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TheBluMnM

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Posts posted by TheBluMnM

  1. The list is stuck for this round (I brought my army with me to the office), but I could always consider changes for next round! Also I could switch up artifacts or Spell Lores. Also I typically summon 10 ghouls, 3 horrors and 3 flayers (for some mobile speedbump response) 

  2. Hey my fellow kings! I have a game against a nighthaunt player tonight in our AoS league (never played against them) and I'm a little nervous about the game. We're in Shyish with Life Leeching as the feature (good for both of us). The battleplan is Gifts from the Heavens. This is the list I'm taking, but what are your recommendations on how to use it? Normally I don't mind going into a game a little unsteady, but this player is notoriously good and we're getting close to playoffs:

    Allegiance: Flesh Eater Courts
    - Grand Court: Court of Delusion - The Feast Day
    Mortal Realm: Ghur

    Leaders
    Abhorrant Ghoul King on Royal Terrorgheist (400)
    - Artefact: Gryph-feather Charm 
    - Lore of Madness: Blood Feast
    - Mount Trait: Gruesome Bite
    Abhorrant Ghoul King on Royal Terrorgheist (400)
    - Lore of Madness: Spectral Host
    - Mount Trait: Gruesome Bite
    Abhorrant Ghoul King (140)
    - Artefact: The Dermal Robe 
    - Lore of Madness: Deranged Transformation
    Crypt Ghast Courtier (60)
    Crypt Haunter Courtier (120)
    - General
    - Trait: Cruel Taskmaster 

    Battleline
    20 x Crypt Ghouls (200)
    3 x Crypt Horrors (160)
    6 x Crypt Horrors (320)

    Battalions
    Abattoir (120)

    Total: 1920 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 100
     

    I know that the horrors not having rend plays to my benefit for NH, and the high damage characteristic is also going to help. Any bravery hijinks I usually rely on won't do much ( I usually run Grim Garland on one GKoTG). My list is pretty much set based on my collection, so it all comes down to how I play it. 

    Help!

    • Like 1
  3. 3 hours ago, Skreech Verminking said:

    In the core rules it is stated that you can move as many units you want to move, meaning that basically a unit can be chosen to not be activated for the movement phase, meaning that the model who wasn’t moving didn’t end a move within the terrain.

    This is at least how I understand it.

    as for the unit who blocked that terrain for a whole game, stop whining he literally left a unit that could have done something, so he literally paid points for a unit who did nothing.

    Perfect for us-us, less fight-killing in combat, more victory points for us-us,

    More glory for the great horned rat!!

    Ok awesome! Yea a unit that does nothing is as good as dead, so it's win-win.

    Cheers Skreech! You truly are the wisest-sneakiest of all the great horned rat's children.

  4. Hey all, my question got abandoned at the bottom of the last page so I'm just going to repost it: Does remaining stationery within 1" on a gnawhole trigger the damage effect? I saw in a battle report where the opponent placed a unit directly ON a gnawhole to stop anything from coming through and left it there. Does staying still constitute ending a move? 

  5. Hey, just have a quick question that I had about gnawholes that also came up in a battle report  I watched. Does a unit count as having ended a move if it remained stationary within 1" of a gnawhole? In the battle report, the opponent had planted a unit of spawn ON the gnawhole to prevent stuff from coming through and didn't move them. I didn't see it in the Skaventide FAQ, but maybe its a core rules question about what constitutes ending a move?

    Has anyone else run into this?

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    5
    12 hours ago, kenshin620 said:
     
     
    1
    13 hours ago, Luzgurbel said:

    I have to say, that I won't buy any failcast or metal model.

    Well that will really hamper the army though. Unless you convert clanrats into weapon teams, jezzails, and acolytes. Which is of course feasible, just that you'll need a bunch of clanrats and spare parts.

    Yea lots of that in this army, unfortunately.  I've found you can convert the IoB Warpfire team into Rattling Gunners (any sort of rotor cannon)  or the grinders (using the weird Hell Pit mouth) pretty easily, but those IoB teams go for a premium.

  7. 1 hour ago, Saodexan said:

    Sword of Judgement on the Corruptor is like 14 mortal wounds on average with the command ability.

    Do you find the 6's dealing 1 MW means you lose some of the value from taking the SoJ for extra damage? Not really an issue?

  8. 1 hour ago, Ratcliff said:

     

    More than well. Have only suffered one loss out of 15+ since the tome dropped. In my list, its a toss up between SoJ on my Corruptor and Liber on my Furnace. The extra prayers and possibility of a great plague are nice, and can deal some damage at range, but the reliability of the SoJ and it's sheer character killing potential is nice to have, especially for cutting through ethereal ZDs and such. And because he's not my general,  and his 5++ makes him deceptively durable, I can afford to be a little careless with him when I stomp him up the board. He kegged an FEC general the other day, was nice

    I haven't done a deep dive on the rules yet, but is there any reason you're using a corruptor for character sniping rather than a deceiver? the bonus chance at great plagues is a pretty good bonus I get, but just wanted insight on your mileage. 

  9. Hey-hi fellow schemers,

    Just a question about Rat Ogres and Warpfire guns - does anyone suggest outfitting 1/2 of the models with the gun, or is it a waste of time/bits since usually you want to advance with them in the movement phase?

  10. Hey All! Quick question - I have 5 of the warpfire thrower teams from the IoB kit, and I want to convert some to Ratling Gunners for a little bit of list diversity. I know it will vary from list to list, but IN GENERAL would you guys recommend I have 2 Warpfire and 3 Gunners, or 3 Warpfire and 2 Gunners? I don't have plans to convert Jezzails at the moment, so RG would make up most of my long range fire support (Not including a WLC)

    Thanks!

  11. 2 minutes ago, Fluttershy said:

     

    The Feast Day:

    Once per turn, you can use the Feeding Frenzy command ability without a command point being spent.

     

    Useable it in both turns, yours and yours opponents turn.

     

    Wow. I thought it was powerful once per battle round, but now it's crazy! Thanks - I'm still pretty new to the rules, so when I see something powerful, I assume I'm doing it wrong 😂

  12. Hey guys - this may be a dumb question, but does the Feast Day delusion let me Feeding Frenzy for free once in my turn and the opponents turn? I've been doing it once per game turn, but in AoS that's usually referred to as the battle round. Using Feeding Frenzy twice as often as I have been seems insane, but the delusion states "Once per turn". 

  13. Thanks guys! Yea GKoTG seems like a real hard hitter, but looking at him in isolation removes the surrounding factors of lackluster magic, shooting, price, and the squishier parts of the army.  I'll keep all that in mind and try to remind my opponents that he's a linchpin unit to an army that will falter without him.

    • Like 2
  14. Hey guys, I'm having some pushback from opponents when I feeding frenzy a GKoTG with Gruesome Bite. The fact that the maw doesn't degrade makes it really good, and re-rolling those hits are awesome. No one actually questions if I'm allowed to do it, but I see some dour faces and people complaining it's too good. How do I justify it? Why is this combination so good and what are it's drawbacks? I like when my opponents have fun facing off with me, and this seems to throw a real sour lemon into anyone's day.  This is in a 1500pt list, and I was planning on running two at 1750, but now I'm not so sure. It's my only behemoth too, but people really hate it.

    • Like 2
  15. Hey guys - really dumb question maybe, but do Abhorrant Command Traits apply to the mount too? Could I have a GKTG with a command trait and a mount trait? Or could I have a single model with both, but the Command Trait's effects apply to the GK attacks/actions and the Mount Trait's effects apply to the mounts attacks/actions?

    • Like 1
  16. Hey TGA,

    Just had my first learning match with my FEC, and after that I built this 2000pt list.  I'm not looking to be highly competitive, but I got stomped by a Free Peoples Castle, so I'd like to come back with a vengeance. How does this list look? The idea is to hopefully stomp face with all the big guys and secure a turn 1 charge with the re-rollable +5 charge (cogs and pendant).

    Does this list give me a fighting chance? Thanks.

    EDIT: Replaced the list attachment with just a Copy/Paste:

    Allegiance: Flesh Eater Courts
    - Delusion: Crusading Army

    Leaders
    Abhorrant Ghoul King on Terrorgheist (400)
    - Artefact: The Grim Garland 
    Abhorrant Ghoul King on Terrorgheist (400)
    Varghulf Courtier (160)
    Crypt Haunter Courtier (140)
    - General
    - Trait: Dark Wizardry 
    - Artefact: The Flayed Pennant 

    Battleline
    6 x Crypt Horrors (320)
    3 x Crypt Horrors (160)
    20 x Crypt Ghouls (200)

    Battalions
    Abattoir (130)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 98
     

    • Like 1
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