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Maddpainting

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Everything posted by Maddpainting

  1. Hello everyone! My group got heavily into Warcay (10-12 of us in the league and a few more for 1 off games). I picked 2 Warbands (Untamed Beasts and Unmade), i have 14 games in now between those and a few IDK games. I know it isnt much, but i think i like the Beasts the best so far out of all the games i played and went against. Really quick, Unmade are IMO one of the strongest warbands, but also not fun to play. With 9 1/4 damage fighters that can lower toughness and 2 AoE bomb fighters to hurt hordes (can do it every turn, sometimes 2 in a turn or more, i had a game i waited - Bombed then had the other fighter bomb as well, dealing a total of 30 damage between 5 other fighters, it was a 3 and a 6 damage abilities, the 6 damage one hit 3 fighter, and the 3 damage one hit 4 fighters, 3" in a full aoe on a 32mm base is very large), i havent lost with them yet, tho its only been 5 games. But the Untamed beast tho are by far the most fun to play so far, and for this Campaign i decided to pick them. What i see value in the warband and what i will take and why, i'll also show my 2 play styles. Plains Runners - IMO at least 3 are a must, you really want more activation's and some throw away bodies for other fighters that can over kill and 1 shot your important units, also just to get in the way to lessen their actions. You can even do 5-6 but I feel other options outweighs them. First Fang - I like him a lot, his pull is extremely good, moving twice then pulling something is very important to chasing down fast runners or taking them out of zones, etc.. it has won me games, he has a total reach of 16". There is good argument for taking 2 of these guys and a lot of Runners, if your runners dont need to.. run things down and you get full attack actions you can do so really good damage quickly. Beastspeaker - Wonderful if you are take a Cat or 2, only b.c you can wait use her ability, then activate to use her ability again, she will give you 2 free cat attacks. but she herself isnt very good, you are basically taking her to hit a couple 1 wound left targets and to give your cat more attacks. You dont need her, and you can make strong lists without her even with the taking a Cat or 2. Prowers - IMO they are extremely good, with 8" movement, T4 and 20 wounds, you for sure want 1, maybe even 2. I will always take 1 for sure. Preytakers - Sword is just better in almost every way, if you really want Str 4 just take a Cat, the sword is nice b.c it is 4 2/4 damage attacks. I can see a list being 4 of these guys Heart Eater - Leader, must take, enough said, but he has a good ability, try to keep a double for him if you can, have him hunt down weaken units, 4-6 wounds left at the most to get him an extra action. I try to not go below 8 fighters for any reason, unless that warband is meant to do that with extra movement, more actions, etc.. My couple list i have tried and really like Thunder Cats Leader Cat Cat First-fang Runners x5 9 Fighters Im 45pts short, but im ok with that, i have done 3 runners and Cat lady, they both worked about the same, but i'd rather have the 5 runners for more serious games Big Weapons Leader Cat First Fang Sawtooth x3 Runners x3 10 Fighters This one is just pure numbers of damage with the cat for movement, the first-fang for abilities. This list i want to try but havent yet, i will for sure in the next week or two, i feel it might work really well. Cant run from me Leader First-fang First-fang Runners x9 12 Fighters Just pure activation's, use the Spears to pull to not have as many movement actions from the runners, use the basic ability and quad ability every change i get after i do some pulls. My "Fun" list when i dont want to be "that guy" Leader First fang Cat Cat lady Sawtooth EDIT: x2 Runners x3 8 Fighters (less than i like) but its for players not to used to the game, so they can see everything i can do.
  2. I think the best way to use him (if trying to) is to put him in the middle of the table turn if you can within 12" of as many targets as you can, combine with the 2 Boats you can make sure he gets there and does more than 9 eels of damage.
  3. But you only need her to be within 4" of the Cat, you activate the cat, then her and use her ability now the cat gets to attack again.
  4. I love the whip girl she makes the cats insanely strong, the Axe/Sword guys i feel are not as good when taking the Cat and Cat lady. She has some god reach as well. Odd that you are completely opposite as me in that regards lol. Unmade are not fun at all, i have them and they just dont have as many tricks, its spam attacks to fish for crits and do Damage AOE bombs vs hordes
  5. I thought he was asking for warcry it self, for the warbands in AoS you fallow the warcrolls.
  6. That's in the core rules, you can make w/e you want as long as you have a leader and you dont have more than 15 models. My Untamed beast is Leader, 2 Cats, Cat lady, Spear guy that is just Scorpion, and 4 of the cheap guys. My Unmade is the Leader, 2 of the Jumping guy with 2 daggers, and then 8 of the cheap spear guys. A BoC conversion for Untamed Beast would be really easy and cool, use Gors and Bestigors for some of them and ungors for the little ones, Warhounds or Pigs for the Cat, etc..
  7. My 1x 40man block is normally one of my MVP's for every game. IDK if i would do more than one 40 block tho, taking a couple 10 man units might be good too for the first 6" movement. That can be very powerful. However i do want to try 2x40 blocks, but IDK if the raider do enough damage for that, 1x40 normally can stay out of combat with my other ungors and bestigors running ahead.
  8. My 2 MVP's at adepticon last year was the BL with Gnarl blade and my 40man block of Ungor Raiders. Oddly the Enlighten on Disks didnt do to much, everyone instant hated them and it was hard to play with them.
  9. Again, i have to disagrees with this part, but i do agree with "b.c he doesnt have chaff" Its only 90pts i still think its a 100% auto include into a Gavespawn army. IMO what he doesnt need is to drop 1 unit of bestigors for 2 more Ungors, yes bestigors are fine, but he also has Tzaangors (bascially the same thing in the long term of things), that will get him 2 more units of chaff. Also if you cant keep him alive for two turns then you are the one with a problem.
  10. I disagree honestly, for 90pts, on a unit that can literally kill almost every 10 wound hero in the game, or at least take off 9-12 wounds on some, its a really good unit to scare your opponent. I also use mine turn 2-3, or 3-4 (When the herdstone is big enough to give -1 rend), -2 rend 3D, re-roll 1's and re-roll wounds vs a hero with 6 base attack is to hard to pass up. He has single handily won me games. Tho you really need that second -1 save, either herdstone or spell to hurt some like SCE's, Treelords, etc.. (anything with 3+ saves).
  11. King is more of a melee beast and Volturnos is more of a army support melee character
  12. Yeah but the Soulscryer going up and the Eidolons/Turtle not as low as they needed, it still an Eel fest with a splash of Namarti time to time. They should have just said the Soulscryer cant stack with other Soulscryers....
  13. Just the normal "thanks for your input" i wrote about 3 pages for IDK tho. I went into heavy details on averages of other armies for points and how the rules effect us, etc.. i didn't just say "I think this so please do this" b.c they ask not to do that. I gave very good reasons with examples, i gave pros and cons, etc... My main points tho was Shark, -20pts, remove monster keyword Eidolons -60pts each Morrsarr +10pts Turtle -80pts Lotan/Soulrender -20pts Thralls/Reavers -10pts Royal Council cheaper or free ability
  14. 3-4 Heroes are a must At least 2 Shamans Either Doombull, Shaman on Disk, or Beastlord Bestigors, Ungors, Raiders are all very good, you can do MSU of 10, or Max blocks of 30/40, its good to do a mix of some 10mans and some max units. Raiders as 10mans can get free movement at the start, but as 40mans they can really do some good damage and are very fast, Bestigors as 10mans can flank or are good at hitting small screens, they are more of a scaplel unit at 10man, at 30man you want to multi charge and whipe out a couple units, give them re-rolls and +1 attacks for sure. Ungors are basically out Goblins/Clan rats, high numbers of wounds for cheap with ok melee, some 10mans are a must, but also 1x40 can be very good. Optionally Centigors in 1x5 or 1x10 or even 2x5 can be good, if you are going that route you are a fast mobile army meant to take objectives, have raiders/bestigors doing the damage and then snake up centigors to take objectives, with 14+1+3+D6 movements they are very fast. Tzaangor Enlighten on Disks are also very good, they are one of the most damaging units in the game for us. Give them Wild Rampage if you cant survive attack last, give them +1 attack via Gavespawn as well, and you can kill everything in the game just about. They are good in anysize unit, 3 mans, 6mans, 9man. It all depends on the rest of your army, what Greatfrey you are, and heroes you are playing with, 3 mans are great at spltting up and helping with threat/damage priorities and cant be over killed, but also dont get as much benefits from buffs/spells. 6mans are good b.c its not to many points into 1 unit, but 9mans can do the most damage in the game, you can easily kill everything int he game if you are buffed, or kill 2-3 units at once. Another battleline able unit that "can" be competitive are Tzaangors (basically bestigors that are 2 wounds) tho you dont really want to play with 60-90 of them like you can with bestigors, 1 unit of 30 is the most you want, with a shaman, some spells on them, and the Bull, they are actually very good, with 9-12 of them having 2 saves and just wounds for the other weapons (their are 3 weapon profile guys) you have something like 18-22 wounds with 2 saves before your -1 rend 2 damage guys are even taking a hit. Bullgors are... many peoples favorites, but the Tzaangors Enlighten on Disks are just better in almost everyway for the same points, but they do have 1 thing going for them, MW's. With Axes they can get re-roll 1's, with the Horns and a +1 to attacks, a unit of 6 has 42 then if you give them Wild Rampage (re-roll wounds) that on something (napkin math), with 25 total hits, thats 6 MW's and 14 -1 2D wounds with a few 1 damage wounds. In theory that thats 30 wounds to a 4+ save unit, but that requires a spell and a +1 attack ability, but b.c they can be good you'll still see them do well time to time, so it is an option, i just wouldnt go to crazy with them and take more than 1 unit. A typical list will look like this a bit Gavespawn or Allherd (gavespawn with Disks, allherd for some players) Shaman Shaman Beastlord Shaman on Disk Ungors x10 Ungors x10 Ungors x40 or Bestigors x30 Raiders x40 Bestigors x10 (1-3 units) Tzaangor Enlighten (1-3 units) Optional; Tzaangors, more Bestigors, more Ungors, Centigors, bullgors Battalion Bull +1CP Edit: PS: Most comp lists are 4-6 drops, so if you can get lower thats good, also HoS with BoC are very strong, but you are playing out of the HoS book with almost all Boc and 2-3 HoS heroes.
  15. Yep, idk why it has it, completely ruins it for me as i always play with the turtle and some spells only effect monsters, and b.c some many of the good units are monsters some players takes those spells (mostly to counter HoS and Fec). And like i said, you cant get cover (monster 8 wounds). I asked GW (when they made that announcement to email them ideas for points/rules changes a year ago) to make the Shark 120pts and remove the Monster keyword.
  16. Thats my point, there is no rules that says what is a mount and what isnt, the turtle has 5 guys on it, how is that not a mount? The shark is also a monster, why is that a mount then? On another note, the Shark being a monster is one of the main reasons i dont like it, it cant get cover.
  17. I was trying to look at the rules for it in the BRB and it doesnt go into much detail (never know till you look) i also looked into the battletome too, there isn't any clear rules on if hey can or can not, i would email the faq team. But also that got me thinking (as its next to the mount rules) the Mount rules are also not clear at all, i have been using the Eels and the Turtle themselves (not the riders) as a mount, no one has questioned it, but going by RAW there is no rules for our units having "mounts" as they dont have the keyword, but just like the command group dont have any rules either (besides they have weapons also). Some of the rules are very RAI it seems.
  18. I tired a unit of 9 a couple times, very hit or miss still, sometimes it was so little damage it didnt matter, other times it felt about what 600pts should do. I decided its not worth it honestly. But they might do better for you.
  19. I have 2 lists, idk which one i want for adpeticon yet. First is with some Disks and 2 drop, Gave Spawn Allegiance: Beasts of Chaos - Mortal Realm: Hysh - Greatfray: Gavespawn LEADERS Beastlord (90) - Artefact : Mutating Gnarlblade Great Bray Shaman (100) - General - Command Trait : Unravelling Aura - Artefact : Aetherquartz Brooch - Lore of the Twisted Wilds : Vicious Stranglethorns Great Bray Shaman (100) - Lore of the Twisted Wilds : Wild Rampage Tzaangor Shaman (160) UNITS 30 x Bestigors (300) 40 x Ungor Raiders (320) 40 x Ungors (200) - Shortspears & Half-Shields 10 x Ungors (60) - Shortspears & Half-Shields 6 x Tzaangor Enlightened on Disc (320) 1 x Chaos Spawn (50) BATTALIONS Phantasmagoria of Fate (200) The Normal, got Disks for 1 very fast hard hitting scalpel unit, 1 bestigors for a wall/msu killer to charge into 2-3 units, Ungors block, ungors, and spawn for +1 attacks, and Raiders b.c i love them. Second one is Allherd Allegiance: Beasts of Chaos - Mortal Realm: Hysh - Greatfray: Allherd LEADERS Great Bray Shaman (100) - Artefact : Aetherquartz Brooch - Lore of the Twisted Wilds : Vicious Stranglethorns Great Bray Shaman (100) - Lore of the Twisted Wilds : Wild Rampage Great Bray Shaman (100) - Lore of the Twisted Wilds : Titanic Fury Dragon Ogor Shaggoth (180) - General - Command Trait : Dominator - Artefact : Blade of the Desecrator - Lore of Dark Storms : Hailstorm UNITS 30 x Bestigors (300) 40 x Ungor Raiders (320) 40 x Ungors (200) - Shortspears & Half-Shields 10 x Ungors (60) - Shortspears & Half-Shields 10 x Ungors (60) - Shortspears & Half-Shields 6 x Dragon Ogors (280) - 3 x Paired Ancient Weapons - 3 x Draconic War glaives 5 x Centigors (80) BATTALIONS Depraved Drove (150) 1 Drop to go second or first depending on what i need Bestgior block, Ungor Block, and Raider block as normal. Dragon Ogres and Shaggoth for a wound block with some spells to buff them, Centigors for a fast moving unit, yes i could take Disks and go 2-3 Drop, but the purpose was high wound count 1 drop army. Its allherd to get more models on the table. Its a movement/wound army meant to get points and only kill what i need to kill (like terrorgyst, Boundgrot bouncers, or KoS type of units). I'm working on a 3rd list, that is just list 2 with no Ogres and more Ungors/Bestigors, no multi-wound models, but i dont really want to play with MORE models lol, its already at 145 models
  20. I'm just hoping this guy isnt going away https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-loremaster-en.pdf
  21. Is anyone else interested in the new Cities of Sigmar book coming out as allies? (I know no real information is out about it), but just thinking if anyone else is waiting to see whats in it?
  22. All the one drops are amazing, 1 drop is no joke. Also +1CP and Relic makes them even better. I personally like Phantasm or Deprave depending what you want. Desolating IMO is only good if you want ambushing and or raiders, i never liked it anyways b.c you needed Gors or Chariots, and i dont think those are good enough inside a battalion.
  23. I know some that LOVE the Gargant b.c you can give it more attacks due to its 6 damage and D3 damage attack, even with +2 attacks (tho you can get more), thats pretty good, they like to try to hit the +4 attacks mark tho, IMO thats WAY to much work to do, +2 is ... kinda reliably b.c he gets +1 if within 3 of a hero. But when thinking about it, if you can get that +5 attack, and if you hit 3 and 4 attacks (rolling slightly above i'm saying) thats 2 6 damage and 3 D3's for 18 damage before the 3D6+4 attacks for 5 more damage. On Average tho its more like 17 damage, but you can get 23 if 1 dice rolls better. I will say, this is a High risk high reward and only seen it once, i have seen it do 12-15 damage on average with +1 or +2 attacks tho, remember the hero needs to be "within 3" not wholly or within combat range, so you can be behind the giant. I personally dont like the giant. It needs to much work to get anything out of it.
  24. Yes, i said that.... if you are playing GH use those and again (Use our rules too), but again not everyone is playing the GH terrain rules i gave example as that being the problem.
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