Jump to content

Ghoooouls

Members
  • Posts

    247
  • Joined

  • Last visited

Posts posted by Ghoooouls

  1. 1 hour ago, Sception said:

    There is a vast gulf between 2+ save and 2+ save, re-rolling ones.  That the ability also allowed every other unit in the army to re-roll ones to save and attack for a single command point was amazing, arguably his strongest individual ability.  The new CA is nice and will see use, I'm not saying nagash is bad by any stretch.  Nagash is still tough.  But is he 1000 points tough?  I'm not sure I see it.  Retardless, the downgrade is undeniable in Soulblight and dramatic in OBR.

    Nighthaunt Nagash does look pretty interesting - but I wouldn't get too used to the hexwraith bodyguard.  Even if Emerald Host keeps bodyguard hexwraiths in their next battletome, its quite likely that the benefit will be limited to Nighthaunt generals, not generals of Nighthaunt armies who aren't Nighthaunt themselves, something which wasn't even on the table when the rule was written.  Still, nighthaunt didn't have any version of nagash before, so this is pure upgrade for them.  Especially with how badly they've wanted for monsters and heroes that don't evaporate in a stiff breeze.

    EDIT: wait, no, nagash explicitly doesn't benefit from allegiance abilities, so no bodyguard hexwraiths for him, even in the short term.

    That ability also made your entire death army immune to battleshock ON TOP of the rerolls. Absolutely monstrous nerf.

  2. 31 minutes ago, Neil Arthur Hotep said:

    So, the FAQ is out!

    • New Nagash warscroll, 955 points. It's fine. Gets a new command ability that allows you to give units a 5+ ward instead of the usual 6+ and makes it so that your healing rolls return more model or return models more reliably.
    • Everything that can be built from the Mortis Engine kit down 20 points.
    • Black Knights still boring, but now only 100 points. I think that makes them usable.

    Once again, this tome proves to be like fine wine, only getting better with age.

    Other changes that don't directly affect us:

    • Unleash Hell nerfed: Now only 6" range and only targets the unit that charged.
    • Heroic Recovery nerfed: Now only out of combat.
    • Amulet of Destiny nerfed: Now just a 6+ ward.

    These changes make the environment more suitable for Gravelords: The army makes no use of Unleash Hell and has good healing and a 6+ ward built in, making us relatively more tanky than everyone else now.

    How does one find the new points costs?

  3. 1 hour ago, Jaskier said:

    Question time; I have an old Legions of Nagash army that was mostly Nighthaunt with the odd Necromancer/Vampire model here and there, one of those being a Coven Throne. My question is how does the Coven Throne fare for y'all? I have yet to see one in any tournament lists, and from my own perspective it seems to be mostly because it's just a tad too expensive as a support piece and doesn't do enough damage to satisfy its hybrid role pricing? The other thing is its (frankly incredible) command ability seems to have numerous analogues elsewhere (like Vrykos' free +1 to-wound.) I'd like to build a SBGL army in the new year around one, but it feels like I'd just be better served running a Vampire on Zombie Dragon for a real combat threat (especially in Legion of Blood.)

    Deadly Coordination is a new and pretty hefty bonus for it given it isn't a monster, so maybe that might improve its popularity? 

    Think it depends on your playstyle and who you're playing with. If you're playing friendly games vs your friends and family, I wouldn't worry much about what tournament lists consist of.

    I've only used the throne once or twice and it's been pretty good. But it I was going into a tournament setting I probably wouldn't take one (although there was one tournament list that did very well using it I think).

    If you're just playing games against family and friends, try it out. The game comes down to dice rolls anyway. Use what you want and like and have fun.

  4. Even just having multiple +2 dispellers is insane imo. One of my biggest weaknesses when playing with soulblight is its difficult to dispel (arkhan used to fill that gap). So this is huge for me. Also a vamp on foot with 6 attacks is pretty cool, they're a bit too swingy at 4 attacks. Now we have two cool choices (in lob) for a measley 140 point lord with an inbuilt 3+ save and a caster. I'm super happy with that.

    Also very happy with the battle trait. It'll come in nicely when I've got a wounded belladama or a foot vamp in particular, in combat, with a unit that'll definitely nuke the enemy unit. Now the hero can attack first to get the hunger heals and still not risk the enemy attacking back before killing them. The rest I could take or leave but they're nice to have as options, it'll be nice to reroll damage on dragon breath, I'm always rolling a 1. I was expecting some utter garbage so very happy with this additions to an army I already love.

  5. Do we know if all the aos warscrolls will still be free? Loved the AoS app currently but never cared for the army builder as there are more simply, easier to use and better army builders out there for free.

    What I did love was using the app for the warscrolls, adding them to your 'army' for quick access in each game. I hope this is still a feature. I subscribed to the 40k app on release and regretted it, never signed up again. Total poop compared to the AoS one.

    • Like 1
  6. 20 hours ago, Gery81 said:

    Hi All. Here is my attempt at a Legion of Blood list. Feedback is welcome.

    Faction: Soulblight Gravelords

    - Bloodline: Legion of Blood

    Leaders

    Neferata, Mortarch of Blood (365)

    - Lore of Deathmages: Decrepify

    Wight King on skeletal steed (130)

    - General

    - Command trait: Sanguine Blur

    - Artefact: Soulbound Garment

    Vampire Lord (140)

    - Lore of vampires: Pinions

    Necromancer (125)

    - Lore of Deathmages: Fading Vigour

    - Artefact: Arcane Tome

    Battleline

    5 Black Knights (120)

    5 Black Knights (120)

    5 Black Knights (120)

    30 Skeleton Warriors (255)

    30 Grave guard, with sword and shield (420)

    Units

    Corpse cart, with balefire blazier (80)

    Endless spells

    Horrorghast (65)

    Prismatic Palisade (40)

    Total (1980)

    The Plan

    The main idea here is to try and get my opponent to charge the BKs, then let the GG pile in 6 inches, and delete whatever they get their skeletal hands on. Bonus point if they have Vanhels on for another round of combat, and all the points if the bait comes back form the grave. If I get first turn, I move up to claim the objectives, keeping the GG within 3 inches of the BKs, while the Skeletons covering the other flank. If I go second, then my opponent risk giving me a double turn. The BKs and WK can quite effectively clear small screens with the help of the horrorghast, and can be used as Unleash Hell fodders as well. Palisade provide some shooting protection, and if I can take Ghost-mist too, then that goes on the VL too. Between the corpse cart, Neferata and the Necro, the 2 big blobs should be quite resilient in combat as well. I like Decrepify on Neferata when she decides to go Hero hunting, to keep her alive if she didn't quite manage to slay her victim. Also being 20 pts under gives me a shot for a triumph, which would be re-roll a charge.

    The main thing I am undecided on is the battalions to use. Warlord is a given, with Neferata, Necro, VL and the cart in it, but I am not sure to go with Battle regiment, or Vanguard and the new one in the GHB. Vanguard would be the WK and the BKs, the rest goes into the GHB battalion.

    Anyway, that's the idea behind this list. Grand strategy is probably to have a battleline unit, or a wizard left. Thoughts?

    It's late here and I've had a lot of wine so sorry if this sounds stupid... how do the grave guard pile in 6??? I need to try this.

    • Haha 1
  7. 3 minutes ago, Voand said:

    What do people think about the "double dragon" lists in 3.0? Seeing how much it matters to be a behemoth (not just the extra actions granted but the extra points scored for completing objectives with one in a lot of the missions) it looks really attractive to me.

    You run prince V, a VLoZD with the 5+ ward save relic, a couple units blood nights and ??? Profit???

    Do you cram it into a vyrkos list, run belladama as your 3rd character for her ridiculous casting and fill with lots of chaff? Run Katelai for battleline blood knights and go super tall with almost no chaff?

    How do y'all think I it'll work best or do you think it won't?

    I think Behemoths are a double edged sword. As you say, they score extra in some plans, there are also battle tactics for monsters, or ones that score more from being completed by monsters, which is huge in a lot of plans that give 2VP just for doing a battle tactic.

    However, the other edge of the sword is your opponent gets 1VP for each monster they kill. There are also battle tactics specifically for slaying monsters, so you give them the opportunity to complete those too. Some plans you score more for heroes nearby and if you've sunk 900 points into two heroes I think there's little room for others. I think I also remember seeing some where battleline score extra, which again with 900 in two heroes you'll likely have less for battleline.

    I think multi-behemoth lists Will be good, but just beware you are also giving the opponent (potentially) more VP too.

  8. 2 hours ago, PJetski said:

    In 2nd edition there was a rule that you couldn't take duplicate artefacts. I can't find any clause in 3rd ed core rules that says you can't take the same artefact more than once.

    Fyreslayers can take two Nulsidian Icons on two Battlesmiths and have two chances to ignore spells/endless spells on a 4+.

    Kharadron can take two Spell in a Bottle on two Aether-Khemists.

    That's just off the top of my head, I'm sure you guys can think of even crazier stacking combos

    Core rules 27.3.3 a hero cannot take more than one artefact of power.

    Edit reread your post and you mean two different heroes... that is quite funny

  9. 2 hours ago, Neil Arthur Hotep said:

    After recently looking at the viability of a bravery bomb in Gravelords, I took a look at the math behind the Lore of Vampires spell Spirit Gale.

    Spirit Gale casts on a 5 and targets a unit wholly within 18". You roll 2d6 and check against the target's bravery. If you roll over their bravery, deal mortal wounds equal to the difference. So, for example, if they have bravery 7 and you roll a 9, you deal 2 mortals.

    I (and I would assume many other people) initially looked at that and thought it was probably bad. You need to "win" two rolls for the spell to do damage (casting and bravery), and even then how many mortals can you really expect to get out of it? Well, this much:

     

    Bravery Damage
    10 0,22
    9 0,56
    8 1,11
    7 1,94
    6 2,78
    5 3,56
    4 4,22
    3 4,72
    2 5
    1 6

     

    The average damage of this spell is actually pretty good against low bravery. At bravery 7, it's on average about the same as Arcane Bolt. But the spell has a few notable upsides in Gravelords. First, it comes from the Lore of Vampires, which means it triggers Locus of Shyish (double casts) about 30% of the time, which pretty much means a 30% damage bonus on average. Second, it interacts with the bravery debuff from Animated Horrors (up to -2 for having Deathrattle or Deadwalker units within 6" of the target). For a target at 7 bravery, -2 would push the average damage to ~3,5 (equivalent to 1d6).

    There are a few other factors to consider, though, that don't necessarily work in favour of Spirit Gale. For one, the spell is a lot swingier than good old Arcane Bolt. Against a bravery 7 target, it deals the same damage, but will deal no damage at all 58% of the time, but make up for it with the potential to spike way higher (up to 5 wounds). I don't know if this is necessarily a negative. Maybe you value potentially high damage more than consistent, but low damage.

    The bigger issue is that there are few units you actually want to target with this spell. A cursory glance will tell you that heroes have around 7 bravery for the most part, but commonly more. All demons and Death heroes sit comfortably at 10 bravery. That takes out a lot of the juicy high-armour targets that you would want to gamble against for a chance at a big mortal wounds payoff. Some good targets exist, like the Leviadon, Stegadon and Ironclad, but you can't necessary expect every army you go up against to have a good target for this spell. However, in the worst case, you can always use it against battleline units, where it will perform decently for the most part.

    After doing the math, this spell has gone up in my estimation from "bad" to "situational". Which really describes a lot of the Lore of Vampires spells. I feel better about them now, though, that taking an enhancement for a second spell for all wizards is a possibility. If you can take two spells and all your Vampires already have Pinions (which is still the best spell), then Spirit Gale is worth considering.

    Yea I've used soulpike almost every game with Belladama and it's been really powerful. Got a unit of zombies near a stegadon in one game and it cast twice (9+) and did like 10 mortal wounds or something crazy.

    Also just FYI, not sure if it was a simple mistake or you weren't aware - it's within 18, not wholly within, which makes it fairly decent range too. It's a very scary spell for anyone with average and lower bravery.

    • Thanks 1
  10. On 6/21/2021 at 12:51 PM, PrimeElectrid said:

    Not only that, but Kroak and Alarielle both stayed the same, Nagash went up by 5, and Morathi went up by only a trivial amount.

    None of this makes any sense. We can all agree that Kragnos was overcosted, but now he has got better, so shouldn’t he stay at the same level, like Alarielle and Kroak? Why didn’t Alarielle come down for the exact same reason? Why did Nagash go up by 5 right after a massive jump instead of staying the same or coming down? Why didn’t Alarielle or Kroak go up by 5 for the same reasons as Nagash? Why only hit Morathi with the 10% bump instead of a targeted nerf? I don’t think anyone was saying Belakor was overcosted in the same way as Kragnks so why did he come down at all? 
     

    And how the flip did Archaon only go up 30 and not the Morathi 10%?
     

    For the most part it is clear that there was some kind of algorithm with tweaks after the fact in particular cases (Sylvaneth and Slaanesh aside), but there is no logic to the above exceptions. It’s pure numberwang.

     

    Nagash already went up by 95 when the soulblight book (intended for 3.0) came out.

    Then he went down 5.

    So he went up a total of 90 for 3.0, which is pretty standard as most stuff on average seemed to increase about 10%

    Might be miss-remembering but I'm sure he was 880 before soulblight.

  11. What are your opinions on the price hike... do you think its some form of summoning tax?

    I don't play slaanesh, but comparing the stand-out units seems crazy...

    230 for 5 slick blades vs 195 for blood knights.

    180 for 10 archers vs 150 for sentinels.

    130 for daemonettes vs 115 for bloodletters.

    It definitely feels heavy handed, I'd like to think there's a reason.

    I have experience playing vs slaanesh and those costs really seem out, I'd put slicks at 170 maybe 180, archers 140, daemonettes 115.

  12. 14 hours ago, Raptor_Jesues said:

    core rules are freely downloadable already, it is explained in the matched play section

    Knew I'd seen it somewhere but couldn't find it again!

    Edit: not sure if I'm being really stoopid. Could you tell me what page/section? I can't even find a matched play section lol.

    Edit 2: saw the post above about YouTube videos thanks. Assuming this will be in the GHB too, as it's not in the free core rules and I cba to watch a 40 min video to find it...

  13. 3 hours ago, BaylorCorvette said:

    Yes for sure. The down side is if you take flaming weapons you cannot be a 1 drop list. Unless you're able to forgo your own spell lore to take one of the core spells, flaming weapon in this case. I've seen people argue that it can go one of three ways.

    1) You get a spell lore from your book, and then need to take one of the new core battalions that allows an additional enhancement for you to be able to take flaming weapons.

    2) Your first spell could be a spell lore from your book OR one of the core spells, such as flaming weapons.

    3) You get a spell from your book plus one core spell automatically (this is the least likely ruling IMO).

    Is being 1 drop so important now? The first turn is just a roll off.

  14. 1 hour ago, Dracan said:

    Question on command abilities, the core rules say

    image.png.18fb7079054496aa7f777b12966ce7c2.png

    If you use an aura command from a character that lasts till his next hero phase, that is obviously his command for the phase.

    However as there are no units who are the target, does that mean units that are effected even though they arent the target can still be the target of other commands? 

    Yup as they aren't the target

  15. 4 hours ago, Gery81 said:

    I was looking at the arcane tome in my LoB list, to give it to a necromancer, so he can cast both van hels, and whatever other spell I give him. Or mystic shield on Nef, if there is no good van hels target. But Amulet of destiny can be interesting if you want to run double dragon.

    Yeah this is going to be great! I'm I'm so happy we can finally have a magic based vampire lord with more than 1 cast! May not be ideal, but who cares I love me a magic focussed vamp.

  16. 10 hours ago, Tizianolol said:

    My dream was they add  belladamma , radukar and other missing models on tts, so I finally can test them !!😭😭

    I've been using a mod called SAGA AOM and they have tons of armies. There's a vampire one with mannfred riding a wolf. I scaled him down to match 60mm and use him as belladama. (He also moves on his base like wizards chess which is cool)

    For radukar I use the big varghulf thing from cursed city and scale it to 60mm.

    I know it's not the same, but it at least looks cooler than a blank base.

    • Like 1
  17. 8 hours ago, SentinelGuy said:

    Or GW could just rewrite the scrolls for named heroes so that they know all the spells from a particular lore. The new Sylvaneth guy has that on his scroll. Wouldn't be surprised if the others don't get the same treatment.

    This could make some way too good to ally in to other armies IMO.

×
×
  • Create New...