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Sauriv

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Posts posted by Sauriv

  1. Yeah the defensive bonus you get with the battalion and using LE shouldn't be overlooked. If he doesn't kill the thing he wants to kill than the - 2 to hit really helps. One time i used him to stop Gotrek from advancing and the LE managed to stall him for 2 rounds. 

    To further increase his defense i tried including a mourngul for an additional - 1 to hit; That game though, was the mourngul needed elsewhere so he didn't support LE (still won, yay). 

    And yes, the 5+ FNP against mw works in addition to the deathless spirits. 

  2. It's an unusual list which is very fun to play, my Executioner has killed vamp lord on zombie dragon with ethereal amulet, Arkhan the black, bloodthirster, freeguild general on griffon and settra, to name a few. 

    It's not guaranteed to one shot bigger monster but smaller heroes are very fragile to this combo. 

    For me this this has been a good learning experience for me and my friends. For me i have learned alot on finding weak spots and to do unexpected things. Sometimes a small support hero is more important to kill than a bigger monster because that monster can be stalled one turn by your other units. For my friends, they are learning to screen of deepstrike in an more efficient way, the executioner is a small flying hero and can fit many gaps while the SHs just need to be somewhat close by. 

    • Like 1
  3. 40 minutes ago, Aaranis said:

    So I wrote the following 2000 pts list following the Emperor Executioner from Sauriv, as well as a Shroudguard for sturdier Bladegheists:

      Hide contents

    Allegiance: Nighthaunt
    Mortal Realm: Ulgu

    Leaders
    Dreadblade Harrow (90)
    - General
    - Trait: Ruler of the Spirit Hosts
    - Artefact: Midnight Tome - Spirit Drain
    Lady Olynder, Mortarch of Grief (220)
    - Lore of the Underworlds: Soul Cage
    Reikenor the Grimhailer (170)
    - Lore of the Underworlds: Lifestealer
    Lord Executioner (80)
    - Artefact: Headsman's Judgement
    Knight of Shrouds (100)
    - Artefact: Balefire Blade

    Battleline
    3 x Spirit Hosts (120)
    3 x Spirit Hosts (120)
    3 x Spirit Hosts (120)

    Units
    12 x Myrmourn Banshees (210)
    10 x Bladegheist Revenants (180)
    10 x Bladegheist Revenants (180)

    Battalions
    Execution Horde (100)
    Shroudguard (110)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)
    Extra Command Point (50)
    Extra Command Point (50)

    Total: 1980 / 2000
    Extra Command Points: 4
    Allies: 0 / 400
    Wounds: 88

    The list is VERY light on wounds, but relies essentially on a blitzkrieg deep-strike attack from multiple sources. I really need the CPs so the 4CP aren't too much. I have Reikenor casting Cogs T1 (or whenever I drop the bomb), and dispel it as soon as my charges are done with my Banshees to boost them up a notch.

    The Spirit Hosts should survive quite well with Olynder + Dreadblade resurrecting them. The Executioner goes on Monster/Hero slaying duty and can reliably deal around 9 MWs/round as long as I debuff the target with Olynder + use 1 CP from the KoS, 2 if Olynder missed. If the target Hero tries to counterattack the Executioner he'll have -2 to Hit from the Batallion and Olynder's spell, and the 5+ FNP against MWs to boot. To help dealing with big models I gave the Midnight Tome with Spirit Drain to my Dreadblade as he can sneak up and use it on a 10+W unit to soften it up or finish it.

    I gave the Balefire Blade to my KoS as I had one artifact left, it's this one or the Pendant for +3" move, hard to decide. Could be useful to have the pendant on the KoS if he starts with his Bladegheists around to give them 11" move.

    Thoughts on it folks ?

    Hi again, fun to see your take on judgment LE. 😁

    Mourngul wasn't that impressive, was ok but not much more. 

    Some thoughts on stuff regarding your list. 

    You are only allowed to buy one extra cp (this came with ghb19) . 

    And you seems to have 6 drops, if i counted it right, which is ok and you could actually go first some times. in total you have 11 units this means that you can only fit the LE, KoS and 3xSH underground. This could be a little limiting because it can be nice to hide a unit for objective grab which is not part pf your combo. 

    It also becomes important in which order you drop things if you want to keep your drops down. That you have to drop execution horde last or second to last, to have enough space available underground. 

    But it will be interesting to hear how it goes when you play it 😁

  4. 1 hour ago, Dejnar said:

    Question!

    By luck I noticed that the Overtyrant is available as a choice as leader in Mawtribes now. (Was G-Alliance Destruction before)

    Eh? Why would he be available? Don't see mawtribes keyword or point cost from the book, what have been changed? 

  5. 11 minutes ago, Aaranis said:

    Can't Vampire Lords buff them too ? And they're a good fit for LoG too. But yeah it's a shame Wight Kings aren't more versatile, I'd love a Skeleton army. Guess it will be OBR for this but it's not the same feel as a badass resurrected king.

    Sorry vampires isn't included in LoG

  6. 20 minutes ago, Aaranis said:

    What are you guys thoughts on Black Knights, be it in LoG or any other Legion ? Their damage on the charge is not too bad and they have mobility. Compared to Hexwraiths they're cheaper and hit harder, although not in MWs, but those are reliant on luck anyway. The -1 Ld banner fits the theme nicely too. 

    I'm asking because I have 5 painted Hexwraiths and 5 mounted and I'm considering adding the Black Knight parts, as with their current warscroll I don't see myself playing 10 Hexwraiths anymore. 

    I have been thinking alot about black knights too. It's a interesting unit with  -2 bravery. 

    But the biggest downside that i found is the lack of synergies. To give them more attacks one would need wight kings but their warscroll is old and their command ability activates in the hero phase. So you can't res a unit and buff it in the same turn. 

    Bladegheists have a similar "better when charging " and can be buffed by KoSoES and many others. 

  7. 1 hour ago, sal4m4nd3r said:

    Where is this specified? It is not altering anything. Where in the rules is it specified I must deploy what I have on my list? I wouldnt be ambushing anything. I would simply not deploy them at all. 

    I have a hard time to know where to begin. This is some core concepts you are questioning. I will put images as spoilers to reduce the size this post 

    For setting up the units that you include in your list i would refer you to the pitched battle from GHB19

    Spoiler

    2.jpg.3ab731e17728f41a63d20b8b359952c0.jpg

    If you don't deploy what you have included in your list your list isn't valid anymore. your opponent should be able to look at your list and know how many drops you have and plan accordingly. With your version I could "not place" my unit of bullgors when i know i play against Slaanesh for not wanting to give away depravity points, how wouldn't  this be cheating?

     

    For counting ambushing unit as dops we can first look at the set-up rules from the battleplans:

    Spoiler

    3.jpg.3ae4fd9b3b2a5fcf1fd8c4e8ac277be8.jpg

    Here you have to agree that each player goes back and forth "setting up units". Next up we can look at the ambushing rule.

    Spoiler

    4.jpg.dcd21149dc39f46eccc120d3e2c31dc2.jpg

    Instead of "Setting up a (breyherd) unit" normally on the battlefield you instead place it to the side and say it's in ambush. the ordinary set-up action is the same as when you use the ambush ability, it's only where you place the unit that has changes.

    If this doesn't convince you i challenge you to give me any references that suggest that this isn't the case. 

    • Like 1
  8. 18 minutes ago, sal4m4nd3r said:

    They set up seperate from the character. They are two seperate units. Is there a rule that says I MUST deploy all my units?

    What?! Of course you must deploy the units included in your list, it's not ok to alter what you bring to the table to "go first". 

    And putting a unit in ambush is still a drop! 

  9. 11 minutes ago, Aaranis said:

    Yeah I see what you mean. I'll definitely give them a try because I can't go wrong with 9 of them as they might be better in their future battletome anyway. 

    Sauriv's tactic about the Lord Executioner really talks to me, I've thrown dice a few times to simulate, and with +3 to Hit (really doable) and the Cogs, I see them DS, fighting once with WoT, and then again in the fight phase. The Lord Executioner dealt an average of 9-11 MW by phase, and with twice that I figure I can easily kill a Magmadroth on the charge. With the innate 5+++ against MW of the Lord I can even survive the lava skin passive (it stacks with the innate 6+++ right ?). 

    So in short thank you for the idea Sauriv, I don't know if you developed this yourself but in any case I'm really enthusiastic about this and already wrote an experimental list with this Batallion and the Shroudguard. It looks fragile with around 93 wounds but should hit like a truck.

    Hehe no problem, I'm glad to be able to inspire someone to an unusual list. And yes, a totally original idea of mine 😊

    I'm having plans to put a mourngul into the mix as well, can post again how it worked out 👍 

  10. 5 minutes ago, Aaranis said:

    So as I understand it it's safer to play LoG as an endless pit of CPs than with the Bravery bombs ? I played my first LoG game at 1000 pts the other day and got completely wrecked, though it was against Hermgar (something along this word) 2x10 Berzerkers, 10 HG Berzerkers, Runedad on Magmadroth and Priest on foot.

    When he announced me he ignored battleshock when entirely near an objective I was like "Ah-a" looking at my Banshee and my -6 Bravery shenanigans. Long story short I lost badly.

    But it seems the tactic is more around MSU, Aetherquartz + Vassal and drown the opponent in waves. Cogs should be nice to add so that the summoned units can join the fight right off the grave. Looks way more reliable than Bravery bombing. Although I'm not sure if LoG is better or worse at 1000 pts level, but I'm planning to expand anyway.

    Also quick question, I've heard of players playing Legions and still having Waves of Terror, is this some Allies ability or something else ? Or just illegal ? 

    Thanks for reading, this thread (and forum) is a goldmine of information for me !

    Playing LoG has no connection to the NH book, just because books share units doesn't mean someone can pick nice things from both. Its one or the other. 

  11. 32 minutes ago, Neck-Romantic said:

    Would having 2 mournguls stack the -1 to hit aura or just spread it around?

    They do not stack, would be very interesting if they did thou. If that was the case it would be very good to have a pair roaming around like two ghostly brothers. 👻 👻 

  12. 24 minutes ago, Aaranis said:

    Oh I didn't know about the Sword of Judgement, it looks like the only way to make the Lord Executioner worth it, and if the combo rolls well... That Monster or Hero will die ! So you get +1 from the Batallion, +1 from KoS, and you can get +1 from Olynder if she casted her spell on your target. Even +2 if you have the CP to CA twice with the KoS. That looks kinda wacky to put in place though, with lots of "if". But if it worked for you I guess it's nice. Definitely want to try this out too now, I only need 3 Spirit Hosts boxes though haha ! I love these kind of combo-plans that require 20 events to work, it's really satisfying when it rolls out, like the Bravery bombs in LoG.

    About your list it looks like the Hexwraiths are not necessary, but I think you spoke earlier about replacing them with Bladegheists when you'll have the models. If you drop 3 SH and the 5 Hexs you'll save 260 pts to buy 10 Bladegheists and 80 spare points, which greatly benefit from Cogs too, as they need to hit with Waves of Terror absolutely or else they're toast in the Activation Wars.

    there are a lot of "if" but cogs makes the "if"s possible.  

    Never thought of stacking KoS, that makes things a lot easier!

    if you want to try it i would recommend using proxy for the SH, because the list is counted by ether play the control game and screen away deep strike possibilities, or by having small unimportant heroes. LE is USELESS if not fighting heroes or monsters so it can be a struggle against some lists.

    Hexwraiths are totally unnecessary! i just use them as objective  grabbers, by including blades in the list would give the list some other sources of punch 

  13. 11 hours ago, Aaranis said:

    Thanks for your answers ! I never thought about the ST able to heal heroes, great tip. When did the Glass variant became illegal and why ? He's hardly gamebreaking. 

    I plan on buying Dreadblades in my next purchases along with a KoS, he's the ideal commander with the teleport and a perfect bearer for the Aetherquartz Brooch. The unit teleportation ability is indeed very useful, I played a 200 IQ move once with it: I recalled my 2 Hexwraiths near my General, healed them 3 models back with Ruler of Hosts, and then charged the nearest unit with a 10" charge, rolling some nice hits that killed a lot of gobbos. It was a glorious move !

    Do you like Spirit Hosts ? Their damage output seems laughable and they don't have a big board presence, capturing and holding objectives with them looks hazardous. I also can't justify running Reapers when Bladegheists are just Reapers +1, at least not in a pure Nighthaunt list.

    The Cogs definitely interest me, but I'll use them at 1500 pts+, it's a lot of points for 1000 pts otherwise. Reikenor looks boss indeed. I love Kurdoss' model and lore but sadly he doesn't look terrifying on the table, except for stealing CPs.

    Glass became illegal with the new GHB19 i think, he just didn't get any points and therefor isn't legal any more.  the reason is probably that he is a limited edition model and not available to everyone?! 

    Spirit hosts (gonna call it SH), do i love the model? Yes. Do i think they are good? Not really. If you are playing with some heal combos then SH fast becomes a pain. To be able to resurrect a SH with a ST that's hard to roll that 3 if the ones left ain't hurt. GoS heal, oh man so many times i wanted to resurrect mu SH with a GoS just to see that one of the ****** have taken a wound  making the heal spell useless... I have tried a SH combo with multiple units and Olynder as general to return models but with low success. SH are kind of nice as tanks and consistent MW damage dealers but not so much more. i like to use them as low wound hero assassins but i'm striving more and more towards swapping them out for better models.  I will share my latest list where the SH actually had some purpose later in this post.

    As you said, Cogs are great but costs too much for a 1000p list. and Reikenor is a very good caster for casting important spells like cogs. i run purple sun with him a lot as well 

    10 hours ago, States said:

    What lists do you tend to use? Can you show an example?

    I attended a tournament a week ago (my second time ever) and went 3/0/2 playing a special deep strike list. On the way to the tournament i realised a change to the list i wanted to do and during the tournament i really felt that the change needed to be done. the change i wanted to do was dropping a 10 chainrasp for a cp and an endless spell, i will post the updated version because i truly think that one is better.  the extra cp is truly needed, do whatever with the 50p for endless spells

    i faced Tzeentch(lost), Shootcast(win), Chargecast(win), Khorne(lost) and Grand host of Nagash (win)

    This list tries to utilise the fact that + to hit buffs  affect sword of judgement!  Its hard but possible to get +3 in this list but super easy to get +2.  I try to instead of putting sword of judgement on a hero with many attacks i put it on a hero with few but reliable hits instead . most dmg in this list comes from LE and chainrasp + KoSoES
     

    Spoiler

    Allegiance: Nighthaunt
    Mortal Realm: Ulgu
    Dreadblade Harrow (90)
    - General
    - Trait: Ruler of the Spirit Hosts
    Knight of Shrouds (100)
    Knight of Shrouds on Ethereal Steed (120)
    - Artefact: Dimensional Blade
    Reikenor the Grimhailer (170)
    - Lore of the Underworlds: Soul Cage
    Lady Olynder, Mortarch of Grief (220)
    - Lore of the Underworlds: Shademist
    Lord Executioner (80)
    - Artefact: Sword of Judgement
    20 x Chainrasp Horde (160)
    20 x Chainrasp Horde (160)
    5 x Hexwraiths (140)
    6 x Spirit Hosts (240)
    3 x Spirit Hosts (120)
    3 x Spirit Hosts (120)
    Execution Horde (100)
    Extra Command Point (50)
    Purple Sun of Shyish (50)
    Chronomantic Cogs (80)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 121

    The basic tactic is to:

    • Hide Lord Executioner, Knight of Shrouds and all spirit hosts. 
    • deploy Reikenor outside of unbind range
    • The turn you see a weak spot next to an important hero or monster, cast cogs and deep strike it all.
    • place LE and KoS as close as possible, next to each other as well.
    • place SH where they fit.
    • start charge with LE and spend CP for reroll if needed
    • charge with SHs and reroll from KoS (but you most save 1 cp!)
    • charge with KoS if u want but i often just let him stay
    • activate CA from KoS
    • FIGHT!! 

    KoS  CA + to hit bubble will reach LE and if the SHs are close then he gets the second + to hit. with this list LE took down a boodthirster and almost Arkhan (1 wound left). when meeting stormcast i didn't have good high value targets so then teleportation became the winning concept. 

    Due to short range spells and deploying far back a powerful spell like purple sun could be a good way of making Reikenor a bigger threat. 

    Spoiler

    146177318_executioner2.jpg.c5b46adfdb9861577264a03653bf8ed5.jpg

    • Like 2
  14. 1 hour ago, Aaranis said:

    Hey all, I've played a dozen games so far with my NH at 1000 pts and so far I love the army, I've won the majority of my games but now I'm struggling because the weaknesses of my army are showing against the likes of Fyreslayers and their powerful battletome. I've found I've won most of the time by manoeuvering thanks to my 2x5 Hexwraiths, and the Fly rule, but otherwise the only hitting power comes from my 10 Bladegheists, the rest of my units hitting really weakly. And they usually die right after because 10W is not a lot, and the 6+++ is a myth to me.

    My list most of the time is: KoSoS, Ruler of Spirit Hosts, Spirit Torment, GoS with lamp, 20 Chainrasps, 2x5 Hexwraiths and 10 Bladegheists. Relic is Beacon of Nagashizzar.

    Linked to that I have a few questions for you veterans, even if I understand that the problems and their solutions might be different at 2000 pts but I'm not there yet:

    - Healing: what's the most reliable for you ? I always have terrible timing problems for healing due to me never seizing initiative, and so lose the whole unit before my next hero phase. My GoS also dislike succeeding on his spell rolls, and when he does he heals 1 guy if I'm not playing the Beacon. The Spirit Torment looks more reliable as long as I kill three guys each turn, as well as Ruler of Spirit Hosts.

    - Damage: my Bladegheists were MVP most of the time, I've learned to always DS them alongside my General and spend the CP to reroll the charge if necessary. If I have the CP and the charge succeeds I give them +1A for 40A and they usually blend anything. But if they do miss or the enemy saves well they'll die immediately and flee with Battleshock (why do spirits flee but not überskeletons ?). Hexwraiths really need their 6s and even then that's not a lot of attacks. 

    - Magic: how am I supposed to support my army with the cost of a single Wizard ? I feel like I have to invest half my points on Heroes for each list because of how important they are but casting one spell a turn for each of them is too few. Shademist is great for protection but I have to spend my Relic into making one of my Heroes a Wizard with the Book for that. 

    - GoS: lantern or glass ? On one side the lantern is underwhelming when not buffed by the relic, but +1 to Wound buffs my army considerably. As for the glass, the passive is nice but hard to use. The spell however looks great on theory but on practice my retreating unit will either be dead or have 2 models left so the 10+ charge after retreating is less intimidating.

    I'll stop here for now that's a lot of words. Thanks for reading me, sorry for the long post but I can't help it ! I have a few questions about LoG too but I'll save them for the relevant thread.

     

    Hi i will soon write a report about last weeks tournament i went to, i ended up in 9 place of 25 and went 3/0/2.

    But here are some of my thoughts on your questions 😊 

    Healing: i seldom inculde much healing but when i do i dont use GoS, the spell is as ju say unreliable to cast and swingy in its effect. I perfer ST for healing and i run alot of spirit hosts so that reroll 1 to hit is important for me. ST can also heal heroes which can be very useful. I like playing Deep Strike lists so i don't really need healing. 

    Damage: unfortunately i do not own bladegheists but I would love play whith them. One thing I like to include thou is Cogs to more reliable deep strike. That 10+ unmodified charge is just a bonus but to actually get into the fight is gold worth. I usually play with chainrasp, spirit hosts and hexwraiths and i would gladly swap my hosts and horses for blades or reapers. 

    Magic: I almost always include Reikenor and Olynder as my only spellcasters. Reikenor can cast cogs reliable and Olynder is a lvl 2 wizard. Reikenor can also cast soul cage easily but it has such a short range... 

    GoS: the glass version isn't legal to play with any more so lantern is the only option. 

    One important note if you're planing on expanding your army, consider Dreadblade as your general because being able to teleport and then use NHs command ability to teleport a unit to your general is really good. 

    • Thanks 1
  15. 24 minutes ago, DynamicCalories said:

    Hullo,

    I play AoS in a non-competetive setting primarily, and have just bought into beasts of Chaos a little becuase their Battalions will let me buy and paint up the two greater daemons I like (LoC, KoS).

     

    The announcement of the new Ogroid model seems like a prime Doombull conversion (as mentioned above) but I was wondering about Bullgors - are Great Axes really the way to go? Do dual axes not to as much work, if not more due to the better roll to hit?

     

    Cheers in advance!

    I have great axes on my bullgors, with dual axes you get 1 more attack but sacrifice -1 rend and 1 damage. 

    Sure you get the reroll of 1s but you can easily get that from using the Khorne battalion! 😊 -2 rend is also alot compared to -1.

    Pair of axes on 3 bulls(with leader) has a max dmg of 20

    Great axes for the same unit has a max dmg of 21

    With pair axes you need to succeed with more dice rolls for lightly less dmg, because you can get the reroll buff elsewhere. 

  16. 21 minutes ago, Forehead said:

    Back to Grashrak with a quick question - as a named character can he also choose a spell from the 6 brayherd spells (stranglethorns, wild rampage etc)?

    Yes, the limitations just affect artifacts and traits. 

    • Like 1
  17. You have a chance of getting 2 cp for each cp spent. This makes LoG unique among cp generating lists. The rule say that you get an extra (not "the one you just spend back") cp so it's just fine, roll both and hope for the best! 

    The benefit of Kurdoss isn't just that you have a chance of getting one extra cp, but that you have a chance of denying your opponent a cp that could be very important! 

    • Thanks 1
    • LOVE IT! 1
  18. I'm going to a tournament with 25 participants this weekend. I'm trying a different deepstrike list with +to hit shenanigans and sword of judgment. I hope for it to work in a more compatible environment but it worked well against my friends at least . 

    Using Reikenor to cast cogs reliable, look for a weak spot and deepstrike. 

    I'm having up to +3 to the hit roll so in the best of worlds i get a trigger on a 3+. 

    But I'm probably going to give a full report on the list and how it performed after the tournament. 

  19. 23 minutes ago, ColsBols said:

    Hey fellow beastmen, I have a couple questions.

    Can you use the ghorgon's chomping ability to force units to break coherency? 

    *snip*

    In your experience, is it better to ambush in and try for a 9" charge or start farther away and threaten?

    1. Swallow Whole ability: yes! You target a model so it's up to you to choose one, if that would break coherency for your opponent, tough luck, that person will have to play better next time. Remember that the ability happens after attacks being made meaning he can be out of range if he kills too much. 

    2. I have stopped using ambush, its too easy for your opponent to play around if you have to drop them turn 1. I rely on speed and I like to play with cogs as well. 

  20. 43 minutes ago, Hannibal said:

    Thanks for the answer! It seems to me that my love for Banshees pushes me towards LoG...

    Were can I get some informations / overview on what units are available to LoG, especially battleline?

    The forbidden power has obviously everything you need to know for LoG, but, just to see what's  battleline i would use scrollbuilder. 

    https://www.warhammer-community.com/warscroll-builder/

    But battlelines are:

    Chainrasp hord, zombies, skeleton warriors and dire wolfs

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