Jump to content

Magnus The Blue

Members
  • Posts

    565
  • Joined

  • Last visited

Everything posted by Magnus The Blue

  1. For those worried about duplicate models, worth saying that every model in the Creed except the wither-lord can be built 2 different ways. So a unit of 20 only has 2 identical models (Wither-lords). So unless you planning on playing loooooads of them, shouldn't be a problem. Also, in case anyone didn't notice, they did a stealth nerf of Rotmeer creed, the concoctions ability can now only effect any unit once per phase. Quite a bit nerf really, but they are still a rock solid unit.
  2. Absolutely, Festus is great for the Locus, extra healing and solid war scroll spell. His main disadvantage is not being a daemon and being unique, so no artifact or comman trait. If your build doesn;t need those things Festus is better 90%+ of the time.
  3. Yes Blightlords are battle line. Poxbringer is ok. Our cheapest wizard and actually has some punch in combat. In less silly lists I often include him mainly for Favoured Poxes, which is amazing if you can pull it off. Works ok as a solo wizards who can contribute a bit even if your out muscled on magic.
  4. Had another game with my Nurglites last night. Tried something a bit silly with max buffed plague bearers backed up with a solid core of Mortals. - Subfaction: Drowned Men - Grand Strategy: Blessed Desecration - Triumph: Inspired LEADERS Orghotts Daemonspew (300)* Spoilpox Scrivener (120)** - Artefacts of Power: Arcane Tome - Spells: Favoured Poxes Sloppity Bilepiper (130)** Poxbringer (145)** - General - Command Traits: Gift of Febrile Frenzy - Artefacts of Power: The Witherstave - Spells: Fleshy Abundance BATTLELINE Putrid Blightkings (250)* Plaguebearers (300)* OTHER Plague Drones (200)* Pusgoyle Blightlords (440)* Nurglings (105)* CORE BATTALIONS *Battle Regiment **Command Entourage TOTAL POINTS: 1990/2000 Played against Koalts Claw Seraphon with something like Slaan, Star Priest, Star Seer, 2* Carnasaurs, 3* 5 Saurus Knights (bounty hunters), 2 * Saurus Warriors (Expert Conquerors). We played In the presence of idols and had a great back and forth game for the first few turns before I managed to get my Blightlords into his casters, which lead to the rest of the army falling apart without the buffs. The buffed plague bearers did surprisingly well, charging turns 2,3 and 4, each time wiping out the target (sometimes with some help): Carnasaur, Knights, Carnasaur. The Scrivener really makes a bit difference to their output, especially the turn you get Febrile Frenzy as well, 61 3+/3+ attacks (All Out Attack) with 6s to hit Disease and 6s to wound Mortals (Bilepipper) makes a serious dent in anything. Worth the 300 point unit and 395 of heros needed used to set it up, No, but it was a bit of fun. If not for all the Bounty hunters about I'd be temped to try a 60 Plague Bearer Munificent Wanders list, although I suspect it'd get boring quickly. As usual Orghotts was probably the MVP, the free command, fast (for us) and rock solid defence for 300 points makes him a bit of a no brainer. Can definitely see him going up 50 points, but would probably still play him.
  5. But the blessed Sons ability is great with Concoctions and Expert conquers is very good for them. Both good options..
  6. I think they are just great. Cheap and effective shooting, not fragile (for us) and even battleline for Blessed Sons (who's ability triggers Virulent Concoctions. Long range threat is so hard for us to get. The Concoctions is what has me most excited as it's a strong counter play to castling up with multiple heros and buff-hammer generally, which is very popular right now. Spume and 20-30 of these guys will be a serious first turn threat which can't be ignored. 3 of them0 shoot will max out desease (possibly on multiple units) and generate 18ish saves, from shooting alone. Same again in combat.
  7. One thing to note if trying to make a nurgle list that's not painfull to play against is try to limit the amount of different complex units you bring to the table. Are allegience abilities are probably the most complex in the game and some of our units only make things worse (looking at you Epidemius) in terms of laying rules on rules. No one likes sitting their having rules explained to them for half the game. With that in mind I'd probably go with list 1, mainly because Bloab is both under costed and adds tonnes of rules bloat to the game, but also because daemon lists feel more enjoyable to play with against (unless they are Beast Spam or 40+ plague bearers).
  8. Completely disagree with this, I've found that unless you are careless with deployment and movement, almost all Nurgle units are strong: Heroes being the obvious exception where we have a few stinkers. Drowned Men Blightlord spam and Befouling Host Beast of Nurgle spam are probably the strongest lists but there is a million ways to make a really strong Nurgle list right now.
  9. I've run a few variations but always with a Rot Coven with arcane tomb, 2-3 endless spells (mirror is great for rancid visitations), and at least one more caster (Plague bringer, Bloab or Festus). Bit of everything in the rest of the army, mixture of BlightLords, BlightKings, Drones, Nurglings and Plague Bearers.
  10. Very good. He's a middling combat hero at best but hard to kill and combined with a Rot coven (or a decent selection of other casters) lets you dominate the magic against anything short of Teclis/Naggash. With cheaper and better endless spells in GBH22 I think he's a solid investment. Rerolling a few key casts/unbinds/dispels can really swing games now.
  11. Couldn't agree more. Sentinals and Foxes are not crazy good competitively but horrible to play against. The rest of the book could do with some buffing.
  12. Must say the GHB changes to endless spells mean that the Rot Coven has some real play now. Just Geninids, Gravetide and Pendulum last night (with a rot coven). The ability to cover the board in Disease causing models is just wonderful, basically his entire army was taking 4 disease tokens a round, so come round 3 almost all his small units were dead. Also feels super thematic and helps force enemies to come towards us rather than dance around our slow movement. Going to try the new Jaw and Shards of V at the weekend. They combo off each other nicely now and can both reach across the board turn one (although Jaws needs some hot dice to do this).
  13. Great news, in latest version of Azyr (updated before the rules are announced on Saturday with GHB) we get a nice little buff. Spirit of Gorkamorka now gives 2 hits on 6s in combat for all units regardless of number of models. Big stabbas and Rogue idols everywhere rejoice!
  14. Gits got some nice little buffs too. Friendly units count as in range of the moon in 12" of the terrain, 4+ Rally for all moonclan in the light of the moon (which includes squigs) and +1Sv for Troggoths in the light of the moon. Great stuff. Bonesplittas now always get exploding hits on 6s to hit. I don't think they needed it but nice improvement for Big Stabbas, depleted units and the Rogue Idol.
  15. Such a massive improvement for Grinning Blades, they become the hard counter army for most shooting list and even some magic heavy ones. Longstrikes you say
  16. Some other changes of note: Grinning Blade's ability last the entire game now! Huge improvement and hard counter to many shooting/magic heavy lists. Flesh Eaters Court no longer need to be near a hero for there 6+ ward.
  17. So what are people's thoughts on the GHB updates and how it will change our competitive nature. Generally I feel they level us still in a good place with plenty of options to include as many (or few) Gallet Ventrans as we want and we have plenty of units that can take great advantage of the Bounty hunters battalions. Mass 1 damage attacks is just what you want, so Blightlords and Blightkings are great. As someone who's been playing with the Rot Covern, the changes to endless spell are exciting. The Jaws are much more dangerous now, Shards at 40 points feel viable for a long range Disease bomb and 24" range Bridge is definitely tempting. Cog also means we have a cheaper alternative to Epidemius for casting re-rolls.
  18. My Maggoth Lord nearing completion. Streaking grime really does feel like cheating.
  19. Anyone else really excited about the new Endless Spell rules? Lots of changes and some looking really good now. As someone who plays a few armies with good casters but poor lorea, this is great news. I think Jaws in particular is a massive improvement for only 5 points more. No foot heros will be safe from it!
  20. Played Dwarf heavy tempest's eye Cities last night with my magic heavy Nurgle. Really doubled down with the magic, Rot Coven (arcane tomb), Bloab, Poxbringer and Epidimus with the Jaws, Spell Portal and Lifeswarm. The Jaws in particular did some serious work: sniping heros with mortals then dishing out disease points like they are going out of fashion. Bloab with Rancid visitations was also nasty. He likes staying up close and personal for the debuffs, if you get off visitations against a decent target it just wrecks things.
  21. Yeah, very much listed what I'd like to see, but suspect it'll be nearer what your saying in reality. I've not heard anything about 1 wound infantry specifically, just focus on battle-line infantry, which would be fine by us. Would be bazar if any buffs are limited to 1 wound models given many armies just don't have access to them. I suspect a more likely restriction is something like under 5 wounds and under movement 10". Although the 5 wound blight-king champs could scupper us in that case. Played two games against Daughters of Khaine last night and found our crazy resilience a perfect foil to their glass cannon nature. Neither of us were playing optinised list, just getting a feel for various units. My opponent just couldn't do enough damage to stop signification counter attacks every time he engaged. A single unit of 4 Blightlords in particular just bullied everything. Best he could ever do with his hammer units was kill one model (plus some spill over wounds) and get crippled by the strike back. Both missions where objectives in the middle which also played to my advantage. The only really underwhelming unit for me was a Filthbringers Rot coven which requires so much investment to be threatening (arcane tomb, spell enhancement, spell mirror) but is still unreliable. I did get off the Spell Mirror + Rancid visitations combo off a few times but it was far from game changing even against a horde-y army. I will definitely experiment with them more perhaps multiple cheap endless spells or the bridge will give me better bang for my buck. Want to try Epidiemius to improve reliability but suspect that's just throwing good points after bad.
  22. We're all feeling a bit under the weather But seriously what are people's expectations/hopes for the 2022 Generals Hand Book? I think that generally we're in a good place but would like to see Pusgoyle Blightlords and Beasts of Nurgle go up slightly and most of the heroes (not Maggoth Lords) go down slightly to improve internal balance. The Glottkin are probably the unit most in need of a serious discount, down to 600 would be great without being over powered.
×
×
  • Create New...