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Maddpainting

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Everything posted by Maddpainting

  1. Weaker in some ways, but stronger in other. It seems to be about the same power level, it just shifted some units. Summoning is weaker now for sure, cant summon more than 1 unit a turn.
  2. Eels are very competitive, most will run 15-18 of them, some will run 2x9 other 3x6 (im a 6man unit myself) some will have 12 Morrsarr only, others will have 1 unit of Ishlaen (Morrsarr are the damage dealing ones), so you can see its a mix, it really depends on your local (if you have Alliance shooting spam or not basically) I have 9 of each, and personally i like 9 Morrsarr and 6 Ishlaen b.c i love the 3+ that cant be rend (I play with the Turtle b.c i love it, i dont care if its not consider comp, i just love it!). You also really want a Soulscryer or 2, +3/+6 inch to the charge is very strong and outflanking (Coming from the edges of the table) with +3/+6 can be deadly to many armies.
  3. You can take Comet spell through allies? never looked into that before.
  4. Means you dont pick the spell, you must take that spell. Edit: It says only the Tidecaster is force to know that spell.
  5. Going off what you say, if you play alpha strike list, isnt it even more important then to get the reverse tides? So on turn 2 you have the upper hand no matter what. Also.. the more i play testing out Tidecaster as General the more i dont mind taking a King at all and 2 Soulscryers, what about that?
  6. I was under the impression it was a decision to make the phases cut and dry like how they are trying to make everything. There are only 3 times in the combat phase to do any melee, nothing in the middle of middle phases type of thing. They even came out with a chart. Its Start, during, end. Thats it, no questions, no arguing, etc... Im also late to the party on namarti corps battalion, mostly b.c i didnt have the models and i like to play with the turtle. but for comp, when using namarti corps and something like 15 eels, should i use the tidecaster or the king as my general? This is the only thing i struggle with, should i reverse the tides or gain bonus attacks? Edit: Spelling
  7. So for a tournament im going to, i like both list but IDK what would be more fun to play in a tournament, just looking for opinions on what you guys like better. List one, 1 drop Beastlord Greatbray Shaman Greatbray Shaman Tzaangor Shaman on Disk Bestigor x10 Bestigor x10 Bestigor x10 Ungors x10 Ungor Raiders x30 Tzaangor Enlighten on Disk x6 Tzaangor Enlighten on Disk x6 Phantasmagoria of Fate Endless spell; Cogs List 2, Chimeras Beastlord Greatbray Shaman Greatbray Shaman Tzaangor Shaman on Disk Bestigor x10 Bestigor x10 Bestigor x10 Ungors x10 Ungor Raiders x10 Ungor Raiders x10 Tzaangor Enlighten on Disk x9 Chimera Chimera
  8. At lower points Allherd is clearly better, tho the extra rend vs hordes seems bad at first, but then you actually look at how many are "Ignore 1 rend" and more have 4+ saves than you think. It actually is handy at times. I see more armies with ignore -1 rend than i dont. I purposely used it a couple games (for our league) b.c my opponent had 70+ models with "Ignore -1 rend" another game had 60+ models with 4+ saves. For a TAC list or 1 off tournaments, sure Gavespawn will be better in general, but to say its a confusing roles isnt true. BoC has very little -2 rend, this is a way to get it for mass hordes that ignore that 1 rend or has 4+. I would argue that Allherd is more competitive than most are giving it credit for, especially b.c you can re-roll charges, summoning units with re-rolls isnt that bad, focus on a flank very hard with your general. If you are able to get lucky on the 4+ a turn and a couple 2 PC each turn you can easily summon Chimera turn 2, worst chase you get 6 which can still summon 2 units (tho i would wait) I won a game playing 300points down (it was a league game with mustering points) going allherd and waiting a turn making sure my bestigors and heroes couldnt die (saced my Ungors/Raiders/Gors) once i summoned the Chimera and turn 2 charged with him, Beastlord, 3 units of bestigors it was over, after than turn 3 i summoned 2 units to go to objectives, then turn 4 summon 2 more. It just kept snow balling into my favor. But the -2 rend and the Chimera +2" re-roll charges is what won me the game, my Bestlord killed some "Ignore -1 rend) so i was able to spend the 1 CP i have left to buff my bestigors. Now, for tournaments i am for sure using Gavespawn, the added attacks and the added units of Spawns are just a bit better, thats not to say the others dont have a place.
  9. I was debating summoning 1 or starting with 1 my self, and i decided to just start with 1, this is how i looked at; Spawns are 50pts, but are only 3 PC A PC is worth either (over 5 turns, a Shaman and 10 Ungors is 160pts, it on average generates 10PC, with a Max of 15, so on average its 16pts per PC) 3PC 16each is 48 Well a Spawn is 50pts, so you save the points, but you have to use the PC on the Spawn instead of something else. Also note: Heroes will turn into spawns, do you really need to spend 50pts/3PC for one? Unless you want it for turn 1
  10. So b.c Bestigors get cheaper with units of 30, but do to base size, should i take my 30 in 1 unit, or 3x10 mans? I like the idea of them getting cheaper, but i also like the idea of not stuck in 1 spot with such a good unit, but on the other hand i could charge them up the middle and try to do huge damage while not caring if 10 die.
  11. PS, Is a summoning mass army viable? +d3 CP's, 4+ to gain a CP, each turn you can use 1 CP for 1 Primordial Call? With the Idea to summon 100% of the time every turn, hoping with Herdstone 1, 1D3, 1 CP, 3 at lowest, 5 at highest, to be able to summon at times good units or multi-units.
  12. Re-read the Herdstone, so yeah i like Tzaangor Enlightened much better now compare to Bullgors. I think i'll have to get a unit of 3 or 6
  13. Well, so far it looks like i have zero, -2 rend. Would it be better to add Bullgors for that -2 rend or just Tzaangor Enlightened? I've found its good to have at least 1 unit with -2 rend, tho i dont think its important if you have the weight of attacks, its just a nice option. Or am i wrong in thinking that?
  14. Im not worried about points, i know GH2 will come out. Im more worreid about what i have now, and if there is a must uni that i dont have, also what are the good combos for spells/relics/command traits. Comming from Deepkin, there are a few key ones, like the Teleporting Tidecaster to attempt to snipe out 2 low wound characters (like Priests), or Ethereal Amulet on the King to he can get his buff without taking -1 to armor saves. etc.. Knowing i can get only 2-4 Summoning points a turn (I think?) is it worth to summon 10ma Ungors every turn? or wait 2 turns for a slightly better unit?
  15. Getting into BoC finally. But a really quick question while i'm building my force. Whiling i'm ordering and building, i wanted to make sure if i need anything else. I will have 3 Start collecting boxes, 10 Centigors, 1 Shaggoth, 2 Gor boxes. endless spells/Heardstone, playing at 2000pts. Should i get 1 more Gor box? And what do i need after that for summoning, or is this enough? PS: should i make one of the 3 Ghorgons into a Cygor? Or make all 3 Ghorgons? Oh, PPS, is there any artifact/Command trait/Spell combos you like?
  16. So. i hate the Allopex, but the more im thinking about it, is it worth to take one for the akhelian corps battalion, a re-rolls a phase (if im reading it correct a re-roll of XYZ once per phase). Is that worth it in the long run? Its around 700pts, im spending 240pts for those rules, but i do still get a unit even tho its over priced. Im working on a major GT list, i play a lot and i have a base down for what i like, but there are a few details im hammering out to make sure.
  17. Yeah i was looking at other casters myself, after playing with 4 in Goblins and 3 in Deepkin i like casting/denying powers, but IMO Deepkin isnt very good at it, so i was going to get some spellweavers myself, as they are just to good not to take, once per game to unbind is really good. But i was thinking of keeping 1 Tidecaster for Steed, the idea of Steed of Tides with Merc Raider (after listening to others about how to fight DoK) sounds like a very good idea.
  18. Is Ethereal Amulet is part of a Realm, which Realm would it be? I've looked over the realms many times, but there are so many its hard to remember them all and my book is at my club in my locker so i cant look
  19. Its the DS and teleporting movements then with the extra movemnts after for some units, along with the Doomfire horses, he plays a full on speedy army that can get to where it wants when it wants.
  20. I know what alpha is, i have tried it against DoK a few times and it never works for me, they have superior movements/DS skills and just out move/relocates on me. I meant to ask since it wasnt clear, How can you Alpha strike against DOK, if i give them trn 1 they just make sure to stay away and out positions me, if i go 1st i cant get them them and they will beta strike me. It might be who i am playing, we all are compt players and he is just really good at movement/ds'ing and making sure to out position for a large hit/blowing a whole in my ranks. Its the worst match up for me.
  21. How are you alpha against DoK? And when you say alpha you are talking about reverse tides correct?
  22. The point of the double turtle list was to abuse the +1 attack so i can have large amounts of deadly attacks to insure kill anything. The Eidolians are good (spelling?) But idk if its worth the turtles damage to swap it out when he is +1 attacks. Edit: PS, I know i lose the charge/cover save, thats BRB basic rules ? But the Ishlaen Guard dont care at least I do have the Eidolian i use for fun, i will consider it for sure.
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