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Chronos

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  1. Pretty quiet around here lately, but I had my first game with Nighthaunt against my friends Blades of Khorne. Also my second game in a while and first with the new GHB. My army: His army: I had my Bladegheists in Galletian Veterans with a Magnificent, and he had both Blood Warriors, Skull Reapers, and one unit of Wrathmongers in Galletian Veterans and a Command Entourage. We played Only the Worthy which was quite fun. My thinking with my army was to have a fast flank on the left, and try and get the charges with the BGs and uses the Spirit Torments to support them and the Guardian as well. Note that the Kruciator here is proxied for my other Torment because my second didn't come in yet. Deployment: I chose who goes first and gave him first turn. Not much happened, he just moved up but didn't deploy for a battle tactic so got three points. Turn 1 for me, I took out the flesh hounds on the left, but to wound with my KoSeS is rolled three 1s and a 2 so couldn't get an extra wound, and he took 3 back from Scyla. I did use Spiteful Spirit which took out the Flesh hounds and did three wounds to Scyla. I was worried here that my KoSeS might die, so I took the double which might have been stupid. So, here's what I'm waiting for, big charge on my right with the BGs into the 20 Blood Warriors... Really dumb move. I forgot about Gorefists, but I do know they fight on death. With 51 attacks I caused 9 mortal wounds to myself, I did 8 to him on the charge. I did take out another 11 blood warriors making it 15 total, but his fighting on death, even with -1 to wound took out my entire unit. Just so many attacks, like 4 or 5 each. Was not expecting that! Reikenor killed his Slaughterpriest, KoSeS killed Scyla and healed to full. I got Battle Tactics and 5 points each turn. His turn, basically charges my screens, but gets his other Blood Warriors into my other unit of BG. Bloodthirster charges Reikenor and does one wound, hah! Damage goes back and forth but I'm losing my 'Rasps on the right with one left, although I don't think he charged the left unit yet. BGs and BW trade damage. He can't take the point on the right because I had my GVs on it. So he gets a couple. I think it's around 10-5 for me. Roll for turn and he gets the double. Bad for me. He kills Reikenor in the hero phase with Blood Tithe, moves the Thirster up rather than at the KoSeS and Wraiths. I healed three BGs and CRs. He gets a 12" charge with the Thirster into my BGs, Skullreapers into my Spirit Hosts(think I redeployed the 'Krulghast' Spirit Torment). Reavers charge my KoSeS. BGs still had a 5+ ward so lived through the combats with I think 2 remaining. KoSeS and Wraiths take out the Reavers so he's up to 8 wounds. I think the Wreathmongers had charged the Hexwaiths but maybe killed one. He didn't get his Battle Tactic and got another couple points. I think it was around 10-8 at this point. No more pics as I'm wracking my brain on how to win. Healed 2 BGs, Hexwraiths went 24" to his back objective, KoSeS moved down to charge the remaining BW, he kills my left Spirit Torment in the hero phase, all Chainrasps are dead, Spirit Hosts are dead. I get four points as I hold two and get my battle tactic. KoSeS and the BGs kill the remaining BW. If i can get a double here I've got a decent chance of getting some more points as I have 14 VP to his 8ish. He gets turn four with his second six for turn. Skull Reapers and Thirster charge my BGs and KoSeS. He doens't get his tactic again because somehow the remaining BGs live with one remaining from the attacks as it was his general, he needed to kill them with it. Skullreapers take care of the last one and sadly the KoSeS goes down to a million MW, but he did have 9 wounds at the end. I positioned the remaining Spirit Torment and Guardian so that he couldn't focus one down and couldn't take the point but they take a couple wounds. I couldn't get a battle tactic but get two points, score is 16-10 for me. If I get the double I could get 18 total for a tie... He rolls a one for the turn... I roll a one! Called it there, 18-16 for Khorne if we played it out. Thoughts: Khorne isn't a great match up for Nighthaunt. I have a much better time using my IDK or Fyreslayers, but Nighthaunt is my #1 army now so will be getting a rematch sometime with them! All those attacks with no rend is really a counter to ethereal. Lots of splash MW and fighting on death, yikes. My first game so I forgot some things and didn't position exactly right, in that i didn't get the +1 to wound for the initial BG charge... which maybe mattered. Shouldn't have taken the double, and then getting doubled 2 to 3 hurt very bad. Could have eeked out a tie, but that's how it goes. What I'd do differently: No Reikenor, play much more passively and let him come to me. I really think Emerald Host would help at taking down his buff heroes and maybe chip away at the BT if i rolled a 3+ to get 3 units with the ability. I'm not 100% sure though because Heroic Recovery, but it at least makes him use an action on it. Vanishing Phantasms! As you can see he turtles up pretty well and it's very hard to get at his heroes without shooting, so being able to keep at least a unit of BGs and a ST able to come in from the rear would really mess up his castle, and I did really enjoy the Hexwraith's mobility. I didn't use Vanishing Phantasms this game as I just didn't think it would matter. Never again! I really enjoyed the KoSeS and would like to use him again with maybe two units of Hexwraiths, but I'm not sure if he fits. Using smaller units against Khorne also fed him Blood Tithe points and that allowed him to fight in the hero phase twice, which was big. I wasn't impressed with the Chainraps, but I may try a block of 30 with -1 to wound and a 5+ ward on them next game to hold the line while I spread my army out. TLDR: lost a close game but got tabled. Didn't roll great(some saves rolls were like, 10 dice failing 8 but that happens). Lots of no rend attacks is a good counter to Nighthaunt, and Mortal Wounds. Definitely more fragile than was expecting. If you got this far, thanks for reading!
  2. On second though, just going over my list, I think actually I would drop a unit of Hearthguard and add a Magmadroth Runeson, or maybe even Runesmiter. Give some more flexibility and mobility, and a little distraction.
  3. Sorry to hear that, hope things work out for the best. I'm thinking of jumping back into Fyreslayers this year as I've got about 2000 points sitting around half painted and really like what I see from the new book. Not that I'm going to be chasing tournament wins, but should make for some fun games. I also haven't played much this past year, not once with the last GHB, not a fan of Bounty Hunters and just needed a break. I also find the Krondspine lame. Anyway, I've come up with a list that I can put together fairly quickly with minimal purchases, and it's based on the new points/GHB. Would appreciate any thoughts, although it is pretty straightforward. Should come out to 1970 Points. Basic strategy is to be able to counter attack nicely, and it's not a huge deal if I don't get to choose the first turn. I wet with all Broadaxes because they seem to be able to out damage Poleaxes when paired with the Master Priest ability. Having them at rend -2 2 damage for basically turns 2 and 3 or being able to pair them with Rune of Searing Heat if there is a super tough unit I need to crack seems very good. The Battlesmith might seem a bit redundant, and maybe it is, but I feel like having him be able to put his aura out to my Vulkites will make them last a bit longer, as I would focus on deploying them in front of my Hearthguard to soften up the enemy. The 4+ Rally helps versus shooting and the Nulsidian Icon is obviously great. I'd like to have Curse on one of the Priests, but I feel like if I'm taking Day is Ours( have more Galletian Champs than the enemy) I might want to be able to heal my heroes if I needed to. It would probably be better to get Curse in there and just go with MotF... Hmm. This will probably struggle against some match ups, but I can always tailor it to include other artifacts if I want. I have a Runefather on Magmadroth if I want to change things up, and while playing this and learning the army more I can paint up more Vulkites to maybe try Vostarg in the future. Anyway, thanks for reading, I know it's a smaller community for Fyreslayers but figure there's some really passionate players in it too.
  4. Thanks for the response. I've been doing a lot of research since I posted and think I have a better idea of what I'm going for. I will probably stay away from GoS and instead maybe go towards Hosts Arcanum or Pyrofane Cult, possibly Eternal Conflagration. I didn't realize the Thaumaturge can become quite a little missile battery, so I'd probably look into including him as looking over the new preview for the next GHB those types of heroes will get some extra protection although he seems good either way. I'm a bit torn over Skyfires vs Enlightened, but I think the big damage the Enlightened can do, especially with a save debuff, makes them pretty unique, as Tzeentch have a lot of ways of doing damage from a distance. I'll have to get some models on the table, I haven't played Tzeentch since I shelved them in the Changehost days.
  5. Hey guys, looking to get back into AoS now that it looks like the new season is around the corner and Bounty Hunters is hopefully gone. I'm trying to put the bones of a list together with what I have that can be semi competitive in either Guild of Summoners or something like Hosts Duplicitous or Arcanum. I'm thinking along the lines of: Kairos Curseling Fluxmaster Magister 10 Kairic Acolytes 10 Kairic Acolytes 10 Pink Horrors 3 Tzaangor Enlightened 3 Tzaangor Enlightened Spellportal, Cogs, and Burning Sigil or Simulacrum If I were to lean more into GoS I may remove Kairos and add in a Fatemaster with Arcane Tome, Blue Scribes or Changeling(mainly because I have it painted and I like the model), and switch to two units of 10 Pinks and one of Kairics. Either way I'd be looking at taking Daemonspark, and probably an Arcane Tome and keep the drops low. Get Burning Sigil front and centre in the enemy's army to try and make some Spawns and either start summoning Blue Horrors or Chickens as soon as possible. One thing I worry about is where a lot of the damage will come from. Obviously I'd be taking the usual spells and Kairos/LoC will do a lot of work, but other than that and some other spells I'm not really sure. I'm personally not a fan of taking an Incarnate, good as they may be. That's why I've added the Enlightened on Discs, as I think they'll still pull a lot of weight not in BH and can focus on units I want gone. I wouldn't be against putting them all in one unit, etiher. Of course things could change a bit with the new GHB, but it looks like it's more focused on the smalll heroes and shooting, which may well give Tzeentch and magic a small boost. Anyway, I'd love to hear anyone's thoughts, thanks.
  6. Yes, it stacks, and you can pick, so if you rolled an 11 for the charge and don't want to strike last you can use that as a -1 to save.
  7. Here's a list I'm thinking about building towards to get a general sense for the army and use to tweak as I get some knowledge and experience. Any thoughts/comments are appreciated. I'm looking to go for kind of two spearheads. Mounted heroes can engage and harass the other bounty hunters or deadly units and keep the enemy pinned. KoS and Dreadblade hopefully have some staying power with their abilities and artifacts, and Reikenor can get off a Purple Sun pretty easily if necessary. I'd expect to get at the least three units charged in for some extra rend hopefully. The other 'detachment' can hold the fort and cap objectives. Both units of Chain and Grimghasts have pretty good staying power with -1 damage and possibly -1 to wound and 5++, and the Grimghasts can get in basically all their attacks for a lot of damage. I would probably consider keeping these two units off the board to start. Changes: I could easily drop the KoSoS and the Grimghasts to fit in more Chainrasps for cheaper bodies. I'd consider something like: This gives me more bodies but less of a mobile spearhead. I'll probably try both of these down the line as I like all the models. Also, in a more casual setting I'd probably leave the Purple Sun at home for some Chainghasts(in the first list). Thanks.
  8. Well it's nice to see I've been on the right path with making my list, as I'm thinking down a similar path, minus the Morgul. Interesting that there is no unit of Spirit Hosts, it seems hard not to include them for me. Kurdoss seems like such a can opener, and with Purple Sun can really get crazy with rend, even though he doesn't do much else. Thanks for sharing.
  9. Is it almost a requirement to put in Purple Sun in this army in a competitive list? Seems to go perfectly with the charging bonus obviously. Also, what are you guys thinking for heroes? I'm tempted to take six if I can afford it but I don't know if that's too many
  10. Hey guys, Jumping back into AoS after a small break and trying to get a handle on the new GHB while finishing my Nighthaunt and I still have a lot to buy. I'm trying to get an idea of what I'd like to start with with initially as I might have a small for fun tournament coming up in a few weeks. As far as list building for the new GHB and battalions, what are your thoughts? I'd be going with Emerald Host, considering running two blocks of Chainrasps at 30 and 20 as my GVs in the battalion. I feel like they can take quite a bit of abuse with a 5+ ethereal and 5+ ward. I have two boxes of Hexwraiths, along with a unit of three Spirit Hosts. As for damage, I'm wondering if hero-hammer might be the way to go with what I'm thinking. It's pretty easy to get our heroes to 2+/2+ and generally with multiple charges at least rend -2, and -3 in many cases. I think this could take opponents by surprise, but I'm not 100% sold on it. Although having a little 25ish wound deathstar that's very easy to maneuver and keep in range of everything seems fun. They'd be at -1 damage, +1 hit, +1 wound with the spirit hosts taking some damage as they can, and possibly -1 wound in some cases as well. The heroes essentially would be Reikenor, KoSoS, GoS, Krulghast, Spirit Torment, and Dreadblade Harrow. Make it three casters so throw some spells around. I would like to add in Kurdoss maybe but that takes points from elsewhere. Everything is still so new so I'm just here trying to get ideas before I spend too much, but ultimately I think all these heroes and good anyway and I'm sure many lists will use Chainghasts in some number. The other option would be to double down on a defensive horde list with Lady O, and maybe two Spirit Torments and weather the storm as long as possible! tldr: Do you think a group of heroes can work pumping out debuffs and damage buffs? Do you think Chainghasts can stand up to bounty hunter charges if required(although I'd try to engage those units with Hexwraiths/Reikenor first)? What kind of list composition are you thinking for the new GHB?
  11. Definitely thinking along the same lines. I'll be really interested to see how you do.
  12. I just realized that Jordan at Season of War posted a recap of his 5-0 list and games on their youtube, and he touches on some of the things I had considered. Since he's an infinitely better player than me I'd definitely say go have a watch/listen. He used the two boats really well and I hadn't even considered them in my plans, hah.
  13. Had my first game in a while and first game with new IDK against my friend's Blade of Khorne. I took an Eel heavy list with King, Lotann, 6 Morsarr, 3 Morsarr, 20 Reavers, and 2x2 Sharks all in a one drop. Quick synopsis, we were both pretty rusty, but his turn two he failed a re-rollable 9" charge with his 'Thirster which really hurt, although probably wouldn't have changed things too much. I took out about half his army on one side by the bottom of turn 2 using the King's ability, and won the roll off for turn three and he conceded. Lucky, but that was actually part of my gameplan: go one drop, give him first turn in the first two rounds and try for winning three. My takeaways are pretty obvious: Blender King is ridiculous but very susceptible to mortal wounds and chip damage, Reavers do some really nice damage, they killed about 13 Blood Warriors in 1.5 turns including them getting charged, Sharks are nice damage but I didn't really get them into combat, and 6 Eels is just impossible to all get into combat effectively dropping their damage output. I think going forward I may change things up and take more Namarti. 20 Reavers wil probably be a staple for me, they just add a nice element to keep my opponent honest. I'd also like to keep close to four Sharks. Need to get my Turtle painted up too and try it out. I'm kind of leaning towards a lot of Vinny's conclusion in that IDK seem like a good shooting army with decent melee damage to sprinkle around. I'm also not 100% sure the King is an auto include, but I don't have enough games in to know for sure. Two lists I may build towards without Eels that are similar but different Enclaves, please let me know what you think! Nautilar: Blender King, Lotann, Leviadon, 20 Reavers, 20 Thralls, 3x1 Allopexes in a one drop. Morphann: Soulrender, Lotann, 20 Reavers, 20 Thralls, 10 Thralls/Reavers, Leviadon, 2 Allopex, 1 Allopex, one drop, possible turn the Tides. Both are 1960 or 2000 if I sub in the extra Reavers instead of Thralls. I feel like the Nautilar list gives me three good hammers and the Sharks to harass, and a good amount of shooting. The Morphann is interesting, especially flipping the Tides, it makes my opponent either wait for turn three to really engage and get shot, or if they do get into me turn two which seems to be when things start to go down, I've got my Namarti on probably 4+/5++, making it 3+ if needed and near the Turtle, and then bringing 4-6 back, with the ability to throw out another 5+ Ward if needed, pluuuuus getting a cover save in round one if alpha'd. Not that the Namarti become HGB of old, but could probably surprise an opponent and then get striking first probably on 3/2/-1/2. What I'm not sure about is bringing in two Soulrenders. I worry it wouldn't be worth it but then again, bringing back 8-12 Namarti automatically over two units is pretty decent. I'll have to get moving on my Turtle and get some games in.
  14. Yeah, so you lose out on the blender King, but he still does good damage without, and can get the fight first in the first turn if you want, or third. Too bad Volty's ability is only once per battle!
  15. Yeah I'm excited to use the turtle, it'll be the next thing I paint after my two other sharks are done. Only thing to consider is that flipping the Tides really nerfs the King's damage in comparison to not, because you need the command trait now... that really sucks, but I think the more guaranteed damage from the unit hitting turn two makes up for it.
  16. Hey guys, I've been finishing up my King and now onto a couple Sharks before I get my first game in, hopefully this Wednesday. Let me know what you think of the list, not sure who I would be playing. I'm also considering trying a flip the tides list. The trick is, in my mind, to get the Morsarr Guard to be battle line, and unless I'm mistaken taking Volturnos should accomplish that. Interested to see anyone's thoughts, considering I haven't seen much discussion around turning the tides. So you're really just hitting the enemy with three big hammers and two smaller hammers turn two trying to cripple them completely. I'm not sure whether it would be smarter to go first or second in turn one, but you really have to make sure you get everything in turn two. Could possibly try and get the King and a unit of something in turn one knowing you'll have High Tide anyway turn two. Volty's ability is still pretty strong, and it ups the damage potential of 3 Sharks or 6 Eels to do around 30 damage to a 4+ or 23-24 to a 3+, not counting mortal wounds, but counting shooting from the Sharks. Realistically it will be almost impossible to get all three units withing 12" for the +1 attack, but its definitely possible to get two units plus either himself or the King, who still do decent damage. I'll probably try it once I get Volturnos built, and also would like to try with the turtle. You lose a lot of tech and it's all or nothing but could still be fun. Taking Nautilar also gives the ability to split a Morsarr unit, or you could take three regular Allopexes in Fuethan rather than the Shiver.
  17. Right, but you pulled it off so it looks exactly the same. That's nice work. What are you thinking of taking for a leader(s) with three turtles? A King and maybe something else?
  18. Yeah I was talking about Tsunami. I never thought about the teleport! That's a good play. I think with 12 wounds and a 3+/5+ the Eidolon could take a lot of damage and survive, and easily heal up afterwards. I'm no expert, but just looking at the book, it seem to me you have to be somewhat careful if you are waiting until High Tide in turn three. That might not be so bad with more Sharks and a Turtle or something, but if you get stuck in with Eels and a King, it would be easy to get counter charged and do no damage back.
  19. I'm trying to figure out the best list to flip the Tides. It's still such an amazing ability, but sadly you don't get the super-killy King. Instead I thought about using him as a buff/debuff piece, and with Flaming Weapon he still hits ok. I think the best way to work it with a hard hitting and mobile force would be using no Namarti other than the Tidecaster. Also, unless I'm wrong, having Volty will unlock battleline for the Eels. This list hinges on that so if I'm wrong, well... Best I can come up with: I've found it hard to include buffs from either Lotann, or either Eidolons in this list. As awesome as the Eidolon of the Sea is now, he can't get you the debuff in turn one, but is actually pretty good as a defensive option if you got charged turn one. Volty instead gives the +1 attack to the Morrsarr, which is a huge boost, either turn one if you rolled well or turn two. The Morrsarr sacrifice damage in turn one, but two units can still on average down a Mega at 3+ save. The extra attacks will boost damage on a unit of Morrsarr by over 7 on average. If not getting the double into turn 2, damage can be lessened by having the King around, and he's already done his thing with the Tides, so if he gets focused down it's not a terrible loss. The -1, d3 damage attack from the Eels themselves is pretty decent, and the Ionrach ability will allow a unit of Eels to get out of combat if they are stuck in. Turn two, you could be doing upwards of 70-80 damage against a 3+ if everything gets in. Ishlaen are there to basically get in the face of the enemy and try to reduce any incoming shooting turn 2. I don't know if it's really worth it to lose the utility of say having the smashy King, Lotann, and the EotSea, but then you have to navigate to turn 3. Tough to say.
  20. Looks awesome! I really like the turtle skin and the bases are great too. Gotta respect the dump truck play style!
  21. Thank you! I don't know if I missed that or forgot about it as I have been taking a break, but good to have it cleared up. I'm trying to consider what the best way to start the game is turn wise in order to maximize the High Tide. It seems to me to be better to not be charging turn one unless you're going against another alpha strike army and want to take out a big target right away, but then you're open to a counter charge. I feel like the perfect scenario is getting the double into turn 3, but that's obviously extremely unpredictable. This way you would use the King's Lord of Tides along with at least one other hammer(in my case I'm thinking 6 Morsarr Guard), and wipe out whatever you want turn 2. Then get the double and charge with everything and probably win the game. But not getting this perfect set up, it's not the end of the world to not get turn 3 because you'll still get ASF against most of the game, and I feel like having hammers together helps mitigate the losses you'll take if you get charged turn three. So what if you go first turn 2? You kill whatever you want with your hammers but then you get counter charged if your enemy is good. Possible lose a hammer. I feel like it might always be better to try and get the second turn in turn 2 if possible, almost always. Against something like Ironjaws I'm not really sure the best thing to do. Strike them first or go try to find behind screens and take out a mawcrusha bottom of turn 1 and maybe another unit or two if you get a 5-6 with the King? I'm rambling a bit, but I did find it tough sometimes with the old book getting to turn 3 intact if I wasn't flipping tides, so I'd like to get some of your thoughts on working this out!
  22. Hey guys, I have a question about mounts getting buffs. Does Unstoppable Fury affect the mounts attacks as well, or just the King's weapons? What about things like Best Day Ever? Obviously the King's ability +1 to hit specifically states it doesn't affect the mounts, but I thought everything else affected ANY melee weapon on the profile. Maybe I'm missing something!
  23. Thanks, I'll post back. Still painting and assembling, and will have to wait for some Covid restrictions to lift before a game gets played but hopefully soon.
  24. Hey, can I get your thoughts on a 1000 point list for an Escalation League? Like most people I've probably been overwhelmed by the sheer amount of choice. Here's what I'm thinking: Legion of Night Necromancer - General, Unbending Will, Decrepify (or Overwhelming Dread). Vampire Lord - Shard of Night, Soulpike 40 Zombies 20 Zombies 30 Skellies 10 Direwolves Comes to 1000 points, 120 wounds. Hunter of the Heartland probably for the Zombies and Skellies unless I want to one drop. I feel like it's a lot to deal with in 1000 points, even if some opponents might lean into monsters. The secret hammer is the 40 Zombies and maybe even the 20 Zombies when buffed. Legion of Night gives me some cheeky tricks against shooting units(deploy the 20 Zombies close to their back-line) and a little more resilience against shooting in round one. Also, I chose to make the Vampire Lord more of a buffer, so went with the Shard to be able to give a 2+ unrendable save versus non-mortal wound shooting if I need. Skellies are there to basically live all game and be extremely tough to deal with, Direwolves give me more speed if I need to hit some low armour units. This also gives me the base of the army as I move up in points. Would love to hear anyone's thoughts, thanks. Also, can Deathly Invocation be used by both heroes or just one?
  25. I don't know... +1 to wound for basically the entire army is pretty great. The utility of the 5+ ward, healing, flying, and retreating and charging, plus taking Orb, it;s a lot of utility. Also no diminishing warscroll, but no monstrous actions on the otherside. I definitely think the Eidolon is worth it, but can see how taking two turtles would be worth it as well.
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