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Leshoyadut

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  1. Even if it did modify the roll, that limit only applies to hit rolls and wound rolls. Save rolls have a similar, but different, cap in that they can be modified negatively as much as you have minuses for, but cap out in the positive direction at +1. All others are cumulative. Also, yes, it modifies the Bravery statistic and not the roll, which matters for a couple of spells, as well.
  2. There is nothing about Bravery being capped in either direction in the core rules. So yes, it does stack as it states in the SG book.
  3. This is where I've been on the battle tactic issue, myself. You can't have nothing but slow stuff, for sure, but having 1-2 objective holders is going to still be good as your opponent needs to score battle tactics for points, too. Of course, the issue then becomes that they are getting to engage on their terms instead of yours. I think a bit of screening will help tremendously, though, along with being able to Redeploy the GG when something approaches to give you the engage on the next turn (potentially sacrificing an objective for a turn). Keeping in theme with the MtG deck style analogies, I'm looking at this army as a midrange style (my preferred playstyle, so maybe a bit of bias). Having a versatile list that can reasonably cover being either the beatdown or the control, depending on what your opponent's army does best. So far I'm really feeling a blob of GG and a unit or two of Blood Knights fits that well, along with the obvious blob of skellies or zombies, depending on your preference. The GG are slow, for sure, but with Redeploy, you can (hopefully) get them out of easy charge range if your opponent is trying to engage on them, and then the move+charge on your turn isn't too bad after that. Or, if I need to be the beatdown, the Blood Knights are fast enough to get in there quick and do some real damage until my GG can get in a turn or so later. Trying to test this style in a game against a friend who plays Ironjawz. Sadly, real life scheduling has prevented us from finishing the game so far. Planning to do a full writeup when we do get back to it, but we'll see when that happens. So far, though, Deathrattle Skeletons are insanely durable with even just one Necromancer. They survived with one model left against a unit of pigs and two Megabosses on Maw-krushas because of the Danse. Managed to take off the right models to leave all three enemy units within 3", which was just beautiful. *Chef's kiss*
  4. I didn't mention it in the rundown, but I did bring it up in my response to Neil Arthur Hotep. You're right, though, but the only "squad" that doesn't have a vampire running with them is the Necro+Skellies, and they don't desperately need it to hold a point. Plus, I'm not doing anything especially big with the bravery debuff (Wight King giving -2, mainly, but it has the Blood Knights for a vampire unit), so it's mostly just a small bonus to the list.
  5. I think your math might be a bit off here, because the LoB allegiance ability requires a vampire unit to be nearby for the d3 additional fleeing models. However, including the Blood Knights in your list in the charge with the WK and Black Knights would give that. Even without that, though, it's still ~10 (4+1d3+1d6) models fleeing with the WK plus Black Knights plus Horroghast, which is solid. I've personally been looking at a LoB list that relies a little less on that, though it's still never truly unhappy about the minus bravery aura. General gameplan with this list is to have a couple squads of units. First is the Witch King with the Blood Knights. He's able to keep up with them and provide some spell support for them with Mystic Shield and Prismatic Palisade, while also getting a few bonus mortals on the charge and providing -2 bravery for anything they crash into. He also helps provide that ward save bubble, and is reasonably survivable with 7 wounds on a 3+ save and Look Out Sir! to give a little help vs. shooting. Worst case, if he starts getting low, then he can sit out of melee and still provide spells and ward. My major concern here is trying to fit 11 cavalry bases into melee, but since it's split 5-5-1, coherency at least isn't an issue. Second is the Vampire Lord with the Grave Guard. Not having the points for a Coven Throne with the other things means that I don't have as easy of access to +1 save for the GG, so I gave them shields and decided on a VL for the +1 attacks. They still deal respectable damage with the buff, and don't mind sitting out of the grave and getting shot for a turn quite as much as greatweapons would. The VL has two solid defensive spells here with both Ghost-mist and Mystic Shield, providing help versus either enemy shooting or a bonus against rend, and can just Arcane Bolt if somehow neither of those are relevant. The third squad is the Deathrattle Skeletons and Necromancer. I don't think I need to explain too much here about how well they synergize with each other to just sit on a point and never lose it. In 2.0, I even had a Skele+Necro team wear down multiple enemy units just because they got a few wounds in here and there while being literally incapable of staying down. Lastly, Neferata and Dire Wolves. They don't really go together as much as providing help where it's needed separately. Neferata is super speedy with Pinions and can easily get to wherever her aura and spells are most helpful. Plus she's a monster, which is otherwise entirely lacking in this list, and isn't too bad in melee (though still not amazing, by any means) should the opportunity arise to sneak in a few hits along with another unit. The Dire Wolves just provide a great screen and can help force either a Redeploy or an Unleash Hell before something more important gets in. At 20 wounds over 10 models with a 10" move, I feel like they fit that role very well. I've had some pretty nice success in TTS games with similar lists in 2.0. It seems competitive enough for my tastes while staying nicely thematic.
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