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Frowny

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58 Celestant-Prime

About Frowny

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  1. I usually seem to have a concept and then find a battletome to support it but limit myself to an army or list that is like playing. Currently thinking a rusted out overgrown army covered in vines and moss (probably stormcast or free cities) and a starry night painted army ( tzeentch or nighthaunt). Then I'll buy a box or so just to see if I like painting it and to try out some similar paint schemes. Then once I have the idea I'll pick models I like but also with an eye toward a relatively competitive list. Finally I'll buy a few last models to branch out and give me options. The hardest part for me is picking a battletome that can both support the theme and with a playstile I'd enjoy. I like nontraditional paint schemes and minor conversions throughout.
  2. I don't really see why all of death and demons need bravery ten. Makes them nearly immune just ok that. Maybe the slaughter of their allies tears at the bonds that keep them reanimated or summoned or whatever. Just give them normal values for bravery. It's an abstraction anyway.
  3. 1 I love my scythe hunters. They can get several more models in range in units of 6 than could 2x3 or 1x6 sword hunters. And in a big block they do better with the Archrevenant buff or frozen Kernal. I use 1x6 hunters +1 arch revenant in every list and have yet to be disappointed. They 1 shotted archeon with full rerolls last game. I don't think swords could have done the same. Even with his giant base I don't think they could all fit. They definitely have uses, just require more of a plan than swords. I've also used them to fight over dryads to good effect. 2 in general more attacks will be less swingy than more damage although the rerolls help so maybe there is something there. Mine tend to die as soon as they fight anything anyway so what I equipped doesn't seem to matter much either way.
  4. I'm trying out 1x prime 3x vanguard 1x longstrike 1x bird So far I've learned that even the basic guys hit like trucks and with t5 and 20 wounds they survive for a long time. The bows give them tons of versatility sniping targets that need finishing or forcing the enemy to come to you, all of which are tactically excellent. And they can still go toe to toe with most of even the tighter models. Just spamming the basic guys seems like it may be the way to go. The crossbow was too easy to tie up with some random chaff and then either needs help killing it to shoot again or waste time running away. Having only 1 bird was fine. It never survived Even 1 round of combat but with a 12 inch move it could easily jump in, warning cry, and jump out. And with that move it could always hide in some corner if needed. The plus 1 toughness aura was surprisingly useless considering we are already t5. There is very little str 5 or 6 in many lists. Might be worth considering a dog list to take advantage of triples though. I used almost exclusively doubles for onslaught, warning cry and tireless hunters. Almost considering 1x prime 4x vanguard 2x birds
  5. It really looks like your list lack bodies. To take or hold objectives. I've also been less of a fan of durthu this time round as he is harder to get those critical +2 attacks from being near a woods. I might go -3 scythe hunters (drop the small unit) +15 revenants You could then drop the spell for either an arch revenant or 5 tree revenants depending on if you are more worried about objectives or punch. I might also substitute drycha for durthu but that's more personal taste
  6. I think that's a fair assessment. The only command ability on heroes you want to use is the Lord of change. Most units don't want to be in melee so rerolling charges isn't that useful. Your demons are bravery 10 so don't flee too much and destiny dice can be used. Auto run may be useful but again, destiny dice can be used too. That being said, reducing drops can be clutch for turn order. Tzeentch really doesn't want t1. It has great screens and seldom can hit the target t1 since most spells are 18inch range. So reducing drops can be excellent there.
  7. It doesn't look like you are running the outcasts battalion. So I would drop the squad if 5 spites and get a squad if tree revenants if you have the points. They are so amazing for objectives and board control
  8. I have had great luck with 6x scythes supported by an Archrevenant. I might do that You could also go +1 TLA, and then see if you can free up 30 points to get 5 tree revenants. They have been allstars for me so much so that I want a second squad
  9. In some ways this makes a lot of nice design space for new armies. And if we are all real with ourselves we have to understand that they can't keep things forever. And some of the models really ought to go... I'm just sad on the implementation. For example, the skycutter as a single model would have made an awesome mercenary with the +1 to wound changed to all allies, and would let them keep a few of the newest model kits. I also fully expect them to endorse using all the different elf spearmen as soon sort of generic speamen. Ditto swordmasters. I expect black guard to get the axe and be folded into the more popular pheonix guard for example. I'm surprised they didn't drop that random foot general though.
  10. I was thinking something like Lord of change, gryph feather charm Blue scribes Gaunt summoner general, arcane sacrifice 3 x10 pinks 2x 6 enlightened on discs Spellportal Suffocating gravetide Balewind vortex Lots of bodies for objectives, 2 hammers to get them off theirs and a backbone of casters to take out key pieces before you get there. Thoughts? Also could drop 3 enlightened for another caster of some sort.
  11. I do think furies will have a role in future slaves armies as fast mobile screens with lots of possibilities. Skinks are very strong in order, and these have similar tactical abilities in Chaos. More expensive, not faster, but slightly sturdier, notably killier and much faster. I think they are stronger in Khorne or nurgle though, which lacks this kind of thing, as oppposed to tzeentch which already has endless screens and doesn't have many good combat units. Retreat from combat is great when you have multiple important fights. Against tzeentch they can mostly just pick the unit fighting the furies first. Everything else is mostly just chaff in melee: nothing but Enlightened are worth targeting first, and they already have an ability that makes you want to do that. I think its best when you have multiple strong melee units, since it then means if they target the furies, they loose something in exchange.
  12. 2 casters and 3 endless spells is definitely overkill. You can only ever cast 2 per turn anyway. I would drop both 2 of the 3, which should give you enough to buy 5x spite revenants or upgrade one of the tree revenants into dryads. Gives you a few more wounds. Alarielle will be devastating at such low points, but still doesn't give you many bodies for holding stuff. Not sure what your ally is bringing though
  13. I am considering starting nighthaunt but have a few questions. They seem to have ok anvils, high mobility(hexwraiths, deepstrike) great board control (deepstrike, many models), but not really any hammers. For example, my friend has a tomb Kings army regenerating 10 wounds per squad per turn. Chewing through that seems difficult. Any thoughts on good hammers either to use or ally in? Or how to bring a lower model count hammer within the battletome?
  14. I am considering starting nighthaunt but have a few questions. They seem to have ok anvils, high mobility(hexwraiths, deepstrike) great board control (deepstrike, many models), but not really any hammers. For example, my friend has a tomb Kings army regenerating 10 wounds per squad per turn. Chewing through that seems difficult. Any thoughts on good hammers either to use or ally in? Or how to bring a lower model count hammer within the battletome? Whoops... meant to post this in nighthaunt general discussions...
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