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Warbossironteef

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Everything posted by Warbossironteef

  1. Doea anyone here have advice for what mini mag trays are the best for large Zombie units 40 or 60 mans? It seems like the 5 man ones on base to base are the best but not sure.
  2. Super quick feedback is your lists arent focused enough. You're trying to use too many units and support heros. My quick take aways are you need at least one hammer, more bodies and more focused buffs. So for example, Bloodknights and Graveguard are both really good when buffed and built around but I wouldnt necessarily try to do both in a list. You can do it, but it's more difficult to do. I really like 40 or 60 man Zombie units in my lists because they do really well unsupported and dont need buffs. If you want to simplify your list, not a bad idea as a newer player, Id cut back on support heroes, bring more independent units, zombies, Mann, Prince V, and focus on a few units to buff like 2x5 bloodknights. Just my general feedback from your lists
  3. Have you considered Mani for that list? 15 Bloodknights would benefit so much from +1 hit and wound. I feel like it might be testing Mani and VLOZD vs Prince V and Ven Lord. Mani us such a force multipler.
  4. Belladomma is a good way to put enemy units into combat to prevent redeploy and unleash hell. Portals is a great combo for both her warscroll spells to give you more reach. Zombies do a lot. The 6 inch pile in and new rules for pile in allow to you basically wrap your unit around smaller units and move them up the board during the pile in stage. For example so you have 40 and you initial charge has about 3 rows of zombies in base to base. Because that 3rd row is roughly 2 inches away from the closest enemy unit, you only have to end your pile 2 inches away which means you have a lot of freedom of movement with 6 inches of pile in. It's a great warscroll and has a lot of uses. Obvious combo of Prince V and a super durable VLOZD. Prince V allows your other vamp heroes to fight in hero phase. Vyrkos casters can reroll all casts, so if you really want to, you can fish for natural 9's to get double cast on certain spells. Deathmages spell has some great anti-movement spells. You can combo this with Shackles and Shards Of Valagharr for some really annoying anti-movement. Could be powerful if you can buff up your casting. A lot of things you can do with Skellies. You can string them out and charge, a bunch die when your opponent hits them, then you can summon some back and put them up at the front or maneuver them around as long as you follow the new rules for reviving models. Gravesites should be the first thing you think about for any mission/deployment. Not necessarily a "combo" but you need to think about how you can give yourself early game and late game options and also give yourself enough room to pop up zombies. Once thing to use gravesites for is to make your chaff more mobile. For example, you know you'll have 20 man unit of zombies in the grave. Place one gravesite close the center of the board, roughly 18 inches from your deployment, depending on the mission. This gives you the option to turn 1 move your VLOZD or Prince V up the board and then at the end of the movement phase summon 20 zombies in front to act as a screen. I think this is an important skill to learn as a SBGL player. Those are some just on the top of my head after a few games. More things to learn and think about than that though! This is the list I'm running atm. It's probably not optimal but it uses the models I own and is pretty good! 2 drop. Allegiance: Soulblight Gravelords - Lineage: Vyrkos Dynasty LEADERS Prince Vhordrai (455) - Lore of the Vampires: Amethystine Pinions Vampire Lord on Zombie Dragon (435) in Battle Regiment - General - Command Trait: Hunter's Snare - Deathlance - Artefact: Amulet of Destiny - Lore of the Vampires: Amethystine Pinions Belladamma Volga, First of the Vyrkos (200) in Battle Regiment - Lore of the Vampires: Amaranthine Orb Gorslav the Gravekeeper (75) in Battle Regiment UNITS 40 x Deadwalker Zombies (230) in Battle Regiment 40 x Deadwalker Zombies (230) in Battle Regiment 20 x Deadwalker Zombies (115) in Battle Regiment 20 x Deadwalker Zombies (115) in Battle Regiment 10 x Dire Wolves (135) in Battle Regiment TOTAL: 1990/2000
  5. Yeah there is definitely a trade off. I think it will depend on how you play your VLOZD. I like leaning into his durability and Hunters Snare in Vyrkos. That said, maybe some lists need a more reliable hammer and the d3 attacks are better. D3 attacks on the charge is a very swingy thing. You might get what, 2 charges off a game? Maybe only 1. So on average you're getting 2-3 extra attacks? It might be the dmg you need to punch through a key unit, especially with flat 4, but it is a very swingy artefact.
  6. I don't think you're right about the FAQ, but I can see why it's confusing. "‘This general does not receive any further modification to this number for being a Monster or having a Wounds characteristic of 5 or more" Key wording is receive any further modification to this number. This number referring to the wounds characteristic. So it was clarifying that a monster hero with Hunters Snare doesnt count as 19 wounds (14 plus the 5 for being a monster). It's still very very good.
  7. Funny thing is I dont plan on playing slow and defensively with zombies. I think the new range on Gravesites is huge for zombie lists. You can aggressively summon 80 Zombies turn 1 or 2 and have them pressuring objectives. Bella, Radukar the Beast and VLOZD/Prince V are all fast units, so are Dire Wolves and Fellbats. I think defensive and conservative isn't the play style with Zombies and our hordes. It's more aggressive, grindy and pin your opponent in. This is why I think Graveguard, while awesome hammers, will stay on the bench for me. They don't do well with this playstyle. These are all things I'll need more games than the few i've played to work out but that's my playstyle with Zombies. I dont think you'll win many games by sitting on your own objectives with 40 Zombies, but I do think throwing 80-100 into your opponents lines early in the game can win games. It's also why I think a durable, Hunters Snare, VLOZD is so important. He allows you to be aggressive while putting pressure on opponent because he counts as 14 models.
  8. With the addition of Gorslav and FAQ updates it sort of feels like the most competitive builds for this army will start leaning more towards zombie spam and defensive play styles. Something like this seems pretty good at that playstyle. Super tough VLOZD with pretty durable support heroes thanks to inbuilt synergies and passing wounds off. Fast chaff and early turn objective grabbers and two blocks of 40 zombies to pop up turn 1 or 2 on aggressively places gravesites. Could be correct to go with 3x40 units but I kind of like having more units. Allegiance: Soulblight Gravelords - Lineage: Vyrkos Dynasty LEADERS Vampire Lord on Zombie Dragon (435) - General - Command Trait: Hunter's Snare - Deathlance - Artefact: Amulet of Destiny - Lore of the Vampires: Amethystine Pinions Radukar the Beast (315) Belladamma Volga, First of the Vyrkos (200) Gorslav the Gravekeeper (75) UNITS 40 x Deadwalker Zombies (230) 40 x Deadwalker Zombies (230) 20 x Deadwalker Zombies (115) 20 x Deadwalker Zombies (115) 3 x Fell Bats (75) 3 x Fell Bats (75) ENDLESS SPELLS & INVOCATIONS Umbral Spellportal (70) Soulsnare Shackles (65) TOTAL: 2000/2000
  9. It buffs and has no restrictions after that, unlike Bellas spell.
  10. Here is my take all, balanced Vyrkos Dynasty list. Reroll spells and Hunter's Snare might not be worth the sacrifice of damage you get from Kasteali but I want to test it out because I think some of the spell casting is very important (Bella with portals does so much for our army and Pinions is crucial). People don't seem to be putting the Amulet of Destiny on their VLOZD, but I think it's an auto include. He won't be the killiest unit with this build but Amulet play into his strengths. 14 wounds on objective that can do a deep charge and tell the tale. Set up graves so you can aggressively drop the 40 zombies onto an early objective and force your opponent to kill them. Be aggro with this unit (if it dies early more chances to bring back 20). 20 Zombies can pop up early and create a screen up the field for Manny and BKs if playing against melee heavy army. Mannfred and Blood Knight generally move together, and after your BKs charge buffed by Manny, if your VLOZD is stuck in somewhere and needs a punch, you could always try and teleport or move Mannfred to support him. Bella is the glue because she can guarantee your charges with engaging units with Lycancurse and portals is huge for getting her buff onto Blood Knights and heroes. We lack buffs to charge so Redeploy is a real threat. Cogs is there for +1 to charge or getting off a few extra spells turn 1 or 2 (i had exactly 45 points leftover) It lacks a true Hammer (consistent high rend or mortals) but it's very tanky list, has bodies, semi-reliable casting and enough movement tricks to play the board. Allegiance: Soulblight Gravelords - 2 DROPS - Lineage: Vyrkos Dynasty LEADERS Vampire Lord on Zombie Dragon (435) - General - Artefact - -Amulet of Destiny - Command Trait: Hunter's Snare - Deathlance - Lore of the Vampires: Amethystine Pinions Mannfred von Carstein, Mortarch of Night (380) - Lore of the Deathmages - Prison of Grief Belladamma Volga, First of the Vyrkos (200) - Lore of the Vampires: Amaranthine Orb UNITS 5 x Blood Knights (195) 5 x Blood Knights (195) 40 x Deadwalker Zombies (230) 20 x Deadwalker Zombies (115) 10 x Dire Wolves (135) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Umbral Spellportal (70) Chronomantic Cogs (45) TOTAL: 2000/2000 WOUNDS: 145
  11. I think this is going to be my new 1 drop Winterbite list. It's not perfect but I think it's decent. They did my Ironguts dirty by giving them a 25 point increase, I thought they were a little over costed last edition, but the new access to Command Ability buffs is huge for them. I feel like this list tries to balance the "costs" of going for the 1 drop battalion. Only one Stonehorn because we only get 1 Mount trait and artefact. Two casters for dispelling endless spells which I think will be very popular in most armies. The combination of All out Defense/mystic shield and Winterbite -1 to hit from shooting is a really nice combo. They don't overlap and give you a pretty stout turn1 or turn 2 depending on how big your deployment is. Allegiance: Ogor Mawtribes - Mawtribe: Winterbite LEADERS Frostlord on Stonehorn (430) - Artefact: Frostfang - Mount Trait: Black Clatterhorn Butcher (135) - General - Command Trait: Wintertouched - Cleaver - Lore of Gutmagic: Ribcracker Butcher (135) - Cleaver - Lore of Gutmagic: Blood Feast UNITS 8 x Ironguts (490) 4 x Ironguts (245) 4 x Ironguts (245) BEHEMOTHS Stonehorn Beastriders (320) - Ogor Mawtribes Battleline (Beastclaw Raiders General) TOTAL: 2000/2000
  12. Are we waiting for a FAQ or has it been confirmed that if you have multiple Generals (Soulblight), do you get multiple Command Points at the start of the Hero Phase?
  13. I didnt use Portals much before but im pretty sure it only mentioned range and visibility. Now it specifically states effect which makes it clear the bubble spells work from the portal.
  14. One quick thing people should know about Bella and Portals, the new portal rules added wording, "...effect of that spell can be measured from this endless spell instead of the caster." The "effect" part is brand new. It means if you cast Under a Killing Moon next to Portals you can throw your amazing buff bubble up the field 18 inches. It gives Bella the range to buff your BKs, VLOZD and Mannfred. It's great.
  15. Are we/me sleeping on how good 5 man units of Bloodknights are? I get 195 isnt "cheap" but they do so many things so well. 5x man units shouldn't be your hammer unit but they will 100% beat up so many chaff and objective sitting units. 15 3+ wounds is enough that your opponent will have to use something decent to deal with them taking away threats from Manny and VLOZD. Im starting to think most or all my lists would be better off with 2x5man units than Prince V.
  16. Good points, but the same reasoning applies to opponents. Smaller board and centralized fighting means it's easier for flying and faster hammers to hit you. So it benefits your Graveguard but also the other threats out there still really out range you. I do like the idea of a 10 man unit of Graveguard as your rearguard. If you have a Necromancer around, they are still a good late game/counter charge threat. They are cheap enough to also be flexible as chaff or put into Graveyard for early/late objective grabbing. I think 10s might be worth trying in certain lists.
  17. I'm not exactly sure what you mean by, "but in the case it does not work out you at least get to try again turn 2 without your opponent having a chance to move out of the way." Do you mean if you win priority and get the double turn? I love Grave Guard and their potential output is awesome, especially when buffed, but I have a really bad feeling they won't be fit for AOS3. They cant move fast, unless you pop them out of grave for long charges (you can't buff them if you do this and it's unreliable). They also can't take a punch and they aren't battleline without help, so you can only take groups of 20. I want them to be good, and sometimes they probably will be good, but I think they will be shoot off or charged much more than they will be charging and smashing.
  18. I want to make a PSA about SBGL and our big, high points monsters. They have 0 built in +'s to charge. This is extremely important in the new world of AOS 3 and REDEPLOY. Redeploy is going to be a huge game changer and something we all need to learn to play around. Without easy access to +2 or more to charge our best options are using speed to get 3 inches away from the unit we want to charge or getting something else into combat first. This 2nd one is why I think Belladamma Volga and Spellportal is almost an auto-include. It's one of the best ways to make sure single wound infantry units can't escape you, and just as good, cant stand and shoot at you. Imagine a common scenario, say against Skaven. They are screening their 6xStormfiends with some clan rats. They are keeping their Stormfiends kind of close to the Clan rats so they could shoot over the top of them when they get charged. You cast Lycancurse on the Clan rats kiling one. You position the single Direwolf as far out from the rats as you can, 3 inches, and it is now within 3 inches of both units. Stopping the Rats from retreating if you move within 9 inches and stopping the Stormfiends from Unleashing Hell. I think if you're using Prince or VLOZD, very expensive melee units, this is in an invaluable tool. They are fast but can still be thwarted by Redeploy. I know others have talked about Bella +Portals but when you go through all the uses it can have, it's very good. Just wanted to share because that Stormfiends example was a real one for me and was huge in helping me win. Allegiance: Soulblight Gravelords - Lineage: Vyrkos Dynasty -Battle Regiment and Command Entourage (Spell Enhancement) LEADERS Belladamma Volga, First of the Vyrkos (200) - Lore of the Vampires: Amaranthine Orb Prince Vhordrai (455) - Lore of the Vampires: Amethystine Pinions Vampire Lord on Zombie Dragon (435) - General - +5 Ward Save - Command Trait: Hunter's Snare - Deathlance - Lore of the Vampires: Amethystine Pinions + Flaming Weapon Necromancer (125) - Lore of the Deathmages: Prison of Grief + Spectral Grasp UNITS 40 x Deadwalker Zombies (230) 40 x Deadwalker Zombies (230) 20 x Deadwalker Zombies (115) 10 x Dire Wolves (135) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Umbral Spellportal (70) TOTAL: 1995/2000
  19. You are correct. I forgot about that. Well it still boosts the Vampire Lord! Still good.
  20. Building towards this list. It's a hero smash and casting list. Two things I think will be super strong in AOS3. Rerolling casts for all vampires is just so busted. You can fish for 9+ if you really want to. It's such a powerful ability. I'll give the +1 dmg core spell to my wizards. It means next to cogs, Prince Vhordrai can give himself +6 to move and +1 dmg to his lance. If you charge, you're at -3 rend flat 5 dmg. Yes sir. I'm new to this army, but any feedback? Allegiance: Soulblight Gravelords - Lineage: Vyrkos Dynasty LEADERS Prince Vhordrai (455) - Lore of the Vampires: Amethystine Pinions Vampire Lord on Zombie Dragon (435) - GENERAL - +5 Ward save artefact - Command Trait: Hunter's Snare - Death Lance - Lore of the Vampires: Amaranthine Orb Belladamma Volga, First of the Vyrkos (200) - Lore of the Vampires: Blades of Shyish (not sure about this spell) Necromancer (125) - Lore of the Deathmages: Spectral Grasp UNITS 40 x Deadwalker Zombies (230) 40 x Deadwalker Zombies (230) 20 x Deadwalker Zombies (115) 1 x Corpse Cart with Balefire Brazier (80) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Umbral Spellportal (70) Cogs (45) TOTAL: 1985/2000 WOUNDS: 148
  21. Yeah as is it seems punishing. Orruks have mixture of horde and elite units. Ardboyz start at 5.
  22. Have we seen anything about the number of models in regards to reinforcements? So my BigStabbas are minium 2 models. So I can only take 4 in a single unit now???
  23. They dont need an update. They shoot 3 times and can get +1 from their spell lore. They are the classic high volume of shots vs quality. That said, other units that have both high volumes of shots and better to hit rolls do benefit more.
  24. Are thr new Kruelboyz a new army or do they fall under the Big Waggh and orruk warclans book? im confused.
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