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Btimmy

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Posts posted by Btimmy

  1. 10 minutes ago, Just_Flo said:

    If my Navigator is garrisoned on a sky vessel, does that vessel count as being on sight of him for Read the Wind?

    Yes. Line of sight for all models in a garrison is drawn from the garrison, and models can always see themselves. 

    • Thanks 1
  2. On 3/29/2022 at 11:16 AM, Archibald said:

    I think so, he just doesn't benefit from alligiance abilities.

    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. On 3/20/2022 at 3:31 AM, Archibald said:

    I will give Nagash another chance with this list:

    Nagash, Supreme Lord of the Undead (955)*

    3 x Immortis Guard (190)*
    3 x Immortis Guard (190)*

    The goal is to keep him alive until he killed a lot.😅

    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. 2 hours ago, Gery81 said:

    This is how we deal with hammers charging into our screens. Set the zombies up behind the screen, and once that screen died, pile the zombies in just to tag that unit (1 zombie within 2,9 inches will do). Then counter-charge with our hammers. No re-deploy, no unleash hell for them. This is what I am practicing now, how to set my units up, so that I can pile-in the zombies, without blocking the charges of my other unit. The fact that models piling in don't have to move closer, just have to keep the distance helps (they can move around the target unit, getting out of the way). Also, we don't necessarily want to put or GG in the grave. I doubt that Longstrikes can deal with a VLoZD, and a unit (or 2) GG in one turn.

    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!

    • Like 2
  8. 5 hours ago, oggurt_da_bog_zombie said:

    Wanted to address a specific part of your list/comments:

    So I've been thinking about this VLoZD loadout a lot lately... and I might instead try arcane tome and vile transference. Don't get me wrong, Sangsyron and Flaming Weapon are awesome, and I also would make the VLoZD the general for either Pack Alpha or Hunters Snare, but I've been thinking about an alternative route.

    The idea is the VLoZD is by far the unit most likely to be in combat for like... the entire game. That means close range. For most low wound models, an 3"/D3 arcane bolt can be effective, and for high wound models (Maw Krusha's, Mega Gargants, any hero monster really), Vile Transference seems like it could be pretty deadly (I think the sweet spot would be around 8+ wounds, VT is more effective), and with Locus of Shyish sorta a nuclear bomb scenario against of Mega Gargant. Of course, you could just take Vile Transference and still take Sangsyron, but I'm thinking of taking the Arcane Tome as well to cast Mystic Shield, Arcane Bolt, or VLoZDs warscroll spell (seems useful if only for the longish range) too. With Vyrkos re-rolls to cast, seems potentially more deadly against high wound models than the normal Flaming Weapon and Sangsyron combo, and against low wound models the VLoZD is probably doing enough damage anyway. Of course, this makes even more sense if you're taking Hunters Snare and parking the VLoZD on an objective the whole game (and therefore, less utility from charge bonuses).

    Something to think about, I have a list in mind very similar to yours but with wolves and Radukar the Beast, but the VLoZD playing a similar role.

    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!

  9. 7 hours ago, Liquidsteel said:

    I think that looks like the ideal set up for 2 x 20 GG to be honest, looks fun as well.

    I would maybe consider making the VLoZD the general as he's harder to kill but it paints an even bigger target on him, though that may then take heat off of your foot vamp. You will get use out of Pack Alpha on him anyway as he'll always be using some form of command ability each turn. 

    Did you also maybe consider Hunter's Snare to have him count as 14 on objectives?

    The only other consideration I might have is whether Radukar the Beast could be utilised, thanks to the new rule where a Summonable unit can fight immediately after, he could potentially be buffing up two units of Grave Guard whilst also allowing him to fight followed immediately after by one of them.

    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. 

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  10. 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: Inspired

    Leaders
    Belladamma Volga, First of the Vyrkos (200)*
    - Lore of the Vampires: Amaranthine Orb
    Vampire Lord (140)*
    - General
    - Command Trait: Pack Alpha
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord on Zombie Dragon (435)**
    - Deathlance
    - Artefact: Sangsyron
    - Universal Spell Lore: Flaming Weapon
    Necromancer (125)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Deathmages: Decrepify

    Battleline
    20 x Deadwalker Zombies (115)**
    20 x Deadwalker Zombies (115)**
    10 x Dire Wolves (135)*
    10 x Dire Wolves (135)***

    Units
    20 x Grave Guard (280)***
    - Great Wight Blades
    - Reinforced x 1
    20 x Grave Guard (280)***
    - Great Wight Blades
    - Reinforced x 1

    Core Battalions
    *Warlord
    **Battle Regiment
    ***Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1960 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 153
    Drops: 8
     

    • Like 1
  11. 55 minutes ago, Neil Arthur Hotep said:

    In my mind the Soulbound Garments and Oubliette Arcana are good. The Oubliette is a free second attempt to unbind a spell per hero phase. The 5+ chance may look low, but against casters with high bonuses it's actually frequently going to be better odds than trying to beat their roll on 2d6. Teclis auto-casting on a 12? You still get a 1/3 chance to unbind. Between those two artefacts and the arcane tome you have a good amount of choices.

    In Vyrkos I find the selection a lot weaker. Only the Sangsyron stands out, and that only really on the VLoZD. And now that Legion of Blood gets +1 attack for free on those guys, the competition has become a lot stiffer in that regard, too.

    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. 

    • Like 1
  12. On 12/15/2021 at 10:31 AM, Neil Arthur Hotep said:

    Yeah, I agree. The coordination attack is a good boon/quality of life thing and if even one of the battle tactics is useful in any given game that eases the pressure quite a bit.

    I also think Legion of Blood has now closed the gap a little. Their VLoZD is now a bit fightier with a Martial lord on top, and their magic/magic defense is a bit better with one or two small casters. They can compete with Vyrkos on casting now. Their niche is in their artefacts, which are better than what you get in Vyrkos. I think if you want to play a defensive SUMMONABLE based army, they are now the best pick.

    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. 

  13. On 11/12/2021 at 12:52 AM, Axlesparky90 said:

    Hello admirals i just picked up 2 start collecting boxes and since 3 ed started what sky port would you choose? I'm thinking cause mhornar cause i like the pirate ish motif. But i want to hear from the seasoned ppl cause i Still want to be somewhat competitive.

    No one in aos follows the dumb space marine painting rules. Paint your dudes any way you want and play them as any sky port you want. One paint scheme can be used for any and every subfaction!

    • Like 1
  14. You basically hope your opponent doesn't know that they get to choose how they allocate the wounds. Meaning if you completely wipe a unit, but used all of your attacks to do so they can allocate the wounds from the other weapons and mount first, denying you the ability. Practically speaking this means that you will need to guess or split your attacks such that you attack one unit with the sword (and only the sword) and another with the rest of the attacks so that your opponent must allocate the wounds from the sword to that unit, and hopefully some models die, thus granting you the ability. These restrictions make the ability very situational, and its hardly very relevant, but sometimes the opportunity will present itself to use it. 

    Still not super likely as it will require Mannfred to activate first, when you probably want to be activating with your super killy unit first instead (if you had a unit of graveguard in combat for example.) 

    • Like 1
  15. Quick and dirty battle rep. I was playing the list posted above. My friend was on a sylvaneth list with the warsong, treelord ancient, arch rev, the underworlds warband, 2x6 scythes, 2x5 tree revs, one unit of spite revs, umbral spellportal and spiteswarm hive. He was winterleaf with the once per battle fight twice with a unit in the hero phase. His list was built to uber buff one unit of scythes, create a wood for them to teleport to, and then make the 9" charge (w/ a +3 from spite swarm) and then murder something. All while the warsong stacked throne of vines in a corner and send AoE mortal wound novas through the portal. The mission was the new starstrike.

    I outdropped him and made him go first. I put Lady O, 6 spirit hosts, 30 chainrasps and 10 blades in the ground, and screened out the rest of my army with the unit of 20 chain rasps. Because there was no objectives on the map, t1 was uneventful, he buffed a bit and then ran in place to get his tactic. On my turn I chose savage spearhead adn dropped the spirits, lady O and the blades in his territory attempting to threaten his flank.

    Turn two the center objective landed on the left side of the board, where both of the majority of our armies where set up. I never won a priority roll until turn 5 so it was him going first. He teleported and charged his scythes into my screen, but didn't drop the arch rev to give them rerolls/+1 attack, or remember to use his exploding 6's from winter leaf. He also didn't use the fight twice artefact. This left my 20 man screen on 2 models after combat. My turn I heal them with RoTSH, the Black coach, and rolled a 3 on my 2d6 heal from the Guardian of souls. Ended with 8 total. The 8 retreated over the scythes (after giving them +6 move and +3 from pendant to snag the point.) Unit of 10 blades moved up to screen for the rest of my heros, and I command point pulled lady O back to be on this side of the map.

    Turn three, the other objectives dropped, on his side it was lucky for me, it dropped right where I had dropped the spirit hosts and blade ghiests. On my side, they dropped dead center, roughly where his 6 scythes had just almost murdered my 20 block. He takes the turn, crashes his other unit of 6 into my 8 man chain rasps and murders them, and charges his original unit of 6 into my bladeghiests and kills them with the double activate, claiming two points. I drop the 30 man from the sky and put down cogs, then charge basically everything that I have left into that unit on the center objective in my territory (leaving a unit of spirit hosts and bladeghiests to hold the one in his territory. Black coach + lady O + riek + 30 chainrasps kill 4 hunters total, but puts roughly a million bodies on the point, so I control 2 at the end of the turn.

    urn 4 rolls around, he realizes that he needed to drop his arch rev from the sky before start of turn 4 so it dies. He teleports his other unit of 6 to try to contest the objective held by my hosts and blades, and tries to move his treelord to kill my general. He fails both charges, and his 2 hunters on my point are still soul caged and grief stricken so I clean them up. My turn, I crash the spirit hosts into the 6 man of hunters to tie them up, send the coach to hold the point he left open, and spread out my 30 man block to make sure I can't lose my own point. Bladeghiests bubble the point behind the hosts so he cant get that point. Spirits kill 1 hunter and are killed down to a single wound in return. End of the turn I hold all objectives. I win the double and he can't win.
     

    Overall i was reminded why I stopped playing NH awhile ago. The whole army just feels like smallball AoS, single casters or one double with no bonus, offensive output of a wet towel, i basically had to win by stand on points and stopping my opponent from doing the same. I killed a total of 3 units in his entire army, 1x5 tree rev, 1x5 spite revs, and the unit of 6 hunters he crashed in (which took my whole army and 2 entire turns to accomplish). Here's hoping a new book gives some sort of interesting changes to NH because while I won, I didn't find it particularly fun or interesting to play, so I will probably leave them on the shelf for awhile.

    • Sad 3
  16. First list attempt for NH 3.0, haven't played them in a bit. Thoughts from people who have some games on them in this edition? 

    Allegiance: Nighthaunt

    - Procession: Reikenor's Condemned
    - Grand Strategy: Predator's Domain
    - Triumphs: Bloodthirsty
    Reikenor the Grimhailer (165)**
    - Lore of the Underworlds: Soul Cage
    Guardian of Souls with Nightmare Lantern (135)*
    - Artefact: Corpse Candle
    - Lore of the Underworlds: Shademist
    Spirit Torment (115)**
    - General
    - Command Trait: Ruler of the Spirit Hosts
    - Artefact: Pendant of the Fell Wind
    Lady Olynder, Mortarch of Grief (215)**
    - Lore of the Underworlds: Spirit Drain
    30 x Chainrasp Horde (285)*
    - Reinforced x 2
    20 x Chainrasp Horde (190)*
    - Reinforced x 1
    6 x Spirit Hosts (250)*
    - Reinforced x 1
    10 x Bladegheist Revenants (190)*
    10 x Bladegheist Revenants (190)*
    Black Coach (220)*
    Chronomantic Cogs (45)
    *Battle Regiment
    **Command Entourage - Magnificent
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 124
    Drops: 4
     

  17. 1 minute ago, EnixLHQ said:

    Nah, it's legal. The rule states "If a friendly unit is not coherent at the end of a turn or after you set it up..." A turn doesn't end until after the battleshock phase.

    This is used all the time in tournaments. Orcs (forget which ones) use their 6" pile-in feature to abuse this rule to great effect.

    This is not true I am afraid: here is a link to some of the relevant rules. https://gyazo.com/db4d1c0d1e64c3dfb5b5aa96d4ed017c

    The only other thing is that a charge is a Charge MOVE (rule bolded). This in conjunction means you cannot charge unless you can charge into coherency.

    • Thanks 1
  18. 9 hours ago, Dez said:

    Hey all!

    I'm trying to build towards a tournament list, and wondered how you might tweak this one. Basically everything is loaded into the boats, which then use the Fly High ability before the game starts to pop out and blast whatever they are aimed at off the board. 

     

    Initial thoughts are if you are going units of 10 thunderers with the full weapon team, double up on the special weapons. A normal breakdown is 2xSweepers, Cannons and Fumigators, then one mortar (lack of rend makes it less desirable). 

    Unless you are planning on sticking 20+ models in one boat, I would strongly recommend going Volley gun + last word as your combination to make the boat fairly dangerous to charge. You can already stick 10 thunderers in each boat with no need to waste an endrinwork on it. 

    • Like 1
  19. On 9/15/2021 at 5:09 AM, dmorley21 said:

    Their shining moment was taking out a Mega-Gargant in a single turn (and the guy with the Gargants I've been playing against a lot just took out 1st place at Brew City in Milwaukee).

    Oh you played Dave! He was my only loss at that tourney. NH actually line up fairly well into gargants defensively as their high rend attacks don't affect you at all. Those 10 -3 3dmg attacks still get dodged by 4+ unrendable saves pretty nicely. 

    Interesting you were able to kill a giant in one go, what was the list you were running?

    • Like 1
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