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ZLee Syn

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Posts posted by ZLee Syn

  1. On 11/6/2021 at 12:55 AM, AHexInScarletRed said:

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of Night
    - Grand Strategy: Prized Sorcery
    - Triumphs:

    Leaders
    Mannfred von Carstein, Mortarch of Night (380)*
    - Lore of the Deathmages: Overwhelming Dread
    Vampire Lord on Zombie Dragon (435)**
    - General
    - Deathlance
    - Command Trait: Unholy Impetus
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord (140)*
    - Universal Spell Lore: Levitate 
    Necromancer (125)*
    - Universal Spell Lore: Ghost-mist

    Battleline
    40 x Deadwalker Zombies (230)*
    - Reinforced x 1
    10 x Dire Wolves (135)**
    3 x Vargheists (155)*

    Units
    5 x Blood Knights (195)**
    5 x Blood Knights (195)**

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 138
    Drops: 2
     

    Would y'all deem this playable? It's basically what I got at home made ready for 3.0. I first had two small units of Zombies, but figured I'd do better with a reinforced one instead. Also thought about using Morbheg's Claw for an easier Vanhel's. Ghost Mist and Levitate for more flexible Zombie-usage. I'd rather run 20 GG instead of the Vargheists and the Necromancer, but can't get them right now. 

    I am running something similar with decent succes

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of Night
    - Grand Strategy: Prized Sorcery
    - Triumphs: Bloodthirsty

    Leaders
    Mannfred von Carstein, Mortarch of Night (380)*
    - Lore of the Deathmages: Fading Vigour
    Prince Vhordrai (455)
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord (140)*
    - Universal Spell Lore: Ghost-mist
    Necromancer (125)*
    - General
    - Command Trait: Unbending Will
    - Artefact: Morbheg's Claw
    - Lore of the Deathmages: Decrepify

    Battleline
    40 x Deadwalker Zombies (230)**
    - Reinforced x 1
    40 x Deadwalker Zombies (230)**
    - Reinforced x 1
    10 x Deathrattle Skeletons (85)*

    Units
    3 x Fell Bats (75)*
    5 x Blood Knights (195)*

    Endless Spells & Invocations
    Lauchon the Soulseeker (55)

    Core Battalions
    *Battle Regiment
    **Hunters of the Heartlands

    Total: 1970 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 150
    Drops: 4
     

  2. 2 hours ago, BoneHeart said:

    Can I use deathly invocation and invigorating aura on units brought back by endless legions to bring the unit back to its original size?

    for example a unit of 20 zombies died, 10 comes back, and I use invigorating aura and deathly invocation to bring back 3+d3 more.

    Thanks

    No because the replacement unit doesnt have any slain models.

    So there are none to heal

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

    Good question, though I don't think so, as you are limited to starting unit size when dealing with resurrection mechanics.

    I think so anyway.

    You are limited by slain models. This is not an issue

    You are also limited by maximum unit size. And we dont know if that is starting size or double reinforced size

  4. 5 hours ago, Tizianolol said:

    Guys do you know if unlash hell command ability works only for the unit that is charged? Or a unit wholly within 9" a charging unit but not engaged can unlash hell?

    If enemy finishes charge move within 9 and you dont have other enemy within 3, you can unleash hell

    • Like 1
  5. Couldnt find aos3 thread so I am posting it here. What do you guys think of this list?

    Allegiance: Soulblight Gravelords - Lineage: Legion of Night

    Grand strategy: Hold the Line

    Leaders Mannfred von Carstein, Mortarch of Night (380)

    - Lore of the Vampires: Amethystine Pinions

    - Universal spell lore: Flaming Weapon

    Vampire Lord (140)

    - Universal spell lore: Ghost-mist

    - Lore of the Vampires: Spirit Gale

    Necromancer (125)

    - General

    - Command Trait: Unbending Will

    - Lore of the Deathmages: Overwhelming Dread

    - Lore of the Deathmages: Decrepify

    Necromancer (125)

    - Artefact: Morbheg's Claw

    - Lore of the Deathmages: Fading Vigour

    - Lore of the Deathmages: Spectral Grasp

    Battleline

    40 x Deadwalker Zombies (230)

    20 x Deadwalker Zombies (115)

    10 x Deathrattle Skeletons (85)

    10 x Deathrattle Skeletons (85)

    Units

    3 x Fell Bats (75)

    1 x Corpse Cart with Unholy Lodestone (80)

    5 x Blood Knights (195)

    5 x Blood Knights (195)

    Endless Spells / Terrain / CPs

    Chronomantic Cogs (45)

    Lauchon the Soulseeker (55)

    Soulsnare Shackles (65)

    Batalions:

    Warlord (Mannfred, vlord, necro, CC)

    Hunters of the Heartlands (Z, Z)

    Hunters of the Heartlands (BK, BK)

    Hunters of the Heartlands (Sk, Sk)

    Vanguard (bats, general)

    Total: 1995 / 2000 Extra Command Points: 1 Allies: 0 / 400

  6. On 8/8/2020 at 1:14 PM, El Antiguo Guardián said:

    I´m using just Chainrasp, but they´re a great screen for reapers/bladegheist...

    But my list is an horde list. I will play again with Grief this Wednesday vs The Legion of Chaos ascendant, but I need to chose the build of my general: on the past he was using the 2 CP rolls at 5+, but now he can use just 1, and I don´t know what use in addition.

    The list would be:

    Deadblade

    Knight

    Knight on food

    Necromancer

    40 Chainrasp

    40 Chainrasp

    10 Chainrasp

    30 Reapers

    12 Myr Banshees

    12 Myr Banshees

    1CP

    1970 points (bcs of the triumph).

     

    Any ideas for the CP?

    I feel like this list would be great before handbook but now it is too CP heavy. I would lose the foot knight and probably 1 banshee unit to get another unit that doesnt require that much setup

    • Like 1
  7. On 8/8/2020 at 5:48 PM, Thamalys said:

    This list  is almost identical to the list I am planning to run in September at a 2-day tourney... a few thoughts:

    - I put in a Corpse Cart (unholy lode stone) instead of the extra command point (thus getting to 2000 pts on the nose!). That’s because both the Necromancer’s and Vhordrai spells are absolutely key - and in my case the one on the VLoZD as well. You don’t mention spells... I went for Overwhelming Dread (Necromancer), Amethistine Pinions (VLoZD) and Vile Transference (Vhordrai). The Cart also gives a +1 save to your wolves, which makes them uber-cost-effective. And, I very recently put together what I think is a decent conversion of that particular model, so... 😜

    - The Sword is (marginally) better than the lance for the VLoZD (search elsewhere on tag, plenty of threads about that) unless you are running it with Mist Form in SoulBlight (as in that case you can always charge...) 

    - I have split my 10 Blood Knights into two units of 5, as in that way it’s easier to get them in cover and they can countercharge whatever gets on both the VLoZD and Vhordrai. Easier to get them all in, harder for your opponent to shut down their charge, more board control with 2 units instead of one. This one I have thoroughly tested - it’s just better, unless you have no anti-horde unit, but that’s when the Reapers come in.

    Other than that, as I said, the most competitive thing I could come up with is something very very similar to your so... it must be good, right? I’ll let you know how it performs in September! It has the bodies, the anti-hero, the anti-elite and the anti-horde. It is super fast, the Reapers come back... I think it’s strong. Against the filthiest of the latest meta-lists... of course we are going to suffer, but hey, we’ll do what we can!

    This is incorrect. Both Vhordrai and the Blood Knights went down in points, thus effectively making this list possible with a 60 pts boon. Not bad!

    Lance is better if you go for burst.

    Lance and sword are even after 2 rounds of combat in legion of blood.

    If you are stuck in combat for longer then sword is better. 

    So it depends on the playstyle your dragon will be filling. There are ocasiins when lance is better (especialy in legion of blood)

  8. 8 hours ago, Dorn Jr said:

    New to AoS & FEC ghoul kit question: All the extra arms and heads are just for variety sake right? Ive never put together a kit that had almost an additional set of them and it's got me a little paranoid that I'm missing something in the details?

    Thanks in advance. 

    Yes. Just variety. This kit is back from 7tsh edition of warhammer fantasy and so there is alot of options. Same as skeletons, graveguard... 

    It is limited by the amount of legs/torsos but for example set of 10 skeletons have ~22 heads and ~15 torsos in it if I remember correctly.

     

     

    One variety is the leading model. That is the only thing you need to pay atention to. One unit can have only one so if you plan on using them with biger numbers in a unit, plan numbers of leaders acordingly.

    • Thanks 1
  9. 5 hours ago, Enwolved said:

    That sounds pretty great, but I doubt that you make much use of Endless Legions, because you just dont have the CPs to do that. So I really like this idea, but it would be so great if you had the points left to buy that CP for 50 points. 

    In addition to that: Do you think the Sword is better on the VLOZD?

    Ressing wolfs is the goal every game I think. Only when you can secure point by it.

    Remember thathexwraiths are allies there so neither endless legions, nor gravesite healing works onthem

  10. 6 minutes ago, Honk said:

    Please don’t feed the...

    one of the tricky things GDubs sadly did, was taking a (tbh) hard to balance centerpiece and used him in two factions... and with different lore access and legion rules and special abilities.
    No wonder LoN players are crying about the nerf and the point increase, while petrifex players sip their ice-cold drink 🍸 of fluff players tears and say: nah, it‘ll be fine...
    he‘s about 3x10 brutes (840) and I can imagine the OBR Petrifex Nagash with all the spells (protection) to skirt around and grind them to dust... don’t see LoN Nagash standing a chance 🧐

    That is very true. To be fair I expect LoN to separate into diferent battletomes eventualy so this will not be an issue

    • Confused 1
  11. 8 hours ago, Doko said:

    And who cares??? 

     

    So now i gonna cry about how underpower are the battlemague playing as general order,or how pistolliers playing as free people are underpower.......nagash is one or maybe the most broken unit of the game rigth now playing as bonereaper so he never gonna get any buff untill nagash in bonereaper be nerfed.

     

    Was the same than the reapers,broken in lon and balanced in nighaunt,what hapened?only nerf to balance them,i hope nagash players be rdy for no buff or even a nerf to nagash following the gw logic

    Compared to new standard of lumineth, tzeentch and seraphon. I would say that nagash is quite ok :D

    • Thanks 1
  12. 25 minutes ago, Joseph Mackay said:

    As it’s a Nighthaunt battalion I don’t think you can take it in Legions? Being Nighthaunt you definitely can’t take it in Soulblight except using allies

    You can because Nighthounts are allies and this batalion cost less then 400 points

    • Like 1
  13. 1 minute ago, whispersofblood said:

    A model's worth isn't soley determine by what it can do, but also by what it cannot, and what it forces on you.

    That is true. 
    But you never pick a model to do something it is not designed to do right? You play something to do what it is good at. And I think that teclis doest its thing extremly well. (the best in the game actualy)
    Yes. If you play against something like KO or flamers you might lose him first turn. 
    The problem is that half of the armies dont have that option. 

  14. 12 minutes ago, Gecktron said:

    They probably meant the bad dice podcast: http://baddice.co.uk/lumineth-realm-lords-review-with-the-play-testers/

    To summarize their thoughts about Teclis a little: He is strong, and he will most likely be a centerpiece/linchpin for the faction at the start since he is pretty straightforward in what he does compared to the rest of the army, but he has his weaknesses. They think once people get a hang of the army they will slowly pivot away from him and make more use of the other elements of the army. 

    They made a great point. Lumineth are all about balancing your resources. You cant go all out with big toys or you lack the man to hold your objectives and screen, you cant go all out Sentinel spam or you cant threaten the enemies objectives, and so and so on. 

    I recommend listening to that episode. 

    Yea, I am already listening to that. But I dont know if I should take that seriously when the first thing I saw was their note including what they like about the book. And those are exactly the things I think are bad for the game and most problematic.

    Edit: maybe I am wrong. But I am playing this game for some time now and I never thought that new book was OP just from leaks. But here I cannot help myself.
    The problem is not that it is unbeatable. But that some armies cannot punish their weakness simply because there is nothing in their book that has that option

  15. 1 minute ago, Chumphammer said:

    Casting is 1 phase of the game. He is terrible in combat. 10 Khinari life takers can take him out and thats 160pts that drop on him turn 2. 

    So yeah, he dominates the magic phase, but you need to be very careful

     

    But the problem is that he dominates the magic phase with a style that provides no counterplay whatsoever. He basicaly say that his knights move 28 inches for free.
    Imagine if StD teleport was autocast for example. That would be in my opinion quite broken because you can be sure it works.
    Its quite a diference between beeing sure something works or beeing very likely and it beeing down to chance

     

  16. Just now, Chumphammer said:

     

     

    Thanks. Already found that. But I take it as hilarious that they put this as a note under video

    New rules that we really like are;
    a spell that causes an opponent to spend double command points.
    fighting twice in a row.
    automatically casting spells.
    shooting without seeing a target

    Because I feel like those are exaclty the things that are problematic.

    • Thanks 1
  17. 3 hours ago, LuminethMage said:

    From what I understand, your opponent does not even have to kill Teclis, to significantly weaken your whole army, because it's very dependent on Teclis aura. If you listened to the playtester's video they basically said - you have no options against armies who can kill or cripple Teclis on the first turn, and no one thought this will be a really strong army (but fun to play, and potentially very good if you play well and know what to do). 

    That said, if you only meet opponents at your local gaming den which are build to  potentially kill Teclis in the first round, then you are either pretty unlucky, or pretty unliked : ). Depending on how the meta is, this might be a problem in tournaments of course, in case it turns out that you have to play Teclis to be viable, and also such alpha strike armies are very viable at the same time. So right now, I totally agree, no need to be worried about this. 

    Are there that many complains though? You also have people already saying the Lumineth are totally OP and 100% will destroy everyone else's fun. All in all a pretty normal situation when a new army is going to be released. It wil be interesting to see how it all turns out , but I'm pretty pumped, the Lumineth look like they are going to be a lot of fun to play. I love what they did with the Shining Company, the combined arms play style, and all the magic power and variety they can pull off. 🥳

    Can you send me a link where can I find this playtesters video?

    And the way I see it, Teclis looks like the most broken warscroll I ever saw. If the whole army is OK, that means that rest must be pretty trash in my eyes. And that doesnt look like good design.
    If the whole balance is done based on rock-paper-scissors (if the enemy can threaten teclis first turn or cannot) then what is the reaosn to play? Just check the lists and go to lunch.
     

    • Like 1
  18. Just now, Vipoid said:

    If you don't mind me asking, what is it that makes the Necromancer so much less vulnerable?

    I get that he can pass wounds onto nearby units on a 4+, but he's only got a 6+ save against the wounds that get through and no way of healing himself. A Vampire Lord has a 4+ save and can potentially heal from 1 wound back to full with his Blood Chalice (plus stuff like Vile Transference).

    Because he will most likely die to mortal wounds. And because he will die in one turn so no healing.

  19. 1 minute ago, El Syf said:

    Thanks, just with the Nighthaunt stuff they were quite explicit about them replacing the old warscrolls and they haven't been this time round.

    Before there were like 2 black coaches or 2 terrorgheists. They they changed the name so now there are no 2 units that have same name and diferent warscrolls so they dont need to specify.

    Also oficial app has only one warscroll so that is a clue

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