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docofallplagues

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Posts posted by docofallplagues

  1. 22 hours ago, Drazhoath said:

    In 2nd edition I used Horrors to kill soft targets with saves of 5+ or sth. and it worked well.

    But in 3rd edition with all of this +1 save opportunities (best day ever, mystic shield, all out defense,…) soft targets arent so soft anymore. Do you think Horrors are still a thing or should I change to Flayers with rend-1 and mortal wounds?

    To be honest with exploding mortals and incredible movement, flayers have always been better at horrors at nearly everything they can do in my opinion. I take horrors for flavour these days but nearly always replace them with flayers if I'm being serious 

    • Thanks 1
  2. Sorry for the double post but thanks to nightfeast hunters and the ever reliable FEC start collecting, I have 6000 points of FEC. I haven't built my last gheist/dragon and I'm wondering if anyone has had success with an unmounted dragon? I'm struggling to see why I'd ever use one over an unmounted gheist except possibly gristlegore for exploding sword like claws now that gruesome bite doesn't stack. If it helps I don't actually have an unmounted dragon, got a GKoTG, GKoZD and two gheists.

  3. 3 hours ago, KibaWildFang said:

    Oh alright. Do you just put Flaming Weapon as the lore spell on the Gheist King?

    If you're using battlescribe yeah, stops him having monstrous vigour or Spectral hosts but I feel like mystic shield or arcane bolt are more than worth the extra spell slot.

  4. 11 minutes ago, KibaWildFang said:

    What is giving the additional cast?

    The generic Artefact arcane tome. If the user is already a wizard then they gain a cast. It's why I include the Warlord Battalion to have both the Dermal Robe and the arcane tome, go for magi  superiority 

  5. 27 minutes ago, KibaWildFang said:

    That’s fair enough. I was tempted to actually roll with the 5+ ward amulet and the Flaming Weapon combo on the Gheist King. What are your thoughts on that?

    The 5+ ward is what I used against stormcast and I know that statistically it's quite good but I think an additional cast in a list with only two wizards is invaluable.

  6. 3 hours ago, KibaWildFang said:

    else does Hunters of the Heartlands do

    As far as I know that's it but it's just vital if the flayers get Deranged Transformation and go monstrous hero hunting. Last thing you'd want is to have them get monstrous roared and not be able to receive feeding frenzy.

  7. 14 minutes ago, Barnie25 said:

    What do you think about this list then.

    Allegiance: Flesh Eater Courts
    - Grand Court: Court of Delusion - The Feast Day
    - Grand Strategy:
    - Triumphs:

    Leaders
    Abhorrant Ghoul King on Royal Terrorgheist (445) in Warlord
    - Lore of Madness: Monstrous Vigour
    Abhorrant Ghoul King on Royal Terrorgheist (445) in Warlord
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Gruesome Bite
    - Universal Spell Lore: Flaming Weapon
    Abhorrant Archregent (245) in Warlord
    - Artefact: The Dermal Robe
    - Lore of Madness: Deranged Transformation
    Crypt Infernal Courtier (130) in Warlord
    - General
    - Command Trait: Dark Acolyte - Spectral Host

    Battleline
    6 x Crypt Flayers (360) in in Hunters of the Heartlands
    - Reinforced x 1
    3 x Crypt Flayers (180) in Hunters of the Heartlands
    10 x Crypt Ghouls (95) in Hunters of the Heartlands
    10 x Crypt Ghouls (95) in Warlord

    Core Battalions
    Hunters of the Heartlands
    Warlord

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 97

    The reasoning behind the list:

    Double GKoTG, one with a 5+ Ward, the other one can cast the 5+ ward on himself if needed. Both will summon 3 more flayers. The Regent will summon a Varghulf.

    The 2 units of ghouls are there to screen or sit on backfield objectives. The 6 pack flayers can be buffed and send off to do flayer things.

    The Ghoul Kings hopefully will able to put out the damage will being able to be a bit tanky as well.

    Thoughts?

    Honestly better thought out than mine. My only question is if monstrous vigour is even required on a GKoTG, its not like we care about the gooses degrading profile.

    And in response to @KibaWildFangI've had decent success with 20 block Ghouls just because of the number of bodies, they don't live long when even looked at but I find every opponent has taken the bait of double terrorgheist, and if they don't then they have a different problem.

    • Haha 1
  8. 4 hours ago, KibaWildFang said:

    20 ghouls or MSU of 10

    Both an answer to your question and an opinion on a list against the freshly buffed petrifex elite OBR.

    Warlord:

    GKoTG - commander - arcane tome - flaming weapon - gruesome bite

    Archregent general - sub commander - Dermal Robe and dark Wizardry

    Varghulf Courtier - sub commander

    Crypt Ghouls - troops

    Hunters of the Heartland:

    Crypt Ghouls x2 

    Crypt Ghouls x2

    Crypt flayers x2

    Other: royal terrorgheist 

    Grand strategy : can't decide between hold the line and hiding some Ghouls or beast master and hoping the terror geese kill faster than they're killed 

    Points: 1990

    Wounds: 107

    I really can't decide on a delusion, Crusading Army or feast day couldn't hurt but I really wanna go courtless to have magic superiority.

    General strategy of having the GKoTG mystic shield himself and flaming weapon and the archregent giving one of the 3 fast threats ferocious hunger and the flayers deranged transformation. Create a big enough flustercluck on turn 1 to allow Ghouls to march up the board unimpeded.

  9. 3 hours ago, KibaWildFang said:

    On that note, however, I do have a new question. Between two lists, which would end up stronger? (Both use the Warlord Battalion)

    1st List: Blisterskin

    Archregent (Hellish Orator, Dermal Robe)

    AGKoRTG

    Varghulf (Eye of Hysh)

    20 ghouls/ 20 ghouls / 6 flayers

    Zombie Dragon

    Corpsemare Stampede

    OR

    2nd List: Crusading Army

    Archregent (Dark Wizardry, Dermal Robe)

    AGKoRTG

    Varghulf (Billious Decanter)

    20 Ghouls / 10 ghouls / 10 Ghouls

    6 Flayers

    Zombie Dragon

    Corpsemare Stampede

    The only real differences are the Archregent has a +2 to mainly make Corpsemare easier, the Varg can attempt Smashbat, armywide +1” to run and charge, and one squad of 20 ghouls has to split. On the other hand, I lose armywide +2” movement, the flying redeploy strat, and Eye of Hysh/Hellish Orator (if you could even call that a loss; they were kind of forced into my listbuilding). Also if the Bilious Decanter isn’t worth it here, the 5+ Ward artefact could always go on the Gheist King, instead.

    The bright side is, I can run either and have the same number of models, really. I just want to hear thoughts on which has stronger benefits.

    I do prefer the second list, if you aren't trying to fill battleline with flayers then the only thing you're really missing out on is hellish orator since the GKoTG, dragon and six flayers don't need the deep strike and the worst shooting you'll face doesn't care if they're -1 to hit (*chough* Lumineth *cough*). The choice between dragon or terrorgheist should change depending on your local players though. Made the mistake of taking a dragon against coalesced seraphon.

     

    Edit to say that a +2 to cast archregent will be amazingly good in AOS3 whether its for corpsemare or just for ensuring ferocious hunger goes off.

  10. 12 hours ago, KibaWildFang said:

    So, Grand Court Hollowmourne. I’m wondering if it is going to be as relevant as before without Warscroll Batallions.

    I'm going to be honest with the massive amount of +1 to saves that armies are getting from all out defence, mystic shield and others I fail to see horrors doing enough due to lack of rend or mortals. It could be interesting to run Hollowmourne not for the sake of horrors but for buffing flayers since the extra movement isn't as necessary in AOS3 that they'd get from blisterskin. I still think blisterskin would be better but the grand court itself isn't useless IMO.

  11. OK because my brain struggles with big blocks of text, can someone tell me what in the new rules says you cannot get both extra hits AND mortal wounds on a six to hit? The FEC board mentioned that gristlegore terrorgheists no longer deal 6 mortal wounds as well as get a hit with the gaping maw rule. Just wondering if there's any interactions with euphoric killers.

  12. 6 hours ago, KibaWildFang said:

    Nothing much of import here, just hobbytalk.


    It’s taking a while to get the army painted. Mainly because anything that isn’t a ghoul, I’m painting in pieces. Which means before I glue them, I gotta have them painted how I like. My first squad of flayers is a pain because I built them all first then started painting. Won’t make that mistake again, haha. Right now I’m tackling the GKoRTG. Getting the gheist flesh down over the ribs is tough, need really good light to see whats flesh and whats bone, but that should be the hardest part.

    I have this exact issue, I got my flesh eaters fairly early in my warhammer career so every single flayer, horror, ghoul and gheist/dragon is completely built. Worse yet all the ghouls still have mould lines on 😧 you've hit the spot though that flayers are the worst to do fully built.

  13. 8 hours ago, Enoby said:

    Are the slickblades in a unit of 10, or two units of 5? I think, with new coherency and just board coverage and depravity in general, two units of 5 would be better

    I can see where he's coming from, assuming you get a healthy wrap around you only lose out on 2 seekers' tongue attacks, and for that low price you get twice as many glaive swings and more importantly one activation rather than two. They'd get shredded by a light breeze of ranged fire but I can see the benefits.

  14. 1 hour ago, Neil Arthur Hotep said:

    It's been a while since I painted that kitty, but I believe these were the main paints I used:

    20210620_184733.jpg.a41edd9bc47bcd018336448d6a1d8146.jpg

    Inks on the left, metallics in the middle, paints on the right.

    I don't have a recipe you can follow because on single models I just mess around until they look good. The sphiranx was an exercise in value sketching, so it's a fairly low effort paint job.

    Start from a black/white zenithal base coat. Drybrush (soft, big makeup brushes) or otherwise layer upward grey/verdigris/white. Mix paints to get a good transition.

    Tint everything blue with a blue ink wash. Mix blue with strong tone for the deepest shadows. Do back and forth between drybrushing and washes until it looks good. Be careful, blue game ink dries fairly glossy. Thin it down enough so that it's not an issue or put on a coat of matte varnish in the end.

    Metallics are NMM techniques with metallic paints. I don't have a dark silver, so I get darker silver shades by mixing metallics with black ink.

     

    Thanks a million, it's primarily for seekers, instead of purple backs to lighter purple/pink underbellies I'm not planning on using that scheme to go from deep blue to white underneath 

    • Like 1
  15. 1 hour ago, Neil Arthur Hotep said:

    I definitely recommend picking up a Sphiranx. Not necessarily because it's good in game (although it looks quite solid right now), but because it's so much fun to paint that I bought two. And I don't even have a Chaos army.

     

    20210620_163412.jpg

    I am desperate to know how you painted the right one, that's exactly how I wanted to do all my daemons and would be a good baseline for frozen skin on the mortals too.

  16. 13 hours ago, Shirtripper said:

    So assume you're running Gristlegore, you have two Ghoul Kings on Terrorgheist (GKoTG) and one has Savage Strike.  It's your turn, and you charge both into your opponent's unit that has no strike first/strike last effects. According to the new rules regarding Strike First, you would get to fight first with the Savage Strike GKoTG.  After Strike First, it moves to "units without strike-first/strike last effects."  

    Question: Who gets to activate first in that step?  You since it's your turn or your opponent?

    image.png.d551595404b6218b86bc050b12e6eebe.png

    I feel like it's intended as a rule to allow you to fight with two units in a row if you charged, so it'll be savage strike attacks, then the regular GKoTG, then the opponent picks.

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