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basement dweller

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Everything posted by basement dweller

  1. Darkshards are solid. A sorceress or 2 are great...can sacrifice some dark shards to help her with her spells. Her spell and the Vitrolic spray spell are very useful. You might want to try a spell portal endless spell if you want to be throwing around vitrolic spray which removes armour saves. Pairs well with darkshards and corsairs who have lots of attacks and no armour piercing. The block of 40 corsairs are solid enough...takes some effort for your opponent to kill, can dish out some damage and are cheap-ish for a 40 model unit. Not elite, but very serviceable. Scourgerunner chariots are very good. Cheap, fast and dish out solid shooting damage. Blackguard are a solid hammer unit. Can back them up with a sorceress and maybe emerald lifeswarm to keep them at alive longer. Dreadlord on blackdragon is solid. For the non-dark elves, the hurricanum is fantastic. Shadow warriors are another great unit that can really help with ability to claim undefended objectives and harass those defended objectives. Pheonixguard are a great anvil unit and would pair well with your pirates...just paint them to match your dark elves. Gyrocoptors is another great unit...they can tear through horde units. Other dark elf units (executioners, drake spawn knights and chariots, asassin, kharibsyss, hydra) are all okay but not great. I use the hydra and the khrabidyss a lot...i like the models and they can be useful if you pick their spots...they are just not as awesome as you want them to be. For other cities, tempest eye is awesome for dark elves and lots of dark shards. Hallowheart works if you want to go magic heavy. I want living city to work with dragons but i havent found the sweet spot for this army to work great yet.
  2. Once again...thank you very much. Looks like a fun list. I assume the fleetmaster and the battlemage will have to hang behind the corsairs so they dont get shot off the board too easily (look out sir!). The chariots and the incantor can round around the board causing damage and confusion hopefully. It doesnt give you any cheap units for holding obectives, screening or protecting your general as a retinue. The chariots can provide the screening role it would seem. It seems like keeping the battlemage and the fleetmaster alive might be challenging if the opponent has some range/spells. So this is my current A list....i have 2 days to change my mind as we have to submit our lists by Jan 25th...
  3. Hahaha....the tournament is a starter box challenge. The intention is to start a new army and get some new people into the hobby. Due to that, the only units can include must be in a start collecting box or one of the starter sets (i.e. soul wars). The sorceress isnt in a starter box so she cant join my army. Battlemages (battlemage ally set) and the Incantor (soul wars) can be included.
  4. Thank you. This is very helpful. Ill keep my 40 pack of corairs and split the chariots into single untils for the added flexibility. I will also see if i can make an incantor work...i would like a wizard in the list. If i bring an incantor, do you think the vortex is the best endless spell or do i bring something else. Its only 1000 points so i wasnt planning on more than 1 endless but could be convinced otherwise....
  5. Hoping to bring back some Anvilgard conversation. I too see that there are perhaps better options in other cities and magic/shooting seems to be our sweet spot and that is where i will go when playing at 2000. Despite that, i am using a 1000 point anvilgard for a smalll event and was looking for input to optimize despite the limitations of the list: Im bringing 3 chariots....do you bring them as a single unit or as 3 seperate? I like the better shooting with the leader but like the ability to bring a chariot to where it is needed compared to 3 large bases all traveling together. Im going to have 40 to 50 cosairs. In a 1000 point list where these are the only foot troops, do you run them 40 and 10...5 groups of 10...30-20...20-20-10. There are point savings for big units but you lose some versatility. Small units allow versatility but are weak on their own. Vitriolic spray? Seems wonderful but is it worth running without the sorcess +2 (shes not allowed for this event) and/or the spell portal as the range is short. If you cant dispel an endless spell (as my only caster will be a secretive warlock), is there any point bringing one or am i just asking for disaster as i give my opponent the chance to use it. Im thinkinh of using emerald life swarm to keep a big unit of corsairs healthy longer but run the risk my opponent can do the same for their models. Thank you and any input is greatly appreciated
  6. This is my thoughts as well. Inspired but new and stylized for AOS...completely new faction.
  7. Thanks for your perspective sir. I took out my 1000 point list and can confirm some of your points: 1. You need command points. At 1000 with no CP battery i was always short. Unless you roll well you are going to want more CP. 2. You have no movement shenanigans without the gnawholes. Giant rats are fast....but as you are likely running large blocks they are not very manuverable and a unit of 10 dies to a strong wind. I enjoyed playing with them but you arent surprising anyone...you are trudging across the board. The HPA will drive you bonkers with his 2d6 movement...it did and i plan to have 2 in 2000... 3. Units of 40 giant rats are useful. Take too much work for the enemy to kill for only 200 points of rats. The 3 inch attack is nice and mpst of the unit gets to attack...not ghouls or monks type attacks....but can kill the right bad guy. 4. You gotta protect your master(s). Id be scared to run just 1 but could see the charm. You need your buffs to hit and leadership...and the masters make that happen. 5. As the list is simple (i.e. simple army that runs across the table) it would not be great to use all the time...migjt become boring quickly. I better get painting my clan rats so i take some other stuff. 6. Have to dictate what models fights what to maximize your units. Attack high AP units with your rats, use your HPA to bring down armoured units. Keep your rat ogres alive to kill what scares you in the other army. You have 5+ saves at best and no save for the rats...engage the wrong units and things disappear. Like playing beasts of chaos, you wont win by just running into the opponents army. Needs some finese and you dont have a lot of finese units....so some challenges with that. For the record, i lost to ogres by victory points but killed more of his army then he killed mine. Game was fun and giant rats swarming everywhere was enjoyable. Moulder is not for the weak of heart....i failed all my bring unit back rolls and didnt have a command point when my ogres died. If your not in a highly competitve environment, i think they will be fun enough and can hold their own.
  8. Ive got a 1000 point game this friday and will report back. I have a mix of strong opponents and less strong opponents and so want a list that can hold its own but is also not daunting to play. Im hoping that the master moulder rolls to bring units back is the key random factor...some days the rolls go well and the swarms of rats and ogres keep coming back to help me win...other days the rolls are bad and i get wiped off the table. Who knows how this goes in real life....
  9. Thank you sir. I only have 6 ogres painted at the moment so this works well. Vermintide seems appropriate for this army visually so i like that choice.
  10. Good morning, Ive finished painting my first 1000 points of moulder and am having second thoughts on my 2000 point list. I feel like an endless spell would be nice for some board control. As well, i am wondering if the verminlord is as useful at 320 as he is now. Any thoughts are appreciated...knowing i will struggle with this list more than a mixed clan list. Also wondering about units and sizes...maybe im better off with a bigger ogre unit but am concerned with board coverage as well. Only so many choices with moulder and maybe im getting too stuck in the minor details. I play some tough armies and want to do the best i can with the tools available.... 2 master moulders - rabid crown on one Verminlord warpseer 20 giant rats 40 giant rats 10 giant rats 4 rat ogres 4 rat ogres 2x hellpit abominations 3x packmasters Fleahmeld menagerie
  11. I agree....i too like this list and think it will do well for what it is. I think you will end up with too many command points. Ive been running loonskin and 1 fungoid and always seem to have lots of CP. That said, it allows you just pass most every bravery test.... If I could paint more trolls, i would try this...
  12. Thank you...i was that first guy and was second guessing myself. Thanks for clearing it up and the FAQ reference.
  13. A big(er) moulder hero would be nice...make the hand to hand artefacts potentially useful. Dont think that will be happening anytime soon...so its rabid crown and/or realm artefacts i guess. The doppleganger cloak seems like a great one for models you dont want fighting anyways...
  14. So after some consideration, im still going full moulder but going with the following list: Warpseer vermonlord Master moulder Master moulder 40 giant rats 40 giant rats 10 giant rats 6 rat ogres 2 rat ogres Hellpit abomination Hellpit abomination 3 packmasters Fleshmeld menagerie The 10 giant rats and 2 rat ogres are kinda extra...holding objectives and or screening. Could swap the rat ogres for rat wolves...or both for rat swarms...or endless spells. With only 1 caster, endless spells seem a bit risky. Struggling with the lack of magic in moulder and so feel i have to take 1...dont want my opponent having complete magic control. Breaking my own rule with a second abom...but feels like a must in a moulder list to cash in on the moulder rules. I thought about breaking up the giant rats into smaller units...but with the bravery boost and the attack bonuses for big units, im leaning towards big units. Rabid crown seems like the best (only good?) Artifact for moulder. Skaven brew or suspicious stone seem like the best choices for the verminlord. No guns seems crazy for a skaven list, but it looks fun on paper...
  15. I was planning on the menagerie...but could go with hordemaster instead. I like the extra artifact but dont have a lot of resiliant heroes so maybe i wont get the most value out of it...
  16. This was my thinking...so i could run one unit of 40 and 4 × 10...but i like the idea of having 2 big units as then i can use them for multiple objectives...and not let my opponent focus one one. What are the thoughts on a verminlorfd warpseer for moulder? Could use him instead of a bell for a little more punch and somd magic....
  17. ive got clan rats and will be doing a second list with them and guns. Im going to try and keep this as moulder as i can as long as its fun to play and not wiped off the board everytime. Some screening units is a good idea...ill have to think about how best to do that. I could do more rat ogres...just want some variaty in painting and models on the table as well...plus a ****** ton of giant rats.... Thank you for your perspective...helps me see things differently...
  18. Thank you. I thought a second Abom was a good idea but not sure want to paint 2... Im okay to drop the bell...would want some magic and the greyseer is the only way. An unmounted one would save me some points. Im good with a hth load out of the storm fiends....i have 6 so dont mind building all 6 variants...back to hating repeat painting. Thank you....
  19. Any recommendations for a pure moulder list? Im thinking 2 masters, bell, 80 giant rats, 6 rat ogres, hell pit abomination, storm fiends ( for a little shooting), 6 rat swarms (cuz i want to), 3 packmasters and fleshmeld menagerie battalion. Thats 1980. Any recommendations or must haves? I do like the endless spells so could make room. Theres no real scary heroes in this...and maybe another master would be safer if someone is hunting them.... Want to get some advice before i start painting it all....
  20. Its fun and crushy...he can also use his command ability to reroll 1s... The debate for me is going defensive or offensive for this models trait and artefact. I used loonskin last game and really like it...rolled okay for the damage on the club so didnt miss the reroll...but that was just one game.
  21. Super helpful. Thank you. I needed to see this in real life to get it. Im just getting into playing more regularily and now starting to think more...instead of just trying to remember all the rules....
  22. So rethinking tooling out my troggboss... I went mightyblow (reroll club damage) and ghyrstrike (+1 to hit and damage) in my first 2 games with him. This helps him not whiff and generally makes him a better wrecker. I like this load out at higher points (ie 2000 points) as you can bubble wrap him a little to help keep him alive...longer. In both my games, he got double turned and killed...so maybe some bad luck there. The more i think about it, i like loonskin more and more. It effectively does 2 things...generates an extra CP each turn (likely turns 2-4) and increases his regeneration. The CP will allow you to use his command ability (rerolling 1s to hit for him and friendly trolls nearby) more often and make him a little punchier. I think i am going to pair this with gryph feather charm (-1 to hit) in the hopes his staying alive longer makes him deal more damage in the long run. I am playing at 1000 points right now...where i think survivability is key as you have few models on the board amd lossing 300 is a big hit. I think the glowie howzit is the ultimate gamblers item...a whiff early ends it but some nice rolls and it is better than any others. I dont think i have the gambler in me for this... Any other items/command abilities people like? I could entertain doppleganger cloak or ethereal amulate against certain foes. Ill let you know if he survives his third battle...
  23. I thinks it bodies for objectives and screening (probably goblins...maybe squigs) and some magic (fungoid, hag, others). The hag likely is a must. People like the cauldron to open the full spells list but i havent tested this. We have hit 1000 points in our escalation league so now I can test out some troll lists against some stronger opponents and if i can play them competively...knowing that the trolls and i both have our flaws...
  24. I think a boss on squig to get the +3 to movement and some squig herds would fit in nicely with trolls. Gives you some models to hold objectives and screen your trolls from scary charges...yet still effective on their own. Havent done a full list yet...
  25. Finally played with my trolls in a small 750 point battle. Things i learned... Rock trolls and hordes dont mix...i think we know this but they need to get to armoured or big guys...hordes bring them down too easy and their armour piercing is wasted... Fellwater are appealing...i see why some go with them over rock trolls. I think both have their use but fellwayer feel easier to use. Trolls are fragile. Lots of points for few wounds and soft saves...the rockguts can get on a roll with the 5+ but still have to be wary of high attack opponents. I went offensive on my trollboss (mightyblow and ghyrestrike). Getting double turned got him killed as he didnt get to regenerate. I think I will try a little more defensive next time. I think he is best against a monster...they get weaker and he doesnt....and dishing out 9-12 wounds a turn ( i could have rolled better) he makes things die. Pure troll is hard...you dont hold objectives well and you arent as tough as you want them to be. That said, they were super fun and i think with some squig or goblin screens and some magic i will be able to do better. Also need to pick your battles....they are more finesse then they feel they should be.. Im stepping up to 1000 and the hag joins the army...looling forward to it...
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