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deynon

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Posts posted by deynon

  1. 17 minutes ago, Requizen said:

    Not true. The Delusion rule specifically states that "The delusion applies to all friendly FLESH-EATER COURTS units for the duration of the battle", and summoned units are friendly. So they gain access to it with no problem.

    Grand Court Keywords are different.

    True, you decline delusions to take the grand courts. 

    It's the same of "all the flesheater courts in your army". Or the units that you summon are not part of your army?

    If youverify in the text of the summoning: "the summond unit is added to your army"

    So...you can't deny the summoning being part of your army and gain the grand court keywords. 

  2. 20 minutes ago, XReN said:

    Are you serious? WTF people? 

    I agree. Destruction can do even worse with the Ogres, Never seen someone banishing them... 

    It's not like something problematic to kill the monsters.

    1 minute ago, Fluttershy said:

    Idoneth High Tide ability states they "fight before any other units in the combat phase" and they can't fight before units that fight at the start of the combat phase?

    That doesn't make any sense if the start of the combat phase belongs to the combat phase?

    It makes sense. As it makes sense at the strt of the hero phase or at the start of the movement phase.

  3. 36 minutes ago, NoobhammerN8 said:

    Just had a discussion with gaming group, is it clear that summoned units can use the grand court rules? They argue that the grand court rules are added after building the army but before you summon units. I think they should because it says in the summon unit text that they are added to the army, but there is some disagreement.

    So they don't apply also the battle traits and the delusion? Ok, I go to say it to the deamons, so as the revived units for the Stormcasts eternal, idem about the seraphons, and so on...

     

    11 minutes ago, Fluttershy said:

    sorry for bringing up that one again ;)

     

    the new FAQ states

    Q: If my general has the Savage Strike command trait, does it fight before Idoneth Deepkin units using the High Tide ability from the Tides of Death battle trait?

    A: Yes. The High Tide ability does not say Idoneth units fight ‘at the start of the combat phase’; therefore, they fight after anything that is noted as fighting ‘at the start of the combat phase’.

    their High Tide ability states they "fight before any other units in the combat phase".

    AoSDeepkin-Apr9-TidesofDeath6jx11.jpg.89ed959e04c2888ee0fbafa839c02b4c.jpg

     

    So isn't GW stating some kind of sequence here?

    [at the start of the combat phase] - happens right before the combat phase and does not belong to the combat phase

    [in the combat phase] - the combat phase itself

    [at the end of the combat phase] - happen right after the combat phase and does not belong to the combat phase

     

    If [at the start of the combat phase] would be (belong to) [in the combat phase] they would be able to attack first, doesn't they?

    If their ability "fight before any other units in the combat phase" doesn't work why should feeding frenzy work [at the start of the combat phase]?

     

    cph.jpg.a89ec1f266701d5303d4f948254fe5a9.jpg

    Wha'ts the problem about it when it exist from the beginning of AoS about the Hero Phase and the Movement Phase the same?

  4. 4 hours ago, tea_wild_owl said:

    regarding 1), I build a ship(wreck) for my undead army from the idoneth ship, playable as 2 mortis engines (you can separate them). so it's doable :)

    InShot_20181113_131251112.jpg

    InShot_20181113_131106114.jpg

    InShot_20181113_131439190.jpg

    Aarrgh...you almost caught myp project... uff, luckyly  my one is developing in different way, moreover cause the crew and the magnets^^

    Really awesome project anyway.

    The only thing I don't find completely fitting is the dread abyssal part of the model, I don't know, maybe changing the angle.

    Anyway again nice model.

    When I finished mine we can compare them^^

     

  5. 3 hours ago, Lemon Knuckles said:

    Really curious about this too.  I often like to do custom work on my bases, not to be gamey, but because it looks cool.  And now I'm worried I might have f---d myself?!

    Not too much to worry about bases in the tournaments. A lot of the treatment depends on how you relate to your bases. If you use your bases to take advantage from the "conversion" or "appealing" the basing is seen bad, otherways is only welcome and quite praised about.

    • Thanks 1
  6. 1 hour ago, Gdead909 said:

    Hey guys I have a question about Royal Menagerie. So as far as i understand it, in a battalion if the named thing is not in bold then anything with that keyword counts. So if i take AGK on a zombie dragon that should count toward the battalion correct?

    it's the opposite. Only if in the box of the units they are written in bold they are keywords. In royal managerie they are not bold, so no GKoDZ\TG allowed.

  7. Take note that the amount that I say are the conservative estimate^^ (they can be really much more)

    I'll post only Death cause otherway it would require too much time to write also about my sotrmcasts and Seraphons, excluding also other sub armies that I spoil to make conversion but include goblins, orcs, dwarves, deamons, free people, bretonnia, and so on...


    1 Nagash new(to build)

    1 Nagash old

    4 VL/GK o TG/DZ /Vordrai (they are magnetized so I can swith as I want)

    3 Neferata/Arkhan/Mannfred on deead Abyssal (mgnetized)

    2 Melkior on Abyssal horror

    1 coven throne/mortis engine/bloodseeker palankin (magnetized)

    5 Wight kings (converted, on steed and on foot))

    30+ vampires (on steed, flying, on foot at least 10 can also become a eprsonalized verion of the blood knights)

    1 Khalida

    1 Settra

    1 liche priest

    1 Isabella

    1 Vlad

    1 Krell

    3 necromancer

    5 cairn wraiths

    3 banshee

    1 Varghulf courtier

    3 crypht ghast courtiers

    1 knight of shouds

    1 knight of shrouds on ethereal steed

    2 guardian of souls

    1 spirit torment

    1 Chainghast

    1 Lord executioner

    4  Morghasts

    10 black knights/hexwraiths new ones (magnetized)

    70+ black knights (converted)

    3-400 skeletons

    12 skeleton on chariot

    4-500 zombies (normal ones + converted)

    9 spirit hosts

    8 fell bats

    8 bat swarms (converted)

    42 grave guards (21+ old ones + 21 converted)

    50 ghouls

    30 dire wolves (to renew the base)

    1 black coach (old one)

    1 screaming skull catapult

    6 vargheists/horrors/flyers/infernal coutiers/haunter courtiers  (magnetized to switch)

    1 corpse cart

    4 glaiwraith stalkers

    5 grimghast reapers

    20 chainrasp horde


    surely I forgot something

  8. 35 minutes ago, The Nameless One said:

    @deynon Interesting - for me it’s legs that’s the defining characteristic! If your on one leg, then your either  champion (and therefore in a unit) or a haunted/infernal Courtier.

    Wings are the only difference between my flayers and Horrors (so magnetising the arms will do it for me). 

    You're right, I've prepared those models also to be used as Vargheists, so I decided to make the separation on the back instead of on the wings. I could have done  also that magnetization, but I 've chosen differently.

    If you are not interested only in FEC so yes, magnetizing the arms only it's better. Anyway... at elast a couple of heads of some models in the way to have the option of the crypt haunter courtier could be useful^^

    • Like 1
  9. 15 minutes ago, TheArborealWalrus said:

    Greetings my fellow monarchs! I am a recent convert and seek advice for my fledgling court. More specifically with regards to allies.  Does anything benefit us overly much? I hadn't seen it mentioned elsewhere in this thread, so I thought to ask. Our options are somewhat limited (even amongst this allegiance), but I was rather struck by the idea of Morghasts. The reason for this is two fold. 1: Thematically. Some of the flesh eater courts are supposed to revere Nagash as a beneficent quasi-Sigmar like figure. The morghasts are Nagash's enforcers, so to these courts I picture them being seen as holy angels supporting our righteous crusades.  2: Rend. So, we don't seem to have much in the way of rend. Especially not at the -2 level. Morghasts are reasonably fast (sitting between horrors and flayers) and if you take them as harbingers they're much more likely to make those long bomb charges. Especially against the likes of the (accursed) high save models  they could provide that cutting edge … maybe.  Am I crazy? (ironic here , I know)

    Thoughts your highnesses?

    TLDR: Are allies worth considering for FEC. If so, What?

    You can also think to realize some conversion for the morghasts so that they can be some type of corrupted vampires, something like the crypt flyers more corrupted or similar.

    You're ot crazy. I try similar lists usually, there are only two torubles:

    1) The FEC work really ggood with the warscroll battlaions and support each other so you find really few points remaining

    2) the morghasts can't be healed or take the saving fro the deathless minions or similar, so you are to pay a lot of attention about them, moreoveer if you consider that you can only include only a unit of 2 morghast in your list, so you have to see if they can be useful or not 

  10. 1 hour ago, Honk said:

    It is a bit tricky, but think about magnetizing the horrors/flayers... 

    flayer can be quite good not only in the dw battalion, but also as fast harassers or ambushing enemies backlines. The scream is pretty meh, but the mortal wound output in melee can be really good against high armor targets. buff/debuff impacts can be awesome to crippling. with grim garland and black hunger spell crazy mw output , but against 20 plaquebeares just wasted. The roll of a 6 always results in a mortal wound, but still...

    horrors are pretty fast, really gain from a nearby king and hit like a brick...gravestone to the face.  When in doubt, horrors are easier to play, they will smear and paste through 20 plaquebearers in no time.

    But high saves from fulminators, treelords and such filth can ruin the fun. This 3+ rerolling 1s or even 2+ rerolling 1s calls for a mortal wound spam (flayers) or to be buried beneath ghouls...

     

     

    It's easy to magnetize them. I've done it, video in preparation, anyway really easy, you have only to pay attention to the the shoulders to modify them, everything else it's really easy.

    The flyers are not bad if you think about combining the things. You have the Grim garland that can help you quite a lot, moreover you can add as allies skeletons and morghasts that gives other maluses eventually. It also depend on your opponents, not everyone has baravery 10 like deamons and death.

    Something that I find really great about is using the GKoTG general with the majectic horror, in such a way you can summon other 2 units of horrors/flyers to add to your army, so you donìt havee quite to choice, simply to improve what you need about^^

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