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Shadow

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  1. Horrors are still good now, not having to babysit a unit with a command point to keep it from taking battleshock is amazing, especially if you have multiple units getting hit in the same round. The banner didn’t really help very much before because either I wouldn’t roll a 1 in LotFP OR the opponent would do 12+ wounds to me and I wouldn’t have a banner anyways. Even mid grade units could remove 10 pinks on a charge. Summoned units of pinks wouldn’t have a banner anyways. that being said I am still keeping pinks in my list and I am flirting with plaguebearers and sloppity. I am going to a side board tourney soon and I plan on having a unit of pinks and enchantress interchangeable with sloppity and 20 plaguebearers as sloppity doesn’t work so well against shooting lists but his pile in combo works really well against melee reliant armies.
  2. I took a LotFP list to a 3 round tourney and won 2 of 3 matches, both wins were big easy wins and the third was against a three fox lumineth list and that guy came in 2nd of 20 players. I really didn’t know how his list worked so I was at a disadvantage there. my list is; Belakor Bloodthirster of Rage infernal enrapturess contorted epitome (four fold blade) daemon Prince of Khorne (General, ruinous aura, armor of the pact) 2 units of 10 pink horrors 2 units of 5 Flesh hounds (Now battleline in GHB 2021) endless spells - lauchon & lifeswarm Warlord and 1 drop battalion for 4 drop list. the Bloodthirster is a distraction fex to keep attention off the Daemon Prince of Khorne who will be halving charges and runs for everything in 18” and suddenly with redeploy even a 3” charge is suddenly difficult to pull off. With this ability alone I can worry less about being double turned and can afford to give away double turns. The Dp has a rerollable 3+ armor save with 5+ FNP that can easily be a 2+ rerollable armor save. the enrapturess has a solid -3 rend d3 damage shot for bracketing characters and really messes with spell casters by making them reroll successful spells cast and doubles = d3 damage. the contorted reroll a casts and casts a spell to reroll 1’s to hit d3 units which helps the blood thirster roll a 6 to splash mortals in the enemy army. His job is to be a distraction fex because hitting on 4’s really sucks. The contorted can also cast lauchon on pinks (Wizard if 9+ models) and teleport them or the contorted can use it to teleport the four fold blade into something for a charge and absorb the mortal wound caused on a 2+. a unit of pinks around belakor to absorb wounds and around Dp with 5+ fnp on every single horror (aura buff) is massive. the dogs are now battleline, they are 5 models with 2 wounds (don’t care about cohesion), they dispel casters, have a 2+ to hit shooting attack, move 8 inches and make excellent fast screens to keep up with the faster characters. They have 4 attacks each that hit on 3’s. in this list the characters do all the road plowing, against KO I charged in a Contorted with four fold blade with the spell that made a daemon fight again on death and she did 12 mortal wounds to a unit of 10 Wound KO, was killed by another unit and then did 17 mortal wounds to that unit wiping both units on the left side of the table in one move leaving the summoned daemons tree to freely pick up the objective for just standing there.
  3. Here’s a list I took to a 3 round competitive tourney and won 2 of 3, lost the third because I made a tactical mistake that cost me the game by 1 point in the last round. Bloodtoof tribe megaboss - quick duff amulet. megaboss on maw krusha - boss hacka and choppa - ethereal amulet - brutish cunning warcaster warcaster 3x gore gruntas - jagged gore hacka 6x gore gruntas - jagged gore hacka 9x gore gruntas - jagged gore hacka Gore fist reroll 1970 This list hits everything in the first turn no matter where your opponent is on the table. Warcasters give drums to the two larger gore units at the start of the hero phase for extra damage. You teleport the big unit of gruntas anywhere you want and then it moves 9 in the hero phase due to gore fist. The other two units move 9 in the hero phase. You use command ability to push the maw Krusha forward, then 2 units of gruntas. and the boss declares waaagh. Use get em or kill a beat to either get the longest charge off right or make the pigs wound on 2’s. watch your opponent complain about losing the game before they take the first turn. now mind you I have just started playing Sigmar so I ran the combo past the TO before starting the tourney to make sure I wasn’t making a rules mistake. I had 3 games under my belt before the tourney. My first opponent was a teleporting slaan who summoned Dino’s. He castles up in one corner and generated summoning points with a thick front line of battalions that rerolled 3+ armor saves and his slaan behind. In turn 1 I had the Krusha and all the gore gruntas in a 3 inch ring around his entire army from the long edge corner to short edge. People came over and took photos. Boom, all he is left with is 2 units of skinks I had walked around, a slaan, a saurus with banner and a triceratops engine of the gods. He teleported out and the Star fall objectives dropped so he started summoning skinks to get objectives. I kill the engine and move my army back to mid table and charge to wreck 7 units of skinks. He teleports nearer the objectives to drop skinks (out numbering me in them) and gobbles up more victory points. I kill all but 1 unit of skinks and the slaan, I get a double turn and slam 6 gore gruntas and the boss into his slaan and this is where I lost. Instead of wrecking the skinks near the objective I needed to win I tried to kill the slaan with boars and failed, skinks step out of combat within range of objective and wins by 1, I still kill slaan. second game was against a weird empire gun line teleporting around in a bridge, I pin him in corner and he loses to objectives. last round was slaanesh who I watched a few videos of and my opponent goes text book, moves his entire army up and can’t charge as I deploy on the table edge, then I smash in and teleport 9 gores behind, hammer meets anvil. He locks everything down with locus except for one unit that destroys what it is facing and then breaks the rest of my army out of go last jail as each destroys a unit. My opponent conceded at the start of turn 2 as he had 48 depravity and no where to summon as his last two characters were swamped. the key here is that with gore fist, a push from general and normal move you get a 27” move. Also the teleport says you can not move in the following movement phase but gore fist lets you move in the hero phase. Now you can’t fail that charge. The boss with his free command strat to move also gets a 24” move. Waaagh, enjoy your meal. You could even opt to save the teleport until later if you need.
  4. I use to play the old Fantasy game, went away for a time and came back recently to 40k but I tried a game of sigmar out at a con and I'd like to start FEC, Is the get started box or the OOP Carrion wars a good purchase or are there models in there I won't be using? Are there any units I should definitely get and any I should definitely avoid? Many thanks!
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