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Btimmy

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  1. Yes. Line of sight for all models in a garrison is drawn from the garrison, and models can always see themselves.
  2. Did some digging, he used to gain the keyword (like Arkhan) but now Arkhan has been updated to have it on his warscroll and Nagash doesn't get it. So he can't heal himself nor will Immortis Guard bodyguard for him.
  3. Does Immortis Guard even take wounds for Nagash after the most recent change? Does he still gain the OBR keyword?
  4. As mentioned by GrimDork, KO lost quite a bit in the edition change. Smaller board size and more terrain limits fly high's ability to scoot around the map. They have low range on their guns, and low rend to combat the new save stacking meta. They also have zero monsters in the entire army, meaning they lack the ability to score a couple of the freebie battle tactics. Their ships aren't elite, meaning you need a hero to be inside or close to issue all out defense, and can't be put in hunters meaning they are vulnerable to get roared. Even the 18 wound 3+ save ironclad is frequently dead in one activation from a good chunk of the flying hero monsters that can easily cross the board in one turn. The white dwarf will give some battle tactics and grand strats, so one or two usable battle tactics would certainly go a long way towards helping them out, but their warscrolls and rules need a bump to be anywhere near the top of the meta again. As an example of their competitive standing, in adepticon, one of the largest AoS tournaments in the States, there was exactly ONE KO player at the whole tournament.
  5. The problem with this is that the zombies are the screen, so unless you are bringing a ton of throwaway units, you will need to have the GG behind the zombies expecting the zombie screen to die. In which case the OP likely just leaves the 4" move GG alone and goes elsewhere. I haven't had a lot of trouble getting GG in though, 9inch charge with a reroll is just under 50% I believe. Best case if you try for it at the bottom of a turn, thus even if you fail you have a chance at the double to move up and try again.
  6. Still doable to get the VLoZD in, I usually feel pretty safe having bella just outside combat with a unit of 10 wolves near her. Another neat trick is using lycancurse to get a single wolf, retreating it, and then using it for callous overlord the next battle tactic.
  7. After playing with the normal VLoZD in Vyrkos w/sang and flaming weapons I have been consistently disappointed with Prince V. The lack of unleash hell, single d6 heal once per game, and one additional point of rend has not seemed worth the points to me personally. Just a few days I played him in Kastelai and still was pretty whelmed. I havent been playing much with Mannfred, but good to hear you are finding good success with him!
  8. Free space on the bingo board is a new heroic action to generate rdp i think.
  9. What does everyone think our most impactful lore of the death mages spell is? If you only got one and were going in blind to a tournament.
  10. The problem with Vile transference is that it happens in the hero phase. Meaning basically no matter what the big scary monster gets a round of combat with your VLoZD, which in this case is also your general. This is bad news. If you get charged by that gatebreaker you are basically just dead. If you charge that gatebreaker and don't kill it, you are also basically just dead. There is some play with nerfing the dmg output of those units before charging in, but that requires the lore of the death mages to do. I like vile transference a lot in a giant dominated meta, but i haven't been able to really figure out a safe way to use it at all. I prefer to frontload all my dmg into the VLoZD and have him act as a sort of solo flanker while i tie up the big boys with chaff and then get the grave guard into position to deal with them. That said, that is just my preference, let me know if you find a way to get VT to really work for you!
  11. Making the big vampire the general is a valid point, but as you said it does paint a big target on his back. I also find myself using the free command point on +1 attack from the baby vampire. Hunter's snare is strong definitely, but I haven't found a real need for it so far because typically I have the bodies to either outnumber, with blobs of zombies, or the Big Vamp kills enough models that counting as 5 is sufficient. The list had the beast initially but I ended up cutting him. He is susceptible to roar, doesn't output a huge amount of damage, and doesn't fly, which makes positioning him awkward. I also am typically trying to avoid having both units of GG in combat in one turn because that means one of them is going to get hit before they can activate, and they sort of evaporate if that happens. Plus even though the free 10 wolves are nice, i actually found that the board is pretty clogged up, and with 30 wolves on the table it makes for getting my GG/Zombies/Big vampire lord into the units I want to get them into slightly annoying.
  12. I've been playing with a Vyrkos list that I think is pretty nice, not sure how different it is from your sort of standard list. The 2x20 GG prove to be very reliable at murdering everything. I tend to try to split them up with one supported by the baby vamp lord and one near the necro. The Big vamp lord is a very mobile big dmg threat (dmg 5 lance on the charge with 3+1d3 attacks if flaming weapons goes off), and both Belladamma and the necro are fairly difficult to snipe due to the bodyguard ability. One worry is always the baby vamp general getting killed early, but I haven't had too much problem using LoS in my deployment and then pinions to get him where he needs to go after. Not much to do against LrL, but at least Belladamma means if he gets killed I still have a general and they probably put a lot of shooting to finish off a 5-wound hero so my crackback will be pretty good. Love to know peoples thoughts or comments, and happy to answer any questions about the list! Allegiance: Soulblight Gravelords- Lineage: Vyrkos Dynasty- Grand Strategy: Prized Sorcery- Triumphs: InspiredLeadersBelladamma Volga, First of the Vyrkos (200)*- Lore of the Vampires: Amaranthine OrbVampire Lord (140)*- General- Command Trait: Pack Alpha- Lore of the Vampires: Amethystine PinionsVampire Lord on Zombie Dragon (435)**- Deathlance- Artefact: Sangsyron- Universal Spell Lore: Flaming WeaponNecromancer (125)*- Artefact: Arcane Tome (Universal Artefact)- Lore of the Deathmages: DecrepifyBattleline20 x Deadwalker Zombies (115)**20 x Deadwalker Zombies (115)**10 x Dire Wolves (135)*10 x Dire Wolves (135)***Units20 x Grave Guard (280)***- Great Wight Blades- Reinforced x 120 x Grave Guard (280)***- Great Wight Blades- Reinforced x 1Core Battalions*Warlord**Battle Regiment***Hunters of the HeartlandsAdditional EnhancementsArtefactTotal: 1960 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 153Drops: 8
  13. The arcana would be good if it was a decent range, but unless you are putting it on a hero that wants to run towards them I am finding it hard to see how useful it really is personally.
  14. I'm not sure the artefacts are better personally. Obviously the +1 flat save is great, but other than that it seems a bit lackluster to me.
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