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Causalis

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Everything posted by Causalis

  1. Can anyone recommend some good Executioner or Black Guard alternatives? I've a 3D printer at home so printing them would also be a possibility.
  2. First turn: I blood sacrifice some Reavers and launch them up with Killer Instinct. I put Bronzed Flesh and Unholy Flames where needed. Movement phase I run my Reavers so that they are 3,1" from my opponent's units and in their hero phase I use Murder Lust to pin them in. +1 Rend on a blob of 20 Blood Warriors is gold! They do so much damage and are quite tanky! +1 Save goes on my Skullcrushers to be an unkillable anvil and just tank whatever I need.
  3. @Mods: Could we get our own sub-forum please, like the other 3rd Edition books? Have played my first game with the new book. Man, tagging things with Reavers + Murderlust feels amazing! I'm a bit bummed though that almost none of our units have more than Damage 1. We are a techy control army now which still feels very at odds with the portrayal in the fluff to me. Historically speaking Khorne never was the "Buff your guys with prayers" faction. We always just had straight up scary units in fantasy times.
  4. What vexes me so much about the VLoZD is just that his rules don't fit his aesthetics (big, scary monster) or fluff (can kill whole regiments etc.). He's a 440p anvil in an army that is filled to the brim with anvils. Historically, the Death factions always had bad to mediocre units and really good/scary heroes. And I just don't get why GW is so against the idea of making a Vampire ON A FREAKING DRAGON hit like an absolute truck! He occupies the same design-space as our summonable units and to me that just feels so wrong.
  5. Thanks for the pointers! Sad that VloZD is pigeonholed into LoB. I don't think he's all that good, honestly. It's not the intrinsic value of his Warscroll that is nice, it's the Boni LoB gives him that make him playable. Take him in any other Legion and his damage is just sooo bad for his points and even in LoB it takes an artefact + CT to make him good. And even then he can only fight 1-3 enemies and only if they are neither heroes nor monsters. Ich So taking him in LoN is probably a bad idea. I like the look of Black Knights with the Wight King on horse. Taking a reinforced unit will put 10 Mortals into something plus their attacks which is a good deal for 220p (+ Wight King).
  6. Looking at the book: Do we have any good hammers besides Grave Guard? I'm not too hot on Blood Knights. They are too expensive for my taste and at their point range they have to measure up against units like Fulminators, Scythe Kurnoth and the like and those will smash way more face. I know we never had true S-Tier hammer units but is there something here I'm not seeing? Like, the VLoZD and his giant undead DRAGON hitting on a 4+ is just extremely sad. Anything with a native -1 to hit will have a field day against him. Which makes me think we are once again focused more on a grind/attrition playstyle. Any pointers? Or is it literally just: Shove Skeletons/Zombies onto objectives, sit there and hope you can out-score your opponent? Also: Any love for Mannfred? I've seen almost no Legion of Night builds and only Legion of Blood. That surprises me as movement is king in this game and counter-charging in the enemy's turn sounds really good. Sadly the LoN command traits seem pretty meh.
  7. Im not sure actually. Obviously 36 squigs attacking will hurt more than 24. But in my experience 24 are more than enough to kill any unit and I almost never managed to get all of them into range to attack so I fear that 36 will yield deminishing returns. I also want my Squig Herd to die on my turn so that I can bring it back immediately and 36 Squigs will have so many wounds that a good chunk may be left standing. Those will then continue to harass the enemy no doubt but I don't know how much actual damage they will push without their buffs. As a suicide missile I can whole heartedly recommend 24. If you have enough reinforcements left in your list feel free to go for 36! But I feel for most purposes, 24 will be plenty.
  8. My main reason was that I really wanted to make sure that I get my triumph. That these are pretty much all the units I own. In the future I would either replace the swords with Chronomantic Cogs or drop the endless spell to get another unit in. Maybe a second Gobbapalooza or another Squig Herd etc.
  9. I'm happy to report that last weekend, my team and I placed 3rd at a German Team GTC with 114 players! In individual rankings I placed 6th and in faction rankings I placed 1st for Gitz. My list: My thoughts on the list and the units: Deployment I would always set up in a way that my Stabbas were ww/ 12" of the Shrine, preferably near the board center. My Trolls + Troggboss would deploy on a flank as a group. Sporesplattas behind them for +1 attack and behind those I put Skragrott for that sweet 3+ save on my Trolls. I deployed my Squig Herd + Squigboss as far forward as possible and right across from my opponents biggest threat. The Boingrots I deployed wherever I felt I needed either more pressure or to grab objectives or as a counter-charge unit in case my opponent got a double turn. Gobbapalooza was deployed to spread their 12" bubble of goodness to as many units as possible. Often near the trolls to give the Troggboss +1 to hits/wounds. Skragrott Geez luise, he's great! Very strong in the GC season since he can snipe heroes with his warscroll spell. Him knowing the whole spell lore is also very nice since he can cast Itchy Nuisance if needed etc. Depending on the state of the game I would either roll for the moon (if I was fine with flopping the roll and it not moving) or if it was critical I would use Skragi to move the moon in the middle. Troggboss Initially I thought he probably wouldn't do much and just be there as a buff guy for my Rockguts. But he turned out to be the MVP of almost every match! I threw finest hour on him and cast Mystic Shield on the Rockguts so both were on a 2+ save under the moon. With his 4+ ward he was just ABSURDLY tanky. Along with the bonus attacks and buffs from the Palooza he dealt like 23 damage to a unit of Hearthguard in a single combat, lol. Another MAJOR strength was his unique heroic action, allowing me to move him into other units to block charges or prevent rallying. Fungoid Cave Shaman Another solid choice. Sadly no tunnel-master on him since we weren't allowed to duplicate those traits within our team. Otherwise I would have gotten a lot more use out of his Moonface Mommet. Still, he was really useful as a general since he couldn't be shot >12" and he reliably recycled 1-2 units in each of my turns. Squigboss He buffed the Squig Herd with MWs on 6s and launched them forward. Afterwards he grabbed objectives or ran back towards the shrine so that when my recycled squig units pop out he can buff one of them again. Gobbapalooza The swiss army knife of the army! My opponents HATED having -1 to hit in almost every combat, lol. Sometimes they were even close enough to cast the hypnotise spell on an enemy, which was really neat. Overall with them not gaining unique in the FAQ (wtf GW?!) I could honestly recomment taking two units of them. Stabbas Did what's written on the tin. Holding objectives w/ 9" is just *chefs kiss*. They were very useful as a screen and for board control. They do pretty much 0 damage without a Loonboss but who cares? Squig Herd Yeah, I don't know what GW was thinking. These guys are a cruise missile. Buff em up with the Squigboss (and maybe Palooza), launch them up the field, run them under the moon and they EASILY got like 20" moves/charges across the table. I often took turn 1 just to buff them and ram them down my opponents throat. They always killed whatever unit they got into and I made sure that they tagged enough enemy units to suffer damage so that the rest of them will flee and kill characters etc. That allowed me to delete a unit turn 1 and bring half of them back at the end of my turn. Boingrot Bounderz Another really strong hammer unit. If the Squigboss didn't buff the Squig Herd, he buffed these guys. Under the moon they are blindingly fast (give 'em an auto-run) and very useful to snipe heroes with their impact hits, then pile in and delete whatever other unit was around. Rockgut Troggoths My anvil boys! Together with their Troggboss they absorbed charges like no tomorrow and in turn dished out the hurt. Sporesplattas Buffed my Trolls and sometimes screened a bit. Solid for their points.
  10. All the complains I see is that they do too much damage, not specifically that their "run away and do Mortals"-mechanic is too strong. At 140p the Squigs would still be fine. Honestly, the Mangler Boss could go down a few points. Snufflers too. Stabbas/Shootas could also go to 120p. All Arachnarok variants can also go down, same with the Troggboss. The D6 damage is just way too swingy.
  11. It's... literally an ability on their warscroll? As for potential nerfs: Skragrott will probably go up in points, which is fine. But I worry that GW will nerf the Squig Herd. They are fine in my opinion. They have very clear weaknesses (Bravery 3, no commands, 6+ save, only hit on 4+, no reliable movement). So the moment they get charged, they'll just evaporate. They've got a high volume of attacks and good support synergie but so do other armies (Mortek Guard, With Aelves, Corsairs etc.) and we don't see them getting nerfed.
  12. Two year shelf life? I wish! Most books get an update or FAQ within 4 weeks. I haven't bought a GW book in years and only use online resources or pdfs/scans. I can only vote with my money so until GW enters the 21st century and actually makes online PDFs of Codices that are automatically update when a FAQ or update releases, I'll continue to pirate the books. @Topic: Any rumours that KO will get more than the book + hero treatment? A new ship would be nice. Or a new unit like steam punk mechs etc would be dope.
  13. Any good Combos yet? From what I've seen: Mangler Boss with +1 hit & wound and another pip of Rend on the Mangler for MAXIMUM CARNAGE. 6 Fellwater Trolls in their subfaction + Trogg Boss CA and LotBM = 3+ Save, -1 to being hit, 5 attacks 2+/3+/-1/2, and if they vomit on their target the opponent can't stack their saves and has -1 to save. They also heal every hero phase and after combat. We can buff them even more with Snufflers for a 5+ ward (and another attack of you roll well) and Spore Fanatics for another attack. Sounds really nasty to me. Good damage and VERY resilient. There are also a ton of ways to buff MWs for Spiderfang. Loonkings Ladz + Clammy Hand GT and you can bring back 2 destroyed units each turn on a rerollable 4+. My other thoughts: We've lost ALL Battleshock immunity which will huuuuurt. Squig Herd looks good on offense but with Bravery 4 they'll evaporate easily so they now are at best a suicide unit and at worst a screen. Arachnarok seems underwhelming. Only the bite deals any damage but to be honest for the size of that monster, our big gribly should rival a Mangler Squig. Surprised that our Aleguzzler Giant stuck around. He now seems like a good, cheap monster that can threaten lightly defended objectives. Bounderz with Rend -2 and 2D on the charge are a real hammer now. They also take Buffs really well. My beloved Gobbapalooza seems actually quite decent! Two cast/unbinds + an option of buffs are worth their points.
  14. As I'm currently painting my Arachnarok Spider: Holy moly that's a giant difference between the model and its rules! I mean the thing is HUGE with fangs that are 2/3 the size of a SCE Liberator. You would assume this giant gribbly would hunt Gargants, Carnosaurs and so on. And then you look at its Warscroll to see how this absolute nightmare is represented on the table and you find... zero damage, lol. So I really hope the big spider goes to 300-400 points and just becomes and absolute UNIT of a monster. Speaking of whislisting: -I expect the Bad Moon to be reworked completely. Keep the theme of "Buffs Gitz, debuffs enemies". -Subfactions should be less divided -Make Troggoths monsters ffs... -Give Rockguts at least a 4+ save. They have LITERALLY stone as skin! -Spider Riders will become op because GW wants to sell models -Give us just a toolbag of nasty little tricks akin to the "move 2D6 after fighting" general Trait. I don't even want my Gitz to be an S Tier amry that dumpster the enemy. Let them be mediocre but give me nasty tricks to turn the game to my advantage!
  15. Any rumours regarding my beloved Gloomspite Gitz? Release month? Possible rules? If my Stone Trolls don't get that 4+ save I riot. GW, they have LITERAL STONE AS SKIN. Who looked at that and said "Yeah, 5+ save seems a good idea". Also my predictions: Spiderfang will get heavily buffed since they suck right now and GW wants to sell models. Gobapalooza will also be good.
  16. I got some more painting done! Three Evocators on Dracolines are now finished. I'm really happy with the bases. Bought a basing kit from Gamers Grass and I think the temple ruins amidst the snow are quite pretty. I've also got three Prosecutors, ten Sequitors and six Longstrikes in the pipeline.
  17. Thank you! Streaking Grime goes brrrr! Painting the models so fast is possible because I use a very limited colour palette. Iron Warriors for the silver, Scale Color ***** Gold for the trim and a beige colour for the cloth. Then Streaking Grime over everything. I then remove most of it and stipple on some Leadbelcher on the armour and highlight the Gold a bit. For the rust I thin down Skrag Brown a lot and dap it on and then another stipple with Firedragon Bright. For the oxidized metal I use a turquise green. Snow is Valhalla Blizzard from Citadel. I'm currently adding a blue OSL to the weapons in order to get more visual interest on the models.
  18. Hello everyone! I want to document the creation of my Stormhost "The Penant Crusaders" in this thread. Originally I had bought the SCE half of the Dominion box on a whim. I painted a few of the models but didn't like the colour scheme I tried and so they just sat on my pile of shame. This month we hosted a big tournament at our local gaming club and it was the perfect excuse to dust off those minis, get them painted up and crunch out a 2000p army. I managed to paint all these minis in two weeks and I'm really happy with how they turned out! Here are the results:
  19. Today was the second day and I got to play another two games. Here’s the rundown: First game was vs Nighthaunt. He played Scarlet doom with 3x20 Bladegheists, Krulghast, 2x Spirit Torments, Guardian and a few Banshees. My Annihilators were surprisingly good in this match! Sure, he always got a 4+ armour save against them but every one he fails is 4 damage (bounty hunters) and all his models only have 1 wound each. So 3 Annihilators cleared a whole 20 Bladegheist blob in 2 rounds of combat. The Judicators were great too, forcing a lot of saves which Nighthaunt hate. In the end I lost this one very closely since he managed to get BOTH 9” charges with his bounty hunter Bladegheists when they deepstruk. Thus he could just blast my units with mortal wounds and once again I didn’t have enough units left to grab objectives. Last game vs DoK with Morathi, 15 bowsnakes and 2x Shadowstalkers. He took first turn, sniped my Relictor with his Bowsnakes (their range and teleport CA means you can’t screen your heroes). Morathi killed a few Protectors and managed to reach my Imperatant and kill him too. My turn I shot one squad of Shadowstalkers from the board and my Annihilators fail their 9” charge. I don’t get the double turn and we call it. Would have won if I had gotten the double. So what did I learn: -This list has simply not enough board control and with no units to screen (apart from Liberators) it is hard to deny deepstrikes or teleports. -At least on a competitive level, taking Galletian Vets is more of a handicap than a boon. I encountered hardly any other armies with lots of GV and those that did bring them had them as cheap screening units, so taking bounty hunters was wasted. My thoughts on the units: Relictor: Over my 5 games he rolled SIX 1s for his Translocate. I now firmly believe that giving him High Priest is 100% mandatory. But having his teleport in a Scions army wasn’t really that important. To get more value he needs cheap, small units he can tp to grab objectives, since relying on a 9” charge isn’t a good idea. Castellant: Solid buff option but maybe a bit redundant. Mystic Shield + AoD is enough most of the time and he doesn’t help against mortal wounds. Imperatant: S+ dude! Having 10 free commands over 5 turns is worth his points alone and shocking a unit 7” is the cherry on top. Liberators: Great unit. In expert conq. they are awesome for holding objectives. They are deceptively tanky and their damage is alright. Judicators w/ Crossbows: Holy moly, I need more of these! Another excellent choice for EC and great damage. 10/10 would play again. Fulminators: Take four (either as 4 or 2x2) or none at all. They are too slow to reliably get to the targets they want to charge and only 2 guys are so fragile that they’ll just die if they get caught. If they charge they do great damage but they hardly got any charges of in my games. Versus LRL they just tanked them since they ignored the rend -2, vs Sylvaneth they were too slow to catch the teleporting units and he can just teleport to them, charge, kill em and then strike and fade. Vs Tzeentch they were good but overkill. Vs. Nighthaunt they were also good but died immediately after their charge. And vs. DoK they just die to Bowsnakes. Annihilators: Bit of a mixed bag. They are just too expensive I feel for essentially a one-use missile. They drop down somewhere and kill or cripple their target and will promptly die afterwards. A unit that is only usable one time is just too much to ask for 240p. Protectors: As bad as it sounds, I think these are great but had only bad matchups. LRL ignored their rend, Sylvaneth could always stay out of range, Tzeentch didn’t really do anything to them but could’ve just fired mindbullets at them, Nighthaunt simply killed them with MWs on the charge and with stacking debuffs and DoK just threw Morathi at them which they can’t kill or outrun. I’ll have to try them again and must hope to get some more decent matchups. Or I’ll have to invest in the Battlemage + Relictor combo to get a somewhat reliable charge after teleporting. Do you share my experience?
  20. Hello people. So today was the first day of a 2-day-tournament that I’m attending and I brought the list that I posted here earlier. Here’s how it performed: First game was vs Lumineth with Stoneguard spam, big cow and support characters. Basically all of my opponent’s units ignored rend -1 and -2 and whilst my list has some mortal wound output it’s nowhere near enough. He could buff a Stoneguard unit so that it has +1 attack, -2 rend, 3 wounds per model and does MWs on 5+ IN ADDITION. This game ended in a resounding loss. Game two was vs Sylvaneth with 2x3 Bow Kurnoth and 1x6 Scythe Kurnoth. This was way closer. I got some good hits in with the Annihilators and chunked the Scythes down to 2 models... only for my opponent to rally them and roll three 6s, bringing them back to 5 dudes. He whittled my forces down with Strike and fade and I couldn’t catch him since he could teleport 4 units a turn (Treelord, Revenants, one Kurnoth unit, Durthu) and all my units only have 4 or 5 inch move. My Protectors were unkillable though but he was just teleporting around them. Another loss. Game three vs Tzeentch with Kairos, two mortal heroes, Krondspine, Acolytes and Screamers. He took first turn but didn’t have anything in range (only one spell through Spellportal). In my turn I killed the Magister that was bound to the Krondspine with shooting and the Krondspine ate one unit of Screamers. I also managed to find a spot to drop a unit of Annihilators. They charged Kairos, took him down to 1 wound, he killed one, my guy explodes and kills the big bird. By the end of round 2 I had killed all his heroes and by the end of round 4 I had tabled my opponent. My first win with Stormcast! What I’ve learned so far: -My list has waaaay to little board control. Sure, the objective my Protectors hold is mine forever but my Libis and Judicators just die instantly and then I’ve got hardly anything left -All of my units are very, very slow. -My Lord Relictor rolled THREE 1s in the first game for Translocation, so making him General with High Priest now seems worthwhile. Tomorrow I’ll have another two games. In the meantime I would like to ask what you would change about my list to make it better.
  21. Hello guys! I've also got a tournament coming up next weekend and I need some advice! Here's my list: I'm a bit worried about facing Tzeentch with a bunch of heroes + six (or more) Skyfires. Getting to the heroes might be tough. Any idea how to approach that matchup? Another matchup I worry about would be Morathi + Bowsnakes. Even if I manage to drop the Annihilators into the Snakes, they'll just overwatch them to death or teleport out of the fight or fall back and rally on a 4+. Should I just try to ignore the Snakes and go for the objectives? I know my list probably isn't the maximum in competitiveness but those are the models I have and I really want to play Knights Excelsior with an elite force since almost all of my other armies are hordes!
  22. Why stop at 4? If you charge with 6 mounted Lords and 6 Knights you get to activate all 12 at the "strike first" step, before your opponent can hit you back.
  23. But the Nurgle banner only worsens the Rend of melee weapons... And to get -4 Rend he would have to get the #8 result twice on the EotG table. Quite lucky I would say!
  24. @Beliman How does the Chaos Lord get -4 Rend??? 😮 And how did he hold an objective that long against shooting? He's only 6 wounds and a 3+ Save without any ward save. Haven't the KO shot him?
  25. Had a friendly match against KO today and got to test the new rules. My List: He had first turn and killed half of my Knights, which is actually quite "underwhelming" for him, since he shot at them with the Ironclad, 2 Gunhaulers and 10 Thunderers. They were also the Grudge-target AND in range of the Purple Sun (Spell in a bottle). My turn I only rallied one Knight even though I played HotE. I knew he would unleash hell with his Ironclad so I sacrificed my Kakadrak who ate his overwatch + Last Word usage. My Knights got their charge of and my Chosen charged a Gunhauler. Knights hammered the Ironclad with 14 successful wound-rolls and he failed a good amount, leaving it with only 4 wounds left. My Chosen killed the Gunhauler and used their strike-twice ability to finish off the Ironclad. At that point the game was already over. I had the rest of my units on all 3 objectives and his biggest threat was neutralized. I might have to experiment with different marks on the Chosen. Tzeentch's 4+ ward against shooting would be extremely potent on them since they are so slow and have no ward inately. Or Slaanesh might be a good choice to get them into combat faster.
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