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Ghoooouls

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  1. Pretty sure I have one. I'll check tomorrow. Where abouts in the UK are you? If its too far to drop off you can just pay postage and its yours
  2. What do you mean? The most killy bloodthirster (a bloodthirster being one of THE most killy things in the warhammer universe) who only has combat, no shooting, no magic, average save and average move does a mighty 7 wounds average to a 4+ save. That's amazing! (Sarcasm). 2 or 3 damage more on average than a megaboss... FROM A BLOODTHIRSTER
  3. This is my understanding, and another ability that is off the top of my head is the soulblight returning slain models ability that their heroes have, they say that a unit can only 'benefit' from the ability once per turn, so if I try to return a dire wolf and roll a 1, that unit hasn't benefitted from the ability as none return and nothing happens, but they have 'received' the ability. So can I then move on to another hero and choose the dire wolf unit again to try and benefit? It needs clarification imo.
  4. Yes, as the 'bubble' from the unfettered doesn't 'target' units, the command is issued by the unfettered, and received by the unfettered. This means the other unit can receive the reapers command, so long as it is a different model issuing it (the unfettered can't issue or receive another one). The unfettered cannot receive the reapers command as well, as he already received his own. So an example is two blood thirsters, the unfettered issues and relieves his command, the other thirster can issue and receive the reapers command and receive the benefits of both. However, the 'pile in 6' doesn't change the reapers command, so he will only be able to pile in and attack for a second time if, after the first pile in and attack he does in that combat phase, he is within 3 of an enemy unit. So if he attacks the first time, he can pile in 6 instead of 3, and if the unit is still alive or he is within 3 of another enemy unit, he could pile in 6 again and attack again, however it doesn't change the reapers command restriction of needing to be within 3 of an enemy unit after attacking the first time. This means if he attacks the first time and wipes that unit, and is no longer within 3 of any enemy units, he cannot make another pile in or attack.
  5. I've tested out manny in vyrkos with radukar and some cheap foot heroes alongside 3x 20 zombies, 1x10 wolves (and 10 summoned from rad) and a sprinkling of blood knights and units of 10 grave guard, worked really well - think it'll be too hard to get manny in with Bella and radukar unless you go really hero heavy. But manny + rad did some serious work alongside the blood knights with +1 attack from radukar and +1 to hit and wound from mannfred, absolutely amazing.
  6. I usually have minimum 3x 20 zombies - they can be deadly enough on their own or with one buff like +1 attack, 20 wounds with a 6+ ward is annoying enough to not want to risk getting stuck in with them, you have multiple units that can come back once dead, can spread out across the board etc. And only cost 345 for 3 units of 20 they really are a very versatile unit. can also have a unit of 20 behind another unit of chaff so when the other unit gets charged, zombies can pile in 6 once the other unit is dead and dish out some mortals, or just use them as fast tarpits (essentially they can run and still fight because they don't need to charge, giving them a threat range of 16 inches with a run of 6). the reroll casts is an immense battle trait for vyrkos alone, but if you want to ensure you're making use of the +1 to wound one I'd just take a couple of units of GG with great weapons as some hammers even just 10 at 3s 3s can dish out some disgusting damage, and they're soooo easy to buff (+1 attack from vamp, +1 from radukar, +1 from mannfred etc. van hels). 10 GG with no buffs do an average of 8.5 damage to a unit with a 4+ save. Give them a single super easy buff of +1 attack and +1 to wound from a vampire nearby and that jumps to over 17 damage average to the 4+ save, from a unit of 10! Now if radukar has charged and popped his command aura of +1 attack, the vamp does +1 command on them and they've got van hels, their average skyrockets to 45(!) Damage average to a 4+ save from a unit of 10 guys - granted this is if none die before then pile in a second time, but it's pretty fun to see how deadly they can be. This also comes back to my previous post about 520 points to get skellies to be 'okay', 10 GG are 140, vamp and necro makes that 405, 20 zombies make that 520 total. You've got 20 zombies with surprising movement capabilities, the threat of mortal wounds and massive pile in even if they aren't in combat to be your chaff/screen, 10 grave guard with the vampire and necromancer to get van hels and +1 attack as your hammer - ideal scenario with all 10 GG attacking as your hammer with +1 from vamp and van hels and +1 to wound vyrkos average damage below: Vs 2+ save - 20 Vs 3+ save - 27 Vs 4+ save - 34 Vs 5+ - 41 Vs 6+ - 48 Also something to bare in mind is its incredibly easy to get 20 zombies/gg/skellies all fighting at once as their bases are under an inch, meaning they can attack over each other if they're base to base in two ranks. Even easier to get just 10 GG attacking, not so easy to get 30 skellies attacking. It comes back to my point about trying to buff skellies to be anything other than a tarpit is pointless, but they're just not such a great tarpit that I'd take them over other units.
  7. They can definitely be 'okay', but in that scenario you're relying on 30 models being wholly within 9 inches in vyrkos, with a vampire and necromancer as support, with two spells successfully cast AND a command ability on them, for them to get 60 attacks 3s 3s no rend damage 1 if none at all have died, which they will have because their ability makes you want them to be attacked first so you can try and bring some back, but in reality most of the time it doesn't work well and you may have well just attacked first. That's 520 points put in to get 60 attacks from other buffing units. Let's say none are dead and you have that +1 attack off from the vampire and are wholly within 9 for +1 to wound, that's an average of 13-14 damage vs a 4+ save unit, if you're somehow in the perfect situation where all 30 of your models can attack a single unit whilst also somehow being wholly within 9 of your vampire. With van hels, if somehow none at all die and they can still somehow all attack again, that's another 13-14 damage. Let's call it 28 total in complete perfect scenario - 8 damage average to a 2+ save. What else could you have done those abilities on? +1 attack and van hels on grave guard? On zombies? +1 save command instead on blood knights? On your lord? I think trying to make skellies anything other than a tarpit is pointless. And they're not even the greatest tarpit as they just seem to cost too much with their only ability being a bit of a gimmick and finicky to play around wuth unless your opponent makes silly mistakes. Our other options offer good tarpits at decent costs and have much better uses other than also being a tarpit. Now imagine you spent those 520 points on zombies instead of skeletons, you'd have the necro, vamp and 40 zombies with points left to spare. 40 zombies attacking in the same scenario, they do around 33 damage average to a 4+ save, with the majority being mortal wounds so actually have a similar output, at 29 damage average to a 2+ save(!!!), and any kills adding a zombie to the unit on a 2+. With 10 extra models (40 zombs vs 30 skellies), you're able to have a good tank/tarpit as well as more board presence, could take 2x units of 20 instead of one blob too, and can sit outside of combat to ensure they're screening, but can still pile in once all your important stuff has already attacked. In fact, someone in this thread was asking how to combat fulminators - zombies. Also if you're going 520 points just to get a tarpit that can deal damage, you could even just go 60 zombies. Or 40 wolves (80 wounds, 5+ save, 3s and 3s on charge without needing buffs nearby, more board presence, quicker etc.) Or even 40ish graveguard with greatweapons. (Downside being not all one unit I guess) It irritates me that their only gimmick is in the combat phase you have to let them get attacked and then for those that died in that specific phase, on a 4+ come back. So even if let's say 20 skeletons die in a turn, 5 to shooting, 5 to magic, 10 to combat. You roll 10 dice and 5 (on average) come back - 5 'extra' attacks at 3s 4s no rend damage 1 will do nothing, then you take battleshock at -20 still. Whereas if you just attacked first, before the 10 died in combat, you get 10 'extra' attacks compared to 5. You have 10 left on the board at -20 battleshock compared to 15 left on the board at -20 battleshock. More than likely they're all running or you save them with a command (yet another sink for resources on a chaff tarpit unit) it starts to become very expensive when your 'cheap 280ish' points of chaff actually need multiple heroes nearby casting spells, doing multiple commands per turn and keeping you within an aura just to become 'okay'. And let's be honest, a big blob that moves 4 inches isn't that hard to play around, the majority of armies have ranged damage that can whittle them down without even allowing you to trigger a few coming back in combat. Change it so their ability is for all dead models from the entire turn, or heck even from the entire GAME, and I'd take them. As it is currently, I'd only ever consider them if I had points to spare to threaten from graves - as for 20 points more (per 10 skeletons) I can get DOUBLE the amount of models in zombies. That's way better than coming back in combat phase on a 4+. With that said I'd probably just take bats over skellies if I had points to spare anyway. Edit - sorry for the long post...Don't mean to sound like a naysayer here - it's all dice at the end of the day and fun. I've just given skellies so many chances from success stories I've heard, and they're always massively underwhelming when i know there's far better choices in the tome (and choices that I actually really like aesthetically and thematically), so I'm just never really gonna use them again. I've had a lot of good success without them, using other units available to us as tarpits and screens.
  8. I'm the same, bloody love the wolves. I've got 10 of the 40k ones painted up (literally just sprayed black or brown, drybrushed dark grey and then light grey and painted their eyes, then did their bases to match my scheme) and they look great. Not a touch on the new models though, I have a unit of them painted up too and they're sooooooo cool. Need to get another unit so I can run 2x10 and have 10 for summoning. Edit - pic of a recent battle with radukar and his boys moving up
  9. Yea I often play against quite heavy magic/shooting armies and I've tried around 5 games using skellies, sometimes 30x sometimes 20, and they just melt to shooting and magic then impact hits and abilities. I think I'd take them if their ability made them come back from the dead, rather than just from that combat phase, but I can see how they could be decent maybe I've just had super bad luck, I always roll below 4s as well... I go for zombs due to the danger they impose with the mortal output and the 6 inch pile in, they can whiff so easily but no one wants to be within 6 of them so they're a super effective screen. I had 2x units of 20 hold off kragnos (and deal 6 mortals to him) across a couple of turns which was long enough to kill him, and you've had 30 skellies hold off archaon, so maybe they are both viable picks! The thing I love about zombs (other than their aesthetic), is they have the ability to be really deadly, but are still cheap chaff screens. If you really wanted you could even van hels them and with a vampire +1 attack in your own turn + your opponents turn and they'd be 3x attacks each attacking twice so (assuming none died) you'd have 20 zombies doing 120 attacks in one combat phase. That's pretty damn good for 115 points and a couple of easy buffs - an average of 20(?) Mortal wounds I think from a chaff cheap unit, whilst your opponent also has to worry about blood knights, dragons, grave guard etc. Much harder to play around than a blob of slightly tankier skeletons that don't do damage. What's your opinion on dire wolves in place of skeletons? For 30 wounds of skeletons you're looking at almost the same price as 40 wounds of dire wolves, same save, almost 3x quicker, bigger board presence, can be 2 different units to go after different areas of the board and screen more, much better in combat, imo harder to play around, but again the main thing is looks in my opinion, if you don't like the style/look of models then why use them! It's all just dice rolls at the end of the day One thing is for sure - we have a hell of a lot of choice in Soulblight and I love it - its nice to be able to debate different viable battleline.
  10. I've never really found success with skellies and always wish I brought a different unit instead. That being said, I also don't like the aesthetic so doesn't really bother me.
  11. We can ally in some shooting now with those crossbow ghosts.... wonder what they'll be like
  12. I've used the new LoB a fair bit now and it is one of my favourite legions now. Necrarchs were always my favourite in the old world, and +2 to cast foot vampires for 140 is amazing. 140 points and you can have a 6 wound 2+ save wizard with +2 to cast. You could forget the +1 wound trait and go for something like reroll casts/unbinds/dispels with +2, throw in the Arcana thing for 5+ dispel scroll after a dispel attempt, the vamps are just so much better and more fun imo. Every game my little foot vamps have been my favourite thing! If I'm honest the best thing about the update is +2 to dispel/unbind. That's huge. I play against tzeentch and LrL a lot, so it makes a massive difference stopping those archers getting 5+ mortals and stuff. Also very, very useful for dispelling difficult-to-dispel endless spells like the purple sun, the floating icon thing for LrL (8+) and others which would usually be really difficult to dispel. The reroll damage mount trait in one game saved my vampire lord who stood and shot against fulminators, rerolled 1 damage to 6. Nice little bonus to have alongside a trait and item. For the rest of Soulblight, the strike in unison has been really cool and fun, not game changing by any means, but a nice little addition to an already decent army. Also the extra Battle tactics have come into play a few times, always nice to have more choice.
  13. Granted I've never played a game with simultaneous turns... but I'm not sure I'd like it. Let's say I'm 100% melee like khorne, and I'm up against someone like LRL or Kruleboyz, we both get to move at the same time? They can avoid my traps/charges/shenanigans easier as its happening they can react. We both get to shoot at the same time? Well I have no shooting so just take an entire armies shooting (as I would have normally, however they can react to my movement WAY easier as they can see what I'm moving and position their shooting to nuke whatever they want. We both get to charge at the same time? Well now I've just taken shooting from an entire army with no shooting to give back, and now my benefit of being melee focussed is massively reduced because those armies ALSO get to charge and fight at the same time as me? But I couldn't shoot at the same time as them.... I think it'd bring way too many problems into the game imo. The majority of AoS is movement and positioning, that'd be gone if once I moved something for a set up the enemy could just counter move or move away. I also feel like this would make games extremely long, with so much to think about all the time, compared to just thinking about a few things in your opponents turn and planning your next turn in your head. As I said, I've never played that type of game so I may be completely wrong about how it'd work, but thats my understanding.
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