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Alan Mandelson

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Posts posted by Alan Mandelson

  1. I've done some measurements and maths. 40mm bases are actually fine to all attack with 1" weapons with new coherency rules (think zigzags instead of straight lines). 50mm (Bullgor) are screwed. Even in a zigzag, base to base, it's about 1.5" needed to attack. So sad.

    • Sad 1
  2. 28 minutes ago, Lord Krungharr said:

    I think the new BR BoC battalion lets the Bullgors from the battalion get a +1 to hit whilst within 12" (probably wholly within).  And thought I saw Warherds do D3 MW on the charge on a 4+.  Something I guess.

    With that Turnskin story, I hope we can mutate things in our next tome, besides just into Spawn, which I also like.  

    Finally got a named character with that BR shaman though!  Hopefully we get one for each hero type eventually to do great things....unspeakable, but great.

    The Warheard do impact hits (4+ does d3 MW, add 2 if unit is a character or has 3+ models) was the new additional allegiance ability.

  3. 20 Centigor are usually too cumbersome to be effective but 10 works wonders and even 15 could still be good (I play units of 15 Blood knights on the same base size and they work fine). The Bravery might be a big issue, especially the Centigor.  The big blob of spawn can be fun, especially if you have some/all the save debuffs in play (an effective -3 rend). 

    • Like 1
  4. 1 hour ago, Smillis88 said:

    Do you guys know if they got rid of the relm artifacts? 

    Malign Sorcery Artifacts are now gone from Match Play. They have been replaced with 7, in my opinion, mostly ****** ones (only half decent one is Ghyran, heal 1 wound in your hero phase).

    • Sad 1
  5. Just got my GHB 2020 and been reading the mission updates (including 2 new missions) and the new Auxiliary objectives.

    One of these new missions (The Blade's Edge) is just fantastic for my Beasts play style (fast mass moving board control) because it has 6 objectives, all in no-man's land with 3 in each territory (half board split along the long edge), and scoring 1 point for each objective held at the end of your turn.

    Other new mission (Forcing the Hand) looks trickier for us but is still interesting. 1 Objectives in each territory and 2 at the edge of the territories (half the board each territory is 3 sextants in L shapes) 2 belong (not to be confused with holding the objective) to each player (1 inside your territory and another on the edge). At the start of your turn, your opponent picks one of the objectives belonging to them to be worth 3VP and the remaining objectives are worth 1 VP.  You deploy more than 12" from enemy territory. Looks interesting but I think I need to play this one to get a feel for how good beasts are doing it.

    Other nice mission changes are that some missions give extra points for holding with Leaders(not Heroes), Battleline or Monsters/Behemoths which I do think this is good for us. 7 of the 12 missions use 50:50 territories (for Desolating Beastherd). And a personal boon for me, they changed the territories for Battle for the Pass (now one 1/3 of the table).

    Auxiliary Objectives have a few that look easy enough for us (depending on the mission and the table) but I feel we are vulnerable to being scored against us.

    What do you guys think about mission changes from GHB2020 for BoC?

     

  6. I'm not one to stick to the exact same list twice but I usually stick with a core (especially with Darkwalkers) of useful tools and some of my favourite units. The last tournemant I took the Darkwalkers to (I got 2 of 3 and usual, came dead middle of the score board) was

    Brass Despoilers for battalion (I always take a battalion for the lower drops and the extra artifact for the Doombull)

    Doombull (+2 Charge), Shaman (General), Shaggoth for Heroes 

    5 units of 10 Bestigor, 1 unit of 6 Bullgor, 10 Gor, 5 Centigor and 2 Gorgon.

    Wildfire Taurus and extra CP to finish it out. 3 drops total ( I always try for 3 or less drops)

    Needed more screening units but I just had all my Bestigor painted up and wanted to play with them.

    My current planned list is

    Desolating Beastherd

    Doombull, 2 Shaman

    2 Units of 6 Bullgor, 10 Bestigor, 2 units of 10 Gor, 10 Ungor, 1 unit of 40 Ungor Raiders and a Chimera (recently painted). 

    Also Wildfire Taurus and extra CP.

    I am considering swapping out one of the 6 bulls for 10 more Bestigor and a Gorgon but was thinking of trying a 2 wave assault with the bulls.

    I should say to my experience with the army (and AoS in general) is that don't get to play much AoS. BoC is my only AoS because of this and now the majority of my games are at tournaments (luckily there's usually 1 a month near by when not in a pandemic). I do play a lot of other wargames very regularly but this is my favourite army (from any game, although my 40k Chaos Daemons come a close-ish 2nd). 

    Someone made this request of me and I was happy to oblige, and also if anybody has any recommendations or suggestions for me try I am all ears, especially when it comes to my sneaky shadow goats.

    • Like 2
  7. 3 hours ago, Smillis88 said:

    Just curious about the re roll rules. Says you can only re roll once but if i re roll a hit and it turns into a 6 which my oponent has an ability to make me re roll that or vise versa Would i still have to re roll it? 

    Answer is no. Just remember that can't reroll a reroll. Lets say you reroll 1s and your opponent makes you reroll 6s. If you reroll any of the 1s into 6s that's what they remain and vice versa (6s into 1s).

    • Like 2
  8. I find big blobs more cumbersome for screening, aura ranges and battleshock. You need to remember most about this army (BOC in general) is to play for the objectives. The bulls are a good threat unit (especially with the outflank) and with your summoning you should be pushing your opponent to make hard choices (or mistakes). Smaller squads forces your opponent to split attacks giving your units better chances at surviving or into less optimal positions so they can strike your multiple units.

    • Like 1
  9. I play Darkwalkers as my main sub-faction and this is what I try to do. Try to put as much of your army in a single battalion as possible. Outflanking a big blob of bullgor (6-9 models) and a Doombull (give him the relic for +2" Charge) and 1 other unit (can really be anything) so you can outflank the pair in either turn 1 or 2. Use a big blob of raiders to screen your main army if you want to go 2nd or character snipe turn 1. The rest is just bodies, bodies, bodies and don't forget to have at least 2 Shaman in the list. Other fun tricks are taking a Cygor in Desolating Beastherd and outflank him in enemy territory and bringing a chimera which can teleport for a CP if it doesn't have any targets. Not great tricks, but fun. I honestly find 10 man Gor (with shields) to be a really useful as they have numbers and a good enough save that your opponent needs to have some decent fighting ability to remove them, making great speed bumps. Numbers is your friend with this army but I almost never (except for raiders) go beyond a 10 man unit but our bodies are cheap and therefore should be plentiful.

    These are just things I do with Darkwalkers and I usually middle out at tournaments (2 for 3 or 3 for 5 with it). 

    note: I don't have any chariots yet so I can't really vouch for them at the moment but I hear good things.

    • Like 2
  10. 4 hours ago, Sigmark said:

    Done. On the reserve list until payment goes through

    Payment sent earlier this afternoon.

    Account name where payment was sent from may have different name attached to it, forgot to put a note on the payment saying so, hence why I'm posting this here. Sorry for any confusion.

  11. Building a an Ambush based list based on the Marauding Brayherd (+1 to charge rolls when they arrive from Brayherd Ambush) battalion taking Cogs and Brayblast Trumpet Artifact (+1 to hit for friendly Brayherd units wholly within 18" that arrived via Brayherd ambush). 

    Still undecided if I should go Darkwalkers or just take the CT Bestial Cunning to ambush on turn 2.  Looking for any advice on this particularly if anybody has tried it out before and what their experience was with it.

    Thanks

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