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meatpipeline

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Everything posted by meatpipeline

  1. I believe you can play Gotrek with a Battlemage if you're army is a stormkeep, giving you 1 in 4 cities units. I like @Mark Williams plan of dropping things from the sky, but you lose that ability in a stormkeep. I'd want to pinch my opponent by dropping units from the sky on either side. This either pins your opponent in place or forces them to move out towards the center towards Gotrek. The options for "teleports" in a stormkeeps are Lord Aquilor's CA or a Knight-Vexillor banner.
  2. Good point about summoning. If you want to take a unit to sit on your own backfield objectives, literally any unit will work. I'd try to think about what else that unit might have to do in the game (not die to someone trying to taking the object, run out to move block, screen a caster, actually deal some damage). Nurglings don't do anything very well other than have a bunch of wounds.... their 3 bases don't even take up much space. Furies are chaos daemons... why GW don't they have a mark of chaos?!?!?!?!? They do in 40k! I like Pusgoyle Blightlords as a way to move block, gum up the board, cap late game objectives . Not sure about the alpha though... Doug from 2+ Tough used to have a Nurgle Pusgoyle based army that was trying for the alpha-pin... sounds like a good starting point, although now I can't find the video where he talks about it. Paul Conti (Radio Free Hammerhal) has a youtube video on Pusgoyles from a few months ago. It is really good as well.
  3. I like the look of the list. I love using an LoA with Drones. I would offer the following feedback: - The problem with Blades is that you are paying all those points for the sorcerer, who doesn't do a lot else. Blades is a 7 to case (just of 50%) and there are a large number of powerful casters or auto-unbinds running around. Some armies can just kill your sorcerer before he's able to cast. There is some likelihood that you'll never be able to get Blades off. Blades is VERY powerful, so the risk/reward is there. I look for consistency and I'm risk averse, so for me Blades is inferior to either of buffs from Spoilpox or Sloppity. - I strongly dislike Nurglings. I get what people are using them for: summoning point by being in your opponent's territory and move blocking. I just don't think they work very well to do either. In a tournament, you don't have control over the size/shape/location of terrain and in many cases your opponent will screen you out of those pieces based on their deployment. A number of battleplans have huge territories, meaning after the first movement phase you'll already be in your opponent's territory anyway in which case the Nurglings did nothing. Once the Nurglings are placed, they are SLOW. They don't use the first movement phase, so you are unlikely to want to spin the wheel to the movement buff to get them in a location to affect the game. In your list, Gutrot Spume does similar things to the Nurglings. If I wanted a unit to fill the "nurgling" role, I'd look for something cheap/fast that can also be used to take late game objectives and screen my territory from teleports. I'd probably go for a units of Furies for 20 extra points. Furies can go a long way in one turn (move (12), charge (2D6), retreat (12+ D6) instead of combat)... so you can move them 24+D6+2D6 inches, assuming there is a unit they can charge into. Again, this is because I want consistent performance from my units and I am risk-averse. If you like the play of these units, go for it.
  4. I'm currently looking at similar lists, so I'll ask a few questions and provide some feedback later. I'd like to hear your answers before I influence them with my thoughts. - Do you see having 1 drop being significantly better than 2 or 3 drops? Fitting everything within a Tallyband really constrains the units you can use. - You've setup the Tallyband to get the +1 bonus to contagion points. Do you see the extra contagion points mattering over the coarse of a game? - What role do the Nurglings play? - Do you have a plan for using your summoning points? - Why no Scriviner? @Gristlegut I played a 1k casual game over the weekend against Stormcast. My list was: Munificent Wanderers LoA (Mucktalon) Poxbringer (General, One Last Gift) 10x Plaguebearers 5x Blightkings 3x Plague Drones 3x Plague Drones +1 CP The Plague Drones + LoA were my MVP. They are mobile, hold up to incoming damage, and with the extra attacks can do some work. There damage goes even higher with the wheel (+1 wound), CP (reroll 1s to hit), or when I eventually include the other heralds.
  5. I want to emphasize this. With Plague Drones, Bilepiper and Scriviner want to be in a counter-charge list NOT an Alpha-strike list. The wholly within ranges make it too hard to keep the buffs up on the alpha. Even if you could, the buff pieces would then be out in the open (hard to screen) and get killed. The nice thing about a counter-charge list is that on turn 2, there is a possibility of having enough summoning points to drop in a Bilepiper/Scriviner exactly where they need to be. This is how I plan on building around them anyway. @Mikelomba With the size of Plague Drone bases I don't know if I would want to go up to 9 in a unit. I think I would have a hard time getting them all into combat. The max I want is units of 6. This might be a question to ask in the Ironjaw chat, as they might have similar issues with gore-gruntas. Still tinkering with lists, hopefully I'll settle on one I'm happy with by this weekend.
  6. I do as well, but not paired with a Corruptor. The Corruptor does so much damage with Fourfold Blade that either +1 attack or 6s -> 1 MW doesn't make a big difference in total damage. On average, I think it's an extra 2-3 MW. Its not nothing, but isn't worth 150 pts by itself. Bilepiper is really going to shine with Plague Drones or Beasts of Nurgle. Bilepiper represents a big target, so the trick will be figure out how to keep them safe. This is mitigated in the Nurgle allegiance by being able to summon, but not in LoCA. I'm guessing this means aggressive play so your opponent doesn't want to target the Bilepiper. What I really want is Legion of the First Prince for the extra fight on death spell and regenerating plaguebearers, combined with multiple Bilepipers and as many Plague Drones as will fit. Bilepiper single-handedly makes the Nurgle battalion (Host of Corruption) worth a look. With Bilepiper / Scriviner. it might actually work. Modifying an old list I saw somewhere (can't remember, Discord probably): Allegiance: Legion of Chaos Ascendant - Host of Chaos: Legion of the First Prince Leaders Be'Lakor (240) - General - Spell: Bolt of Ruin Verminlord Corruptor (280) - Artefact: Fourfold Blade - Spell: Echo of Hatred Sloppity Bilepiper (150) - Artefact: Armour of the Pact Spoilpox Scriviner (140) Battleline 10 x Plaguebearers (110) 10 x Plaguebearers (110) 10 x Plaguebearers (110) 10 x Plaguebearers (110) Units 3 x Plague Drones (190) 3 x Plague Drones (190) 3 x Plague Drones (190) Battalions Host of Corruption (180) Total: 2000 / 2000 Extra Command Points: 1 So Bilepiper has a 5+ rerollable save and 5+ DPR and can get +1 save in melee from the Scriviner. Be'Lakor can regen every unit of Plaguebearers and Plague Drones. Plenty of Nurgle characters to summon extra Plaguebearers. I would consider swapping the Verminlord Corruptor for a Contorted Epitome, which would give you the points to swap a Plaguebearer unit for another Sloppity Bilepiper. The Contorted Epitome's warscroll spell is good and reroll casting help gets the fight on death spells off. This list probably won't fit in 2k points after BR: Be'Lakor comes out. I expect Be'Lakor will go up in points dramatically.
  7. The key is finding low model count battleline. All the Chaos God factions have at least one list that revolves around 3+ Greater Daemons. This issue with model counts for these lists is where to get your battleline. Legion of Chaos Ascendant have a lot of hero heavy lists that include greater daemons, but their only battleline options are units of 10. So that won't work. For Nurgle, the smallest list I can think of is 10 models: Allegiance: Nurgle - Host of Chaos: Munificent Wanderers Exalted Greater Daemon of Nurgle (390) - Artefact: Mucktalon Great Unclean One (320) - Bile Blade & Doomsday Bell - Artefact: The Witherstave - Lore of Virulence: Sumptuous Pestilence Rotigus (320) - Lore of Virulence: Favoured Poxes Lord of Afflictions (190) - General - Command Trait: One Last Gift - Artefact: The Endless Gift 2 x Pusgoyle Blightlords (190) 2 x Pusgoyle Blightlords (190) 2 x Pusgoyle Blightlords (190) Affliction Cyst (140) Thricefold Befoulment (60) Total: 1990 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 98
  8. I haven't seen anyone bring this up, but the new scrolls really give some interesting summoning options. Bilepiper, Spoilpox, and Beasts all summon for 14 contagion points. With Bilepiper / Spoilpox, you can use the summon to put them in the right place for the 14" buffs and they increase damage the turn they come out (without needing something like a charge roll). Going forward, I would expect Nurgle Daemon lists to include a Bilepiper and attempt to summon Spoilpox on Turn 2 or include neither an attempt to summon Bilepiper on Turn 2. Summoning has the advantage of not giving your opponent the chance to snipe your hero. Before, if you wanted to turn contagion points into "damage" you had to summon 3 Plague Drones at 21 pts. All the other options were defensive, because they lacked damage. Now we have the ability to summon a single beast to get a small threat (not huge damage) likely a turn earlier due to the cost. I don't think this will make a huge impact, but it's definitely something in the bag of tricks. If you need to turn 5 summon to YOLO a charge that takes an enemy off of an objective, this is now the best / easiest way to do it. The new battalion is a cheaper way for Nurgle Daemon lists to get an extra artifact. It also allows more mix of battleline (for the battleline tax). Both are an advantage over a Tallyband based list. I could see using the battalion with a LoA general + Pusgoyles or a unit of BKs as the remaining battleline instead of going full PBs. I don't think it will be competitive, but it does allow for some interesting lists. I'll be back with some list ideas after I can tinkering around a bit...
  9. On a roll of a 5 you get the Fourfold Blade (+D3). On a roll of a 6 you get the Fourfold Blade (+D3), Song (+1), and Corrupter Warscroll (+1) for a total of D3 + 2. I'm guessing that you wrote 2x D3 as a typo. I don't think there are going to be many cases where the song makes a BIG difference with the Corrupter in LoCA. The reason is that the Corrupter's warscroll CA allows reroll of all hits, so you pop the CA and reroll everything that isn't a 5 or 6. This results in a ton of mortal wounds without the need for the song. Without the CA, the song only results in ~2 extra mortal wounds. With the CA, the song you can expect the roll to be ~2.5 5s and ~2.5 6s. So maybe ~3 extra mortal wounds when you would have already generated 5x D3 + 3. It will add mortal wounds, but I don't think it will have a big effect. With the Fourfold blade it's almost the same as adding +1 attack. Note.... I use a quick rule for estimation: when looking for 6s, you can expect 1 for every 6 dice. When looking for 5+, you can expect 1 for every 3 dice. This isn't exactly the "average" value.
  10. The two most common are: - Verminlord Corruptor: 10 attacks, warscroll CA that allow reroll all hits, already has MW on 6s to hit - The Contorted Epitome: 9 attacks, warscroll spell to reroll 1s to hit There are a bunch of units with 6 attack weapons and exalted keeper with 7, but they are all worst than the two above.
  11. I've seen the rumors pop up on a few Discord servers (AoS Coach, The Honest Wargamer, r/ageofsigmar). Not sure where they came from originally. I wasn't going to comment on them until we have the full details. Today's daily reveal article confirms the bilepiper's aura (14", Nurgle Daemons wholly within): +1 attack in melee, 6s to hit (melee and ranged) deal 1 MW, pile-in prevention aura.
  12. I'm really cautious when it comes to the number of casters that can cast a specific endless spell. I won't take a spell that can only be cast by one hero in my army. If you give away first turn (which you often want to do), then you're at risk of your opponent punking-out your 5 wound hero on the first turn. This is a loss of 220 points (22% of your army). There is also the chance of getting first turn, failing the cast, then the hero getting killed. This is far less likely due to the hallowheart casting bonuses, but it can still happen. All of this to say, I really want to avoid the dead points of an endless spell I can't cast. I would replace the Everblaze Comet with another endless spell (or unit) until you can fit two Stormcast wizards into your army. But that's me, go ahead and YOLO if that's your style. Experiment and report back!
  13. BR: Teclis is up for preorder next week and GW previewed the boxes. Nurgle has a box with Spoilpox, Sloppity, and 20 Plaguebearers. It feels like this means Spoilpox / Sloppity will get new/updated warscrolls, due to how little they actually show up in lists. I have no idea what the battalion will actually do. The inclusion of 2 heralds seems interesting from a narrative perspective. Is this just the beginning of Nurgle being involved in the BR story? Anyway, excited for the BR reveals this week.
  14. The Glottkin's spell and CA are "less" impactful in your list because you are using "smaller" units of multi-wound / multi-attack models (less / small are relative... they aren't fact). That doesn't mean it isn't good, just that most of the time I've see the Glottkin it is with lower wound / lower attacks models. These types of units are generally more horde-like (taken in larger numbers), which again increases the benefit. That being said, I would say the biggest question you should ask is "How much does +3 move to the whole army matter on Turn 1". That is what I feel is the biggest difference between the two. Whichever one you take, please take notes during the tournament.... When did the model perform well, when didn't it, when did you wish you had the other, etc. I'd like to hear your experiences after the event.
  15. Do you have power-pairs or groups of units that you plan to travel together? I'd love to hear how you plan to deploy on all 3 of the battleplans. Do you have backup plans if the opposing army makes you want to deploy deep or on the line? Since you're dropping your Horti tree in the first turn, I think you'll want to have already thought out it's positioning out so that it can work for both summoning and facilitate late game run+charge. For shifting objectives and start-strike, what is your plan for splitting your forces across the 3 objectives. Do you plan to focus on only two of them?
  16. Definitely a functional list. Blight cyst is the most common competitive build (and probably the best). I only see three things I'd comment on... none of these are game breaking, if you like the models/list feel free to play it as is: - The Harbinger of Decays isn't optimal (it isn't a bad choice). Both The Glottkin and Harbinger want your command point every turn, so there is conflict there. The Harbinger costs more points that a unit of Blightkings, which is 21 wounds. For the Harbinger, you are sacrificing damage output (via another unit of BKs) to gain survivability in the DPR. The common comparison is that to justify the Harbinger, you would have to save 21 wounds on a 5+ DPR with the command ability to justify not taking the BKs. At 5+ (1/3 chance), that is 63 incoming wounds not directed at the harbinger. Some enemies can prioritize and kill Harbinger to make the DPR go away. Are you expecting to face that many mortal wounds or huge incoming damage? Is the primary goal to protect the Glottkin? - You are investing points into the Blight Cyst, but bringing the absolute minimum number of Blightkings. So you are investing a number of points to essentially get -1 rend on 3 units. At this point, would it be worth just swapping for another unit of Blightkings? The more rotbringers you have, the better the Blessed Sons bonus is and the more movement flexibility you have. - Plague drones miss out on the Rotbringer bonus of Blessed Sons, you have no way to trigger their Locus for +1 attack, and don't have a GUO CA to give them +1 attack . I like plague drones, but they seem out of place here. I really like the Lord of Afflictions (Rotbringer and Daemon, reroll 1s aura, MW output, decent damage), which you could swap for one of the Plague Drones. LoA gives you the same movement, synergizes with Blessed Sons, RR 1s, and triggers the Plague Drones' locus. If I did my math right, you could swap a LoA in for the Harbinger with your spare points.
  17. A GUO has few advantages over Rotigus: - Can take command traits and artifacts - Can take either the Bell (+movement) or Bileblade (+spell casting) - Command ability for +1 attack to Daemons - Can be built for support (bell/bileblade), partial-support (either bell or bileblade), or an offensive given the weapon choices. The bell is specifically powerful, which is why I think you see a lot of lists including a GUO and only a few including Rotigus. The builds that include Rotigus are usually Thrisefold, which already have a GUO with bell/blade. I think Rotigus does slightly more combat damage than a full offensive GUO and definitely does more mortal wounds. They both have the same surviviability, unless you give the GUO command traits or artifacts so that it pulls ahead. The biggest reason to take Rotigus is the warscroll spell. Without bonuses to cast, the spell is unreliable (7+ is 58% without opponent denies). Unfortunately, there are a number of armies that get either automatic unbinds or have easy denies with great +cast bonuses. This neutralizes the best part of Rotigus, but really depends on the armies you face. I'm currently building out my Nurgle Daemons army. I plan to include Rotigus, but only after I have a GUO. I think the best advice is to magnetize so you can swap back and forth. They you can see which you prefer. You'll want to magnetize the GUO anyway to allow for weapon swapping, so why not just magnetize the Rotigus parts as well?
  18. Yes, it looks at each hit roll to determine the number of mortal wounds returned to the attacking unit.
  19. For people looking at self-wounding to gain depravity, have you thought about allying in a Lord of Afflictions w/ Incubatch? It's a 2+ MW within 3". Virulent Discharge makes it a little more risky (6+ D3 MW within 3"), but as a mobile resilient hero there is utility later in the game. At 190 points, it is much more expensive than the plague sensor bearers mentioned earlier, but you can expect it to survive much longer. LoA has the mortal and daemon keywords if that ends up being relevant.
  20. GW releases a base size guide for AoS. You can find it on the download section of their website. It says that a Chaos Warshrine is on a 120 x 92mm base.
  21. The list looks good. The only thing I see is that base size of the Gore-gruntas in large units is going to cause problems moving and getting into combat. The question you'll need to figure out is if units of 9 are the right number. If you can only get 5 or 6 into combat, then are the extra "wounds" really buying you anything? Does 9 give you a better counter-punch after you take a hit? My gut feeling is that 3 units of 6x is better, as it allows you to spread the board and get them all into combat when necessary. Moving to this spread still keeps the overall hitting power of the list, but lets you get better use out of your models. It would still fit into an Ironfist. This is an easy change to make, so I'd recommend playing a few games as is and seeing the pros/cons of 9x Gore-gruntas.
  22. It looks like the new Slaanesh battletome has increased the points for many of the daemon units. I've heard there are minor nerfs to Keepers. Sigvald isn't a daemon, which is a bummer. The Contorted Epitome is the same points, but can no longer re-roll unbinding / dispelling rolls which is a big nerf.
  23. You could always use the War Mammoth from Lord of the Rings and kitbash a shrine of some kind on top. That would be pretty sweet. There might be something interesting you could do with a Herdstone as well... maybe kitbash it onto a Chaos Chariot? Or a Tuskgor Chariot?
  24. I forgot that the command ability requires Be'lakor to be your general (which means you miss out on the command trait). Resurrecting d3 units is better if you have the CP and Be'lakor is still alive. I'd be interested to hear if your opponents target Be'lakor early or not and how long he generally survives. You get one artifact, plus one for each battalion. Each artifact can go to a different hero, they don't have to be your general. From the core rules, page 17: '''If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a Hero from your army. You may choose one additional Hero to have an artefact for each warscroll battalion you include in your army. A Hero cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power.''' Note: GHB2020 allows you to also take the realm artifact for the realm your army hails. I don't think you should necessarily avoid the battalion. It gets you an extra CP, extra artifact, lower drops, and +1 to wound rolls on the charge is pretty good. For the artifact, I would have the Epitome take either armor of the pact (reroll saves in melee) or the Asqhy realm artifact from GHB2020 (6s to hit are 2 hits).
  25. I assume you meant to have Daemonettes instead of Bloodletters I don't think you should make Be'Lakor your general, as you lose out on a command trait. Just make the Corruptor or Epitome the general. What are you going to do with your second artifact? You don't have to lose it because Be'Lakor is your general. I like grouping the Seekers / Seeker Chariots to make larger rez-able units, as well as using Bladebringers. I'd recommend giving at least one of your heroes Bolt of Ruin (probably a Bladebringer). It is better against most units than Arcane Bolt.
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