Jump to content

Fluttershy

Members
  • Posts

    288
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Fluttershy

  1. you're allowed to set up the whole patrol at the start of the game
  2. invincible? keepin' track on 2 (unit of yours) on 1 (enemy unit) situations so he can't be attacked? otherwise he would still be attackable after he attacked!? or did i miss something?
  3. missing second battleline overlooked your infernal general, sry
  4. like Honks list thinking ghoul patrol could be an option, too head start with 2x artefacts, 2x CP, 2x Varghulf and 3d6 ghoul unit reinforcement (every turn). sure, ghoul units are weak till they reach 20, but your opponent will probably fixate on killing the 3 couriters and the dragon, so your ghoul units should rise above 20
  5. for fun and killing stuff try: for winning games the ghoul patrol board controlling lists seem to be more useful
  6. don't get me wrong, i love the backyard 10er ghoul sneaky peaky surprise captures, while the rest of your opponents army is killing the GKoZD. i'm worried about the lack of courtiers and the flayers respawn on 5+
  7. majestic horror spawns 2x 10 ghouls but the list looks squishy with 1/2 courtiers remember the varghulf joins the fight at the end of your movement phase (6" of edge) and has to catch up the 10" distance to your fast moving flayers first to respawn them. i think summoned courtiers are really good as backup or 2nd wave courtiers, but i won't rely on them too much in the first 2 turns
  8. meh.. + deadwatch (best batallion ever!!!11111) - allegiance has to be FEC, otherwise command trait magestic horror wouldn't be possible and crypt flayers woudln't be battleline anymore - only one (1!) courtier - what's the plan for those 2 GK on foot? spawning 2x10 ghoul units? playing with realm spells?
  9. use FEC Allegiance - Deathless Courtiers ability needs to be wholly within 12"of your general or a friendly FLESH-EATER COURTS HERO you may want to allocate wounds to models outside 12" first, so the ability can kick in again for further wounds to allocate on models of that unit
  10. watch them die the courtiers should stay close to your units to profit from LOOK OUT, SIR! use cover , distract yout opponent with big models like ZDs or TGs do not overestimate your varghulfs fighter force, their abilities sounds amazing, but they die real quick in close combat try to avoid close combat until you're save to smash the target unit, cause respawning >> courtier melee attacks bring tons of courtiers
  11. i like the idea.. but Official Errata July 2018 Page 75 – Hints & Tips Add the following: ‘Returning Slain Models: Several Flesh-eater Courts abilities allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from the unit they are returning to (this can be a model you returned to the unit earlier in the same phase). The slain models you return to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of an enemy unit.’ the updated Warscrolls of Couriters are stating "return slain model.." if your ghoul unit hasn't taken casulties you can't return ghouls to it. returning isn't spawning the (untouched) Ghoul Patrol Ability Drawn to Battle states "add that many models to the unit" - so it's not a return of slain models, it's a spawn (add) of models
  12. think you're talking about Official FAQs and errata, Version 1.2 , page 4 : "Q: How do abilities which trigger on ‘a roll of 6’ interact with modifiers? For example, if an ability states that it has an effect on ‘a wound roll of 6’ and the model has a modifier which adds 1 to their wound rolls, would a roll of 6 trigger that ability? A: Yes. In the Warhammer Age of Sigmar rules, ‘a roll of 6’ is treated as being synonymous with ‘a roll of 6 or more’." https://whc-cdn.games-workshop.com/wp-content/uploads/2017/08/AoS_FAQ_The_Rules_v1.2.pdf
  13. they are using "6 or more" (like the Gaping Maw ability of the TG) for "6+" and "roll of 6" for "unmodified roll" in the FEC Battletome they are inflicting mortal wounds on unmodified hit rolls of 6
  14. each unit is assigned a points value and a minimum and maximum unit size. i am allowed to to field a unit in understrength (GHB18, page 62). massive regiments describes the maximum number of models per unit i am able to buy (GHB18, page 62). the FEC FAQ clearly states: " [..] Can I use the ability to take a unit above its starting strength? A: Yes." (official designers' commentary, july 2018) so if i add D6 to my 40 model crypt ghouls unit in my ghoul patrol, i'm putting them above starting strengh. that's what the FAQ states - it's allowed.
  15. hmm.. doesn't make sense to me. but looks like you are right, so i'll only have to pay "allies points" if i choose a nighthaunt warscroll battalion as a FEC allegiance army!?
  16. it's getting even better if you pick a warscroll battalion f.e. thats FEC and you chose the DEATH allegiance, the FEC units in it do count against the limits on the number of allies the army can have. (FAQ Core Rules Page 7)
  17. death allegiance will force you to give up magestic horror, making double summons impossible, dunno if that's really worth it
  18. seems cheap, at least fair, from an economical perspective. 180 points equals 18 ghouls with your first "reinforcement" roll you will get additional 3-18 ghouls (3xD6) - those additional ghouls (if slain) will count as slain models, so your courtier(s) will bring them back in addition to your next reinforcement roll of another additional 3-18 ghouls. in general you should be at 180+ points no later than your 2nd ghoul patrol reinforcement roll, feels like cell division or rise of the dead.. keep some courtiers nearby .. i like those double summoned varghulfs nearby my ghoulpatrol.. it's raining ghouls, flood 'em all!
  19. in gerneral your ghoul patrol should respawn them faster then they die
  20. modified ZD/TG https://imgur.com/a/2BU1Mey tried Crypt Flayers/Horrors, was a bit too squishy - ended up with Green Stuff and "alternate" poses https://imgur.com/a/XZI7d
  21. yes. your options are: Zombie Dragon or Terrorgheist (with/without Abhorrant Ghoul King and Vampire Lord, the ZD and TG uses different head and neck parts, slightly different build pose) up to 3 Crypt Horrors or Crypt Flayers or Vargheists (all 3 options uses the same cast frames)
  22. ❤️ deadwatch hits like a truck, makes no friends, (and AoSv1 lacks at scoring objectives) "new" AoSv2 deadwatch list might look like: LEADERS Crypt Infernal Courtier (140) – General - Command Trait : Magestic Horror Abhorrant Ghoul King on Zombie Dragon (440) Crypt Infernal Courtier (140) Crypt Infernal Courtier (140) UNITS 9 x Crypt Flayers (480) 6 x Crypt Flayers (320) 3 x Crypt Flayers (160) BATTALIONS Deadwatch (170) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 1 ARTEFACTS: 2 WOUNDS: 104 + summoned varghulf + summoned 2x10 Ghouls (used with 3er Flayers for objective scoring, eventually with varghulf for respawning ghouls and flayers at objective ?)
×
×
  • Create New...