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Ellarr

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Everything posted by Ellarr

  1. Hey man! Yeah it's interesting to compare notes as we've both taken a very different approach. For what it's worth I've shuffled things around to put the terminexus in as when I realised how long range and AOE it is it felt daft not to. I do like the Dreadblade but I found that I wanted all my heroes to pull a lot of weight and the dreadblade is just there for cute teleport shenanigans and as I play Reikenor's Condemned I'm less dependent on that because Reikenor/Cruciator deployed separately on the board cover a lot of board space as it is. Interesting that you're still keen on Bladegheists, I am really wary of them when its 18 points per wound in a mortal wound world but you've clearly had some success.
  2. -1 to wound isnt it on the previewed dirty tactic?
  3. It was actually a little better than it looks as well due to the quirks of the battle pack. Due to 3rd edition being relatively new, the TO decided to remove the Predator's and Prey rule from the battlepack, which essentially meant there was no bonus points for killing monsters. Of the two games I lost, one would have drawn (where I win a minor victory on kill points) and the other I would have won outright. Now obviously, if those losses were wins my placement would have been higher and I would have gone up against stiffer competition but the Nighthaunt did well. I'm planning on doing more of a thorough write up for Goonhammer as I have the time and collect my thoughts, but quick hit takeaways: - Harridans are great at 160, and not being battleline is quietly a nice little thing because it means you don't expose them to an easy Broken Ranks opportunity for your opponent. - Spirit Hosts did quite well to clog up the board with Mannfred next to them and I want to shuffle things around to get 9 in. - Grimghast Reapers were bad and did nothing all weekend, but I kind of knew that going in as a unit of 10 just doesn't have the output. - Mannfred was MVP because he's effectively immortal against Combat armies and can really be such a nuisance. - Krulghast was great all weekend long, just helping make us a little less fragile. My opponents were: Round 1: FEC with smash bat + 2 vargheists, comfortable victory because Mannfred could just make him pick up a threat a turn. Round 2: Vyrkos Soulblight with lots of zombies, Radukar, Grave Guard and a VloZD... lost by one point (but killed his VLOZD so would have drawn and won a minor victory if P&P was in effect -_-) due to him having better board control than me. Round 3: Sons of Behemat, won due to some unlucky rolls on my opponents part but I killed 2 Megas and a Gargant leaving him with one Gargant left by the end of the game which was surprising. Round 4: Sons of Behemat, lost on turn 5 due to the priority roll not going my way (would have won if got it), but would have won due to P&P points if that was in effect as with Round 2. Round 5: 80 Phoenix Guard in a Phoenicium list. This list was sneaky nightmarish as both the anointed and phoenix announted give command auras, so he could stack a ****** load of effects on the PG to make them killing machines. We were both rolling so many dice we only got 3 turns in and I won due to making him fail 2 battle tactics over the course of the turn, Spirit Hosts were MVPs for surviving a round of combat against 30 PG with 2 attacks each 3s RR 1s/3s RRing all. Great games and great opponents, though I was a bit bummed out to go against SOB twice just because those games are so mentally draining haha. Revamped list based off my thoughts: Allegiance: Nighthaunt - Procession: Reikenor's Condemned - Grand Strategy: Prized Sorcery - Triumphs: Inspired Leaders Reikenor the Grimhailer (165) in Warlord - Lore of the Underworlds: Soul Cage Spirit Torment (115) in Battle Regiment - Artefact: Midnight Tome - Shademist Krulghast Cruciator (120) in Battle Regiment - General - Command Trait: Ruler of the Spirit Hosts Guardian of Souls with Nightmare Lantern (135) in Battle Regiment - Artefact: Corpse Candle - Lore of the Underworlds: Soul Cage Mannfred von Carstein, Mortarch of Night (380) in Warlord - Allies Battleline 20 x Chainrasp Horde (190) in Battle Regiment - Reinforced x 1 20 x Chainrasp Horde (190) in Battle Regiment - Reinforced x 1 9 x Spirit Hosts (375) in Warlord - Reinforced x 2 Units 10 x Dreadscythe Harridans (160) in Battle Regiment 10 x Dreadscythe Harridans (160) in Battle Regiment Core Battalions Battle Regiment Warlord Additional Enhancements Artefact Total: 1990 / 2000 Reinforced Units: 4 / 4 Allies: 380 / 400 Wounds: 122 Basically I'm cutting the Reapers and the Shyish Reaper endless spell to get 3 more spirit hosts and buff the second unit of rasps to 20 to make achieving Broken Ranks harder. I loved Shyish Reaper and it had utility all weekend long but I think I value having the bodies more and it's the only way I can make the points work.
  4. Lots of Harridans and a Krulghast Cruciator would be a good start.
  5. Leaders Swampcalla Shaman with Pot-grot (125) Swampcalla Shaman with Pot-grot (125) Killaboss with Stab-grot (140) Battleline 10 x Gutrippaz (180) 9 x Man-skewer Boltboyz (360) - Reinforced x 2 9 x Man-skewer Boltboyz (360) - Reinforced x 2 Total: 1280 / 2000 Reinforced Units: 4 / 4 Allies: 0 / 400 Wounds: 94 This as a core in the yellow shield faction seems like it has potential - two units that can put out 6 MW each + extra regular damage at long range, or 12 MW each with 20" threat range. Plenty of points left over for big bois, line infantry and the artillery piece. Spending first turn removing support heroes and second turn just deleting units - game plan becomes simply about protecting the boltboyz while they murder everything haha.
  6. Thanks for letting me know, Warscroll builder letting me down! I might try the black coach again, I have a real love hate relationship with it and perhaps as suggested here a more cautious approach is needed.
  7. I agreed, it seems weird to have not just included the matched play battlepack in with the core rules pdf, but c'est la vie
  8. Hi! Writer for Goonhammer here who's had access to the complete Core Rule Book. To offer some clarity - the Matched Play battlepack that is in the core rule hardback book does indeed specify that Core Battalions are legal and that Warscroll Battalions cannot be included in your list. This does not close the door on the possibility of the pitched battles battlepack in GHB allowing core battalions, but between this and Ben Johnson's comments on camera talking about removing the 'haves and have nots', I think authorial intent is pretty clear and it would be a significant surprise if Warscroll Battalions are legal come GHB time.
  9. Person who finishes deployment first has PRIORITY, which means they determine who goes first and who goes second. It does not mean they automatically go first.
  10. I wrote a deep dive strategy article for KO, going over factions, unit options, and discussing strategy at length. Want to step up your game? Take a look. https://www.goonhammer.com/start-competing-kharadron-overlords/
  11. Am I missing something? Right there on the Chaos Warrior warscroll.
  12. 'Still prefer the plague touched'? It's not been nerfed like the DP command ability so its sitll a great effect to have on your warband. I like the idea of being 1 drop but I'm prepared to hear an alternative argument.
  13. This is a list I'm planning on taking to EGGS at the end of the month - a sorc lord can be swapped for a chaos lord its just a matter of preference. Yes its low body count but you're basically banking on Archie and the V-guard acting as hammers while everything else plays area control.
  14. 4+ save, rerollable on the turn they're charged through aether gold is too fragile? O_o. Rerolling bravery due to sitting on an objective.
  15. Just going to chime in here and point out that AoS is still an objective based games despite what a lot of people in this thread seem to think when designing their lists, and ensuring you have bodies on objectives should be near the top of your priorities when designing a list. Bodies help you screen to protect your ships, they help control the board and they win you games. If you're not Barak-Thryng for allied help, you need to be taking Arkanauts. To suggest otherwise seems very reckless in terms of advice for newer players. I think that the Ironclad is a huge trap choice for that very reason - I would much rather have two frigates to diversify my threats, or one frigate and 3 squads of arkanauts for around the same price of a single Ironclad. Sticking a giant unit of Thunderers in an Ironclad sounds fun, but when half your army is tied up in a single model + garrison which can be deleted in a double turn by any optimised, competitive list... well I can see why at that point people are making the mistaken assumption that Kharadron Overlords are underpowered.
  16. Did you know that a unit of 40 slaanesh marauders under daemonic power, assuming 20 get in range to attack (trivial after teleportation as they have a 8" minimum charge) will have a 70% of doing 31 unsaved wounds to an ironclad? Let's say you burn your aether gold to reroll failed saves, it's still approximately 14~ wounds dealt, thus disabling fly high. If you're going to put at minimum 25% of your army into one model, for goodness sake screen it. Your opponent gets a turn after you, and can possibly even double turn you.
  17. A friend of mine on Goonhammer has done an excellent write up on the new battletome and what's changed, and you can find it here if you are interested. https://www.goonhammer.com/age-of-sigmar-review-disciples-of-tzeentch-battletome/ I'm very excited by the new horrors tbh, such an elegant new design.
  18. Want to know what's changed in the new battletome? I've written a review for Goonhammer for the new battletome which you can read here. https://www.goonhammer.com/age-of-sigmar-review-kharadron-overlords/
  19. I'm thinking putting them on a scenic base to raise their height and giving them crypt horror wings may just do the job
  20. Maybe play the faction for a bit before passing judgement either way! It's ridiculous to make sweeping generalist statements so early and I think we would all be happier if it stopped in favour of discussion of *possibilities*, to be backed up with subsequent playtesting.
  21. Wouldn't taking only 1 shield mean you'd have to allocate the first two mortal wounds to that model and thus you'd lose it pretty quickly?
  22. If Archaon benefits from other hero's basic aura of chaos, what do we think is the best hero to have as a pocket aura for Archie? I figure it might be the chaos lord on daemonic mount for it's cheaper cost and high movement, but figured it was worth asking. I plan to run a primarily nurgle legion for Archaon but want to make sure he gets the aura of slaanesh so his 6s explode, FWIW.
  23. DP does not have eye of the gods keyword and is not a mortal, so it does not get to roll on the table.
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