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Raptor_Jesues

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Everything posted by Raptor_Jesues

  1. i for one am really happy for the terrain smashing thing. Faction terrains were basically "this happens at no extra cost" that only some armies had. Giving a counter to that is very nice
  2. damn, that is a lot of new stuff, i feel dizzy
  3. so YEAH. There is a lot do digest from the las WC article. I have no idea what my list will look like now
  4. something "changed". Now look out sir requires you to be less than 10 wounds instead of not a monster. I guess there are not many monsters that are 9 wound or less but there it is
  5. just proxy the weapon, who cares. Just be sure to tell your loadout to the opponent beforehand
  6. Graveguards are great, HGB are dirty and pretty bad for the game
  7. then vhordrai is pretty much always better
  8. in LoB a VLoZD with soulbound garnment and either aura of dark majesty or sanguine blur along with neferata is kinda of a must have
  9. paint em red and use them as bloodknights
  10. well yes but: -a 3+ save with the shield is pretty good by itself, i dont think a buffed throne is going to be easily shot down -mannfred is only going to be an efficent general in LoN and it might be important if it gives you CPs. For example, if every general nets you a CP at the start of your turn: i am already planning to have a free general named character (like vhordrai in kastelai or neferata in LoB) and i have a choice between manny and the throne. I might as well get the throne and make it the general since i would get an extra CP to use its CA. I could still get manny and another nameless but that is starting to get a bit costly It very much depends on the exact ruling for CP generation
  11. yes yes, of course. I was just pretasting a little bit my 20 2+/2+/-1/D3 bloodknights with 2+ save that would make them incredibly powerful, yes. Expecially if we get a load of CPs imma say x CP depending on the detachment you take (i suppose that is what the "generic battalions" are) plus 1 per turn plus one for each general. yes, it would probably confirm them as the strongest bloodline but everyone in the book would benefit from it
  12. you mean ****** terrifying
  13. yeah, that is sad. There still hope for a second wave with a bat swarm endless spell but untill now we are a bit sad in that department. true, that is quite good although i have a feeling that terrains are going to get revamped like they have been in 40k
  14. they honk you to death, very scary stuff. (it is an inside joke in my playing group, we refer to the terrorgheist as the terrorgoose)
  15. if mistic shiled goes back to being +1 save it will be considerably harder to kill
  16. There are a lot of ways to build a necromancer only army. Necromancers (obviously) have a great spell lore, zombies, graveguards, direwolves, terrorgeese, mortis engines and corpse carts are all good units, wight kings are ok and skellies have their uses. Go legion of night, take unbending will and morbeg claw and you have a nice thematic necromantic army.
  17. I just realized something and i feel pretty dumb now for not making the connection before. If the more command points per turn of AoS3 is true then the coven throne will be more than worth its points and it will be very hard for me to justify not including it in every list.
  18. wait, the coven throne hits harder than a vengorian lord? Well, that is hilarious
  19. i suppose you could be right, i guess i could multi charge two units with the BKs brick and still smack some hot dogs off.
  20. and this is why i went with the shackles to begin with Also i would like to point out that the vengorian spell is rather short ranged just like the orb, wich means you are usually given one or two turns when you do not have suitable targets. I think a longish ranged shackles can mess up the enemy arrangement quite a bit. Although i could be tempted by the prismatic palisade wich also has a small possibility of granting me a triumph. I will try both though, stand by for more data Regarding bloodknights instead, i would reckon that small units are the way to go but would a 10 men unit running along two small ones be better? i dont really know, the big BKs hammer is very tempting...
  21. yes, that is true but i should be able to get off its spell unless some real wizard fuckery is going on (wich it probably will)
  22. Greetings knights and paesants alike! I am going to join a quest of modelling and i would really appreciate some imput from the community on how to work it out. I would like to make the Walach Harkon represented in this old illustration, put him on a big dragon and use him as Prince Vhordrai but i would not know where to start from. Could you point me towards some goo bits and kits to better represent this character?
  23. so i runtested my double vengorian+volga kastelai list a couple of times but i feel like i miss some serious punch except for the souped up bloodknights, so i decided i will try the following list: KASTELAI DYNASTY Vengorian Lord 280pts (warlord, rousing commander, fragment of the keep, amaranthine orb) Prince Vhordrai 455 pts (amethistyne pinions) 5x Bloodknights 195pts 5x Bloodknights 195pts 5x Bloodknights 195pts 5x Bloodknights 195pts 6x Vargheists 310pts 10x Direwolves 135pts Soulsnare Shackles 40pts Tot 2000pts so very a fast and punchy army. Vhordrai and the Vengorian lord will be best buddies, Prince V benefitting from rousing commander, fragment of the keep and nightmare miasma to be even nastier, if prince v spell fails, the Vengorian lord one is kinda of a small substitute that can still be nice and Prince V command ability could have some seriously worse targets than a souped up Vengorian lord. The bloodknights follow the same line of thought, the wolves are screens and objs holders, the vargheists will probably deepstrike when necessary to wreck some faces. I don't need to tell you how good the shackles are to bog down half the enemy army if casted just right. Opinions?
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