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ByronicHero

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Everything posted by ByronicHero

  1. I am planning to try the below. I think chalice will be really good, and I like having the opportunity to propel the horrors forward to contest objectives early. I'm not certain it is better than just having another big bad, but I suspect it will be and it is what I'm going with. S: AAR (same set up but with Deranged Trans) + 3 x horrors M: AGKOTG (same setup) + 10 ghouls R: 10 ghouls + Chalice
  2. Hello, I'm sure this will have been asked, but a quick search here and a cursory Google search didn't yield a sufficiently confident answer. Regarding the KOS command ability: 1) Does there need to be a unit that could be legally chosen to attack for the first time to use the ability? In essence, can the KOS use it on itself to attack for a second time if it is the only unit I have in combat? 2) Related to this, how does this interact with making things attack last in either situation. If the answer to the above is yes, could the KOS simply attack twice if the unit it is engaged with is attacking last? If the answer to the above is no, if I have two units engaged and all of my opponent's units are attacking last can I resolve all three attacks in whatever order I choose? Many thanks in advance.
  3. Okay sweet, just wanted to make sure it worked that way as controlling the turn is appealing to me. Well, there is nothing too set in stone at the moment as I still have two SC boxes to paint for another army first. However, I know that I want the list to have lots of shooting because my current armies have essentially none, I want to use the Ironclad because it is cool and also want to use Brokk because he is hilarious. In a 1200 point list that is problematic as I would ideally like a blob of Arkanauts and a Khemist. Ironclad (420) Brokk (260) 3 x Endrinriggers (120) 20 x Arkanaut [6 hooks] (240) 10 x Arkanaut (120) Khemist (160) The above currently comes to 1320, but looking at the things that exist in the game for purchase at 420 points I can't imagine the Ironclad won't be cheaper and hopefully maybe some other bits will somehow drop this to 1200 😛 That is a bit too hopeful of course, so more likely I'd drop the Khemist as I'm not really getting the best out of it here and hope to see 60 points in reductions to put in some Thunderers, or even at current points just take the extra command point for charges and such. Or, to have someone to put traits and such on, drop to the min units for Arks and keep Khemist or play another hero (not really looked at them much). Alternatively: Khemist (160) Arkanaut x 40 (480) Arkanaut x 10 (120) Ironclad (460) I'm 'sure' GHB19 will include a max unit price reduction or an Ironclad buff to the tune of 20 points. The problem with this is the lack of objective options. I really like the idea of having Brokk and some Endrins to give me some assault capabilities. So, as you can see my thoughts are quite fragmented. I'm pretty set on Brokk and Ironclad though if I can fit them both in the army reasonably. Maybe Endrins will become 'battleline if' with Brokk in which case happy days 😛 I'd welcome any advice.
  4. Hi, I am pretty sure KO are going to be the dwarf army I choose. I know points and such are likely to change but I have been thinking about what I want my 1200 - 1500 point lists to look like. Am I right in thinking that if I take an Ironclad I can count 20 Arkanauts and X Endrinriggers as one drop at the same time? Are there any downsides? I have no experience of playing embarkation and such in AOS.
  5. I am also attending a 1k tournament in a while and am 100% going to be running the following with feast day if I decide to play FEC (and the GHB19 hasn't dropped): AAR +2 spells and unbinding (Deranged) AGKOTG (Blood Feast) Ghouls x 10 Ghouls x 10 Horrors x 3 Chalice I agree that units of 3 dissolve easily but 1) AGKOTG will munch almost anything an opponent can have and on the smaller tables you can hit whatever you like 2) I want the chalice in case I want to run him into larger units, making it so they have to do all 14 wounds at once 3) deranged allow me to get the horrors where they need to be a little easier and, again, on 4 x 4 tables that is plenty fast enough. I have never had to summon more ghouls in small points games, it just isn't generally necessary. With most battle plans you move fast enough and want to attack enough that you can claim any middle objectives pretty easily and then often even if your assault is dealt with you have won the VP game already.
  6. I use mine as a second line of assault in range of the re-rolling attacks. A unit of 6 with the average +2 attacks from an AAR attacking twice will kill almost anything that isn't extremely resilient. 62 attacks, 31 hit, + 15 from the re-rolls, of which 7 will be 3 damage and 35 2 damage. Even a unit with 3+/6+ is taking ~30 wounds with average rolls. Much of the time the AGKOTG goes in and deletes something, they spend a turn trying to deal with it, then the horrors arrive with a varg to support and cripple them. Even if you don't get the extra attacks they still put out a lot lot of damage. So yes, I think Feast Day is the way to go personally.
  7. Would you mind providing an illustrative example?
  8. Hello, If an ability applies a modifier to a 'unit', for example +1 to hit, would that apply to both the rider and mount if the target unit was such that it had attack profiles for both. For example, does Chaos Lord on Demonic Mount's CA apply the modifier to both the knight and the steed? If so, are there any instances where this wouldn't be the case? I have been playing that such buffs do affect both and nobody has corrected me, but just wanted to be completely sure. Many thanks in advance.
  9. I would definitely kitbash and just accept that the proportions are a little off. As a general rule too big is better than too small as that will only negatively affect you so you are not gaining any advantages. My AAR bashed entirely from leftover SC box parts is not correctly proportioned, but he is fit for purpose and clearly recognisable as not a basic unit. Obviously if you need it for tournaments with more stringent rules then YMMV, but mine was fine in my local store.
  10. Yea fair enough, that makes sense. I feel you RE the bank account. I have been playing 2 months or so and have an army of FEC, 1400ish points of STD with the SC boxes for both Nurgle and Slaanesh, the various scenery pieces, Archaon, the biggest case, loads of paints and such. Ergh. I have an addictive personality and get into things pretty strongly. RIP my wallet. I'm having a lot of fun with it though so whatever.
  11. Yes, around that seems about right. So 15+ wounds into your average 4+ unit with no other saves if they can all attack. What size bases are they on? Either way, they seem like a very attractive alphastrike unit that would be great to use for ruining synergy, blasting generals and the like. I tend to use my ghouls (always min units) exclusively for screening and sleeping on objectives so I will make sure to use them sensibly vs the rippers. Ah nice, I have built a STD force (love me some knights) and bought some demons for a couple of gods to be able to play with some actual rules until a tome comes out. They feel so incredibly bad after only playing FEC, but I have managed a draw and a (fortunate) victory with them so far which is probably the best winning rate anyone has ever had with them 😛 I just need to absolutely never use them again to maintain it. Order armies will likely come down to KO or Seraphon for me. The former for the aesthetic and because Brokk is hilarious, the latter because space dinosaurs. Freeguild are cool. I played a couple of fantasy games when I was a kid and only used Bretonnians. Destruction is hard. Gutbusters is the most amusing choice left to me. I have never owned an Ork army though, even 15+ years ago in my 40k days. Who knows. I need to stop myself buying more things though as I now have at least 60 models to paint, plus an Archaon. Oops.
  12. I wonder if anyone has run the numbers for the expected damage of the Rippers in each case. It is certainly going to be large but I don't see why a 4+/5+/6+ TG couldn't survive unless they rolled really hot. Maybe I am underestimating them. Edit (warning: lazy maths as CBA): I found that the average is 12.83 or 19.79 (toad vs no toad) for 3 rippers which is disgusting for 140 points and with the toad you might do 25 wounds before saves with decent luck. If we say you save 12 with the 4+ leaving 13, 4 with the 5+ leaving 9 and then 1 of those with the 6+ that is 8 wounds. Without the 5+ you save 2 with the 6+ and take 11ish. A unit of 6 is going to do 29/30 just on average, so easily 35+ with a little variance which could very well delete the AGKOTG. If I ever see them I will be hoping they flop the charge. They seem pretty undercosted, but I suppose they do just melt to anything. I am yet to decide what my order army will be, but as I am a Trek fan I like the idea of an army of Voth 😛 I shall investigate further. I don't relish the idea of painting a million skinks.
  13. Great, thanks for the reply. I will keep all this in mind if I play the armies. I just had a look at the ripper warscroll for the first time. I assume it is the 'Voracious Appetite' coupled with a Blot Toad that can become disgusting? They seem like an incredibly swingy unit.
  14. Congrats. FEC have such great tools for low points total games. The only game I've had with them that was close was vs an opponent running a ghoul heavy FEC variant which was very problematic for me and required sacrificing units to accrue objective score. Morathi seems scary, if it transforms do you just ignore it, or try to put just enough attacks into it to whittle it down? I've also not played vs Seraphon, what are their problem units that caused your loss? Hordes of skinks?
  15. I could, but I'm not going to. An additional issue is I would have to magnetise all of those wings to have any hope of transporting it. I'd be interested in seeing how people move 6 of those models around otherwise. Big plastic tub with metal drilled in?
  16. Doesn't appeal to me as I like being able to also play the objective game when necessary and also wouldn't want to field an army of one type of model. I do admit that it seems disgusting to play against for some armies though.
  17. When you throw the AGKOTG into a priority unit and kill it your opponent will often throw everything reasonably close to it into it to ensure it dies. This 1) wastes a lot of their initiative 2) can move units away from good positions and 3) allows you to often cause a bunch of extra wounds when he explodes as people forget. Generally, if he gets his shield off on himself and an AAR buff I am sending him in almost 100% of the time. Getting through 4+/5+/6+ 14 wounds is hard enough that I don't typically care if they are able to kill him as it will have wasted so much of their turn, and by my next turn my horrors are in range to buff and send in too. Shooting is an issue. I tend to risk a knights summon to harass them if possible. If I make the 9 charge then great, if not then it makes them have to decide what to kill.
  18. So, provided a single wound is unsaved it is a guaranteed D3 wounds. Understood. Many thanks.
  19. I'm sure this will have been asked before but a Google search didn't yield a clear answer. The ability refers to 'step 4 of the attack sequence'; when exactly is that? Many thanks in advance.
  20. Okay grand, I'll grab a couple of trees and the SC. Thanks.
  21. You can make your own AAR with a bit of imagination from the bits and pieces left from the SC boxes. I did as I needed it for a tournament and it got local GW approval at least. I made a silly throne from the front check piece of a TG kit and attached it to a rock, used a combination of vamp lord and flayer parts clipped down to make the actual AAR and then added skulls and such to taste. It is imperfect, and I made the arms far too large, but I cba to fix it as I am not playing FEC atm and it is certainly preferable to paying Ebay prices. Also don't worry about clogging up threads, it takes an irrelevantly short amount of time for anyone who doesn't care to scroll past any given post. Unless you are posting a bunch every day for no reason (no revisions etc) I don't see why anyone reasonable would mind. Then again, I am pretty new here and there may be a ridiculously draconian moderation policy I am not aware of.
  22. If you mean the AGK versions: no, it isn't better in strictly all situations but as a single unit it will almost always be unconditionally better as the ZD is strong in tandem with other units. ZD has a few advantages but really you take it if you intend to make good use of the ability. That being said, at 40 points more expensive I don't think I'd use mine outside of having fun. However, a unit of 6+ horrors re-rolling all attacks and wounds if it is close to the ZD would be pretty disgusting if paired with some extra attacks from the AAR. If you get the +3 and manage to attack twice with the whole unit you are looking at around 100 damage worth of saves. Obviously you on average will just get the +2 attacks and maybe attack with 3 - 5 in each round of attacks, but they would consistently eat plenty of units. A large horde unit could more or less be removed in one go. If you are including the riderless options then I am not sure as I don't play that style, but personally I don't see why I would choose a ZD over a TG (but am happy to be educated). What you should build depends on your aims though. I personally value options over competitive value, but we all have different aims.
  23. Hi. New STD player who is focusing on playing within the Nurgle shell first. I have a question with regards to summoning: Do you tend to find it is worth summoning additional terrain / small units early on or just waiting and getting something mid game to contest an objective? I am thinking of grabbing the SC for summonable demons and a couple of Maws?
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