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Dejnar

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Posts posted by Dejnar

  1. 17 minutes ago, Graywater said:

    The mindrazor spell gives an extra rend to a daughters of khaine unit. You get extra attacks from 2 sources. Shadow queen morathi gives +1 attack to melusai units wholly within 18 inches if she is within 3 inches of an enemy unit herself. Then, zainthar Kai has a command ability that gives +1 attack to melusai units wholly within 12 inches of a hero.

    I see people saying this, but im not seeing where this is in the book. Could you direct me?

    Excellent. Thanks. But what about each attack doing 2 damage? 

  2. 6 hours ago, Graywater said:

    Yeah, super fragile. Its an actual glass cannon build. If buffed properly, 15 snakes are doing 75 attacks at 3+/3+/-2/ 2 damage. With the damage coming out per snake, I dont mind stringing out along the front line to engage with as many units as possible. Pile in gets me within an inch of one unit that I dont plan on attacking who become the target for the crystal touches

    Newbie here. How do you buff The sisters with the extra rend and damage? 

  3. 18 minutes ago, Ser_namron said:

    Yup, unfortunately this is the take away. GW had a chance to switch up the army, and they missed the mark hard with poor rules writing in a half baked book instead of just giving us a new tome built from the bottom up.

    In the world of Lumineth/seraphon these changes are so underpowered its laughable. The MW at the end of combat is the biggest slap in the face yet. Only GW can completely ruin something for no reason. And tbh i wouldnt have felt that bad with buffable MW attacks. You bring a 600 pt model for +1 atk, and you bring a sub optimal temple for the other +1 atk , thats the trade off. As far as power levels go, i dont think thats far from recent releases. 

    Ill give credit where credit is due for at least making stalkers usefull. Thats scrolls been dead so long i wasnt sure i'd ever bring a unit of them. And morathi changes are primo, but im still unsure if 600 pts is worth it.  60 WE or 1 morathi, thats alot of bodies that can accomplish a whole lot. 

    What is the change to Stalkers exactly? 

  4. 3 minutes ago, Scurvydog said:

    Nobody seems to be talking about the gargant toes, it is all over the place, the Whale Biter has 3 toes, while the others got 4? bizarre!

    Also not many talking about the Stomper tribes throw rocks and getting stuck in rule, as it says nothing about melee attacks only. Hitting 20+ size units with d3+2 dmg rocks is pretty alright.

    That is a great find honestly! 

    Probably FAQed soon but still.

  5. 29 minutes ago, The_Dudemeister said:

    I still can't get over how the Bonegrinder lost "Jump Up and Down" for a few neat mortal wounds. When Forgeworld made the new rules and they gave him 35 wounds, was is it that ability where they drew the line and thought "Nah, the occasional d6 MW against hordes would make him OP"?

     

    Pic unrelated, but while we're already ranting... 😂

    vbePyBt.jpg

    Grinder has a new warscroll? 😳

  6. 2 hours ago, Mutton said:

    Thundertusks still have bad warscrolls, so nothing changes. Bring the Huskard down to 240 and we'll talk. 

    Though the big bummer is no drops for Gutbusters. Tyrants, Butchers, Firebellies, Ironguts, Leadbelchers, Ironblasters, and even Gluttons themselves can all afford to come down.

    Huskard On Tusk might be tad underwhelming. But i just finished a six game tournament yesterday and the Huskard on Tusk was the MVP in every single game. 

    Put Alvagr Ancient on him. Pair him with your Stonehorns, move up the board. If you get to charge, excellent. If its your enemies turn they are forced to charge you to avoid getting charged the following turn. And if they to charge, they fight last. Win-win-win. 

  7. On 6/28/2020 at 12:09 PM, Dejnar said:

    Im very sure Bonegrinder will be part. 

    The post I attached hopefully "confirms" that. The link posted leads to The Bonegrinder on FW. Obviously I bought one. 😀

    Screenshot_20200628-120807_Facebook.jpg

    I think so. This is an earlier post I made! 

  8. Hiya.

    Is the following artefact for the Frostlord only or the mount aswell?

    Alvagr Rune-tokens: Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, until the start of your next hero phase, you can re-roll hit and wound rolls for attacks made by the bearer and re-roll save rolls for attacks that target the bearer.

    /D

  9. So, I play Nurgle. So the leep to Pestilens aint that far. 

    So im wondering IF anyone could share a 2000p pure Pestilens list? I just wanna play for fun. Or could you make pure Pestilens remotely competetive? 

    Thanks! 

  10. I also have a list for review! I have won two games with this list. Friendly ones though and I wonder if the list would hold its ground in a semi competitive tournament next weekend! What do you guys reckon?

    Allegiance: Ogor Mawtribes
    - Mawtribe: Underguts

    Leaders
    Huskard on Stonehorn (320)
    - General
    - Blood Vulture
    - Command Trait: Mass of Scars
    - Artefact: Gnoblar Blast Keg
    - Mount Trait: Black Clatterhorn
    Tyrant (160)
    - Artefact: Gruesome Trophy Rack
    - Big Name: Fateseeker
    Butcher (140)
    - Cleaver
    - Lore of Gutmagic: Ribcracker
    Firebelly (120)
    - Lore of the Sun-Eater: Billowing Ash

    Battleline
    4 x Mournfang Pack (280)
    - Gargant Hackers
    2 x Mournfang Pack (140)
    - Culling Clubs or Prey Hackers with Iron Fists
    Stonehorn Beastriders (300)

    Artillery
    Ironblaster (120)
    Ironblaster (120)
    Ironblaster (120)

    Battalions
    Eurlbad (140)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 109
     

  11. 2 minutes ago, Great Bray Tom said:

    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.

    Haha. Sure isn't. My mistake. 

    No grim garland on the first one. 

    I like the second list better also, but I hate leaving +1 casting from corpse cart behind. But maybe its worth it. 

  12. 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
     

  13. Hey.

    I recently got a hold of a FEC army and I have been perusing thus thread for great list. Does'nt have to be overly competetive but its not a minus.                                         I have aquired the following models:

    Archregent

    GK on Terror

    Gk on Zombie

    3x Terror

    18 Flayers

    6 Horrors

    20 ghouls

    Varghoul

    No more courtiers at the moment but I will get some depending on the lists. I have bought more ghouls and horrors too.

    Can I make something fun and challenging with what I have?

     

  14. On 3/10/2020 at 4:47 PM, readercolin said:

    Ask yourself what the purpose for the unit is.

    Longbeards are useful to bring out in a 10 man unit to get the re-roll 1's to wound bubble, and to have as a cheap unit for battleline.  It is really hard to justify bringing them in larger units or for another purpose though, because if you want bodies on an objective that are tough to move, then for 30 points less you can run freeguild guard.  For 220 points you could have 20 longbeards, or for 240 you could have 30 guard.  Additionally, the extra firepower that comes from running ironbreakers or hammerers for only a few more points makes the longbeards look even worse.  However, again, the re-roll 1's to wound aura is something that you can't get anywhere else, so a small unit or two can definitely make it into a force.

    Ironbreakers cost 20 points more than longbeards, and in exchange get double the attacks.  Worried about lack of rend?  Grab a runelord and buff them (you should be running 2+ runelords anyways in a dwarf heavy force), and if it is super important, remember that you can double up on these buffs.  Remember, they can fight in 2 ranks, so it is really easy to get 20 of them into combat.

    Hammerers cost 30 more points than longbeards.  However, when you run the numbers you will find that hammerers are actually one of the killiest units in the entire game.  While they have a base 3+/3+/-1/1 attack profile, it is really easy to give them extra attacks, extra to-hit, extra to-wound, re-roll 1's to hit, and re-roll 1's to wound.  An unsupported unit of hammerers isn't really worth the points compared to a unit of ironbreakers/longbeards.  However, if you are giving them the support they can easily hit well above their weight points wise.  For reference, the base damage of a unit of 10 hammerers is ~12.8 damage.  Fully buffed in tempest eye, that can get buffed up to ~39 damage.

    Lastly, we have irondrakes.  Irondrakes exist for the purpose of having an extremely killy unit with good range.  An unbuffed unit of irondrakes is going to be putting out ~9.8 damage if they stand still.  Fully buffed, that can go up to 20.8 damage.  However, they don't have to get into melee to do this, so it is easier to keep all these buffs going for them.

    So how does this all come together?

    If you are running irondrakes, I would run a block of 20 drakes with a block of 10 longbeards screening them.  To get them fully buffed, park a hurricanum right behind them, and either have hawk eyed (if tempest eye) or give them ignite weapons (if hallowheart).

    If you are looking for a large, hard to move block that is going to sit on an objective or to act as a front line that is hard to break, then ironbreakers is what you want to run.  That being said, you do need to make the decision that you want to be running dwarfs for this, because you can have 30 ironbreakers for 330 points, or 40 freeguild guard for 280 points.  Or for 320 points, you can have a block of 40 dreadspears, or 330 points for a 30 block of eternal guard.  None of these choices is going to be all that great for pushing out damage, though ironbreakers are probably the killiest of these options.  However, they all serve the same purpose, which is to be a tough unit that is hard to move.

    Lastly, if you want a killy infantry unit, then you want to bring out hammerers.  However, they do have 1 major issue, which is mobility.  4" move is just... slow, which makes it hard for them to get into position to do damage.  Once they do though, if they have support they can delete whatever they run into.  However, they are really competing against irondrakes as being the killy unit that you bring out, and irondrakes tend to be able to apply their damage better.

    Alltogether, I would highly recommend running a unit (or two) of irondrakes with a screen of longbeards supporting them and screening them.  However, both of the other units need a long hard look before you decide to run them, simply because of how much overlap they have with other units in the cities.  If you know you really want to take dwarfs, then look at taking the ironbreakers as your anvil, and then a mix (of your choice) of irondrakes and hammerers as your hammer.  But make sure you look at the other options before you decide to dedicate yourself to the dwarfs.

    Wow man, what a fantastic write up. This will help me greatly. 

    The army will mostly be for fun games in the local group so I will try and only use Duardin. Can't wait to se that on the field. 

    Now I'll start making fun lists leaning on all the info you've provided. Excellent! :)

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