gistradagis said:

    Spread your troops well so that the lightning doesn't immobilize your entire army. Second, what kind of army are you running? Mortals/Daemons have different ways to deal with this, although with different success.

    Have different lists in tetsint currently :D most likely a mixed wanderers list with a blight cyst core and LoA and one unit of Pusgoyles to provide the minus rend debuff to support the 25/30 BKs.

    But in this list no GUO or Gutrod so no real chance to deal with vortex and its a 6 drop

  19. Any ideas how to counter KO with low drop and a Warp lightning vortex first turn? 

    I just can't figure out what to do... If the vortex hits 3/4 of my army Blightkings or Plaguebeaeres don't matter with a move of only 4 without running (vortex forbid running within an huge bubble). Dispel with a 9+ is also very unlikely... Otherwise I need like 2 turns to get out of range with a lot of my army and after that time nearly nothing is alive and I'm way behind objectives... 

    Any ideas? I was thinking about Cogs or maybe epitome to have a reroll for dispel... Don't know it bothers me that I can't come up with a good counterplay besides spread the army as wide as possible... 

  20. Hi,

    as the headline already states:

    Does Be'lakors ability stop e.g. the Ironclad to use fly high? I know it's not a normal move but INSTEAD of a normal move... Be'lakors ability triggers for move so my friend and I stumpled over this question in our last match :)

    The rest about charging shooting etc is obviously clear, also that the garrisoned units are not affected :)

    Thanks for some feedback. 

  21. 12 minutes ago, Gistradagis said:

    You say you used them as 5+FNP / 5+FNP, then also comment on how that now is illegal. So... did you do it or not? O.o

    Sorry if it wasn't clear in my post before. English isn't my mother tongue. 

    I used them before the new rules with the double FNP. The question before was if nurgle got hit by the new rule which doesn't allow double fnp anymore. And I was stating that it only hit the pusgoyle and maybe LoA very hard for nurgle. As other comments describes I don't think it is too much an issue for marauder/warshrine/harbi combos. 

    Any more questions or comments :D? 

  22. 9 hours ago, Perry89 said:

    Just curious does the new only negating  1 wound/mortal wound roll thing effect us in a big way? Or move along nothingto see here? 

    I ve played a great tarpit with wanderers host and a unit of pusgoyle Blightlords to tag something. In addition with harbi it was14 wounds 4+ save minus 1 rend in combat and 5+FNP / 5+FNP. 

    I know it was not seen often but I won some great games with that strategie. 

    Now they are 10 points cheaper but without the double FNP not near as good as before. Now you can argue and send them ahead without concerning to be within 7 of harbi but without double FNP they are just too expansive for 190 :/

    Bottom line, my list took a big hit. But 90% of the nurgle list not so much I would think. 

     

  23. So the new scenarios with favoring battleline and heros a lot look like a little nerf to KO... Our Heros are so slow without embarked on boats and within boats they don't count for objective taking... 

    Battline could be ok if you play bubble boys battleline or a skyport which gives you battleline which you already play in your list otherwise KO is more or less short on fast moving battlelines. 

    Last but not least I thought the biggest push for us is the lose of realm artefacts especially the ethernal amulet but now after I've seen the chamon artefact "ignoring rend 1" it just feels like every monster will take that instead of ethernal amulet and than we are in the same position with our Rend 1 shooting hehe

    Triumph reduction we already discussed as a small nerf. 

    Still KO is very strong Armee in my opinion and I already have trouble to play them within my gaming group because most games are over in turn 2 or 3 and so far they didnt find the right strategy vs KO. I'll have to admit we don't have tzeentch, seraphon or Legion of chaos currently in our group. So vs the top meta we have to see how we will do. :)

    What do you think about the changes in GHB2020 so far and the effect on our beloved Dwarfs? 

     

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