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Sartxac

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Posts posted by Sartxac

  1. Another good idea for old armies without current points is try to let use more points. For example, 2000p of Lumineth vs 3000p of bretonnia. Because of even with the abbilities thinked by Nattram, 400p of the king are expensive or 600p for 48 archers also are expensives. But 600p to 3000p are exactly like 400p to 2000p. 

    And 48 of these archers for 400p are a good horde with one good shoot one time in a battle that could reduce a lot an enemy horde unit (48×3 shoots with +5 +4 rend=0 and d=1 are enough). The brettonian war machine is another type of good miniature vs hordes.

    The problem could be the absence of enough damage so as to kill big enemy behemots or units with excellent save, one solution could be to use an allied megagargant. Exists a lot of 3d giants thats fits in an army of bretonnia. 

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  2. 43 minutes ago, Beliman said:

    Yep, the starter box (first one, Spires vs 100 Kingdoms) was a bit meh. I'm a bit off with resin and some miniatures have some gaps after being assembled.

    And yes, theu have some awesome models too (I can't wait for City Stats!!). Imho, they are behind GW, and I'm not alone saying that.
     

    They are smaller company with less budget.  Is normal stay behing GW. But as you say some models are in the same level of GW and are cheaper. 

  3. We are in the beginnings of 3d miniatures. Please do this topic again in 5-10 years and look the miniatures of the greece company: Parabellium Miniatures.

    In order of appareance: mega-gargant proxy, mancrushers proxy and grave guard proxyes. The prices in Spain are 30EUR for the mega gargant proxy, 46 EUR for the mancrushers proxy and 24 EUR for 20 grave guard proxy. Otherwhise you can use this miniatures for other tapletops like Saga or Kings of War.

    Answering the question of this topic, yes, in my opinion, currently, GW make the best miniatures but I think that the lore is created after the designa of sculption and consists of a little lines of text(in general).

    IMG-20210928-WA0001.jpg

    IMG-20210925-WA0007.jpg

    IMG-20210923-WA0006.jpg

    IMG-20210812-WA0013.jpeg

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  4. 13 hours ago, Schauer said:

     

    Storm fiends plinked a few wounds on the frostlord with the windlauncher but the real kicker was a lightning cannon powered up and it rolled a 1 for the power die. Even with the 5+ shake 12 mortal wounds sent my way was enough to drop him. Then the other lightning cannon blasted my thundetusk down to 2 and the verminlord finished it off by chucking its orb at me. Luckily for me I was able to tie up those stormfiends long enough i didnt ever really need to worry about them.

    Ok, stormfiends without improvements are a mediocre unit.

  5. 2 hours ago, Schauer said:

    So I made a switch up on this list + got to try it out finally.

     

    New List: 

    FLoSH
    -Metal Cruncher

    HoTT
    -Shatterstone
    -Rimefrost Hide
    All other Thunderbellies stuff
    Command Entourage

    Butcher
    -Bloodfeast
    Command Entourage
    Slaughtermaster
    -Ribcracker
    Command Entourage

    3 Units of 4x  Mournfang with Gargant Hackers
    Hunters of the Heartland

    2000/2000

     

    I played Savage Gains against Skaven. He had 2 drop vs my infinitely more so he got to choose to go first. He did, positioned his army, and placed down soulsnare shackles on the right side of the board which heavily hindered my right side flanking. Next time I will probably place my butcher in a way where he can better babysit the flank by getting rid of them. 

    My turn 1 i advanced everything forward the best I could and got a charge off with my frostlord onto a unit of 10 Acolytes, killing them all. The turn wrapped up quickly after that but do to a mistake on the numbers i needed to capture an objective I missed both a battle tactic plus 2 VPs for capturing that objective so I was down 7-3

     

    Turn 2 they win roll off and go first. In their shooting phase not only do they kill the stonehorn but they also kill the thundertusk. My opponent then moved up a little with the verminlord.

     

    My turn 2 I am able to get two of my mournfang units in to combat. The first unit was given bloodfeast and it went into the verminlord who i also gave a -1 save due to ribcracker. The second unit got +1 to hit thanks to the slaughtermaster and landed their charge into a lightning cannon. Combat phase begins and the unit on the verminlord straight up kill him from full health in a single turn. The buffs played a big art in making this possible. The other mournfang unit easily kill the lightning cannon. Turn ends and while I didnt make back my points lost in the TT and SH dying, I did essentially leave it so that the last threat on the board for me was their unit of 6 Stormfiends. I am also able to tie the game at 15.

     

    Turn 3 I get the double turn which all but ends the game. I dont manage to completely kill off the stormfiends until turn 5 but the rest of his army outside of a warlock was killed this turn making it nearly impossible to win. I end up winning by a final of 35-28

     

    My biggest take aways from this is that the Stonehorn and Thundertusk make a great distraction. Obviously I dont want them both dying in a round of shooting but I feel like when I bring this to a tournament or event the mournfang are going to get ignored a bit because of how unorthodox it is as of late to rely on them to be the damage dealers. Interested to see where this army can go if I didnt get my right side flank hampered because the left side fired off and did a ton of work for me. Cant wait to get some more practice in with this list between now and September/October.

    From my opponents perspective, I think he should have given me first go turn 1 and tried to get a doubleturn so that the Stormfiends could melt things. Not sure where it wouldve left us had he gone first turn 3 as I was already in a good spot to win but if he wouldve gotten a doubleturn on battle round 2 I probably wouldve been in an uphill battle to win

    also had a ton of fun with the slaughtermaster. What a great model outside of it being finecast. 

    Did they shoot with the 6 Stormfiends to Froslord of Stonehorn and Huskard on Thunderstrusk with the witch Stone, More More Wrap Power and vigurous injection? I have never won this type of list. 

    Only with a specific underguts list with three cannons killing their skyre heroes (so as to cancel stormfiends combo).

    With a few number of screens it is imposible to get enough near to do a melee fight vs stormfiends. 

  6. IMG-20210524-WA0032.jpg.65b1efc6e22c06d303478e6193f4442d.jpg

     

    Extraordinary attack. Without words but it isn't good for a ogor army (only vs armies with a huge magicians like Lumineth), as count as one model and is too weak in front of screens. Only move 10, not fly, not pass across littel units. In fact, is a counter to boulderhead lists.

    Good for Goblins and Orks.

  7. First battle with Kalestai Legion:

    Leaders:

    -VLoZD: 435p. General. CT: Rousing Commander. Artefact: Fragment of the Keep. Mage: Pinions.

    -Vhordrai 455p. Amarantine Orb.

    -Vampire Lord 140p. Amarantine Orb.

    Batteline:

    -10 Dire Wolves. 135p.

    -30 Deathrale Squeletons. 255p.

    -5 Blood Knights. 195p.

    -5 Blood Knights. 195p

    Others: 

    -3 Vhargeists. 155p.

     

    VS

    Allegiance: Khorne
    - Slaughterhost: The Goretide

    Leaders
    Archaon the Everchosen (800)
    Slaughterpriest (100)
    - General
    - Command Trait: Hew the Foe
    - Artefact: Thronebreaker's Torc
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Blood Sacrifice
    Bloodsecrator (120)

    Battleline
    20 x Bloodreavers (140)
    - Reaver Blades
    10 x Bloodreavers (70)
    - Reaver Blades
    5 x Blood Warriors (100)
    - Goreaxes
    5 x Blood Warriors (100)
    - Goreaxes

    Units
    5 x Wrathmongers (140)

    Behemoths
    Soul Grinder (210)

    Endless Spells / Terrain / CPs
    Hexgorger Skulls (40)
    Wrath-Axe (60)

    Total: 1980 / 2000

    Mission: similar to startrike. The only difference is that the three objectives apperas in the beginnings of the second round and every line is split in 12 parts (you throw 2d6 for determine in wich point appear each objective).

    Summary:

    Deployment:

    Skull altar near to the middle of the map. Tombs in the extremes of the map.

     30 squeletons and the vampire lord in the left extreme of the map. In front of theirs, to 24" 20 bloodreavers, 5 blood warriors and the bloodsecrator.

    On the right extreme 10 Dire Wolves, to 24" of 5 blood warriors and 5 wrathmongers.

    In the middel of the map, in the end of my border my two dragons. A 12" of the middel of the center of the map, 10 bloodletters,  soul grinder, Archaon and both slaughterpriest.

     

    Round 1:

    I gave the first turn to my enemy:

    Turn 1 Khorne:

    He falls the preys (he couldn't receive the help of the skull altar), advance to the front with all his minis. Shoots of the Soul Grinder killd two Dire Wolves.

    Turn 1 Soulblight:

    I revived one Dire Wolve. Vhordrai receives his main spell on hinself. VLoZD use pinions on hinself. Dire Wolves go and charge to the Soul Grinder, my two dragons run to the right behind the wolves and in a long distance to Archaon.

    6 Wounds to Soul Grinder (i attactk with 7 dire wolves). Soul Grinder kills two wolves and remain one wolf with 1 wound (7 wolfs).

    Round 2 0-0:

    One artefact appear behind my skeletons amb vampire lord. The others two artefacts appears on in the middle and the other near behind the center on the enemy territory. The good new was that the artefact witthin both territories was in a scenary piece with 3" of height and a big church.

    Unfortinately i Win the priority and began this round.

    The Soul Grinder, Archaon, 10 Bloodletters and both Slaughterpriest have two objectives. In order to win i needed that my enemy did a lot of erros.

    Turn 2 Soulblight.

    Vhordrai received his own spell-

    I move my skeletons and VLoZD around the objective on my territory. Both Dragons shooted Soul Grinder and did 6 damage (Soul Grinder remained with 4 wounds). I thought that due to the sceneography and the wolves would be impossible the charge of Archaon.

    I deployed the vargheist in the vertix near the bloodreavers, blood warriors and bloodsecrator (my idea was that my enemie commit the error to go vs the vargheists instead of go to the skeletons to conquer my objective (it wouldn't have been a problem because i think that these units aren't enough hammer to kill my 30 squeletons).

    5 blood knights in the other vertix near the wrathmongers and blood warriors, 5 blood knights more 6" to one border of the middle of the map and 9" to the wrathmongers.

    I charged with my new 3 units, only the 5 blood knights of the border managed to load the enemies well.

    3 wrathmongers and 2 blood warriors were killed and 2 Blood Knights.

    Only 5 Dire wolves and Soul Grinder with two wounds.

    I earned 2 points.

    Turn 2 Khorne:

    He sent his bloodreavers and bloodsecratos to kill my Vargheists. 12 bloodsecrators would die and only one Vargheists woud receive 3 wounds. The other 5 blood warrios ran to the center of the map.

    He summoned the skulls and the axe. Only 1 wound to Vhordrai.

    Unfortinately with the shoots of Archaon and Soul Grinder kills 3 dire wolves gaining the just enough space for the base of Archaon. This god move and charge to my VLoZD, i thought that my dragon would survive and in the next turn with the CA of Vhordrai more the charge of this prince and the activation of Rousing commander Archaon would die. Nothing of this happened, Archaon kills the VLoZD in this combat phase (two 6 with "the slayer of kings").

    The vampires locked in combat didn't do nothing. His wrathmongers and blood warriors kill 2 blood knights more.

    He earned 4 points.

    Round 3 2-4:

    I began again.

    Turn 3 Soulbight:

    I spent one command point and run 6" with the squeletons to the center of the map, they arrived without problems followed by the vampire lord.

    I revived other dire wolve. After this, i ran with the princess to the left of the squeletons (due to the fear caused by Archaon).

    I charghe with the o other blood knigts, the general of the other unit used "Riders of Ruind" without did mortal wounds so as to conquer the objectve in the territory of the enemy (that was without protection and near to Archaon). Wrathmongers and Blood Warriors were killed with the blood knights. +2 to run and charge and +1 to wound forever.

    Only remains two Vargheists but they killed the last 8 Bloodreavers. +2 to run and charge forever.

    Soul Grinder with one wound and one dire wolve.

    I earned 6 points. Total of 8.

    Turn 3 Khorne:

    With preys and the axe killed 5 squeletons and in the shoot phase kill the dire wolve. He sent Archaon to kill my blood knights (to defend the objective of his terroty because one blood knight was to near). Due to the huge basis he got to lock the two units of blood knights. Extraordinarilly, he only killed 3 blood knights of the unit of 5 and received 6 wounds (my vampires fought first) and +2+3 -1 and 1 damage with lucki caused 6 wounds to archaon). The lonely blood knight keept wihouth wounds.

    His 5 blood warriors and bloodsecrator advance to the center of the map.

    Soul Grinder killed in the combat phase 5 squeletons, two revived and killed the soul grinder. Remains 22 squeletons on the battle.

    He only earned 3 points. Total of 7.

    Round 4 8-7:

    I began again!

    Turn 4 Soulblight.

    Without using spells (the -1 fo the altar and the -2 of the skulls more the likely of receive mortal wounds due to the use of spells were too dangerous).

    25 squeletons again!.

    Blood knights retreated and conquered the thirst objective.

    Vhordrai charge and killed 5 blood warriors and 10 demons. +2 to run and charge forever.

    I earned 12 points. Total of 20.

    Turn 4 Khorne:

    He killed two squeleton with the axe, and all the blood knigts with the preys and shoots of Archaon. he recovered his objective.

    Also his priests summoned one Bloodthirster of Fury to 12" of the skull altar and with the charge phase (repeating the charge phase with one CP) conquer the objective of my territory (was undefensed) and attacked my squeletons, this was his other big mistake of my enemy, he killed 8 squeletons and 4 was revived so that i recovered the objective of my territory (i revived in a line with a distance of 1" bettween squeletons).

    He use a extra move with Archaon and charged my princess with exit, he killed Vhordrai in one combat phase (whithout the necessity of "the slayer of kings").

    He only earned 4 points due to the big error of use his demon to fought my squeletons.

    Round 5 20-11:

    He earned the double turn:

    Turn 5 Khorne:

    As a summary with Archaon destroyed in one combat phase all my squeletons. And the vampire lord.

    He earned 10 points. Total of 21 (after the cluster of the bloodlirsther was too long of the objective in my territory).

    Turn 5 Soulblight:

    I run with the Vargheists, 12"+2"+5"=19" and i conquered the objective of his territory.

    Final: 30-21.

    Conclussions:

    I won only fo the big quantitie of errors of my opponent.

    Bad lucky with my dragons or they aren't enough goods...

    The mobility of the Dire Wolves, Vargheists and Blood Knights is really good. 

    Archaon is really hard to killd and our mages aren't to good for try to use the spells in a map with the khorne skulls or others good mages.

    I'm pretty worried about AOS 3.0 is the map would be more littel may be the deploiments to 9" of the enemy could be hard and we need this mobility

    image.png

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  8. 1 hour ago, Aren73 said:

    A viable rend -2 option in the book would be nice (was hoping that'd be blood knights) and it can't be a named character.

    Slightly worried about a high armour meta (supposedly) when we have so little good rend. 

     

    Well alright then, just this once ;)

     

     

    A viable rend -2 damage 1 intead of rend -1 damage 2 on the book is too worst.

      Basis: Multiplier: Multiplier:
    Armour (+) rend -1 D 1 rend -2 D1 rend -1 D2
    2 x1 x1.5 x2
    3 x1 x1.33 x2
    4 x1 x1.25 x2
    5 x1 x1.20 x2
    6 x1 x1 x2
    - x1 x1 x2
    • Like 1
  9. Do Anyone thinks in a combination of VLDZ and Vhordrai on Kastelai with "Fragment of the keep" (-1 to wound 6" of the VLDZ)? This does big resistence to our dragons and other good artifact is the red sword.

    Fightings togheter could be competitive or are too points?

    For other band, what does the CA Rousing Commander?

  10. 5 minutes ago, ColsBols said:

    Will it be in any way viable to run a monster mash list entirely of dragons, gheists and vengorians?

    I think that the outpot of damage is insufficient in comparisson with other similar types of contructions like orcs, beastclaw riders or fec.

    I think more in a fast army (Blood K, Mannfred, wolves, etc) with some good tanky lines and a few monsters deployed.

  11. 1 minute ago, Sception said:

    I think it's more bad than good, more nerf than buff, but I think this statement goes too far.  Grave guard look alright, I'm not even sure I'd call them good.  on the other hand, blood knights, zombies, Vhordrai, Mannfred, corpse cart, avengoriii terrorgheists, volga, radubeast, dire wolves with volga & radubeast, all look ok too, and that's well over 3.  Lauka/Venga & dire bats (as the newer, faster, flying, but not battleline version of what we used to use dire wolves for) may be ok, too.  & we haven't seen Nef or Skittletlons yet.  That's already threatening over half of the units being at least ok if you don't count side game stuff.

    Why do you think that Vhordrai is good in comparison with other monsters around 400-500p?

  12. 5 minutes ago, Nightseer2012 said:

    Besides being worried about a lot in here, I do like the synergy of running both Lauka Val and another Vengorian Lord.  Between Both of their CA’s and the Lords spell, you can get some ZDragons/Terrorgheists to be 3+/2+, drastically increasing their killing power.  That monster ball will be wounded at -1, and negating a point of rend, also great.  Then once per turn you can pick a monster to fight at full health when it isn’t (once per battle per monster)?  That is a scary Avengorii ball that can also heal itself, which isn’t bad in for 850ish pts.

    You need the spell of Vengorian Lord and the CA of Lauka Vai and only vs one enemy unit within 12".

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