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Great Bray Tom

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Posts posted by Great Bray Tom

  1. 10 hours ago, Bululu said:

    Hi mates, i have a question about the iron sky command attack squadron, what is the general concensus about arkanaut leaving the frigate after flying high. As general FAQ flying high is not a move and vessel doesnt count as moved, since the batallion lets you get arkanauts after frigate has moved then you cant do it after fly high.  At least its what i read, have i missed something?

    They can’t indeed

    • Like 1
  2. 7 minutes ago, Ashman said:

    Can you please point me to the ruling that supports what you are saying?  That is where my confusion is.

    Thanks! ,😉

     Had to crop a little but here it is. Note; battlebox for example.

    428D08F7-0D11-4F32-B856-83D88D0C3A53.png

  3. 18 minutes ago, Ashman said:

    Alright....  I asked this before and haven't seen a specific reply.  Its pretty important to me cause I got a Thrang list that I really LOVE which uses both the Attack Squad and Intrepid Prospectors battalions....

    Is Intrepid Prospectors still valid in tournament play???

    I can't see anything for or against doing it in the current GHB or the faq that followed.  I am hearing alot of buzz in other factions as to why their battalions are still legal.  Much of it centers on a previous faq from last year which says anything not in the GHB 2019 and prior is no longer valid.  There is nothing in the current GHB that mirrors that.  Well Aether war came out after GHB 2019 in our case.

    So....

    What do you guys think?  Why would Intrepid Prospectors now be dead?  How can it be dead if other factions are still gonna take things that aren't specifically in the current GHB 2020 (such as a post GHB 2019/Pre GHB 2020 battalion from say White Dwarf for example)?  I'm a bit befuddled myself on this issue.

    I don’t understand the confusing surrounding this battalion (from Aether Wars). It is only matched play legal if your opponent agrees.

    So to put it practically; you can use it against your buddy if he’s fine with it but for tournament play TO’s will probably not agree to let you play with it. 

  4. 16 hours ago, Btimmy said:

    Quick question: does anyone know the rule for returning slain models into combat/daisy chaining them to pull other units in? I have seen people mention an FAQ on this matter but I cannot seem to locate it. 

    Unfortunately you can not return models within 3 inch of an enemy unit you weren’t already in combat with. 

  5. 3 hours ago, Dejnar said:

    Hey guys.

    I have a small tournament coming up next weekend. I choosing between the following two lists. Is anyone better than the other?

    LIST 1 - Feast Day

    Leaders
    Abhorrant Archregent (240)
    - General
    - Command Trait: Dark Wizardy
    - Artefact: The Dermal Robe
    - Lore of Madness: Spectral Host
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    - Artefact: The Grim Garland
    - Lore of Madness: Blood Feast
    - Mount Trait: Gruesome Bite
    Abhorrant Ghoul King on Royal Zombie Dragon (440)
    - Lore of Madness: Blood Feast
    Crypt Ghast Courtier (60)
    Crypt Ghast Courtier (60)

    Battleline
    40 x Crypt Ghouls (360)
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)

    Units
    1 x Corpse Cart (80)
    - Allies

    Endless Spells / Terrain / CPs
    Cadaverous Barricade (40)
    Chalice of Ushoran (50)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 80 / 400
    Wounds: 109
     

    LIST 2

    Allegiance: Flesh Eater Courts
    - Grand Court: Court of Delusion - The Feast Day

    Leaders
    Abhorrant Archregent (240)
    - General
    - Command Trait: Dark Wizardy
    - Artefact: The Dermal Robe
    - Lore of Madness: Spectral Host
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    - Artefact: The Grim Garland
    - Lore of Madness: Blood Feast
    - Mount Trait: Gruesome Bite
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    - Lore of Madness: Blood Feast
    - Mount Trait: Gruesome Bite
    Crypt Ghast Courtier (60)

    Battleline
    40 x Crypt Ghouls (360)
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)

    Battalions
    Ghoul Patrol (180)

    Endless Spells / Terrain / CPs
    Chalice of Ushoran (50)
    Extra Command Point (50)

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 99
     

    Regarding list 1: How did you get the 2nd artefact?

    I like the 2nd list better. 2nd Terrorgheist instead of the Zombie Dragon and the battalion for lower drops. Also like stated above; I don't think list 1 is legal.

  6. Hey guys! I just bought a Flesh-Eater Courts army and I was wondering; I have 4 Terrorgheist/Zombie Dragon.

    What to build them as? I was thinking two of each but I wanted to ask you veteran players. Maybe a ZD is never used etc?

    Appreciate the help!

    • Haha 1
  7. 4 minutes ago, Karazla said:

    Question how many bullgors would you play per squad 9 or 6?

    Mostly 3 or 6. 9 is very hard to all get in combat and the bad saves dont help either with me approving big squads. 
    I would consider 9 for like an alpha strike darkwalkers list that pops the Doombull and Brass despoilers traits to make a huge t1 dent in an army.

  8. So.. what do you guys do against Frostlord on Stonehorns? I played against a list yesterday in which he had an artefact that dealt D6 damage at the start of every combat phase so all my screens were like instantly killed after that and like 1 attack..  And in the end I tried putting my Bullgors in and he killed all 6 in 1 combat phase...

    In total he killed: 20 ungors, 10 gors, 2 chimera's, 1 ghorgon and 6 Bullgors with a little help from 2 Mournfang to take down the Ghorgon. I really seem to struggle against Ogor mawtribes. It's mostly due to the fact that the models count as 2 or sometimes even 10 models so I can't "out-horde" them because everything just gets completely murdered..

  9. 27 minutes ago, Alan Mandelson said:

    Just remember that your CA to gain PCP is only when your General is alive so be careful with your Doombulls. I'd personally just min squad your Bulls in this type of list but that is a personal choice.

    Not a bad summoning list. I'd also advise not to summon whenever you have points but when you need something in particular.

    Thanks for the tips!

    Usually I use the first and second turn to crack up the points and everything after rnd 2 is just bonus PCP!

    Regarding the summoning: yes very true! My go-to is first turn backline Raiders when possible just to harass and make them stretch out the army a little.

    What do you guys find yourself summoning most of the time?

  10. Okay, so I'm probably going to enter this armylist for the Alliance Open here in the Netherlands (last weeked of february).

    Shoot!

    Spells can be chosen before each game (I find this strange but I don't mind at all since I can switch depending on the match-up).

    Armylist:

    "One for all and all for Herd"
    Allegiance: Beasts of Chaos
    Greatfray: Allherd
    Realm of battle: Hysh

    Leaders:
    Doombull (general)
    - Blade of the Desecrator
    - Dominator

    Doombull
    - Aetherquartz Brooch

    Great Bray-Shaman
    - Tendrils of Atrophy

    Great Bray-Shaman
    - Vicious Stranglethrons
    - The Knowing Eye

    Battleline:
    10 Gors (shields)
    10 Gors (shields)
    10 Gors (shields)
    10 Ungors (blades & shields)
    10 Ungors (blades & shields)
    10 Ungors (blades & shields)
    6 Bullgors (great axe)
    3 Bullgors (great axe)

    Behemoths:
    1 Ghorgon

    Other Units:
    10 Bestigors
    10 Bestigors

    Battalions:
    Depraved Drove (150 pts, containing all the Ungors and the Shamans)
    Brass Despoilers (190 point, containing everything else)

    +1 Command point bought

    Makes exactly 2.000 points and 2 drops.

    Summoning Pool:
    10 Ungors
    10 Ungor Raiders
    10 Gors
    10 Bestigors
    1 Chimera
    1 Cygor
    5 Centigors
    2 Chaos Spawn
    1 Cockatrice
    3 Dragon Ogors (War glaives)
    3 Tzaangor Enlightened on Disc
    3 Skyfires

    Any thoughts? I only own 10 Ungors Raiders and I can't paint more up by then so please take that into account.

    Edit: Typo

    • Like 1
  11. 1 minute ago, Televiper11 said:

    Already have one in my list. Here's the list, swapping Cygor for Jabber:

    Allegiance: Beasts of Chaos
    - Greatfray: Gavespawn
    Mortal Realm: Ghur
    Beastlord (90)
    - General
    - Trait: Unravelling Aura  
    - Artefact: Mutating Gnarlblade  
    Great-Bray Shaman (100)
    - Artefact: The Knowing Eye  
    - Lore of the Twisted Wilds: Vicious Stranglethorns
    Great-Bray Shaman (100)
    - Lore of the Twisted Wilds: Tendrils of Atrophy
    Dragon Ogor Shaggoth (180)
    - Lore of Dark Storms: Sundering Blades
    20 x Bestigors (240)
    20 x Bestigors (240)
    10 x Ungors (60)
    - Mauls & Half-Shields
    30 x Ungor Raiders (240)
    1 x Tuskgor Chariots (60)
    1 x Tuskgor Chariots (60)
    Ghorgon (160)
    Jabberslythe (160)
    Pestilent Throng (200)
    Ravening Direflock (30)
    Wildfire Taurus (80)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 141
     

     

    For me that still doesn’t answer the question haha you could still field 2 Ghorgon!

    Btw wouldn’t 10 man Bestigors units make more sense with the Pestilent mortal wound spamming?

  12. 3 minutes ago, Televiper11 said:

    Am thinking of swapping my Cygor for a Jabber. The Cygor's unbinds are nice but dude sucks in melee and dies easily. The Jabber won't hold up much longer but at least I have the chance to dish some real dmg plus the Aura of Madness, though unlikely, forces my opponent to make some hard decisions about where to place his units. Thoughts?

    Then why not a Ghorgon?

  13. 1 minute ago, SevenXes said:

    How many participants were there? Not trying to be disrespectful by any means but #35 isn't exactly top tier. The list looks the kind of list I'd bring to have some fun and see how far I get rather than trying to win it all. 

    100+ I believe. It’s 151 pages of Armylists.

  14. 2 minutes ago, Maddpainting said:

    Oops it is a 2 Drop, i moved to a 2 drop b.c i couldnt get my spells off.  And now i'm going back to a 1 drop again with 3 shamans b.c DoT is a 1 drop, so sway that T shaman for a Shaman.

    Sorry for the mix up.

    Okay! That’s room for an extra ungors unit or for an upgrade to Gors for all present Ungors units right?

    well if you ever want to advice, I will listen!

  15. 1 hour ago, Maddpainting said:

    No DO, no Bullgors, no tzaangors, no ghorgons/cygors either, just straight up Ungors/Bestigors/Raiders. EToD are not really that good to spam anymore with the points increase but a unit is never bad as they still are effective, 1 unit of 6 is fine tho or 2x3, or w/e you like, just not 12-15 of them.  A couple Shamans, then w/e other heroes you want out of Doombull/BL and maybe a Tzaangor Shaman to get spells off and support TEoD.

    You win by board control and timing your damage to take objectives. You will take way more damage than your opponent, but the key is to only give up some Ungors or a Hero to their hit hard hitting units. My normal list now is 4 Heroes (DB, 2 Shamans, 1 T shaman), 5x10 Ungors, 1x40 Raiders, 6x10 Bestigors, Depraved Drove, +1 CP, Gavespawn, comes out to 1990pts. The Taurus is cool and all but its never worth it for me, one of my main opponents is a IDK player (playing the somewhat meta list, lots of Eels, King, Soulscryer, etc..) and even with Hide Tide i don't care, i just play around it.  I use the Raiders as a way to pull units from objectives, b.c if they don't it'll just eat their 5-7 wound characters, even SCE ones are no match for their shooting, the Ungors are for zoning out units and taking a charge, Bestigors do damage. At least i have enough damage to fight Seraphon and Ogres/BCR without trying, 60 Bestigors is a lot to kill, b.c even if 1 unit lives in Gavepsawn they can do 8 attacks each and help them if you get the re-roll wounds spell off on them or the opponent an additional -1 to their saves. Against OBR, just zone them out as they have 0 board control.

    B.c i'm a 1 drop army it makes it easier too, if i go first vs DoT they wont be able to win, but if they go first i have to deploy perfectly to make sure they cant Flamer me to death or multi charge 20 horrors into to much stuff turn 1 or i'll be way behind on board real estate.

    Honestly, the army that gives me the most trouble is Skaven, tho the person i play against is one of the best players i know. The only other army i am scared of is a good CoS player, they have so many tools if a CoS is playing a tool box army (Shadow warriors, a few mages with +1 to cast, a couple tank units in TE for movement and saves buffs, along with 1 or 2 flying hard hitting melee units, its a real are play b.c they can shoot and move just as fast with melee. They do what i do but better).

    I like to note, i haven't play against the new Orruk book yet, so IDK how that game would go at all.

    EIDT:   I want to note, it also comes HEAVILY down to objectives/Missions, IMO there are a couple missions we just can't win. Knife to the heart for me is a very bad mission, but others like ones that are 6" from board edges means we can ambush/summon onto. So it really comes down to the mission more so than who you fight. 

    Thanks for the input! I do think your list is a 2-drop btw right? Because of the T Shaman.

    unfortunately I haven’t found the time to paint up 30 extra Raiders yet (I only have 10 for summoning or sometimes completing a battalions needs). 
     

    I’m in much doubt on what list is the best my collection has to offer so if you ever have the time I would love to get some tips from you! Maybe via some direct messaging service?

    I have played a lot of games (about 35) and only lost 5, but the players in my area decent at best so mostly I’m helping them instead of learning a lot myself.

    If you don’t feel like it, no hard feelings :). Thanks again for the effort!

  16. 5 hours ago, Maddpainting said:

    People that want to win don't want to play BoC, we are for sure able to go 4-1 IMO, but requires lists no one likes and if you wanted to go 4-1 or try to actually take 5-0, you just play something else.  You could also make it even easier and lose game one, now games 2-4 are much easier.

    Having been to a couple GT's (for singles and doubles) and fighting the top players for the events twice now. It is possible.

    This year for Adepticon tho i am playing CoS b.c i want to try and win instead of 3-2 average. But thats also b.c i don't want to let my team down for team, and my list is SO BIG, i don't have room for my BoC for singles (Its 18 120mm bases, plus 54 other models lol, takes up to much space).

    What does a 4-1 BoC list looks like in your opinion? Curious to see if you don’t mind me asking! 
     

    Got a tournament coming up :)

  17. Just to double check. You can activate the Gavespawn +1 attack multiple times in 1 turn targeting the same unit right?

    so for example, ambush 10 Bestigors. Summon in Spawn, start with 2 command points and instantly use them when making the charge for 5 attacks per Bestigor?

  18. So I have a tournament end of february. This is currently the armylist I've been most succesful with. 

     

    The goal is to get more Tzaangor Enlightened (2 more units) and put them in instead of the command point and 6 Dragon Ogors. The Shaggoth will then become a Tzaangor Shaman or Great-Bray + command point. I love the Ogors but for a tournament scene I think the Enlightened will do more (ofcourse depending on changes from the new Tzeentch battletome).

    Currently this is it:

    Beasts of Chaos
    Gavespawn
    Brass Despoilers

    1 Dragon Ogor Shaggoth (General), Unravelling aura, sundering blades
    1 Doombull
    1 Great Bray-Shaman (Aetherquartsz Brooch and Tendrils of Atrophy)
    1 Beastlord (Mutating Gnarlblade)

    30 Gors, axe & shields
    40 Ungors, Ungor blade
    6 Dragon Ogor (3x Paired ancient weapon, 3x Draconic War-Glaive)

    3 Tzaangor Enlightened
    1 Chaos Spawn
    10 Centigors
    10 Bestigors
    10 Bestigors

    +1 command point

    2000/2000, 3 command points to start.

    Any comments or tips? Like I said; the ideal list would probably take out all the Dragon Ogors (cleaning up 460 points) and adding 6 Tzaangor Enlightened and a Bray Shaman (420 points). Maybe try an endless spell for the remainder 40.

  19. 6 minutes ago, Maddpainting said:

    No, he is 160pts. https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf

    And i forgot, i never said my idea to change him,

    Mark of Madness (or Hex by Madness)
    At the end of your movement phase Once per game, pick up to 3 units within 12" of the Jabberslythe, roll 1D6, on a 3+ put a Madness token on that unit. Whenever a unit with a madness token on them attempts to Cast or unbind a spell, move, attack, or charge, roll a dice for each attempt, on a 6+ that unit cannot attempt that action, for each additional Madness token on the unit add +1 to the roll (to a minimum of 4+). These tokens last until the end of your opponents next turn.


     

    While turn, as i forgot about that. Most players are going to just MW him out with spells, priest abilities, endless spells, or shoot him, at least to a point that meleeing him with a small unit is easy. Him also having only a 5+ with 10 wounds means cheap throw away units can also still kill him. Who cares if 10 clan rats dies, or some cultist, Marauders, etc.. thats why they are there.

     

    Strange. He was 140 and there is no * at his name right?

    it’s also still 140 in the AoS Azyr app!

  20. 6 minutes ago, Maddpainting said:

    To add, what is NOT fine, is the Jabberscythe, 160pts for a cockatrice stated body with his ability only working on a double turn, sure he is slightly more survivable with 5+ vs a 6+ and 2 more wounds, not worth 60pts at all, he is 60% more costly, but only has 36% more toughness, so does his ability and damage make up for that? lets see;

    Range weapons compare:
    Jabberscythe range weapon is less likely to do something (43% chance to hit and wound, then its only -1rend with only D3) its something like a 25% chance to do 2D to a 5+ save unit.
    Cockatrice, straight 50/50 roll for D6 damage, 50% chance to deal equal damage to the Jabber, 25% chance to do less or more (rounding).

    Melee weapons compare:
    Cockatrice is (A2/4+/3+/-1/D3) Jabber is (A1/4+/3+/-1/D3) so the main melee is better on the cockatrice but the secondary weapon the Jabber is better (A6/3+/3+/-2/1D) vs (A4(A8)4+/4+/-/1D)
    Jabberscythe total damage to a 5+ sv unit is 3.2
    Cockatrice on the charge damage 5+ is 2.9
    So the damage is only off about 0.3, very meaningless.

    Abilities:
    Jabberscythe, in melee each wound on a 4+ in melee deals 1 MW, 10 wounds, 10 rolls of a 4+ = 5 MW's, without healing this is a 1 time event, most likely will die in 1 round of combat.
    Jabberscythes Aura, only works on your turn, must be within 6", must roll a 6 on a dice, chances to happen, less than 10% (Needs to be close, needs to not be attack, or needs to have a double turn while already close, then need a 16.7% dice roll).

    Over all the Jabberscythe is meant to get IN THEIR FACE for everything to work, while being 160pts low attacks, low hits, low chance of ability to work, will be MW/shot first given the opportunity b.c of the 4+ in melee to deal MW's. While the Cockatrice can sit at range for a few turns or harass weak units, filling the same roll but cheaper.

    Now looking at high value numbers due to the cost differences, 2 Jabbers vs 3 ******, the 3 ****** will out preform the 2 Jabbers every game, 3 chances of D6 MW's and together its the same survivability (24 wounds of 6+ vs 20 wounds of 5+).


    I have already propose a change to the Jabber, one i really hope GW gets behinds.

    Oh and it’s not 10 MW max. He does MW for every wound ALLOCATED to him, so if he was to receive 15 mortal wounds I believe he would do 15d4+ mortal wounds back.

  21. 3 minutes ago, Maddpainting said:

    To add, what is NOT fine, is the Jabberscythe, 160pts for a cockatrice stated body with his ability only working on a double turn, sure he is slightly more survivable with 5+ vs a 6+ and 2 more wounds, not worth 60pts at all, he is 60% more costly, but only has 36% more toughness, so does his ability and damage make up for that? lets see;

    Range weapons compare:
    Jabberscythe range weapon is less likely to do something (43% chance to hit and wound, then its only -1rend with only D3) its something like a 25% chance to do 2D to a 5+ save unit.
    Cockatrice, straight 50/50 roll for D6 damage, 50% chance to deal equal damage to the Jabber, 25% chance to do less or more (rounding).

    Melee weapons compare:
    Cockatrice is (A2/4+/3+/-1/D3) Jabber is (A1/4+/3+/-1/D3) so the main melee is better on the cockatrice but the secondary weapon the Jabber is better (A6/3+/3+/-2/1D) vs (A4(A8)4+/4+/-/1D)
    Jabberscythe total damage to a 5+ sv unit is 3.2
    Cockatrice on the charge damage 5+ is 2.9
    So the damage is only off about 0.3, very meaningless.

    Abilities:
    Jabberscythe, in melee each wound on a 4+ in melee deals 1 MW, 10 wounds, 10 rolls of a 4+ = 5 MW's, without healing this is a 1 time event, most likely will die in 1 round of combat.
    Jabberscythes Aura, only works on your turn, must be within 6", must roll a 6 on a dice, chances to happen, less than 10% (Needs to be close, needs to not be attack, or needs to have a double turn while already close, then need a 16.7% dice roll).

    Over all the Jabberscythe is meant to get IN THEIR FACE for everything to work, while being 160pts low attacks, low hits, low chance of ability to work, will be MW/shot first given the opportunity b.c of the 4+ in melee to deal MW's. While the Cockatrice can sit at range for a few turns or harass weak units, filling the same roll but cheaper.

    Now looking at high value numbers due to the cost differences, 2 Jabbers vs 3 ******, the 3 ****** will out preform the 2 Jabbers every game, 3 chances of D6 MW's and together its the same survivability (24 wounds of 6+ vs 20 wounds of 5+).


    I have already purpose a change to the Jabber, one i really hope GW gets behinds.

    Jabberslythe is 140 points though. I have played with both multiple times and personally the Jabber did more for me. Sometimes the Cockatrice is nice to summon in and snipe the last wounds of a backline hero.

  22. Hey guys!

    I started playing Warhammer last June and have finished painting about 3.000 points of Beasts of Chaos. Now I would love to start a 2nd army and I had my eyes on Kharadron Overlords already. But now with the new book coming up I have decided I want to start collecting them for sure.

    Now I made the mistake ordering three start collecting boxes for BoC and some Bullgors when I first started and later found out that the Ghorgons/Cygors and Bullgors were not competitive at all and a waste of money. 

    I do not want to repeat this mistake so I was wondering if you guys can help me get started for around 1.000 to 1.500 points. What is like the KO staple (ofcourse the new book can change things). I have figured out that 2 Khermist, about 40 Arkanaut Company and maybe a Frigate could be worth the purchase right away but I really would love you guys input. As said I would like a fun but competitive 1.000 point army, easily upgradeable to 1.500 points!

    Thanks in advance guys :).

    • Like 1
  23. 12 minutes ago, Moleculeaxium said:

    Hey guys some questions 

    Are the Tzaangor Skyfires worth taking? 

    Normally I play with Bestigors combined with Tzaangor Enlightened on Disc.

     

    Also what would you say to my list? 

    Nothing too competitive as it is supposed to be a fun campaign

     

    Normally I bring sth like this

     

    Beastlord 

    Great Bray-shaman

    10x Bestigors

    10x Bestigors

    10x Bestigors

    1x Chaos, Chaos Spawn

    3x Tzaangor Enlightened on Discs of Tzeentch

    3x Tzaangor Enlightened on Discs of Tzeentch

    10x Ungor Raiders

     

    Just to get exactly 1000 Points. also running Gravespawn 

     

     

    For summoning I normally take some Ungors, Chaos Spwan, Bestigors and Tzaangor Enlightened on Disc 

    Very strong list! However personally I would the Raiders and 1 unit of Bestigors for 40 Ungors or Gors sp you have a big blob of something to stall/grab an objective while the Bestigors and Enlightened have mobility. The only problem then is; what do you use for sacrificing. 

    • Like 1
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