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Someone2

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Posts posted by Someone2

  1. On 10/11/2020 at 8:42 PM, Liquidsteel said:

    Royal Mordants is great and I've seen Deadwatch place well in tournaments. 

    FEC aren't top tier and you basically play for 3 turns but we can still do well! We're in an okay to good spot in my opinion. 

    Didn't Deadwatch stop being relevant when almost everything went to bravery 10?

    And what deadwatch list would you recommend? I figure you go for 2x6 and 1x3 flayers and 1 infernal, but what else?

  2. So with all the new races since our book dropped and the massive power creep. How does one still compete with FEC? All I see is massively overpriced units due to potential ability stacking.. And that was okay before everyone could just counter almost everything without much trouble. Even when summoning we bring less wounds to the table then most armies start with (and we have worse saves). And dont even try summoning if fighting the new Aelves cause you CP's won't allow it.

    So how do you guys play FEC now? Or better still, what is the most competitive list tocdate with FEC in your eyes?

  3. 1 hour ago, Kasper said:

    My issue with the double turn comes down to how punchy some armies are. Lets say a FEC player goes last. Buffs his dudes with 3+ attacks, then attacks twice ontop of that with Feeding Frenzy. The rolloff comes up and he wins. Im basically having to deal with him attacking 4 times between my 2 turns. Same with a Keeper getting to fight twice, 2 times in a row.

    From my experience very few games last until round 3/4 because of how hard hitting and volatile the armies are with fight double mechanics. At my local VPs are irrelevant, because an army is crushed way before VPs start to matter.

    Going second is therefore never a good choice, because by then a large chunck of your army is gone. Very few use meaningful Endless spells that are predatory. 

    Exactly! Although going 2nd is actually the way to go.

    You can make sure you get 1st turn charge that way or atleast make sure your opponent doesn't get 2 turns in a row (battleround 1 + 2 are the most important rounds).

    As a FEC, IJ and BCR player I almost always opt to go 2nd for this specific reason. Making sure I win the game on round 2 or 3 at the latest. It is done with VP though. Most players forget that you can be wiped and still win... games don't end by a wipe, but by turn 5. If you make sure you get more VP by turn 2-3 for the enemy to even get even without your units on the field, you've won.

    For this very reason I find double turns to powerfull. Way to easy to win the VP game early on without your opponent having a large enough counter force to get enough VP back

  4. 5 hours ago, KriticalKhan said:

    Does anyone have experience magnetizing the arms on Frostlords/huskarls? I've got the rest of the monster done, but I have no idea how to approach the actual ogre.

    It's a pain in the .... 

     

    Best thing is to magnetize it on the hands.

  5. 15 hours ago, Hyperrion said:

    Hello!

    So, I'm going to try to get into AoS soon and I really like the beastclaw raiders. I would like to go and play some tournaments, and since I know that in my area they are played mainly on 1000pts, I would really like if you would give me some C&C on this list.

    Frostlord on Stonehorn

    2x Mournfang cavalry

    Thundertusk beastriders

    2x Frost sabers

    2x Frost sabers

    Tactic is to basically charge with the frostlord and Mournfangs as soon as possible, while Thundertusk providing some range attacks. Frost sabres to hold objectives.
    I was thinking about swapping the Thundertusk for another stonehorn, but I think that it is better to have some range dedicated unit.
    So, what do you guys think? I'm obviously a noob, so any help is really apprecieted.

    PS. Sorry for my english. Really.

    Same as above I advise to wait till the new ogre tome. No telling if and what will be changed.

    Mournfang really need 4-6 models to really work. Ideally 4 due to point costs of everything.

    At these points I would advise swapping the thundertusk for another Stonehorn. Forces the opponent to choose instead of focus 1 turn to negate your melee power.

  6. You can only attempt to cast every spell just once per hero phase. So there is no point in getting multiple weirdnobs, since you won't be spamming hand of mork.

    Would be very OP otherwise aswell

  7. So anyone got any news about that Orruk Battleclans battletome that has just been teased?

    I'm for one sure afraid that this means the end for Ironjawz.. the models of the naked orruks and ironjawz don't match at all from a aesthetic point of view. And like with Skaven Clans, you really handicap yourself by purely selecting only 1 clan for every unit. You should always put 1 or 2 from another for the meta.

    What are your opinions about his upcoming book?

    • Like 1
  8. 6 hours ago, Jabbuk said:

    Here's another question I have also. I look up some 1000 pts lists around the internet and all I see are lists that take the Ironfist battalion. I kinda feel like at 1000 points, that's a lot of points and this is often a game of having a lot of wounds on the field. Am I wrong in thinking that? I would rather have another unit than a battalion at such low point count.

     

    I too have always prefered bodies over battalions on low point games. In my experience that also worked better. But I'm always playing the objective game to win by round 2-3 instead of trying to kill the opponent more then he kills me

  9. Just now, Jabbuk said:

    Huh? Is that so? That means that we roll all the dices differently and they happen at the same time? 

    Correct. But only per unit. You could therefore also throw all at once by using different colored dice together in order to save time

    • Like 1
  10. So a little while ago I promised to post pictures of my beastclaw raiders with full contrast paints. Have to admit that the metal parts and the eyes were regular paint, but here is the first model. Only basing has to be done still.

    20190715_210206.jpg.cf976c7b4d7f4c1f7f39d973038b53f2.jpg20190715_210223.jpg.60b290921cd17958b0dd2fdb775997fb.jpg

    Will upload some pictures in a couple of weeks when I got a few units and all based up :)

    • Like 3
  11. So are Beastclaw Raiders slowly phased out or what?

    I tried buying a hardback battletome a few months back at a local Games Workshop. Sadly the employee that day told me that had orders to sent them back to England just a week before. Not much later it became softcover battletomes. 

    Today I figured I still needed one and wanted to order one and I noticed that the Beastclaw Raider battletome is now a  webshop only product...

    Whenever a race is renewed, the battletomes will stay in stores till the new one drops. So I'm afraid this doesn't look good for us BCR players... A mixed Ogor tome hasn't had any rumours yet, nor would that be a good thing since the entire BCR speciality will be lost.

    Any thoughts/ideas on this matter?

  12. 1 hour ago, DestructionFranz said:

    Going for an BCR  Alpha Strike army is always risky, especially if you play against an expert player that knows how to protect and screen his crucial models. If you don't kill during the first round for instance Nagash, the Slaughter Queen, or, in general his general:P  you automatically lose. But of course is an option that has to be considered while playng BCR. Personally I like have much more options to play that just one way. This is because usually I use, in tournaments, a mixed Destruction army but with a big Beastclaws part. (because I like big Monsters) :).

     

    No auto losses. People just have to try and learn playing the objective game instead of wiping an opponent. I always lose almost my entire army, but manage to win on victory points. We're scary, just seducr your opponent in doing things he shouldn't while you secretely have another agenda

  13. 7 hours ago, MKsmash said:

    Actually, I disagree. While CP may be slightly more important for using the new generic command abilities, subbing in a couple Fungoids ultimately won't help. Two unbinds isnt enough to stop any magic-based army, so thats not worth it. Endless Spells, especially predatory ones, will ultimately be not worth it. Only the CP would allow Fungoids to be worth it. I think a pure BCR list, not counting the Beast Hammer of course, can still be very competitive without spellcasting.

    The fact is, everyone knows BCR are underpowered and not very competitive. Therefore, not as many people know how BCR works. They don't prepare armies to deal with things like 4 Stonehorns. Their underestimating alone can be a huge advantage for us.

    We can show others, through simple Alpha Strikes and big-@$$ mammoths , that we are a force to be reckoned with, without the help of unnecessary things such as spells.

    Exactly. Ignore magic all together and go all out on an alpha strike.

    Made me only lose once with BCR against 6 wins so far. All different lists and includes 1 tournament.

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