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EnixLHQ

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Everything posted by EnixLHQ

  1. The DH was very useful. As I was losing ground it was really nice to teleport to a grave to pull out units. No other hero could have done it, even with a maxed run. He's cheap, too. In terms of buffs I prefer the extra attack if I'm already swinging well, and Bladegheists get to reroll all misses with a ST or Chainghasts around. Fun fact: nothing on the Bladegheists war scroll suggests they don't get the buffs from the Chainghasts even if there's no ST around. To me, the only reasons to bring a GoS is to bait out an unbind attempt before you cast your Necromancer's Danse and to give the +1 wounds buff. I plan on bringing the following the next time I challenge my Cities friend: Hereos: Dreadblade Harrow (General, Vassal, Aetherquartz Brooch), Kurdoss Valentian, Necromancer (Wail of Doom) and KoSoES Battleline: Chainrasps x10, Chainrasps x10. Other: Bladegheists x20, Reapers x20, Chainghasts x4 If I drop Kurdoss for a ST then I can also bring one Chainrasps horde to 20. Is Kurdoss worth bringing in a 1500 game? Especially if running Vassal and Aetherquartz?
  2. I focused his general both games, and got him to retreat in the second one, but I could never actually kill him. Too many wounds behind a 3+ save. In the early game I was able to charge first, so that worked. But as I stated to lose units and was pulling them out of the grave his entourage would gain ground and zone me out of my nearest graveyard causing me to backtrack. Once that happened I never had a charge phase since bringing the unit out counts as movement and he still had all of his to get into position. The bit about a maxed unit, this I didn't do and I see your logic. I am definitely going to try that.
  3. I brought a LoG list to a Cities of Sigmar fight and got wrrrrreeeeeccccckkked. Twice. Both games were 1500. Both times my Cities player brought the Hammerhal city with a battalion. I brought the following: Hereos: Dreadblade Harrow (General, Vassal, Aetherquartz Brooch), Kurdoss Valentian, Guardian of Souls (Dread Withering), and a Necromancer (Wail of Doom) Battleline: Chainrasps x20, Chainrasps x10. Other: Bladegheists x20, Reapers x20, Myrmourn Banshees x8 Game 1 was a total failure. I rolled horribly, not saving any CP despite the two chances at it, and not stealing any CP. I also didn't know what his army could do, so I had no recourse against his 2+/2+, 6s do mortals in addition to wounds, and "spend a CP and fight again" shenanigans. I went first, lost my Bladegheists en masse on my turn-his counter attack, and then lost the rest of them on his turn. He got the double turn and pretty much finished me off. Game 2 was much better in terms of die rolls. Kurdoss stole himself 5 CP, and the refunds happened almost every time. But, all the CP in the world couldn't save me. I now knew where his damage was coming from, so I decided to smash into it head on hoping I could take out his sea of wounds. I made some mistakes with hero positioning, but overall the real brick wall was just the sheer amount of damage he could dish out even when he wasn't charging. By the top of turn 4 I conceded, him having done over 99 wounds to me before we stopped counting and me only doing 20. At no time did any unit engaged with him last more than one exchange. What I learned: Cities have the best "fight again" ability in the game? NH's WoT is unanswerable for that first attack, but you need to land that natural 10 charge roll. LoG's Necromancer's Danse is a cast, so a chance to never even get it off and it can be unbound. Meanwhile Hammerhal can generate up to 4 CP a turn (I think) and it just costs one for any of their units to fight again. Add that to his 3+ saves and aforementioned 2+/2+ and all he had to do was wait until my units were exhausted and just choose one or two of his to reactivate and wipe whatever was in front of them. Banshees? I didn't know he wouldn't have any casting so they were never empowered. Didn't matter much, they appeared from the grave to sit on an objective only to evaporate when attacked. His 30 wounds per turn average made their 8 laughable. LoG gravesites only prolonged my torture. Instead of being wiped out in turn 2 I was able to stick it out with 3 unit resurrections to last until turn 4. But with no way to shroud my own guys or reduce incoming damage "temporary" was a key word for my guys in addition to "summonable". Losing Shademist, GoS's lanterns to help his healing, and losing the Shroudguard and Chainguard battalions are huge hits to our survivability. KoSoES and ST would have been better heroes to take. The KoS extra attack for a CP is likely the best buff I could give out, and if I'm lucky enough to get a Danse off those two have great synergy. ST's reroll 1's for everyone, and Bladegheists getting to reroll all failures from him or his Chainghasts, would do a huge favor to my damage output. Not having The Condemned battalion really hurts. Sorry for my ranting, but I'm not really sure what my trouble was. My list was janky, for sure. I didn't know what he was going to bring and I tried to cover the spread. I feel like LoG is stronger than pure NH, but maybe not? Or was it just the overwhelming OPness of the new Cities book? What do you guys think?
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