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Havkai

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2 Liberator

About Havkai

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    Liberator
  1. Aura stopped being an ability of gravesite. In LoG Aura is an allegiance ability as a whole. Different placement in allegiance abilities section
  2. They made invigorating aura into allegiance ability instead of gravesite ability. It basically says pick 1 unit within 9" of any gravesite and ress d3 models
  3. Hello everyone! Had a quick game with new fireslayers I brought 1 necro general with -2 bravery aura and -d3 bravery spell 1 necro with -1 save spell and 5+cp returning item 1 GoS 1 Banshee 1 Ghoul king on TG as merc 40 skelies with spears 40 rasps 5 dire wolves 30 Reapers Horroghast Geminids Opponent brought lordes of the lodge with smith, father, priest and 30 mortalwounding hearthguards, 30 hearthguards with axes, another priest and 10 vulkites. played focal point Dwarfs spreaded along whole diagonal of the table with 3 heroes of the lodge behind their guards and other guards. They took the first turn and moved forward scoring 4 points. I opposed axes with all ghosts, overing reapers with rasps and put skelies and all other heroes behind them against pikes. Casted geminids and horrorghast. Run with skelies as close as possible not engaging in combat. With -2 bravery (opponent protected against horroghast with 4+ ignore spell banner) TG and banshee sniped runefather (mistake should have gone to Smiter). Wolves went outflanking. Could not get enough models to score middle objective, so 4-2. Second round opponent went first charged. He protected all units against geminids with banner. All guards charged including axes because of run and charge prayer. Pikes killed all skelies in 2 activations. Axes left 16 rasps. Vulkites charged into flanking wolves, leaving 1 dog. Reapers grinded through axes, killing 10 and making 11 run with all bravery debuffs. Still got 4 points My next turn I tried some positioning keeping necro general as far as i can to guards but having smiter -2 Bravery. Ressed some units. Casted -3 bravery spell (rolled 5 on d3) on smiter that wasnt blocked. Summoned 40 skelies and Flayers to take opponent's home objective. Banshee rolled double 1 on scream. And tg killed a duardin. Flayers did a good job killing 5 vulkites. Skelies made a 9 inch charge, covered tg as much as possible. Axes killed some reapers, skelies killed some pikes. Pikes spreaded attacks against skelies, tg and reapers killing 20 reapers total, and 30 skelies. On battleshock decided use kp on skelies so they protect all heroes. Reapers are gone. With all bravery debuffs vulkites also gone. 8-6 Third round opp goes first, geminids finally debuffed attack on pikes. slayers killed rest on skelies and rasps. But on my turn I killed last lodge hero with flayers and banshee (some bad rolls), tg retreated to the top of the build where 4"movement duardins couldn't get him. General retreated to backlines and brought reapers and skelies (branch value). Opponent concided, saying that he has no way to win now. I also won theoretical roll-off. Thoughts: 1 invigorating aura per hero phase is not pleasant. On the other hand - we still lose so much models that we usually run on battleshock leaving so few models that it is more useful to get them completely destroyed and bring back. But bravery debuff shenanigans can catch unprepared, best part of banshee - she can target any unit in range even is combat where tg fails to snipe because his scream is missile. Lore is ok, items is trash and looking for replacement. Branch seems viable. I ill try Mortis Engine and more banshees next game instead of TG.
  4. Well loosing a attack-after-death is lost, but still what is mathematically best? Re-roll of wounds or +1 attack. And yeah, +1 to hit and +1 to wound is seem absurdly strong for monks
  5. Hello! Can someone give a piece of advice for brass despoilers+gore piligrims. I want to put up these 2 battalions, something like 1 doombull, 6 bullgors. 2x10 bestigors, bloodsecrator, 3 priests with frenzy or flesh, 5 blood warriors, 20 and 40 reavers. Not optimised at all, but if you have any ideas for items and traits and ways to make it a bit balanced - I would appreciate a lot! Nothing serious, just fun angry bulls.
  6. I am thinking of 20-30 bestigors as a core, with +6 movement from GUO and Shaman and charge after run, it is stupidly fast. Also you can cast putrification blades on them and annigilate 10+ man squads. Centigors seem like a good option too.
  7. Thinking of a fun monster army with 5-6 cockarices, but they cost good amount of $. Can you suggest any simillar models for lower cost?
  8. Hello, everyone! I am thinking to participate in local 2k tourney soon. That’s my first event so I won’t perform well but I am aiming to the top ? This is the list, that I made from miniatures that I have, maybe buy something else for variety. I don’t want to lose pathetically so asking for advices. Here is the list Allegiance: Nighthaunt Leaders Lady Olynder, Mortarch of Grief (240) - Lore of the Underworlds: Lifestealer Doing her stuff Reikenor the Grimhailer (180) - Lore of the Underworlds: Spectral Tether Accompanying Lady, either exploding units with his exclusive spell or healing her. Spirit Torment (120) - Artefact: Midnight Tome - Lore of the Underworlds: Soul Cage Accompanying our “screening” horde, shooting random bolts of caging units in combat with CWH Guardian of Souls with Nightmare Lantern (140) - General - Lore of the Underworlds: Shademist General with ruler trait, goes with screening horde, either heals it or gives protection with shademist Knight of Shrouds on Ethereal Steed (140) - Artefact: Pendant of the Fell Wind Dude that leads Shroudguard. I prefer him over Reikenor, as later cannot leave Lady. Item is chosen because it gives Swordguys more mobility. Battleline 30 x Grimghast Reapers (360) – most of the time I DS it somewhere where it can start destroying units 1 by 1, usually flanks. Trying not to leave to far from heroes. 20 x Chainrasp Horde (160) – 1 Horde is for screening our heroes from charge, initiating combats 20 x Chainrasp Horde (160) – 2 Horde for protecting objectives. Units 10 x Bladegheist Revenants (180) 10 x Bladegheist Revenants (180) Maybe I should bounce them, 15 and 5, IDK, with mKos they are flanking either distracting enemies from main hero blob or attacking weak points. With pendant they are very fast. Battalions Shroudguard (110) 5+ FNP, extra command point and item. Total: 1970 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 120 Main point that I see ghosts as attacking army, can’t imagine them sitting in tight defence as shooting capabilities are awful, so moving forward, main blob consists of Lady, Reikenor, GoS, SP and chainrasps, depending on mission I take 1 or both. We have plenty of units, so during deploy we can guess opponent’s plan and see his positioning to pick targets for shroudguard and scytheghosts. Main point – I am total noob in AoS, I played 40k a lot, but now I wanted to play AoS. Probably I don’t know some basics that everyone else think as natural. Item choice is pure my liking. If there is more playable variants – I will gladly learn about them. I am opened to suggestions and but I cant afford endless spells right now. If you have any advice or thoughts, I will gladly hear them.
  9. Hello, everyone! I am thinking to participate in local 2k tourney soon. That’s my first event so I won’t perform well but I am aiming to the top ? This is the list, that I made from miniatures that I have, maybe buy something else for variety. I don’t want to lose pathetically so asking for advices. Here is the list Allegiance: Nighthaunt Leaders Lady Olynder, Mortarch of Grief (240) - Lore of the Underworlds: Lifestealer Doing her stuff Reikenor the Grimhailer (180) - Lore of the Underworlds: Spectral Tether Accompanying Lady, either exploding units with his exclusive spell or healing her. Spirit Torment (120) - Artefact: Midnight Tome - Lore of the Underworlds: Soul Cage Accompanying our “screening” horde, shooting random bolts of caging units in combat with CWH Guardian of Souls with Nightmare Lantern (140) - General - Lore of the Underworlds: Shademist General with ruler trait, goes with screening horde, either heals it or gives protection with shademist Knight of Shrouds on Ethereal Steed (140) - Artefact: Pendant of the Fell Wind Dude that leads Shroudguard. I prefer him over Reikenor, as later cannot leave Lady. Item is chosen because it gives Swordguys more mobility. Battleline 30 x Grimghast Reapers (360) – most of the time I DS it somewhere where it can start destroying units 1 by 1, usually flanks. Trying not to leave to far from heroes. 20 x Chainrasp Horde (160) – 1 Horde is for screening our heroes from charge, initiating combats 20 x Chainrasp Horde (160) – 2 Horde for protecting objectives. Units 10 x Bladegheist Revenants (180) 10 x Bladegheist Revenants (180) Maybe I should bounce them, 15 and 5, IDK, with mKos they are flanking either distracting enemies from main hero blob or attacking weak points. With pendant they are very fast. Battalions Shroudguard (110) 5+ FNP, extra command point and item. Total: 1970 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 120 Main point that I see ghosts as attacking army, can’t imagine them sitting in tight defence as shooting capabilities are awful, so moving forward, main blob consists of Lady, Reikenor, GoS, SP and chainrasps, depending on mission I take 1 or both. We have plenty of units, so during deploy we can guess opponent’s plan and see his positioning to pick targets for shroudguard and scytheghosts. Main point – I am total noob in AoS, I played 40k a lot, but now I wanted to play AoS. Probably I don’t know some basics that everyone else think as natural. Item choice is pure my liking. If there is more playable variants – I will gladly learn about them. I am opened to suggestions and but I cant afford endless spells right now. If you have any advice or thoughts, I will gladly hear them.
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