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Liquidsteel

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Everything posted by Liquidsteel

  1. Unfortunately Sentinels don't really care about minuses to hit, they're just fishing for 5+. Paired with lambent light and spell portal they can get rerolls on anything in range, which unfortunately means dead foot and mounted heroes alike. I've tried alpha striking LRL with both blisterskin mordants and triple dragon royal family gristlegore and both didn't quite go to plan. I've also tried hiding in a corner to bank CP then launching flayers forward with repositioning. I think its a bit mission dependent but could be a good strategy. LRL just have too many tools against an army like ours, not unwinnable but definitely tough. Stacking -1 to hit on top of potentially +2 save or ethereal makes them a tough nut to crack for armies that rely on swift strikes.
  2. I haven't played against Seraphon actually, nobody runs it in our group. Plus being in the UK means game time has been hard to come by since October. -1 to hit vs shooting is the eye of hysh, the blisterskin specific artefact.
  3. You also run the deranged transformation spell to give them another 4" on each move, so 36" total before charging. I run them as a block of 9, using the varghulf plus often a summoned one to keep reviving them. They're the targets of the 5+ FNP and D3 attacks. Thanks to the -1 to hit artefact and look out sir, you can keep your foot heroes on -2 to hit turn one and also protect the flayers, using horrors and ghouls to screen out the shorter range shooting (depending on deployment and the mission). I'll concede that I'm still quite fresh to wargaming and lost both my recent games to KO, but I have the fortune to play and learn against some of the top UK players, and in post match discussions both games could have been victories had I played tighter.
  4. I've been playing Blisterskin Royal Mordants actually. It definitely has the tools to beat KO with the speed. The Flayers have been the workhorse unit.
  5. Depending on how the uk lockdown goes I want to test double Royal Mordants, as well as whatever white dwarf/teclis brings. I've been working on a deepkin army since Christmas to try to combat this shooting meta, both armies bring fast units that fly and hit hard, which I've discovered to be my favourite way of playing.
  6. In my last few games vs KO and Lumineth, the Terrorgheist has simply been a big pin cushion.
  7. I'd like to see: Deploying first should not give you the choice of first or second turn, it should be a simple roll off or at best, allow you to decide ties. Double turn is neither here nor there, it's an interesting mechanic. Battleshock and Bravery reworked or tweaked. Too many newer armies have ways to avoid or mitigate it. Heavy reduction in the amount of Mortal Wounds being dished out at range. Magic and certain units like a Warp Lightning Cannon should keep them, keep regular damage for normal guns/arrows. Give characters/heroes greater defence to ranged MW. Look out sir -1 hit is useless against things like Kroak and Vanari Sentinels.
  8. That's a strong list for sure! I ran it at 2k points by adding in a Ghoul King on Royal Zombie Dragon. My questions would be why Feast Day over Gristlegore? Your kings will do the heavy lifting, and Gristlegore makes them more reliable as well as providing the fight on death command trait. I would consider throwing the dermal robe on to the archregent and giving him Spectral Host as well, as you really need his extra attacks to go off and deranged transformation doesn't offer much here as only the ghouls can be targeted. Finally it's probably an oversight but both kings can take the gruesome bite mount trait.
  9. It depends, and the real answer is check with your opponent and/or the event organiser. Core rules state that subheadings on warscrolls are not counted for battalions, which is what the mounts are for our ghoul kings. So, technically the battalion is legal on this basis, though you can tell it wasn't intended.
  10. Have you listened to the most recent Priority Roll podcast? It's about Deepkin and in it they discuss a more Namarti heavy list.
  11. If you charge in with the rasps and leave 1" gap to maintain coherency, can you fit enough of the Spirit Host base in to get within 0.5"? Worth checking.
  12. I also saw him chatting on Facebook that the list wasn't serious. Unfortunately Bell of Lost Souls featured it as an "unbeatable list" at a "tournament" when it was 8 friends hanging out in a backyard playing an event for fun.
  13. Blisterskin Royal Mordants has done well for me, as well as several others. The movement is insane. FEC has several options and its hard to say which is best, we just don't have the data. Its nice to be in this spot.
  14. Coming on or around AoS 3.0 (if it is next Summer) would be fine, as you'd rather be first of the new edition and ensure full compatibility with the new edition (you'd hope!).
  15. Something I need to do more of is pushing my archregent forward after turn 1. 24 inches on his spell is decent but if your main units are getting stuck in early it's easy to fall outside of this once you factor in charges and double pile ins. I think he should definitely be sitting mid board as once he's summoned he should be getting stuck in.
  16. I believe we are somewhat of a highly mobile glass cannon army, can be durable with 5+ FNP and resurrection, but overall we look to hit the opponent hard and generally have the game decided by turn 3. We don't HAVE to Alpha and often it's best not to, but certainly an army that can do it. Opponents always find the summoning a threat and messes with their deployment, so you can mind games with it. Plenty of different competitive lists out there, I have 3 that I switch between but there's at least 1 other that I would try if I had enough Flayers.
  17. It could have a lot of wizards, they just didn't have to make the rank and file troops wizards on top. Flesh out the wizards themselves, give Teclis a council of Archmages. Would have felt better, to me.
  18. The every unit is a wizard rule is a bit too much I think. They already have Teclis as the number 1 Mage in the game, if they wanted to double down on this mastery then perhaps they could have introduced an elite 3 man unit/council of wizards, for example. Aelves that have dedicated their lifetime to magical mastery, just like the Wardens have dedicated their lifetime to martial mastery of the spear, or the sentinels of the bow.
  19. Gristlegore terrorgheist (general) fights first when he charges, 3 inch maw can bite over the top of a screen. Can fight twice so another pile in. If you survive and he kills you next turn, or kills you before you fight, you still get to attack twice (all heroes). You can also pressure the board with summoning.
  20. Mhmm I think this just reflects more on AoS to be honest? Limited model ranges across the board for many armies. There are other armies that suffer from this - Deepkin spam Eels, Nurgle spams Blightkings or GUO+PB's, Fyreslayers with their HGB's, Orruks with Ardboys, BCR with Stonehorns, Gargants with... Gargants. As FEC you are almost always taking an AAR, a mounted GK, some Ghouls and some Flayers, regardless of the list. Royal Mordants uses pretty much the whole army list bar the courtiers (but uses a Varghulf).
  21. I find Royal Mordants Blisterskin and Triple Dragon Gristlegore to be fun to play, so disagree that we have to play "boring lists".
  22. I'd like to maybe see an addition to battleshock, so that whenever you immune the battleshock via inspiring presence or similar, the unit suffers -1 to hit for the rest of the battle. Gives a trade off. Obviously if the unit is fearless / immune for lore reasons then it doesn't apply.
  23. It's not a list I've played myself, though I recall seeing it place well enough at a few tournaments over the past few months. Take everything with a pinch of salt of course as not every tournament is super competitive. Also with LRL out and next SoB, there's still quite a lot of low bravery around even if battleshock is dead. I've seen generally a big unit of 9 or indeed 2x6 plus a 3. You want a GKoRTG plus an AAR also. That's basically all you have room for I think but you can likely work a chalice in.
  24. Royal Mordants is great and I've seen Deadwatch place well in tournaments. FEC aren't top tier and you basically play for 3 turns but we can still do well! We're in an okay to good spot in my opinion.
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