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Warbossironteef

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Posts posted by Warbossironteef

  1. 6 hours ago, Kaizennus said:

    I can post my lists below to share what I’ve been using so far. I do however have access to pretty much everything on the roster except for Nagash, Cursed City Heroes and the Coven Throne/Morris Engine so I’m fairly open to a variety of lists.

     

    First Week

      Hide contents

    Allegiance: Soulblight Gravelords

    - Lineage: Vyrkos Dynasty

    - Grand Strategy: Hold the Line

    - Triumphs: Indomitable

     

    Leaders

    Radukar the Beast (315) in Warlord

    Necromancer (125) in Warlord

    - Lore of the Deathmages: Fading Vigour

    Vampire Lord (140) in Warlord

    - General

    - Command Trait: Driven by Deathstench 

    - Artefact: Terminus Clock 

    - Lore of the Vampires: Amaranthine Orb

    Vampire Lord on Zombie Dragon (435) in Warlord

    - Deathlance

    - Artefact: Sangsyron 

    - Universal Spell Lore: Flaming Weapon

     

    Battleline

    20 x Deadwalker Zombies (115)

    20 x Deadwalker Zombies (115)

    10 x Deathrattle Skeletons (85) in Warlord

     

    Units

    5 x Blood Knights (195) in Hunters of the Heartlands

    5 x Blood Knights (195) in Hunters of the Heartlands

    10 x Grave Guard (140)

    - Great Wight Blades

    10 x Grave Guard (140)

    - Great Wight Blades

     

    Additional Enhancements

    Artefact

     

    Total: 2000 / 2000

    Reinforced Units: 0 / 4

    Allies: 0 / 400

    Wounds: 136

    Second Week

      Reveal hidden contents

    Allegiance: Soulblight Gravelords

    - Lineage: Vyrkos Dynasty

    - Grand Strategy: Hold the Line

    - Triumphs: Indomitable

     

    Leaders

    Belladamma Volga, First of the Vyrkos (200) in Warlord

    - Lore of the Vampires: Spirit Gale

    Radukar the Beast (315) in Warlord

    Vampire Lord (140) in Warlord

    - General

    - Command Trait: Spoor Trackers 

    - Artefact: Terminus Clock 

    - Lore of the Vampires: Spirit Gale

    Vampire Lord (140) in Vanguard

    - Command Trait: Spoor Trackers 

    - Artefact: Arcane Tome (Universal Artefact)

    - Lore of the Vampires: Spirit Gale

     

    Battleline

    20 x Deadwalker Zombies (115) in Warlord

    20 x Deadwalker Zombies (115)

    20 x Deadwalker Zombies (115)

    10 x Deathrattle Skeletons (85)

    10 x Deathrattle Skeletons (85)

     

    Units

    5 x Blood Knights (195) in Hunters of the Heartlands

    5 x Blood Knights (195) in Hunters of the Heartlands

    10 x Grave Guard (140) in Vanguard

    - Great Wight Blades

    10 x Grave Guard (140) in Vanguard

    - Great Wight Blades

     

    Total: 1980 / 2000

    Reinforced Units: 0 / 4

    Allies: 0 / 400

    Wounds: 161

    Third Week

      Hide contents

    Allegiance: Soulblight Gravelords

     Lineage: Vyrkos Dynasty

    Grand Strategy: Hold the Line 

    Triumphs:

     

    Leaders

     

    Vengorian Lord (280)

    - General

    - Command Trait: Hunter's Snare

    - Artefact: Amulet of Destiny (Universal Artefact) - Universal Spell Lore: Flaming Weapon 

     

    Belladamma Volga, First of the Vyrkos (200)

    - Universal Spell Lore: Levitate

     

    Radukar the Beast (315) 

    in Battle Regiment

     

    Battleline

     

    20 x Deadwalker Zombies (115)

     in Battle Regiment 

     

    20 x Deadwalker Zombies (115)

     in Battle Regiment

     

     10 x Dire Wolves (135) 

    in Battle Regiment

     

    20 x Deathrattle Skeletons (170) 

    in Battle Regiment 

    - Reinforced x 1

     

    Units

    5 x Blood Knights (195)

     in Hunters of the Heartlands 

     

    5 x Blood Knights (195) 

    in Hunters of the Heartlands 

     

    20 x Grave Guard (280)

     in Hunters of the Heartlands

     - Great Wight Blades

    - Reinforced x 1

     

    Total: 2000 / 2000 

    Reinforced Units: 2 / 4 

    Allies: 0 / 400 

    Wounds: 161

    Fourth Week

      Hide contents

    Allegiance: Soulblight Gravelords

    - Lineage: Vyrkos Dynasty

    - Grand Strategy: Prized Sorcery

    - Triumphs: Indomitable

     

    Leaders

    Belladamma Volga, First of the Vyrkos (200) in Battle Regiment

    - Lore of the Vampires: Amethystine Pinions

    Radukar the Beast (315) in Battle Regiment

    Vengorian Lord (280) in Command Entourage

    - General

    - Command Trait: Hunter's Snare 

    - Artefact: Amulet of Destiny (Universal Artefact)

    - Universal Spell Lore: Flaming Weapon

    Vampire Lord (140) in Command Entourage

    - Lore of the Vampires: Spirit Gale

    Necromancer (125) in Command Entourage

    - Lore of the Deathmages: Fading Vigour

     

    Battleline

    20 x Deadwalker Zombies (115) in Battle Regiment

    10 x Deathrattle Skeletons (85) in Battle Regiment

    10 x Deathrattle Skeletons (85) in Battle Regiment

     

    Units

    5 x Blood Knights (195) in Battle Regiment

    20 x Grave Guard (280) in Battle Regiment

    - Great Wight Blades

    - Reinforced x 1

     

    Endless Spells & Invocations

    Chronomantic Cogs (45)

    Emerald Lifeswarm (60)

    Umbral Spellportal (70)

     

    Total: 1995 / 2000

    Reinforced Units: 1 / 4

    Allies: 0 / 400

    Wounds: 116

    I've been collecting and assembling the army over time and have had more and more pieces come in through the weeks, which is partly why this list has changed up. The fourth list is the one that got completely crushed.

    I'm still quite new to the game. Prior to 3.0 I played about.. five games I think? So I know my piloting ability is definitely a factor.

    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

     

    • Like 1
    • Thanks 1
  2. On 7/13/2021 at 10:21 AM, BaylorCorvette said:

    Played a 1 day tournament this past weekend and went 1-2. My two losses were extremely close and went into the 5th battle round, had a few rolls gone a different way it could have easily been a 3-0 weekend. My list is at the end of this post.

    Game 1 against Stormcast on Power Struggle, my opponent conceded end of Battle Round 2.

    Game 2 against Sons of Behemat running four Megas, two Gatebreakers and two Warstompers. One of the Gatebreakers had the 5+ ward save generic artefact. This was on Feral Foray. I gave him the first turn and kept one unit of Blood Knights in outflank and a unit of zombies in the graves. This forced him to basically have 3 Megas sit back while one warstomper cautiously advanced.  My turn 1 I moved into position on the warstomper but did not attempt long bomb charges. I won the roll off and took the double turn. I had a unit of Blood Knights and my Vengorian Lord charge the Warstomper supported by Belladammas spell to have 6s cause two hits. The Vengorian Lord popped rousing commander. Even with all out defense I brought the warstomper from full health down to 7 wounds remaining. HOWEVER I totally forgot I had casted Clotted Deluge on the Warstomper. So all my attacks should have been +1 To Wound, I likely would have killed the Warstomper in one go. In my opponents turn I used a sneaky redeploy to have 10 Skeletons block his ability to retreat the Warstomper allowing me to kill it in his combat phase. It took two and a half battle rounds to take out his General with the 5+ ward save. Had the battle gone one more battle round I'm pretty sure I would have won, it just took so much time to chew through his general. Four Megas is definatley going to be a solid list for competitive play. Great damage, super tanky (especially 5+ ward save general) and counts as 20 models. Plus all the battle tactics reward resilient killy monsters.

    Game 3 against Seraphon on Savage Gains. This game was VERY close and went to the last turn on Battle Round 5. The roll off from BR 1 to BR 2 I rolled a six and my opponent rolled a six as well but since he went first he broke ties and took the top of the turn. The roll of for BR 3 was once again a tie (we both rolled a 4) and against my opponent took the turn. Had I got the double turn either time I think it would have been very likely I won. Aside from the lack of double turn my opponent rolled super hot on dealing mortal wounds to my army and I had a unit of Blood Knights only kill 3 Saraus Warriors in one combat phase, I rolled comically bad.

    My take away from my first tournament in 3.0. I overall enjoy 3.0 much more than 2.0. So much more interaction in your opponents turn. Battle Tactics are HUGE and really if you can consistently score yours and prevent your opponent from scoring theirs, then you can afford to not score some objectives in favor of really killing their army. Our ability to bring things from the graves and/or outflank is very strong as it forces our opponent to guard or zone out areas, allowing us to take out a unit or two for a battle round or more. A cheap 85 point skeleton unit of 115 point zombie unit to keep in the graves for a couple of turns is very strong. I still think Vyrkos is probably one of the stronger Bloodlines but I just love Blood Knights too much to not play Kastelai  right now. However a Vengorian Lord with Rousing Commander and Fragment of the Keep is such a good support piece for two units of Blood Knights. With Rousing Commander and your Blood Knights on the charge dealing 3 damage per swing is nuts, heck I almost brought a full health Warstromper down in one combat phase. Also the debuff from the Vengorian Lord with the Fragment of the Keep is super strong. Reduce rend by 1 from his warscroll and -1 To Wound 6" aura from Fragment of the Keep meant that the Warstomper did a total of like 3 damage. Belladamma is a bargain for 200 points. Exploding 6s To Hit on Blood Knights with Rousing Commander is terrifying. Finally, Riders of Ruin of the Blood Knights is sooooo good. Having a tanky and reasonably killy unit that is fast that cannot be tied down really puts stress on the opponent.

     

    The list is a double Battle Regiment, making it a 2 drop list.

    LEADERS
    Vengorian Lord (280) in Battle Regiment
    - General
    - Command Trait: Rousing Commander
    - Artefact: Fragment of the Keep
    - Lore of the Vampires: Amethystine Pinions
    Prince Vhordrai (455) in Battle Regiment
    - Lore of the Vampires: Amethystine Pinions
    Belladamma Volga, First of the Vyrkos (200) in Battle Regiment
    - Lore of the Vampires: Amaranthine Orb
    UNITS
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    10 x Dire Wolves (135) in Battle Regiment
    10 x Dire Wolves (135) in Battle Regiment
    20 x Deadwalker Zombies (115) in Battle Regiment
    10 x Deathrattle Skeletons (85) in Battle Regiment
    TOTAL: 1990/2000 WOUNDS: 148
    LEADERS: 3/6 BATTLELINES: 7 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ENDLESS SPELLS & INVOCATIONS: 0/3 ALLIES: 0/400
    REINFORCED UNITS: 0/4
    CORE BATTALIONS

    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.

  3. 2 hours ago, Obeisance said:

    So people, wearsy your favourite combos with SB?

    How are you handling Redeploy? Unleash Hell?

    Tricks and tips for using pile in six?

    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

    • Like 3
    • LOVE IT! 1
  4. 39 minutes ago, swarmofseals said:

    @Warbossironteef It'll be interesting to see if there is a tipping point between having a 5+ and a 6+ ward for the VLoZD in terms of survivability. At first glance it seems not worth it to give up the d3 extra lance attacks to move the ward from 6+ to 5+, but depending on the precise amount of incoming damage you could easily be correct.

    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. 

    • Like 1
  5. 35 minutes ago, Ordal said:

    Hunters Snare was changed in the latest FAQ, now its capped to "count as 5 models" if the general with the trait has more than 5 wounds. Since monsters already count as 5 models in 3rd edition, Hunter Snare now is useless on monster heroes. And even with other heores I think Vyrkos have better options.

    I think the same: for babysitting home objectives, skeletons are a better option. Even a single squad of 40 zombies summoned on the front line is a threat to be dealt with, making your opponent take choices is always a good thing.

    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.

    • Like 3
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  6. 7 hours ago, Neil Arthur Hotep said:

    I'm not sure it will be the most competitive build, but it's definitely a real option now. In my opinion, the problem with Zombie spam in AoS 3 is that it will make it hard to secure Battle Tactics. Same for most low-movement, defensive armies, really. Tactics seem to be about going out and killing/capturing stuff in most cases.

    Gorslav is still super good, though. His price point is just extremely appealing for any list that has Deadwalkers in it. It's worth noting that he can not just resurrect Zombies, but also Direwolves, which is really great utility.

    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. 

    • Like 2
  7. 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

    • Thanks 1
  8. 1 hour ago, Alfascozzesi said:

    I have a question regarding Mannys command ability.

    It is triggered in the hero phase and has a bubble of 12”. 
    Does this mean that everyone in the bubble in the hero phase gains the buff or is the buff bubble measured in the combat phase when the buff would take effect but has to be triggered in the hero phase.

    Hope this makes sense.

    It buffs and has no restrictions after that, unlike Bellas spell.

  9. 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

    • Like 2
  10. 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

    • Like 2
  11. 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.

  12. 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.

  13. 10 minutes ago, Liquidsteel said:

    It's worth considering that we're on a smaller board, and from what I can see, objectives appear to be closer to the middle, in general, rather than the sides.

    This means the fighting will be more concentrated if you want it to be.

    This will help something like a big unit of 30 grave guard, that you pop out somewhere near the centre, to really shine, as in order to avoid them the opponent will need to not be there.

    You can also use things like redeploy to your advantage, to actually move closer to the enemy in their turn.

    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. 

  14. 5 minutes ago, Neil Arthur Hotep said:

    This is a problem I have been thinking about in the context of trying to get that Grave Guard charge from deep strike.

    The good news is that the opponent does not get to redeploy in that scenario, because coming in from the grave is not a move, and you are outside of 9" anyway. But hitting that 9" charge is not exactly easy. You really need to earmark a command point for Foreward To Victory to even be looking at a coin flip. With Cogs and a reroll you are looking at 66% odds.

    That is why I think lists that build around Grave Guard and really need that early charge should try their hardest to go second. In that case, the Grave Guard are protected turn 1, since they are in the grave. You can try to get the turn 1 charge with them, 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. On turn 2, I would definitely move in 4" to at least make them waste a point to Redeploy, though. If they don't the charge is guaranteed. If they do, at least the odds are in your favour that your next charge will be closer than the last.

    I also think having a way to reliably get that +1 to save on grave guard is pretty crucial, because no matter how much work you put in, there is always a substantial chance that they will just fail their charge and get counter charged instead. For what it's worth, they can somewhat handle it if they are on a 4+/6++, possibly ignore rend -1. You can always heal them back up after with Deathly Invocation/Invigorating Aura/Rally.

    These kinds of difficulties are also why I consider Grave Guard a build-around unit if you are planning to bring units larger than 10 models. I think their ridiculous damage is worth it, but they require a lot of support becuase they are so hard to get into position.

    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. 

  15. 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

    • Like 2
  16. 17 minutes ago, Liquidsteel said:

    How is Vhordrai getting +1 damage outside of Kastelai?

    My understanding is that Vhordrai cannot take the Flaming Weapon spell as he is a named character?

    You are correct. I forgot about that. Well it still boosts the Vampire Lord! Still good.

  17. 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

    • Like 2
  18. 1 minute ago, dirkdragonslayer said:

    Oh no it's Warcry all over again with symbols. I hope that is just for the starter set and the real core rule book uses more generic looking symbols.

    Could it have killed them to do something generic and readable? Crown is commander, fist is sub commander, shield is battleline, vague animal skull is monster, etc.. 4 varieties of little men isn't good for glance value.

    Also I feel like it may be limiting since not every army has access to 10+ wound heroes to fill this detachment system. Like could Bonesplitterz even use those bigger detachments?

    Its less than 10

  19. Just now, Grimrock said:

    Yeah, and only if you want to spend the reinforcement point to get them there (that would mean you can't reinforce a different unit like savage orruks). It is possible (and I would say probable) that they update some of the minimum unit sizes in the generals handbook, so we'll just have to wait and see where everything ends up.

    Yeah as is it seems punishing. Orruks have mixture of horde and elite units. Ardboyz start at 5.

  20. Just now, Howdyhedberg said:

    Will they update savage orc arrowboys? They write that the new ability is good for them, but +1 to hit would make them hit at 6+?

    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. 

    • Like 1
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