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Pazour

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  1. Where could one find these subfactions to look at?
  2. Bladegheist Revenants get re-roll hits from Chainghasts, even if there is no Spirit Torment.
  3. If we have determined that allying in a Dolorous Guard Battalion would be match play legal, what do people think about adding that to a Court of Nulahmia list? Solves an issue of Neferata being too easy to kill as a General, with 20 extra virtual wounds, and you've got 4 deathly invocations a turn to keep those Hexwraiths coming back over and over. Allegiance: Legion of BloodMortal Realm: ShyishLeadersNeferata Mortarch of Blood (340)- General- Lore of the Dead: Overwhelming Dread (Deathmages)Vampire Lord on Zombie Dragon (440)- Deathlance & Shield & Chalice- Artefact: Ethereal Amulet- Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Artefact: Orb of Enchantment- Lore of the Vampires: Amaranthine OrbBloodseeker Palanquin (300)- Artefact: Oubliette Arcana- Lore of the Vampires: Vile TransferenceBattleline5 x Dire Wolves (70)5 x Dire Wolves (70)10 x Zombies (60)Units5 x Hexwraiths (140)- Allies5 x Hexwraiths (140)- AlliesBattalionsCourt of Nulahmia (150)The Dolorous Guard (120)- AlliesEndless Spells / Terrain / CPsPrismatic Palisade (30)Total: 2000 / 2000Extra Command Points: 2Allies: 400 / 400Wounds: 92
  4. Flying rules would trump that no? FLYING If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
  5. Place it on, in, or around damned terrain for them sweet re-rolls. "Damned: At the start of your hero phase, you can pick one friendly unit within 1" of a Damned terrain feature to make a sacrifice. If you do so, that unit suffers D3 mortal wounds, but you can re-roll hit rolls of 1 for it until your next hero phase."
  6. What if you swap one of the Morghast units for a Mortis Engine? +1 to cast to get the spells off easier, another bravery attack (less damage but AOE), and a once per game AOE heal\DMG if needed. Also, any reason to run the Flayers as 2x3 instead of 1x6? Single activation vs multiple might save you a bit of damage.
  7. Looks like we had similar ideas lol, I really loved the Deathriders battalion already, (everything is fast and teleportation shenanigans are fun) and now that they have dropped the points of every single unit! in the battalion it seems like a no brainer. Your Spirit Torment would have trouble keeping up with the Hexs, which are the most efficient to bring back with RotSH, and his inbuilt return ability is unreliable on them, so if you use him, I would not make him the general, that should go to the DBH IMO. but... his aura is largely a waste now, since you can re-roll 1's to hit for a command point, and your list does't have a clear use for them otherwise, the pendant seems like it should be strong, but with deep strike I personally don't usually get much use from it. (although maybe to make using the hexs flyover ability easier...) GOS can bring back either the Blades or rasps, but I say the +1 to cast is better than the +D3 returned, a failed or dispelled casts means 0 back, so reliability is what I prioritize, shademist is a decent spell for sure, but I prefer my rage inducing tactics below lol DBH as your general can Teleport and then Spectral Summons to bring a unit with him. Start the Black Coach in the middle of nowhere so it can level up turn 1, then drag it 9" from the enemy as a surprise charge Malevolent Maelstrom I've never personally fielded so I can't speak to it, it sounds fun though, how has it been for you before? I'm working on a 2000 point list as well, for a tournament the week after GHB19 drops. Here's what I was looking at, feel free to tear it apart. I'm a 3 drop list with Reiknor and 2x battalions, so I can usually pick who goes first in round 1. I'll put the minimum on the table somewhere they can't be reached for a turn 1 alpha, and take the 2nd turn so my opponent has nothing to do turn 1, (on table 2x DBH, since they teleport anyways, Black Coach so it can level up, Reiknor and 20x Rasps) and deep strike in the rest on my turn. They're unlikely to want to hand me a double turn in subsequent rounds, so I can keep using the Terminexus to heal myself each round (probably on the Black Coach as its only healing is its self D3 per turn and people like to focus it since its my "big" unit. If they do try to flip Terminexus on me, with correct positioning, fast units like Hexs, Black Coach, Reiknor, and DBHs hopefully all outrun it. DBH General and Black Coach can keep my Hexs topped up D3 models each per turn. GOS keeps the Rasps un-healthy with 2D6 models returned per turn with +1 cast artefact to increase reliability, soul cage for if a big beastie comes knocking, make him go last and flee the rasps 3" inches back so he can't pile in and attack Reiknor stays near a unit of troops for lookout sir, casts Cogs for re-rolling saves, and extra chances to snuff corpse candles (split a unit coherency hey-o!), lifestealer to top up if he snuffs his own candle DBH1 as general to drag units around with him, artefact to make him a caster, but torn on what spell to choose Spectral tether - heal himself or other heroes, but the terminexus can do this already, and he'd likely have to teleport which takes a turn and might be too late anyway Soul Cage - choosing the attack order is always powerful (to flee, or to bracket something before it can attack) DBH2 to stay near Hexs and BC to provide deathless save, Wraithbow Shyish artefact for minor hero sniping magic ranged attack that bypasses look out sir One of my 3 casters can hop on the Balewind for extra casts, if its Reiknor 3x corpse candles is sweet! but likely the GOS since he will probably be camping an objective somewhere and wont need to move much. I know I lack a big hammer to whack things with, so I aim to play the objectives well and outlast my opponents. Allegiance: Nighthaunt Mortal Realm: Shyish Leaders Dreadblade Harrow (90) - General - Trait: Ruler of the Spirit Hosts - Artefact: Midnight Tome Dreadblade Harrow (90) - Artefact: Wraithbow Guardian of Souls with Nightmare Lantern (140) - Lore of the Underworlds: Soul Cage - Infernal Lantern (Artefact): Wychlight Lantern Reikenor the Grimhailer (170) - Lore of the Underworlds: Lifestealer Battleline 10 x Hexwraiths (280) 5 x Hexwraiths (140) 30 x Chainrasp Horde (240) 20 x Chainrasp Horde (160) Behemoths Black Coach (260) Battalions Deathriders (130) Chainguard (120) Endless Spells / Terrain Balewind Vortex (40) Chronomantic Cogs (80) Mortalis Terminexus (60) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 114
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