Jump to content

BaylorCorvette

Members
  • Posts

    681
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by BaylorCorvette

  1. As far as I can tell, an army can still take a Mega-Gargant Mercenary in Matched Play in 3.0 correct? What I am unsure about is, can they be given a universal enhancement such as an artefact? I see that they are technically not a named character even though each of the Grand Alliances have a name for the Mega-Gargant Mercs.

  2. All I'm seeing is a lot of donor bodies for my Vampires and their Zombie Dragon mounts 😁

    In all seriousness, my pipe dream is that in the not so distant future SBGL will get a new Hero that is riding one of these Dragons in their Zombie form.

    • Like 2
  3. 9 hours ago, vlad3theimpaler said:

    Where are you seeing that?  I'm looking at the battletome right now and the damage table for Neferate only affects her movement and the attacks with abyssal talons.  

    The app. But I know that won't be updated/changed since GW is coming out with a new one.

  4. So I just realized this, but Neferata's "Twitlight's Allure" CA says it effects enemy units wholly within 12" however the damage table has a break down starting with 15" and going all the way to 3" IIRC the damage table was the old Neferata Twilight's Allure. Guess they forgot to update this?

  5. On 7/28/2021 at 7:29 PM, TechnoVampire said:

    Hi all, 

    This is my proposed Kastelai - Blood Knights army. I'm yet to play AOS 3.0, but looking for something fun, fast and fairly hard hitting. I always wanted to play with 2 x mounted zombie dragons and with new rules I feel like Vhordria and VLOZD work really well together. I'm considering taking one unit of 10 Blood Knights as oposed to 2 x 5 for a more survivable unit, and was also thinking of using emerald lifeswarm to help keep things alive (Also makes the army 1 drop) as oposed to Fell Bats who are just there to fill up points/ grab objectives. Skeletons are there for a tar-pit unit of bodies and objective camping. Any feedback apreciatted: 

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty
    - Grand Strategy: Hold the Line
    - Triumphs:

    LEADERS

    Prince Vhordrai (455) in Battle Regiment
    - Lore of the Vampires: Amethystine Pinions

    Vampire Lord on Zombie Dragon (435) in Battle Regiment
    - General
    - Command Trait: Rousing Commander
    - Vampiric Sword
    - Artefact: Sword of the Red Seneschals
    - Universal Spell Lore: Flaming Weapon

    UNITS
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    30 x Deathrattle Skeletons (255) in Battle Regiment
    3 x Fell Bats (75)

    CORE BATTALIONS
    Battle Regiment

    This is very similar to a Kastelai list that went 4-1 in the Lone Star Open (a 2 day tournament with over 50 people). The difference is it had 3 BKs instead of 4 and a Necromancer instead of Fell Bats. Also ran Fragment of the Keep instead of Sword of the Red Seneschals.

    • Like 1
  6. 6 hours ago, Liquidsteel said:

    It's a bit more complicated because you also need to factor in The Hunger, that is the D3 heal if models were slain.

    To answer you initial question, Rousing Commander lasts until the end of the combat phase.

    Unless the unit destroyed a 3+ wounds characteristic unit earlier in that phase, the model dies, as it still has 3 wounds allocated to it when it reverts back to 3.

    However, if the unit of Blood Knights managed to slay any models, you would be eligible to heal for D3 before the effects of Rousing Commander drop (both happen End of Combat phase, and you get to sequence the order as they are both your rules).

    Meaning that you could heal 1 and be left with 2 wounds allocated, thus surviving.

     

     

    Exactly this.

  7. 11 hours ago, Craze said:

    I had a game yesterday against StD with my list mentioned a couple of pages ago. I now have one question: What role do you use Zombies for? To be honest for me they felt REALLY underwhelming: They have ZERO punch and also ZERO staying power, so I cannot even use them as reliable objective holders, they just felt really really underwhelming. :(

    Well in my mind you use zombies one of two ways. The first being chaff / something that stays in the grave or utilize / abuse activate and pile in 6" to lock things in combat. The second being building your list around zombies to amplyify them. Necromancer so they fight twice, Vampire Lord to double their attacks, supported by other heroes.

    In my Kastelai list I use a single unit of 20 Zombies. Generally I deploy them in the graves. I place my grave sites in such a way that at lest one of them is far back corner of my opponents deployment zone. If objectives are on far side of the board (as opposed to middle) then I will have them in the general area. A single unit is pretty cheap at only 115 pts. They either stay in the graves for late game to threaten a back line objective (20 bodies for 115 pts is cheap!!) or they force my opponent to zone out an area and thus waste resources. This really hurts armies that do not have cheap units in their list for baby sitting duty and I'm seeing a lot of that in 3.0 so far. Also their activate from 6" out and pile in 6" is huge. You could technically have them auto run 6" giving 10" movement allowing them to get into combat with something that is 16" away from them at the start of their turn. I've used this before where they support a unit of Blood Knights or a Hero. My unit fights, the enemy fights back and then the Zombies activate and pile in safely. In this case I'm not looking to do huge damage but instead help tie up something.

  8. On 7/14/2021 at 4:20 PM, Warbossironteef said:

    Have you considered Mani for that list? 15 Bloodknights would benefit so much from +1 hit and wound. I feel like it might be testing Mani and VLOZD vs Prince V and Ven Lord. Mani us such a force multipler.

    I've considered it, and may try it. However, the plan is more so having Prince V. go on his own and threat one side while 2 units of Blood Knights, Vengorian Lord and Belladamma threat another side. The real damage is not Prince V. however a lot of opponents see the big model and make that their primary target / concern. With Prince V. chalice, the hunger and heroic recovery he is super durable. So I use him more as a distraction carnifex that still has some punch. Going the Manny and VLoZD route, I have the command trait and artefact on the VLoZD which means the BKs won't get a benefit out of it since the VLoZD is doing its own thing. Rousing Command on demand is massive. I have considered changing tactics using Manny and instead of having two fronts, create a central death start supported by Dire Wolves and Zombies to tie things up.

    I'm finding I'm having the same problem in SBGL as I did in Khorne. I want to use everything and I only have 2k points! 

    Another list I am thinking about is Vyrkos list with a VLoZD and Hunter's Snare and the artefact that gives D3 extra attacks on the charge. Supported by Belladamma and a bunch of Grave Guard OR Zombies with 1-2 units of BKs to tie things down.

    • Like 3
  9. So I am running a Kastelai list and wanted to stick to the Knightly theme of my army which is basically Blood Knights, Prince V, a Vengorian Lord and Belladamma. Wasn't a huge fan of Grandma Vampire and GWs Vengorian Lord as it relates to the theme I'm going for. So I took a Varanguard Horse and Rider and did some kit bashing to make my Belladamma Volga proxy. As for the Vengorian Lord I used a bunch of various bits I had along with a 3D printed Vampire Beast head to make what I'm calling a Vampire Lord with his bat like creature pet.

    20210707_185629.jpg

    20210707_185001.jpg

    • Like 5
  10. On 7/7/2021 at 4:30 AM, Liquidsteel said:

    Mousillon should be your aim I think.

    Maybe go for Kastelai as the theme, with The Red Duke (Prince Vhordrai or a VLoZD) leading his troops from his castle.

    You can stick some wings on the Vengorian Lord and have him as a deformed pegasus knight or something.

    Skeletons as Militia and Zombies as Peasants, with Blood Knights as your core.

     

     

    I wasn't a huge fan of the Vengorian Lord from GW and I'm running a Kastelai army so I won't to stick to the Knightly theme. So my take is a Vampire Lord with a big bat like creature as his pet.

    20210707_185629.jpg

    • Like 2
    • LOVE IT! 3
  11. Just now, Liquidsteel said:

    Nice write up, how did you feel about Bella without Spellportal? Would having it have helped at all e.g. vs Seraphon?

    I haven't tried her myself yet (still on the painting list) but seems people are using this combo as a good way to pop Lycancurse on a unit, to stop Redeploy and Unleash Hell.

    If you did take it, I think you could drop a unit of Wolves (-135) and replace them Spell Portal + Fell Bats (+145) which falls in at 2k on the nose.

    Thoughts?

    I do not think it is necessary. I actually only attempted to cast Lycancurse once in the tournament. Against Sons of Behemat it really isn't useful other than trying to do a MW or two. Against Stormcast I just walked through that army. Against Seraphon I doubt it would have helped much. His shooting units were big monsters. Belladamma is primarily there to provide Under a Killing Moon to further buff the Blood Knights (meaning she will be up the field anyways), a level 2 spell caster with a native +1 to cast for more reliable spells and unbind and allow Dire Wolves to activate and Pile in 6" if necessary. Lycancurse is just an added situational bonus in this list. My opinion may change as I get more tournaments in. I plan to be attending local 1 day tournaments about once per month and then there is a two day tournament in September and I'll be going to the GW tournament in Austin, TX in November. I need more practice with this list because there is a lot of wholly within 12" that is somewhat difficult. However I still think this can be a very strong list.

    • Thanks 1
  12. Played a 1 day tournament this past weekend and went 1-2. My two losses were extremely close and went into the 5th battle round, had a few rolls gone a different way it could have easily been a 3-0 weekend. My list is at the end of this post.

    Game 1 against Stormcast on Power Struggle, my opponent conceded end of Battle Round 2.

    Game 2 against Sons of Behemat running four Megas, two Gatebreakers and two Warstompers. One of the Gatebreakers had the 5+ ward save generic artefact. This was on Feral Foray. I gave him the first turn and kept one unit of Blood Knights in outflank and a unit of zombies in the graves. This forced him to basically have 3 Megas sit back while one warstomper cautiously advanced.  My turn 1 I moved into position on the warstomper but did not attempt long bomb charges. I won the roll off and took the double turn. I had a unit of Blood Knights and my Vengorian Lord charge the Warstomper supported by Belladammas spell to have 6s cause two hits. The Vengorian Lord popped rousing commander. Even with all out defense I brought the warstomper from full health down to 7 wounds remaining. HOWEVER I totally forgot I had casted Clotted Deluge on the Warstomper. So all my attacks should have been +1 To Wound, I likely would have killed the Warstomper in one go. In my opponents turn I used a sneaky redeploy to have 10 Skeletons block his ability to retreat the Warstomper allowing me to kill it in his combat phase. It took two and a half battle rounds to take out his General with the 5+ ward save. Had the battle gone one more battle round I'm pretty sure I would have won, it just took so much time to chew through his general. Four Megas is definatley going to be a solid list for competitive play. Great damage, super tanky (especially 5+ ward save general) and counts as 20 models. Plus all the battle tactics reward resilient killy monsters.

    Game 3 against Seraphon on Savage Gains. This game was VERY close and went to the last turn on Battle Round 5. The roll off from BR 1 to BR 2 I rolled a six and my opponent rolled a six as well but since he went first he broke ties and took the top of the turn. The roll of for BR 3 was once again a tie (we both rolled a 4) and against my opponent took the turn. Had I got the double turn either time I think it would have been very likely I won. Aside from the lack of double turn my opponent rolled super hot on dealing mortal wounds to my army and I had a unit of Blood Knights only kill 3 Saraus Warriors in one combat phase, I rolled comically bad.

    My take away from my first tournament in 3.0. I overall enjoy 3.0 much more than 2.0. So much more interaction in your opponents turn. Battle Tactics are HUGE and really if you can consistently score yours and prevent your opponent from scoring theirs, then you can afford to not score some objectives in favor of really killing their army. Our ability to bring things from the graves and/or outflank is very strong as it forces our opponent to guard or zone out areas, allowing us to take out a unit or two for a battle round or more. A cheap 85 point skeleton unit of 115 point zombie unit to keep in the graves for a couple of turns is very strong. I still think Vyrkos is probably one of the stronger Bloodlines but I just love Blood Knights too much to not play Kastelai  right now. However a Vengorian Lord with Rousing Commander and Fragment of the Keep is such a good support piece for two units of Blood Knights. With Rousing Commander and your Blood Knights on the charge dealing 3 damage per swing is nuts, heck I almost brought a full health Warstromper down in one combat phase. Also the debuff from the Vengorian Lord with the Fragment of the Keep is super strong. Reduce rend by 1 from his warscroll and -1 To Wound 6" aura from Fragment of the Keep meant that the Warstomper did a total of like 3 damage. Belladamma is a bargain for 200 points. Exploding 6s To Hit on Blood Knights with Rousing Commander is terrifying. Finally, Riders of Ruin of the Blood Knights is sooooo good. Having a tanky and reasonably killy unit that is fast that cannot be tied down really puts stress on the opponent.

     

    The list is a double Battle Regiment, making it a 2 drop list.

    LEADERS
    Vengorian Lord (280) in Battle Regiment
    - General
    - Command Trait: Rousing Commander
    - Artefact: Fragment of the Keep
    - Lore of the Vampires: Amethystine Pinions
    Prince Vhordrai (455) in Battle Regiment
    - Lore of the Vampires: Amethystine Pinions
    Belladamma Volga, First of the Vyrkos (200) in Battle Regiment
    - Lore of the Vampires: Amaranthine Orb
    UNITS
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    10 x Dire Wolves (135) in Battle Regiment
    10 x Dire Wolves (135) in Battle Regiment
    20 x Deadwalker Zombies (115) in Battle Regiment
    10 x Deathrattle Skeletons (85) in Battle Regiment
    TOTAL: 1990/2000 WOUNDS: 148
    LEADERS: 3/6 BATTLELINES: 7 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ENDLESS SPELLS & INVOCATIONS: 0/3 ALLIES: 0/400
    REINFORCED UNITS: 0/4
    CORE BATTALIONS

    • Thanks 5
  13. The update to Endless Legion is a huge BUFF overall IMO. Perhaps not if you're playing a niche build. However in the Kastelai lists I've played or plan to play for tournaments the plan has always been only a few summonable units for chaff or cheap bodies. They die early and then their sole purpose when/if they come back is to come back at a gravesite location that is behind the opponents lines near an objective that is going to require them to redirect SOMETHING to deal with it or risk losing an objective. This worked clutch for me in a tournament last month, where I placed a gravesite in the far back corner of my opponents territory. I got 5 Dire Wolves back and due to their speed they could cover the ground quickly. All of a sudden my opponent who had most units in the middle of the field had to deal with a fast moving unit in a back corner away from the rest of my stuff. So to make Endless Legion more reliable (in the sense that it basically happens twice as often) is a huge buff, at least for how I play SBGL.

    • Like 7
  14. 5 minutes ago, Sception said:

    Certainly very nice for Vyrkos players.  Even other dynasties might like the Vargskyr as a cheap monster option in the new matched play season.  I could see running 2-3 of them even.  Or running a couple allied in Nighthaunt armies which otherwise don't have much for monsters.

    Sadly the Vargskyr does not have the monster keyword.

  15. 8 minutes ago, Obeisance said:

    Huh, good to hear. If you were looking at building a competitive SB list, what would you run?

    Can I get a couple samples of lists people would run vs all-comers?

    I'm either gonna buy a Dominion box tomorrow, or.. probably SB stuff.

    Thanks!

     

     

    If you look at my post a page back, I listed a Kastelai list I will be running at a tournament in a week. I ran a similar list in a tournament last month and finished Second overall, but that was 2.0 rules & points when SBGL was in a weaker state than it currently is.

    • Thanks 1
  16. 1 minute ago, Obeisance said:

    How are Soulblight looking post FAQ?

    I play OBR and I'm thinking of picking up an army that works properly in V3.

    Very solid. They were fat middle in 2.0 rule sets. But now with all other factions taking a hit on points and with the way core rules changed (now Blood Knights can retreat and charge more or less) they are a solid faction.  Further, the gravesites aren't actually terrain so they cannot be destroyed.

  17. 17 hours ago, Andalf said:

    I gotta say man, I think this is the best list I’ve seen for AoS3 in general so far.  I would honestly go with the Fellbats and Burning Head over the Skeletons. I think the 10 man Skeleton squad just doesn’t have as much room to go somewhere that isn’t likely them just getting wiped or maybe speed bumping out of a grave.  Kastelai has the outflank option but Fellbats can go anywhere, they can double back to tag objectives really easily, generally out-chaff the chaff, and amongst the best of the now ubiquitous Unleash Hell counters for non-shooting armies (IMO).  The burning head might  do damage but zoning out areas and herding units around the table is one of the best uses for all endless spells in general, I think; especially for these faster cavalry forces, you do have good board and objective presence though so aiming for the Triumph at -20 points might actually be a good play.

    Thanks, I'll report back on how it performs.

    1 hour ago, Neil Arthur Hotep said:

    OK, this is what has changed for us:

    • Zombies units can in fact grow over their starting size (but not their maximum size, as per core rules).
    • You can no longer resurrect the same unit more than once with Endless Legions.
    • Avengorii monster mutations are now unique enhancements, so you can get extra mutations from core battalions.
    • Everyone (even unique characters) gets the number of spells you think they should: One by default, one more per enhancement. Unique characters can't take generic spells, though.
    • Nagash can no longer cast Mystic Shield multiple times, just Arcane Bolt.
    • Lauka Vai's command now needs line of sight.
    • The Vengorian Lord's command can only heal one unit, and it needs to have destroyed an enemy unit that turn.
    • Belladamma's Command now has an end condition (previously it just kept going, rules-as-written).
    • Kritza no longer multiplies upon death, you only get one Kritza at a time.
    • The Wight King command is now in the combat phase where it belongs (which makes it still bad because it can't stack with All-Out Attack).

    I think this is the noteworthy stuff. The rest is just clarification to make things work like you thought they would, anyway.

    A HUGE change is Endless Legion. It used to be only usable in OUR Battleshock phase. Now it is usable in both our and the opponents battleshock phase. Effectively now doubling the amount of summonable units we can bring back.

     

    Also the indivual points for the Cursed City stuff is amazing! Only gripe is like @Neil Arthur Hotep mentioned, they won't get leveled up in Kastelai. Oh well a small gripe.

    • Like 5
  18. 21 hours ago, Raptor_Jesues said:

    Looks like I am at an impasse then. I have the prince, a Vengorian lord, 15 bloodknights and 10 wolves ready to go and 445 point i do not know how to spend. I suppose that a big blob of zombies or skeletons is the savy choice but on the other hand I HATE BOTH ORDES AND PAESANTS.
    Quite a conundrum indeed. I can hear voices  saying something on the line of "put in more bloodkniiiighs

    I am attending a one day tournament on July 10th and will be running a Kastelai list similar to what you have listed.

    -Prince V

    -Vengorian Lord as the General with Rousing Commander and Fragment of the Keep

    -Belladamma Volga 

    -Blood Knights x5

    -Blood Knights x5

    -Blood Knights x5

    -Dire Wolves x10

    -Dire Wolves x10

    -Zombies x20

    -Skeletons x10

    -1990 Points, possible bid for a Triumph (+1 to wound).

    Dire Wolves to either be body guards for Belladamma or to be fast moving screens for the Blood Knights. I plan to be aggressive with Belladamma to support a unit or two of Blood Knights on one flank. Zombies are super cheap bodies to sit somewhere, be a screen or pop out of the grave if needed in the back lines. Skeletons I'm not in love with, I have 95 points available so it is either Skeletons and and come 10 points under and try for a Triumph or a unit of Fell Bats and be 20 points under or take the Burning Head, but I doubt I'd cast it much as the spells from my other wizards are all solid.

    At first I wasn't a huge fan of the Vengorian Lord, but the more I look at him the more I like him. Provides a natural reduction in enemies rend. Then with Fragment of the Keep, all enemies within 6" are -1 To Wound with melee weapons. Plus the fact that he is a Hero and a Monster allows for a lot of play in 3.0. Finally his warscroll spell is great and his Command Ability can keep him and/or Prince V alive longer (assuming I can use the CA late game!).

    I should also point out that this is a 2 Drop List (double Battle Regiments).

    • Like 4
    • LOVE IT! 2
  19. 4 hours ago, KingBrodd said:

    Yes!! So from the Rumours it was Nurgle, Mawtribes, Gloomspite and Beasts of Chaos?

    I'd be shocked to see a Mawtribes Battletome, their current one really isn't THAT old. I do however believe Nurgle and BoC are likely to get one pretty soon.

  20. 4 minutes ago, KingBrodd said:

     

    This has to be the Livestream!!

     

    2 minutes ago, Deakz28 said:

    Sounds exactly like the Indomitus celebration! You can bet your bottom dollar this’ll be similar! 

    Maybe I missed it. But when is there a live stream happening?

  21. 43 minutes ago, Neil Arthur Hotep said:

    And even rerolling casts in Vyrkos, which means she casts like a +2/+3 to cast Wizard in all cases that matter. She's really super solid and I also find myself putting her in nearly all my lists. Great model, too.

    I'm mixed on her model tbh. Not a huuuge fan of Grandma Vampire. I am doing a Custom more Regal Vyrkos army (kind of like a Kastelai / Vyrkos match up), going to have Grave Guard but use Cities of Sigmar executioners as the model and some of the heads from the Blood Knight kits. So I am doing a custom Balladamma using a Varanguard model and making a Vampire rider.

  22. 1 minute ago, Neil Arthur Hotep said:

    Totally agree. If you think you can get the charge, casting Arcane Bolt or Mystic Shield seems like a good default plan on the VLoZD. Pinions is just to make sure you get where you need to go. I have recently come to realize that my lists have more good spells than I can cast by default. All the dedicated casters have good warscroll spells, and all the combat-casters can try for one of Pinions, Bolt or Shield. Plus Invigorating Aura and endless spells.

    That's why I am pretty OK now with taking situational Lore of Vampires/Deathmages spells. They don't need to be part of my game plan, they can just be an occasional bonus when a good opportunity presents itself. And if they double resolve from Locus, that's a nice bonus.

    Totally agree with the opinion on spells. All the more reason I love Belladamma. A double cast wizard that gets +1 is just so darn good. Plus her warscroll spells are fantastic, command ability is decent, just enough wounds to get look out sir, can wound and MW shrug on a 3+ to dire wolves. All of that for 200 points is fantastic. Just is almost an auto include in most of my lists.

    • Like 2
    • Thanks 1
×
×
  • Create New...