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Dreadmund

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Everything posted by Dreadmund

  1. Preview today said that Maggotkin will be getting new warscrolls in the next broken realms book! Personally I hope they don't touch blightkings at all, and we get re-writes for all the Daemons that don't get played like Nurglings, Beasts of Nurgle and the 3 heralds.
  2. A completed unit of wardens. So in love with these models.
  3. As LuminethMage says, there is no downside. I suspect they meant for you to only use one stance at a time, so you would have to choose between Mountain Stance and the Stonemage Stance for example. But there is no rule saying you need to choose one or the other, and it wasn't clarified in the post battletome FAQ. There also just aren't that many stances, so it might be something they had originally intended to be a bigger thing or something that might become more relevant when the new heroes come out.
  4. I like them, I own 2000pts worth and I will be getting more. I never played WHFB, so I don't feel any connection to old elves.
  5. I always try to fit at least 1 unit of 5 dawnriders into my list. The list I'm building to at the moment takes the battalion and 25 dawnriders. Their speed is amazing for threatening objectives that your opponent could otherwise safely walk away from knowing it will take you a couple turns to get to with your slow ass wardens/stoneguard. The games I've played (on TTS only unfortunately) without them I have always felt that I'm missing a unit that can move fast to take advantage of openings. As others have said however, they are an absolute pain to build and paint.
  6. Nurgle might be a bit faster than you give them credit for! I'm playing a list atm with: Blessed Sons Subfaction Blight Cyst Battalion Lord of Blights GUO with Bell Harbinger of Decay Gutrot Spume 20 x Blightkings 10 x Blightkings 5 x Blightkings 5 x Blightkings Blessed Sons lets you give 1 unit the maximum run command ability for free per turn. That means that my unit of 20 Blightkings can go: 4" from Move Characteristic +3" from GUO Bell +6" from run +1" from Blightking Musician +2" from Wheel if I can cast Foul Regenesis That makes a 16" run in the move phase. If at least 1 of your Blightkings is within 7" of a Feculent Gnarlmaw you can then charge with another +1" from the musician. My opponents almost always underestimate just how much ground these fatboys can cover when they want to and 20 Blightkings are a seriously scary threat to just just about everything. The marauders are even faster. They have 6" base move and an ability that lets you change your lowest dice roll for a charge into a 6 and get +1 to run and charge rolls from their drummer, so even if you roll snake eyes you're guaranteed an 8" charge. With all the other move bonuses you can give them from above, they can really rocket around the board.
  7. The flies you get from the start collecting box are considered pretty useless right now, but you can build one into a lord of afflictions and use bits from the other to make a home-made harbinger of decay, both of whom are good support heroes for a mortal army especially the harbinger. I got a chaos knight mount from ebay and added the rider from the blightlord to make mine, others use Varanguard mounts or even plague drones re-posed to look like gross spider creatures. If you aren't confident in your modelling abilities though, buy a harbinger he is a brilliant addition to a blightking heavy force. As for next steps, more Bightkings will always serve you well. They're very cheap (pointswise) and reliably kick out good damage and are hard to kill. If you don't want to go pure blightkings consider some Chaos Marauders who are a very reliable fast moving unit. A great unclean one with the Doomsday Bell is a brilliant support piece and general. He can take the witherstave artefact which is excellent and his large base size makes him a great buffer for things like the Blessed Sons subfaction's free command ability. I'd also build him with the bileblade for +1 to cast and unbind so he can more reliably cast foul regenesis to move the wheel to something good. Finally you will want to pick up at least 2 Feculent Gnarlmaws and some plaguebearers for summoning. You get 1 gnarlmaw for free (essential) and I regularly summon 1 or 2 more throughout games to give myself the always important run-and-charge buff or to just put a big roadblock in the way of something important on my enemy's side. A Poxbringer is also a good investment for summoning because of the battleplans that require a hero to score, so you could consider getting a start collecting daemons box.
  8. I painted up my Cathallar today as a widow who wields her grief like a blade against her enemies. Amazing model, maybe my favourite in the range.
  9. Really wasn't expecting more LRL models this soon. What a nice surprise!
  10. Ah I neglected to put it in my post but my list did have the Alarith Temple battalion. It definitely helped me to hold on a little longer. You're right the second game was way more fun. I think my key mistake was positioning my cathaller in the setup phase, if I had been more familiar with Kroak I would have put her out of range and the utility of her kit could have made a big difference. I think dawnriders would have made a big difference too - even if their damage would have been terrible against his list (no extra attacks on any of his units) their mobility and ability to threaten objectives would have made him play a bit more conservatively I think, instead of marching his whole army across the board in one big line. I think something can be said for them as highly mobile casters of Protection of Hysh too. I think some people read my post as whining about the army. It's definitely not. Out the the three armies I play (nurgle, tzeentch, LRL) I think this is my favourite. I love the book and the interactions between kits. All the models are brilliant (if you ignore the stoneguard's preposterously top heavy cow-pope hats). But it's an army where you make a lot of decisions and it rewards tactical gameplay over smashing and bashing. I think it's important not to get discouraged by a few losses and with a few more games of practice I'm positive I'll start seeing better results. Next list I think I'll try will be Iliatha with Dawnriders and wardens. Maybe even Eltharion. It's still early days for me, throwing things at the wall and seeing what sticks.
  11. Played a couple games this week and I'm struggling. I ran: Zemetrica Avalenor Cathaller General Stonemage 15 x Stoneguard 15 Stoneguard 15 x Stoneguard 20 x Sentinels Hyshian Twinstones Sanctum of Amyntok First game was against Deepkin. I thought the immunity to -2 rend and rerolling saves on stoneguard would help mitigate the damage from Eels a little but they still managed to kill all my heroes and enough stoneguard to make the others run away without any heroes left to use Inspiring Presence. Pretty brutal... Eels made a 13 inch charge to kill my cathaller, and without her around I couldn't stop my Stoneguard from fleeing in battleshock. It was a riptide list and he double turned me, so my first turn was 15 mins long and I failed all my spellcasts and then the next 2 hours and 45 mins were watching eels kill everything in my list without me being allowed to fight back... Not being able to use defensive command abilities on the second turn is heinous. In my sole shooting phase, my 20 sentinels were forced to shoot his general, who had an artefact that made him unable to be targeted to they did absolutely nothing. Avalenor had +2 attacks from command ability and not charging on top of rerolling hits of 1, improved rend by 1... but only 1 attack went through for a total of 5 damage so 1 dead eel. Felt totally hopeless from start to finish, probably the least fun game I've ever played. Feel like I lost that one before we even set up. Then I played a Coalesced Seraphon Saurus Knight list with Ymetrica again. This was actually close, and it was mostly positioning that caused me to lose. I gave away first turn and won priority on the second turn. I managed to kill lots of Saurus knights because of that but I couldn't withstand the Kroak MW spam which killed the Cathaller, Stonemage and Avalenor (he is terribly flimsy to mortal wounds without protection of Hysh). Cathaller died before my first hero phase. Thought I was being smart hiding her behind overgrown terrain but didn't realise that kroak just ignores the need for line of sight. If I had known, I would have put her further back so he could only hit her with 1 spell. With the heroes gone my Stoneguard melted to battleshock and Carnasaurs. I also failed lots of charges, and spent 2 command points just to engage the enemy so I was lacking for buffs. Even though not a single unit in my opponent's army would have granted them any extra attacks I wish I had taken some dawnriders instead of the Sentinels. Killing Kroak was out of the question, but if my dawnriders had just stood there threatening to run on to an objective then he would have had to play more conservatively and I think I might have been able to eke out a win. As it was there was nothing stopping him from pushing forward with everything he had and ultimately I couldn't withstand it.
  12. Nurgle: Most fun models to paint Tzeentch: We're bent Lumineth: Everyone starts the battle with 1 baggie of cocaine
  13. Depends on your opponent and how nitpicky they are but for this reason I've been thinking of cutting my own movement trays out of rubber steel to ensure tightest possible formations.
  14. Did a test model while I wait for my basing supplies to arrive. Going to tweak a few things but overall I'm happy with it. Going to be based on cobblestone streets with a light dusting of snow. Regardless of how they play, I found this guy a joy to paint, but definitely not an army to rush out in time for a tournament. It really rewards taking your time.
  15. They're 2 drops. 1 for Grashrak, 1 for his despoilers.
  16. I don't really expect the new GHB to change anything for us. We might get some point tweaks, but they would have to do something extreme to upset the internal balance enough to make a difference. I would love to be surprised though!
  17. We know that Eltharion is 50mm round, Wardens are 32mm round and cavalry are 60mm x 35mm oval from GW preorder page. Stoneguard and archers should be 32mm too by the looks of it. Hard to tell with the stonemage and cathallar but they could be 32mm too or 40mm? They definitely dont look bigger than that. As for the cows and teclis, no clue.
  18. I only have limited experience because I only managed to get\ a few games in before lockdown. However, I really like the Fateskimmer. Positioning your heroes to provide buffs, particularly the locus buff for horrors, and to set up for summoning is extremely important. Even if you're going changehost, you'll want heroes with high mobility to support without using up your teleport. Both the fateskimmer and the fluxmaster fit the bill perfectly, but for only 10 points more than the fluxmaster, the fateskimmer gets an array of bonuses like extra wounds, extra abilities, better damage profile, a better spell and a larger base size which means a larger surface area for the locus and any other aoe buffs from artefacts like the Aura of Mutability. The biggest downside to a fateskimmer is that due to it's large size, it is also slightly harder to screen against melee threats.
  19. You could definitely make a fun, viable Tzaangor army. There was a lot of complaint when the new book dropped because they lost the daemon keyword on disc, so you can't use fold reality on them any more. But they also gained things like agendas which are brilliant.
  20. My guess is that its a decorative nurgling on a new hero/new sculpt of an existing hero. A new sculpt for Epidemius is a big contender, as a character that is likely to have nurglings on the base and it is one of the oldest, ugliest sculpts in the game. Fingers crossed!
  21. Fluxmaster and Fateskimmer have 16" move speed, which can be really useful for keeping your units wholly within 12" for the -1 to be hit Locus buff. I find that really vital to mitigate the really poor armour save of Horrors and keep those flamers alive long enough to do damage. It's also really useful for zipping off to summon a unit in the best possible position. I personally like to take Fluxmaster or Fateskimmer for those reasons and out of the two, I prefer to take the Fateskimmer if I can afford him because A) it's only an extra 10 points for more wounds, better attacks and the ability to deal mortal wounds on a flyover and B) it looks like an absolute pimpmobile and that's worth 10 points by itself.
  22. What are people's Hosts Duplicitous lists looking like? I'm veering away from endless spell spam, now that Seraphon are in the mix.
  23. Changeling is great for a few reasons. He can cast 2 spells and only costs 120 points which is nice and cheap. Even if he doesn't have his own warscroll spell, he can cast arcane bolt/mystic shield, you can give him a Lore Spell and he can use endless spells. I find he works really well as a support piece for a unit of horrors. He gives them -1 to be hit with his Locus of Change aura, he can use his ability to give enemy units -1 to hit, he can cast fold reality, mystic shield and emerald lifeswarm and he can be the hero you need nearby to use the Inspiring presence command ability. A changeling and 10 Pink horrors are a nightmare to clear off an objective for many factions. Also he fits in changehost, which has significant value in itself. You don't need to use his ability to teleport round 1, but your opponent does need to take him into account when they deploy their army, which gives them a chance to make a mistake. Mistakes during deployment can cost people games. If you do use his ability, you can don't have to use him offensively. He can go to support a unit or horrors of flamers to buff their reliance after you changehost teleport them in. And if you opponent makes stupid mistake like leaving an important hero or an artillery piece undefended, you then have the option to exploit that. You can tag something like a mortek crawler to shut down their shooting for a round or two, assassinate an enemy hero with some destiny dice attacks, or just put a nuisance in your opponent's territory that they have to deal with instead of playing the objectives. He gives you options, and gives your opponent lots of opportunities to make mistakes. For 120 points, he's a steal in my opinion.
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