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Haldawe

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Posts posted by Haldawe

  1. 5 hours ago, Smooth criminal said:

    Chaos knights of khorne, ally bloodstoker, Karkadrak, teleport.

    Karkadrak gives them reroll charges, stoker gives them +3 charge. After teleport they will have +4 charge with reroll, so it becomes very easy for them to get the charge.

    If teleport fails you still can charge very far if you play Despoilers for that 5" pre-game move.

    Also works well with marauders, but knights just have the best charge in the faction.

     

    I like your idea about Ruinbringer chariots a lot, there is something to work for here.  You can remove screens with chariots and karkadrak double dipping into mws on charge and then smash with the big knights unit.

    Sadly the bloodstroker buff applies at the start of the movement phase, unless you conga line back to him, it will be imposible to buff the unit after the teleport :(

  2. Varanguard batallion lets you have each unit be from a different circle than other units if you wish if you have the Archaon "clan", or lets you choose one if you are in a different one, like Cabalists. 

    Still, have to say which circle at list building, not in the deployment.

  3. The new battletome has about 666 ways of controling the Battlefield with spells, comand points, unit skills, etc, so many that it seems mindblowing to me that I have yet to see a list going about that, controling the game more that killing everything.

    Gonna put a list of everything (by memory) that can do something like that bellow, and see if we can come with a brew or a monster:

    • Be'Lakor "can't use this unit" for a turn skill - do it on the deathstar of the opponent on a critical turn and can win you the game alone

    • Reduce movement tricks 

    - Khone Daemon Prince CP; 18" half run/charge

    - Wispers of Chaos spell; 12" 6+ MW per model, anyone dies you don't move

    - Reamscourge Rapture ES; 9"+9"+ cabalists ritual, D3 MW halve movement. Speaking of Cabalists,

    - Cripling Pain Cabalist's spell; 18" D3 MW, reduce M as MW dealt

    • Gain movement tricks

    - Mask of Darkness Necr... i mean, StD spell; teleport anywhere

    - Chaos Marauders; 2+ 9" charges, comboes with above spell and Ravagers' summoning

    • Fight last (to abuse our fight twice with impunity)

    - Binding Damnation spell; 12" fight last

    - Mindstealer Sphiranx skill; 12", fight last, mindfuck opponent's mind first, then their unit (throw a "Im gonna use X number" in there for extra points)

    Lasty, but not least,

    • Archaon the Everchosen's CP, you choose who begins the round about 75% of the time

     

    A list abusing these surely won't make you a lot of friends, but I get the feeling the games would feel way more strategical, as the heroes/units to do this are not cheap, thus leaving less room for anvils/hammers

    Anyone already toying with a list around this idea? Made a game with some of it? How did it go?

    Happy new year BTW :D

    • Like 1
  4. On 10/8/2018 at 6:24 PM, mikethefish said:

    Not technically Free People's, but pretty darn close.  

    So I am not looking to do anything like blow the doors off of Adepticon with this list, but I am looking to field something that is flavorful, as well as at least reasonably effective.  With that in mind, what do you folks think of my "Cogfort defenders" list?  Does it have potential, or will it get laughed off of the board?

     

    MIXED ORDER LIST

    Freeguild General (warlord)
    Battlemage
    Gunmaster

    10 Liberators
    40 Freeguild guard (with either swords/shields or halberds)
    30 Freeguild Handgunners

    Cannon
    Cannon

    Steamtank
    Steamtank

    Either a Command Point, or an Endless Spell worth 50 pts or less.  Probably the Palisade or the Shackles (basically something to slow or hamper the enemy army a bit

    Will depend on the map but you will have trouble moving out of your deployment zone.

    Also I would recommend using Hysh's Lens of Refraction relic on the gunsmith so the cannons cannot be sniped that easily with magic.

    As long as you get objectives that do not force you to move out you should be fine.

  5. 6 minutes ago, RatmanRick said:

    Hey Guys, quick question here.

    i have a debate with someone about the wording of the great bray shamans spell ''devolve''

    What is the spell actually doing?

    1: beastmen player casts the spell, picks an appropriate enemy unit and the opponent moves his unit closer to YOUR CLOSEST FRIENDLY BEASTMEN-UNIT

    or

    2: beastmen player casts the spell, picks an appropriate enemy unit and the opponent moves his unit closer to HIS CLOSEST FRIENDLY  UNIT.

    problem is the wording in both my and the english language.

    from the warscroll:

     Your
      opponent must move that unit up to 2D6"
      so that each model in the unit ends its move
    as close as possible to a model from the
      friendly unit that was closest to it at the start
    of the move.

    thanks for any help regarding this issue.. i think its clearly nr.1.. but i it would be cool if you all could give me rules background for this.
     

    You are casting the spell, so friendly refeers to your units.

  6. 1 hour ago, Reeve said:

    Will the Soul Wars pt cost be legal to use at any tournament however? Wouldn't most organisers prefer you to use the GBH/Battletome points? 

    For the Castigators they have the same points on GHB and the Soul Wars, and the costs for reduced units is less efficient than the normal squad (140/200 for 3/5 evocators)

  7. Since the spoilers I have been thinking about an AoE mortal wounds list, using a Celestian Prime on 1rst turn as a meteorite-cannon (hi auto 6" radius D3 mortal wounds), the actual Everblaze comet endless spell and the Stardrake's rain of stars.

    At 2000 points the list would be something like:

    • Drakesworn templar with the artefact of death that ignores rend
    • Celestial Prime
    • Lord-Arcanum on foot as general
    • 2x Knight-Incantor
    • Lord-Exorcist
    • 3x Sequitors
    • Everblaze comet
    • Grand convocation batallion

    Either Celestial Warbringers for +1 to cast CP or none for Staunch Defender and another artifact, all 4 wizards have 2+ to cast (Drake and batallion), Drake can get mystic shield and tank normal wounds, get healed with Lord-Arcanum, tons of AoE with frasks/spells... little body count though, but might be fun. Might be better without the Grand convocation battalion and the extra wizards for more bodies.

    Another one would be a mele-based army with the Evocator-Sequitors batallion:

    • Lord-Arcanum on gryph-charger
    • Knight-Incantor
    • 10 Sequitors x2
    • 5 Sequitors
    • 2 Evocators
    • Lord-Relictor with Translocation
    • 2 Ballistas
    • Chronomatic cogs (for speed)
    • Evocators battallion

    Maybe tempest lords to spam CP on the auto-Evocator spell so make the Sequitors reroll everything.

    • Like 1
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