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Dolio

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Posts posted by Dolio

  1. I wouldn't be surprised if Maggoth lords came down 20pts.. obviously changes nothing.. 

    Would be significant if HoD command ability was free and not a CP sink but I don't see that changing until new tome

    The tree etc all needs changing to only affect friendly Nurgle units.. Since we get screwed against pestilens, nurgle s2d etc

    • Like 1
  2. I went to my first tournament at the weekend - I went 2:3 and finished 19/36. I took Blessed Sons Blight Cyst with LoB, HoD, Festus, Gutrot and 40 Blightkings.

     

    Knife to the Heart - Gloomspite Gitz (Squigalanche) - minor loss

    Starstrike - KO - major win

    Battle for the Pass - Ogor Mawtribes - major win

    Shifting Objectives - Tzeentch (Changehost) - major loss

    Places of Arcane Power - Khorne (Baleful Lords) - major loss

     

    First game I planned to get the minor win but made some mistakes - confident that I could have beat the Squigalanche if I played a bit smarter but the other guy really knew how to use his Manglers. Second game KO went first, flew up into the sky with two Ironclads, landing 9" away from my front line and began a looong shooting phase - the Blightkings weathered the storm though and after that initial shooting phase I was able to take control of things. Third game I wiped out the entire Ogor army at start of turn 4, I think first few turns he really got worn down by the Blessed Sons MW on 2+. Game 4 I had no chance against the Changehost - first turn he took the centre of the battlefield, screening a lot of flamers with 20 Pink Horrors that I just couldn't chop through in time - while each turn he was pretty much flaming a unit of 10 Blightkings per turn - no matter how many times I would replay that battle I think there is no way I could win! 5th game was against 5 Bloodthirsters on Places of Arcane Power, so I knew it was game over and just tried to max on secondaries - on another scenario though I think I would have had a chance, but when all 5 Bloodthirsters activate together its rough!

    Overall, the games I won it was thanks to the BKs being able to weather the storm, but the army did lack some punch and was noticeably an anvil with no hammer. I am wondering if a Drowned Men Afflection Cyst would be competitive, with either a 10-20 chunk of BKs at the home objective (or 30 PBs with this heavy shooting meta)? I have a warshrine and some marauders though, so maybe I should get a Glottkin!

     

    • Thanks 1
  3. On 9/23/2019 at 1:36 PM, sal4m4nd3r said:

    Great question! I choose to use maruaders for a couple reasons. One is its takes SO damn long to resolve attacks with that unit. Not to mention if you have multiple targets. Since I am either preparing for a tournament or playing in a tournament every single time I play.. a HARD 2.5 time limit (which includes any prematch banter, set-up describing my army etc..)shapes my warscroll decisions. 

    In my army I have utilized both the Harbinger of decay and a chaos warshrine do provide multiple DPRs (damage prevention rolls). Blades is a 7 to cast which is a success rate of 58.3%. Essentially a 50:50 cast. and an unbind rate of 41.7% Which is a 24.4% of going through. And thats without the enemy having a unbind bonus. Correct me if I am wrong but there is NO available casting bonus for ROTBRINGER WIZARDS. So a 1/4 chance of success. Anecdotally, I rarely get the perfect combination of successful casting, unsuccessful unbinding, and a viable/relevant target. So I need this unit to do something else. Marauders (in my list) Just dont die. 5+/5++/6++ most of the time the enemy is RR 6's to hit (witherstave) and quite often RR 6's to wound (cycle). So i use them as a tarpit/speed bump, swarm objectives, with a potential of a huge damage spike. Monks are a glass cannon which doesnt synergize with the direction and flow of my army, but reamin a viable option in many lists. 

    In terms of playstyle, what units do you like? While mixing demons and mortals is a possibility, I find it helps to mix as little as possible. The exception being blightkings in a demon army, as a cheap AND effective battleline. Thricefold is fun and strong, but relies heavily on magic, which other armies are simply better at.. so its highly matchp dependent. I play a blightking spam list because I love the models and the warscroll, but It can be a challenging army to use. 

     

    If it is 58.3% success and 41.7% unbind then it would be 34% chance of going through (you multiply 0.583 by the chance they DON'T unbind it, not the chance they unbind it). So 0.583*(1-0.417). However, that is not taking into account the chance you roll an 8 (or more), leaving them an even smaller chance to unbind - I could be wrong but I think the actual chance it goes through in the end (not taking into account any +to cast/unbind) is 44.8%. I know I'm being a bit picky about it but if I am correct with this then its worth realizing 44.8% is significantly better than 24.4%. Have not looked at this before so admit I could be wrong and apologies if I am!

  4. 20 hours ago, Forrix said:

    So the new Underworlds beastmen warband has a spell that gives +1 to hit to ANY friendly unit (and d3 mortal wounds but meh). I'm extremely tempted to try then out in a Blight king list though it is a 7 to cast.  I've been waiting for ages for the ability to stack hit on Blightkings.

    Is the only way to get this warband to buy the full Core set?

  5. 19 hours ago, Fluxlord said:

    Nurgle loves hugs, and the playstyle to I guess. So if you have a harbinger round Bloab has a 5+ xtra save, besides put some blightkings before/close to him and you have some extra protection. Then for hordes you can cast the rancid spell, if he might face some hero use his own spell.... which is really good. That spell saved me from Durthu once (admitedly I had some luck), I killed Durthu in one go the second round with bloabs

     spell and dmg from shooting with bloab and hitting with blightkings.

    Thanks for the tips!

  6. Thanks for the quick answers! I assumed it was that way but I never saw any hard evidence of it in battle reports so wasn't completely sure. Makes sense to me now that you say it why you might not want to completely abandon it - and I had not thought about that baiting idea, thanks.

    Dolio

  7. Hi,

    I am struggling to find a clear answer anywhere about this. Do I retain control of an objective if I move away from it? Move battle reports I watch on youtube, everyone seems to keep units on objectives even if they are not in danger of being stolen. The rules state:

     

    "At the end of each player’s turn, you must check to see if either player has gained control of any objectives. To do so, you and your opponent must count up the number of models you have within 6" of the centre of each objective; you gain control of an objective where your count is higher than your opponent’s count. Once you gain control of an objective, it remains under your control until the enemy is able to gain control of it. A model can only be counted towards gaining control of one objective per turn. If one of your models could be counted towards gaining more than one objective, you must pick which one they are counted towards that turn."

     

    To me this sounds like once I have taken an objective, even if I move away from it I still control it for the whole game, unless the enemy takes it.

    What is correct here?

     

    Thanks!

  8. Hi all, 

    I'm trying to make an 800pt army for a doubles tournament and I am happy with 520pt of it as:

    Harbinger w/ Grandfather's blessing and Witherstave (160)

    40x Marauders w/ Axe & Shield (200)

    5x Putrid Blightkings (160)

    The other 280pt I am torn between three options:

    A: Sorcerer (120) + Jabberslythe (160)

    B: Bloab Rotspawned (240) + Soulsnare Shackles (40)

    😄 Verminlord Corruptor (260) + Suffocating Gravetide (20)

    Im new to AoS but played WHFB for a long time. Any advice would be greatly appreciated, not only on the three options above but comments on spells/artifacts too! 

    Thanks

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