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Predien

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Posts posted by Predien

  1. 1 hour ago, Neil Arthur Hotep said:

    I mean, I know that is the general rule, but according to the current Maggotkin FAQ there was apparently at least one exception until just now with the release of the 3rd edition tome. Or otherwise I don't understand how to interpret that FAQ entry.

    EDIT: Actually, let's just put this tangent to rest. It's probably just a weird thing about set ups with Gutrot where I don't get why it's ever relevant.

    I definitely get the confusion from his ability and that FAQ. The old warscroll is worded super weird. They use "set-up" when referring to deploying Gutrot and the unit during the deployment phase and when you bring him and the unit in from off the table. GW should have clarified that by making the distinction between the two but it's GW :(

    This was a good thing to bring up though. I really think Nurgle wants low drops and looking for ways to do that is beneficial.

    • Like 1
  2. 3 hours ago, Neil Arthur Hotep said:

    Yeah, I suspect that the real answer is either found on the new Gutrot warscroll (can't easily check those yet) or in the next FAQ. But just in case this answer somehow makes it into the next FAQ, it might be worth keeping in mind.

    Your number of drops will always be determined by how your list is built and not deployment rules/warscrolls. I don't think this will get FAQ'd because it's always been this way.

  3. On 12/14/2021 at 1:52 PM, IRRecio said:

    Oh no! didn't realize he lost the daemon keyword. I will probably run Droning Guard then because I do not see blessed sons as worth it. Thanks for the heads up!

    Edit: Actually will probably run Blessed Sons. Droning Guard is only plaguebearer flies and I want pusgoyles in deepstrike :(

    You could bring Rotigus and get around that rule. The wording on "Befouling Host" says you have to have a Daemon general in your army. Rotigus has the Warmaster trait making him a general even if he's not picked to be the general in a Maggotkin of Nurgle army. Just something to think about!

  4. 1 hour ago, ibel said:

    Hej the +1 Wound and Count as 2 for Objective Play is a Bonus Right. So this should not be the case u take Glootkin.

    Ambush or Dropping (i look at u PutridBlords) is cool and just 1 Unit to have in reserve can make many Players nervous. But jes if the ambusehd Unit is so slow there is no reall thread for the Enemy army.

    This is my first list next week:

    Allegiance: Nurgle
    - Host of Chaos:

    Filthbringers

    - Mortal Realm: Ghur
    - Grand Strategy: Hold the Line

    Leaders
    Orgoth Daemonspawn or Blod Rotspawn ?!                    (300)*
    Rotbringer Sorcerer (120)*
    -
    Artefact: Arcane Tome (Universal Artefact)
    - Lore of Foulness: Gift of Disease 360
    Rotbringer Sorcerer (120)*

     

    - Lore of Foulness: Cloying Rotbringer Sorcerer (120)**

     

    - Lore of Malignance: Blades of Putrefaction

     

    Lord of Afflictions (210)**

     

    - General
    - Command Trait: Overpowering Stench :

     

     - Artefact: The Splithorn helm
    Battleline
    20 x Plaguebearers (300)**                         
    -
    Reinforced x 1                                 
    10 x Plaguebearers (150)**                         
    5 x Putrid Blightkings (250)**                                

     

    5 x Putrid Blightkings (250)*                                  
    1 x Pusgoyle Blightlords (110)*     

     


    Endless Spells & Invocations
    Umbral Spellportal (70)                               

     

     

    *Warlord
    **Battle Regiment

     


    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 148
    Drops: 5

    What do u think

    Orgoht (more tankier better CPCommand Option) or (full casting) on Bloab ?!

    Hey there! I'm into this list. I'm also stuck on Bloab or Orghott (going to buy another kit to run both of them at some point) but with how you've built this I'd go with Orghott for some hammer action. You've got 4 spells and 4 unbinds from the sorc's which is good. You've got a really tanky general and you've got some bodies on the table. I think it's worth play testing for sure. When you get a couple of reps in with it report back!

    • Like 1
  5. 3 minutes ago, W1tchhunter said:

    Yeah that also looks great! My groups super chill so we don't mind using proxies for trying stuff like this. If you do have any games lemme know how it goes :D

     

    Also for the eye pebble i think your better off with an extra mount trait. They seem just much better than any of our artefacts.

    I'm prepping for a teams tournament that's on the 18th so I'll be getting a rep or 2 in with this list this weekend and make changes. I'm stuck between this list and one with Gobsprakk. I'll let you know thoughts when I get some practice in!

    • Like 2
  6. 1 minute ago, W1tchhunter said:

    Yeah I do miss the sludgeraker in the list for sure. But I wanted the troggs to just run hogwild which is why i thought the sloggoth might be good so they are all hitting on 2s, wounding on 2s for the general using the manticore Venom and 2s with finest hour.

    Definitely will alter the ratios though regarding the bolt boysz just figured the hobbos would be good for egomaniak keeping the general around longer.

    I do agree about the Arcane Tome but I always fail or have Flaming Weapon unbound haha, so not using that is more of a spite thing 😛

    Biggest thing I wanna experience is 3 breaker bosses popping off on a waaagh 😛

     

     

    You got my brain turning this morning and I came up with this list based off of what you put that might be interesting to play with:

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:


    Snatchaboss on Sludgeraker Beast (315)
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Mean 'Un
    Breaka-Boss on Mirebrute Troggoth (180)
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Breaka-Boss on Mirebrute Troggoth (180)
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Nasty Hex
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Choking Mist
    10 x Gutrippaz (180)
    10 x Gutrippaz (180)
    9 x Man-skewer Boltboyz (360)
    - Reinforced x 2
    1 x Marshcrawla Sloggoth (150)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Total: 1995 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 150
    Drops: 12


    5 drop with a Warlord and 2 Battle Reg's. Could make it a 3 drop but I think you'd want the extra artefact. Effectively you have a hit squad consisting of the 2 breakabosses and a sloggoth. They'll all 3 have +1 to hit at all times the sloggoth is alive. You could put Mork's Eye Pebble on one of the Breakabosses to give a 5+ ward against shooting to the hit squad but not sure. I thought about putting Egomaniac on one of the Breaka's but you'd have to micromanage him a bit. Since saving the wounds doesn't give you the extra attacks, at the start of the combat phase you'd want to make sure you're 3.1" away from the unit you're going to throw wounds to. When you pile-in you'll then pile-in closer to that unit so when/if your general gets hit back you can throw the wounds off to. Just something to think about.

    You've got the Sludge and a unit of rippaz doing their thing. Then you've got your 9 boltz, ideally in cover with a shaman hiding near them to buff their MW output. Slittaz are taking side objectives, supporting the Breaka's with bodies/screens, etc. I think with some practice this could be a solid list!

    • Like 1
  7. 3 hours ago, Hellberg said:

    Would you say two Sludgerakers are the way to go? I consider this route as Sludgeraker damage is pretty good and the fact that losing one would mean no poison buff for whole army which is big difference in overall performance. 

    I've got a 2 Sludge list that I ran at a friendly local tournament and had a lot of fun with it. You can either have one sludge run around with 6/9 unit of boltboyz and then one run around with a unit of slittaz. Or you run a giant melee deathstar with both Sludges and some rippaz (or a breaka boss to make it even nastier but this is usually overkill lol).

     

    2 hours ago, W1tchhunter said:

    Any experts around? How's this look. I love the trogs and think they hit hard enough to base an army around. Would love to play this but don't wanna fork out for 3 breakabosses if it's terrible haha.

     

    Allegiance: Kruleboyz  - Warclan: Big Yellers  - Grand Strategy: Hold the Line  - Triumphs: Inspired

    LEADERS Breaka-Boss on Mirebrute Troggoth (180)*- General- Command Trait: Egomaniak  - Artefact: Vial of Manticore Venom - Mount Trait: Smelly 'Un

    Breaka-Boss on Mirebrute Troggoth (180)- Mount Trait: Fast 'Un

    Breaka-Boss on Mirebrute Troggoth (180)

    Killaboss with Stab-grot (110)**

    Swampcalla Shaman with Pot-grot (105)*

    Swampcalla Shaman with Pot-grot (105)*

    UNITS 20 x Gutrippaz (360)****

    20 x Hobgrot Slittaz (160)***

    10 x Hobgrot Slittaz (80)***

    3 x Man-skewer Boltboyz (120)*

    3 x Man-skewer Boltboyz (120)*

    3 x Man-skewer Boltboyz (120)**

    1 x Marshcrawla Sloggoth (150)****

    CORE BATTALIONS

    *Warlord **Vanguard ***Hunters of the Heartlands ****Hunters of the Heartlands

    ADDITIONAL ENHANCEMENTS Mount Trait

    TOTAL: 1970/2000     WOUNDS: 154 LEADERS: 6/6    BATTLELINES: 4 (3+)    BEHEMOTHS: 0/4    ARTILLERY: 0/4 ARTEFACTS: 1/1    ENDLESS SPELLS & INVOCATIONS: 0/3    ALLIES: 0/400 REINFORCED UNITS: 2/4    DROPS: 13

    This looks like a fun list. I wouldn't bring more than 2 breakabosses becuase you want to somehow fit a Sludgeraker in there. Also, 20 man slittaz are just battleshock bait so think about running them in MSU. Their roles should be backfield objective holders or screens - they aren't super reliably as a dps unit. Also, I would consider combining those 3x3 boltboyz into a 6 man and 3 man unit. It'll make your Shaman's buffs go further and gives you another shaman to potentially run around with that unit of rippaz to buff them up or to cast a spell. Boltboyz are really good Broken Ranks targets since a stiff breeze can take out the entire unit so you'll need to be careful with that little 3 man unit. I'm also not sold on the Sloggoth in a KBz army. I think they have a spot as a Gitz ally or in Big Waagh so that they buff up IJ units, and possibly if you want one to run around with a couple of Breaka bosses so when you pop the Waagh they do well. Have you thought about putting Arcane Tome + Flaming Weapons on one of your Breaka Bosses for some extra unbind utility + damage? I've found it to be really nice.

    • Like 1
  8. 3 minutes ago, Oreaper84 said:

    I am finding the same thing...they give up broken ranks like its their job and are ok-ish and only when fully buffed. Also you can't re-poison buff them in combat. I am getting even more hype on the hobgrots recently, which sucks bc id love for the gutrippas to be good

    If they dropped to 160pts I'd be ok with them. I've had more luck with 10 man units than the 20 man blobs that people are swearing by, but I need more practice maneuvering them. I always seem to get them charged instead of controlling when they get into combat and that's my biggest issue.

     ran a list with 3 units of hob grots a couple of nights ago and they continue to do their job perfectly - which is being a speed bump/screen or holding some back objectives. I love those little guys.

    • Like 1
  9. Hey everone!

    I ran this list at a small RT this weekend:

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:

    Leaders
    Snatchaboss on Sludgeraker Beast (315)
    - General
    - Command Trait: Slippery Skumbag
    - Artefact: Amulet of Destiny (Universal Artefact)
    Snatchaboss on Sludgeraker Beast (315)
    Breaka-Boss on Mirebrute Troggoth (180)
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Fast 'Un
    - Universal Spell Lore: Flaming Weapon
    Breaka-Boss on Mirebrute Troggoth (180)
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Choking Mist
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Nasty Hex

    Battleline
    9 x Man-skewer Boltboyz (360)
    - Reinforced x 2
    10 x Gutrippaz (180)
    10 x Gutrippaz (180)

    Units
    10 x Hobgrot Slittaz (80)

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 132
    Drops: 10
    (It was a 6 drop - not 10 - with a Command Entourage, 2 Battle Regiments, and 1 extra)

    Had a great time at the event. Went 1-2 with the win being against Seraphon Thunderlizards and the 2 losses being against a Dracothian Guard + Longstrike SCE list and a DoK list on Apex Predators (this game was not fun). I'm still getting practice in with the army and only have about 6 games under my belt (including the 3 I did at the event) with KBz.

    I did not like Slippery Skumbag as much as I was expecting so I plan on going back to Supa Sneaky for future games. Snatchaboss having a 10 man unit of rippaz entourage was pretty solid. Mirebrutes either make great pin cushions or dump out tons of damage on things - love them. I struggle with the army since it's very slow so I need to practice my early game movement and deployment so I'm getting into combat when I want to get into combat.

    I don't think this list is mega competitive but I had a blast piloting it. It seems to struggle toward the 2nd half of the game since when you get into combat you're not making a whole lot of saving rolls. Overall, I just need to get better with the army and get in more reps. Hope you all are having great luck with your lists!

    • Like 1
  10. 3 hours ago, W1tchhunter said:

    Is there any melee lists kicking around that use the sloggoth. Preferably with no allies.

    If you're running 2-3 Mirebrutes I could see the Sloggoth coming in handy but otherwise I don't see any pure KBz lists with him in it. Outside of the Mirebrute, most of the damage from this army is MW output and ranged, which the sloggoth does nothing to buff. It's a great model and it has it's play in Big Waaghs or if you wanted to ally in a Gargant or some Troggoths from Gitz but in pure KBz I think you'd want to spend your points elsewhere.

  11. On 10/21/2021 at 11:46 AM, Karazla said:

    I don't like the cover in mud. Because at most tournament you can't stand in scenery and stuff so no use. 

    Was my other option dubbel 20 like the idea because of attacks.

     

    I like gobsprak also. As a off beat threat

    I'm not sure I agree with you about most tournaments having all scenery being impassable...if that's the way your local events run I'm sorry. Remember, units get cover if they are behind walls and barricades, too. I really like covered in mud for my man- and beastskewerz.

  12. 8 hours ago, Abstract_duck said:

    Hey guys, I'd love to have some feedback on a list, if you have any. I am considering changing the Beast-skewer for 3 more boltboyz. I'd like for the list to have some power and options, without it being way to strong. Let's say that I'm aiming for a power level of 7 out of 10 

     

    Allegiance: Kruleboyz
    - Warclan: Big Yellers

    LEADERS
    Snatchaboss on Sludgeraker Beast (315)**
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny
    Gobsprakk, The Mouth of Mork (300)*
    - Mount Trait: Mean 'Un
    Swampcalla Shaman with Pot-grot (105)*
    Killaboss with Stab-grot (110)*

    - Artefact: Mork's Eye Pebble
    UNITS
    20 x Gutrippaz (360)**
    20 x Gutrippaz (360)**
    6 x Man-skewer Boltboyz (240)*

    10 x Hobgrot Slittaz (80)**
    ARTILLERY
    Beast-skewer Killbow (130)**
    CORE BATTALIONS
    *Warlord
    **Battle Regiment
    ADDITIONAL ENHANCEMENTS
    Artefact
    TOTAL: 2000/2000 WOUNDS: 147

     

    KBz are still new and there are a few lists floating around that are doing alright. You can't have a mount trait on Gobbsprakk, otherwise I think this is a solid foundation and I'm running a very similar list.

    Get a few games in against some different armies and let us know what your thoughts are! 

    • Like 1
  13. 56 minutes ago, NearlyHeadlessNickAOS said:

    Congrats on the win good sir! So I have played 2 games so far with my Soulblight. My first game was Vyrkos with a Gargant, 20 GG and Prince V against Slaves and it was a good game but very one sides for the Gravelords. I recently played my second game as my 10 Blood Knights and Vengorian Lord are all done and I played the same list you are running with the Grave-sand Shard instead; I played against a good friend's Kruleboys list and he smashed me. I made a few misplays as well as not getting one in 4 priorities and lycancurse did not go off once :(. However. I do feel like if there is a weakness it is ranged mortals. Any tips from a pro? Most of my competitive play has been with Deepkin and I haven't had too much of a problem with ranged units minus 50 Sentinel spam. 

     

    My Vengorian Lord was shot off the board in one turn with a 5+ fnp easy. There were a lot of bodies so I could not get the pups to pile in 6 to the bolt boys. I may have been a little too timid with playing as well. I have a bigger GT coming up and despite knowing I can do very well with the fish bro's I am going to take the SBGL just because they are way more fun at this time! I really like your list because I am not into spamming 20-25 blood knights and I like to control the board space when I play. 

    Range MW output is the bread and butter of a KBz army. Most are going to be running anywhere between 6-12 boltboyz and/or some beastskewerz. You'll need to deploy outside of 27" with your big guys and force the KBz to move. When the KBz units move their shooting profile gets a lot shorter. Also consider adding in some Unleash Hell fodder. Bats are quick and cheap. If you can get into the boltboyz you will absolutely destroy them in combat...you just have to get there.

    • Like 1
  14. 2 hours ago, Scurvydog said:

    For a fun path to glory campaign I might go for Breaka Boss on Mirebrute, it is rather cheap at 180 for what it does and looks awesome. Sludgeraker is the absolute best choice always, but might be less "friendly". The +1 MW effect from the sludgeraker is just such a crazy force multiplier no Kruleboyz list at 1k+ should be without it (if power/efficiency is of any concern of course).

    This is what I'm doing. Going to start with BB, a shaman, 10 rippaz and 3 boltboyz and then go from there! We are starting at 600pts and I wanted to focus on variety. Might do Skullbugz for fun.

  15. 2 hours ago, warhammernerd said:

    Dunno, horror blocks are a proper ****** to shift and a lot cheaper than Flayers. Not as outputty, but they serve a very diff role IMHO. 

     

    I actually don't think horrors have much of a spot in the current meta. They have the same save and wounds as flayers but and almost half their movement and 0 MW output. We aren't seeing a lot of 1w, low save horde units which is what you want the Horrors to be fighting. You need rend or MW output do do anything to a lot of things right now. They're just way too situational where as Flayers are all around solid.

    I just started goofing around with Kruleboyz and I do think horrors go into KB really well since their saves are garbage but against a lot of the other armies the horrors are going to struggle. My 2 cents.

    • Thanks 1
  16. 15 hours ago, Jabbuk said:

    Warscroll Builder is now updated so, the AoS world is good again :D

    First list after discussing some options with you guys previously. I feel like units of Hobgrots are necessary to just create roadblocks and slow down other armies. This could be interesting. 

     

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:

    Leaders
    Snatchaboss on Sludgeraker Beast (315)
    Swampcalla Shaman with Pot-grot (105)
    Killaboss on Corpse-Rippa Vulcha (240)

    Battleline
    10 x Gutrippaz (180)
    10 x Gutrippaz (180)
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

    Units
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Artillery
    Beast-skewer Killbow (130)
    Beast-skewer Killbow (130)

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 138
    Drops: 12
     

     

    Literally have this same list in my AoS app right now. I'm going to run this as soon as I get my 2nd order in this weekend (fingers crossed). If you've run, this let me know your thoughts on it!

    • Haha 1
  17. I've got a doubles tournament this weekend and decided to bring SBLG to it since my partner is playing a board control list of LFP. Each person could only bring 1 monster so I wanted to try out Kastelai. This is what I'm bringing:

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty
    - Grand Strategy:
    - Triumphs:
    Vampire Lord on Zombie Dragon (435)
    - General
    - Deathlance
    - Command Trait: Swift and Deadly
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Radukar the Beast (315)
    5 x Blood Knights (195)
    5 x Blood Knights (195)
    3 x Fell Bats (75)
    The Burning Head (20)

    Total: 1235 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 65
    Drops: 5

    Will end up doing a Battle Regiment so it's only a 2 drop. Not sure what our grand strategy will be but I think this will pair nicely with my partner's list. 

  18. On 9/13/2021 at 4:14 AM, Warmill said:

    Really good performance, I've only been running Avengorii (Lauka Bae for lyfe!) so not overly familiar with blood knights, but my instinct was they would struggle against big tough heavy hitters, so happy to be proven wrong!

    What do your Avengorii lists look like? That's the dynasty I've been drawn to the most but haven't had much time to test out lists outside of a weird 2500pt event I went to before 3.0 came out and used them. What are your overall thoughts on Avengorii?

  19. 1 hour ago, Vastianos said:

    Anyone have an inkling whether or not we will see a start collecting box? Hesitant to pre-order individual models if they will be featured in a group sale as that tends to be a bit cheaper overall.

    Haven't seen an OBR SC box and they've been out for a while so there's no telling when a KB box would come out.

  20. 4 minutes ago, Yondaime said:

    you dont have any objective pressure power tho, which is what wins games, sure you can summon 3 other kurnoth with alarielle and/or make a dryad factory (but at cast value 7 is really unreliable)

    the melee ones on the other hand do a lot more damage 

    Also they hit at 4 normally and at 5 heroes with look out sir and overwatch, which is terrible, yes you can use all out attack but you use a CP to make a 400+ unit half decent

    Maybe if i use flaming weapons on them theyr dmg output improves a lot

    again i dunno, have to try this list myself, but i really cant understand why take bow instead of the melee counterparts

    You're right about the melee ones doing more damage but in this current meta we have things like Archaon, Morathi, and Megagargants running around that can easily delete a unit of melee Kurnoth Hunters in a turn. With a 35" threat range on bow hunters, besides teleports, not a lot of things can cover that distance in a turn. I don't love bow hunters as much either but I do think there's some play for them now compared to 2.0.

  21. 53 minutes ago, KibaWildFang said:

    I could, yeah. But it doesn’t pack nearly as much punch as a mounted rider does. It would have no regeneration, not even Heroic Recovery, and it would have a 5+ save and no innate Deathless Courtiers ward. Not to mention no Maw rerolls. And it can’t Frenzy itself if it really needs it.

    On the other hand, it brings more to the table than 3 flayers and Corpsemare probably would. More consistent damage than Corpsemare, and 6s on the bite are still 6s. Not to mention a better scream. Its also pretty big and can deny more ground.
     

    Its something to think about though. Not sure, what’s your opinion?

    I personally don't think a standard TG is that great. It's too swingy and you have to have something baby sit/buff it up otherwise it can drop really fast and that's easy VP for your opponent. The buffs you want to put on a standard TG will take you so much further on a GKonTG so you'd be wasting those buffs. However, it might play a good distraction role that our opponent will need to address. I would wait to make any list changes until you've tried he 2x6 flayer list 4-5 times on the table against different armies to see how it does and go from there.

    You might try Hollowmorne with your flayer list, too. You lose the +1 to cast and your GKonTG is less tanky but you can buff up that Vargulf and run a smashbat list effectively giving you 4 potential threats for your opponent to deal with.

  22. 18 minutes ago, Honk said:

    That‘s a good base for sure…

    then I would recommend two Start Collecting Boxes, a varghulf and an Archregent. some people are able to magnetize the flayer/horror models (the arms are figure specific) same for the Tg/Zd, I’m not one of them, I had to learn…

    double GkoTg with regent, infernal and some ghouls and flayers are a nice base for a fast blisterskin army around 1.5k

    Agree with everything @Honk says. FEC have one of the best SC boxes because of the limited range (which is the only downside to FEC imo). Make sure to pick up the Charnel Throne terrain piece, too!

    • Haha 1
  23. 7 hours ago, KibaWildFang said:

    That’s my worry. I wanted to have a unit of 6 to bear the brunt of attacks and be able to muster, but thats 180 points not getting their full attacks in most likely. Mustering definitely feels like more of a “hey I can do this” bonus, rather than a “break your opponent’s back with this mechanic” thing. The summoning and frenzy is where its really at I’ve found.

    I think 6man units are fine. You can get 4 into combat if you make 2 3man triangles with the unit. Once you lose one model you can then do whatever you want just be careful when you muster because of coherency.

    • Like 1
  24. Great topic! I'm a collector of armies so I've got quite a few (Sylvaneth, FEC, Skaven, IJ, IDK, Seraphon and Khorne). Don't ask me how many are painted because the answer is not enough. Like @Landohammersaid above, I like to have multiple armies to rotate through so when we're practicing for tournaments I can provide a variety of armies to play against. Our local meta has a heavy chaos player (S2D, LOCA, Tzeentch, and Nurgle), we've got SCE, Ogors, NH and Slaanesh. A buddy who normally plays all Death just started to KO. I feel like we've got a great range of the high "meta" armies within our local group which makes our small tournaments a lot of fun.

    I'd love to focus more on narrative and "fun" games instead of try hard tournament scrimmages and such. I really hope with AoS 3.0 we get a nice revamp of Path to Glory because I'm really into the campaign style of things.

    • Like 1
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