Jump to content

idn0971

Members
  • Posts

    84
  • Joined

  • Last visited

Posts posted by idn0971

  1. 20 minutes ago, Liquidsteel said:

    I guess my thoughts are that Grave Guard are something that are sitting on the objective and daring the opponent to come at them, you use a screen as bait and the opponent must come to you.

    Alternatively, you run a Driven by Deathstench general and you go for those re-rollable 9" charges from deepstrike.

    There's also not a whole load of CP available, on paper you think you have a lot but they are still really precious, if the opponent is re-deploying then that's 1 less CP for other stuff.

    I'm currently running a 30 of 2H GG, but it does feel like overkill, a 20 and a 10 are in mind for sure.

    The way the battleplans are set up you don't really need objective sitters as much since so many points are scored from battle tactics and your grand strategy and you only really need to hold 2 objective on the battleplans to score max points.

  2. 24 minutes ago, Wordy9th said:

    Something to bear in mind with Radukar is if he charges near any monster at all his command ability becomes useless.

    For sure. But that's a matter of target priority. And it's also true for any melee hero not just radukar.

     

    And if they have a lot of monsters, we have decent power projection and can engage in multiple areas forcing them to choose their priorities with their monsters since they can only roar once

  3. I'm still not sure how to make sure grave guard actually get into combat with their slow movement. Honestly I think taking 1 or 2 blocks of 10 with great weapons might be the best way of using them as a sneaky hammer that you don't mind if they get destroyed

  4. Radukar also does a decent job of doing some damage as well as providing excellent buffs and coming with a pack of 10 direwolves. His mortal wounds can be very nice as they are some of the only mortal wounds that the army can generate outside of graveguard

  5. 7 hours ago, swarmofseals said:

    Ahh, I somehow completely missed that second question in the FAQ! I was aware of the first answer and know that zombies can go over starting size, I'm just recalling discussion of how they can go over starting size but not over "max size" and I'm not finding any reference to that second part in the rules, nor am I finding any definitions of what constitutes "max size" in the new ruleset. But given that I missed that FAQ question I wouldn't be surprised at all if I missed something else!

    So there is a sidebar by rule 25.3 that says a unit cannot go above it's max unit size. However max unit size is not defined in either the core rules or the faq so it is unclear what it is and what the rule actually does. 

    I just emailed the faq team and I suggest all of you do the same to help get clarification on this issue. Their email is AoSFAQ@gwplc.com

  6. 36 minutes ago, BaylorCorvette said:

    I am attending a one day tournament on July 10th and will be running a Kastelai list similar to what you have listed.

    -Prince V

    -Vengorian Lord as the General with Rousing Commander and Fragment of the Keep

    -Belladamma Volga 

    -Blood Knights x5

    -Blood Knights x5

    -Blood Knights x5

    -Dire Wolves x10

    -Dire Wolves x10

    -Zombies x20

    -Skeletons x10

    -1990 Points, possible bid for a Triumph (+1 to wound).

    Dire Wolves to either be body guards for Belladamma or to be fast moving screens for the Blood Knights. I plan to be aggressive with Belladamma to support a unit or two of Blood Knights on one flank. Zombies are super cheap bodies to sit somewhere, be a screen or pop out of the grave if needed in the back lines. Skeletons I'm not in love with, I have 95 points available so it is either Skeletons and and come 10 points under and try for a Triumph or a unit of Fell Bats and be 20 points under or take the Burning Head, but I doubt I'd cast it much as the spells from my other wizards are all solid.

    At first I wasn't a huge fan of the Vengorian Lord, but the more I look at him the more I like him. Provides a natural reduction in enemies rend. Then with Fragment of the Keep, all enemies within 6" are -1 To Wound with melee weapons. Plus the fact that he is a Hero and a Monster allows for a lot of play in 3.0. Finally his warscroll spell is great and his Command Ability can keep him and/or Prince V alive longer (assuming I can use the CA late game!).

    I should also point out that this is a 2 Drop List (double Battle Regiments).

    I really like vengorian lords in Kastelai for the exact reasons you've stated. I think they have been a bit overlooked but especially in Kastelai I think they are a great piece that can both act as a buff debuff piece as well as be a sturdy monster with all the benefits of that in this edition

  7. Some spells or abilities like hand of dust from nagash or Archaon's slayer of kings have text that says that a model is slain. This rule says that instead of being slain by that spell or ability the mega gargant will take d6 mortal wounds instead

    • Like 1
    • Thanks 1
  8. You can ambush blood knights in kastelai to get some more flexibility. Also the retreat and charge combined with the ability to fly over chaff allows you to get more mobility than you might think. Direwolves can also steal objectives if they survive a charge since they are speedy and don't do damage anyway 

  9. 12 minutes ago, Raptor_Jesues said:

    Looks like I am at an impasse then. I have the prince, a Vengorian lord, 15 bloodknights and 10 wolves ready to go and 445 point i do not know how to spend. I suppose that a big blob of zombies or skeletons is the savy choice but on the other hand I HATE BOTH ORDES AND PAESANTS.
    Quite a conundrum indeed. I can hear voices  saying something on the line of "put in more bloodkniiiighs

    You could also do 20 grave guard and a vampire lord. And put the grave guard in the grave if you need to so you can deepstrike/protect the grave guard

  10. 1 minute ago, Greybeard86 said:

    Is the consensus that putting more bodies on the skeletons is not worth the cost? I haven't had time to think much about this, but I feel that it seems that at baseline 10 dire wolves benefit over skellies for the reinforcement rules. Or perhaps I am overlooking something obvious.

    You're overlooking coherency. 20 direwolves are really hard to maneuver as single block and a reinforced pack of skeletons make a fairly tough objective holder as long as you have a command point for a potential inspiring presence for them to use. They fill a bit of a different role as direwolves are fast chaff and objective takers and skeletons are better at holding mid or backfield objectives for cheap which is helpful with how many teleports and deepstrikes exist in the game

    • Thanks 1
  11. 2 minutes ago, Liquidsteel said:

    I wrote something very similar the other day. I think Fel Bats will be decent if you can include them, they can be used to soak the Unleash Hell from a charge, especially if the firing unit is behind the screen you are charging. Would mean losing the Skeletons OR dropping the Dire Wolves for 2 x Fel Bats.

    You could certainly change the skeletons into fell bats. I'd hate to lose the direwolves personally as they are the only cheap fast chaff that we have that can actually survive a charge

  12. That's totally fair. My idea is that they are in the crimson keep accompanying the kastelai as it means they get a fresh hunt every night but I completely understand not wanting to have Vyrkos in Kastelai.

    If I were doing something like that and you were dead set against non kastelai units I might do something like this

     

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty

    Leaders
    Prince Vhordrai (455)
    - Lore of the Vampires: Amethystine Pinions
    Vengorian Lord (280)
    - Artefact: Fragment of the Keep
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord on Zombie Dragon (435)
    - Deathlance

    Battleline
    5 x Blood Knights (195)
    5 x Blood Knights (195)
    5 x Blood Knights (195)
    10 x Deathrattle Skeletons (85)
    10 x Dire Wolves (135)

    Total: 1975 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 113
     

    It's a lot more fragile but has potentially more damage output and takes full benefit of the new monster rules and bonuses. I'd probably stick all the troops in the anti monster battalion and have high drops. The other option is going 3 drop and trying to get priority.

  13. Just now, Raptor_Jesues said:

    it would be a bit sad though to use all vrykos named characters in a kastelai army. I think ill stick with the prince

    Fair enough. My narrative for it is that they have joined the kastelai lead by my vengorian lord for their nightly hunt and brought their direwolves

  14. I'm going to make what might be a radical argument. I don't think Prince Vhordrai is the best option in a blood knight heavy Kastelai list. My reasoning for this is that in a blood knights list what you need is not a massive hammer that takes up almost a fifth of your list but instead you want to have more heroes that can buff your blood knights and can fit into battalions and take artifacts. Vhordrai is a fairly good hammer whose main upside is his high rend values but he relies on self buffs and potentially needs buffs from other pieces as well. His command ability is not good as to get any use out of it you have to put another 300+ point hero out of it. He also provides no buffs to your blood knights which are your main hammer and anvil. He's also less tanky then blood knights as he has one less wound and the same save for 250 points more. He also does not have retreat and charge and he can be hard to use with the smaller board size since his base is so large even with fly. Finally a 14" flyer is less valuable in a blood knights list as it already is highly mobile.

     

    Overall as much as I dislike it I think that Vhordrai and a Zombie Dragon are both more effective in other bloodlines where a modular fast hard hitting monster is more valuable since they lack the same mobility as a blood knight list. 

     

    Let me know what you guys think, I'd be happy to be convinced otherwise but he seems like a trap in his own subfaction which kinds of sad but that is not to say that he cannot be an effective piece I'm a different subfaction.

     

  15. Managed to play a TTS game with a friend and played a blood knight heavy Kastelai list vs his 4 mega gargant list. We played the vice battleplan which was very interesting and I really liked it. I managed to win at the top of 4 after managing to kill two of his mega gargants at the bottom of 3 but it was a close game. Battle tactics, heroic actions and monstrous rampages all have a meaningful and positive impact on the game and barely slowed it down and in general the game felt a lot faster and more involved than 2.0. Blood knights preformed very well first as a solid anvil but acted as an amazing hammer when buffed. Them plus a fully buffed vengorian lord with rousing commander one shotted a gatebreaker in a single round. Radukar also was a beast and helped pin and kill an kraken eater. Overall I think the heavy blood knight list is both fun and viable.

    As far as battalions go I took the warlord and battle regiment battalions to get more enchancments and lower drops. In the future I think I would not take the battle regiment and instead take two hunters of the heartlands battalions from the GHB to make all my blood knights immune to monstorous rampages. Roar is so good and being able to shut that off is worth it in my opinion since this list doesn't care about drops as much and it won't win drops against lists that do care.

    Lists:

     

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty

    Leaders
    Belladamma Volga, First of the Vyrkos (200)
    - Lore of the Vampires: Soulpike
    Radukar the Beast (315)
    Vengorian Lord (280)
    - General
    - Command Trait: Rousing Commander
    - Artefact: Fragment of the Keep
    - Lore of the Vampires: Amethystine Pinions
    Vampire Lord (140)
    - Artefact: Grave-sand Shard

    Battleline
    5 x Blood Knights (195)
    5 x Blood Knights (195)
    10 x Dire Wolves (135)
    5 x Blood Knights (195)
    10 x Dire Wolves (135)
    5 x Blood Knights (195)

    Total: 1985 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 136
     

    His list

    Taker tribe

    Gatebreaker

    Warstomper

    Kraken eater

    Kraken eater

    General

    5+ ward artifact and wizard artifact

    • Like 1
    • Thanks 2
  16. 20 minutes ago, abmcdonald said:

    I’m unsure on the black knights hate. I plan throwing a unit of 5 black knights away turn 1 or 2 to power up endless legions. Each new unit doing d3 mortals and tying up key units/trigger unleash hell sounds fine to me. 

    First off, you only get a bonus to the endless legions roll for enemy units destroyed not friendly units. The other issue with them is that they are directly competing for the same role as direwolves and are worse on almost all counts vs direwolves as a fast cheap chaff/tarpit unit. Direwolves are 15 points more but you get 2x the number of models and wounds, a similarly bad attack profile, 2 " less move, and importantly direwolves are unconditional battleline and black knights are not. And as far as mobile anvils/hammers go black knights are completely outclassed in survivability, subfaction support, mobility through retreat and charge, and damage by blood knights. They are just a miss in terms of a role in the army as every potential role they have is done better by a different unit in the army.

  17. I've been taking a second look at the book now that points and the new core rules are out and I really think that most of the units and all of the subfactions are viable now. The change to mystic shield and the addition of flaming weapon strengthed the generic vampire lord by providing two good spells to help compensate against the awful vampire lore in the book. We also have lots of heroes with 3+ saves that can easily get to a 2+ to ensure that our key buff pieces stay alive. In addition, wight kings have gotten a buff since their command ability will no longer be redudant and presumably will be fixed to provide another buff to grave guard in addition to allowing grave guard battleline and being a fairly tanky and mobile hero for 130 points.

    All the subfactions provide substantial benefits with the nerf to inspiring presence strengthening legion of Blood in particular while the amount of debuffs in the game continues to go up also improving their standing in addition to the strong command traits and artifacts in the faction. Avengorii also has been inderictly buffed through both the new obejctive rules as well as the addition of decent generic artifacts that can be taken instead of the awful artifacts that are in the book.

    Skeletons have also gotten a buff as more command points means it is likely you will have enough for a key inspiring presence if you bring back half a unit as well as the focus on MSU making it more likely that a block of 30 will survive to regenerate and having rally in addition to deathly invocations to stay as a tarpit on an objective and can now even get to a 4+ save if necessary. 

    Overall the book looks much better now in 3.0 rules and most units in the book seem to have a role barring the major exception of black knights, fell bats, and the bloodseeker palanquin. I'm really excited to play soulblight and try out the many potential lists in the book

     

  18. Allegiance: Soulblight Gravelords

    - Lineage: Kastelai Dynasty

     

    Leaders

    Belladamma Volga, First of the Vyrkos (200)

    Vengorian Lord (280)

    - General

    - Command Trait: Rousing Commander

    - Artefact: Fragment of the Keep

    Radukar the Beast (315)

    Vampire Lord (140)

    - Artefact: Grave-sand Shard

     

    Battleline

    5 x Blood Knights (195)

    5 x Blood Knights (195)

    5 x Blood Knights (195)

    10 x Dire Wolves (135)

    5 x Blood Knights (195)

    10 x Dire Wolves (135)

     

    Total: 1985 / 2000

    Extra Command Points: 0

    Allies: 0 / 400

    Wounds: 136

     

    What do you guys think of this? Fits into the new core battalions so it gets an extra enchantment as well as being 5 drops. Has lots of wounds and is very mobile with confirmed retreat and charge for blood knights as well as most of the army being on a 3+ save base. Idea is for vengorian lord to be a debuff/buff piece with -1 wound and -1 rend bubbles as well as potentially getting off his +1 wound spell and being a monster in general. Vampire lord provides another caster who can use mystic shield or the new flaming weapon depending on what's necessary. Direwolves provide screening and bodies to make sure blood knights get into combat and to hold objectives 

     

     

    • Like 1
  19. It's official in the new edition that no unit can go over it's maximum unit size, so no infitine zombie combos. The rule is in the sidebar of the core rules in the pitched battle profiles section(25.0) for reference. Quote "During a battle, if a unit is at its maximum unit size, no further models can be added to it and any that would be added to it are removed from play"

    Sorry to all those who wanted massive zombie hordes

  20. 2 minutes ago, Lich King said:

    If you take a Named Character - they still get the bloodline’s keyword and therefore Battle Traits right? They just don’t have access to Command trait and artefacts. I see for example Legion of Night for Mannfred but if he goes in the Kastellai Bloodline he gets access to Kastellai keyword in addition to those two battle traits ?

    If a named character has a bloodline keyword then they cannot get a different bloodline keyword. They can still be taken they just don't get any of the benefits of the bloodline. So in your example Mannfred had the legion of night keyword already so he would not get the kastelai keyword or the effects of the kastelai battle traits. In addition named characters can never take a command traits or artifact regardless of if they are in their own subfaction.

  21. 3 minutes ago, idn0971 said:

    The glottkin has a command ability that also increases the wounds characteristic of a unit and it specifically clarifies that if a model has wounds allocated to it, it can die once it loses the extra wounds. So I would say that if you have taken 3 wounds and the buff goes away the model dies. Wounds are tracked as wounds allocated which is why monster charts count wounds allocated not number of wounds remaining.  

    In addition, the core rules state that if the number of wounds allocated to a model equals it's wounds characteristic than the model is slain. Since the number of wounds would be 3 and the wounds characteristic would now also be 3 it would be slain.

    • Like 1
×
×
  • Create New...