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riddlesworth

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Posts posted by riddlesworth

  1. Previews are out:

    https://canyourollacrit.com/2019/04/20/yltharis-guardians/

    https://katophranerelic.com/2019/04/20/yltharis-guardians-first-look/

    https://www.warhammer-community.com/2019/04/16/warband-focus-yltharis-guardians/

     

    Hella excited for the Treeple warband. They've got a unique way of playing and disrupting the objective game, with access to a faction specific objective removal card, and 2 faction specific objectives based on objective holding. Great faction specific passive scoring (Lithe Spirits, Song of Hatred), a solid in faction gambit spell for a "death of a thousand cuts" style, negating their low on card hitting power (Pangs of Great Lack) and with the release of well of power, really reliable long range hitting power from 2 models. I think they can play a control/defensive style very well but have the speed and range to go after defensive warbands themselves.

     

    I can see some struggles with hyper aggro warbands like reavers and magores as they are pretty brittle in the health department but they'll be solid against skritch, mollog and gurzag (i.e. the warbands relying on 1 fighter) due to access to Curse of the Dwindling.

    • Like 1
  2. 17 minutes ago, Zplash said:

    I would Love so much to see bloab and the other 2 guys getting little bit adjusted to make them more competetive. They are such great models and you see them like once in 100 games :(

    Oh yes indeed. With Bloab specifically, if he could cast 2 spells, I think he could be worth his points. I wouldn't say no to having the demon keyword because of the maggoth either, as he make a nice shepherd for plague drones then. As it is, I love the model so he goes in

  3. Right now I'm building towards this. I love the Bloab Rotspawned and Pusgoyle Blightlords models, so it's not going to be wholly competitive, but should be a giggle. If I could find the points for another Blightlords unit I would, but Blight Cyst is just so good and Bloab is non-negotiable.

     

    Allegiance: Nurgle
    Bloab Rotspawned (260)
    - Lore of Foulness: Plague Squall
    Great Unclean One (340)
    - Bile Blade & Doomsday Bell
    - Artefact: Tome of a Thousand Poxes 
    - Lore of Virulence: Glorious Afflictions
    Harbinger of Decay (160)
    - Artefact: The Witherstave 
    Lord of Blights (140)
    - General
    - Trait: Grandfather's Blessing 
    10 x Putrid Blightkings (320)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)
    2 x Pusgoyle Blightlords (220)
    Blight Cyst (220)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 136
     

    • Like 1
  4. 2 hours ago, ReAnimate Studios said:

    Help needed, I am after an all round list that I could play both competitively that will be a good "all rounder" I keep tailoring lists to match opponents (as my opponents do to me) But I would rather have a really solid list that I could play time and again with the aim of brining to a tournament at the end of the year.

     

    I have most of the models in the range with the exception of marauders and plague monks. I can't stand the marauderers (the actual models) so I won't be using them. Plague monks I could get if needed, although I would prefer to keep it an all maggotkin (models from the rulebook) list if possible.

    Any advice or suggestions are greatly appriciated. This is also to give me a target for my painting as well.

    LIST 1

    Allegiance: Nurgle

    Leaders
    Great Unclean One (340)
    - Plaue Flail & Doomsday Bell
    - Artefact: Tome of a Thousand Poxes 
    - Lore of Virulence: Favoured Poxes
    Lord of Blights (140)
    - General
    - Trait: Hideous Visage 
    - Artefact: Rustfang 
    Gutrot Spume (140)

    Battleline
    30 x Plaguebearers (320)
    10 x Putrid Blightkings (320)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)

    Units
    3 x Plague Drones (200)

    Battalions
    Blight Cyst (220)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 155

    I feel this list is pretty solid, plenty of hard hitting units and an out flank with gutrot. The Lord of blights helping to rebuff the enemy. I've avoided taking the blade on the GUO as I do d with the time I rarely feel I need to use it and as most of my opponents always charge him I'd like to make him a bit harder hitting.

     

    LIST 2

    Allegiance: Nurgle
    Mortal Realm: Ghyran

     

    LIST 2

    Allegiance: Nurgle
    Mortal Realm: Ghyran

    Leaders
    The Glottkin (420)
    - Lore of Malignance: Blades of Putrefaction
    Lord of Plagues (140)
    Festus the Leechlord (140)
    - Lore of Malignance: Rancid Visitations

    Battleline
    30 x Plaguebearers (320)
    10 x Putrid Blightkings (320)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)

    Units
    3 x Nurglings (100)

    Battalions
    Plague Cyst (200)

    Endless Spells
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 153

     

    This list is using festus to support the glottkin and do a 9" mortal wound mini nuke (if I can pull it off) whilst also helping heal the big guy and negating enemy units (making up for the lack of rend using this battalion)

    the nurgling are to either engage enemy war machine on the back line and net extra contagion points or act as a speed bump to help control the board.

     

    No Harbinger of Decay? Every time I'm building a blightking based army he's an auto include for that resilience buff.

     

    Having said that, I'm massively hero heavy. Running lord of blights, GUO, Harbinger and Bloab Rotspawned in my 2k...

  5. Just now, ReAnimate Studios said:

    What about maraurders, will give you an extra 2 CP as well

    Have a harbinger, and have a mortal sorcerer so 5+ and blades is there, but running a GUO for bell and spell support means no fleshy abundance for them. I mean, they could still be the best option...

  6. Have a question that I hope is relevant.

     

    Assume the following:

    - 300 points left over from a 2000 point army

    - only 2 battleline choices so far

    - no battalions

    - no glottkin 

     

    What's the best battleline choice for the leftover points? 30 plaguebearera doesn't fit and there's no fleshy abundance or attack buff for marauders.

    So, more blightkings? 15 warriors as a screen? Units of 10 plaguebearers for a screen (there is a GUO for the bell so locus is available)

  7. So just before the SC box comes out I've purchased a cheeky 1000 points of Nurgle as a hobby project. Love the Maggoth lord models so figured I'd give old bloab a go:

    Bloab Rotspawned

    Harbinger of Decay - witherstave

    5 blightkings

    5 blightkings

    2 blightlords

     

    I know plaguedrones are seen as the better option but unless the harbinger supports them, I don't see them achieving their true potential whereas blightlords can just get stuck in.

     

    Is the best way to expand this a blightcyst? Or favoured sons?

  8. Buddy of mine is running Eyes and since the ban list is loving life.

     

    Supremacy, Our Only Way Out, Bind the City, are all solid scores for them because of the ability to deploy the blue horror in enemy territory and grab an objective there

  9. A charge is a mkve action followed by an attack action, so i din't see any reason you couldnt scurry off a charge.

     

    Stab em in the knee is awesome because they just need to be supporting, you dont need more supporting than you're opponent. 

  10. I've piloted it. I'm not a good enough player to make it work, though clearly the guy that did gets it. My guess is he placed his objective markers slightly closer to the enemy, then pushed into enemy territory in round 2. What I found was my poor positioning with it meant it was too easy for my opponent to get 2 damage+trap/twist the knife or 3 damage to consistently have the fighting power left in round 2 and 3. The theory is sound, but I think you need to be a better player than me to make it work.

     

    On another note, I went 1-5 in a best of 1 tournament this weekend with defensive Chosen Axes. I think the deck is solid, but my placement of boards, objectives and positioning let me down. There's one or two tweaks to the deck, but Imma keep going with it til i git gud.

     

    Spoiler

    Faction: The Chosen Axes

    Objectives (12)
    119 - Ferocious Charge
    124 - Scion of Grimnir
    235 - Alone in the Darkness
    248 - Contained
    252 - Defensive Strike
    253 - Denial
    257 - Escalation
    278 - Our Only Way Out
    284 - Precise Use of Force
    292 - Supremacy
    296 - Tactical Supremacy 1-2
    297 - Tactical Supremacy 3-4

    Ploys (10)
    132 - The Earth Shakes
    133 - Treasure-lust
    310 - Confused Priorities
    329 - Great Concussion
    331 - Hidden Paths
    334 - Inspiration Strikes
    347 - Quick Thinker
    348 - Ready for Action
    361 - Spectral Wings
    L42 - Quick Advance

    Upgrades (10)
    136 - Activated Runes
    142 - Grimnir's Fortitude
    143 - Grimnir's Speed
    376 - Awakened Weapon
    387 - Flickering Image
    391 - Great Strength
    402 - Legendary Swiftness
    420 - Soultrap
    421 - Sprinter
    424 - Tethered Spirit

     

    Objective deck is glory hungry, but it is definitely doable. Moving forward I'm making 1 change to the objective deck (Precise Use of Force out, No Remose in because chosen axes have such high damage stats). On the power deck, I'm going to try going back to 24 cards. Adding illusory fighter (because way too often i had a dwarf stuck at the back of the board) and Duel of Wits to cycle. On the upgrade side, Flickering Image is great when it works, but Great Fortitude is going in to be more consistent. Also adding Shardcaller to help with second round Tac Supremacy and Incredible strength to add redundancy. We'll see how it goes.

     

     

  11. I think the combo works on Maegrim or Tefk equally well. If you want to use the darts, Maegrim is a prime candidate (why his personal upgrade is straight worse than the darts i don't know...)

    Being left out of the fight is a problem. One of the reasons I think I'm more comfortable with defensive hybrid decks - there's less room to make that positioning error. That and it lets me play very glory hungry (23 glory total, 9 glory on objectives, 4 on score immediate, 6 end game, 4 on passive).

  12. Maegrim and Tefk are the 2 possibilities for flickering image because they roll 3 dice. Tefk has crit cleave, so is my second inspiration goal after grimnir and maegrim has the reroll on inspire, so can use it quite well to hit, then push into support. Tefk is the priority for it though, especially If I'm up against stormcast, magores, fyreslayers or ironjawz.

    I tend not to put it on maegrim because best case he inspires turn 1 IF i have 3 objectives AND inspiration strikes in my hand. usually i'm trying to buff up 2 guys, so flickering image goes on tefk or vol. I have tried shifting image on grimnir, which combos nicely with grimnir's fortitude and trusted defender, but its a lot of investment to make.

     

    In my aggresive dwarves, i'm rarely on objectives in turn 2. In the defensive objective build above (which i'm leaning towards right now), shadeglass darts may be an option.

     

    Will caveat that by saying I am not the best player with positioning and decision making with cards :D

  13. I got my butt well and truly handed to me last night by aggro skellies. I still think the deck works, but I do think my piloting skill is not up to par - much more comfortable with defensive dwarves. I wasn't so keen on Tyrant's Command as my hidden paths target is usually inspired Grimnir, so it didn't really come up.  Quick Advance was gold though.

     

    I have a tournament on Sunday and I'm torn on continuing to get reps with the aggro deck, or going back to a relatively successful defensive hybrid deck. Leaning towards going with what I'm comfortable with. Right now it stands at 22 cards. Would love to get it down to 20 but there's some seriously hard cuts in there on both the ploy and upgrade side.

    Faction: The Chosen Axes

    Objectives (12)
    119 - Ferocious Charge
    124 - Scion of Grimnir
    235 - Alone in the Darkness
    248 - Contained
    252 - Defensive Strike
    253 - Denial
    257 - Escalation
    278 - Our Only Way Out
    284 - Precise Use of Force
    292 - Supremacy
    296 - Tactical Supremacy 1-2
    297 - Tactical Supremacy 3-4

    Ploys (11)
    132 - The Earth Shakes
    133 - Treasure-lust
    310 - Confused Priorities
    329 - Great Concussion
    331 - Hidden Paths
    332 - Illusory Fighter
    334 - Inspiration Strikes
    347 - Quick Thinker
    348 - Ready for Action
    361 - Spectral Wings
    L42 - Quick Advance

    Upgrades (11)
    136 - Activated Runes
    142 - Grimnir's Fortitude
    143 - Grimnir's Speed
    376 - Awakened Weapon
    387 - Flickering Image
    391 - Great Strength
    402 - Legendary Swiftness
    420 - Soultrap
    421 - Sprinter
    424 - Tethered Spirit
    433 - Trusted Defender

     

    Usually with this deck I'm looking at pulling one of the supremacy time objectives in my first hand to get some glory rolling. Minimum 2 objectives on my board means if I have confused priorities (or I fish for it...) i should be able to score the tacs. 3 objectives on my side is gravy (i never seem to win that dice roll). Of my inspired fighters, 2 guys with 4 (or more) movement covers my whole side of the board to bop anyone coming across plays defence for contained and denial (though not getting contained because of wipeout is a pain). There are 2 upgrades in there to help my 2 dice dwarves hit. Flickering image is a godsend on Tefk. Against defensive decks like skellies, stormcast (both types), hidden paths and grimnir's movement plus push shenenigans is a terror in the opponents half. I've had success with this style of deck in the past at 20 cards, so maybe 22 is too weighty. But as I say, cuts are difficult here. The only one I'm really considering is Illusory Fighter (and one of the +1 speed upgrades). But it's so nice to take Inspired Grimnir from the back of the board to the front of my board and bust off a charge of 3,5 or 7.

  14. Anyone seeing value in the leader cards? I've put Tyrant's Command (for Hidden Path synergy), Quick Advance (because double push), Commanding Shout (for more push shenanigans) and Rising to the Challenge (because Tefk or Vol become 5 wounds, 4 damage and either 3 or 4 dice, so sub in for Grimnir without Cleave)

  15. superior tactician is great in decks with a lot of score immediates. i think it can work in lots of decks with easy 1 glory scores though.

    On Unstoppable Advance and Swift Advance against aggro warbands:

    - When Vol and Tefk are Inspired, they are are equivalent statwise to the best fighters in the game. Fjul probably only has Gurzag as a counterpart when inspired

    - No-one starts the game inspired. It is relatively rare to have 3 damage uninspired and requires ploys in hand round one to boost damage. Steelhearts and Gurzag are probably most dangerous in this regard (gurzag because of the amount of extra attack ploys available to orrucks).

    - an inspired dwarf at the back of your own board is out of the action unless you use hidden paths, spectral wings, tantalising prize. 2 inspired dwarves in enemy territory around the midline present a double threat to your opponent who has to make decisions about who to target. Especially so if you have great fortitude on the non-Fjul dwarf because they're now both in 2 shot range

    What you are gambling on is that your opponent, while trying to achieve their own objectives, won't be killing more than 2 of your guys without burning all their resources for your crack back. Ironjawzs are a problem with this (daemonic weapon+spoils of battle, brutal but kunnin, kunnin but brutal, more choppin). Steelheart can also be a slight issue with obyrn and steelheart having 3 damage base. Against those, I'd still take that gamble if i have something like quick thinker in my hand, hopefully neutralising 1 of those charges.

     

    The probability of drawing a particular objective in your opening hand is 1 in 4. the chance of drawing either Unstoppable Advance or Swift Advance when they are in your deck is 2 in 5. The chance of drawing both is around 4%. So it's not going to crucify your opening hand most of the time and you can afford to mill them out.

     

    Is it flawless strategy that wins every time? No. But I find the problems presented to your opponent compensate for the risk you take by pushing forward early.

    • Like 1
  16. On 7/7/2018 at 2:26 AM, Sleboda said:

    To me, the beauty of that is the ability to push a guy 6 hexes and then have him charge 2 or 3 more in that turn when it's all hanging in the balance and the only thing you really need to do is hot that one guy who is hiding way back there.

    Or to push 2 hexes, move 2 or 3 more and score 3 glory off unstoppable advance and swift advance...

     

    Extra movement tricks are always welcome in a faction with low movement but high hitting power

  17. So a few of my locals have got back into AoS and I sold all my old fantasy models....

     

    My choice is between Seraphon, IronJawz and Fyreslayers. The dorfs seem great but model variety and insane price have put me off. Ironjawz are easy to build with SC boxes but limited playstyle, which leads me here. For casual play, how does this sound?

    Oldblood on Carnosaur

    Scarvet on carnosaur

    scar vet on cold one

    slaan starmaster

    Engine of the Gods

    20 saurus warriors

    5 cold one knights

    5 cold one knights

    5 cold one knights

    bastiladon

    firelance starhost

     

    gives me shooting, some combat, some big beasties (which i like). I would have preferred 2 bastiladon, but I hear EotG is great...

  18. I don't have Earthquake in the deck at the moment, I use illusory fighter. But it's certainly a contender. Likewise I'm looking at spectral wings and tantalising prize as great 1st turn movement options. Plot space is, as always, tight though.

    Of the spoiled leader cards, quick advance, tyrant's command, commanding shout, rise to the challenge are all contenders.

    I'm very interested in Pride of the Lodge as well. I play Chosen Champion in my deck because I have grimnir's speed, grimnir's fortitude and activated runes which, almost without fail, go on Fjul. Having an extra glory card in the for achieving essentially the same thing is great, but if Fjul get's bopped early its unscorable...

  19. I started playing Shadespire with Orruks, but love the Chosen Axe models so I've been playing a lot of them over the past 3 months.

    I think they are very flexible in how you want to approach the game, despite the tricky inspire conditions. The thing is, we all know when inspired, Fjul is a wrecking ball, but with a +1 strength upgrade (or trap, or twist the knife), both Tefk and Vol will one shot anyone outside of Fjul and Gurzag. Tefk has 3 dice on hammers so he is reliable as all get out. So while Orruks spend most of their activations and cards to enable Gurzag to krump enemy models, when Grimnir's boys get 2 inspirations and/or the right upgrade, they offer multiple threats.

    Given their low speed, I started with a deck that focused on controlling the Chosen Axe side of the board so I didn't have to go chasing. Contain/Denial as the glory point swing at the end of the game, defensive strike, scion of grimnir, ferocious charge for some score immediates and then alone in the darkness, escalation and hold 1-5. It worked great against aggro decks that would come to me because with the amount of movement ploys available and Inspiration Strikes I could consistently get 2 guys inspired in round 1 then have a point man (usually Fjul) patrolling no man's land. Tefk's knockback upgrade really helped as he and Vol could bat fighters out of my territory. The major issues I had with the playstyle of that deck were:

    - passive scorers that didn't want to come to me. I usually got round this by including Grimnir's speed and Grimnir's fortitude so Fjul would become a true wrecking ball in enemy territory while the rest hung back to deal with sneaky hidden paths in the end game, but it made life far more difficult because if he got dropped before he'd made too much of an impact, scrabbling for glory after that was a challenge. illusory fighter helps though. Effective farstriders play had me truly stumped though.

    - skritch. getting to skritch is HARD with those stubby legs and a 7 hex threat range is more than I can manage when my guys are hanging out in their own territory.

    - hold 1-5. Probably 75% of the time, I would mill my opening objective hand because it had Hold X and i didn't have X on my side of the board. I was still consistently scoring 10+ glory, but there were times it made life significantly harder to snowball, especially if the mullligan then put contained/denial in my opening hand

     

    So then the Grand Clash winning deck posted above comes out. My ploy set and his ploy set are identical, with the exception of earthquake (which i don't take as i like illusory fighter). Upgrades are very similar. But the playstyle enforced by the objectives is, I think, far more aggressive. No more tricks never seems to score for me but Swift Advance, Unstoppable Advance and some of the other potential turn 1 scores made me think that this player sets up very aggressively - his objectives get placed in no mans land or close to it and he pushes his guys into enemy territory from turn 1. This gets around the 3 key problems I was finding with my defensive control deck - its own passive scoring gets it into enemy territory where you'll be in range to strike with everyone. Skritch is reachable, and you're not having to divert killing power to holding objectives with half your warband. The challenge I think it presents is the same challenge highlighted over and over when talking about the Chosen Axes - pre inspiration, your 3 supporting fighters only have 3 health. In the first action round there are plenty of models who can do 2 damage +trap and twist the knife, or do 3 damage flat (severin, oberyn, gurzag to name a few), so Vol, Tefk, Maegrim all bite the dust early. And with the guys that do 3 damage, Fjul is at risk as well.

    I'm playing the Grand Clash deck at the moment with my own tweaks and what I'm discovering is, while yes, I likely lose 1 (and sometimes 2) pieces in the first round to hard hitting decks, my other 2 guys are getting inspired. With the right placement and use of boards, it's primarily the 2 I want. At that point, the Chosen Axes can go toe to toe with any warband in the game in terms of pure hitting power and the aggro scores roll up nicely. 

    Maybe my meta isn't as competitive as it should be, but I'm loving the murder midgets right now.

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