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Btimmy

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Posts posted by Btimmy

  1. 1 hour ago, TechnoVampire said:

    I know it’s been out a little while, but not heard much discussion about it. What do people think of vile transference since the FAQ:


    ‘Vile Transference is a spell that has a casting value of 7. If successfully cast, pick 1 enemy unit within 3" of the caster that is visible to them. Roll a number of dice equal to that enemy unit’s Wounds characteristic. For each 6, that unit suffers 1 mortal wound and you can heal 1 wound allocated to the caster.’

     

    I’m considering using it on my VLOZD for extra survivability, but it feel situational and the 3” range kind of puts me off. 

     

     

     

    I think its pretty solid tech v. giants, healing you 6 and dealing 6 mortals on average. Other than that its a big questionable. 

  2. I recently participated in a 3k tournament and ended up going 4-1, winning best death. Here is the list I used for the curious:

    Allegiance: Ossiarch Bonereapers
    - Legion: Mortis Praetorians
    - Grand Strategy: Hold the Line
    - Triumphs: Charge one
    LEADERS
    Arch-Kavalos Zandtos (205)**
    Katakros, Mortarch of the Necropolis (470)**
    - General
    Nagash, Supreme Lord of the Undead (970)*
    UNITS
    5 x Kavalos Deathriders (190)**
    - Nadirite Blade and Shield
    10 x Mortek Guard (140)*
    - Nadirite Blade and Shield
    20 x Mortek Guard (280)*
    - Nadirite Blade and Shield
    20 x Mortek Guard (280)**
    - Nadirite Blade and Shield
    ARTILLERY
    Mortek Crawler (215)*
    Mortek Crawler (215)**
    CORE BATTALIONS
    *Battle Regiment
    **Battle Regiment
    TOTAL: 2965/2000 WOUNDS: 132

     

    General thoughts: 
    Crawlers are either very very good, or you are hoping your opponent is failing to roll 3 ups. Served me very well against GSG and BCR in rounds 1 and 5, less so against SoB, and the OBR mirror. 

    Nagash miscasted on average every other turn. When he works, its amazing, throw out 3-4 buffs, then charge in and slap 4d3 mortals on something. But when he first casts protection of Nagash, then immediately after miscasts... not ideal. 

    +1 hit, save and rr1's to hit and save made some matchups feel almost impossible to lose. Didn't help against my one loss which was SoB with Kragnos (abundance of roar and rend 3) but I was easily able to handle DoK and the BCR list due to the insane durability that the stacking auras give. 

    Guard are solid as always but rend 1 is precious little in current AoS, they mainly won through sheer weight of dice and my opponents failing 3/4 up saves. 

    Honestly not sure how I would adjust the list for 2k, the inability to play with the new command abilities really hurts, and I failed more than one charge because my opponent redeployed and I didn't have access to my reroll triumph. 

  3. 7 hours ago, ArcaneLore74 said:

    Mannfred's Sword of Unholy Power ability unlocks the potential for+1 attack on whichever blob of GG he is buffing and supporting too :)

    Yes but due to the low number of attacks and the way wound allocation works (the opponent can choose to allocate the wounds from the sword last, meaning they can deny the ability from triggering) I wouldn't count on mannfreds +1 attack ability to really occur basically ever. 

  4. 10 minutes ago, Leshoyadut said:

    There is nothing about Bravery being capped in either direction in the core rules. So yes, it does stack as it states in the SG book.

    The rolls state that modifiers to a dice roll are capped at +1/-1, though I suppose the ability doesn't modify the battleshock roll so much as the characteristic of the unit. 

  5. 8 hours ago, vlad3theimpaler said:

    Sadly, Annika got taken out pretty quickly, without doing much other than giving the grave guard +1 to wound on 1 round of combat.  But that was enough for the grave guard to kill the unit they were engaged with, and then they got to pile in and fight again thanks to Vanhel's dance macabre and beat up the unit that killed Annika.  They were my mvps as usual, and even at 10 models, they wreck stuff, especially when they get to fight twice and/or get an extra attack.

    How did Annika give GG +1 to wound in combat? She has no command ability or otherwise to do so. 

  6. 46 minutes ago, vlad3theimpaler said:

    I know most of the metagame discussion seems to be centered around 2000 point games, but my local group is mostly sticking to smaller games for now, mostly 1000 points.  Anyone else playing smaller games?

     

    Here's what I'm fielding tonight:

    Allegiance: Soulblight Gravelords
    - Lineage: Vyrkos Dynasty
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty
    Radukar the Wolf (150)*
    - Lore of the Vampires: Amethystine Pinions
    Necromancer (125)*
    - General
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Levitate
    Lady Annika, the Thirsting Blade (110)*
    30 x Deathrattle Skeletons (255)*
    - Reinforced x 2
    20 x Deadwalker Zombies (115)*
    10 x Grave Guard (140)*
    - Great Wight Blades
    2 x Kosargi Nightguard (95)*
    *Battle Regiment

    Total: 990 / 1000
    Reinforced Units: 2 / 2
    Allies: 0 / 200
    Wounds: 86
    Drops: 1
     

    Initial thoughts are you are lacking some true damage threats/hammers. The 10 GG and 20 zombies might be able to do it, but they are really the only threats in your list and they aren't fast nor durable. Annika, much like all the new named vampire lords, seems like a waste of points in basically every situation as she isn't a force multiplier, caster, or damage dealer. If possible I would replace her for a unit of fel bats, and then use the points to try to squeeze in another threat, or just drop her for more grave guard. 

  7. 6 hours ago, Bolty said:

    Hey everyone,

    I'm planning to paint and play a Soulblight army and I am wondering if the following, is a list that will be fun and somewhat good list to play with and against  :

    Allegiance: Soulblight Gravelords - Lineage: Vyrkos Dynasty 

    LEADERS :

    - Belladamma Volga, First of the Vyrkos (200)* - Lore of the Vampires: Soulpike

    - Radukar the Beast (315)*

    - Vampire Lord on Zombie Dragon (435)** - Deathlance - Universal Spell Lore: Flaming Weapon

    - Necromancer (125)* - General - Command Trait: Master of Magic - Artefact: Arcane Tome - Lore of the Deathmages: Fading Vigour

    - Kritza, the Rat Prince (95)*  // this or maybe fell bats ? but Kritza seemed fun to play with

    UNITS :

    - 10 x Dire Wolves (135)**

    - 10 x Dire Wolves (135)*

    - 20 x Deathrattle Skeletons (170)*

    - 5 x Blood Knights (195)**

    - 5 x Blood Knights (195)**

    CORE BATTALIONS : *Warlord **Vanguard

    ADDITIONAL ENHANCEMENTS : Artefact

    TOTAL: 2000/2000 WOUNDS: 136

    Do you think its coherent and will play ok?

    Feel free to give all your insight and constructive criticism.

     

    I would definitely drop kritza for the bats, which also gives the chance at a triumph. 

  8. On 8/11/2021 at 6:53 AM, Obeisance said:

    Well, I'm 0-3 Gotrek vs Nagash. Little orange ****** made a 10" charge around my Shriekier move blocking him.

    Endless spells can be moved through now, so he wouldn't have to charge around it, unless the shrieker is an exception I am unaware of. 

  9. 28 minutes ago, Jabbuk said:

    So when you run Mortis Preatorians with Katakros, do you make him your General by default? I'm guessing yes because he has a special CA that can only be used if he's the general, but at the same time I'm not sure because we're losing on the artefact and command trait? Anyways, just curious if he should always be the general in MP.

    He now always counts as your general, even if you select another one due to the most recent faq. 

    • Like 1
  10. 15 hours ago, Obeisance said:

    Thinking about it.. Petrifex always has All Out Defense. Always doesn't pay for battleshock immunity. I'm not sure it's as bad as I thought it was.

     

    Ignore rend 1 is not the same as +1 save. It is strictly worse against rend 0 attacks. Not saying it isn't good, but all out defense/+1 save is better. 

    • Thanks 1
  11. 3 hours ago, Magnild said:

    Yeah let’s do a little thinking and math for our 9” and 12” weaponry and the diameter of their base, as well as needing to be within 6” of obj for standard scenarios.  No, there isn’t a good chance they left an objective open.

    Yes, TFH is once per game and they have 4 big monsters that own any objective they touch and manipulate the battlefield objectives.  The clock is ticking for scoring your points, so they’re popping it each turn to dictate who you do and don’t want to target.

    No reason to be within 9, 12 is the shortest range of our guns and you can't shoot with any 9" ranged weapons after you fly high anyway. 

  12. 9 minutes ago, Magnild said:

    Khemist has arcane tome.  And yeah I’ve faced amulet of destiny also.

     

    okay so avoid 3/4 of them?  So the one you want to target is guarded by other gargants ready to counter charge as they kick the objectives around and bunch up on them.

    TFH is once per game, you can't do anything about the artefact or all out defense. Honestly I think people are giving the giants a bit too much credit in the damage department, they don't really do all that much. If three are charging you, good chance they just left an objective open to do so as well. 

  13. 47 minutes ago, Magnild said:

    Again, it’s okay ya have 4 targets.  3 bunch up and one is Towards the 4th on objective with mystic shield on him.  You gonna position yourself in threat range of 3 mega gargants or the 1 near a flank?  Set yourself up in range of the 3 and get ready to be swallowed up.

     

    how do they lose a 3 obj mission by camping on 2 and kick them around wherever they want ?  An objective can go away top of round 3.

    Some of this is on you for building a list with absolutely no magic defense. Gargants get zero bonus to cast, so including a nav/runelord makes it much harder for them to get the mystic shield off. After that its just a matter of avoiding TFH, the one with the 5+, and all out defense, which you can't really do anything about. 

  14. 57 minutes ago, Shirtripper said:

    Just to be clear, Necropolis Stalkers/Immortis Guards can't issue their command abilities since they don't have a unit leader right?

    They have the Hekatos keyword, which allows them to give themselves the command. 

  15. 1 hour ago, Tizianolol said:

    guys i have a question about flaming weapons spell on VLoZD. can i chose to give +1 damage to claws or i have to chose VL lance? thx a lot

    You can choose any melee weapon on the profile. 

  16. Here is my list for a TTO tourney coming up. Not planning on trying 100% or I would go Zilfen, but want to see how the Irondrakes + Rune Lord play. Give me your thoughts my bearded brethren: 

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Thryng
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty
    Aether-Khemist (90) in Command Entourage
    Aetheric Navigator (95) in Command Entourage
    - Artefact: Svaregg-Stein Illuminator Flarepistol
    Endrinmaster with Dirigible Suit (190) in Battle Regiment
    - General
    - Command Trait: Supremely Stubborn
    - Artefact: Grudgehammer
    Arkanaut Admiral (125) in Battle Regiment
    Runelord (100) in Command Entourage
    - Universal Prayer Scripture: Curse
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    3 x Endrinriggers (120) in Battle Regiment
    - 1x Aethermatic Volley Guns
    - 1x Grapnel Launchers
    10 x Grundstok Thunderers (270) in Battle Regiment
    - 2x Aetheric Fumigators
    - 2x Decksweepers
    - 2x Aethercannons
    - 1x Grundstok Mortars
    - Reinforced x 1
    20 x Irondrakes (320) in Battle Regiment
    - Reinforced x 1
    Arkanaut Ironclad (490) in Battle Regiment
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: The Last Word
    Battle Regiment
    Command Entourage - Magnificent
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 111

    • Like 1
  17. I think gotrek outclasses the mega gargant in almost every possible scenario. The only downside is gotreks movement. I don't necessarily think he is an auto-include, but his stocks are certainly on the rise given the smaller board size and increasing important impact of mortal wounds now that heros and units have easy access to rend negating +1/2/3 armor saves. 

  18. 2 hours ago, The_Dudemeister said:

    Joke's on us. The rules team has people who actually play Bonereapers. Their FAQ has very specific errata to make them playable for the new edition.

     

    You know, like 4 out of 6 battalion boni grant command points or let you use Command abilities for free once per battle. FAQ added the rule for Bonereapers that they get Relentless Discipline Points instead. The use of those Points is for the whole army, not just for units from one of the battalions. So it's technically even better. Would've been a darn shame if an army had to do without new core mechanics and abilities just because the new edition changed around the faction :^)

    Yeah just commenting again to say how wrong this is. OBR cannot use any of the new command abilities at all, and now cannot use any of the same abilities twice per phas. They can no longer shield wall two units of guard, or shield wall + endless duty one unit. They can now only give +3 move to one unit a turn. More RDP is pointless when you have lost the ability to spend it like they used to be able to. OBR is almost certainly one of if not THE biggest loser of this edition change.

  19. 2 hours ago, The_Dudemeister said:

    Joke's on us. The rules team has people who actually play Bonereapers. Their FAQ has very specific errata to make them playable for the new edition.

     

    You know, like 4 out of 6 battalion boni grant command points or let you use Command abilities for free once per battle. FAQ added the rule for Bonereapers that they get Relentless Discipline Points instead. The use of those Points is for the whole army, not just for units from one of the battalions. So it's technically even better. Would've been a darn shame if an army had to do without new core mechanics and abilities just because the new edition changed around the faction :^)

    This is not true? Unless something new has been released obr cannot use any of the new command abilities. 

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