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Syrex

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Posts posted by Syrex

  1.  

    37 minutes ago, themortalgod said:

    I plan to use them, but my local store doesn't have them in stock yet. I have always hated the conan style barbarians that were "supposed" to be from the frozen north in the fluff. Never made any sense to me. GoT style wildlings is a way better marauder art style for chaos imo. These new mantic models are great, just need head swaps to be more chaosy.

    I'd actually been looking at different heads recently (As I initially purchased GW Marauders).

    https://puppetswar.eu/models-and-bits-49/fantasy/bits/heads/norsemen-heads.html
    https://puppetswar.eu/models-and-bits-49/fantasy/bits/heads/cossack-heads.html

    Both of these could work (Probably moreso the norsemen), just wish there was more than 5.
    [edit] Might be a bit big (32mm scale), and the real thing obviously won't look as good as the renders

    • Like 1
  2. Has anyone tried Mantics Northmen as an alternative for Marauders (I know it won't fly in GW tournaments).
    I'd love to see a size comparison, but they definitely fit the aesthetic I'm looking for.
    https://www.manticgames.com/games/kings-of-war/northern-alliance-kings-of-war/northern-alliance-clansman-regiment/
    About half the price of the GW ones for any Aussies around also.

    Didn't actually see any mention of them when searching for marauder alternatives (I think they've only come out fairly recently).
    I have 2 boxes on order, so will post some photos once they arrive

    • Like 1
  3. 1 hour ago, armisael said:

    Just read eightfold doom-sigil warscroll. Is that mean if 20 models die within 12” you can roll 20 dice. For each 3+ you will get 1 attack. So, you can potentially give 20 additional attack to slayer of the king?

    “A unit cannot benefit from this ability more than once per turn”. 

    • Thanks 1
  4. 30 minutes ago, Walrustaco said:

    Okay, thoughts on this list?

    -

    Bloodgullet Mawtribe

    Leaders

    160 Tyrant, Nice Drop of the Red Stuff, Splatter Cleaver

    140 Slaughtermaster, Blood Feast, Greasy Deluge

    140 Butcher, Blood Feast, Ribcracker, Shrunken Priest Head

    Battleline

    400 Ogor Gluttons, paired weapons, bellower, beast skull banner

    400 Ogor Gluttons, paired weapons, bellower, beast skull banner

    440 Ironguts, Bellower, Great Maw Bearer

    160 Leadbelchers

    Battalion

    140 Goremand

    0 Great Mawpot

     

    166 wounds, 1 cp

    Wow, that’s almost identical to the list I was planning. 

    Only difference is my 2nd unit of gluttons is only 3 man, and I spent the last 280pts on a unit of 4 Mournfang. Mostly due to actual model limitations (starting Ogors fresh).

    Nice low drop count with the battalion, a little worried about board control with so few units, but Splitting units isn’t worth it. Going to take me a few weeks to get any games in but interested to hear how you go!

  5. 2 hours ago, martinwolf said:

    I’m really happy, too. Only thing a bit disappointing in my eyes is the battalion, I don’t think I’ll run 3 units of Wildwood Rangers. But we’ll have to see. I’m looking forward to 20 SotW deep striking with a Nomad Prince, shooting 41 arrows on 2+ and then walking away after. Will cost me 2 command points to do, but it’ll be awesome.

    I’ll use my 20 Glade Guards as Shadow Warriors too. They are aelves with bows and cloaks, I think that’s a perfect stand in. Maybe I add some swords to their hips or backs so they are even closer to their rules loadout.

    I didn't even consider that the Outflanking wouldn't count as moving for Sotw shooting....... Oh my.

  6. 16 minutes ago, Izotzuhure said:

    This is the description of the CA according to the video: 

    "You can use this CA at the start of your hero phase, if you do so you can pick one friendly Hallowheart wizard unit and roll a dice. That wizard suffers a number of MW equal to the roll and in addition until the start of the next hero phase add that roll to the cast roll of all friendly Hallowheart wizard units within 12” of them."

    So, technically, you wound't have to suffer the MW in order to gain the extra to your cast, right? Also, if worded this way, you could even use a unit of Sisters of the Thorn to suffer the MW and then they could heal themselves with the healing spell. 

    I've heard elsewhere that it's actually pick one friendly Hallowheart Wizard Hero, so if that's the case it won't work on Sisters of the Thorn, but still a great rule regardless. I'm pretty keen to try sisters out in Hallowheart - great value with the Hallowheart buffs.

  7. 1 hour ago, Chikout said:

    I'm confused. Did everyone miss that the save on the ironbreakers and irondrakes has gone from 4+ to 3+ ? A flat 3+ save is much better than 4+ ignoring -1 rend. Isn't it???

    Irondrakes are still 4+ (Ironbreakers are 3+).
    The reason people aren't happy is that not only did Ironbreakers lose the ignore -1 rend (Gaining 3+ which is clearly better), they completely lost their shield ability.

    Dispossessed wasn't exactly running around winning Tournaments, so where buffs were needed, sidegrades/nerfs were given.
    Comparing the Dispossessed units to others available in the cities is not exactly a favourable experience. Hammerers are an exception, they're pretty decent.
     

    • Thanks 1
  8. 21 minutes ago, Acid_Nine said:

    I think I only got the anointed wrong based on what I saw points wise on page 52... no matter, I think i’ll Take one squad of black arc Corsair just to make up the 20 points. What do you think of the list though?

    Your sisters of the watch are also off - 160 per 10 rather than 130.
    Nomad prince gives them +1hit, not extra shots (Unsure if you were just referencing more hits though).

    List looks solid but I'd be tempted to replace Nomad Prince + Sisters with something else - There are better shooting options, but obviously this doesn't help if you don't have alternative models.

  9. For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly)

    Hellblaster Volley Gun - 120
    Hellstorm Rocket Battery - 130
    Bleakswords - 90/320
    Darkshards - 100
    Dreadspears - 90/320
    Eternal Guard - 130/330
    Freeguild Crossbow - 100
    Freeguild Guard - 80/280
    Freeguild Handgunners - 100
    Ironbreakers - 130/330
    Longbeards 110/270
    Celestial Hurricanum - 220
    Flamespyre Phoenix - 200
    Frostheart Phoenix - 220
    Kharybdis - 170
    Luminark - 210
    Steam Tank - 200
    War Hydra - 170
    Annointed - 100
    Assasin - 80
    Battlemage - 90
    Black Ark Fleetmaster - 60
    Cogsmith - 60
    Freeguild General - 100
    Nomad Prince - 120
    Runelord - 90
    Sorceress - 90
    Warden King - 110
    Annointed on Flamespyre - 300
    Annoinyed on Frostheart - 320
    Battlemage on Griffon - 300
    Celestial Hurricanum w/ Battlemage - 280
    Dreadlord on Black Dragon - 300
    Freeguild General on Griffon - 320
    Luminark w/ Battlemage - 270
    Sorceress on Black Dragon - 300
    Steamtank w/ Commander - 250
    Black Guard- 140
    Dark Riders - 110/360
    Demigryph Knights - 180
    Drakespawn Chariots - 80/210
    Drakespawn Knights - 170
    Executioners - 130/330
    Flagellants - 80/280
    Greatswords - 160/420
    Freeguild Outriders - 100
    Freeguild Pistoliers - 100
    Gyrobomber - 80/210
    Gyrocopter - 70/180
    Hammerers - 140/360
    Irondrakes - 150
    Phoenix Guard - 160/420
    Scourgerunner Chariots - 60/150
    Shadowarriors - 110
    Sisters of the Thorn - 130
    Sisters of the Watch - 160
    Wild Riders - 130
    Wildwood Rangers - 130

    • Like 1
    • Thanks 9
  10. For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly)

    Hellblaster Volley Gun - 120
    Hellstorm Rocket Battery - 130
    Bleakswords - 90/320
    Darkshards - 100
    Dreadspears - 90/320
    Eternal Guard - 130/330
    Freeguild Crossbow - 100
    Freeguild Guard - 80/280
    Freeguild Handgunners - 100
    Ironbreakers - 130/330
    Longbeards 110/270
    Celestial Hurricanum - 220
    Flamespyre Phoenix - 200
    Frostheart Phoenix - 220
    Kharybdis - 170
    Luminark - 210
    Steam Tank - 200
    War Hydra - 170
    Annointed - 100
    Assasin - 80
    Battlemage - 90
    Black Ark Fleetmaster - 60
    Cogsmith - 60
    Freeguild General - 100
    Nomad Prince - 120
    Runelord - 90
    Sorceress - 90
    Warden King - 110
    Annointed on Flamespyre - 300
    Annoinyed on Frostheart - 320
    Battlemage on Griffon - 300
    Celestial Hurricanum w/ Battlemage - 280
    Dreadlord on Black Dragon - 300
    Freeguild General on Griffon - 320
    Luminark w/ Battlemage - 270
    Sorceress on Black Dragon - 300
    Steamtank w/ Commander - 250
    Black Guard- 140
    Dark Riders - 110/360
    Demigryph Knights - 180
    Drakespawn Chariots - 80/210
    Drakespawn Knights - 170
    Executioners - 130/330
    Flagellants - 80/280
    Greatswords - 160/420
    Freeguild Outriders - 100
    Freeguild Pistoliers - 100
    Gyrobomber - 80/210
    Gyrocopter - 70/180
    Hammerers - 140/360
    Irondrakes - 150
    Phoenix Guard - 160/420
    Scourgerunner Chariots - 60/150
    Shadowarriors - 110
    Sisters of the Thorn - 130
    Sisters of the Watch - 160
    Wild Riders - 130
    Wildwood Rangers - 130

    • Like 1
    • Thanks 2
  11. 8 minutes ago, madmac said:

    I don't know the old point costs, but:

    Ironbreakers are 130/330

    Longbeards 110/270

    Cogsmith 60

    Runelord 90

    Warden King 110

    Gyrobomber 80/210

    GyroCopter 70/180

    Hammerers 140/360

    Irondrakes 150

    Thanks - Didn't realise new points were out.

    So for Disposessed

    Runelord - 80 - 90
    Warden King - 100 - 110
    Hammerers - Stay 140
    Ironbreakers 140/360 - 130/330
    Longbeards - 100/270 - 110/270
    Irondrakes - 180 - 150

  12. 13 minutes ago, Furuzzolo said:

    I think you're overlooking the changes with some wishlisty madness in mind.

    I find them very good, we never lacked bodies or damage, we're short on mobility and very poor in the objective grabbing game. Hammerers are now NUTS, copters are pretty good and in allegiance, tempest eye give us a 3" move and who knows what the other cities have to offer. (+ prayers and spell)

    The Hero steamtank (with a cogsmith model instead of the human :P ) is solid good and can support very well Hammerers. 

    And number 1 change: we're out of the wheelchair. No more "no run or you die in combat" mindset. I played A LOT of games and I found the shieldwall rule to be our worst enemy in every scenario. That's gone. 

    If by "wishlisty madness" you mean not wanting units to go backwards, then sure.

    Again, all of this is pretty arbitrary until we see point costs. If costs go down, much of this can be ignored.

    Irondrakes can't move if they want to shoot twice, that certainly helps mobility right? I'd also rather ignore rend of 1 than +1 save against missiles. I guess you can take min units now you don't need to keep >10?
    Ironbreakers - Lost Ignore 1 rend (Gained 1 save). That on it's own would be a buff, however they've also completely lost their shield rule. Sure, not running/charging to get the bonus wasn't great - Completely removing the rule doesn't count as a buff.
    Hammerers - MW output is great. Not sure this puts them in "Nuts" territory, but certainly a good buff.
    Longbeards - Overall a nerf, but only because of the shenanigans of running Great Axe + Shield. Otherwise, maybe a slight buff?

    I compare Ironbreakers to say, Eternal Guard, or Pheonix Guard and am just left wondering...

    Coptors/Steamtanks aren't "Dispossessed" so I'll avoid comment on them.
     

  13. 3 minutes ago, Grumblebeard said:

    I waited for the Battletome before start building my 2k Dispossessed army. Now I'm thinking of selling them instead.

    Smarter than me.. I was 60 models into my 120... Have put them aside for now to finish my Wanderers.

    Hopefully some reasonable point drops save things. The rules themselves are still ok, just not as current pricing. Other than Hammerers, they just don't really stack up well against the alternatives.

  14. Nice summary Arkhanist!
    It's really going to come down to point costs.
    If there aren't any/many changes, it's all a bit disappointing. Odd that the Ironbreaker warscroll just doesn't mention shields whatsoever.

    • Like 1
  15. Really? There's the odd buff in there, but from what I've seen it's more nerfs/sidegrades that anything.

    Ironbreakers - Save went to 3+ sure, but they lost their shields, -1 rend immunity, Spell immunity. Hoping that the missing shields is somehow a mistake but not holding my breath
    Irondrakes - No longer need 10+ in the unit to shoot twice, but can't have moved (I'd rather have a larger unit and be able to move). Lost their rend immunity, gained +1 save against missile attacks
    Longbeards - Can't take 2H and shield anymore (This was expected). Their 2h profile did change to 3+/3+ though.
    Hammerers - Now deal a mortal wound on a 6 to hit. This is a good buff.

    Obviously impossible to really say much without seeing points and additional city rules/etc, but a bit underwhelmed at the moment. Especially as I'm in the middle of building 120 of them... Much happier with Wanderer changes

    • Like 2
    • Thanks 1
  16. Played a few games yesterday with the following list :

    Winterleaf
    Alarielle (Throne of Vines)
    Durthu - General
    Branchwraith (Regrowth)
    Arch Rev

    20 Spite Revs
    30 Dryads
    5 Tree Revs

    3 Kurnoth with Swords

    Gladewyrm
    Vengeful Skullroot

    Both games Alarielle brought in another 3 Kurnoth with swords, which definitely did some solid work.

    Alarielle was probably the MVP in both games. Took down Archaon in game one (Plaguetouched Warbvand - He had -1 to hit and +1 to wound, she almost got deleted first combat round from his swords ability). The exploding 6s on the Antlers are amazing, managing 8 hits from 5 attacks in one round against a Ghorgon in Game 2.

    2nd game was against Beasts of Chaos. Alarielle again did plenty of killing, her 3 Summoned Kurnoth holding out against a charge of 6 Bullgors, only losing one and combined with some spells/shooting from Alarielle, killed the entire unit over a couple of turns.

    Arch Rev didn't really do a whole lot each game, though maybe I'm not using him right. Used the Command Trait once on the Spite Revs, and once on the Dryads which helped, but considering bringing another Brandwraith instead.

    Dryads did what they were supposed to. In game 2 they had to leave the woods to put some pressure on, you certainly feel the difference.
    Spite-Revs did ok, but after losing 11 in one combat, the other 9 ran away in game 2 after making a charge against some gors (No CP - Had to reroll a 2 inch charge from Alarielle).

    Really liked having the 5 Tree Revs, the ability to teleport out near an objective really helped.

    I've got 3 kits of the new Wyldwoods but feel like I'm going to need more.. Had nothing to bring in after turn 2.

    • Like 1
  17. 10 minutes ago, Galdenistal said:

    To run the Gorebeast chariots at maximum effectiveness you really need a Bloodstoker and / or a Chaos Lord on Daemonic mount, which would probably involve you dropping the Skullgrinder and 3  Mighty Skullcrushers, which might not be a bad thing given the other mortal units in your list that could be whipped.

    Thanks for the reply.
    I did think about taking a Bloodstoker, and might swap him in for Skullgrinder (Probably moreso to help with the Skullcrushers). I didn't really build the list with any focus on the Chariots (Just a mortal alternative to Khorgis), so might drop them out for something else.

    I'd certainly be keen to try a unit of 3 with Bloodstoker/Lord on Daemonic Mount sometime though.

  18. Whilst I have plenty of Daemons, I'm looking to make an all-mortal list at the moment.
    Curious as to peoples thoughts on the Chaos Lord on Manticore - Given the multiple attack profiles, bloodsecrator/wrathmongers should help a decent amount. Hew the foe + Rune Blade should really help out. Seems a decent alternative to a Bloodthirster, though takes a bit of work.

    Thinking of the following list - I understand it's not Tournament ready, more just for playing friendly (but still reasonably competitive) games.

    Khorne - Gorechosen
    Batallion - Gore Pilgrims

    Chaos Lord on Manticore (DB + Lance) - General - Hew the Foe + Rune Blade - 250
    3 * Slaughterpriests (Bronzed Flesh, Blood Sacrifice, Killing Frenzy) - 3 * 100
    Bloodsecrator - Thronebreakers - 120
    Skullgrinder - 80

    10 *Blood Warriors - Goreaxe + Fist - 200
    10 * Bloodreavers - Meatripper Axes - 70
    10 * Bloodreavers - Meatripper Axes - 70

    5 * Wrathmongers - 140
    6 * Mighty Skullcrushers - 360
    1 * Chaos Gorebeast Chariots - Greatblade - 100
    1 * Chaos Gorebeast Chariots - Greatblade - 100

    Wrath Axe - 60

    1990/2000pts, 141 wounds

    Not entirely sold on the Gorebeast Chariots. Could probably remove those + Skullgrinder and maybe one of the priests for 2 units of Skullreapers.
    Only really taking a battalion to get the runeblade on the Lord, otherwise would probably have just gone for another unit of Wrathmongers.
     

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