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Ghoooouls

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Posts posted by Ghoooouls

  1. 8 minutes ago, umpac said:

    DoT has auto-unbindin one of their popular subfactions. They also have DDs for auto-unbinding important casts and LoCs ability to change lowest to highest is bonkers for unbinding. Teclis only has one, but one is plenty. Seraphon has global +2 unbinds (maybe more depending on how new Kroak is) which isnt auto-unbind but defintely shuts down a lot of your spells. Sadly +0 casters are in a rough spot, if your strategy relies on them you are in for a bad time. I'll still take necros but they will be kind of a dead weight in some match ups.

    Yea but it has kinda been that way for while with necros and low casters having poor match ups.

    I think +3 with rerolls is better than the LOC ability but I'm not great at maths... average would be 10+? Probably higher with the reroll. Not sure what the LOC average is.

    But so far the only way I can think to get +3 is with wolf grandma and some buffs like a cart, mortis, magic scenery etc.

    Maybe we get an item like the claw from legions of nagash where you stay still but have an aura of +2 to cast. Who knows. I'd find it strange if there were no magic-based artefacts for sure.

    One of my favourite fun lists to use was arkhan, legion of sac, where he could get like +4 or 5 to cast with ease. I'll sure miss that type of army.

    Edit: but hey we have a lot of new toys to try so I'm sure I'll get over it.

  2. 11 minutes ago, FeralMulan said:

    Teclis can, Tzeetch can, Seraphon might as well be able to with all their buffs. These are all pretty popular factions.

    Yeah teclis and tzeentch were the ones I was thinking, correct me if im wrong but Loc can only auto dispel dispel endless within 18, and teclis only has a single auto unbind which yes is blooming irritating, but also could be out of range or need it for a different spell if we bring a magic heavy list.

    Either way going magic heavy vs lumineth with teclis is a pretty bad idea and rightly so, at least we have options to get at him now and disrupt his annoying archer /spear lines easier.

    I actually play against all three of the factions you mention regularly, and I think if we can get +3 to cast with full rerolls that is tasty. It's already easy enough with grandma wolf and some buff units. She's definitely my favourite of the new units.

    There's also a hell of a lot of factions in the game, so comparing or even having the option of being slightly comparable to the top 3 magic armies around is good enough for me.

    I'd just like to see some magic based artefacts and traits, like FEC have.

  3. 1 minute ago, FeralMulan said:

    I doubt that will matter. With Auto unbinds and +4 unbinding anywhere galore, I think spellcasting will have to be a "Nice to Have" rather than anything reliable.

    I can only think of a couple of units I the game off the top of my head that have regular auto unbinds/dispels.

    An extra bonus to cast would be great with the ready easy to get buffs from carts/mortis etc. And rerolls.

  4. 3 minutes ago, Neil Arthur Hotep said:

    A tentative list. Mainly trying to use models I already have:

    Allegiance: Vyrkos Dynasty

    Leaders
    Vampire Lord on Zombie Dragon (435)
    - General
    - Deathlance
    - Command Trait: Hunter's Snare
    - Artefact: Not yet known
    - Lore of the Vampires: Amethystine Pinions
    Necromancer (125)
    - Lore of the Vampires: Overwhelming Dread or whatever
    Vampire Lord (140)
    - Lore of the Vampires: Soulpike maybe?

    Battleline
    30 x Skeleton Warriors (255)
    30 x Skeleton Warriors (255)
    30 x Grave Guard (420)
    - Great Wight Blades
    10 x Dire Wolves (135)
    10 x Dire Wolves (135)

    Total: 1900 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 154
     
    ---
    Filling a Vyrkos list with wizard heroes and Deathrattle to make the most of their allegiance abilities.
     
    VLoZD General to get Hunter's Snare and count for 14 models for capturing. Lance for big charges. Pinions to get where he needs to go. This guy is supposed to be self-sufficient and just run out, kill and capture stuff.
     
    One block of Skeletons gets the Necromancer attached. He can give them Deathless Minions and Vanhel's like usual. Otherwise, he will cast Overwhelming Dread or Fading Vigor or whatever I decide to bring. This guy won't reroll casts because our book is janky, so he need easy to cast spells.
     
    The Vampire Lord moves up with the Grave Guard to give them the +1 to wound, +1 attack and 6+ FNP buffs. Not sure on the lore spell. Maybe Soulpike or Pinions again. He will probably cast Invigorating Aura a lot.
     
    The other Skeleton block and Dire Wolves do whatever. Sit on objectives and screen.
     
    100 points left over for a Corpse Cart, command point, Dire Bats or something else. Taking fewer skeletons or a just 20 Grave Guard might be worth considering, but then I'd have to paint more models.
     

    Remember vampire lords still have the invocation ability to heal the grave guard, so might mean he doesn't have to cast invigorating aura that much and opens up another spell option.

    I think grave guard are going to be pretty damn deadly now, especially in vyrkos.

    Vlozd with the wounds count as models for objectives was also top on my list to try out.

  5. 7 minutes ago, FeralMulan said:

    Yeah this assumes that A.) you are just straight up running at each other on an open field B.) No terrain to mess around with C.) enemy has enough models for your lads to pile around D.) enemy doesn't hurt you BAD before second activation

    Again, I'm sure it has its uses, but it seems way too specific a situation to actually build around. Could be clutch to reach objectives or something, but I doubt I'll use this trick offensively.

    Yea I used that as a sort of 'best case scenario in battle' and 'worst case scenario in terms of distance'. The point is they have a huge threat range, and if your enemy comes within that range they can be great - take my example and then change the distance from 15.9 to 13.9 for example, only 2 inches closer and suddenly its incredibly easy even with scenery etc. A 115 point battleline unit with movement 4 having mortal output threat range of 16 inches is great.

    If they get targeted and whittled down beforehand - great - better than targeting our support heroes and heavy hitters, and the zombies can heal themselves anyway and be healed d3 per turn. That's another benefit imo is the enemy can't really just ignore them anymore and they actually pose a threat.

  6. 17 minutes ago, FeralMulan said:

    If I am using my pile in just to REACH the target I am unlikely to get enough models within 1" for it to be worth a CP. Pass.

    Zombies are on small bases. So long as you get the front rank into base-to-base then the second rank can also attack if you have them base-to-base with the front rank. That's 2 ranks easily fighting even if you only just reach their base with the 6 inch pile in.

    Let's say you have the battalion for +1 attack and van hels up - two very easy buffs, and are 15.9 inches away from a unit of 10-20 guys. You get a lucky run of 6 or use a command to run 6. You are now 5.9 inches away. You pile in 6 and have 2 ranks eligible to fight, assuming it was head on obviously.

    That is 40 attacks.

    Now they pile in again and get more into range.

    That's another 40 attacks MINIMUM with relative ease.

    80 attacks with 6s doing a mortal is what like 13-14 mortals average with potential to do much more, and have other buffs etc.

    If the enemy unit doesn't have a ward save and is just 1 wound, that's a lot of added zombies.

  7. 5 minutes ago, FeralMulan said:

    What's everyone's opinions on the relics so far BTW? Seeing a lot of "Once per Battle" stuff with mediocre effects:

     - Orb of Enchantment - is it worth it, now that it might fail?
     - Grave Sand Shard - 5+ FNP for a turn looks good, but once per battle again. Is it better than perma -1 wound but only against melee?
     - Avengorii is the poster child for this: Once per battle reroll wounds (of 1), once per battle MAYBE D6 mortals, once per battle MAYBE mortals on a charge. Oh and mutations, eat a 1 wound enemy for one healing, once per battle run and charge, and anti magic if next to them. Anyone seeing anything in these?

    Incidentally, did anyone notice that out of the 3 "mutations" only the third one is a mutation? The first two are just "am hungry" and "am late".

    Yea avengori with 3 items all 1 use only is a bit odd, im hopeful we have a table or tables of generic items that anyone can use otherwise avengori looks a bit poop on the artefact front.

    • Like 1
  8. 3 minutes ago, Honk said:

    Depending on AoS3 rules, but right now no...

    usually 3“ to be in combat and 3“ pile in. Some units only have 3“ combat and 6“ pile in, which is a bit sad...

    then now we have zombies (and wolves) that are considered to be in combat at 6“ and pile in 6“...with LoB buff 6“/9“.

    remember that this also doesn’t give you a 3“ charge or something

    How do wolves get it? I've seen a few mentions of that now.

  9. 1 minute ago, Izotzuhure said:

    Silly troll question. If you use the extra 3 inch to pile in trait from Legion on Blood on your zombies (just run your general so they can be within distance, for example), could they simply pile in 9" to an enemy unit after being set up from the gravesite? 

    No as they are only eligible to fight if they are within 6 inches still. That ability only adds 3 to pile in, not to eligibility.

    Would be funny though lol.

    • Like 1
  10. 14 minutes ago, Nactigal said:

    So what are y'all going to order this Sunday? I'm thinking a box of zombies, 1 or 2 blood knights and the vengorian lord.

    Im torn... definitely the tome (obviously)... but I need so much stuff for the armies I want to run and I'll likely spread out my order over the coming months so I don't overwhelm myself with gluing/painting. Also gonna cost a lot lol.

    Off the top of my head I 100% want:

    Multiple zombie boxes (2 minimum)

    Blood knights (possible multiple but I already have a cool converted unit from chaos knights)

    Skeletons (to run as grave guard)

    2x dire wolf boxes

    Grandma wolf

    Radukar

    Lauka Vai

    Mounted wight

    That's just minimum/off the top of my head, I'm sure there will be more. That's on top of my current 2 or 3k of legions of nagash lol.

    I can't afford all that in one lot haha.

     

     

    • Like 1
  11. 5 hours ago, Aren73 said:

    Valid - but both units are same speed until zombies get within 6. 

    For both you have to think of delivery in your list and getting them there. Both units are too slow to reliably hunt enemy units unless you have a solid plan for how they do so. 

    I don't think there is necessarily an overall better option, just situationally better ones. Once the Grave Guard get there they will chew through most things, whereas zombies won't. However, getting them there is the issue. Against some enemies or scenarios either aspect will be more critical. 

    Personally zombies just don't appeal to me so I will be taking grave guard, which by what we've just established seem to be at least on par. If you prefer Zombies then take those - they're not a bad choice either. 

    If your list lacks damage take the GG, if however you want units that are more durable take the zoms. I don't think both units perform the exact same function, there's enough difference to not make one optimal to the other. 

     

    The speed of zombies really comes from their lack of need to charge... imagine you have 20 grave guard 14 inches from the enemy, they move 4 inches and then need a 10 inch charge. Put zombies in the same situation and you can run them (use command to guarantee 6 if needed) but for this example let's say you run 6, so they move 10 inches - this puts them 4 inches from the enemy, during combat they can pile in because they are within 6 inches for their rule.

    They could be crazy fast with lucky rolls like that, makes it hard for the enemy to stay safe, and small support heroes are at a big risk and must stay further away from their chaff etc.

  12. Im really digging a lot of the new stuff.

    The one thing that is quite a blow is that we can now only heal each summonable unit 1d3 max. Beforehand if you had graves nearby and heroes it was easy to bring back like 5d3 skeletons per turn.

    I guess on the plus side, zombies have a much better mechanic to generate returning models themselves.

    Huge amount of different options to go with. They are all going to play relatively differently to what I'm used to but I'm very excited.

  13. Just now, warhammernerd said:

    He is almost certainly still squishy as hell. He falls over to one decent round of shooting and if charged previously he was toast. He is supposed to be the epitome of sneakiness, cunning and underhand tactics. This is wicked and goes a long way to making his actually useable. I only played with previously for lols.

    Now imagine you're an ironjaws player lol.

    He has always been one of my favourite lords in warhammer since the fantasy days, was just hoping for some cool rules to make him useful, not troll rules.

    Either way I'm still gonna use him lol.

  14. Just now, Aren73 said:

    Nah the teleport is pretty good. It means he can't ever die in combat unless you gamble. 

    I think it suits him and means you are free to charge him in to buff his magic while not worrying for him. 

    Or you can use him as an amazing charge blocker. Pop him in front of your valuable units, forcing enemies to charge him instead. Then teleport him away and counter-charge in your turn. 

    It is a very useful rule. 

    This is why I say it's lame and trolly, he is immune to combat now. What some armies will have to ignore him entirely.

  15. 1 minute ago, Liquidsteel said:

    Yeah, I'm still convinced that the intent is for this to be a levelled up retreat and charge and it would make them so much better if so.

     

    Whilst I would love this I'm not sure if they could quite easily be a bit tooooo strong with retreat and charge, but I'm happy either way

  16. 1 minute ago, Liquidsteel said:

    That's interesting, currently, does a normal move specify that you MUST finish outside of 3" in the core rules?

    Yup, there are two options for a normal move if you are in combat, you remain stationary, or you retreat.

    Still, the ability is great, especially paired with the vhordrai dynasty thing where they can get +2 to run - roll a 6 or use a command point and that's 18 inch retreat doing d3 mortals to units they pass over.

  17. 4 minutes ago, BrotherTalarian said:

    For Riders of Ruin, do you think the ability only triggers if the BKs move out of combat and trample models? 
     

    Or does it also trigger if you make a normal move, not retreat, and simply move over models that have fewer than 3 wounds and no mount.

    The article seems to imply the latter, and it makes sense to be able to always trample smaller models during a normal movement. 
     

    Thoughts?

    For riders of ruin to trigger, you must start your move within 3 inches of an enemy unit. This means they cannot move over other models as if they can fly normally, unless they do the special riders of ruin retreat out of combat ability.

    *if this unit is within 3 inches of an enemy unit, it can make a normal move....... if it does so, it can pass over models with a wounds characteristic of 3 or less as if it can fly....*

    So if they do not start within 3 of an enemy unit, they can't do riders of ruin.

  18. 5 hours ago, Doko said:

    Im a bit sad seeing as the blood knigths are 90% the same warscroll than olds.

    Only shield changed to a flat +1 save added in base scroll

    New move trick

    Lost the auto 6" charge for a pretty useless reroll the 6++

     

    Also the new dinasty seems useless,deep strike a cavalry unit with 10" move? Useless,a deep strike for zombies or skeletons would be cool and we lost the +1 attack to vampires for this?

     

    Overall i think old bk in neferata dinasty were stronger than news

    Charge bonus changed from D3 to flat 2, save profile increased rather than +1 to their save is big, 2+ save in cover, ways of making them ethereal etc. Fly over units when they retreat and do d3 mortals to ALL the units they move over, on top of the horses getting an extra attack, the hunger healing d3 instead of 1 and all the other possible rules.

    It's going to be relatively easy to get blood knights to damage 3 and/or 4 wounds each with +2 to run and charge (riders of ruin running/flying 18 inches over enemies and doing d3 to them all will be awesome), combine that with the 3+ save and healing d3 they are amazing.

    Remember we are also yet to see other allegiance stuff, and the abilities they get from killing things is for ALL vampires, not just blood knights.

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