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Warbossironteef

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Posts posted by Warbossironteef

  1. 1 hour ago, Duke of Mousillon said:

    I think about letting a Bloodpelt hunter lead my Underguts because he can take gruesome trophy rack gets his +2 to hit command trait and be basically unsnipable when he sits in cover close to my artillery or gunline? 

    He would still be lackluster in range because he would mainly support 30" range units when himself being 18" at best but I guess his ranged is still better then a Tyrant sitting back there doing nothing? Not sure though. I am not sold on the new Hunter being useful. 

    I don't think he needs to do nothing. He moves almost as fast a Ironblasters and Ironblasters want to position themselves to do the hailshots. He's tanky enough, especially with double big-names to be pretty agreesive. I agree about new Hunter. Waste of a new model and pretty useless IMO. 

  2. 6 hours ago, Duke of Mousillon said:

    This exactly. In the past they theoretically at least outdamaged stonehorn beastriders a bit potentially in a unit off 4 for the same price. Now the Beastriders are 310 and 4 of these are 350 and still have the worse charge and count for less models on objectives. I really love the idea of their new anti shooting ability but I am afraid of their actual use. I guess they consistently run and charge now at least and are now the more damaging and survivable but also more expensive battleline option for the beasclaws. They still synergise better with the Bloodfeast spell than our other units in the book because of their mounts gaining the bonus attack too.

    And yes for just charging for mortal wounds theoretically leadbelchers are the way to go because they are our cheapest 3+ model unit but their melee just is not comparable to the other units. If some madman wants to play 10×4 leadbelchers with 2 Tyrants who both have the Big Name to count as a Monster for the charge damage in Meatfist I want pictures of those 42 bellies just charging things.

    I think Mournfang are great in their role. They aren't like the nurgle flies or gotgruntas that can carry a whole army but they are a great linebreaker unit with resiliency against shooting and unleash hell.

    They also are good at taking buffs but also fairly self reliant. IMO with cannons and our MSU Ogors being a bit better you can make a good combined arms list that didn't function before. 

    MFC unit of 4 are great running mates with a FLOSH. They charge first, you then charge with FLOSH and Monsterous Rampage onto a backline unit. Between mortals from both charges peppering the unit in front MFC can take down remaining models. I think it's a nice combo and protects FLOSH from gun lines. 

    I'm going to try Underguts first. I don't want run 4 Ironblasters. I do think Ill also  move off Underguts overtime, go down to 2 Ironblasters and bring more Gluttons or min units of Ironguts. 

    FLOSH

    Tryant

    3x 4 Leadbelchers 

    4xMFC

    3x Ironblasters 

    • Like 1
  3. On 8/8/2022 at 9:08 AM, Boggler said:

    Nate Trentanelli won Best Overall at Season of War GT this past weekend.

    He won on a combo of Sportsmanship, and his beautiful hobby skills. His conversions were really well done and the whole army theme is incredible. It was certainly a pleasure to see.

    Here is his list:

      Reveal hidden contents

    Allegiance: Nighthaunt
    - Procession: Scarlet Doom
    - Grand Strategy: Fright or Flight
    - Triumphs: Inspired
    Krulghast Cruciator (150)*
    Guardian of Souls (150)*
    - Artefact: Midnight Tome
    - Lore of the Underworlds: Seal of Shyish
    Spirit Torment (115)*
    Spirit Torment (115)
    - General
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Underworlds: Shademist
    9 x Spirit Hosts (375)**
    - Reinforced x 2
    10 x Chainrasps (110)**
    10 x Chainrasps (110)**
    20 x Bladegheist Revenants (350)***
    - Reinforced x 1
    20 x Bladegheist Revenants (350)***
    - Reinforced x 1
    4 x Myrmourn Banshees (105)***
    Purple Sun of Shyish (70)
    *Command Entourage - Magnificent
    **Expert Conquerors
    ***Bounty Hunters

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 112
    Drops: 10

     

    20220807_122702.jpg

    Anyone here have experience playing with 9x Spirit Hosts? Is it about they tankiness of the unit and effectiveness of returning them?

  4. 40 minutes ago, Arzalyn said:

    Yeah you said pretty much what I think about Winterleaf! If you are still used to play with our old tome I don't think the 6" bubble is that much of a problem to be honest, as it was pretty much the normal back them. With two units of kurnoths I think its pretty workable to keep the everdusk buff on most of the times.

    While I agree that his ability is REALLY strong, I don't see it being super desirable outside of Spellsingers builds. The problem is the same we had on the old book, a good opponent will easily denial your wood placement and limit your ability to place it in his deployment zone. As soon as that happen you will have to place the wood in the middle of the board and in this situation you could have done near the same with the acorn.

    As @Trickflo said, there is a lot of heroes that are at the same point range and offer away more utility. The free range wood is strong, but not enough to justify his actual pricing for most of our lists. He needed to have something else going on, like a extra cast, or a actual good spell, even doing more damage than a treelord would be a start, I guess.

    Fair but the big difference is in this book you still cast warsongs spell from tree and you get to attack for free thanks to strike and fade. Big differences.

  5. I 100% understand why the TLA is priced as he is. I do wish he was a 2 wizard or a little cheaper but his board-wide tree is so powerful and can do some nasty things.

    The obvious being Warsong with Spellslinger in Gnarlroot and with the reroll season. Because you can also place it 3 inches away you can also do some 1st turn charges using the Hive. It's actually fairly reliable thanks to the flexibility of Gnarlroot, Spellslinger and the reroll season. 

    Below is an oversimplified example but:

    • Assign overgrown to one of your terrain pieces on your back board edge
    • Deploy your TLA and Warsong last, out of range of dispel and next to overgrown
    • Set up first tree in center board and deploy Kurnoths in it
    • Cast Hive with Warsong, use reroll if necessary - you can cast through the WW the Kurnoths are in
    • Summons WW with TLA
    • Cast Warsongs warscroll spell with 3d6, use reroll if needed and if not used
    • Cast spell with TLA - most likely trying to summon another woods
    • Teleport Kurnoths through trees to TLA Tree. 
    • Reposition TLA on the board thanks to his warscroll teleport
    • Charge, murder something, return Kurnoths to any WW

    1821987297_turn1.png.d610662383626a25dcd73a48bc07a062.png

     

     

     

     

    277107944_turn1part2.png.3aacd9b46f7c377bf5c8a2c32b01d366.png

    • Like 1
    • Thanks 1
  6. So I haven't gotten my preorder yet :( But I took the one 60mm base I had and traced it out on a piece of paper. I believe, if you space out your Seekers/Lancers 1 inch apart and get the front line into base to base with enemy, it creates enough gap for the back row to get between and within 2 inches of enemy. You may not always be able to get all 6 in, but I feel like in most cases, except for attacking small based heroes, you'll be able to get 5 in, maybe all 6.

    I know this sounds difficult to pull off, BUT, the warscolls are so well written. They all have a 6 inch pile in! This gives you a ton of flexibility to get them in the right position. 

    I really feel like if I can master the art of getting 5 of 6 in combat, a unit of 6 Seekers is going to be awesome. 3 is good, but there are plenty of armies that can delete them in one turn. 6 man unit makes it much more difficult, giving you the chance to revive, utilize rally and Verdous Harmony much more effectively. 

  7. 7 hours ago, Arzalyn said:

    I like your lists, lancers really benefit from the bounty hunters, I just not sure how common GVs will be from the bonus to be relevant. In those match ups do you plan to use them to pin/weaken some targets? Wouldn't making the arch rev your general better for warsing? The Warsong bigger base gives a higher area, but I imagine you wouldn't want to be too agressive with him if you want to keep the cast bonus. The arch rev has a really good mobility, which could compensate her smaller size and I imagine you will want to keep her with the kurnoths any way.

    Good news about using Lancers is with warsinger they move 17inchss so you don't have to play too aggro with Warsong. Then he hangs out with hunters until its time for them to push out. I prefer making my general a bit more tanky than Arch. Arch actually has to get aggro the turn you charge with your hunters to make sure he can stay in range for wound buff and command ability. 

    I don't know how the meta will shape out. I think most armies will take a few GV. I need to get some more games in with lancers/Seekers. I love both and might make sure I have at least 1 unit if Seekers in every list. 

    • Like 2
  8. I'm starting to really like the idea of Gossamids paired with Kurnoths. It's super expensive but I honestly dont see how any melee army deals with it if you play well. They screen, making charges almost impossible and your Hunters are always set up to counter charge.

    If you use Warsinger everything moves so fast, even Hunters going 8. Of course some shooting armies will be able to blast the Gossamids away and it's not cheap, but they seem so bleeping good in certain matchups.

    Heartwood – The Reaping
    Warsong – 305 – Warsinger, Gem
    Arch Rev -120
    6x Kurnoth with Scythes – 500
    5x Tree Revs – 110 - Expert Conquerors 
    5x Tree Revs – 110 - Expert Conquerors 
    5x Gossamids – 220
    3x Lancers – 210 – Bounty Hunters 
    3x Lancers – 210 – Bounty Hunters
    3x Lancers – 210 – Bounty Hunters
    1995/2000

    • Like 1
  9. 38 minutes ago, Frowny said:

    Some observations-

    Seekers ressurection themselves seems very strong. They also seem just better than lancers... They actually do plausibly more damage than lance

    For the warsong bomb, is it just me in or no is the branchwych spell identical? It seems a lot lot cheaper. Goes great with the artifact to cast through wildwoods and another reliable caster to put it out there.

    Allarielle seems actually pretty good now, i hadn't seen that you could save the ressurect and it's +1/turn. Using it on t4 goes off on a 2+, which is pretty reliable. Gives her a nice failsafe.

    If taking allarielle, i think you would definitely want one of the + casting seasons/wargroves. 3 casts without anything to buff them seems insufficient. 

    Is there value to units of 6 seekers? Keeps them around long enough to be ressurected, and they hit pretty darn hard on their own, about as much as hunters. 

    I think for sure 6 Seekers could be good. 2x3 is also good for healing multiple units, but I like Lancers and think they have a good place in the army. 

    Don't underestimate their extra speed. Also if you're brining other units, it allows you to strike first with your Lancers and then save your Strike and Fade for a unit of Kurnoth or Durthu or whatever. So you can have some nice, one-sided combat phases. 

    • Like 1
  10. Anyone here have familiarity with round 60 mm bases? If you have a unit of 6 Lancers or Seekers, have 4 in a line and then 2 in the second row in between two in the front row, will there be enough space to get all 6 into 2 inch range?

  11. 58 minutes ago, Domize said:

    So, this is probably not super viable, but more of a fun meme build.

    Harvestboon – The Dwindling
    Warsong Revenant – General, Spellsinger, Vespereal Gem, Verdous Harmony - 305
    Treelord Ancient - Regrowth - 360
    6x Kurnoth Hunters with Scythes – 500 – Bounty Hunters
    3x Lancers -210 – Bounty Hunters
    3x Lancers 210 – Bounty Hunters
    3x Seekers – 235
    5x Tree Revs – 110 – Expert Conquerors 
    Spiteswarm Hive – 40
    1970/2000

    With this you could have almost your entire army in the enemy's face turn 1?

    • Seekers and lancers can move 12" pre-game, then another 12-14" in their movement. Should be close for a charge.
    • Treelord ancient can place his wood anywhere on the battlefield, so place it near enemy.
    • Warsong Revenant can cast Spiteswarm Hive through the wood that the Treelord Ancient placed (with re-roll from The Dwindling)
    • Treelord Ancient can teleport to the placed wood to activate Spiteswarm Hive (Edit: ignore this...)
    • Kurnoth Hunters teleport to the wood and now have a 6" charge to make from Spiteswarm (Edit: Nope, still 9"..)

    Tree revenants and Warsong Revenant can just go to any objectives left behind. Could be very risky but fun.

    Edit: Just remembered Spiteswarm Hive has to be activated at end of Hero phase...

    Nothing is stopping you from casting the Spiteswarm on the Hunters prior to moving through the trees. They keep the +3 to charge until the end of the turn. :) 

    • Like 1
  12. Did some final tinkering and my preorder is now complete. Going to build some bug boys. Feeling pretty good about something like the below. Warsong is an awesome general. A little pricey, but she can give out +3 movement and auto revive every turn.

    List brings Hunters with full support of Arch Rev and 3x Seekers. 2x Units of Lancers to be aggressive and then 3x5 Tree Revs all counting as 15 models for battle tactics. Not sure if the number of Lancers and Seekers is optimal or if the Lancers should be a unit of 6. I'm hoping to magnetize them and get some practice games in. 

     

    Heartwood – The Reaping
    Warsong – General, Warsinger, Vespereal Gem, Verdous Harmony - 305
    Arch Rev - 120
    6x Kurnoth Hunters with Scythes – 500 – Bounty Hunters
    3x Lancers -210 – Bounty Hunters
    3x Lancers 210 – Bounty Hunters
    3x Seekers – 235
    5x Tree Revs – 110 – Expert Conquerors 
    5x Tree Revs – 110 – Expert Conquerors 
    5x Tree Revs – 110 – Expert Conquerors 
    Spiteswarm Hive – 40
    1950/2000

  13. 21 minutes ago, Landohammer said:

    Thats fair, but the summon really gives her a lot of value. And she has a quite powerful shooting ability. The ward save aura is probably the best spell in our entire book outside of maybe Treesong. 

    Also she can use herself as a woods, which makes her quite effective for the purposes of fight and fade and the normal teleport. 

    The Warsong is definitely the better caster of the two, but in terms of utility the lady just does a bit of everything, and does it quite well. 

    They both have merit but Warsong has the edge of being able to take the Gem and also extra enhancements for spells. Auto-casting a spell from the lore that cant be unbound is huge, especially when consider how impactful our spells are. If you have an extra enhancement you could also make it so the Warsong knows multiple spells. For example you can have her know both the spell that revives models and the rend spell. It makes her super flexible and with the Gem extremely reliable. 

  14. 7 hours ago, Aeryenn said:

    Is it worth taking Gnarlroot with only one wizard? I'd rather use it with Alarielle + Branchwych or at least two other casters, like Warsong Revenant + Lady of Vines.

    With my list I'm thinking more simple and I'm going for the dmg output.

    Glade for KH battleline

    Durthu

    Arch-revenant

    6x Scythes

    3-6x Swords

    3 Dragonflies

    3 Dragonflies

    And whatever points are left I would fill with Tree-revenants, dryads, Branchwych and/or Treelord.

    It is worth testing but the thing about KH and Durthu lists is that they are very very slow.  Warsong with +1 to cast and rolling 3 dice gives you a good shot at getting off SpiteSwarm, which in my opinion is great with the new season that expands the range on our tree buffs to 12. 

    It allows you do more aggressive combos of teleporting, making a charge and then strike and fading. 

    • Like 1
  15. I also would love to collect and try an army based around a unit of 9x Lancers and 3x Seekers. 

    The fact they can strike and fade, rally be revived by Seekers, always hit first and move 14 mean you can stay out range of enemy, then on your turn, move, charge, fade and then be out of range of things again. I think it could be super good. 

  16. I'm using the models I have but trying the below. It's nothing fancy but I like the idea of Durthu being a hammer along with 6 Sycthes. Bring the spiteswarm hive for either launching guys through terrain or for more protection for Hunters. Not sure if the 20x Dryads will be good but it's what I own. I think auto reviving 1 Kurnoth with Warsong and 1 from Seekers is interesting. It's a shame Warsong lost knowing the whole lore because the healing spell would be really nice for Ethereal Durthu. 

    Gnarlroot - Wargrove that expands tree buffs range

    Durthu, ethereal, d3 attacks

    Warsong - Gem revival spell

    Arch Rev

    20x Dryads

    5x Tree Revs

    5x Tree Revs

    6x Kurnoth Sycthes 

    3x Seekers 

    1x Spiteswarm hive

     

     

    • Like 1
  17. I think Tree Revs counting as 3 and being Vets is really good. Great for certain battletactics. Such a small footprint for 15 models worth of scoring that can teleport. Easy to hide as well. 

    Still struggling to figure out what to use for screens. Dyrads are okay but I really worry about using Vet units as screens. We'll have to see! 

  18. I know full info isn't out, but just to give you an idea of what some lists could look like. 

    Two hug hammers in Durthu and KH. Amazing support from Warsong and Rev and Seekes are all around amazing units. They might honestly be better than KH but I love rend 3. If Warsong is the same and has access to entire lore, ohhh buddy, her. with Gem is nuttttssss. Guys, let's gooooo!!!

    Heartwood:

    Durthu- ethereal, +d3 attacks

    Warsong - Ves Gem

    Arch Rev

    10x dyrads

    10x dyrads 

    6x Kurnoth with Scythes 

    3x Seekers 

    3x Seekers

    • Like 1
  19. 5 minutes ago, EnixLHQ said:

    Not that busted if it's still stationary. Even less so if it effects either army in range. Makes it a springboard at best, and a double-edged sword at worst

    I would say it's particularly good in NH given we lack casting support and rerolling charges can allow you to fish for certain wave of terror effects. It's flexible, cheap and the rerolls are great for NH. It's not, this is winning me the game busted, but it's insane value for the mere 40 points. The points thing is what makes it so good imo. At 80 points or something it wouldn't be as enticing. 

  20. 2 hours ago, Rors said:

    Not specifically NH but does anyone know the full rules for the battalion that gives +1 damage against battle line (veterans)?  What's the selection requirements and is it for one round or the whole battalion for the whole game?

    Given that this new meta will lean heavily into battle line hoards it seems potentially really powerful. Every army must bring battle line so you'll always get value from it.

    It's a battalion, up to 3 units of troops/infantry and it's a flat +1 dmg for attacks made against Veterans... It's actually kind of nuts because it, as currently reads, is +1 dmg to shooting and melee attacks including mounts. 

    I actually think it's huge deal and is a big problem for NH that you'll have to figure out. Some units, like gorgruntas, will be able to do absurd dmg to Veteran units, like Bladegheists. Kind of nuts. 

    It makes hexwraiths more interesting. They are the one battleline unit in the book that doesn't have to be Veterans. 

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