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Zaerion

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Posts posted by Zaerion

  1. Hi, Next week will be playing 3.0 for the first time and i will be playing with this:

    - Army Faction: Soulblight Gravelords
         - Army Type: Kastelai Dynasty
         - Grand Strategy: Hold the Line
         - Triumph: Inspired
    LEADERS
    Mannfred Von Carstein (380)
         - Spells: Fading Vigour, Invigorating Aura
    Prince Vhordrai (455)
         - Spells: Amethystine Pinions, Invigorating Aura
    Vengorian Lord (280)*
         - General
         - Command Traits: Rousing Commander
         - Artefacts of Power: Fragment of the Keep
         - Spells: Flaming Weapon, Invigorating Aura
    BATTLELINE
    Blood Knights (195)*
    Blood Knights (195)*
    Dire Wolves (135)*
    Blood Knights (195)*
    OTHER
    Vargheists (155)*
    CORE BATTALIONS
     -  *Battle Regiment
    TOTAL POINTS: 1990/2000


    Advices ideas?

    Is it always good to keep the bloods off the table and then try to charge from behind or its very situational?

    How would you play this list?

     

    My idea is that the vengorian lord with the combination of the two auras (-1 rend and -1 wound) goes with 1 or 2 units of bloods in order to see if he can cover them with the auras and make them tanky, then on the other side Vhordrai acting as a chaff and being anoying in general and Manfred doing its Manfred things( if you have specific advices on Mandred playstyle would be nice)

    Any advices on how to play this or your vision from more experienced players would be nice thanks!

    • LOVE IT! 1
  2. Hi , im back on Aos 3.0 since a while and i would like to know how is the command point generation on the gravelords , we just get 1 per turn like in the old days of LON? or there is something i am missing because with all the new rules and all new command habilities i think we should have a better way of generating CP no?

  3. The rule endless legions , triggers each turn? so if a unit of 40 zombies , dies in turn 1 in turn 2 i can do a +5 check and put replacement unit of 20 zombies , and in turn 3 i can throw the dice again and i could have another unit of 20 zombies? even if only the initial unit of 40 zombies died?

     

     

    • Confused 1
  4. I would like some opinions on this i think is what i am going to build to start with and play with friends since i almost have everything, what do you think?


    Kastelai

    1 Vodrai  455
    1 Manfred 380 ( possibility to pick from lore of the deathmages)
    1 Vengorian Lord 280 -Rousing commander( the one that grants kastelai buffs) (Fragment of the keep -1 wound 6") -1 rend 3"

    1.115

    5 blood 195 ( since wolves are battleline i could do one unit 10)
    5 blood 195
    5 blood 195

    585

    10 wolves 135
    3 vargheist 155


    1990

    The idea of the list is basically that i am tired of horde armies.

    Vodrai i think everyone agrees is a beast , he can combo really nice with manfred CP ( +1/+1) also he can combo really well with Vengorian spell (+1 wound to a unit marked), debuf (-1 rend -1 wound from the artifact) and also great with the CP +1d6 to heal, also all of them (manfred included) , if are inside the bubble of manfred CP gain +1/+1 and on top of that you can even use Vodrai CP to make this or Manfred attack in hero phase etc.. 

    Then we have the bloods not sure if its worth 1 unit of 10 or 3 units of 5 , but they will have to be playing around the other 3 vampires, in order to take advantages of the buffs or debuffs  etc... you can use the ambush on them from kastelai etc... and they could make really good pushes and then leave the combat to pick up objectives behind enemy lines...

    10 wolves , for screen... pick up objectives and if it killed you could proc the endless legions thing to get another unit of 5 wolves on the table at 5+ ( if you don't kill a unit that turn) 

    the 3 vargheist are there for more or less the same as wolves but they take advantages of kastelai , you can deploy them at 9" or more than enemy , they can be very annoying in general.

    In general is a high mobility list with a lot of +3 save that on top of that are applying debuffs and buffing themselves and almost everything heals 1d3 if kills something.

    Being used to my 80 chainrasp , i kind of see almost no bodies on table but i really like this list , not sure if it will be a piece of ****** or not... but i really like it.

    I was also thinking about the coven throne but.. i think vengorian lord is really nice with vodrai and manfred already gives the +1/+1 also the coven is not a good hitter and the vengorian is not that bad.

    What do you think about it? any ideas to improve it etc.. are more than welcome.



     

  5. Hi,

    I am thinking to start this army as second army (currently i have LON) , i want to change playstyle from having lots of units to a very few ones and looking for a combat/monster/hero focused army and i think this army would  be nice for that.

    Looking for a good/strong list so i can buy and play for a while what would you recomend? I would like  an Archaon list if possible 

     

    Thanks!




     

  6. On 2/8/2020 at 4:07 PM, Ignatius "Nate" T said:

    Hey all, 

     

    Recently participated in a quick 1 day (3 game) event where I took my Legion of Blood.  We played LVO rules and mission sets, as many of the players were using it as practice for LVO. I didn't go to LVO myself, but still went to this event. 

     

    I managed to go 3-0, and got 25/25, 24/25, 25/25 possible points each match. EDIT: And come in first if that wasn't obvious enough. 

     

    I used the same list as always:

    Allegiance: Legion of Blood
    Mortal Realm: Shyish

    Leaders
    Vampire Lord on Zombie Dragon (440)
    - General
    - Deathlance & Shield & Chalice
    - Trait: Aristocracy of Blood
    - Artefact: Ethereal Amulet
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord (140)
    - Mount: Nightmare
    - Lore of the Vampires: Vile Transference

    Battleline
    40 x Chainrasp Horde (280)
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)

    Units
    10 x Blood Knights (400)
    10 x Blood Knights (400)
    5 x Blood Knights (200)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 154

     

    I don't remember exactly the missions used every game, but I do remember the jist of what I played against and how the game went. 

     

    Game 1 was against FEC with 1 GKoTG, 1 zombie dragon, 2 Terrorgheists, a foot Ghoul King, and an archregent. He took first turn and crashed his GKoTG into my chainrasp screen, along with a zombie dragon. He summoned 20 ghouls, and 6 vargheists behind me. Though he killed all my chainrasps, it was about all that happened. My turn I bring my chainrasp unit back with my Command Point. I charge his GKoTG and zombie dragon with my own dragon and a unit of 10 blood knights. My other 10 blood knights make a long charge and I get 5 into each Terrorgheist (they were right next to each other). My unit of 5 blood knights charge into the vargheists and my dogs charge the ghouls. Essentially everything is in combat. I go with my 10 blood knights into his GKoTG and they kill him. He attacks with his Zombie Dragon into mine, and does a couple wounds. I attack with my other 10 blood knights into his terrorgheists and manage to kill both. I then go with my dragon and kill his. Basically at the end of the turn the only things left on the board are his foot heroes. He conceeds bottom of turn 1. 

     

    Game 2  was against Bonereapers with a leige, boneshaper, some other support hero, 2 mortek crawlers, 30 mortek guard, and two units of 10 deathriders. We played battle for the pass, so long table edges. Importantly we are playing in Ulgu, with the realm ability to teleport a unit from one table edge to another. He took first turn and shoots a couple chainrasp as that's all that is in range and moves the two deathrider units on the objectives. In my turn I get pinions double casted, so the dragon is going 24".  I teleport one unit of 10 blood knights 9" from his crawlers. The dragon charges one unit of deathriders, and chainrasps the other unit. The bloodknights make their charge into the crawler. The dragon wiffs and kills 1 single deathrider, and the chainrasps kill none. The bloodknights manage to kill the first crawler.  His turn sees him move his mortek guard and charge my 10 blood knights threatening his other crawler. He kills a few more chainrasp and puts some wounds on the dragon. His mortek guard only kill two blood knights. My turn I retreat my dragon and my blood knights in combat with his mortek guard. My unit of 5 blood knights charge the unit of deathriders in combat with my chainrasps and my other 10 man unit of blood knights charge the deathriders that my dragon retreated out of. Both units of deathriders and wiped out. I roll and get priority, meaning my dragon and bloodknights can charge into his heroes and I kill the other crawler. He conceeds top of turn 3. 

     

    Game 3 was against FEC again, with two GKoTG, an archregent, crpyt ghast, 30 ghouls, 10 ghouls, 10 ghouls on starsrtike. This game was clearly a match of "get the charge and win", with the first turn not being relevant for scoring. Knowing that, he gives me first turn knowing I couldn't get things into charge range. I try to pinions my dragon hoping for a 9+*, but he unbinds it. I cast mystic shield on the chainrasp screen and end my turn. His turn he does mostly the same, shimmying units around and ends his turn. We haven't really moved at all. Turn 2 the first objectives come down, and I win the roll, but give him the turn. He tries to get my objective by summoning units, but doesn't succeed with his charges. He throws one GKoTG into one unit of 10 blood knights I had on my flank, but only manages to kill 2. I countercharge with the 5 man unit, with the 8 already there which is enough to kill the GKoTG. I kill all his summoned units with my dragon and other unit of 10 blood knights. I moved my chainrasps up and charge into basically his entire army because of the short distances between units. Which then pile in in such a way that pulls the screen off one side of his other GKoTG. I win priority, and get my unit of 10 blood knights into his GKoTG, my unit of 8 into the 30 man ghoul block , the unit of 5 into the archregent. The turn ends with everything he has dead top of turn 3. 

    *I really enjoy getting pinions off and YOLOing the dragon into the biggest thing in the opponents army even if it's not the smartest play to make. 

     

    In the end it was a great event. Blood Knights are absolutely bonkers on the charge. I find that while I'm playing the objective game, I know my army can kill things very well. I play objectives JUST enough to go down too badly in points for those first couple turns, but focus on killing everything I can. If I can do it fast enough, I can then retroactively go back and grab points if I need to. Though as shown in these games I didn't even need to do that. 

    Thanks for the comments of your games , i really love blood knights but the price and the old model keeps me away from them , would like to see your list against a heavy shooting army like KO or something like that.

  7. 1 hour ago, Mark Williams said:

    Thinking of building/using this list. Does this look good?

     

    Allegiance: Legion of Blood
    Mortal Realm: Shyish

    Leaders
    Neferata Mortarch of Blood (340)
    - General
    Vampire Lord (140)
    - Mount: Nightmare
    Necromancer (130)

    Battleline
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)
    20 x Skeleton Warriors (160)
    - Ancient Blades

    Units
    10 x Black Knights (240)
    10 x Blood Knights (400)
    3 x Vargheists (150)
    3 x Vargheists (150)

    Endless Spells / Terrain / CPs
    Shards of Valagharr (40)
    Extra Command Point (50)
    Horrorghast (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 135
     

    Looks nice but keep in mind that neferata will last as much as 1 round maybe 2 if you are not versus heavy shooting army.

    In my opinion is always better the Vampire lord on zombie dragon with ethereal amulet, it ends up diying but at least it last way longer.

     

    Also , skellies units if you are not going for 40 models , then i would personally swap them for 20 chainrasp, 20 skeleton are nothing and 20 chain will hold something else longer than the 20 skellies.

  8. 10 hours ago, Piikalo1 said:

    Is it possible to take allies and a battalion for those allies? Im assuming it would all have to be included in the 400pts? Thinking dolorous guard to protect the general

    ehy! i am asking for the same here:

    i think that is completely legal since the whole battalion plus 2 units of hexwraiths are 400 so you could protect any general in LON as long as you accomplish the minimum number of allied units ratio ( each every 4 units 1 can be allied and hero count as units)

    I honestly dont get why we never saw this in any tournament but i checked everything and few people too and it seems 100% legal.

  9.  

    is this legal? can i ally 2 units of hexwraiths + the battalion that allows to pass on a 2+ the wounds directed to the general to the hexwraith unit if they are at 3" ??? giving him a virtual pool of 20 wouds...

     

     since they are allied i could not bring them back via gravesites or endless legions but i could via deathly invocation is this legal? xD

     

    Allegiance: Legion of Blood
    - Mortal Realm: Shyish
    LEADERS
    Vampire Lord on Zombie Dragon (440)
    - General
    - Command Trait : Aura of Dark Majesty
    - Deathlance & Shield & Chalice
    - Artefact : Ethereal Amulet
    - Lore of the Vampires : Vile Transference
    Necromancer (130)
    Vampire Lord (140)
    - Flying Horror
    - Artefact : Orb of Enchantment
    - Lore of the Vampires : Amethystine Pinions
    UNITS
    40 x Chainrasp Horde (280)
    40 x Chainrasp Horde (280)
    5 x Dire Wolves (70)
    2 x Morghast Harbingers (210)
    - Spirit Halberds
    5 x Hexwraiths (140)
    - Allies
    5 x Hexwraiths (140)
    - Allies
    BATTALIONS
    The Dolorous Guard (120)

    - Allies
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Extra Command Point (50)
    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 146
    LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 2/2 ALLIES: 400/400

  10. Hi,

    We are playing a game  the one who grabs both objectives on turn 3 wins but it will go to turn 5.

    Does  the units that have been destroyed but i return back with general command hability endless legions will count towards victory if it happens that we need to count for the  points at the end of the game?

  11. 2 hours ago, Death1942 said:

    Ah my bad, it was a bit hard to see the knights with that formatting.


    Morghasts are amazing when they get into combat, same with blood knights on the charge.  The problem is getting them there as they only have a 5++ so they can easily get shot off the board early or tied up by chaff.  Black knights feel so much better as 10 of them is 240 points vs 2 Morghasts for 210, the black knights probably just edge them out in damage on the charge, are faster and more importantly they are summonable and also 10 bodies for objectives vs 2.

    but correct me if im wrong since im a new player but morghast are not considered monsters so i could probably screen them with wolfs or behind a chainrasp unit? also they save at +4 but yea i get your point.. some times we like elite things but if you think about it its not worth it for the points

  12. 3 minutes ago, Death1942 said:

    I like it, chainrasps are really strong.  Two things though, you are very slow so I would be tempted to find room for black knights or maybe more dire wolves.  You have no way to dish out mortal wounds reliably so if you come up against good defences you are in trouble.  I would definitely ditch the Morghats, they are honestly not a good unit for their points but if you want to run them go for it.

     

    edit:  I would drop one of the chainrasp hordes down to 30 and split off the other 10 into their own unit, stick them on a back objective.

    Hi at the bottom there are 10 black nights thanks for the advices , are morghast that bad? maybe in LOB they are but still feel that they perform better than Blood knights. I feel like they can destroy almost anything they charge and they can surprise with the 3d6 charge.

    In legion of night i run them as an anvil for destroying something juicy from behind.

  13. 34 minutes ago, Death1942 said:

    The Aura of Dark Majesty is the Generals trait, it is free and doesn't need to be activated via CP, it is just always on.  The command ability he is referring to is the Neferata one that is on her warscroll, costs 1 CP to use and can assign a -1 to hit aura on another unit.  You can put it on your general with the Aura of Dark Majesty and end up with a -2 to hit overall but I would personally prefer to put it on another unit.

    god... since i started a few months ago i was doing command traits as command  ability.... xD

     

    What do you guys think of this list ? i have a variation too in Legion of night

     

    The guardian of souls gives a pasive buff to chainrasp and himself if they are whole within 9" so they would wound at 3 instead of 4.



    Allegiance: Legion of Blood
    - Mortal Realm: Shyish
    LEADERS
    Vampire Lord on Zombie Dragon (440)
    - General
    - Command Trait : Aura of Dark Majesty
    - Vampiric Sword & Shield & Chalice
    - Artefact : Ethereal Amulet
    - Lore of the Vampires : Vile Transference
    Necromancer (130)
    - Lore of the Deathmages : Overwhelming Dread
    Guardian of Souls with Nightmare Lantern (140)
    UNITS
    40 x Chainrasp Horde (280)
    40 x Chainrasp Horde (280)
    5 x Dire Wolves (70)
    2 x Morghast Harbingers (210)
    - Spirit Halberds
    2 x Morghast Harbingers (210)
    - Spirit Halberds
    10 x Black Knights (240)
    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 158
    LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 0/400

     

     

     

  14. On 12/17/2019 at 2:26 PM, Thamalys said:

     If you pick Aura of Dark Majesty as your command trait, the guy is -1 to hit in command for free, no CPs to be used (artefact + command trait = - 2 to hit in combat, for free. Insane).

     

    Can you explain that? you dont need to spend a comand point to use the command trait?

  15. 47 minutes ago, ZLee Syn said:

    Each vampire can have chalice with no downside.

    Only general can resurect and you sometimes have to chose between combat snd resurect. You want to have your 440 point model in combat as much as possible. 

    How is that only general can resurect? can you point me to where in the battle tome/ rules?  Are we talking about the hability Deathly Invocation?

    because i see that necromancers, and vampire lords have this hability so i dont understand the thing that only general can resurect thank you!

    I think you are probably talking about endless legions , then it makes sense ok! thx
     

  16. 3 hours ago, LeSwordfish said:

    At a guess, because you want the VLoZD getting up in people's grill, which is quite a precarious position. Since your ability to resurrect is based on your general, having them hiding at the back is a lot safer.

    Hability to resurect does not come from gravesites and from vampirelords /necromancers general or not , does not matter no?

    can a Vampire Lord Dragon Zombie have chalice of blood and also a Vampire lord have anohter? its one per army or a regular vampire lord can also have a second one? 

  17. 56 minutes ago, Ignatius "Nate" T said:

    Hey all just a couple quick updates to my recent experiences. I’ve been trying to cram as many games as possible with my Legion of Blood as possible. 

    Biggest event I went to recently was Da Boyz in upstate NY with about 65-70 players. 

    Managed to go 3-2, winning against 

    Dual Stardrake Cities of Sigmar

    Typical Slaanesh 6 hero list

    Big Waagh Mawcrusha and mass ardboyz

    Lost to

    Dual Gheist FEC 

    Typical Hagg Nar Daughters

    Great event, and felt pretty outmatched in terms of army and rules most of the way. So a 3-2 is great in my mind considering what I was up against. The FEC game I think I could have pulled off, but he managed a Double turn going to turn 2 and charged my blood knights before I could do the same. Daughters I had no answer. There’s no conceivable way I win that game. I play against Daughters A LOT and have only managed to even sniff a win a handful of times. Oh well. 

    List

    Ethereal Zombie Dragon Lord

    VLord on Nightmare-General 

    10 Blood Knights

    10 Blood Knights

    5 Blood Knights

    40 Chainrasp

    5 Doggos

    5 Doggos

     

    Blood Knights just don’t do it. I want them to be able to delete units but D3 damage and -1 rend just doesn’t get it done too often. Sure they kill a unit of battleline (except daughters) but I need them to be able to take out things like stardrakes, maw crushas, and nagash and they just don’t. 

    The Ethereal Dragon is so much fun to play with. Cast Mystic shield on it, and shove it down their throats turn 1. Works fantastically. 

     

    Anyways I like the list, If I’m still going 50%+ in today’s meta in every event I’ve been to something is working. 

    Also this is what did to bypass the $99/5 resin models issue. 

     

    2E2701BC-405C-4C68-B6C0-C84D68E0DDE2.jpeg

    FB923DA3-6AD9-44E0-B5D7-1F951F5D7030.jpeg

    DE60ABFD-3ABD-4F7C-A0A6-B2B817B6010B.jpeg

    AD08C73B-4F3D-4C83-AB97-507049488F5C.jpeg

    4778CB00-B5D6-441D-A819-4B0981107D7E.jpeg

    Thanks for sharing , i saw it already but i dont get it since im new , why people make the vampire lord ( the non VLZD) the general?

  18. 22 hours ago, ZLee Syn said:

    No. In legion of blood is stated that wizards generate extra spells from lores of the dead (70-71). In lores of the dead pages is stated that wizards that generate extra spells from lores of the dead does so this way:

    Deathmages - lore of deathmagrs

    Vampires - lore of the vampires 

    Deathlords they can chose

     

    So necro can take one from deathmages

    Neferata can chose 1 from either deathmages or vampires

    Guardian of souls cannot chose any eventhough he is legion of blood wizzard because he is not deathmage, deathlord or vampire

    Thanks so much for clarifiying , what do you think about the conversion from black knights in to blood knights using idoneth/daemonetes head and a bit of green stuff to cover bone feets ans maybe a bit on hands too, am i too crazy? i really like blood knights but the models are way expensive and its and old model and its resine so ... not a good deal to be honest.

  19. 22 hours ago, ZLee Syn said:

    +1 atack to both rider and a mount. Only command traits and artefacts cannot give bonus to mount.

    Necro can take 1 spell from lore of deathmages and each vampire can chose 1 from lore of vampires

    Legion of blood is kinda diferent because you use many units that cannot be resurected.  You need to protect your vampiric units (especialy bloodknights) since they cannot heal that well. 

    I feel like first list is better since I dont like hexwraiths that much.  Also personaly I dont like vampire lords on foot that much. I would rather take second necro with fading vigor, especialy with skeletons, but that is personal preferance i think. Btw mounted vampire lord gets +1 atack on his horse too.

    Overall I think your list is good. I would swap skeletons for chainrasps since you dont have spot for 40 and chainrasp is better at defending and have higher move. Those are 2 main things that you want from big blocks in your list because this legion has alot of damage from vampiric units. That beeing said, many hard hitting agresive forces will decimate rasps as much as skeletons and unchecked skeletons with necro can do alot of unexpected damage. Still I feel that rasps are better, especialy in LoB.

    Legion of blood doesnt have any bonuses for infantry/summonable units and that is why picking those that are strong on their own is recomended. You need some summonable units but if too much of your units have a good synergy with other legion then why dont you play that legion. And if you have too little of them then you cannot use gravesites and invocations. Nighthaunt works perfectly for that.

    I dont know what models you have or which units you want or dont want to play but this is how I would change your list.

    VloZd (ethereal amulet, aura, transference)

    Necromancer (overwhelming dread)

    2x5 wolfs

    10 chainrasp

    30 grimghast reapers

    5 blood knights

    Balewind vortex

    Extra cp

    Hi, thanks for the advice i will check for that , the necromancer and then vampires do not pick an extra spell from the Lore of death?

    In the legion of blood chararacteristics Page It says that any wizard can take an extra spell from deathmages.

     

    And vampires and necros hace the keyword wizard so would they take 2 spells? ( Vampires 1 for Lore of the vampires and 1 for Lore of the deathmages) and necros 2 from deathmages no?

  20. This is the second list i have in mind with the hexwraiths sorry i could not edit my post from before:

     

    Here i would play each vampire lord with the hexwraiths , healing them and buffing them and adding hitting power to them.

    Then in the middle and to the objectives , the 30 skeletons, 10 zombies and 5 dire wolfs supported by a necromancer. while the big threats VLZD and the other 2 Vampire lords are trying to do some cleanup.

    Allegiance: Legion of Blood
    - Mortal Realm: Shyish
    LEADERS
    Vampire Lord on Zombie Dragon (440)
    - General
    - Command Trait : Aura of Dark Majesty
    - Deathlance & Shield & Chalice
    - Artefact : Ethereal Amulet
    - Lore of the Vampires : Amethystine Pinions
    Vampire Lord (140)
    - Flying Horror
    - Lore of the Vampires : Vile Transference
    Vampire Lord (140)
    - Nightmare
    - Lore of the Vampires : Vile Transference
    Necromancer (130)
    - Lore of the Deathmages : Overwhelming Dread
    UNITS
    30 x Skeleton Warriors (240)
    - Ancient Spears
    5 x Dire Wolves (70)
    10 x Zombies (60)
    5 x Hexwraiths (140)
    5 x Hexwraiths (140)
    TOTAL: 1500/1500 EXTRA COMMAND POINTS: 0 WOUNDS: 99
    LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 0/400

  21. Need some help 1500 points for a small tournament me and my friends are going to play next Christmas. Im pretty new to AOS

    Allegiance: Legion of Blood
    - Mortal Realm: Shyish
    LEADERS
    Vampire Lord on Zombie Dragon (440)
    - General
    - Command Trait : Aura of Dark Majesty
    - Deathlance & Shield & Chalice
    - Lore of the Vampires : Amethystine Pinions

    -Ethereal amulet


    Vampire Lord (140)
    - Flying Horror
    - Lore of the Vampires : Vile Transference
    Necromancer (130)
    - Lore of the Deathmages : Overwhelming Dread
    UNITS
    30 x Skeleton Warriors (240)
    - Ancient Spears
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)
    5 x Blood Knights (200)
    5 x Blood Knights (200)
    TOTAL: 1490/1500 EXTRA COMMAND POINTS: 0 WOUNDS: 104



    Several questions:

     

    1.The +1 attacks for Vampire lords and for Blood Knights from LOB adds also to the mounts(dragon , horses..)?

    2.Since all the vampire lords are wizards and they are in LOB,  my two leaders vampires get to know an extra spell from lore of death and also the necromancer gets to know an extra one.?

    3.How would you play this ? in general? I am against lots of different army's , does my list completely sucks?

    4. I have 2 boxes of hexwraiths/black nights that i plan to convert in to blood knights with the help of some Daemonettes Heads/idoneth and a bit of greenstuff to cover ( basically the bone feet of the black knights) in to armor boots. Am i doing wrong? is a really bad idea?

    5. I am also thinking of Running 2 units of 5 Hexwraiths replacing the blood knights, i think that those are pretty awesome if i can support them with a flying vampire lord and they can revive... always save 4... and they don't hit bad at all , so i don't know if i should just play the hexwraiths instead of the blood knights and forget about the conversion....

    Any suggestion/advice is more than welcome!

    Thanks so much!

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