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Gery81

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  1. The Trueblades are not just anti-monster tech. As long as the 2 cursebloods are alive, it can make an opposing unit strike last on a 2+. That can be very powerful. It is 360 points though. 10 Blood Knight, with un-rendable 2+ save is a very though anvil. Add in Nefarata's spell and ability, and it takes a lot of effort to remove that unit. I didn't consider it at first, but the Mortis Engine makes a lot of sense with 30 skeletons in LoB. It allows you to bring back d3 more skeletons, and if multiple units are fighting those skellies, they will all take 6 mortals after the ME charged up. Plus the potential mortals every turn. Helps the grind a lot. I like it, time to paint mine And I just realized that Fell Bats can be brought back now with Endless Legion. That is certainly cute.
  2. Speaking of MWs, here is a meme list. Legion of Blood Heroes - Vampire Lord, general, doomed minions, Vile transference (130) - Vampire Lord, spirit gale, amulet of screams (130) - Necromancer, Waste away (90) - Wight king on steed, arcane tome (160) Battleline - 2x40 zombies (2x230) - 10 Black Knights (220) Other - 20 Grave guard with GW (280) - 2 Mortis Engine (2x230) - Corpse cart with +1 to cast (blazier?) (70) 2000 points on the nose I am sure it is clear what is the idea of this list
  3. My first LoB list would look something like this VLoZD with lance and Vile transference (general) 440 VloZD with sword and flaming weapon 440 Neferata 390 Mounted Wight King 160 5x Black Knights 550 1980 If I feel like I need some more bodies to screen, then I can swap one BK unit for Dire wolves, or Zombies.
  4. This to me is one of the best changes in the book. I always hated the idea of Mannfred leading LoB grave guard, or Kastelai blood knights, while the actual faction leaders not making the cut. Maybe I am just too much of a narrative minded player
  5. The new dire wolves can do a lot of things. They are one of our best options to tag troublesome ranged units without charging. They also work really well with zombies. Have the zombies up front, preferably on an objective, the wolves behind them, in pile-in range. If something charges those zombies, and kill them, they will bring some models with them, and then the wolves can pile-in, and retake that objective. It is probably one of the best use of the "kin of the wolf" heroic action in Vyrkos.
  6. I usually shorten Warlord trait to WT
  7. I would try that in LoN, where they can counter-charge too. That would shift a combat very decisively. Also, the same WK gives those Black Knights re-roll charges too. But, you can only run 10, unless it is LoB. They are not battleline otherwise
  8. Yeah, while that is great, one of them is most likely the extra move. I think that is kind of a miss, it should have been an extra rend, or +1 to wound or something. That would make those Blood Knights real scary. And yes, the Shifting keep should have been a Battle trait, replacing one of the "actions", and the WT should have been the once/game power up...
  9. Probably the sins of the previous edition. That said, I don't mind that LoB focuses more on the Vampire heroes, while Kastelai focuses more on Blood Knights, and other non-hero vampires. It feels like the trick will be to use Vhrodrai's ability to spread the love, and power up more than one unit at once. Also, I didn't realize that you only have to kill one model with the appropriate wound characteristic to get the buff, not the whole unit (according to goonhammer review), which makes very easy to get those buffs.
  10. VLOZD in LoB looks scary enough for me. Take 2 and Neferata with them, take the cloak and doomed minions on the general, and take Vile transference on one of them. They will have 8 rend 3 damage 3 attacks, and another 8 rend 1 damage 2 attacks, that will hit on 2s against your opponent big scary (as long as it is not a monster), Vile transference and Neferata is there to give those monsters a pause, and they are not that trivial to remove from the field either. If you really want to, you can take Purple sun too. Oh, and their no inspiring presence rule do extra damage too. Gives roughly 700 points to fill with whatever else you think you need, probably chaff to clog up the board, and stuff that do battletactics.
  11. Doomed minions say, that if your general is within 3" of a selected unit, than every attack with a melee weapon hits on an unmodified 2+ against that unit. So, c), whole army.
  12. I know I want to try out -1 to hit grave guard with a 3+ un-rendable save. Plus whatever other defensive buffs I can get. That is a unit that can take and dish out some damage.
  13. According to very unreliable rumours we might get a new tome next September. The OBR and flesh-eater tome should be out next spring.
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