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warhammernerd

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Posts posted by warhammernerd

  1. My 10 pence worth,

    1. swift death 
    2. necromantic
    3. dragon warriors 
    4. legion of night

    Do the following and the list might be diff.

    Dragon warriors, re-roll 1’s on hits and wounds when charging.

    Necromatic, +2 to cast

    Legion of night, keep it to 6” but boost minions to 5++

    Swift death, stay as is - it’s roughly on par with the above. 

  2. On 9/27/2018 at 8:07 PM, Cursed said:

    I've been praticing a lot a list who use the Lords of sacrament Battalion recently, because I want to use it in a tournament in 2 weeks. If you are playing with realm rules (my next tournament will use them), the battalion is awesome! For 130pts, I get 3 more cast per turn, 1 more CP (I'm regularly using 3-4 CP on Arkhan's command ability on the first 2 turns so this is a boon), 1 more artefact and lower drop count for my list!

     

    With all the spells available with the realms this gives me a lot of options and I really fell like an all powered evil wizard during my hero phase! (Arkhan with +4 to cast really help this feeling! :DLast game I played, we were on the realm of Fire and I boosted 20 Grimghast with Van Hels, Inferno blades (+1 dmg) and stoke rage (+1 wound and charge) and I can assure you this was a nightmare for my Stormcast Opponent! :P They destroyed 3 vanguard palladors, 5 evocators and put a few wounds on a lord celestant on dracoth in one combat phase! Also in addition to these 3 spells on the grimghast, I was able to cast prismatic palisade to protect myself from his range units, cast incadescent form (-1 to hit) on Arkhan and cast curse of years on a liberator unit! If I wanted to do the same thing it would have costed me 3 more necromancers (200 more points if we remove the battalion cost)

     

    The biggest problem of the battalion is that everything has to stay close form one another. So you have to play it like a big deathstar! Throw it in the middle of the board and start bombarding key ennemy units with spells! when you know you have the advantages, you can start splitting the necros from the mortis to help cap objectives. (around turn 3) My turn 1 and 2 usually looks like that :

    turn 1

    use wolves as screens or flank objectives holder / use Arkhan's command ability 2 times / throw seven spells in the ennemy face / move the blob near the center (2x 40 skeletons are protecting the battalion)

    Turn 2

    use Arkhan's command ability 1 time / throw another set of 7 spells (mix of offensive/defensive one depending of the situation/realm) / start to expand board coverage with skelies / grimghast are my heavy hitting troops so they are preparing for a good charge agaisnt a juicy target (with buff if possible)

     

    So In conclusion, if you are playing with the realms spells, the battalion is really worth it and really fun to play. Without all the extra spells, the battalion is a lot less strong and I think taking another vampire lord/necro could be a better choice. It also depends on how many spells/endless spells you want to cast each turn.

    Are you sure you can stack first of the mortachs ability?

  3. Yes, of course. Getting muddled, ZD brings on courtier. Haunter brings on 2 x 10 ghouls.

    Sure, I can see that. But that’s assuming you bring it on from back board edge and not along a flank. Also, it’s trying to give the list a bit more in terms of reliable objective grabbers. I know 10 packs melt like butter, but without them it’s a bit risky no?

  4. Yes, of course your right. Usually use azyr, not so familiar with scroll builder.

    Obvs allegiance would be FEC, courtier will be boosted by a summoned varghulf turn 1. Plan to summon two late game objective grabbing packs of 10 ghouls, and another with majestic horror from Haunter courtier.

  5. 23 minutes ago, Reuben Parker said:

    In your example 10 ghoul unit battalion adds 5 then some get killed. The ghast and varghulf abilities could take it back to 15 then you could stack the battalion ability again to take it plus d6 more. The courtiers only stipulation is returning slain models, once ghoul Patrol ups the unit size as far as I read it you can return to that new size. And no there’s no maximum size, 40 is the biggest you can buy but via ghoul Patrol you have a theoretical max size of 70 in a normal 5 turn game (40+5d6 all rolling 6). Of course the more turns a battleplan has the higher theoretical max size. 

    Ok, so this is 'as far as you read it' not defo. Which basically means being burned alive by my club. 

     

    • Confused 1
  6. This may already have been answered, but just in case.

     

    Can someone do gimme their best effort to explain how ghast courtier ‘muster men at arms’ works or doesn’t work in conjunction with  ghoul patrols ‘drawn to battle’?

     

    My inclination, and assumption is that the courtiers ability, can only ever heal a unit up to it’s initial number. So a 10 pack, dropped down to 8 models, could have 2 models replaced to it at a maximum.

    The ghoul patrol battalion faq, specifically states that models added to the unit can take unit above starting number and that there is no upper limit (though I’ve heard some people argue - not sure on what basis - that 40 would be max).

     

    So, in terms of sequencing etc, can a unit which has been lifted above its starting quota, ie the 10 pack is now 15 thanks to batallion ability, then subsequently be healed back up to 15 by the courtier? In other words, is the unit now considered to be a 15 man unit, or are these extra models above the 10 a buffer, which stops the courtiers healing ability coming back into affect until the unit drops below its starting number, ie 10?

     

    Seems a bit janky to play it this way, which is why I instinctively haven’t, but would like to know how people think it should be played?

     

    cheers!

     

  7. On 7/26/2018 at 2:14 AM, Hulksmash said:

    Allegiance: Flesh Eater Courts
    - Delusion: Crusading Army

    Leaders
    Abhorrant Ghoul King on Terrorgheist (400)
    Abhorrant Ghoul King (140)
    Abhorrant Ghoul King (140)
    Crypt Ghast Courtier (80)
    Crypt Infernal Courtier (140)

    Battleline
    40 x Crypt Ghouls (360)
    20 x Crypt Ghouls (200)
    20 x Crypt Ghouls (200)

    Battalions
    Ghoul Patrol (180)
    Royal Family (150)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 118

    Gonna give this list a try on tues against Iornjawz. My opponent usually whoops me, but he’s been getting surprisingly salty about facing this. All the free stuff is so welcome!

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