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Ignatius "Nate" T

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Everything posted by Ignatius "Nate" T

  1. I’ve been checking out the combos from every city for corsairs. Anvilguard jumps out because of the two things I listed as well as the battalion but who knows what I’ll end up going with. And they were 80/240 before cities as scourge privateers. Haven’t seen anything about it yet but yes. They used to be and hopefully still are buy 30 get 10 free
  2. In my opinion the scourgerunners are more useful as gigantic screens. The board control they have is insane. Their base size means that you can control huge amounts of the board, for fairly cheap. Especially if you run them as units of 1, you should be able to position them to block off most things. Who cares if your chariots die if they absorb a *pick your favorite bully unit* charge. I think they are going to be a way to get corsairs* up into combat at closer to full strength size. Put the chariots in front of the corsairs, and deliver them into your opponent. Their shooting is nothing to write home about, but that's not what they are really there for. Taking singles not only for the bonus as the unit leader but also as an even better screen is the best bet as well. I think I'll be going with a MSU style with these guys, mostly so I can feed sub - 100 point units into the opponent all game. Particularly with the command trait, this army is going to be built around attrition. I really don't think I'll be able to lose the 160 corsairs I'm planning in most games, and I image having 4 cheap chariots will help with that as well. *Or whatever you'll be running
  3. I’ve been looking at assassins as well. They will be a nice addition to units of corsairs who may struggle against small based tough characters where you can’t get 10+ corsairs into combat. Im not familiar yet with how the cities all interact with each other so I don’t know how you get one from Ghyran to help out Anvilguard but I think they will be good enough to take without the artifacts. I’ll probably end up running 2-3 at a time.
  4. I agree. I think a flat 2 would be amazing. And I think the list is a lot of fun and worth a try. It’s not anything like what I’ve played before and I had a great time. It’s definitely not going to win you big tourneys but it’s still fun. I posted the list on this page up a few posts. But I took 2 soulpikes, 2 amaranthine orbs, 1 vile transference, and 1 amythistine pinions. I took necromantic for the +1 cast but the -1 bravery stacked well with the banners and purple sun. And the aetherquartz brooch for the regenerating CPs. Mist form literally did nothing for me. It never came up. But I still think it’s strong. It’s actually a corpse cart. I didn’t think the actual model would fit in well with my knights I converted. It’s made from dark elf dark riders pulling a chariot made from pieces cut up from the coven throne.
  5. Hi all. I just recently finished getting my Soulblight army finished. I took it to a smaller GT and did pretty well with a list containing 6 Vampire Lords, a Corpse Cart, 20 Blood Knights, and a load of endless spells. The more I've been playing with and looking at the army the more I think Legion of Blood is probably the more competitive choice. Particularly because of the +1 attack Blood Knights. It looses out really only in the case of the +2" move and fly bloodline, and the battleline status for Duality of Death. I'm thinking though that having gravesites to allow me a screen of little dudes to absorb charges and keep the blood knights from being charged, then summoning them again for objectives after they are wiped out is better. This is what I'm looking at right now: Realm (Undecided) Legion of Blood Vampire Lord on Zombie Dragon - Artifact (Undecided, Ethereal? Ghyrstrike?) -Vile Transference Vampire Lord on Nightmare -General (for safer summoning... Dragon instead? -Aristocracy of Blood (either way) -Vile Transference 10 Blood Knights 5 Blood Knights 5 Blood Knights 5 Blood Knights 5 Blood Knights 5 Dire Wolves 5 Dire Wolves 10 Chainrasps 2000/2000
  6. Palisade is 30 points. So the 6 Vampire Lord list I ran this weekend managed to get me 4th of 22. I know. I'm just as shocked as you are. Not a ton of players, but some very strong netlisty type lists present including Morathi and witches, mass Plague Monks, Idoneth Eel spam, and Tzaangor Skyfire spam. 1st-4th was also 1 army from each GA as well, which is a fun little side note. In general I find that the Lords themselves are entirely too swingy. They are essentially just a Blood Knight Kastellan in terms of damage output, I think I over estimated their potential in combat. That would cost me in some games, while in others they mearly did OK. By the end I had used them more for outflanking and taking on units like Namarti Reavers or Skeletons. I had great success with Amythestine Pinions, and not one time got Soulpike to do anything. Either the unit I put it on I charged the same turn, or I was too far away to cast it on a unit I knew would be charging. The endless spells really just ended up getting in the way more than anything else, and I wasn't impressed with their output. I dominated the spell game, basically getting off whatever I wanted. Blood Knights are incredible, and more than one time I used a CP to give them an additional attack as well as another CP for All - Out Attack. It spikes their damage to truly absurd levels. I find that I have a very itchy trigger finger with them, and almost always go for the charge if I can. There's almost never a time where not charging will pay off in the long run. The D3 damage gets crazy. Highlights include murdering 30 Namarti Thralls, 26/30 Vulkite Berzerkers, 20 Spider Riders, 30 Skeletons AND 10 Blood Knights, and 6 Rockgut Trolls and 3 Fellwaters. They are also super tanky. The Hunger was way more useful than I original read it as. In the end I managed a Major against Gloomspite Spider cav on shifting objectives, a minor against Nagash on Total Conquest, a minor loss against Fyreslayers on Knife to the Heart, a Major against Gloomspite Trolls on Duality of Death, and a minor against Idoneth Deepkin Namarti Spam on Focal Points. Also fun little charge in the final game:
  7. Hordes of Corsairs are still the way to go. Or at least that’s what I’ll be playing. Things that jump out initially at me are: Vitrioc Spray making rend totally unnecessary and the huge numbers of attacks you can get from a horde of corsairs incredible. They didn’t get buffs to hit or wound but throwing another attack on them from a Fleetmaster and generating large numbers of wounds should do great work. With that power it favors large numbers of weaker attacks than it does more quality ones. And most important in my opinion is the command ability. Keep a unit of 10-20 handbow corsairs wrapped around a fleetmaster just behind a unit or 2 of 40 more corsairs in combat. String the handbow unit out and pick them. You should be able to cover huge amounts of the board as other units benefit from battleshock immunity as long as they are wholly within even just 1 model from the handbow unit. Solves the issue of your corsairs running in the first round of combat and you only need 1 CP a turn to keep them all in the fight instead of 1 per unit.
  8. Ciao all. Soulblight was always one of those armies that was on my “list” to play. I loved the idea of bloodknights and heavy cavalry but wasn’t a huge fan of the models. I knew I could create my own with something other than the standard dragon blades but hadn’t come up with how until recently. I built 10 knights and took them as mercenaries to my Clans Skryre Skaven for NOVA this year and they crushed it for me. I decided now was the time and expanded the army for another GT in New York in November, but in the mean time have another one crop up for this weekend. The army isn’t really ready but I still wanted to take Soulblight. So this is what I came up with. Bloodline: Necromantic Realm: Hysh Leaders: -Vampire Lord on Nightmare General- Mist Form Aetherquartz Brooch Spell: Soulpike -Vampire Lord on Nightmare Spell: Soulpike -Vampire Lord on Nightmare Spell: Amaranthine Orb -Vampire Lord on Nightmare Spell: Amaranthine Orb -Vampire Lord on Nightmare Spell: Amethystine Pinions -Vampire Lord on Nightmare Spell: Vile Transference 10 Blood Knights 5 Blood Knights 5 Blood Knights Corpse Cart Geminids of Ul Gysh Aethervoid Pendulum Quicksilver Swords Purple Sun of Shysh Balewind Vortex Soulsnare Shackles Just something I threw together for fun and to see what happens at the GT level with a joke list like this. The strategy is pretty obvious. Throw Spells forward and hope they do enough to keep the Blood Knights alive for the charge. Any thoughts?
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