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Gery81

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Posts posted by Gery81

  1. 35 minutes ago, Leshoyadut said:

    Next, the Kastelai list in Ragnarok seems cool. Looks like it leans pretty well into thematically Kastelai things overall, except for the Vyrkos Blood-Born. Good hammers, good mobility, good screens. I like the Trueblades as anti-monster tech that are also decent enough against other things.

    The Game Knight LoB list looks a little weird to me, but I'm happy it was effective for them. Some small screens, a couple of big heroes, and a big unit of Blood Knights. The Blood Knights are the biggest standout for me since a unit of 10 is just unusual. I can definitely see it working well, though, with their new reach on the lances.

    The second LoB list in Game Knight seems to have a similar idea. Some small screens, big heroes, a unit of 10 Blood Knights, but this time with a unit of 20 GG, too. I'm into it.

    Warpfire got a 5-0 LoB list, too. Interesting bringing the Mortis Engine. I like that a lot, I'm very interested in them right now. I like the aoe MWs paired with the mapwide MWs from Spirit Gale. Seems like a cool combo to just place a lot of pressure on your opponent the whole game.

    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.

    • Like 2
  2. 3 hours ago, Malakithe said:

    Have you seen the new MW output the lizards can do? Spirit Gale might as well be an Arcane Bolt in comparison

    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 :)

    • Like 2
  3. 10 hours ago, TechnoVampire said:

    I think if I was playing LOB my list would look something like this: 

     

    VLOZD 440 (general)

    Neferata 390

    20 x GG 280

    20 x GG 280

    3 x Black knights 330

    V- lord 130

    Wight king 135

    1985

    Although I’m not sure how long GW will allow an ethereal VLOZD with 16 wound 3+ 6++, extra attacks, hitting (chosen units) on 2’s and healing up to 6 wounds a turn… but enjoy it while it lasts! 😆 

    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.

    • Like 1
  4. 20 minutes ago, TechnoVampire said:

    The Mortarchs with locked in sub-faction abilities are a big miss for me, which is a real shame as I want access to lore of the deathmages (necro is an ok cheap option I’m aware, but his mobility is bad)… If I ran LOB I would definitely include neferata though. 

    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 :)

    • Haha 1
  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.

    • Like 2
  6. Just now, TechnoVampire said:

    That’s true. The +1 movement is a token gesture that will rarely impact games. Something combat orientated would have been much more valuable, and even the old +2 to run and charge was significantly better.

    they’ve given and taken away, but GW seems to now be averse to allowing SBGL units to hit hard. 

    I missed what you meant by “WT”?

    I usually shorten Warlord trait to WT

    • Thanks 1
  7. 4 minutes ago, Doko said:

    A bomb of black knightsx15 +wk in mount dish out 17 mortals wounds that is great and can be used in every legion because they got the reroll charges with the wk and they dont need nothing more. Maybe inside vyrkos because kastelai have more high rend units as vordrai or blood knigths,nigth is pretty useless now,avengori also is useless.

    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

    • Like 2
  8. 7 minutes ago, TechnoVampire said:

    Ok yeah, the model thing completely went over my head, as I was just going off the old rules. That’s a subtle but significant improvement to the ability. Thanks for pointing that out. It’s cheered me up a bit 🤓

    it also means you could charge into two separate units and a few kill models from each giving you multiple buffs in one round of combat. 

    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. 17 minutes ago, TechnoVampire said:

    It confuses me that they built this tech into legion of blood as opposed to Kastelai, when Kastelai is supposed to be the faction of martial excellence and the VLOZD is the epitome of the sub-faction. The Kastelai command traits and artefacts are underwhelming. The best command traits are one that gives you the previous allegiance ability allowing you to deep strike, or a copy of the old one giving re-roll charges. The best artefact (fragment of the keep) is a nerfed version of the previous one. 

    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.

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  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. 1 hour ago, RocketPropelledGrenade said:

    One big of tech I'm going to need to get the FAQ on is whether the Command Trait where you nominate units to be hit on a 2+ is applicable to a) rider only, b) rider and mount, or c) whole army. I read it as option c but I'm not sure. Even just option b would be amazing, as you could get the zombie dragon as one of the most accurate units in the game. Munch a couple Chosen or Protectors each turn with the bite alone, then heal back the damage they do.

    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. 9 minutes ago, Btimmy said:

    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. 

    I see a lot of lists running 2 units of zombies, 2 units of wolves, and a unit of fell bats. Also 3 units of zombies can do it too, just string out 1 or 2, and leave the 3rd behind them. Or just 3 minimum skeleton units as the front screen. It is no way a sure thing, moving all these parts is tricky, but that is what makes this army interesting. I mainly like to use this against Ironjaws. No shooting to worry about, and just dare my opponent to take the first turn charges, and risk the counterpunch.

  13. 6 hours ago, Ghoooouls said:

    can also have a unit of 20 behind another unit of chaff so when the other unit gets charged, zombies can pile in 6 once the other unit is dead and dish out some mortals, or just use them as fast tarpits (essentially they can run and still fight because they don't need to charge, giving them a threat range of 16 inches with a run of 6).

     

    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.

    • Like 1
  14. I agree that overwhelming dread is the most useful spell in the Lore of deathmages. Slapping a -1 to hit penalty on something is always nice. The most impactful spell however, in my opinion, is Prison of grief. Stopping movement wins games. Yes, the 5+ roll is unreliable, but otherwise it would need a casting value of 8+, it would be so powerful. 

  15. 46 minutes ago, BaylorCorvette said:

    Things I'm fairly confident that will go up in points are Belladamma by 15-20 pts, Zombies by 5-10 points.

    Things I think might go up in points are Graveguard ~10points, Blood Knights ~5-10points

    Things that might drop: Black Knights

    I doubt they are going to do much for Cursed City models.

    I hope there won't be any points increases, our strong units don't feel under-costed. But, if there will be, those are the most likely units.

    On the other hand, we have a few units that need some love. Black Knights, The Palanquin, Vargheists, Mortis Engine for sure, and maybe Neferata, the Coven throne, the Wight kings and our unmounted beasties. Lauka Vai too, but it's mostly her sub-faction that is the problem.

  16. 15 hours ago, Obeisance said:

    What have been in the non-Mega 5-0 list? Was it the Coven Throne build?

    ...

    I'm looking at something like..

    Kastelli with Vzlod (RC/Amulet), Vhordrei, Vamp Lord (maybe a Necro or Belldama). 

    2-3 units of Knights, 2 units of Zombies, unit of Grave Guard.

    Plus some Wolves. Maybe Bats.

    Double Dragon doesn't give a lot of wiggle room, I have pointed it out.

    Stilln not sure if I wanna go Vyrkos with dudespam and Vzlod, but eh. Less to paint.

     

     

     

     

    There has been a video posted a bit earlier in this thread that has an interview with the player who went 5-0 with a vyrkos list, mosty running wolves and zombies (and the Gargant). And on the honest wargammer channel they were talking about a Legion of night list that went 5-0 with a Gargant, but I am not sure what was in that list.

  17. 7 hours ago, Obeisance said:

    So with the team tournament I was preparing for done, I'm gonna finally start working on Soulblight. It's been months of ****** around with OBR (which I hated) and Sons of Behemat, which were fun but not really my style.

    As a Sons player, I had -2/-3 rend on demand.. and I still had trouble taking things out. 

    In Soulblight, it looks like I'm probably going to have to run double Zombie Dragon for the threat projection and rend, backed up by lots of stuff that deals mortals on hit.

    You guys find you struggle with armour skew/killing?

    Would you run Kastelli Night spam? They seem a little lackluster.

     

     

     

    In my experience Soulblight struggles to deal with the save stacking. Blood Knights have a huge base, and 1 inch reach, so it's difficult to get them all within range, and -1 rend just doesn't cut it. GG needs at least 2 buffs to be scary, otherwise their damage is lacking, 4+ to wound is not great. Our mortal wound output, again, is not great, nowhere near what top armies can produce, and we have to get close and personal to do it. Zombies and GG are really slow, and the gravesites only help with your initial deployment. Also good screening will prevent them to hit anything important. The VLoZD suffers from low number of attacks/4+ to hit on the dragon (yet some orks have 7 attacks to our 3, salt). You need the Prince to deal real damage. Sadly our best playstyle seem to be tons of bodies, with 1 or 2 "big scary" running around killing easy targets. It really saddens me that the best builds (aka 5-0 in tourneys) all have the Mega mercenary. Not a good place to be in my opinion.

    • Like 1
  18. 3 hours ago, Leshoyadut said:

    Yeah, greatweapons are 4+/3+/-1/2 compared to shields being 3+/3+/-1/1. The better damage definitely helps, but the penalty to attack does hurt. It not only (obviously) reduces the confirmed wounds, but also reduces mortal wound chances, since those happen on the wound roll.

    The greatweapons are actually 3+/4+/-1/2, so your chances to do MWs don't change.

    • Like 2
  19. 1 hour ago, Honk said:

    How dareth he asketh us questhiones?!?

    See above, for answers…

    one thing about the great blades : guards are still only a hammer to smash, 4+ save is nothing to write home about and if needed could be achieved with all-out-defense. If you need something to get trampled, put skellis or zombies on that spot.

    -2 rend on the other hand 😈 will ensure, that all the hits you get with all-out-attack will kill things even with a 2+ save

    What do we have with -2 rend? GG does not have it, we only have it on our monsters.

    • Haha 1
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