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Fazhak

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43 Lord Celestant

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  1. Thanks for this. I've debated this very point, too. I might drop the Lord-Relictor to free up 100 points, spend 40 points to make both Executioner units into Black Guard units, and spend the remaining 60 points on Geminids of Uhl-Gysh. I really like both the Lord-Relictor model, as well as its additional -1 to Hit debuff. Thus far, I'm enjoying the Executioners in this list. I'll look to continue exploring the Executioners' output and explore how the above changes might or might not provide significant improvement. Any other thoughts on the list?
  2. Hello! I'm tinkering with the following list and having fun doing so. If you have questions or other feedback, please feel free to share. I find the strength of Anvilgard to be in its "Make an Example of the Weak" command ability, which can potentially prevent battleshock over a wide zone. Much has been said elsewhere about Anvilgard's mount traits, spells, etc., but preventing battleshock over multiple units opens up a broader utilization of moderate Bravery, multiple wound options. I wanted to focus on that capacity and found the Demigryph Knights to benefit from this command ability's protection. Typically, I rush the two units of Demigryph Knights to hammer the most dangerous opposing unit(s). I run the Kharibdyss and Drakespawn Chariots preferably toward an opposing monster and/or hero, hoping that the mortal wounds on their charges either destroy the target outright or significantly damage its offensive output prior to combat phase. Each Executioner unit is teamed with a Sorceress, as well as a combat Hero with the ability to inflict mortal wounds on to Wound rolls of 6. The unit with the General and Adjutant tends to take the centermost objective, hopefully positioned within range to support the Demigryph Knights via the General's "Hold the Line" command ability. In doing so, the General and Adjutant both would also be in position to cast "Sap Strength" and "Word of Pain" on the largest opposing threat. The other Executioner unit can manage backfield objectives and threats, or maneuver to further support the center. Being able to overlap multiple -1 to Hit debuffs, from spells and the Lord Relictor's "Lightning Storm" ability, makes an impact. The Sorceresses' "Command Underlings" ability can spike movement when needed. I hope this list is fun for you, too. Happy wargaming! Allegiance: Cities of Sigmar- City: Anvilgard (Illicit Dealings: Hidden Agents)Mortal Realm: AqshyLeadersFreeguild General (100)- General- Trait: Secretive Warlock - Sap StrengthSorceress (90)- Spell: Lore of Dark Sorcerey - Shadow Daggers (Anvilgard Wizard)- City Role: General's Adjutant (Must be 6 wounds or less)Sorceress (90)- Spell: Lore of Dark Sorcerey - Vitriolic Spray (Anvilgard Wizard)Lord-Relictor (100)- Artefact: Venomfang BladeBattleline6 x Demigryph Knights (360)- Lance and Sword6 x Demigryph Knights (360)- Lance and SwordKharibdyss (170)- Drakeblood Curse: Jutting Bones (Anvilgard)Units20 x Executioners (260)- City Role: Honoured Retinue (Must be 5-20 models)20 x Executioners (260)3 x Drakespawn Chariots (210)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 138
  3. Hello all. The following is an attempt at utilizing the Beasts of Chaos' high Rend capacity. Strangely enough, this list doesn't use Warherd beyond a Doombull, but rather runs a trio of Dragon Ogor Shaggoth each backed by a unit of Dragon Ogors. The three Shaggoths each have an artefact that increases their Rend; when paired with their buffed Dragon Ogors, the units force a decision on opposing units as to which threat should be prioritized. The Thunderscorn Stormherd battalion has the Dragon Ogor Shaggoth general with the Blade of the Desecrator, as well the three Dragon Ogor units. The Depraved Drove has the two Shaggoth with artefacts that give them a total of -3 Rend each; combined with that battalion's re-rolls to Hit against Heroes with artefacts, they are potent Hero killers. I team each of the -3 Rend Shaggoths with a unit of six Dragon Ogors, leaving the general with the unit of three Dragon Ogors. The former take highly contested objectives, while the latter grind down smaller hordes. Careful placement keeps my Dragon Ogors re-rolling 1s due to their innate buff from being near Shaggoths. I use the Ungor Raiders and Centigors to screen as needed, while also taking backfield or far-off objectives. The Doombull serves as a rapid response unit, helping create threat on opposing flanks. With three command points and a primordial call point on the first turn, after Hero phase sacrifices I have a fairly good chance of starting the game with six Primordial Call points. That amount can purchase me a unit of Bestigor first turn. By the way, I considered swapping out the Allherd build, in favor of getting "Horn of the Tempest" and "Father of the Storm," to instead construct a Thunderscorn speed build. However, I'm curious how this high rend option plays out in the long-term. Here's hoping for success! Allegiance: Beasts of ChaosMortal Realm: ChamonLeadersDragon Ogor Shaggoth (180)- General- Trait: Dominator- Artefact: Blade of the Desecrator- Lore of Dark Storms: Sundering BladesDragon Ogor Shaggoth (180)- Artefact: Ancestral Azyrite Blade- Lore of Dark Storms: ThunderwaveDragon Ogor Shaggoth (180)- Artefact: Rune Blade- Lore of Dark Storms: HailstormDoombull (100)Battleline3 x Dragon Ogors (140)- 3x Draconic War glaives6 x Dragon Ogors (280)- 6x Draconic War glaives6 x Dragon Ogors (280)- 6x Draconic War glaivesUnits10 x Centigors (160)10 x Ungor Raiders (80)10 x Ungor Raiders (80)BattalionsThunderscorn Stormherd (190)Depraved Drove (150)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 153
  4. For those interested in running a Brass Despoilers battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  5. For those interested in running a Pestilent Throng battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  6. For those interested in running a Depraved Drove battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  7. For those interested in running a Phantasmagoria of Fate battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  8. Myrdin recently asked for an account of Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  9. Recently, in the Beasts of Chaos discussion thread, a post inquired about what opportunities arise when playing Beasts of Chaos battalions out of the various Chaos God allegiances. Rather than simply answer there, I figured it might be helpful to respond in a new thread. That way, we can hopefully grow the conversation in a way that is more accessible to both casual review and search attempts. Beasts of Chaos Allegiance Before getting to the four Chaos God allegiances, it might be helpful to note what a Beasts of Chaos player gives up when using those. The Beasts of Chaos allegiance itself is a collection of minor, albeit interesting benefits, each keyed to the main Beasts of Chaos factions: Brayherd, Warherd, and Thunderscorn. Note that the Beasts of Chaos' menagerie of monsters (cockatrice, jabberslythe, chimera, etc.) get nothing from the allegiance's battle traits, little from the currently available Greatfrays, and only slight buffs from the allegiance's spell lores (the "Titanic Fury" spell notwithstanding). Nor are these monsters involved in the four Chaos God battalions. The focus of comparison thus centers on how Brayherd, Warherd, and Thunderscorn play differently in each setting. Only Beasts of Chaos allegiance armies get to ambush, only Beasts of Chaos allegiance armies get the Herdstone and its related Primordial Call mechanic, and (perhaps most significantly) only Beasts of Chaos allegiance armies get to use Bestigors, Bullgors, and Dragon Ogors as Battleline if the general is either Brayherd, Warherd, or Thunderscorn. I think the latter point is probably the biggest factor in allegiance selection. Having the option to forego Gors or Ungors, in favor of more elite forces, is attractive. With the recent price discount of Warherd units in the December FAQ, fielding an exclusively elite unit Beasts of Chaos army is more accessible. It is also helpful to note that the Beasts of Chaos allegiance can field a surprising amount of high Rend. The Herdstone itself creates an ever-increasing Rend effect. Further options include: fielding Warherd with Great Axes, the Brayherd spell "Tendrils of Atrophy," the Thunderscorn spell "Sundering Blades," and several artefacts. In fact, not many armies can have two Heroes with -3 Rend, which a Beasts of Chaos allegiance army can do by fielding two Dragon Ogor Shaggoths (one with an “Ancestral Azyrite Blade” and one with either Chamon’s “Rune Blade” or Ulgu’s “Dimensional Blade”). Much is said elsewhere about ambushing and summoning. Brayherd units often contribute the most to these two features. Beyond the Brayherd, the Beasts of Chaos allegiance's capacity to make Thunderscorn run and charge (via the artefact “Horn of the Tempest”), along with the Creatures of the Storm battle trait, results in Thunderscorn being one of the game’s faster heavy cavalry choices when used in this allegiance. The Warherd’s Bloodgorge battle trait is somewhat underappreciated, too. By the way, while earlier conventional wisdom seemed to recommend fielding Bullgors and Dragon Ogors in MSU, I think running units of six alongside their respective Hero option is the way to go. Bullgors benefit from having a Doombull nearby, not just for Slaughterer’s Call, but also for Inspiring Presence. Dragon Ogors are strong with the ability to re-roll ones when near a Dragon Ogor Shaggoth. Such seems applicable to all the possible allegiance options. Khorne Allegiance The biggest benefit to running a Brass Despoilers-heavy army out of the Blades of Khorne seems to be Khorne’s capacity to give units additional attacks. The Bloodsecrator (especially when buffed by the Gore Pilgrims battalion) and Wrathmongers make this possible. Both Bestigors and Warherd are the strongest recipients of this resource. Large units of Bestigors, if their charges maximize frontage, can produce a startling amount of -1 Rend attacks. When fully buffed, Tuskgor Chariots can also be surprisingly good in Khorne. Warherd probably gain the most, though, complementing their already high Rend and the battalion’s re-roll benefits. A solid unit of Bullgors in Khorne can put out a lot of damage. In range of both the Bloodsecrator and Wrathmongers, a fully-engaged unit of six with unit leader has 25 attacks at a stat line of 4+ re-roll 1s/3+/-2/3. A Ghorgon is particularly nasty in Khorne when fully buffed, with three potential Huge Slavering Maw attacks. Remember that the Wrathmongers’ buff helps the Cygor’s missile attack, too. Tzeentch Allegiance Warherd are going to come up several times in these discussions, because several Chaos God allegiances provide ways to address the Warherd’s weaknesses. Those weaknesses include few attacks, average accuracy, and no innate ability to run and charge. Khorne addressed the first by doubling, when fully buffed, a Bullgor’s attack output. Tzeentch addresses the accuracy issue. Destiny Dice can help ensure the Bullgors hit their targets. Even better, note that the new Tzeentch book explicitly states that Destiny Dice count as unmodified dice. This means that when used by Warherd to score 6s for their to Wound rolls, Destiny Dice activate Bloodgreed/Ravenous Bloodgreed. A Fatemaster’s innate command ability is arguably a better buff for Warherd than the Doombull’s. Also of note is the Hosts Duplicitous Change Coven: an armywide buff that prohibits enemies from retreating seems helpful in a Warherd-heavy army. Lastly, successful completion of agendas can result in different Warherd units that increase considerably in potency as a game progresses. Nurgle Allegiance Once more, Warherd benefit arguably the most in Nurgle, gaining increased maneuverability thanks to both the Great Unclean One’s “Doomsday Bell” and the Feculent Gnarlmaw’s run and charge buff. When combined with a maximized run, a Ghorgon can reliably move 17” on its first turn, making first turn charges a real possibility. This is without factoring in an additional 2” movement bonus from the Cycle of Corruption, and also without further speed buffs from endless spells. Effective management of the Cycle of Corruption is a key to getting the most out of a Pestilent Throng in a Nurgle allegiance army. Its wizards gain access to the “Foul Regenesis” spell, just like all Nurgle wizards in a Nurgle allegiance army. If cast successfully, pick the bonus needed at the moment, with an eye to the next turn, too. An armywide +1 to Wound is helpful, especially for those units like Bestigors and Warherd that are already at 3+ to Wound. Alternatively, if defense is needed, the capacity to neuter opposing forces’ exploding 6s might be more useful in some circumstances. Healing should not be ignored; remember, the Great Unclean One’s innate spell also heals Nurgle units, which include a Pestilent Throng’s multiple wound Warherd, Thunderscorn, and even the Brayherd’s Centigors. Centigors (and, to perhaps a lesser degree, Bestigors) in a Nurgle allegiance army have a particular combination available to them when buffed by a Rotbringer Sorcerer’s “Blades of Putrefaction” spell. These Brayherd units both have an innate capacity to gain +1 to Hit (Bestigors is dependent on opposing units). That bonus means that the additional mortal wounds made possible by “Blades of Putrefaction” trigger on 5+ to Hit rolls, rather just 6+. With the amount of attacks Centigors and Bestigors inflict, such results in a high likelihood of many mortal wounds prior to damage from the attacks themselves. The speed at which “Blades of Putrefaction”-buffed Centigors and/or Bestigors can move, combined with Warherd units’ own improved movement, results in a Pestilent Throng that can reliably charge a surprising amount of elite units on the first turn. Slaanesh Allegiance Thunderscorn gain arguably the most from Euphoric Killers, given innate amount of attacks available in a given space, with both Warherd and Bestigors also significantly benefiting from that armywide buff. A Dragon Ogor Shaggoth also has an innate healing option which, combined with its high wound count, can result in many Depravity Points becoming available over the course of a game. Additional benefits for a Depraved Drove in a Slaanesh allegiance army likely depend on the Host chosen at army creation. A Godseekers list amps up units’ already above average speed. A Pretenders list allows Gors to both re-roll 1s to Hit and have a melee 4+ save, making a 30 block unit of Gors a cost effective buy at 200 points each. Further, a Pretenders list can run a Doombull with both the “Hunter of Godbeasts” command trait and the “Sliverslash” artefact, resulting in a Hero that: (1) re-rolls charges against an opposing Hero Monster with an artefact (many armies have these), (2) attacks five times at 3+/3+/-2/4, re-rolling to Hit rolls, (3) inflicts additional mortal wounds on unmodified to Wound rolls of 6, and (4) rolls additional attacks from Bullgor Horns. An Invaders list might slightly edge out a Pretenders list as the most efficient option for a Depraved Drove. While its outright potential damage output might be somewhat less, the additional range for command ability like Inspiring Presence is very attractive for units with average Bravery. Also, the “Best of the Best” command trait complements the Depraved Drove benefit, especially for a Thunderscorn Hero. When fighting an opposing Hero that has an artefact, a Dragon Ogor Shaggoth general, armed with a Rune Blade or Dimensional Blade, will attack three times at 3+/3+/-3/3, re-rolling to Hit and to Wound, plus other melee attacks. That is a strong Hero killer. Closing Thoughts Beasts of Chaos is a fun range of units to play in and of themselves, before even considering which allegiance one finds most fun. At times, I have explored all five options; each has an appeal that might surprisingly compel my interest for a time before I move on to a different build. I recommend eventually trying them all, but for beginners, especially those without much experience with Beasts of Chaos units, I think starting with the Beasts of Chaos allegiance is the best bet. Learn the basics of what the Brayherd, Warherd, and Thunderscorn do well and what they do not do well. Get a sense for their capacity for speed relative to other armies, as well as how their respective innate buffs complement each unit. If there is an aspect to the Beasts of Chaos range that you discover you particularly enjoy (high Rend capability, high speed, etc.), then explore the Chaos God allegiance that most accentuates that facet. Have fun! I hope the above is helpful and look forward to the conversation. Happy wargaming!
  10. So, bit of an update on the Pestilent Throng list. Overall, good stuff. The speed at which the force engages the opposition and claims objectives is really tough to overcome. With only three drops, a lot of armies end up going second. Being able to set the terms of the battle, tying up opposing forces while claiming objectives from the onset, greatly helps determine the pace of the encounter. I ended up switching this force's realm of origin to Aqshy, so that I could swap the Great Unclean One's "The Endless Gift" artefact for the realm's "Thermalrider Cloak." With the Doomsday Bell's bonus to speed included, my general now usually moves at least 12", prior to potential run or bonus from the Cycle of Corruption. I wanted it to be able to keep up with my warherd units, so that it can more consistently be in range to heal those units via Plague Wind. As impressive as "The Endless Gift" can be, the extra speed (plus flight) is likely more useful and fun. For the nerdy(er) aspect of the game, I imagine my army being from a fever swamp of the Realm of Fire, with the Great Unclean One having become almost bestial itself, a creature of rabid and mind-destroying disease, such that the Beasts of Chaos are drawn to its service and the list's sorcerer serves as its only steward and vassal to the speaking world. Not a bad concept, I think, to give the list a bit of character and depth. The list (prior to this post's noted artefact swap) is posted above on this page. With this new change, I look forward to hearing your thoughts on it. Happy gaming!
  11. So, bit of an update on the Pestilent Throng list. Overall, good stuff. The speed at which the force engages the opposition and claims objectives is really tough to overcome. With only three drops, a lot of armies end up going second. Being able to set the terms of the battle, tying up opposing forces while claiming objectives from the onset, greatly helps determine the pace of the encounter. I ended up switching this force's realm of origin to Aqshy, so that I could swap the Great Unclean One's "The Endless Gift" artefact for the realm's "Thermalrider Cloak." With the Doomsday Bell's bonus to speed included, my general now usually moves at least 12", prior to potential run or bonus from the Cycle of Corruption. I wanted it to be able to keep up with my warherd units, so that it can more consistently be in range to heal those units via Plague Wind. As impressive as "The Endless Gift" can be, the extra speed (plus flight) is likely more useful and fun. For the nerdy(er) aspect of the game, I imagine my army being from a fever swamp of the Realm of Fire, with the Great Unclean One having become almost bestial itself, a creature of rabid and mind-destroying disease, such that the Beasts of Chaos are drawn to its service and the list's sorcerer serves as its only steward and vassal to the speaking world. Not a bad concept, I think, to give the list a bit of character and depth. The list (without the above artefact swap) is posted on recent pages. Please let me know if you'd like me to post again here. I look forward to hearing your thoughts on it. Likewise, Decker, it might be fun to imagine how our lists would do against one another, pitting your recently posted Tzeentch list in opposition to this Pestilent Throng!
  12. Hello. I'm usually a Beasts of Chaos player, but wanted to share the following here, as I'm enjoying my Pestilent Throng list. With the recent point change to Warherd units, I discovered that Nurgle can be a surprisingly good home for Warherd. With the new point costs complementing Nurgle's speed bonuses (from both the Feculent Gnarlmaw's run-and-charge buff and the Great Unclean One's Doomsday Bell), I'm learning that a Pestilent Throng run under the Maggotkin of Nurgle Allegiance can present an often unforeseen challenge to my opponents. In my Pestilent Throng list below, I'm able to consistently rush two Ghorgons at my opponent's lines on the first turn, complementing my first turn Centigor charge. With the point deductions, I'm also able to dependably follow up that impact in the following turn with a Doombull and six Bullgor with great axes. During placement, the Great Unclean One and Sorcerer are usually to be placed center of my deployment area. The Centigors and Great Bray-Shaman are placed to the left of the Great Unclean One, the Warherd units placed to its right, all within range to benefit from the Great Unclean One's Reverberating Summons. The Feculent Gnarlmaw is placed in front of the Warherd units, so that they can run and still charge. The Centigors can already run and charge, and run 21"+d6" (14" base, +1" from their Beast Banner, +3" from the Great Bray-Shaman, +3" from the Great Unclean One). Casting the Sorcerer's Blades of Putrefaction spell on the Centigors, when combined with their own Drunken Revelry, makes the Centigors inflict MW on 5+ to hit rolls. With four attacks per model, that can be a lot of first turn MW impact before even considering the unit's actual attacks (which can get to be 3+/3+ on the Centigor Spears, re-rolling to wound rolls, when factoring in both Drunken Revelry and the Cycle of Corruption's Fecund Vigor). If I successfully cast Blades of Putrefaction, then I run the Centigors forward and (odds are) annihilate an important opposing unit. If I am unsuccessful in rolling the required seven to cast that spell, I have the option of swinging the Centigor to support the Ghorgons. With the point deductions for Warherd, I can now field a Doombull and Bullgors to support my two Ghorgons. Running the Warherd units forward at least 10"+d6" (Doombull and Bullgors move 7"; Ghorgon initially move 8"), I can either roll high or use my command points (since my Doombull is now nearby) to get the two Ghorgon forward 17". That typically puts the two Ghorgon within charge range on the first turn, with the Doombull and Bullgors positioned to support in the following turn. It's a magic capable list, too. While claiming objectives in the center of the board, the Great Unclean One also typically casts Glorious Afflictions on whatever opposing unit I need slowed down, as well as Plague Wind to heal my Warherd units. The Sorcerer (with three casting opportunities per turn, thanks to both Muttergrub and Balewind Vortex) casts Blades of Putrefaction and Mystic Shield on the Centigors, if possible, as well as Arcane Bolt on opposing Heroes. My Great Bray-Shaman is thus free to cast Foul Regenesis each turn, which if successful lets me set the Cycle of Corruption to whatever I need for the moment. With three Ungor units to screen and/or claim backfield objectives, this list has several tools in its toolbox. It's fun to play and often a bit of a surprise to opponents, which usually don't expect either its speed (especially among the Warherd) nor its variety of threats. What do you think? Allegiance: NurgleMortal Realm: HyshLeadersGreat Unclean One (340)- General- Plague Flail & Doomsday Bell- Trait: Grandfather's Blessing- Artefact: The Endless Gift- Lore of Virulence: Glorious AfflictionsSorcerer (120)- Artefact: Muttergrub- Lore of Malignance: Blades of PutrefactionGreat-Bray Shaman (100)Doombull (100)Battleline10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-ShieldsUnits6 x Bullgors (280)- Great Axes20 x Centigors (320)BehemothsGhorgon (160)Ghorgon (160)BattalionsPestilent Throng (200)Endless Spells / Terrain / CPsBalewind Vortex (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 157
  13. Hello all. First off, thank you to all who joined the discussion on exploring additional opportunities for our lesser used units. I think there might be something there, especially with regards to both flying skirmisher-type units. Likewise, I think Decker's observation about high rend warrants greater attention. So, thank you to everyone for continuing to share their experiences testing these options. On a different topic, with the recent point change to Warherd units, I updated my Pestilent Throng list... and discovered that Nurgle can be a surprisingly good home for Warherd. With the new point costs complementing Nurgle's speed bonuses (from both the Feculent Gnarlmaw's run-and-charge buff and the Great Unclean One's Doomsday Bell), I'm learning that a Pestilent Throng run under the Maggotkin of Nurgle Allegiance can present an unforeseen challenge to my opponents. In my Pestilent Throng list below, I'm able to consistently rush two Ghorgons at my opponent's lines on the first turn, complementing my first turn Centigor charge. With the point deductions, I'm also able to dependably follow up that impact in the following turn with a Doombull and six Bullgor with great axes. During placement, the Great Unclean One and Sorcerer are usually to be placed center of my deployment area. The Centigors and Great Bray-Shaman are placed to the left of the Great Unclean One, the Warherd units placed to its right, all within range to benefit from the Great Unclean One's Reverberating Summons. The Feculent Gnarlmaw is placed in front of the Warherd units, so that they can run and still charge. The Centigors can already run and charge, and run 21"+d6" (14" base, +1" from their Beast Banner, +3" from the Great Bray-Shaman, +3" from the Great Unclean One). Casting the Sorcerer's Blades of Putrefaction spell on the Centigors, when combined with their own Drunken Revelry, makes the Centigors inflict MW on 5+ to hit rolls. With four attacks per model, that can be a lot of first turn MW impact before even considering the unit's actual attacks (which can get to be 3+/3+ on the Centigor Spears, re-rolling to wound rolls, when factoring in both Drunken Revelry and the Cycle of Corruption's Fecund Vigor). If I successfully cast Blades of Putrefaction, then I run the Centigors forward and (odds are) annihilate an important opposing unit. If I am unsuccessful in rolling the required seven to cast that spell, I have the option of swinging the Centigor to support the Ghorgons. With the point deductions for Warherd, I can now field a Doombull and Bullgors to support my two Ghorgons. Running the Warherd units forward at least 10"+d6" (Doombull and Bullgors move 7"; Ghorgon initially move 8"), I can either roll high or use my command points (since my Doombull is now nearby) to get the two Ghorgon forward 17". That typically puts the two Ghorgon within charge range on the first turn, with the Doombull and Bullgors positioned to support in the following turn. It's a magic capable list, too. While claiming objectives in the center of the board, the Great Unclean One also typically casts Glorious Afflictions on whatever opposing unit I need slowed down, as well as Plague Wind to heal my Warherd units. The Sorcerer (with three casting opportunities per turn, thanks to both Muttergrub and Balewind Vortex) casts Blades of Putrefaction and Mystic Shield on the Centigors, if possible, as well as Arcane Bolt on opposing Heroes. My Great Bray-Shaman is thus free to cast Foul Regenesis each turn, which if successful lets me set the Cycle of Corruption to whatever I need for the moment. With three Ungor units to screen and/or claim backfield objectives, this list has several tools in its toolbox. It's fun to play and often a bit of a surprise to opponents, which usually don't expect either its speed (especially among the Warherd) nor its variety of threats. What do you think? Allegiance: NurgleMortal Realm: HyshLeadersGreat Unclean One (340)- General- Plague Flail & Doomsday Bell- Trait: Grandfather's Blessing- Artefact: The Endless Gift- Lore of Virulence: Glorious AfflictionsSorcerer (120)- Artefact: Muttergrub- Lore of Malignance: Blades of PutrefactionGreat-Bray Shaman (100)Doombull (100)Battleline10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-ShieldsUnits6 x Bullgors (280)- Great Axes20 x Centigors (320)BehemothsGhorgon (160)Ghorgon (160)BattalionsPestilent Throng (200)Endless Spells / Terrain / CPsBalewind Vortex (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 157
  14. Regarding the cockatrice, I would normally agree with the notion that cheaper single-unit chaff are better. However, the single cockatrice creates some threat, as opposed to the single chariot or razorgor. The ranged attack is a 50% reliable mortal wound generator against heroes and other "hard" targets, while the cockatrice's bonus attacks on the charge are not insignificant. I'm trying to push beyond the obvious builds for our faction, which seem to rely on the Desolating Beastherd (or perhaps the Khorne or Slaanesh battalions), at least one big block of bestigor, a big block of Ungor Raiders, and three to four chaff units of Gors or Ungors. I understand why those are successful and why others might be more challenging. Yet, I'm unconvinced that all alternatives to this conventional wisdom are thoroughly noncompetitive. For example, my experiences with Stormherd lists are positive, especially if built around multiple Dragon Ogor Shaggoths shepherding different units of Dragon Ogors. I find such to simply seem to need refining in either their chaff/blocking capacity, or abandoning that for additional hammers. This is why I'm trying to see if the cockatrice or other monsters might be useful. These lists already meet battleline requirements and therefore do not gain any extra benefit from using Gors or Ungors, opening up opportunities to use different options. Has anyone had success using monsters or our Battletome's other "deep tracks," whether as chaff or in other capacities?
  15. Anyone have positive experiences using cockatrice as chaff/blockers? I'm wondering how a flyer with 12" movement, and with a ranged attack that works 50% of the time, might perform in such a role. In a Hungering Warherd or Thunderscorn Stormherd list, battleline requirements are already addressed by the battalion itself, opening up alternative, unconventional chaff/blocker options. Any thoughts?
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