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Firefrog

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Posts posted by Firefrog

  1. On 8/7/2020 at 7:39 AM, Honk said:

    You can argue the case, but I wouldn’t.

    The wording/typing is in line with the „ruler of all he Surveys“ from the charnel throne and they made it pretty clear in the faq that sadly the abhorrent Ghoulking is a walker not a rider

    Well yes, but no. The Charnel Throne FAQ question is actually pretty stupid. The Charnel Throne asks for a ABHORRANT GHOUL KING, sure, the GKoTG has the same keyword. But the Charnel Throne also mentions the command ability name "Summon Men-At-Arms", the GKoTG does not have this command ability, it's a completely different name. If for instance the Charnel Throne did not mention the command ability name, it's free game. But GW did actually make it very clear, making the FAQ question pretty obsolete.

    So it's pretty much comparing apples with peaches.

    Royal Family with Abhorrant Ghoul King and 2 mounted Abhorrant Ghoul Kings is completely valid as you can ignore the sub-text.

    Funnily enough, this discussion ONLY happens with FEC players, for instance look at Sylvaneth. All their battalions with Kurnoth Hunters do not specify the weapon type, while they are DIFFERENT warscrolls. The weapon type is subtext, just as the terrorgheist/zombie dragon is for us.

    Is it an oversight from GW? Maybe. Is it overpowered? Hell no. Is there any ruling currently that makes this illegal? No, not until we get an FAQ that says otherwise. Until then, totally legit.

    • Thanks 1
  2. Truly love the Doomwheel model, but they're so weak in my opinion. Even when overcharging and no debuffs (on a support character your probably will get -1 to hit from look at sir) you will do on average 5 damage on a 5+. That's cutting way too close for 150 points, while their small support character will cost alot less.

    Sure, you could put MMWP on them and send them on a carnage, and it'll do 9 damage in the same situation. But, that's average, it's so swingy you could do alot less or alot more.

    Even though Laser Cannon Deathsentence are random when overcharging, it'll feel very good when you roll a 1 or a 2 and do 12 MW's, or you could roll a 6... blow yourself up, and do 1-2 MW in return 🤣 , but different role ofcourse.

    Jezzails are also very poorly, especially if you compare them to the Stormcast variant which can shoot twice and has more range and they got a price reduction.

    • Like 1
  3. Yes, prices are crazy and it has for sure thought about my spending. I've started 2 years ago, and such I've only had 2 price increase (including the one coming up) and even before I thought the prices were a bit steep. Luckily, I've got relative "cheap" armies, namely Skaven (cheap, but I currently have most of the range, though kitbashed quite alot), FEC (spam a few SC and a few boxes of flayers) and Tzeentch (also quite old). Now, in the case of Tzeentch, I pay 40 euro's for 20 Kairic Acolytes, expensive but I can live with that because you get 20 clanrats for 30 euro which are quite old, so fair.

    I've recently started thinking about collecting another army, and my only interest is with Idoneth, Daughters and Sisters of Battle. Now, they're insane price wise because they're new(ish). I'm a player that likes options, so I don't just buy 1 list, no I buy the whole range. Daughters I would want 14 boxes of Witch Aelves, 45 euro a box! Insane how steep the price is.

    So, I'm scouring 2nd hand sites to collect those armies and buying the models from an online retailer for 15% off. Shame for the store, but my money isn't infinite and even if it was I'd think twice about spending it.

  4. So, question that's been asked before probably, but I couldn't find it elsewhere. Volturnos' ability "Supreme Lord of Tides" doesn't specify when you use it, if I'm correct a FAQ sorted that out that when it doesn't say, it's in the hero phase. However, is that YOUR hero phase, or just any hero phase.

    Basically, the question is, when can I use the command ability and in my turn, or either (during High Tide ofcourse).

  5. Seraphon has exactly the same issues and strenghts as us, and I'm quite sure they're more broken than Changehost ever was.

    Both have the issue that they have low cost shooting that need buffs to shine, however in the case of Seraphon they are much tankier and cost less points. If they'd increase the point value of flamers it wouldn't do the warscroll justice. I could see a point increase on pink horrors, 50 wounds is nothing to shrug off. However, 50 wounds with the current meta is nothing with such a low save.

    I'd rather see them buff the other half of the book, the "friendly" stuff. Because currently the way I see it, only the daemon side is worth the points and by Tzeentch I do love me some Kairic Acolytes!

  6. It's still the year of the rat, so hope is good!

    But we'll probably get point bumps for all Verminlords and Stormfiends, and they'll lower the cost of something like... warpgrinders.

    On another note, last time I played Skaven was with 2x 40 clanrats and 1x 40 stormvermin against Ironjawz. It wasn't fun, the power creep is so intense, 6 boars ripped through 40 clanrats like they were nothing. I remember the time my opponent was all, "f*ck me, I have to grind through 40 of those?".

  7. I've bought couple of those sets 2nd hand aswell, but, nothing stopping GW from boxing them in a start collecting right, as the sprues aren't mixed High Elf / Skaven? Could use one too, as we only have a Pestilens SC.

  8. 1 minute ago, Gwendar said:

    Yeah, it requires Skitterleap. Could do the same type of thing with a Warp-Grinder team of course, but at risk of hurting a unit. I would say you need 2 skitterleaps (so, a Deceiver + Grey Seer) so you can still be range to get a Spark out on the unit.

    Without any buffs, yeah they are terrible (even with a spark that's about 13 damage vs a 4+) but you would be buffing one with MMMWP and the other with Deranged Inventor. I don't know of it's viability because it's over half your list and only 2 threats (of course you can squeeze a 3rd in there), but I'm saying it's an option for those of us who still have 9+ Fiends laying around and want to buy another 3 to try it out 😉. Of course if you fail MMMWP then you go from doing 55-60+ damage altogether to doing about half that.. worth exploring. I'm still going to vouch for dual WLC or 9 Jezzails simply because things like Seraphon among other things are roaming around and need long range MW output to kill off those important heroes.

    Been using that tool for all my armies since you told me about it and it's just such a huge eye opener haha

    But, I've had the "pleasure" playing against Seraphon with quite some frustration. It's going to get a hefty point increase on their skink heroes and salamanders, no way around it. Jezzails do quite poor, as you can't really hit anything because they're small and can just hide behind a terrain piece easily. In fact, I've begun dropping the Jezzails all together even though I really like em, but they just don't seem to pull their weight most of the times.

    Also, I'm rather fond of the emergency MMWP, the command trait Deranged Inventor, giving just the rerolling hit to the Stormfiends and Spark already helps enormously. An extra vigordust wasn't all that much damage increase, but hey, it helps! It's always my back-up plan, just in case MMWP doesn't come through.

    Shame Arch-Warlocks and Engineers are so fragile, hopefully we'll get a better version later on which has protection of the horned rat (I'd kill for a Skryre Verminlord with a giant rocket or something, or a mounted Warlock on a Doomwheel, please GW read this)

    • Like 1
  9. 1 hour ago, Gwendar said:

    Nice discussion, would be interested to see some of your more recent lists that have doing well for you. Hearing that you value Gutter Runners so much has me curious. Hell, I've even almost considered running 2x6 Fiends and giving the Gnawbomb trick a go 😅

    I must be missing something, how would you try the gnawbomb trick? Probably requires skitterleap as the other options are all the end of movement?

    2x 6 Stormfiends sound great on the table, but without any buff they're just terrible for the points... Didn't get a chance to listen to the podcast but any way it's viable I'm in 😄

  10. 9 hours ago, Gwendar said:

    HPA: If you compare the damage of a non-bracketed HPA to non-bracketed Thanquol (and this is assuming both can get 20 models in range of their respective horde clearing options and Thanquol is modeled 50/50 on his weapons) they're very close to each other on average. The difference here is that the HPA can be sneezed at and it will drop 2 brackets; against any spell\shooting focused list it may not make it in.. not that many units can stand up to 30 Irondrakes or 9 Flamers by any means 😉

    Having played HPA extensively the last few months, I'm leaning towards Thanquol aswell, it's not only his clearing he brings but also the WLV.

    Armies played against are Ogors, Seraphon (****** that army), Fyreslayers and DoK. That's 3 very meta lists there where Thanquol with 4 flamers will just do incredible, 50/50 is not worth it in my opinion, you don't really want him in melee as even with 50/50 loadout he will do on average  8 damage unbracketed on a 4+ (with all melee profiles, just the 2 braziers will do 4 dmg on average).

    Also, HPA's horde clearing is targetted within 3", a big unit will not catch all units, where Thanquol has a higher chance of doing that. Also, Thanquol is a leader and can scurry away in combat!

    I've also tried a big unit of acolytes multiple times, and while they have a high damage potential they are so fragile and a have a HUGE footprint. I'm leaning towards going back to Stormfiends.

    Something like:

    Leaders
    Thanquol on Boneripper (400)
    - 4 Warpfire Braziers
    Grey Seer on Screaming Bell (240)
    Warlock Engineer (100)

    Battleline
    20 x Clanrats (120)
    20 x Clanrats (120)
    20 x Clanrats (120)

    Units
    40 x Plague Monks (280)
    6 x Stormfiends (520)

    Endless Spells / Terrain / CPs
    Warp Lightning Vortex (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 167

    • Like 1
  11. 3 hours ago, Kasper said:

    It is really difficult to say without anything concrete like what kind of lists you are running and what precise list he is.  Mentioning a specific faction is kind of irrelevant,  since any "OP army" can be terrible if you field the bad units. Experience is also quite important, since if all you do is max move everything forward into a giant clusterfuck of a battle, whoever has the strongest straightup melee units will win.

    Seraphon warscrolls are terrible on their own, and they really rely on being buffed by various heroes. So if you manage to pick off the heroes, you should be able to roll over the remaining force. In the old book it was all about the Slann - Kill him and you won - But these days he isnt the most important hero to worry about.

    Seraphon is also a rather "honest" army. There is no double pile in, no fight last or fight first, no double movement with fly, no crazy low saves (except the Bastiladon, which can very easily be countered by doing 3 MWs to it) with rerolls etc. Everything behaves as you would "expect". 

    Thanks for replying and taking the time, for my lists I am running them as competetive as they get.

    Skaven is usually 9 jezzails, 6 stormfiends or 30 acolytes, hellpit abomination, the works. Tzeentch I've tried changehost which was no use as I could not damage his two bastiladons, can not do mortal wounds because my spell range is only 18" and with slann's +2 to dispell it gets really hard to do that. I've also tried guild of summoners and I could just not get any threats going there.

    FEC actually had the best chance against coalesced, as flayers just do 1 dmg or a mortal wound. Ofcourse it's limited in the amount of games we can have, and he tries another list each time (which is what I would do with a new book).

    And yea, you're right with it's an "honest" army, no real tricks, but the stuff they have access too is so easy to do, if CP was a limitation to buff everything but there's not really. Especially considering their point cost (which is something that can be fixed ofcourse).

    Let's just keep it out of my army sucks or Seraphon is OP,  that's not my intention, I just want to level the playing field and I am unable to find any weaknesses besides the leaders who buff.

    EDIT: One of this lists

    Spoiler

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    Mortal Realm: Hysh

    Leaders
    Saurus Astrolith Bearer (140)
    - General
    - Command Trait: Mighty Warleader
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Skink Priest (70)
    - Artefact: Fusil of Conflaguration

    Battleline
    5 x Saurus Guard (100)
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers

    Units
    12 x Salamander Hunting Pack (240)
    12 x Salamander Hunting Pack (240)

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine

    Endless Spells / Terrain / CPs
    Extra command point (50)
    Bound The Burning Head (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 143

     

  12. Maybe an odd question on a Seraphon forum which is usually about how to win with something, but me and a friend play regulary and I just find the new book way too good and quite unbeatable. There are few weaknesses and some units just seem way too cheap. This is not a complaint about how good the book is, but more about how can I counter Seraphon or how even play against them. We both play competetively, if that adds anything.

    My armies are: Skaven, FEC, Tzeentch and Idoneth, and I can't win with either unless he makes a "fun" list which still makes me nearly unable to beat him.

    It's not even the rule that he does more damage against Chaos, which is in a competetive setting really absurd. A unit of 3 Salamanders can destroy literally any unit (in coalesced run/shoot, starborn he can just teleport 3 units in my face), Skinks in Starborn fully buffed who can shoot any unit of the board when they get charged AND retreat. Bastiladons who can shoot twice with +1 to hit and with accross the board who don't take damage from anything with rend, CP regen for days, and to go on. With Coalesced many of my attacks become useless as they do 2 dmg, now 1 dmg which means I can't clear a unit. A unit with 10 knights that have 6 buffs(!) that just cost CP or point and buff that will just annihilate everything with 3D6 movement + 4 to charge. It all feels so good.

    So, then I thought, the heroes buff so I should target them, which would be a tactic but they're so easy to hide and Slanns are nigh unkillable with a unit of guard.

    Now I don't want to give up, since it's absurd that my 4 armies can't deal with his, what am I doing wrong? Is the book too good?

    • Like 1
  13. On 4/24/2020 at 11:57 AM, Shaquilleoheal said:

    Guys just for know  that list,its legal right?

    Allegiance: Flesh Eater Courts
    - Grand Court: Gristlegore

    Leaders
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    Abhorrant Archregent (240)

    Battleline
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)
    10 x Crypt Ghouls (100)

    Battalions
    Royal Family (120)

    Endless Spells / Terrain / CPs
    Chalice of Ushoran (50)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 79

    Go a few pages back, it was discussed and concluded with proof out of the rulebook that this list is indeed valid. Battallion units not in upper-case get checked by their title, the subtext is ignored (which convienently is "on Royal Terrorgheist")

    • Thanks 1
  14. On 4/18/2020 at 6:25 PM, Great Bray Tom said:

    Hey guys! I just bought a Flesh-Eater Courts army and I was wondering; I have 4 Terrorgheist/Zombie Dragon.

    What to build them as? I was thinking two of each but I wanted to ask you veteran players. Maybe a ZD is never used etc?

    Appreciate the help!

    My experience, ZD has a place but gheists are so much better, especially without a rider. Most lists have 2 terrorgheists + flayers/ghouls, rarely you see a GKoZD.

    If you were to try full gristlegore, you'd also not play any ZD's. So, I'd go 1 ZD and 3 gheists, but that's just my opinion :)

    • Thanks 2
  15. On 3/6/2020 at 4:34 PM, Sumanye said:

    I'm personally not a fan of the ahriman fate master proxy.  He's too big for a 32mm base and it just looks janky.  Also, Ahriman is so iconic in 40k, it's also a little immersion breaking imo.  If you feel the same, here is what I did.  I made my fate master with a chaos sorcerer lord body, new chaos warrior helmet, Enlightened Aviarch spear, disc made from extra chariot parts, and a shield from a  tzaangor.  

    I agree, Ahriman also feels out of place with his armour and is an iconic 40k piece.

    My proxy was originally Theddra Skull-scryer, added the halberd from Phoenix Guard and the head comes from Chaos Knights. There's a Kairic Acolyte shield on her back, for rules fluff. Disc was 3d printed by a friend of mine.

     

    15iwvku5q7p41.jpg

    • Like 1
  16. On 3/6/2020 at 10:00 PM, Fiddybucks said:

    Before you rebase you may want to wait. I predict a new base size for fate master when the do the new size chart in a couple months

    7E4A9A6D-07D1-411B-8C53-5EB57365A7E4.jpeg

    If you check the base size FAQ you will see that Fatemaster is listed as 60mm, the store has so many things wrong, well wrong, not always up-to-date :)

  17. 5 hours ago, 5kaven5lave said:

    Re: Bastiladon

    MSU Screamers for movement MWs and D3 damage bites?

    Big units of Horrors shooting for lots of weak shots?

    I guess the best way to cracking that 2+ unreadable is making them roll loads of saves. 

    Screamers wouldnt be a bad idea, but you would need to do 4 damage to bracket them, and they have -1 damage. Which on average the D3 is still 1 damage. With only 9 attacks, you wouldn't be able to drop them. The only true counter is doing mortal wounds. We might just need to spell portal it and hope it goes right, but with their table wide dispells  +2 it's highly doubtful.

  18. 37 minutes ago, Gwendar said:

    I just woke up, why do you have to get me started 😉

    Because we're Skaven (players) 😄

    My honest opinion about why they nerfed it from 9 to 6 is because they were only exlusively played with Soulscream Bridge which was supposedly very strong (never got to try it myself). While I'm more amazed by why the bridge itself wasn't nerfed to only allow 1 unit to go through it like gnawholes, because against Hallowheart CoS their whole army goes through.

    Stormfiends in units of 6 are still fine, but they're so weak for their points. 560 points for Stormfiends is so high when unbuffed they barely do anything and quite frankly, pretty easy to shut down with a maximum range of 18".

    Recently bought 1 Doomflayer, so I can try the Whyrlblade Threshik battalion, 21" makes so much difference because in scenario's where you are 24" from the enemy it's so easy to avoid them for 1-2 turns. Something like:

    Spoiler
    Allegiance: Skaventide

    Leaders
    Warlock Engineer (100)
    Warlock Engineer (100)
    Arch-Warlock (160)

    Battleline
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    6 x Stormfiends (520)
    1 x Doom-Flayer (60)
    1 x Doomwheel (160)
    1 x Doomwheel (160)

    Artillery
    Warp Lightning Cannon (180)

    Battalions
    Arkhspark Voltik (60)
    Warpcog Convocation (60)
    Whyrlblade Threshik (80)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 139

     

    And the exra 3" also counts for any move so including run and charge, which is nice! Don't think it'll be competetive but it'll be fun at least :)

    • Like 1
    • Thanks 1
  19. So, let's get the big dinosaur in the room out of here, Seraphon and how to deal with it? I feel their army is a pure counter to us. Tried my list against a friend of mine who has Seraphon:

    My Changehost list:

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Eternal Conflaguration

    Leaders
    Lord of Change (380)
    - General
    - Command Trait: Coruscating Flames
    - Artefact: Aura of Mutability
    - Lore of Change: Fold Reality
    Fatemaster (120)
    - Artefact: Shroud of Warpflame
    The Changeling (120)
    - Lore of Change: Bolt of Tzeentch

    Battleline
    10 x Pink Horrors of Tzeentch (200)
    10 x Pink Horrors of Tzeentch (200)
    6 x Flamers of Tzeentch (240)
    6 x Flamers of Tzeentch (240)

    Units
    10 x Brimstone Horrors of Tzeentch (60)
    10 x Brimstone Horrors of Tzeentch (60)
    1 x Exalted Flamers of Tzeentch (100)

    Battalions
    Changehost (180)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 93

    His Seraphon list:

    Spoiler

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    Mortal Realm: Hysh

    Leaders
    Saurus Astrolith Bearer (140)
    - General
    - Command Trait: Mighty Warleader
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Skink Priest (70)
    - Artefact: Fusil of Conflaguration
    Skink Priest (70)

    Battleline
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Guard (100)
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers

    Units
    12 x Salamander Hunting Pack (240)

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine

    Endless Spells / Terrain / CPs
    Bound The Burning Head (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 149

    Basically we have no defense against this, Bastiladons can outrange us for 2 turns and even if we changehost near there we can't do any damage to priority targets because of his save of 1 (which ignores rend then, which is just stupidly bad design). Turn 1 he did nothing besides stand out of threat range, I changehosted a unit of 10 pinks and put the changeling near, pinks shot at 5 knights and changeling tried casting (Geminids went off, did some damage to his casters and 1 bastilidon and other spell got dispelled). Killed maybe 1-2 Knights, so nothing fantastic. didn't get double turn, but even if I did everything would still be out of range of his army. So he took his turn, 1 bastilidon was hitting on 6's so barely did anything, the other shot twice and destroyed my Lord of Change, 10 skinks and 5 knights destroyed my Fatemaster, I just forfeit cause I have no spells left to deal with the bastilidons and no range in my own turn (changehost gone). We both concluded I could have done nothing better.

    So, since Changehost is so absurdly good it's fine that it has a counter, and we can expect far more Seraphon to counter it at tournaments.

    • Sad 2
  20. 18 hours ago, Gwendar said:

    Oh definitely, and I enjoy the fact that we can everything reasonably well. That said, I don't think anyone would disagree that Eshin and Moulder need that update to fulfill more niches in the army to emphasize that point; I would much rather bring 6+ Rat Ogres with some buffed stats for my CC unit than just the HPA or 40 Monks.. and I only do both of those because they're cheap, but their output sort of reflects that cost.

    6 Rat Ogres with a Packmaster (360 points) and 20 Gutter Runners on their own (200 points) are both going to do be doing ~13-15 damage on average vs a 4+.. and that would be okay if we were playing AoS from 2-3 years ago. For 40-80 more points I can get 2 different units that don't need support that will generally double that damage and put out MW's. Gutter Runners of course can be valued as Skirmishers with run+shoot but.. is it worth it when they hit\wound so poorly? They should've been closer to Shadow Warriors in stats, in my opinion.

    Oh look, I ranted again.. I'm gonna go back to work now 😅

    I definitely agree, and while it's a definite shooting meta right now I do feel we have one of the worst shooting compared to other shooting armies. Not that it's bad, but just overshadowed right now. Playing against the new Seraphon makes me think what the hell were they thinking.

    I do like how we're able to adapt to any meta, with so many units. I still think the nerfs were unwarranted, as we got nothing in return and tournament ratings show it (only a measly 40-45%, before december we were barely 50% winchance)

  21. 1 minute ago, gronnelg said:

    That is huge though! With a double turn suddenly your WLCs could potentially be within firing range

    And then you roll a 5 or 6 on your power level and you just wasted 180 points 😄

    And double turn means it's their turn next, so say goodbye to all your shooting. Too random the WLc's, and maximum 6 MW is good, but hardly kills anything in the meta anymore of value and mostly everything has a ward save. I think the points are better spend on something else currently.

  22. On 3/15/2020 at 4:24 PM, gronnelg said:

    Boosting warp lighting canons - I always assumed it was warlock engineer keyword that count. But it the app it seems to be the unit warlock engineer? 

    Book has the keyword ENGINEER in caps, which means any unit with the keyword can use it. That includes the Arch Warlock, Engineer and Bombardier

    • LOVE IT! 1
  23. 6 minutes ago, Gwendar said:

    I'm still up in the air when it comes to the Bell.. so I will likely mess around with it. Even having 4 threats around is still nice.. having 5 is just for meme-potential if anything 😅... but I still think 3 is the potential sweet-spot.

    Doomwheels are a mixed bag just like WLC's which is why I think you should bring 2 if you go that route. Doomwheels tend to have more success for me on average than a single WLC. It's the potential threat they pose with speed and killing potential; they're a nice cheap candidate for taking lightly guarded objectives and being able to take out support heroes if needed. Of course... you could always throw in 2x10 Night Runners for board coverage if you need for the same cost which I think is a good alternative currently.

    Well yea sure it has it's purpose. But like most things that overcharge I've seen too many 1's or double 1's... then miss all the attacks, take 2d6 mortals and die myself. Hilarious but in competetive play not such a fan haha.

    I do hate that we don't have decent battalions, our drops are through the roof.  It's not that they're that bad, but the requirements are too harsh.

    With my FEC army I love deciding who goes first.

  24. 21 minutes ago, Gwendar said:

    Hey everyone, wanna see something stupid that may\may not work and I'm definitely not considering?

    2 Heroes is bad but.. so much death-death.. even without Death Frenzy. 5 Threats.. which, by the way is likely what we will see from the New Seraphon; lots of cheap things that when buffed become insane.. get some Saurus Guard around your CP generating batteries (who also have good casting) and.. well, I think they'll be harder to deal with than previous. Not to mention a double-turned Comets Call + Pyramid ability killing our heroes with no way to escape from it due to board-wide unbinding\casting of that particular spell but... that's a different discussion 😉

    Anyway, will I try this list? Yes.. if someone want's to beat me to the punch, please do by all means and tell me how it goes. 

    I actually made nearly the same list (just after your post lol), but I skipped the doomwheel and went for grey seer on bell and a bombardier. Instead of the bombardier you could still use an engineer and grab Vermintide.

    I think with everything we have that's so low on bravery and tends to run fast you really need one source of battleshock immunity besides spending CP.

    And, I've never had succes with Doomwheels, in my limited experience with them they don't do enough.

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