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Fiche

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  1. Hey all, I was just getting into Bonesplitterz, looking to play them mostly competitive. Having some troubles on list building. Had a few questions and was also looking for some list advice. Questions Kop Rukk - Does this give them an additional spell cast, meaning they can cast their 1 spell, and also Fist of Gork, or does this mean they just get the option to use Fist of Gork instead of their regular spell? Mystic Waagh Paint - This artifact goes off on the start of the hero phase. Does it mean you can double cast any spell your army knows or just the spell of the wizard it's equipped to? I was thinking of a list focused around trying to enhance my casting to best get off Fist of Gork on a 10+ as well as buffing up the Rogue Idol, while running Kunnin Ruk. Do you feel I would benefit more from Icebone (Since I can still take the +1 Cast Command Trait) or Big Waagh? The list I was thinking would looking something like this.... Wurrgog Prophet - Morks Boney Bitz, Master of the Weird - Breath of Gorkamorka, Brutal Beast Spirits Maniak Weirdnob - Gorkamorka's Warcry Wardokk - Kunnin' Beast Spirits Wardokk - Brutal Beast Spirits Savage Big Boss - Kattanak Pelt Kunnin' Rukk 20x Savage Arrow Boyz 20x Savage Orruks - Chompas 20x Savage Orruks - Chompas 4x Big Stabbas Rogue Idol How do you feel about that list? Do you think it would benefit more from Big Waagh or Icebone? I chose the Chompas since it's only a unit of 20, not sure if I need more bodies or not. I know rend is an issue, so is it worth dropping the Big Stabbas and taking an Orruks out of the battalion, getting more drops to add in unit of 30 and something else?
  2. If you run the Mournfang tribe and use the vulture to wound a unit, then the Mournfangs will reroll wound rolls against that unit. Then give them +1 damage to their mount attacks with a Butcher and +1 damage to their husks with the Huskard on Stonehorns command ability and they can dish out some nice damage. The problem is there is no way to increase their hit chance, which is 4 on the tusks and it would be difficult to get 8 models in range of most units.
  3. Is that how that works? The base is .98 inch, I just assumed only the first row could attack. I'm not too familiar with second edition rules. If I had Mannfred as my general, can I still use the command ability of a vampire lord? Also, would it be wiser to save command points for battleshocks in a 60+ unit or just let the unit die to resummon it for more efficiency?
  4. Thanks for your reply! They get the bonus on 20 units, not 30. I did not notice the point reduction for taking a full unit. It might be worth taking 2 full units of 60 then, but ugh so many zombies to paint. Fortunately Mantic sells them in sets of 40 for almost cheaper than Games Workshop sells 20. How often do you feel a unit of 60 would even die to make use of the graveyards? Realistically at most 10 would pile in for per enemy unit per combat phase. That changes things a bit. The core units would be... Mannfred, Mortarch of Night - 380 Points Necromancer - 130 Points Corpse Cart - 80 Points 60 x Zombies - 320 Points 60 x Zombies - 320 Points 5 x Dire Wolves - 70 Points 1 x Zombie Dragon - 300 Points That leaves a bit to play with, I can think of three options... 1 x Terrorgheist - 300 Points with 5x Dire Wolves - 70 Points. This would put me at 1970 points. - This would give me potentially more mortal wounds with the TG but if he doesn't land those 6's his damage is rather abysmal and an additional objective capture unit with the wolves. 1x Lady Olynder - 220 Points with replacing Zombie Dragon with Vampire Lord on Zombie Dragon. This would put me at 1960 points. - This would potentially have about the same mortal wounds as the TG, but extra support with her -1 Hit/+1 Received Hits spell, and a Vampire Lord makes the Zombie Dragon better, but only one unit for objective capture. 1x Bloodseeker Palanquin - 300 points with 5x Dire Wolves - 70 Points. This would put me at 1970 points. - This thing can bring back zombies with deathly invocation, it has a spell and is a bit more reliable for mortal wounds than the Terrorgheist with the Banshee Scream and 12 Spectral Host swings, but the potential is much lower. Also an additional Dire Wolf unit for objectives. Thoughts?
  5. Hey all, Been trying to get some list advice and discussion on various outlets, but each place I go, people just make random suggestions of their favorite units. I try and ask them why they chose a particular unit or made a decision, or attempt to argue against it with statistics and reasoning and I either don't get a reply or an angry response of, "Just do what you want." When what I want is to have a discussion to get the most mileage out of what I'm trying to achieve. So, as a last resort of not knowing anymore outlets, I thought I'd try to post here. Without further ado, here is my list. Legion of Night Mannfred, Mortarch of Night - 380 Points Lady Olynder, Mortarch of Grief (Ally) - 220 Points Necromancer - 130 Points 30 x Zombies - 180 Points 30 x Zombies - 180 Points 30 x Zombies - 180 Points 5 x Dire Wolves - 70 Points 5x Dire Wolves - 70 Points Corpse Cart - 80 Points Zombie Dragon - 300 Points This leaves 210 points to grab something, I'm not sure what. Would love some input. The playstyle.... Legion of Night allows me to deepstrike in 3 units. I'll do that with 2 units of zombies and something else depending on the enemy and use them to flank, and place 1 in the graves to summon on turn one to avoid shooting and enhance movement. The one in the grave will be near my units as a blanket for Lady Olynder and the Necromancer. Mannfred provides rerollable 1's on hit and wound to everyone. He's also the hero killer. Lady Olynder is there for two reasons. The first is mortal wounds. This army needed some mortal wounds to take out high save units, since zombies have no rend. The second would be for her unique spell which provides -1 to hit for an enemy unit and +1 to hit against that unit, to make up for the smaller zombie unit sizes. The reason for the 3 units of zombies instead of one larger unit is for the regeneration. Targeting three units with Deathly Invocation plus the graveyard bonus would be 3D3 zombies back to each unit each turn, instead of just one unit. The Necromancer is there because zombies, he has the option between Overwhelming Dread for an additional -1 to hit and Danse Macabre. As for the last 210 points I had a few options.... The first would be to increase all the zombies units by 10. This would give them the additional +1 to hit until they take damage. The second option would be to upgrade the Zombie Dragon to a Vampire lord on Zombie Dragon and take a command point, this would give me an additional Deathly Invocation for each zombie unit and more damage. The third option I can think of would be some Morghasts for a glass cannon burst of damage or a Mortis Engine for some more mortal wounds. Would love to hear your thoughts and recommendations, preferably with reasoning.
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