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That Guy

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  1. So.. going back to my list post with the 20 craventhrone and incarnate. I won against Tzeentch and Ossiarch. I lost against Nurgle. The plan in many of these games was to have the Incarnate roam around the board with 2 units of hexwraiths on it’s side contesting flank objectives with the massive buffs and debuffs the incarnate brought, they went around the board like a big death snowball and not really anything survived them, except for nurgle. Kurdoss together with the briar queen, her thorns, the scriptor mortis and the guardian of souls pushed for the middle objectives. With 1 myrnmourn banshee unit closeby on the flank. The scriptor targeted Be’lakor, Katakros and a Rotbringer sorcerer and I cursed the same targets. Scriptor Morris proceed in all 3 games. I outright killed the sorcerer, I did 7 mortals to Katakros and I did 5 to Be’lakor. The other banshee unit and both craventhrone guard were kept in the underworlds. Against Ossiarch I had a tough time with the save stacking and re-roll on morteks my craventhrone were pretty useless. 1 unit I kept around a wall on an objective, the other unit I kept forwards behind a wall, targeting Katakros, although still… plinked off some wounds. The Incarnate never died in in this matchup and it was great in dealing with the catapults. The mortal output from the hexwraiths helped a lot against their defenses. He didn’t do much with magic, but what he did I often blocked(he played Katakros with mortek, 2 crawlers, some riders, soul mason and a liege. Kurdoss did some work in and actually killed Katakros. It turned out to be a pretty decisive win for me, once I dealt with the catapults. As or the game against Tzeentch, the banshees came in very strong. Multiple times did I block their spells after some failed unbind attempt, and the incarnate ate one of the endless spells and leveled up. This time it was a very close game, their mortal output is still grant and we are just pretty weak against it. Although this time my craventhrone were able to rally back to full and heal back up with the guardians help. They did a lot of work here dropping down on flanks and dealing with horrors, while pulling them back at some point and focusing Be’lakor down, eventually the incarnate ate him. The Nurgle game was though. A lot of fly boys and the rot covens were able to spread across the field. Once again did the banshees come in clutch, but they had some nasty spells go off. They tarpitted  my incarnate with the mortal fly boys and started charging with beasts of chaos on my craventhrone. They just soaked up so much damage, I couldn’t quite chew through them. I felt the craventhrone did only little although I did get quite some wounds through, they just shrugged it off. Nurgle has a massive amount of mortal output too. Killed my craventhrone and some of my characters including Kurdoss that way. They even killed all my hexwraiths too. In all games the incarnate survived, but he got close to becoming wild in the Nurgle game. Their tarpit was just big and I didn’t spread my forces enough against them. I’m curious how I’ll do after the book drop.

    • Like 4
    • Thanks 1
  2. 28 minutes ago, Derek said:

    Alright.  So fuethan shark spam worked,  my opponent called it top of 2.  I double turned him and destroyed 3 frigates and a gunhauler in 2 turns.    

    How do you feel about the shivers compared to 2-3 shark units?

  3. Now… we have seen names for our heroes, with no actual named warscroll. Think about Crawlocke spirit torment or the new Scriptor Mortis guy from arena with his name. This time around though, they specifically name him everywhere, so i do think he will in fact be a named character. 

    14 hours ago, Greasygeek said:

    What do we know about the boat?

    - What size of base does it come with?
    - Is it an unique/named hero?

    - Do we assume that it has the Monster keyword?

    - He’s likely a named character.
    - We know he’ll do something with transporting other units.
    - We know the tip of his boat is dangerous(possible impact hits).
    - we know his favorite method of killing is drowning others and that he likes to use his hook. 
    - We know his paddle hurts.
    - He seems to be at least on the size base that Lady O is on.
    - We know named characters always have some “bigger impact” abilities.
    - We don’t know if he will be a monster and i doubt it.
    - We don’t know anything for sure.

     

  4. 16 hours ago, Liquidsteel said:

    He's not, because you can't.

    You can't pick the Incarnate to shoot because it doesn't have a shooting attack, meaning it can't be given AoA and thus can't project it to units in range.

    I think I might look to combo the Incarnate with a Mor'phann list, backing up it's combat prowess with a couple of blocks of Namarti and the usual support. Thinking bonding it to an Eidolonn.

    Thank you. I completely forgot that it isn’t possible to carry out AoA in the shooting phase if the unit itself can’t shoot. Nonetheless i think the list will do amazing. It does work for the combat phase, for both mounts and riders and of course the other utility it offers is great too. 

  5. I actually think the Incarnate will be amazing when using Fuethán. The fact you can use all out attack on the incarnate and buff all allies with all out attack within it’s domination range is crazy for Fuethán. Being able to AOA in the shooting phase, but also in the combat phase as an aura is just crazy good for this subfaction. No longer do shivers suffer not being optimal targets for command abilities, because you run the sharks within the aura and have them all benefit. Besides the nets on sharks, now you can stop opponents from retreating as well. Debuff enemy wizards, buff your bonded wizard(not sure if it works in my following list, because i’m not sure if i can use the arcane tome when having a bonded incarnate). You also make allies within domination range, re-roll runs and charges. It’s huge combined with the tides! The list i will try to run this weekend:

    Army Faction: Idoneth Deepkin
        - Army Subfaction: Fuethán
        - Grand Strategy: Hold the Line
        - Triumphs: Bloodthirsty

    LEADER

    Akhelian King (250)
        - General
        - Command Traits: Unstoppable Fury
        - Bladed Polearm and Falchion
        - Artefacts: Arcane Tome
        - Mount Traits: Voidchill Darkness
        - Spells: Flaming Weapon
        - Bonding: Krondspine Incarnate of Ghur

    Lotann (115)

    BATTLELINE

    Akhelian Allopexes (Bloodthirsty Shiver) (165)
        - Razorshell Harpoon Launcher, Barbed Hooks and Blades

    Akhelian Allopexes (Bloodthirsty Shiver) (165)
        - Razorshell Harpoon Launcher, Barbed Hooks and Blades

    Akhelian Allopexes (Bloodthirsty Shiver) (165)
        - Retarius Net Launcher, Barbed Hooks and Blades

    1 x Akhelian Allopexes (330)
        - Razorshell Harpoon Launcher, Barbed Hooks and Blades

    1 x Akhelian Allopexes (330)
        - Razorshell Harpoon Launcher, Barbed Hooks and Blades

    BEHEMOTH

    Krondspine Incarnate of Ghur (400)

    ENDLESS SPELL

    Emerald Lifeswarm (60)

    TERRAIN

    Gloomtide Shipwreck (0)

    TOTAL POINTS: (1980/2000)

  6. 26 minutes ago, lare2 said:

    Not to my knowledge... just eagerly anticipating the book. 

    It is rather annoying how long they make us wait for those tomes, but i hope it gets paired with a release of some more units. I’ll also just take our boatboy and some dice(please be pretty).  Oh well… the great necromancer cares not about time. Death comes to us all eventually, including the Nighthaunt. I’m afraid the Chaos Knights and Imperial Knights of 40k will get their big box and codex release first though. I assume our time is after.

  7. 18 hours ago, Kadeton said:

    What kind of enhancement is it? Presumably it doesn't "cost" the slot of a command trait, artefact, spell lore, prayer scripture, mount trait or triumph, since it's clearly none of those things. I would have thought it was a "unique enhancement", and you get one of each kind of those for free. I don't think you can take two Incarnates, and you get the enhancement for the first one automatically, so there doesn't really seem to be a cost other than the points.

    3425D511-6A1C-4C88-8A01-4DA7307A7DAF.jpeg.29662f6526d14eb90738851170b976da.jpeg

    So bonding an incarnate to a hero is considered a unique enhancement. Meaning that only 1 Incarnate can be bonded in your army. As for taking an enhancement slot… on that i’m not sure. The app allows me to take an artefact on a hero in addition to  bonding the incarnate, but the app isn’t always correct on everything.

  8. On 4/17/2022 at 10:11 AM, Kadeton said:

    Yeah, I don't think the Incarnate will be a common choice for armies that already have strong monsters available. Where it will really shine is in armies that don't have good native monster heroes - Nighthaunt, Kharadrons, etc. For everyone else it's merely decent, but in those armies it's a literal game-changer.

    Well there is of course the thing that it costs you an enhancement as far as i know.  In case of having a solid monster option inside an army itself that could just be enough, although notice that it’s not just a normal monster, besides it being tanky because of it’s unique wound mechanic, it is also a massive debuff piece. The aura around him causes a massive Soul Cage aura, it also gives your units that are in range re-roll runs and charges, which is massive! Normally these types of abilities are tied to command abilities and only envelop a single unit, not multiple. It debuffs wizards too. On top of that all out attack is conducted to units within it’s aura too, again this triumphs over some command abilities of big named characters even. The incarnate offers a lot of utility besides being a tanky and killy monster.

    But yes naturally it will be picked more often in any army void of a monster or a good one.

    1 hour ago, lare2 said:

    TGA's been unavailable for me the last couple days. It's good to be back! Hate it when that happens. 

    We all suffered under that i think. Hopefully it doesn’t happen again.

  9. 18 minutes ago, Rors said:

    My concern is that if Nighthaunt are adding a krondspine because it's simply a power pick, way too many other armies will as well. Then we have a meta where most battles have a krondspine on both sides of the board, which will get stale very quickly.

    I guess it's a meta where the new crossboos can theoretically pop the bound hero early if you drop a ton of them and roll hot.

    Oh yeah, you'll see a bunch of Krondspines. Because it's a very viable monster pick. It has reliable stats, it's wild form is mostly a boon if not avoided for Grand Strategy. It flies it is just as fast as our Hexwraiths and faster when wild. It also spreads all out attack in an aura around him once you cast it on him. He's amazing. I had a very positive experience with him today. I will write out the plan for this list i wrote later on, including telling how it went. But I must say. So far i'm very pleased with how things go with it. As for the Craventhrone Guard. If you use them well, they are just such an annoyance to your opponent. I do hope they get a bit better backing once the tome drops, but we'll see. In combo with Kurdoss they do great already. He just beatsticks everything, while they sneaky mass fire hidden away targets. Or they hide themselves. They feel great like an ambush unit, both on the offensive and defensive. They become significantly better once you play with some good covering terrain on the field. Their bolts don't care. But their output isn't great at the moment either.

    • Thanks 1
  10. 45 minutes ago, Derek said:

    @That Guy   And that right there.  If there’s a unit or endless spells in range you have to charge with the incarnate.  It might not be as huge of a deal with deepkin but overall I think it’s a massive risk to potentially watch my own 400 point unit potentially devastate my own army,  like I said time will tell,  but ultimately I don’t think the incarnate is going to see the table unless we hit a heavy endless spell meta.  

    The check is made at the start of your charge phase, only yours. You still have full control of the incarnates movement. It is so fast and can move over anything. The chance you have to charge your own units is so minimal, I would almost not worry about it at all. You can constantly keep it on opponent flanks while always keeping 1 enemy unit in range. Even if everything around it is killed, you still get to move it. If your entire army is there, you can just move it away 12" + run. Most likely it'll be outside of charge range. In most cases you'll just be able to throw it into enemy units though about 9/10. It really isn't the biggest of deals. Especially since it becomes a wrecking ball when wild, you can play on the risk reward, with the reward far outweighing the risk with this one.

    • Like 1
  11. So uh… I got my hands on 10 more Craventhrone Guard, now having a total of 20. I am also building the Krondspine Incarnate as we speak and my friends and I will do a few games tonight. We play a bit more casual this time around, with some more “narratively” correct forces. My friends are bringing a Tzeentch daemon list, with a a Lord of Change and Be’lakor. He might also bring Kairos instead. We kept it a bit of a surprise. My other friend will bring a Nurgle list. He has been building 6! Rotbringer Sorcerers, so I think he will come with a list of Filthbringers with 2 rot covens in it. He also has a bunch of blightkings and fat boys on flies and some beasts of Nurgle I believe. Than my 3rd friend is bringing Ossiarch Bonereapers, with Katakros. I know he loves his Praetorians and he hasn’t been shy to experiment with lists. Lately he has been bringing Mir Kainan a lot and 2 catapults. He also owns Arkhan, so we’ll see what he does. Since we are going to try the new season of war thondia battlepack. I’m going to bring the Incarnate, with a themed list around Kurdoss Valentian. I ended up with a list that I think will do decent against these match ups and actually contain a bunch of the updated units too! The list has a nice variety of melee, ranged and magic focus with a VERY strong anti magic front, and a bunch of lockdown mechanics and movement impairment. It will be a 2 drop army and requires a deep skill floor to succeed with. I am hesitant to make Kurdoss the general and just forego the better cast, unbind and dispel on the guardian of souls. Being able to bodyguard Kurdoss might just be a better play. Although with current setup, the incarnate will very unlikely ever become wild and therefore i'll achieve my grand strategy most likely. I will write out the plan for the army in another post. This is the list: 

    Army Faction: Nighthaunt
        - Army Subfaction: Emerald Host
        - Grand Strategy: Lord of Incarnates
        - Triumphs: Bloodthirsty

    LEADER

    Kurdoss Valentian (160)*

    Scriptor Mortis (150)*

    The Briar Queen (175)*
        - Spells: Soul Cage

    Guardian of Souls (135)**
        - General
        - Command Traits: Lord of the Host
        - Chill Blade
        - Spells: Shademist
        - Bonding: Krondspine Incarnate of Ghur

    BATTLELINE

    Hexwraiths (150)**

    Hexwraiths (150)**

    Hexwraiths (150)**

    BEHEMOTH

    Krondspine Incarnate of Ghur (400)**

    OTHER

    Thorns of the Briar Queen (175)*

    1 x Craventhrone Guard (190)*

    1 x Craventhrone Guard (190)*

    Myrmourn Banshees (75)*

    Myrmourn Banshees (75)*

    CORE BATTALIONS:

    *Battle Regiment

    **Incarnate Masters of Ghur

    TOTAL POINTS: (2000/2000)

     

    • Like 2
  12. 34 minutes ago, Derek said:

    @That Guy   I wasn’t saying you couldn’t use the incarnate,   Just the battalion you spoke of. It’s locked to the battlepack.   It’s why when you look at the core rules they say you refer to your battlepack and that will tell you what you can include in your lists I.e.  battalions and things like that.     I don’t rate the incarnate because you run into the possibility of oh hey my opponent wiped my hero who’s bonded to it and well ****** I’m dead.   So time will tell how it’ll play out but hey.

    You stIll get to control the Incarnate and it’s movement. He gets stronger, because it gains +1 to hit rolls and run + charge in its Wild Form. The downside is that if a unit or endless spell is within charge distance you are forced to charge. I believe it’s also affected by its own Inflamed Savagery ability. Meaning you now have a Monster that has fly with 12” move and a re-rollable run and re-rollable charge. That’s a very reliable 20”+ move and charge with fly, solid imo. The battalion is likely only useful if you want to get the Lord of Incarnate GS to succeed, but in any other case, perhaps it’s a bit of a trap. Him going wild, might just be a boon. So in case of only taking the incarnate, I’m down for that too. 

    • Like 1
  13. 3 hours ago, DocKeule said:

    Because it isn't even close to being balanced and would diminish their chance of winning.

    Just as the warscroll battalions this stuff is not made for matched play but for narrative play with points.

    Lol, except it’s not. That’s why there’s different sections including a Matched Play section. Also I don’t know in what environment you play, but I’ve never once met a person as cringy as you describe. They’ve always let me play with whatever I brought. On tournaments if I brought something special like a legends unit, I first checked it with the TO, before I brought it. The worst situation I came in was that someone denied me using a proxy model once, because it was slightly shorter than the original. This was at a bigger tournament and I solved it by just swapping it with the original. But not once did I get denied to use alternative rules if they were available for use in Matched Play and the TO. Okayed them. Outside of tournaments everything is always fine. I never cheese my way with half an army of legend models. Nor is is that good to do. I’ll tell you once someone denies me to use the krondspine under the Matched Play designed rules, when a TO okays it, or outside of a tournament. You’ll be waiting for a while. You must be surrounded with bitter neckbeards, I feel sorry for you.

    • Confused 1
  14. 1 hour ago, Derek said:

    @That Guy  remember that you can only access that battalion you’re talking about if you and your opponent agree to play that battle pack.     I’m still not sure the incarnate is worth the points.  But I guess time will tell. 

    I didn't buy it yet, but I think I will. I also need an update to my table at home. I've been playing 3 of the same settings on my table for years now. Only last year did I buy:

     Realm of Battle: Blasted Hallowheart | bol.com

    Which in size is close to a 2000p battlefield. I'd like to expand it with the realmscape box perhaps and have another field to play on.

    When it comes to competitive play, I think people will just allow you to use those rules? Why would someone deny you from playing with new rules specifically made for matched play?

     

  15. Made a list for Ionrach that includes the Incarnate linked to a Sea Eidolon. I’m not sure to give the Eidolon general for the potential extra casts or to keep the unstoppable fury king. As for a Grand Strategy i think about “Beast Master” or the new “Lord of Incarnate” which basically requires you to keep your Eidolon alive in order to get it done(The incarnate cannot revert to its wild form). There is even the option to go for a 2 drop instead of a 1 drop and include the “Incarnate Masters of Ghur” battalion, which makes it so that the Incarnate doesn’t revert until all included units in the battalion are slain.

    Army Faction: Idoneth Deepkin
        - Army Subfaction: Ionrach
        - Grand Strategy: Lord of Incarnates

    LEADER

    Akhelian King (250)*
        - General
        - Command Traits: Unstoppable Fury
        - Bladed Polearm and Falchion
        - Mount Traits: Voidchill Darkness

    Eidolon of Mathlann Aspect of the Sea (325)*
        - Spells: Steed of Tides
        - Enhancement: Krondspine Incarnate

    Lotann (115)*

    BATTLELINE

    1 x Akhelian Morrsarr Guard (390)*

    1 x Namarti Thralls (260)*

    Namarti Thralls (130)*

    Namarti Thralls (130)*

    BEHEMOTH

    Krondspine Incarnate (400)*
      - Bond: Eidolon of the Sea

    TERRAIN

    Gloomtide Shipwreck (0)

    CORE BATTALIONS:

    *Battle Regiment

    TOTAL POINTS: (2000/2000)

  16. 3 hours ago, Landohammer said:

    Is it confirmed that the new Thondian book is officially the new matched play setting? There seems to be some confusion in my group as to whether this is an optional supplement or an actual GHB level matched play update.  

    If so that battalion might give me some piece of mind lol. And being one-drop is just icing on the cake.

    This is the most official answer I can give you, they basically don't replace, but are a separate pack altogether. So an addition. bdd6d9c9f40f4ce01e37f83219ddfa87.png

    3 hours ago, Landohammer said:

    I know a lot of us are annoyed at just how terrible our only monster continues to be, but I wouldn't count on the Mourngal getting an update in the codex. GW doesn't typically update FW warscrolls in their codexes. We will need to wait on another Monstrous Arcanum update, and unfortunately those are painfully rare. 

     I fully expect it. Just like the Bonegrinder Mega-Gargant got updated for Sons of Behemat. 

    • LOVE IT! 1
  17. One reason could be to achieve the new Grand Strategy “Lord of Incarnates”. This GS is achieved if your Incarnate is on the field and not reverted to his wild form at the end of the game. The other reason could indeed be to have just a little bit more control over it. In case of a nurgle tarpit for example you do have to be careful for placement. If armies like nighthaunt or first prince mess with your movement, your closest target might just be one of your own units.

    • Like 1
  18. 9 hours ago, Kadeton said:

    Why would you care if the bonded hero dies? After that, the Incarnate gets better. There's no reason to ever put yourself in a position where you're at risk of it attacking your own models.

    038F2C66-992C-4524-BE1E-0F9957B07716.jpeg.2ba24aa64e8db25729837c5c3030f531.jpeg
    If you care so much for it going wild just take the Incarnate Masters of Ghur battalion. Only when all units die from the bat. does he go wild. And it’s a one drop, so at best you’ll probably be a 2 drop army, which is not bad for basically making sure your incarnate doesn’t go wild. What’s nice is that the bonded hero can be over 10W too so take an Eidolon of the sea for Idoneth for example, now the eidolon benefits from better casts, unbinds, dispels and the incarnate doesn’t go wild before it dies and all units from the battalion. For Nighthaunt though, i guess it puts less pressure on your smaller hero being assassinated, now you actually don’t have to hide anywhere.

     

    • Like 3
  19. 33 minutes ago, Landohammer said:

    I have seen some excitement for the Incarnate, but keep it mind we currently have access to the best Mega in the game and it hasn't done much to lift our army out of effectively last place. And honestly I currently recommend the Gatebreaker over the incarnate as its a lot harder to deal with, isn't reliant on a easily sniped hero, and won't turn on you.

    I am personally a sucker for GW's boxes (I recently split Eldritch Omens and Arena of Shades) but even I am passing on this one. 

     

    It’s cool and strong. But also costs 525p, takes CP and doesn’t count as 20. Mightier, but not so much rightier.

  20. 4 hours ago, Kadeton said:

    The Incarnate definitely seems like a much more effective monster than the Mourngul (which is a shame, but so it goes). It's an immovable object you can use as the anchor for our glass cannon units. It blocks charge lanes, absorbs fire that would otherwise kill whole units, and presents a credible threat that can't be ignored. It will solo an entire army of Stormdrake Guard by itself, should you happen to run into that kind of list.

    And not give any extra victory points for being destroyed hahhahahaha! Gottem. 

  21. 7 hours ago, Neck-Romantic said:

    TBH I much prefer frightfull touch; Ide rather bypass the wound and save rolls for 2 instead of 3 damage.

    Beyond that and the point of save he seems pretty much the same

    Oh yeah for sure. It’s the sustainability combined with the low cost that we lost. Frightful touch is much better for the offensive. The problem is for 10 wounds being on a 4+ Ethereal with 6+ ward doesn’t cut it when it comes to survivability. Don’t forget it was sitting on a 3+ save unrendable. With 5+ ward. With mystic shield you were able to make it a 2+ save 5+ ward monster that heals in every combat phase if it killed something. It was obnoxious, but very strong. If they didn’t ethereal it and just brought it to a 4+ Save, we could’ve made it a 3+ with mystic shield, or just let it stay at a 3+ but make it ethereal. Now he just dies in 1 turn. It’s a shame… because he’s so cool and a necessary unit for us in a viable context. We need a monster that we can count on, without crippling ourselves. That monster has been Mannfred and Nagash for a while now, but let’s be honest. We want our mourngul or another pure nighthaunt monster to be good. 

  22. 11 minutes ago, dmorley21 said:

    The Mourngul is Forgeworld and will not be updated with the book. Forgeworld stuff tends to get update randomly all together during the some summers.

    I think the incarnate has a ton of potential in our army. It does not need to be bonded to a wizard, so bonding it to the Scriptor Mortis and then hiding the Mortis might have some game too. 

    You are right. It’s rules won’t be updated inside the tome. Maybe this will change if GW decides to keep selling forgeworld models with their new releases, for example like with the tyranids at the moment. They are however more on point with updating forgeworld rules in accordance to new releases through the faq pages. As for the Krondspine, i do not disagree that the Scriptor Mortis bond is a good choice. He just has to judge a model and hide, but i’d still rather bond him on a wizard and benefit from a boost to the casting.

  23. 41 minutes ago, Neck-Romantic said:

    At this point I dont even remember everything the Mournghul lost beyond a point of save. What else did he used to do?

    Well yes, it used to be 3+ save on top of that his Ethereal was stronger, it used to outright ignore rend, instead of also blocking out positive modifiers. He had 2 iterations i believe the older even stronger. I do know that ravening onslaught caused 6+ to hit to do +1 damage on his attacks making them the same profile as now but with 3 damage. No frightful touch though. He also was, you know a lot cheaper. In his oldest iteration he was summonable(which also would allow him to get healed from multiple sources) and had a 5+ Ward.

    This used to be his oldest and strongest state:

    B5800FCC-4CEA-4D31-A926-6977A8110547.jpeg.89c4c0d8cc0047be95f5e663e6918c5d.jpeg

  24. 2 hours ago, Neck-Romantic said:

    Think we will see anything new beyond arena of shades and awlrach?

    It is pretty unusual to have a new unit released even after a battle box. That does wake the question inside: “Is there more?”. Personally i think we might still have a shot on a few new units. I think they’ll keep the Scriptor Mortis exclusive to the box for a while, but i do believe they might release the craventhrone guard as a seperate box set when the codex releases. It’s already pretty unusual to have a new unit release on top of a hero in a boxed set. I still have some hope to see a monster release, just as a final surprise. At this point the usual release cycle is broken, so it’s all uncertain. We can however for sure expect a new themed dice set. Every new book release both aos and 40k gets a new dice set nowadays. Let’s pray ours is not overly boring. On top of that, i truelly hope they don’t forget about the Mournghul. Because in fact that is our monster already. I just hope they give him some of his lost glory back. Even if they would return him to his old state, i believe in the current meta, that isn’t do broken anymore. #unleashthebeast. If not i might consider that krondspine incarnate and  bind it to a guardian of souls or something, under reikenors if it still exists. Sadly we can’t bind it to Lady O, Reikenor or Nagash, because the incarnates are considered enhancements. What do you guys think about Krondspine in our army?

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