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Shirtripper

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Everything posted by Shirtripper

  1. Skaven cannot ally with Skaven, so you can't bring a Deceiver in an all-Moulder army. You'd need to change it to a Warpseer to make your army legal.
  2. I would argue that the Deceiver is better than ever since he can benefit from Monstrous Rampages, Heroic Actions, and Flaming Weapons.
  3. Verminlord Warpseer got hit woth a bat pretty hard, but at least he still produces command points and gets a defensive buff, though losing the save re-rolls is tough. Given what happened to most of everyone else's faction terrain, gnawholes came out relatively unscathed. Strength in numbers is 100% the biggest change. Not sure how to analyze that.
  4. The general in hollowmourne doesn't have to have the corpsefane gauntlet, it just has to be the first artefact given out to a hero. I usually give it to my Ghoul King on Terrorgheist. And yes, definitely still 160 points, I cannot read apparently lol
  5. I do not, but it's basically a Varghulf as your general in Hollowmourne with the Grave Robber command trait, the Billious Decanter aretfact, and buffed with the D3 extra attacks spell. With all of that you get a Varghulf that if within 3" of 10 or more enemy models, within 3" of an enemy hero with an artefact, and with 3 extra attacks from the Archregent could have the following: 12/3+/3+/-1/3D 7/3+/2+/-2/d3+1 Re-rolling failed hits Rerollings 1's to wound if it charged And can feeding frenzy
  6. First half is speculation based on how little FW is involved in Sigmar now, second half is called out in the GHB.
  7. Well this might give me a good reason to finally field a GKoZD since they are the same points now, that way I can get wound re-rolls without using an artifact slot.
  8. With all my spellcasting, I'm tempted to do just that and take an endless spell of some sorts. That way I can maximize damage on the general when it goes to fight. Maybe have the general also cast Flaming Weapon on himself?
  9. Here's what I'm practicing with next week more out of curiousity than anything. I wanted to max out points on heavy hitting single models and use the summoning of the two Ghouls Kings and two Archregents to contest objectives alongside the three MSU of Ghouls. Thanks to the new rules regarding combat, the idea would be for a Ghoul King + Varghulf to tag team a unit by having the GKoTG fight first then Feeding Frenzy followed by a Varghulf cleaning up afterwards thanks to buffs from the Archregent and GK. Thanks to the Mawshard being able to potentially pick out a unit leader means a unit could leave a enemy unit potentially unable to receive commands if they are left out to dry. Thoughts? FEC - Gristlegore Warlord Battalion GKoTG 445 --General: Savage Strike --Artefact: Heart of the Gargant Feast Archregent 245 --Artefact: Dermal Robe Varghulf Courtier 160 Crypt Ghouls x10 95 Crypt Ghouls x10 95 Warlord Battalion GKoTG 445 --Artefact: Ghurish Mawshard Archregent 245 Varghulf Courtier 160 Crypt Ghouls x10 95
  10. That's how I interpreted it. In 40k I know they explicitly spell out who activates first after charging units are done fighting, but they didn't here. Being able to potentially fight three times in a row with two units is exciting!
  11. So assume you're running Gristlegore, you have two Ghoul Kings on Terrorgheist (GKoTG) and one has Savage Strike. It's your turn, and you charge both into your opponent's unit that has no strike first/strike last effects. According to the new rules regarding Strike First, you would get to fight first with the Savage Strike GKoTG. After Strike First, it moves to "units without strike-first/strike last effects." Question: Who gets to activate first in that step? You since it's your turn or your opponent?
  12. It's probably due to the new board size and how big their foot print is regardless of effectiveness, since it remains to be seen just how effective endless spells are going to be in this new edition, especially considering endless spells move in both players Hero phases each round. WLV went from impacting about 10% of the old board to 13% of the new board (ALL HAIL THE GREAT HORNED RAT). Bell of doom went from about 15% of the board to about 20% of the board, not including endless spell movement. Vermintide's a bit weirder since it's an endless spell with an oval base, but it comes to about a 1% change in board size, not including movement. Vermintide is a bit of a weird one and definitely stands out as not worth its points. It also tells me the spells are going to reworked in the near future, Given how buffed the generic endless spells got--except for Quicksilver Swords--we could see some juicy changes coming in the future.
  13. Remember that in general there will be fewer attacks going out in melee combat with the new coherency rules and that stacking shield bonuses only comes to a max of +1 after all modifiers apply, so it's likely you can get a block of Orruks to to keep a 5+ even after -2 Rend attacks, which there won't be very many of, and the ward save will occasionally help too. While not as durable as Chaos Warriors, I think a block of 30 will be difficult to shift without significant resources by an opponent.
  14. I think 30x arrowboyz are the way to go until the new tome drops. Depending on battleplan and terrain, being able to Tireless Trackers them up the field will likely put them in firing range T1. I'm hoping the Rogue Idol survives in Monstrous Arcanum because I am very tempted to try them out in the Battlepack battalion that lets them move up d6" before the 1st battle round. With a Great Hunter General, that's potentially 14" of movememt before the game begins! And with 10" movement, you could likely get both Idols into combat on T1!
  15. Brutal Beast Spirits + All-Out Attack + Maniak Weirdnob Spell means Arrowboyz shoot on 3+ with exploding 6's, and Unleash Hell means you do all of that on a 5+!
  16. Hey all, Tempest Eye and Ironclads have me excited. What do you think about this list? Key callouts are a 9in movement minimum on the first turn for our troops, with the Ironclads shooting on 3's rerolling 1's, and wounding on 3's and 2's. Vanguard Palladors are for potential T1 charges and extra shooting. Let me know what you think. Lord-Ordinator (140) -General -Command Trait: Hawk-eyed -Artefact: Thermalrider Cloak Battlemage (90) - Spell: Lore of Eagles - Celestial Visions - Realm: Ghur Sorceress (90) -Spell: Lore of Eagles - Aura of Glory -City Role: General's Adjutant UNITS 30x Eternal Guard (330) 6x Vanguard-Palladors (360) -Boltstorm Pistols and Starstrike Javelins 10x Darkshards (100) 10x Darkshards (100) Arkanaut Ironclad (380) -Main Gun: Aethermatic Volley Gun Arkanaut Ironclad (380) -Main Gun: Aethermatic Volley Gun
  17. Went 2-1 for 5th place out of 10 teams and best sportsmanship at the Doubles tournament today! I ran Skaven with a Warpseer and my teammate ran FEC and Terrorgheists. The tournament fules had us share CPs on our team, so the plan was for me to feed Command Points to his guys. It went very well! Me: Verminlord Warpseer (Suspicious Stone, Master of Magic) Warlock Engineer 20x Clanrats 20x Clanrats 3 Stormfiends (Shock Gauntlets, Ratling Cannons, Wind Launchers) Warp Lightning Vortex FEC Gristlegore: Varghulf Courtier (General) Abhorrant Archregent Terrorgheist Terrorgheist Round 1 was Battle for the Pass against Sylvaneth and Khorne running all daemons. Warpseer tanked almost 50 wounds before retreating, when my Stormfiends shot their Bloodthirster off the table. Terrorgheists got to Feeding Frenzy 4 times this game. 1-0 Round 2 was Scorched Earth vs Maggotkin + BoC. This was an absolute meat grinder so I don't remember much, but they got a double turn which stole momentum, and rolled really well on their charges. We lost, but at one point we had 6 command points in one turn and the Terrorgheists killed 70+ models all at once. 1-1 Round 3 was Duality of Death vs Stormcast (Anvils) + Sylvaneth. Stormcast player dropped 9 Vanguard Raptors to shoot the Warpseer off, but lemme tell you, he took 74 wounds to die after all his saves! WLV came in clutch here, killing his banner guy and 4 vanguard Raptors. He stayed long enough on the board that a double turn going into round 3 sealed the game for us. The Varghulf Courtier dueled a Treelord Ancient in a Sylvaneth Wildwood for two turns and almost killed it. 2-1 Great Tournament, and I'm happy with the result. 10/10 would do again.
  18. I had similar thoughts. If I can pop some backline heroes, then the WLC's will have done their jobs. The big hope is that by removing those heroes, the terrorgheists should cause enough damage to cause whole units to melt in the battleshock phase. I'm also considering taking the command trait for the Warpseer that steals enemy CP's on 6's, but that seems too greedy lol.
  19. Awesome, thank you! Unfortunately I own no Jezzails and the tournament is this Saturday otherwise 9x Jezzails sounds great. I was considering 2x Warp Lightning Cannons which I do have instead of the WLV and 3x Stormfiends. Which would you rather do?
  20. Update on upcoming Doubles Tournament: My teammate is bringing Flesh Eater Courts running Gristlegore (Archregent, Varghulf Courtier, 2x Terrorgheists). They released the rules packet today, and the team gets to share CP's which is great for multiple Feeding Frenzy a turn. Based on this information, which list would you take? Verminlord Warpseer Warlock Engineer 20x Clanrats 20x Clanrats 3x Stormfiends Warp Lightning Vortex OR Grey Seer Warlock Engineer 20x Clanrats 20x Clanrats 6x Stormfiends
  21. So I built my terrorgheist kit, and apparently the front left claw rock thing does not fit flush with the other rock formations. What's an easy way to fill the gap between the rock formation and the base?
  22. My concern is that even with his Terrorgheists I'll still need to be able to win combat one side of the board so he can focus on one specific army at a time. Our plan is for him to summon 20 ghouls with his Archregent so he can secure objectives without me needing to shift my Clanrats. I suppose I can drop the Monks, and bump the 20 rat unit to 40, then add another block of 40. Thank The Great Horned Rat for movement trays lol. Would 6 Jezzails be enough at 1000 points? Changing the Monks to 6 Jezzails and the Clawlord to a Warlock Engineer also sounds interesting. I was looking to trying out the Acolytes but have heard mixed things about them.
  23. Hello everyone! I have a doubles tournament coming up at 1k each, and my partner will be running Gristlegore FEC. I am planning on focusing on board control with 80-100 bodies while he goes hunting with his terrorgheists. Which list would you take? C+C appreciated, of course! Here’s his list: Leaders Abhorrent Arch-Regent Varghulf Courtier (General) Units Terrorgheist Terrorgheist And here’s my first choice Leaders Verminlord Warpseer (General) Master of Magic - Command Trait Suspicious Stone - Artefact Clawlord Verminous Valour - Mighty Warlord Command Trait Units 40x Clanrats 20x Clanrats 40x Plague Monks (Woe Staves) And my second choice: Leaders Verminlord Warpseer Suspicious Stone - Artefact Warlock Engineer (General) Deranged Inventor - Command Trait More-more-more Warp Power! Units 40x Clanrats 20x Clanrats 20x Skryre Acolytes Endless Spells Soulsnare Shackles
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