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Fluttershy

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Posts posted by Fluttershy

  1. 15 minutes ago, Furious Robert said:

    How are people playing the "Skewering Strike" ability for Crypt Flayers?  Subject to modifiers or natural 6's for mortals. The wording isn't great on the warscroll.

    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

    • Like 1
  2. 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.

    • Like 1
  3. 2 hours ago, Hulksmash said:

    Blade of Dark Summons  is a death artifact

    death allegiance will force you to give up magestic horror, making double summons impossible, dunno if that's really worth it

  4. 18 minutes ago, CanHammer-darren said:

    Too many points paying for battalions. 180 for ghoul patrol is pretty steap already

    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!

    • Like 2
  5. 38 minutes ago, Seadee said:

    The "Start Collecting! Flesh-eater Courts" , can you build the Terrorghiest as a zombie dragon and the Crypt Horrors as Varghiests?

    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)

    • Like 1
  6. 3 hours ago, Honk said:

    deadwatch:

    infernal, varghulf, gkozd, 3x6 flayer(or 9/6/3), 10 ghouls and deadwatch... summon a second varghulf turn one and start the massacre, not sure how to objective, but fast and furious might win the day...or kill at least bosslike 

    ❤️ 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 ?)

     

     

    • Like 2
  7. 6 hours ago, CanHammer-darren said:

    Don’t know man. 320 points in battalions seem excessive. And summoning 10 ghouls just seems crappy. 

    from a first look 320 points might seem expensive, but you'll get 2 CP (100), 2 artefacts (!!), the ability to deal additional damage with your Crypt Flayers in your hero phase (!!) and respawning 1-3 additional Crypt Flayer Models (~160 / 53,3 each) in your hero phase, looks like that's worth it, isn't it?

    use the ghouls for objective capturing, blocking, distracting, that's all they're good for

  8. 18 minutes ago, tea_wild_owl said:

    so vargoukfs 'to the king' only returns slain models and can't add more units like written above

    combined with the warscroll battalion ability

    Lords of the Manor: In the dominating presence of their royal masters, courtiers
    of every rank call forth their minions in ever greater numbers. Each time a
    COURTIER in your army uses an ability to call forth additional FLESH-EATER
    COURTS models
    , add one additional model to one eligible unit if the COURTIER is
    within 10" of a Royal Family model when the ability is used.

  9. Let's bainstorm.. ;)

     

    Allegiance: Flesh-Eater Courts

    Delusion: Crusading Army

    Mortal Realm: Hysh

     

    Leaders:

    Abhorrant Ghoul King on Zombie Dragon (440), General Trait: Magestic Horror

    Abhorrant Ghoul King (140)

    Abhorrant Ghoul King (140) - Artefact: Aetherquartz Brooch

    Crypt Infernal Courtier (140)

     

    Units:

    3 Crypt Flayers (160)

    3 Crypt Flayers (160)

    3 Crypt Flayers (160)

    (Battlelines:)

    10 Crypt Ghouls (100)

    10 Crypt Ghouls (100)

    10 Crypt Ghouls (100)

     

    Warscroll Battalions:

    Royal Family (150)

    Deadwatch (170)

     

    Endless Spells:

    Aethervoid Pendulum (40)

     

    Command Points: 2

    Points: 2000/2000

    + 2 additional Artefacts of our choice

     

    Turn1:

    we start with 3 CP (from List 2 CP + 1 CP per turn)

    in our Hero Phase we use the Crypt Infernal Courtier Ability, we roll 6 dice - at this stage there shouldn't be any losses, so there won't be slain models, wich could return - but we add +1 Crypt Flayer to one of our Crypt Flayers Unit (Royal Family Ability Lords of Manor)

    at the end of our movement phase, we use 1 CP to summon 2 Varghulfs with the Ability from our AGKoZD; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch)

    we have 2 or 3 CP left

    we use 1 CP to summon 2 Ghoul Kings with the Ability from Royal Family; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch)

    we have 1-3 CP left

    we use 1 CP to summon 10 Crypt Ghuls from 1 (of our 4) GK; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch)

    we end up with 0-3 CP

    we repeat summoning Crypt Ghouls from our remaining 3 GK or wait till round 2 to capture Objectives..

    Turn2:

    we start with 1+ CP

    in our Hero Phase we use the Crypt Infernal and Varghulf Abilities, return slain Crypt Flayers/Crypt Ghouls add up to 3 Crypt Flayers to our Unit (so we're hopefully up to a unit of 7 (3 staring size, +1 hero phase(1), +3 hero phase(2))

    if we're already in combat use Deadwatch units to pile-in and attack

    at the end of the movement phase summon Ghouls; roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch)

    rinse and repeat..

     

    we use up to 7 (!) units of Crypt Ghouls and the AGKoZD to score objectives and/or distract, use the Deathwatch Flayers to hit real hard with those "double" attacks (in hero phase) and their lovely mortal wounds

    dunno if this works well.. but it sounds very very funny :P

    thinking errors?

    • Like 1
  10. 1 minute ago, tea_wild_owl said:

    you cannot grow units above starting size with any ability. you can only add slain models back to a unit, but you cannot add additional ones.

    there are no starting size restrictions anymore

    most abilities return slain models, some add models to the unit. if it's stated add, there is only the max unitsize restiction

  11. 35 minutes ago, TheWilddog said:

    Yea unfortunately that is the case, but the extra regrowth from the Royal Family still regrows a Horror unit super quick. I have been running them in a big blob of 6 but I kind of want to go up to 9 to max the regeneration potential.  I know I will never get all 9 into combat with their base size but in theory it seems good.

    hmm.. seems legit.

    so u drop a unit of 6 horrors, first turn (at the end of the movement phase) use 1 CP to summon those 2 varghulfs. next turn in your hero phase use both "To the King!" abilities, add 2 (Royal Family/Lords of the Manor) Horrors to the unit +n (eventually) slain models. If those "new" models get slain, u may re-summon those too.. lol.. with a little bit of luck your up to 10-12 (max unit size) in turn 3.. sounds funny ;)

     

    try to combine it with the hard-hitting "Deadwatch"

     

    • Like 1
  12. 3 hours ago, TheWilddog said:

    The potential cheese part seems to be if you can go above the starting size of Horrors with the Vargulf To The King Ability.

    you're only allowed to return slain models

     

    FEC Errata June 2018:

    Page 81 – Varghulf Courtier, To the King! Change to: ‘To the King!: In your hero phase, you can roll 6 dice for each friendly Varghulf Courtier on the battlefield. For each 2+, you can return 1 slain model to a friendly Crypt Ghouls unit that is within 10" of that Varghulf Courtier. For each 5+, you can return 1 slain model to a friendly Crypt Horrors or Crypt Flayers unit that is within 10" of that Varghulf Courtier instead. Slain models can be returned to more than one unit if you wish, but each successful dice roll can only be used to return a model to a single unit.’

     

    other than the Warscroll Battalion Ability in "Ghoul Patrol", here you may add ghouls up to the maximum unit size of 40 ;)

  13. 8 minutes ago, CharnelChimera said:

    Is the "select a new general" rule in effect for matched play? That could be a cute tactic for suicide big-guys.

    oh, you're right

    "If your general is slain in a Pitched
    Battle game, do not select a new one."

    damn.. ;)

     

    so you might wanna use "Royal Family", 1 CP summon 2x Varghulfs, 1 CP to summon 2x GK and get those 10er ghoul units per CP from your "new" GKs, could be an option

  14. 2 minutes ago, CanHammer-darren said:

    Unless you are running more than 2 GK how are you adding 1000 points? Just out of interest 

    with those lovely rules: "Magestic Horror" and "Choose General"

    for example: start your "summoning chain" with an "Abhorrant Ghoul King on Zombie Dragon", he'll be your general with Magestic Horror trait.

    round 1, summon 2x Varghulf Courtiers for free, play your general(s) aggressive (quick melee) depending on your opponent your general should be dead in round 2 or 3, pick a new general (could be any hero) and give him the Magestic Horror trait. summon units x2.. rinse and repeat until all your heroes are dead/battle is over

    thanks to the Magestic Horror trait, if your general has no summon ability (like the Crypt Ghast or Varghulf Courtier) they can use the Summon Men-at-arms ability from the Abhorrant Ghoul King warscroll

    i personally ran out of ghouls every match i played and won by the numbers of ghouls controling objectives..

    you're constantly respawning (slain) ghouls and summoning new units of 2x10

    • Haha 1
  15. 13 minutes ago, CanHammer-darren said:

    If it doesn’t specify then it doesn’t specify. Don’t add words. They’ve already shown that they went over flesheaters sheets with a fine tooth comb (like the nerf to minions to WHOLLY within).  So if it doesn’t say unmodified then I’m taking all the advantages I can grt

    so. like amysrevenge already mentioned, your Crypt Flayers are loosing their Mortal Wounds on a roll of 6 with a +1 modifier?

    the wholly within thing might look like a nerf, but you're still able to allocate wounds to models that aren't within first, so you're able to roll for all remaining models within and with those lovely new summoning rules - in combination with our Magestic Horror trait - FEC got way more buffed then nerfed.

    if done right, you're able to play additinally ~1000 pts per (2000er) match, that's insane!

  16. 10 minutes ago, amysrevenge said:

    Looks like an older scroll (before "unmodified" became the standard), but back then "on a 6" meant the same thing as today's "unmodified".

    So yeah I reckon Flayers are safe with a -1 to hit, and still do mortals on a 6.

    that's true. already had a lot of discussions about that. ;)

    for example:

    the warcroll ability "Gaping Maw" from the "Abhorrant Ghul King on Terrorgheist" clearly states: "[..] is 6 or more, [..]", todays "6+" - after modifiers

    the warscroll ability "Skewering Strike" from the "Crypt Flayers" clearly states: "[..] of 6 [..]", todays "unmodified 6" - before modifiers

    • Like 1
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