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ByronicHero

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Posts posted by ByronicHero

  1. 27 minutes ago, Celadoor said:

    That's a super interesting list, it would be nice to just have everything be very fast I guess :D I'm definitely adding this to my list of ... ya know ... lists 😛   and it's now #1 contender for my 1k game - thank you kindly for your time, I genuinely appreciate it.

    I was a little torn on putting a Battalion in, I liked the idea of extra ednrinworks, and the re-roll 1's - but I see what you mean .... it's  more than 10% of my total list in a battalion and it won't mean much if I lose my units and no-one gets the benefit anymore :D 

    Assuming equal skill and luck I think that list would beat your friend's list most of the time. This isn't super important because especially now whilst you are learning the game it is far more important to play with things that you think are cool. 

    Battalions are very strong, but a lot of their worth is tied to being able to decide initial turn order in games which is not as relevant for ME. Also the effect obviously scales with the more things you can put in a battalion which naturally means they are more effective the larger a game is. 

  2. 1 hour ago, Celadoor said:

    I'm looking for some advice for a 1k Meeting Engagement coming up, where i'll face up against a SCE Army - going Hammers of Sigmar.

    Their army is going to be

    • 15 Sequitors  (1x10 + 1x5)
    • 10 Evocators  (2x5)
    • 1 Lord Arcanum on Gryph-Charger

    The list I was mulling over is below - but i'm actually contemplating re-organising it towards Barak Thryng  if possible  (despite having no allies) - reasons:

    1. he only has 5 units total.  So I can perma-tag both evocator units and his hero with re-roll hits of 1, and then use the battalion to target the sequitors when I need to.
    2. I fear a massive charge from the Lord Arcanum, followed by dropping 3 flasks, and dealing 3xD3 mortal wounds to an Ark. Company - with Thryng, some of them might get to fight anyway?

    Grudgehammer probably isn't that great for a Khemist though.

    I have about 2k points - across 12 Riggers, 10 Thunderers, 20 Ark. Co, 2 Frigates, 2 Gunhaulers and 1 of each hero - I'm just a bit overloaded with options, and my play experience is VERY limited, so I just don't know what works (had 2 games so far)

    Any help appreciated - or alternative list options based on what I have available

    image.png.a34a38906de760d10bf62cf2440eac49.png

    I have not played any MEs with KO specifically. However, I would never really take a battalion at such low points totals as you really don't get value from it. Also, if you are worried about him dropping his units from the sky you could go for Mhornar ans use the navigator artefact to make it impossible for him to charge your ship with one unit a turn essentially.

    If you want to use Thryng (seems sensible) I would rather use Riggers rather than Arkanauts as they are going to do a lot more for you if they roll to fight after being charged. Plus, if you take an Endrinmaster to make the riggers battleline he will put in work against the Arcanum (and anything else). Lastly, my experience with MEs is that speed and the ability to reposition quickly are king. 

    My first pass is that I would play something like this. Thunderers chill in the Gunhauler and fly off to murder things. General and his melee Riggers do similar. Should be good fun. You could also give the melee unit one skyhook for superior charge if you are so inclined. 

    image.png.b9eaf41d161089aedb0cabf44612a466.png

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  3. On 7/27/2020 at 5:11 PM, Kramer said:

    True. And for some reason it’s almost always thematically the coolest armies. I have a 1K daughters army that I never played as hag nar.  ‘Get a better save for being more dedicated’ never was as cool as ‘wreathed in shadows they disappear and reappear every turn’ 😅

    also didn’t like the feeling of bringing ‘that’ list to most off my opponents. Some like that though so it’s nice to also play the tournament practice matches. Competitive is great fun too, and then I don’t mind as much. 

    My first army was FEC when they were very strong (I had no idea how strong anything was, just picked them because I played some Bretonnians back in the world that was) so I felt it was important to balance that out afterwards. I did contemplate 300 shootas/stabbas and a couple of shamans but the meme was not worth the torture of getting them tabletop ready (or indeed playing with them). I have the common issue of plastic wanderlust. I keep being enticed by new ideas before finishing any of the ones I have started. But I have commited to completing my KO collection before doing anything else. Then maybe I will finally paint Archaon.... 

     

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  4. 2 hours ago, Kramer said:

    Well it’s mainly that. I like to always try out the thing people aren’t doing 😅

    bit contrarian that way. That’s why I play underguts and vanguard chamber 😂

    Oh same really. I own both a KO and STD army, both bought when they were considered useless on the tabletop because I like finding ways to win with different things. I also find when you play janky armies you have the benefit of your opponents having a limit understanding of what your things do. 

  5. 33 minutes ago, Kramer said:

    Yeah Oppurtunistic is a shame, but with fly high I just tend to set up my frigate in a corner with a screen around it and just go anywhere. 
    But question about that. It says: 'before the first battle round begins, you can remove that SKYVESSEL etc.'. Core rules says" 'At the start of each battle round, players roll off, and the winner decides who takes fir turn.'
    So I got it correct that opportunistic applies before turn order is decided? Just to check that I havent interpreted wrong, but if it works this way it's not a big loss for you. Galeforce on the Clad is a good call though. 

    I'm still vaguely looking at Thryng for a ground based Ko force. Just to give it a go. But battleline remains a struggle. 

    Maybe i'll try something like this on TTS:

    866555505_Screenshot2020-07-27at11_03_01.png.999f9c60f649b74d7fb56b2fd82c3c15.png

    1624524483_Screenshot2020-07-27at11_06_12.png.6055bbd29ea1e242b6e2286510dbfc4b.png

    (warscroll builder didn't give me the Barak choices)

    Given how everything is worded, I agree with you that it would happen after deployment but before the person who finished deployment first decides turn order. If they can choose to go first and try to alpha strike you then this has value, but as a two-drop list the hope is that I can make this decision a lot of the time anyway, in which case I can fly high and get out of danger if needed. The Galeforce strikes me as very strong in aggressive metas. Nothing can drop 9" from you and charge you without buffs, and even then they will need some extremely strong ones. Even a double proc of Gavriel would leave them needing to roll a 6 which is not guaranteed. I think it would mess with a lot of people. 

    A ground force is interesting. I played one in 1250 games with the old book with a lot of success, but that was built around the classic 40 ark blob. I think it is just hard to see the incentive for it really (other than fun of course). 

     

  6. 6 hours ago, Kramer said:

    I like the second one. But there you won’t get much use out of WLV I think. In the first you can give the gunhauler the boatifact to carry the khemist forward. Hero phase move, cast, move back. 

    but without that hero phase move it becomes harder. Would still work as a roadblock though. Just can’t imagine it being as effective. And then is it worth 170 points? (New points were 80 right? )

    That is a fair point (yes it is 80). I think in my head I was just going to use it as part of a fly high alpha strike, but as I intend to take a squad of melee riggers with me I think that makes even less sense as I would probably be running into it. I have plenty of arkanauts so could easily make that squad a 20 for some superior screening and objective holding and replace the khemist with an endrinmaster for some extra healing and such. 

    In Mhornar I'd not be able to use opportunistic because the general wouldn't be able to garrison the ship which is a bit of a waste of a trait, but I would get the Galeforce Stave which seems very strong, making it functionally much harder for the enemy to hit the clad hard enough after you drop. Plus the standard run and shoot first turn which would help me get my units where they need to be. I tended to use Mhornar in the old book. 

    Thryng seems to provide some strong buffs all around. giving me re-roll 1s against units that matter saving me from needing to use aether generally and the fight before removed mechanic seems very nice - especially for the general.

    image.png.bd02e74e3d49d607204fdb432c77ac35.png

  7. Obviously I am not reinventing the wheel here, but below are the two options I am strongly considering. First is Zilfin, second probably Mhornar of Thryng (with artefacts and traits changed as required). Both have WLV. I think I prefer the second one, probably Mhornar. Lower drops and more battleline for the missions where it matters. Any thoughts?

    image.png.b8dfc1ceb2257deb26505bb573db2a9d.png

     

     

    image.png.33d698c246e14fe12f4eec7e6789c89f.png

  8. Hello friends. 

    A few questions (apologies as I am sure they have been asked but apparently my googling skills are not very good, haha). 

    1) How does melee work for garrisoned models? Are they all assumed to be stood at the edge of the ship and as such can all attack and also all be attacked by anything within range of the ship?

    2) Can you deploy a garrisoned ship with stuff inside as one drop, or do they count as individual drops that you declare to be inside the ship as you deploy them? Can you do either?

    3) Triumphs: I assume these must be declared prior to rolling any dice that you want to be affected? 

    I have not been able to play for quite a while so have only just had a chance to look at the new book. 

    Many thanks in advance. 

  9. Well, I have Archaon and enough STD to comfortably round out 2k sat in my display unit eagerly awaiting some lovely new rules and stats. Will probably have to grab a SC box too because the new models are sweet. I actually rather like the old warriors and knights, but I understand I am in the minority. 

  10. On 10/6/2019 at 7:12 PM, kozokus said:

    Hello fellow majestic Knights!

    I have found this list that made 4-1 on the recent LONDON GT single and i wonder what you think about this one. It seems a bit unexpected and i might miss some of its strengh. Can someone teach me the do&dont and the secrettech ofthe list? (after all it might pack some power to make 4-1 in a 77 man tournament)

    Thanks in adavce ❤️

     

    Allegiance: Flesh Eater Courts
    - Grand Court: Court of Delusion - The Feast Day
    Mortal Realm: Ulgu

    Leaders
    Varghulf Courtier (160)
    - General
    - Trait: Dark Acolyte - Monstrous Vigour
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    - Artefact: Doppelganger Cloak
    - Lore of Madness: Miasmal Shroud
    - Mount Trait: Gruesome Bite
    Abhorrant Archregent (240)
    - Artefact: The Dermal Robe
    - Lore of Madness: Spectral Host
    Abhorrant Ghoul King (160)
    - Lore of Madness: Blood Feast

    Battleline
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)
    6 x Crypt Flayers (340)
    3 x Crypt Horrors (150)

    Battalions
    Royal Mordants (120)

    Endless Spells / Terrain
    Chalice of Ushoran (50)
    Aethervoid Pendulum (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400

     

    32 minutes ago, lemonicus said:

    Okay, to start with, the choice of artefacts and spells are a little strange for me. The inclusion of the Ghoul king on foot even more. 

    I am guessing he played objectives with lots of 10xghouls while trying to do max damage with Terrogheist and flayers?

    For Summons with the Archregent I am unsure, maybe 20 ghouls?

    I think the artefacts are fine. I often take cloak on an AGKOTG. I can't say I agree with making the Varghulf a wizard general, but I suspect it is to allow greater mobility for use of command abilities, and extra magic doesn't hurt. I think I'd rather just give the AAR +2/+2 in that case though. 

    With such a limited range of models native to the faction is isn't uncommon to end up with an awkward number of points left after you have chosen the core of the army. Sure, he could have removed the command point and the Pendulum and played a second AAR, or played 3 more flayers instead, but the AGK is essentially a 60 point wizard hero which requires some effort to kill due to a decent save and innate healing, which is perfectly reasonable. It also means 3, rather than 2, units can be summoned to pressure poorly defended areas of the battlefield which isn't a trivial difference. I suspect that aggressive summoning comes in tandem with the Flayer/AGK alpha strike. The Feast Day provides plenty of value and the cloak on the AGKOTG almost guarantees 4 activations from him before he is troubled by meaningful physical combat. 

    You can also never discount the benefit of not playing a cookie cutter list. It is much harder for players to play against a plan that they have not faced many times already. 

    I have not played this list so ultimately this is just first impression guesswork, and certainly not a guide - just to be clear! Haha. It is nice to see some different lists, 

     

  11. 39 minutes ago, Saodexan said:

    Verminlord don't choose spell from the spell lore. 

    Ah yes, my mistake. I suppose instead of the 20 rats/catapult I might just take a Grey Seer then. Would also be superior for plans tat require wizards or heroes for objectives. 

  12. 3 minutes ago, Gwendar said:

    Well, if that's your goal then yeah, at 1250 you're pretty much there with this build. Plagueclaw really isn't great unless you're packing 3 with the Battalion, and even then your better option would probably be more Monks or something else. I still vouch for them being decent (again, 3 in the Battalion) at dealing with Heroes that like to hide and still be used for hordes.

    @Laststand pretty much has it; with Moulder you'll want some Giant Rat hordes and minimum 6-rat squads of Ogres. At 2k I would look more at 40-rat units of Giant Rats and maybe throw in an HPA or 2 along with the battalion.

    Obviously I would like to win as well, but it is a secondary concern as I could do that far easier with things I know how to play. Thanks for the feedback - I suppose if I am doing 80 rats then doing 100 is not that much of a difference really. I shall have a think. I think there is potential in making an opponent have to take a first turn battleshock test on a 10+ unit if I am forced to go first before they can accrue a CP to pass it automatically. I think most armies would have at least one good target for that. 

  13. Hello,

    I am sure some variation of this question has been asked many times, but I have been trying to decide which army to try next and have had a last minute pivot to the rat boys in my mind. I have a lower point total tournament coming up and am thinking of playing Skaven Pestilens. I believe this would be a very standard list, but am I missing anything obvious with the below?

     

    Plague Furnace (General: Master of R&R / Liber) = 200

    Verminlord Corrupter (Spell: Frenzy) = 280

     

    Plague Monks x 40 (Blades and Staves) = 280

    Plague Monks x 40 (Blades and Staves) = 280

    Plague Monks x 20 (Blades) or Plagueclaw [I am not sure which is best, but in the interest of not painting 20 more rats, and using the SC box, probably the Plagueclaw? ;D) = 160

     

    Total = 1200 / 1250 with CP.

    Drops = 5, which is usually good enough to choose turn order in lower points games.

     

    So, in a perfect storm (which doesn’t seem too hard to achieve in general with the artefact and trait), if I am correct, on the charge I am looking at 4 attacks @ 3+/3+ and 3 attacks @ 4+/3+ for the first two rows and 3 attacks @ 4+/3+ for the third row, with natural 6s to hit making those attacks -1 rend and natural 6s to wound becoming 2 damage, and also with re-rolling all hits and wounds. Also, 1/6 of deaths will deal a MW back and if the spell has gone off then they also get to attack before they are removed. 

    I’m sure this death ball is well known but I am a relatively new player and want in on this filth 😛 I understand the weaknesses, but I am bored of the armies I have been playing and have never tried creating a deathstar in this game. There also isn't enormous amounts of shooting in my local meta. Am I missing anything obvious?

  14. As the title says. I have a project idea that will include a lot of pink armour so in the interest of saving myself a lot of time I thought it sensible to prime in that colour.

    Is there any reason I shouldn't use this (personal opinions on aesthetics aside): https://www.waylandgames.co.uk/acrylic-ts-sprays-plastics/28958-ts-25-pink

    I am an inexperienced painter so perhaps I am missing something in which case please enlighten me. 

    Either way, please make any recommendations of shades similar to that if you have any.

    Alternatively, I have grey, black and greyseer sprays, so any advice about a paint that would match the shade above when applied to one of those primers is also fine. 

    Thanks in advance. 

  15. 5 hours ago, EMMachine said:

    You can run because retreating is a normal move as well.

    Basicly "normal move" is a sentence used for the movement you make in the movement phase.

    I also have a nice little blogarticle about retreating here:

     

    I will have a read - many thanks!

  16. 2 minutes ago, Isotop said:

    There is no rule stopping a retreating unit from running. What FAQ are you talking about?

    I don't recall now, but it was one that suggested that only when a move is designated a 'normal' move can the unit choose to run. However, I believed it was referring to abilities on warscrolls allowing for out of sequence movements and wasn't intended to apply explicitly to retreating. I have always played that you can run when retreating as there is nothing clearly precluding it, but just wanted to throw it out here to make sure. 

  17. 13 minutes ago, EMMachine said:

    If the Battleplan doesn't use there own rules you follow these rules

    You can basicly move away and hold the marker with 0 models as song as your opponent doesn't have a single model in range.

     

     

    It's basicly mentioned in the corerules (Page 11)

     

    Okay, thanks. I was correct then that it needs to be claimed before I can move away. 

    I appreciate the swift response. 

  18. Is there any rule stopping a unit from running when they retreat? There is a passage in an FAQ that suggests you might be unable to, but it was not clear to me. 

    Thanks  in advance. 

  19. At the start of a pitched battle using one of the objective based missions, am I right in thinking that you don't hold objectives in your own territory unless you have a model within X" at the end of your turn? Put another way, are you assumed to hold them automatically and can thus move away? My understanding is that the formed case is correct, but I was unable to see it stated explicitly and have encountered people believing otherwise. 

    Additionally, when measuring to see which models models are within range of an objective do you measure from the centre or from any edge of whatever you have chosen for a marker?

    Many thanks in advance. 

  20. On 6/25/2019 at 11:41 PM, Gwendar said:

    @ByronicHero Chalice could be, but I feel that with the battleline limitations of Meeting Engagements, I don't see many player's (including us) bringing enough bodies for the Chalice to be properly worth it... at least as far as my meta is concerned, though they could help with the DoK players around here since they don't have too many more options. I picked a heavier-handed list to hit harder throughout the game as needed. That said, if you want to bring a more Elite list with Knights you probably have enough points leftover to throw it in there in most cases.

    I might take along a second TG and try both. Your list hedges better against the scenarios that do not have the rearguard last. Having 10 ghouls wander onto the field won't feel the best. I understand your point with Chalice, but I think even if it is healing 4 or 5 a turn that is fine. It will also auto-win the one objective map I'd imagine. 

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