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Sharklone

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  1. This might sound dramatic, but save stacking has dramtically reduced my enjoyment of the game. Noone likes running into immortal monsters. The combo with heroic recovery and the amulet of destiny is awful
  2. If you are playing for fun, I'd be asking your opponent if they can run a more interactive army. While you may be able to win against that army with some clever positioning, I am yet to have a good time doing so.
  3. Finished up my second zombie dragon with vamp. Apologies for the ****** lighting my light box is too small!
  4. love a good necro thread. BLOOD FOR THE BLOOD GOD
  5. Watched my mate vs Lumineth with his Orruks last night on TTS. Unleash hell definitely needs some looking at - Either it needs to change or some warscrolls need to change. Some potential fixes we talked about were; *note* not all of them at once. - hits on 6's only - No extra effects from the shooting (i.e) mortals - Only the unit being charged can shoot. I like the concept of unleash hell, but people are just going to abuse the ****** out of it with certain armies/warscrolls - and not every army has aetherwings or fell bats to sacrifice to unleash hell to protect their damage dealing units. We talked about potential counterplays the orruk player could have done instead - but realistically - he either had to rely on the double turn to stand a chance, or just hope the unleash hell shots whiff. Both players ended the game pretty sour. Not at each other, just about the way the game went. I'm aware the top tier toruney players can probably outplay this mechanic to an extent, but for your beers and pretzels games - it makes for a fairly unpleasant experience.
  6. Allegiance: Soulblight Gravelords- Lineage: Kastelai Dynasty- Grand Strategy: Hold the Line- Triumphs:LeadersVengorian Lord (280)- General- Command Trait: Rousing Commander- Artefact: Fragment of the Keep- Universal Spell Lore: Flaming WeaponPrince Vhordrai (455) in Battle Regiment- Lore of the Vampires: Amethystine PinionsMannfred von Carstein, Mortarch of Night (380)- Lore of the Deathmages: DecrepifyBattleline5 x Blood Knights (195) in Hunters of the Heartlands5 x Blood Knights (195) in Hunters of the Heartlands5 x Blood Knights (195) in Hunters of the Heartlands10 x Dire Wolves (135) in Battle RegimentUnits3 x Fell Bats (75) in Battle Regiment3 x Fell Bats (75) in Battle RegimentTotal: 1985 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 119 I think this is going to be my competitive list. Any thoughts anyone??
  7. Anyone been able to put together a decent Khorne list using just battletom units and not souping in stuff. Our General options for mortals seems awful at the moment
  8. anyone been able to make a decent mortals list? I've been at it for a bit, but without being able to use my karkadrak as general Im just not feeling any of the lists Additionally, anyone got a good daemon list that uses bloodletters as opposed to doggos? I have 40 that have have only ever seen the table through summoning lol.
  9. Update to my Wow Death knight inspired army. finished my first 1K list.
  10. my 1K list is ready for a tourney end of the month. trying to be as competitive as possible because the prize is a dominion box. Rousing commander and Fragment of the keep is on the vengorian lord.
  11. Anyone had any success with a 1K list? I have a tourney end of July for 3.0. The prize is a dominion box so I'm pretty keen to be competitive.. not so keen i want to abandon kastelai at 1k though haha. Im tossing up between a few combos. Vengorian Lord 5x Blood knights 5x Blood knights 3x Vargheists (potnetially swap for a VL for another hero??? 3x Felbats 3x Felbats OR VLOZD (or vhordrai, not sure if the trait and artefact are worth it over him) 5x blood knights 5 x blood knights 3x fel bats 3x Fel bats OR Vengorian Lord Chadukar the Beast 5x blood knights 5x blood knights I have serious list paralysis and need to decide so I can paint up what I need after my blood knights. Thoughts anyone????
  12. I have played against non Teclis lists and they definitely aren't anywhere near as un-fun to play against. You having not used Teclis may be why you dont see the archers as a problem. Without him, they are fine. With him and the combos he can provide its not a real fun game. Quick sample of the spells Teclis can auto cast on a 10. - Reroll all hits on a unit -Good for archers fishing for mortals. - All CP costs 2 for the enemy to use - A unit cannot use or benefit from CA's - Searing white light , usually through a portal. - 5+ shrug to everything within 18 of him - providing protection to the ****** screening the archers - which then makes your ****** trying to clear the screen run away from the cathallar - he can also do a -2 boardwide bravery spell. - Teleport a unit (re setting it up so it benefits from their -1 to hit again) These are the main ones I have seen bandied about and he can pick 4 of them.. Keep in mind you add in the twinstones and everything is casting a lot better. You add in these spells, with the archers ability to snipe ****** and you start having problems. All it takes is a searing white light and a unit of ten archers to more than likely kill a foot hero. For some armies. not a big deal, for others, gamebreaking. Outside of that, they can shoot at a unit that Teclis has decided cant benefit from command abilities, no inspiring presence, they are losing models to searing white light, the mortals from archers and then models are running, with no counter play other than staying away from Teclis. This is before you factor in trying to even get into a unit that the cathalar can just make run away with her 2+ bravery thing. I agree with you that without Teclis there isn't a problem. and he has just gone up in points so we might see some different armies start to emerge. Even Teclis, without the archers is probable fine. Teclis combo'd with the archers is rough. I'm not saying that Lumineth are OP and are winning every tournament or whatever. My original response was to that dude asking if his mate should play lumineth or not. I just think that they can have a very oppressive presence on the table which kinda makes its feel like you shouldn't even bother playing. 3.0 may fix some of the interactivity issues people are having with this army however. The fact that there is a thread in the general forums discussing lumineths rules probably means a fairly large number of people are having problems with it.
  13. Beautiful army mate. The archers in Isolation aren't an issue. You need to include the chip damage from Searing white light and the portal., the reroll hits spells, the fact that foot heroes are unable to get any protection against the mortals being smashed out. You are entirely right though, they are a hard counter to some armies. I think they could do with a point increase. Even if it is just to disuade from the 2 blocks of 20 you see on the regular. If they were appropriately costed, I don't think they would be the firs thing that comes to everyones mind when asked what's an OP unit. You just have to look at Blissbarb Archers and the comparison and the points cost difference between the two. Its unfortunate that Lumineth has garnered this reputation. I also have an OBR army, so I get the frustration that people who play against these kinds of armies. Whats worse sometimes though. is the feeling people get about their own armies. I have it about OBR. I played a few games with them and my mates were just miserable after the game. Which sucks for them... and me.
  14. Id probabaly have him wait. First of all Lumineth are complicated AF for a new player. Second I have 2 mates who play lumineth, and both have shelved them for our casual games because they felt like "that guy", and only run them at competitive events now or when we specifically say we are practicing. Anyone who underplays the 30" ignoring LOS mortals on 5+s as being OP is a lumineth player who hasn't been on the other end of it. Without actively picking the wrong targets for their attacks, it is hard to play them down (archers that is). They also have a couple of abilities that make the game not super fun for you opponent. Mainly bravery shenanigans and stopping your opponents using CP (this may not be as bad in 3rd with more CP.
  15. Some things to note for my fellow noble knights. Ive been trying to be somewhat positive about the changes for our boys but I think we may need a new tome sooner rather than later. - We can only feeding frenzy once per turn now. - Gristlegore seemed like it was going to be the goods, but you cant fight on death if you have used a Command point previously that phase for feeding frenzy, all out attack or defence. 6s also no longer explode on the Maw if you choose to take the 6 mortals instead. - Our endless spells (the chalice!) can be dispelled in both hero phases now. Speaking of, returned ghouls need to be set up within an inch of a model that was already there. Anyone have anything else thats gonna change the way we used to play? Not trying to be negative, just pointing out some fairly significant changes to the army.
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