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ZLee Syn

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Posts posted by ZLee Syn

  1. 6 minutes ago, EnixLHQ said:

    -1 to be hit by enemy units within 3" if their bravery characteristic is 5 or lower. This combines with NH's natural -1 to bravery aura. So, unless your enemy can buff their bravery or ignore your debuff, if they bring a 6 bravery unit to a fight they will suffer a -1 to hit the DHs.

    I mean, isnt there a diference between bravery and bravery charasteristic?

  2. 8 hours ago, Izotzuhure said:

    Quick silly question, can Allariele use Hidden Paths? I'm asking this because her base is 6,5" and technically you need to be wholly within 6" of the edge. 

    In normal game,  there is no rule like the one written above. That means you will never be able to deploy her.

    If your opponents allow it then go for it. But you cannot be suprised if he/she doesnt. If you tried to do this on tournament, I would first warn you and If you still did it then I woukd call a judge once you would try to pull her out. I am sure he/she would rule in my favor.

     

    If that was random mechanic (like a battleplan: when deploying a unit roll a dice,if result is 1 then the unit is inreserve and arrives in your second movement phase...)  i wouldnt have a problem. But you know that you cannot fit her yet you expect that oponent would be ok with that. This feels like a small cheating.

    As amsoly said. It is a small nerf to big models. Dont know why it is ok to ignore this nerf

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  3. 11 minutes ago, EnixLHQ said:

    Grimghast Reapers: units of 10 to 30, 2" range, 2 attacks, 4+/3+/-1/1. Specials: One model is 3+/3+/-1/2 and if it kills a model splashes 1 MW, all scythes reroll failed hits of target unit has 5+ models.

    One of the few units that can do a ton of damage without any buff support. There are two things to think about with Reapers. First, they are horde killers. That 4+ bothering you? Well, if you charge these guys against any unit with 5 or more targets you get to reroll failures. Chances are you will cut through half of that unit. Second, they have rend (this whole list will), which even with their not-great attack profile when up against 1 through 4 models, that rend lowers enemy saves. That makes these guys elite killers. Back them up with to-hit and to-wound buffs and they will rend through high opponent saves. Makes these guys very versatile. These guys are Batteline in Nighthaunt, as well, which makes them a nice pick to satisfy Pitched battle requirements.

    Dreadscythe Harridans: units of 5 to 20, 1" range, 3 attacks, 4+/3+/-1/1. Specials: Wound rolls of 6 score 2 dmg instead of 1, -1 to hit if enemy melee unit has 5 or less bravery.

    Assuming you can buff these guys, at least their to-hit with Knight of Shrouds on foot and a couple CP invested, these guys will likely be your highest damage dealers without much more finagling. With the buffs they will be on par with the Bladegheist Revanants in terms of damage profile, but they retain their 3 attacks no matter the phase or circumstance, and the occasional 2 damage lets these guys swing higher than their weight class. Their built-in aura debuff is also handy to keep them around if you can keep your enemy's bravery low. Also, rend.

    Myrmourn Banshees: units of 4 to 12, 1" range, 1 attack, 4+/3+/-2/D3. Specials: +1 attack if unbind successful, +1 attack if dispel is successful, +to unbind.

    At first glance these guys seem underwhelming except maybe as a short-ranged unbind attempt. But, their rend combined with D3 damage means that if they hit, they'll hit the hardest out this entire comparison. In order to do that effectively, though, you will need a lot of things to go your way; namely, unbinding a spell, getting a +1 attack from a KoSoES, +1 or 2 to hit from KoS on foot, +1 to wound from GoS... If set up correctly this unit will do the most damage, hands down. It just takes a lot of planning and luck to get it off. This is much easier to do in Nighthaunt than LoG as you can zone them in with From the Underworlds within their 18" unbind range. Oh, they have the highest rend of this comparison, so you know what that means.

    Bladegheist Revenants: units 5 to 20, 1" range, 2 attacks, 3+/3+/-1/1. Specials: +1 attack on charge, can retreat and charge in the same turn.

    These guys will do very respectable damage without much support at all. Charge, get the extra attack, and swing on 3s. Pretty nice. Also means that KoS need only invest 1 CP to give these guys a 2+. GoS near by and it's a 2+ on Wound. In other words: easy to buff, easy to damage, and with their built-in ability to retreat and charge you will never not be charging. What sets these guys aside from being "auto-picks", though, is what this loadout doesn't say, and that is that they lose an attack in all other phases. So, on your opponent's combat phase these guys only have 2 attacks. Not bad, but the whole reason you bring these guys is to swing for 3, right? Basically, it boils down to if you think you can buff these guys or not, or buff some Dreadscythes more reliably.

     

    In my opinion you should always run Reapers as close to max as possible. They self-buff against hordes, their 2" range means they can fight in ranks and get all their attacks in, and in a pure NH army they are battleline, giving you freedom of choice for some Chainrasps to fill out the rest of  your battlelines.

    Next come Dreadscythes which, while they work optimally with at least a KoS investing CPs into them, can deal out significant damage for less points than Bladegheists.

    Then come Bladegheists which are more reliable with their damage if you can't buff them, but come up short if you can. If you are not confident you can keep buffs in the right places, take these.

    Last are the Banshees. Last only because of the shenanigans you need to pull in order to get them swinging at potential. Consider these guys advanced mode. The payoff of bringing them is another unbind with a bonus, so against armies with a lot of magic you're better protected, and then their up-to-3 damage potential on each swing. Very risk/reward since their unbind is 18" and those attacks don't mean much if not in melee range. At least they keep their +attack until the next round unlike the Bladegheists...

    Thanks alot

    Btw doesnt DHs work with bravery charasteristic? So no bonuses/debuffs?

  4. Read that but there is only stat comparasion and not types of uses.

    I was thinking about this list

    Dreadblade harrow (general)

    Necromancer (aetherquartz brooch)

    Guardian of souls Knight of shrouds

    Knight of shrouds on ethereal steed

    30 chainrasp horde

    5 dire wolfs

    5 dire wolfs

    20 dreadscythe haradians

    15 dreadscythe haradians

    12 myrmiurn banshees

    12 myrmourn banshees

    Pendulum

    Command point

     

    What do you think? 

  5. 1 hour ago, Zaerion said:

    Thanks so much for clarifiying , what do you think about the conversion from black knights in to blood knights using idoneth/daemonetes head and a bit of green stuff to cover bone feets ans maybe a bit on hands too, am i too crazy? i really like blood knights but the models are way expensive and its and old model and its resine so ... not a good deal to be honest.

    I am not good at the hobby part (and I am not that good at playing either) but everything that makes you use diferent then original models for bloodknights is a good idea.  Easiest way used to be dragonblades but theyare not sold anymore. Other idea is to w8 till slaves to darkness are relesed (probably in less then a month) and use the new knights. Thar would require more work but is possible and those models are awsome. That beeing said your idea is also good. It will require you to cover hands and feet with greenstuff (some knights have their whole hands uncovered) so it depends how comfident are you in your skill. I think that hands will be much more dificult then feet. I never worked with greenstuff so maybe it is easier then I thought. Good luck and if you manage to do that share pics :D

  6. 4 hours ago, Zaerion said:

    Hi, thanks for the advice i will check for that , the necromancer and then vampires do not pick an extra spell from the Lore of death?

    In the legion of blood chararacteristics Page It says that any wizard can take an extra spell from deathmages.

     

    And vampires and necros hace the keyword wizard so would they take 2 spells? ( Vampires 1 for Lore of the vampires and 1 for Lore of the deathmages) and necros 2 from deathmages no?

    No. In legion of blood is stated that wizards generate extra spells from lores of the dead (70-71). In lores of the dead pages is stated that wizards that generate extra spells from lores of the dead does so this way:

    Deathmages - lore of deathmagrs

    Vampires - lore of the vampires 

    Deathlords they can chose

     

    So necro can take one from deathmages

    Neferata can chose 1 from either deathmages or vampires

    Guardian of souls cannot chose any eventhough he is legion of blood wizzard because he is not deathmage, deathlord or vampire

  7. 19 hours ago, Zaerion said:

    This is the second list i have in mind with the hexwraiths sorry i could not edit my post from before:

     

    Here i would play each vampire lord with the hexwraiths , healing them and buffing them and adding hitting power to them.

    Then in the middle and to the objectives , the 30 skeletons, 10 zombies and 5 dire wolfs supported by a necromancer. while the big threats VLZD and the other 2 Vampire lords are trying to do some cleanup.

    Allegiance: Legion of Blood
    - Mortal Realm: Shyish
    LEADERS
    Vampire Lord on Zombie Dragon (440)
    - General
    - Command Trait : Aura of Dark Majesty
    - Deathlance & Shield & Chalice
    - Artefact : Ethereal Amulet
    - Lore of the Vampires : Amethystine Pinions
    Vampire Lord (140)
    - Flying Horror
    - Lore of the Vampires : Vile Transference
    Vampire Lord (140)
    - Nightmare
    - Lore of the Vampires : Vile Transference
    Necromancer (130)
    - Lore of the Deathmages : Overwhelming Dread
    UNITS
    30 x Skeleton Warriors (240)
    - Ancient Spears
    5 x Dire Wolves (70)
    10 x Zombies (60)
    5 x Hexwraiths (140)
    5 x Hexwraiths (140)
    TOTAL: 1500/1500 EXTRA COMMAND POINTS: 0 WOUNDS: 99
    LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 0/400

    +1 atack to both rider and a mount. Only command traits and artefacts cannot give bonus to mount.

    Necro can take 1 spell from lore of deathmages and each vampire can chose 1 from lore of vampires

    Legion of blood is kinda diferent because you use many units that cannot be resurected.  You need to protect your vampiric units (especialy bloodknights) since they cannot heal that well. 

    I feel like first list is better since I dont like hexwraiths that much.  Also personaly I dont like vampire lords on foot that much. I would rather take second necro with fading vigor, especialy with skeletons, but that is personal preferance i think. Btw mounted vampire lord gets +1 atack on his horse too.

    Overall I think your list is good. I would swap skeletons for chainrasps since you dont have spot for 40 and chainrasp is better at defending and have higher move. Those are 2 main things that you want from big blocks in your list because this legion has alot of damage from vampiric units. That beeing said, many hard hitting agresive forces will decimate rasps as much as skeletons and unchecked skeletons with necro can do alot of unexpected damage. Still I feel that rasps are better, especialy in LoB.

    Legion of blood doesnt have any bonuses for infantry/summonable units and that is why picking those that are strong on their own is recomended. You need some summonable units but if too much of your units have a good synergy with other legion then why dont you play that legion. And if you have too little of them then you cannot use gravesites and invocations. Nighthaunt works perfectly for that.

    I dont know what models you have or which units you want or dont want to play but this is how I would change your list.

    VloZd (ethereal amulet, aura, transference)

    Necromancer (overwhelming dread)

    2x5 wolfs

    10 chainrasp

    30 grimghast reapers

    5 blood knights

    Balewind vortex

    Extra cp

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  8. 10 hours ago, Grimoriano said:

    He has to ambush from the edge, that's why you have to land a unit or 2 or 3 (depend of your army compo) like a "conga" try to maximize the distance between models (1"), and put it at 9" from the edge. For shoot just use a high move unit to charge at turn 1 or 2.

    You can do it slightly further then 9. Base +9

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  9. On 11/27/2019 at 3:23 PM, BaylorCorvette said:

    Such a great artifact. Wish Legions of Blood had better choices of Battalions to take the Orb and the Ethereal Amulet.

    Court of Nulahmia with 2 dragons is an option

  10. Came up with something like this:

    Nomad prince (general- ironoak artisan)

    Treelord ancient

    Branchwraith

    Dreadlord on dragon (spear of the hunt, crossbow + lance)

    20 sisters of the watch

    20 sisters of the watch

    20 eternal guard

    10 shadow warriors

    5 sisters of the thorn

    Command point

     

    What do you think?

    Also does the rend bonus from spear work on lance while charging ?

    • Like 1
  11. Hello guys. I was thinking about using 2 dreadlords on dragons to assasinate/pin enemy in deploy zone + fast cheap units to screen while my infantry shoots and score points. I think dreadlord is better then stardrake because of the base size. I never played any order army (I play death) and so I am not sure which units are considered great and if there is some synergy I need to know about so I would like some pointers. Do you think that this is valid strategy and what other units shpuld I look into?

    Edit: also do you think treelord ancient and branchwraith combo is worth it?

  12. 43 minutes ago, Enwolved said:

    Thats exactly what I had in mind. As Soulblight.

    VLOZD
    Vhordrei
    Mannfred
    10 Bloodknights (or 2x5 Bloodknights)
    2x3 Vargheists

    The big problem is, that if you play it like this, you dont have points for the additional CP left.
    Its exactly 2000p.

    Thats why my plan was this one:

    VLOZD
    Vhordrei
    Mannfred
    5 Bloodknights
    2x3 Vargheists

    10 Chainrasps (allies)

    70p left for endless spells:

    maybe
    Prismatic Palisade
    Quicksilver Swords

    But of course it would be great to have 10 Bloodknights, although I think they are better in LoB because of their bonus attacks.

    Also not sure if I go for Swift Death or Necromantic for safer casting.

     

    Take wolfs and cogs. I would use necromantic.

    Sorry that this doesnt belong here

  13. 9 hours ago, BaylorCorvette said:

    That's where I'm at too. On one hand I agree that if you're not using the gravesites and you're getting hit with battleline tax, is it worth it. On the other hand, in LoB the Blood Knights and VLoZD are hitting harder and you can use the battleline tax as chaff / objective holders.

     

    One thing I was thinking about for a "fun list" would be a Vampire Lord on Abyssal Terror to double the speed of a 10 man unit of Blood Knights. But I think that can only be used in a Grand Alliance Death army, right?

    Yea, only GA death

  14. 1 minute ago, BaylorCorvette said:

    That's where I'm at too. On one hand I agree that if you're not using the gravesites and you're getting hit with battleline tax, is it worth it. On the other hand, in LoB the Blood Knights and VLoZD are hitting harder and you can use the battleline tax as chaff / objective holders.

    Thought so too but the fact that you can taje mannfred for rerolls without making him general littlebit negate that.

    If you want to play it under blood, take small units of chainrasps for screens and maybe one bigger block for objectives. 1 block should be enough for resurection to matter

  15. 2 minutes ago, BaylorCorvette said:

    The big dilemma I'm having is trying to balance a fluffy list that is still reasonably competitive. I made some really nice Blood Knight conversions, so I'm working on a list that has a VLoZD as a general with Aura of Dark Majesty, Prince Vhordrei, ten Blood Knights and then modify from there. I REALLY wish we had better Battalion options because Orb of Enchantment is so good but not so sure it's worth taking over Ethereal Amulet on the VLoZD..

    Well, with 2 dragons, 10 bloodnights and battleline tax there is not that much roomfor summonable options.

    I tried similar core under soulblight with dragon, manfred, vhordrei, 10 bloodknights and 2x3 vargheists and it worked well

    Dont know if blood is that great if youvdont use gravesites /resurection that much 

  16. 1 hour ago, BaylorCorvette said:

    If you're not running LoB's battalion, what are the thoughts on 2 VLoZD's vs. 1 VLoZD & Prince Vhordrai? My thoughts are, you could give the VLoZD his own command ability at the start of the Hero phase and then after that use Prince Vhordrai's command ability to allow the VLoZD to pile in and attack in the Hero phase, rerolling all misses. Either give him the Ethereal Amulet or Orb of Enchantment. I just wish we had access to better Battalions.

    If you dont run the batalion, then I would say vhordrei is better as second dragon since you dont have artefact/trait for him. 

    With neferata I would consider 2 normal dragons but without her i would play vhordrei  and general with aura of dark majesty. Would depend on the rest of the list. Without casting modifieres it is very close since quickblood has just slightly bellow 50% chance to fail and without it vhordrai might not be worth it.  On the other hand his breath is amazing at sniping characters. 

    Personaly I would take vhordrei indouble dragons no neferata lists but I woukd try to take corpse cart/mortis engine to boost casting, not just for vhordrei but for necromancers too (without neferata you rly need at least one, 2 are better). 

     

    Edit: I am using vhordrei regulary in legion of night with claw artefact and played it under soulblight with necromantic bloodline and both options improved vhordrei power by alot.

  17. 13 hours ago, Sartxac said:

    I have never rented use two dragons. 880p in LoB for a poor damage outpout. Though I use his cp he only do 10 wounds vs unit with +3 save or 16,85 to +6 save and missile attact that do 3 with rend -3 (is a very good shoot). Isn't bad, but we are paying 440p. 

    In my county I use this dragon, i'm not considering this as a bad minitiaure but neither good. We don't have still mount trait, we have good arteacts but don't have good battlations for take advantatge of this (only deathmarch or legion of sacrament for sacrament legion) or good methods for win more cp. For me is a standard hero for 440p.

    I'm wrong when compare hero monster of a army that have any type of units (monsters, cavalry, good wizards, standard fliyng units as Vargheist, good hordes, etc) vs hero monster of a army that only is good killing units in melee (as ironjawz). 

    You are right, dragon isnt as great as some other monsters but it is still solid. I run 2 of them (and neferata) and then they are very durrable. Since I have multiple targets, enemy cannot focus all of them.  And eventhough there are many more killy monsters now,  most of them are heroes and they get destroyed by orb of enchantment pretty well.

  18. On 11/19/2019 at 7:47 AM, AHexInScarletRed said:

    If you scroll down a bit, you find a thread (don't know how to do links, I'm afraid) that's called "Court of Nulahmia List Help", it's two sites all about fielding a LoB-List competitively. I'm new, but the guy posting has given amazing tips and insight. 

    That list eventhough competetive plays alot diferently then his list. Your wins comes alot from area denial and not actualy killing. You dont have numbers to hold points if enemy gets to them so you either have to destroy them or not let them there in the first place. And often you cannot kill everything in first 2 turns.

     

    But it has much better matchup against slasnesh because of orb and lower number of drops

  19. What exactly are "abilities".

    Does this negate allegiance abilities too? Or bonuses from artefacts? And what about abilities from batalions? Or command abilities? I assume everything on warscroll is considered ability.

  20. 11 hours ago, Enwolved said:

    Hey guys, I want to play a list with the three big guys here. 


    Not too sure how I should finish the list. 
    I definitely want the additional CP. 
    So I have 300p left to play with. 
    I have three more Vargheists and another five Blood Knights available. 
    I am also thinking about adding a bat swarm or some allied dire wolves to be fast and grab objectives. 
    What do you think? Endless spells would be a possibility as well of course.

    PS: I will go for Swift Death I think, cause its so fun to have lots of movement
     

      Hide contents

    Allegiance: Soulblight - Mortal Realm: Shyish
    LEADERS
    Mannfred Mortarch of Night (380) - Lore of the Vampires : Amaranthine Orb
    Prince Vhordrai (480) - Lore of the Vampires : Vile Transference
    Vampire Lord on Zombie Dragon (440) - General - Command Trait : Mist Form -
    Deathlance & Shield & Chalice - Artefact : Ethereal Amulet - Lore of the Vampires : Amethystine Pinions

    UNITS
    5 x Blood Knights (200)
    3 x Vargheists (150)

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS

    Extra Command Point (50)
    TOTAL: 1700/2000



     

    I played similar list with with 10 bloodknights and 2x3 vargheists.  Necromantic bloodline. If you want that extra CP i guess play only 5 knights and take another vargheists or wolfs+cogs.

  21. On 11/4/2019 at 10:15 PM, Goddin said:

    Bonereapers don't have any strike-first capabilities, so getting them on the charge I think is our best bet.  They are also susceptible to rend, as much of the army is relying on Petrifex Elite and their good saves.  I think we will generally be better than them with spell casting, except for Arkhan and Nagash.  Those two, I'm not sure what to do with.  That and large numbers of Mortek Guard re-rolling their saves. 

    As usual with death factions, taking out the support heroes (bone-shapers) will be key.  Getting in the catapults face quickly will be important.  Hitting stalkers before they can go at us would be good, especially using an ethereal zombie dragon to avoid the precision mode.

    All in all, too early to have a good feel on the game plan.  I do think bonereapers will struggle to get to the objectives and to take them from an army as defensive as Nuhlamia, so missions like 3 places of power and duality of death should still favor Nuhlahmia heavily. 

    Also, do you ever place chainrasps in graves? And if so how many/in which situations

  22. On 10/29/2019 at 2:54 PM, Goddin said:

    ZLeeSyn makes great points above, on all of them.

    The other thing I think you fail to realize is how much damage output the list has.  20 Ghouls take an objective?  Neferata can fly 16 over there, and put all her attacks in the ghouls and kill 12-14.  Rest may run from battleshock.  Killing a keeper takes at most 1 battleround from a Zombie Dragon (2 combat phases).  Neferata's strength is killing hordes, btw.

    And yes, pinning your opponent in his deployment zone is a big option. 

    Lastly, yes the Palanquin is mostly around for distraction and for being fast and going to get objectives.  He looks scary so opponents often don't try to mess with her, leave her and 10 rasps alone as too hard to take, even if she's actually a wimp.  The hero killed ability is awesome when it happens, but it's rare. 

     

    I am doing my preparations for my big tournament in february and I will bring this list. Since bonereapera are quite new I expect there will be some. Do you have any tips against them. It looks like they will be as tough as fyreslayers with 3+ rerollable save and 4+ negations from harvester.

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