Jump to content

Thenord

Members
  • Posts

    117
  • Joined

  • Last visited

Posts posted by Thenord

  1. 1 hour ago, Chumphammer said:

    Had my first game vs Bonedaddies last night:

    top things of note:

    1: ability to give multi units reroll 1s on saves (with +1 save faction is tough as mortek guard get a 3+/3+/6+ most of the time

    2: battalion with Immortis and Morghasts Archai. They can absorb so much damage ad transferred wounds are ignored on a 5+ (so with saves, 
    transfers and undead rule they can absorb tons, plus Archon just heals them back)

    3: the 30pt endless spell is a pain for just 30pts. Doing D3 wounds to units around it and D6 vs it chosen target (all on a 2+) is pretty good for 30pts as you have to waste a spell (due to portal) to dispel it or just ignore it 

    4: being able to give
    Morghasts Archai +1 rend for rend -3, 3 damage each attack really hurts. They can also get reroll 1's to hit.

    So 4 with halberds are hitting you with

    Reach 2, 3 attacks hitting on 3's (rerolling 1is), wounding on 3's. -3 Rend and 3 damage 

    #balance #dokareop #shutthefuckup

  2. 1 hour ago, InSaint said:

    The Withering is overshadowed by Witch Brew. Comparing a 100+ point Medusa or Doomfire Warlock that have to cast a spell susceptible to unbind for +1 to wound versus a 90pts guaranteed ability that allows re-roll wounds. The latter is superior is every sense.

    Mirror Dance has its limitations as both heros cannot be within 6" of any units. This is a pretty rare placement considering how fragile most DoK heros are and are ideally bubble wrap by units to prevent assassinations.

    Shroud of Despair is also rather situational and have to be paired with Mindrazor and other bravery modifying spells. Which again can be unbinded and may not necessarily go off.

    Agreed, but non of them are dependent on your opponent.

  3. 9 hours ago, JackStreicher said:

    I am more hyped about DoK than I‘ve been for a while, reason being that at the moment there‘re a lot of Battletomes that are strong so I don‘t have to play down anymore ^^
     

    Last game I played I got called out that DOK was so op and no wonder they were at the top win %. My list was 

    Khailebron

    2 medusa, 1 hag, 2*10 blood sisters, 2*5 stalkers, 5 heartrenders, two endless spells and Temple nest batallion.... 

    I guess people will complain no matter what🤣🤣

     

    • Haha 2
  4. 9 hours ago, DJMoose said:

    This was especially felt as now Mawtribes are virtually immune to Mindrazor now. Being that any time they are within 3" of an enemy they add 2 to their Bravery. And that being most of them have base Bravery 6... They have steadily been increasing Bravery values across the board with each new Battletome.

    This is one of the reasons why I've changed my lists to have 2 medusas, one with the extra spell to cast item, shroud of despair, the other with mindrazor and I also have gravetide. Have been working great so far. 

  5. On 11/1/2019 at 6:38 PM, Azamar said:

    I quite like a unit of 20 with shields- especially in a Hermdar lodge- use a runesmiter to drop them into your opponents territory or around an objective, and you’ve got 40 wounds with a 4+ save and immunity to battleshock for your opponent to worry about. 
     

    I haven’t tried twin axes in a unit of 20, but I would have thought that 32mm base size would work against them as you’d struggle to get them all into combat. Units of 10 die surprisingly quickly, but  when they do get a swing they can dish out a decent amount of damage.

    Thanks mate!

    So when I have 30, I should maybe go for 20 with picks n' shield for objective/tanking and 10 with double axes for screen/throw at something?

    How about heartguard berzerkers. I see a lot of guys using broadaxes, are they really better than the potential 2 MW of the poleaxes?

     

    Cheers

  6. Hi guys. Been living under a rock (no wifi) the last week, so i'm totally lost in the leaked rules of our army. Can anyone either pm me a link to where you find the rules and point changes, I can see some you have already played games using Them? 

    Cheers! 😁

  7. 14 hours ago, CommissarRotke said:

    Hello fellows, I have a question about DoK as allies (specifically with Stormcast). I love the Melusai models, and I'd like to know if Blood Stalkers would be worth the points as allies, or if there is another unit/hero that would do better?

    Blood stalkers suck, period. I have 2*5 of them in my army - only because I play all snakes and need them as a tax to get the snake batallion.

    If you want snake allies, go with 10 blood sisters and a hag Queen 🙂

  8. 17 minutes ago, Scurvydog said:

    So we got an entire new spell lore, I guess that is the balance factor for weirdnobs now. The most interesting spell and probably chosen most of the time from now on will be the great hand of gork to deep strike our units, casting value 7 while close to IJ units will then be 5 or 6 most likely. 

    Bash em lads for reroll to wound buff is also alright and Power of the Whaagh is probably the new go to spell for the weirdfist, as it deals out d3 mortal wounds to an enemy unit with 24" for each ironjaw unit within 18" of the caster that you roll a 3+ for and on a 6+ it is d6 mortal wounds. This has a lot of synergy with the weirdfist.

    Mighty destroyers is now a command ability for all IJ heroes, 12" normal 18" for general, works about the same as the old dice roll, but if a unit gets this within 3" of an enemy it can not only pile in but also attack in the hero phase! Banking CP for this can be devastating with double moves, hero phase charges etc. In some cases I can see it worth using 1 CP to charge in the hero phase if you are close enough and another CP to attack right away.

    Both super battalions are both cheaper and better. Ironsunz is the same both the Krusha now counts as having slain d3 heroes instead of 1. Bloodtoofs is also mostly the same, but most importantly all IJ units counts as 2 units when the MK uses mighty whaagh, which means you only need 2 units close to him for max effect!

    Liking this along with points reductions which opens up some new 2k builds as well.

    Only change to traits is a sad one though, ironclad is now reroll saves of 1 instead of reducing rend.

    Got a link for this?

  9. How about this list with the changes.

    Alligence: soulbligt

    Bloodline: necromantic

    VlZd, general, mistform, ethereal amulet, orb spell

    Vl, vile Transference

    Vl, Vile Transference

    10 blood knights 

    5 bloodknights

    2*3 vargheist

    30 grave gaurd (Allies) 

    Quicksilver swords. 

    Should come to 2000 point exactly with the changes

×
×
  • Create New...