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Sovereign

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Posts posted by Sovereign

  1. 25 minutes ago, Gwendar said:

    Yep.. generally like that with all our stuff. Not a lot of "multiple units wholly within" and more targeted stuff to one particular unit wholly within. 6 Jezzails are what I would use to kill support stuff or whittle at bigger monsters but never get buffs aside from a spark if they're in range. 9 of them are what can get buffed and one shot things, but again big Acolyte or Fiend units are better for this.

    I was just making a cheeky reference to Plague Monks. Generally if you want a melee option nowadays you go with 40+ Monks as Stormvermin are overcosted, especially outside of bringing some Verminous units to buff them.

    Ah yeah. I have 40 plague monks and boy are they gross in combat. I also have 40 Stormvermin and they're really good too, just too expensive.

    What do the stormfiend heavy lists look like? A low-ish model count army with jezzails, acolytes, and stormfiends could be entertaining.

  2. 3 hours ago, Gwendar said:

    They're great (just worse Longstrikes, disregarding buffs from Skaventide in my opinion) but currently they're overshadowed by Fiends for the most part.

    You could go 3x6, but not really sure why you would unless you're just trying to spread out to keep 1 big unit from getting 1-shot. I would prefer to have at least 1x9, but 1x3 is pretty useless, so. I will say from past experience that my old list of 9 Jezzails + 1x25-30 Acolytes worked incredibly well. I often had the Acolytes getting MMMWP + Vigordust if they needed it, otherwise I have Vigrodust to the Jezzails to negate Look out, sir.

    Anyway, Jezzails for deleting support heroes\monster\high saves while Acolytes delete, well, pretty much anything you aim them at. You want to compound your buffs so splitting everything into MSU isn't the way to go with Skaven. If you skip on Mon- I mean melee, then you really need to include a good amount of Clanrats, at least 80. Of course, if you aren't going for a competitive build then it doesn't matter.

    Yeah I thought about it after making the post. I'm definitely better off with one big unit of jezzails just because of buffs.

    Curious as to what you're referring to when you say "skipping on Mon". I feel like I'm missing something.

  3. How are people liking jezzails? I've been thinking of running a list with some silly amount of jezzails, like 3 units of 6, and something like 30 acolytes. 

    Only downside is I probably won't have much melee but I can shoot the ****** out of everything which is nice?

  4. No argument that grots seem really good, but I said before that I already play Skaven with 140+ models so I was trying to keep things low, model count wise.

    Splitting the unit of bulls up into 2x6 sounds good and definitely something I will experiment with. My only concern is morale, which is why I was going to run 1950 with the two units of 12 and immediately make them both immune to battleshock with the 2 CP I'd have on my first turn.

    Leadbelchers I'm also a little way on myself but I figured I'd give it a shot. I recently picked up 18 bulls, 12 ironguts, and 4 leadbelchers for cheap which is serving as the foundation of the army. Just need to get heroes, and I already have one Avatars of War Ogre Khans on the way for a Tyrant.

  5. Apologies for the double post but am I wrong in thinking that if I run Gutbusters as my allegiance so that I can use Leadbelchers and Iron Guts as battleline I can't then use the Destruction allegiance abilities, even though Gutbusters lack allegiance abilities of their own?

     

  6. 13 hours ago, Garion said:

    I never like the butcher model for ogre kingdoms so I just made my own kit bashing from the standard ogre sprue. I'll upload some photos later it may give you some inspiration.

     

    Edit: here you go, just an ogor with a cleaver , and fair bit of greenstuff. I have another 1 as well, made in much the same way, only with bigger ****** and some hair taken from the giant kit. large.butcher.jpg.314cbc50639e87351f490af0cc118e85.jpg

     

    He looks great.

    Has anyone ever experimented with multiple units of 12? I was thinking a unit of 12 Bulls (Ogors), a unit of 12 Ironguts, a unit of 6 (or 9) Leadbelchers. The idea would be to stay at least 50 points short so you have 2 CP on your first turn and immediately make both units of 12 immune to morale with the Tyrant. It would be a very low model count army that would have issues with objectives, but I play Skaven as it is and I want something a little more elite. That and I loved Ogre Kingdoms back in fantasy. 

  7. Does anyone play a more elite BoC army? Piles of Bullgors, some Dragon Ogors, maybe a Ghorgon or two, plus some ungors or gors to stand on objectives?

    I currently play Skaven and am interested in potentially starting a more 'elite' army so I don't have to shove a million rats around the battlefield all the time.

  8. I've been playing Skaven since the new book came out with 80 clan rats, 40 stormvermin, 3 warp lightning cannons, a grey seer on bell, two engineers, and an arch warlock. The clan rats and warp lightning cannons do a lot of work, but I'm not sure about the Stormvermin. They absolutely rip and tear but at 500 points, yeesh.

    I experimented with 40 plague monks last night in a 750 point escalation league game and am blown away, so now I'm thinking of going 3x20 clanrats and 2x40 plague monks, with a furnace to replace the bell.

    Should I be concerned about plague monks or the furnace getting a nerf in the new GHB? Monks seem incredibly strong for their point costs and I cannot believe how much damage they put out.

  9. Building a Legions of Sacrament army and trying to be as close to an old Warhammer Fantasy undead army as I can get, and so far that means piles of skeletons.

    The consensus on the internet seems to be that skeletons are incredible, but I feel like I'm missing something. Is it just because they get an absolutely stupid number of attacks?

  10. On 10/19/2018 at 12:45 AM, Ravinsild said:

    Actually my maths was off anyway. Arkhan has an innate +2 at full HP, +1 from Legion of Sacrament, +1 for Mortis Engine and +1 for Corpse Cart which means +5 for him and +3 for regular casters (VL, Necromancer). Although, I doubt I will be using a Corpse Cart. What's better for list #1, Corpse Cart or Balewind Vortex:

    Allegiance: Legion of Sacrament
    Mortal Realm: Ulgu

    Leaders
    Arkhan The Black Mortarch of Sacrament (320)
    - General
    - Lore of the Dead: Soul Harvest (Deathmages)
    Vampire Lord (140)
    - Mount: Flying Horror
    - Artefact: Azyrbane Standard
    - Lore of the Vampires: Vile Transference
    Necromancer (110)
    - Lore of the Deathmages: Decrepify
    Wight King with Baleful Tomb Blade (120)
    - Mount: Steed

    Battleline
    40 x Skeleton Warriors (280)
    - Ancient Blades
    10 x Skeleton Warriors (80)
    - Ancient Blades
    10 x Skeleton Warriors (80)
    - Ancient Blades

    Units
    20 x Grave Guard (320)
    - Great Wight Blades
    10 x Black Knights (240)

    Battalions
    Deathmarch (160)

    Endless Spells
    Chronomantic Cogs (60)
    Balewind Vortex (40)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 126

     

    Also which list is better overall? List 1 attempts to correct the problem with Skeletons,  by making them faster. List #2 is to focus down on just pure casting. Absolutely magic focused, but I've heard it has big weaknesses against some lists... :/ Really just trying to pad out bodies with what I have to protect my magical boys so they can do the casting thing as effectively as possible. i guess my main offensive is magic, instead of attacks with this one?

    Allegiance: Legion of Sacrament
    Mortal Realm: Ulgu

    Leaders
    Arkhan The Black Mortarch of Sacrament (320)
    - General
    - Lore of the Dead: Soul Harvest (Deathmages)
    Vampire Lord (140)
    - Mount: Flying Horror
    - Artefact: Azyrbane Standard
    - Lore of the Vampires: Vile Transference
    Necromancer (110)
    - Lore of the Deathmages: Decrepify
    Necromancer (110)
    - Lore of the Deathmages: Overwhelming Dread

    Battleline
    40 x Skeleton Warriors (280)
    - Ancient Blades
    20 x Skeleton Warriors (160)
    - Ancient Blades
    5 x Dire Wolves (60)
    5 x Dire Wolves (60)

    Units
    20 x Grave Guard (320)
    - Great Wight Blades

    Behemoths
    Mortis Engine (180)

    Battalions
    Lords of Sacrament (130)

    Endless Spells
    Purple Sun of Shyish (100)
    Soulsnare Shackles (20)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 138

     

     

     

    For your first list, am I mistaken or is it not legal? How could you take a Death March battalion in a LoS aligned army?

  11. Event Title: Armada Games 2000pt Age of Sigmar Tournament
    Event Author: Sovereign
    Calendar: Events USA
    Event Date: 12/16/2018 12:00 AM

    Armada Games is hosting its second Age of Sigmar 2nd Edition 2000 point tournament on December 16th in Tampa, Florida. 

    We use a slightly modified rules packet for our tournaments, which can be found at the below link.

    https://docs.google.com/document/d/1Y1aeVQtAFHUQPjfW8t8hzuA6CF9Q56kTFTSgpX-Pp1Y/edit?usp=sharing

    More information can be found on the event page on Facebook.

    https://www.facebook.com/events/1955398534580662/



    Armada Games 2000pt Age of Sigmar Tournament

  12. Does anyone use 3rd party models to represent state troops? At something like 140 dudes for my army, $25 for 10 ancient GW state troop models is a tough pill to swallow.

    I ordered a box of Fireforge Games Foot Sergeants, because 48 models for $32 is a pretty good deal. I'm assuming they'll be slightly smaller than the GW state troops since it's 28mm vs 'heroic' scale but I imagine it should be fine.

    I'm thinking a mix of Fireforge, GW, and maybe Warlord Games models would make a cool looking army, and much more affordable to boot.

    For reference, here is a link to the box I ordered. Found an eBay store that imports and resells the stuff for cheaper than you can buy directly.

  13. 1 minute ago, Saxon said:

    Indeed. I love my artillery and havig to pick between cannons and steam tanks whilst also having to think about magic resistance really limits the choices available.

    I'll gladly take artillery over magic if I need to, but I'd rather not have to be forced into such a restriction situation. 

    Magic is for elves!

  14. 4 hours ago, Stulle said:

    Make the Griffon your general, give him the Indomitable command trait and place him directly behind one line of guards. With his 2" range attacks he can attack over the guards without being hit by 1" range enemies. If positioned well he gives those guards +1 save. So they are on 3+ rerolling ones. Pretty tough
    You even have an artefact left to choose. With the realm artefacts there are plenty good choices. Gryph-feather Charm, Lens of Refraction, Ghyrstrike, Ignax's Scales  to mention just a few.

    If you go with two cannons you just have to take an engineer. There is no point in refusing those reroll of hits, 4+ isn`t as good. Just take the gunmaster and you have another 30" shot as well.

    I'd love to take an engineer with the last 80 points but unfortunately I don't have space for him due to the 1-in-4 allies rule. :(

    I really hope GW cleans Empire up a bit, I cannot believe that I can't take Witch Hunters, Warrior Priests, or any of the other iconic Empire units in what is essentially the Empire list (Freeguilds) without resorting to allies.

    What they did to Beasts gives me hope. Skaven need the same treatment.

  15. Looking to get into AoS and I decided to play Empire. I played WFB for years and years but all of my favorite armies (Empire, Dwarves, Ogres, and Tomb Kings) are all in Battletome-less limbo, so I figured I'd stick to Empire. I threw together a quick and dirty list to get me started, wondering what everyone's thoughts are.

    HQ
    General on Griffon
    General on Horse
    
    Infantry
    Great Company 1:
    20x Swordsmen
    20x Swordsmen
    30x Crossbowmen
    
    Great Company 2:
    20x Swordsmen
    20x Swordsmen
    30x Crossbowmen
    
    Allies
    Ironweld Arsenal Cannon
    Ironweld Arsenal Cannon

    Comes out to 1920 points for an extra command point and I think usually a Triumph.

    The idea is pretty straightforward; the great companies support each other and move up as they have to, shooting the ****** out of the enemy and using the counter charge/stand and fire rules to protect themselves. The cannons sit somewhere (ideally) safe and blast people to ruin. I'd probably give the Griffon General a warhammer/shield and the armor of meteoric iron to make him a ****** to get rid of.

    I'm not sure about the cannons, though. When they hit they look pretty brutal, but hitting on 4s with no rerolls (no engineer) seems a little grim. That's 320 points that might be better spent elsewhere. Hell I think that's another 40 swordsmen and a Wizard if I so chose.

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