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Leshoyadut

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Posts posted by Leshoyadut

  1. 1 hour ago, RocketPropelledGrenade said:

    Gave the new book a run at the local game night. Only got one match in, but it was a really fun close one. Prize of Gallet, 19-24. Couldn't pin Durthu down and so he eventually took me apart, but it was a great match and it would have been 22-24 if I'd tried for Empire of Corpses as my grand strat over Lust for Domination.

    New Skeletons were MVP, in comedy value if not otherwise (actual MVP was probably Neferata). The other guy was running Ravenak's Gnashing Jaws and ran these 4" movement models over like four turns in a row without wiping out the unit. Unfortunately for him, there were no other good targets nearby for any of those turns. It was hilarious watching them just die and come back and die and come back.

    How big of a unit were you using? I've been mostly seeing folks use blocks of 20, and I haven't gotten the chance to test out a unit of 30 with the new book yet. I feel like this means that 30 is probably overkill (or at least viewed as such by most people) on unit durability, but I want to know how it actually performs.

  2. 1 hour ago, Tizianolol said:

    Guys can a VLoZD from LoN do new monstrous rampage from LoN ? Or its about  a ZD or Terrorghaist ?

    Any monster that can gain the Legion of Night tag can do it. So a VLOZD can, but, say, Neferata could not because she can't get Legion of Night.

    • Like 1
  3. 1 hour ago, RocketPropelledGrenade said:

    If you were determined to stick with Legion of Blood for a 30-block of Grave Guard, I'd probably go with the mounted Wight King for the slightly larger base and the much better mobility, for the synergy with LoB conditional battleline, and for his higher wound availability both normally and immediately post-recursion.

    I'm pretty set on LoB, yeah. Though a problem with this suggestion is that my WK list doesn't have the points for changing it to mounted. I'm also actually into the exploding 6s it gives to my bone boys and don't really like any of the LoB CTs, anyways. They're all very specific and finicky. Part of me thinks Battle-Lust on the WK to re-roll runs so he stays in range of the GG is the best choice there, tbh. The subfaction bonuses, heroic actions and artefacts can all work with everything else just fine, so I'm not terribly fussy about the identity of my general in LoB.

    But it's just something I'm looking to experiment with, and I can iterate on it after trying it out. That's what Tabletop Simulator is for, after all.

    • Like 1
  4. 33 minutes ago, TechnoVampire said:

    I just realised that invigorating aura has been removed from the book, I rarely used it before, but with a keener focus on summonable units and recursion will people be missing it? I always thought it looked pretty strong.

    With how many wizards we have in the army, it was generally pretty easy to get one of them to cast it, especially with the bonus it got from having heroes (which we also had a plethora of, even before Cursed City). I ended up using it a couple times a game on average. But with access to easier and more consistent Endless Legions recursion, I don't think I'll miss it a great deal, especially with Deathly Invocation now healing straight up 4 wounds inside of gravesites. Our other options are more consistent and bigger than they were, so I don't think we'll need Invigorating Aura anymore.

    Now, for where I'm at, these are the two lists I'm kinda initially thinking of. I have most of the models for them both, I just need to assemble and paint (basically where I've been at for a long time already).

    Spoiler

    Legion of Blood for both

    Neferata (390)

    VLOZD (440)

    Vampire Lord (130)

    Wight King (135)
    General

    3x Deathrattle Skeletons (255)

    1x Black Knights (110)

    1x Black Knights (110)

    3x Grave Guard (420)

    1990/2000
    120 wounds

    OR

    Neferata (390)

    VLOZD (440)

    Vampire Lord (130)

    Mortis Engine (230)

    3x Deathrattle Skeletons (255)

    1x Black Knights (110)

    1x Black Knights (110)

    2x Grave Guard (280)

    1945/2000

    117 wounds

    I really do like the 30 Grave Guard pile, that was something I enjoyed early on after the 2e book released. With shields now changing the save instead of giving +1 to saves, I think they're in a better place, but the 2" reach with great weapons is hard to pass up on a 30 block. Even with just 20 of them, fighting three ranks deep sounds preeeeeeeeetty good. Mortis Engines also seem pretty neat, and I think it would fit well into this grindy setup.

    I also want to do a more Black Knight heavy list at some point, but I just miss my hordes of chaff and want to do something with them first.

    • Like 3
  5. 17 minutes ago, JackStreicher said:

    🤔 waaaait a second

     

    🤫🤫🤫🤫I love it, but if you tell the secret tech they’ll take it away from us

     

    my Kosargi finally had a glowup!🤣
    image.gif.4af4762a1b9bfc22a7d978df3d0ec2c4.gif

     

    now some secret tech for the Vargskyr pls :D

    It also currently works with Corpse Carts, so you can have a unit of 4 Corpse Carts pretty easily.

    • Haha 2
  6. 10 minutes ago, TechnoVampire said:

    bring back one summonable (chaff) unit that’s been destroyed at half strength once per battle round on a 4+ or a 3+. 

    It's once per turn, not once per round. It's every movement phase.

    Quote

    are these interesting or exciting?

    Personally, yeah. I'm hyped about these things. I also love how the new Hunger gives our big heroes a ton more staying power in a combat. Even helps Vargheists (who now get it) and Blood Knights. More reliable regen through Deathly Invocation is great, too.

    • Like 4
    • Confused 1
  7. 8 hours ago, FeralMulan said:

    Okay ladies and gents, I've had my first game and here are my thoughts/observations:

     - I was playing Vyrkos, and while initially I was down on the Trait change, the sequential activation is amazing. You are able to set up some lovely little Deathballs and get the most out of your buffs, it was magical.

     - We definitely seem to be an attrition faction now - most of the damage buffs are gone/fairly anemic, but the healing and the regen feels so much better. I was playing into new OBS (who have some INSANE abilities, btw) and I just ground him down.

     - The +1 to Ward Vyrkos Relic is real clutch on the Wight King.
     

     - Vengorian Lord is still just a damage sponge, barely did anything all game but never came close to dying.

     - New spells feel far better, the extra effects on 9+ are great when they happen, but don't feel essential. Spirit Gale is real nice to add to the attrition, Vile Transference is clutch against a lot of Centerpiece, and all of the Deathmage ones are great. Especially Fading Vigour can insanely mess up your opponent's elite units. 

     - Belladama Volga is still the greatest, her exploding 6s spell having a 24" range makes her a phenomenal support unit - especially since she can heroic action D3 Dire Wolves into existence each battle round to keep her safe. Would recommend.

     - Grave Guard having 2" wepons is sweet, but hitting on 4s feels rough. Essentially needing All out Attack to be efficient is not the best. Being able to get the +1 attack from a Vamp Lord without CP spent IS the best, however

     - Lot of our Battle Tactics are pretty pants. Very situational. Ended up only using one (have a Summonable unit die) and it still felt like giving my opponent too much control. Grand strategies are better: Empire of Corpses is a near Guarantee with the new mechanic, and Lust for Domination plays into our attrition playstyle.

    Hope to get some more games in with different subfactions and report back. I'm feeling positive!

    This sounds like everything I want from the army. I love me a grindy playstyle. Great to hear it was a positive experience!

    • Like 2
  8. Just running some calcs on the new sword vs. lance on the VLoZD. This one is just a VLoZD normally.image.png.b3e626bd2198e2ffc5ae78d6970300ee.png

    This one is in LoB.

    image.png.5a354f45915584e40a3d44015b7840e4.png

    I think the lance is better against 2+ and 3+ saves because of the relatively small difference in non-charge damage vs. higher charge damage, but at 4+ it starts being worse overall, and at 5+ and 6+ it's worse even on a charge. If you know basically all of your opponents are going to be fielding 2+ save things that need to die, it could be better to have a lance? But it seems like sword is going to be the commonly correct call into either a more varied field or an unknown field.

    This is also ignoring any other buffs which would even them out relatively, like AOA, but would still place the sword above the lance in raw numbers. Something like Flaming Sword would put sword even further ahead because it has more attacks to gain from the bonus damage.

    Also, their spell seems...decent now? It does an average of 3 MWs, which isn't too bad, but casts on a 7. Including cast chance, it does ~5% more damage than an Arcane Bolt released in melee (1.666 for AB, 1.7499 for CoE), and about 109% more damage than a ranged Arcane Bolt (.8333 for AB, 1.7499 for CoE). In exchange, it can cast at an 18" range. When in LoB, if cast out of melee but released in melee, that changes to ~18% better than AB (1.8334 for AB, 2.1666 for CoE). Still a bit swingy and unreliable, but not bad on average. Comparatively, Flaming Weapon adds at least 1 damage on average, going upwards of over 3 damage, and casts on a 4, when in LoB.image.png.b40207967eab71a1c41e9c3b2d229827.png

    Even outside of LoB, it adds almost as much (1 attack on the sword doesn't make a huge difference for Flaming Weapon).image.png.6235e24aaab7e8b0795d48bace939ae2.png

    All in all, I think sword with Flaming Weapon is a solid choice for a VLoZD. It works as a decent hammer relative to our other options and has good staying power with The Hunger giving it, on average, capped (or close to) regen every turn, though I'm not sure it's worth 440 points. But given the strong grindy game our army seems to be leaning toward, it may fit very well into what we have as a solid anvil. I think it's worth trying out, at the very least.

    • Like 2
    • Thanks 4
  9. I just want to say that I'm in love with the Coven Throne warscroll spell and I don't care how impractical it is in actual play. The fact that I can just get a free Vampire Lord by killing a <7 wound hero with a d3 MW, 12" range spell is amazing to me and I'm going to try making it happen at least once.

    • Like 2
  10. Reading the changes and seeing people be all doom and gloom about it both here and on Facebook makes me wonder if I'm reading the same leaks as everyone else. While some things definitely got a nerf (zombies without a corpse cart, greatweapon grave guard damage), a lot of things got changed to be a) more consistent, b) more powerful, or c) both.

    Neferata in Legion of Blood is a real monster, Manny still seems solid and can still teleport when in LoN, Lauka Vai and Vengorian Lords both got buffed, a lot of the subfaction traits, CTs and artefacts are better than they were (or mostly a wash at worst). The Hunger got three noticeable changes, all of which for the better, imo: it's instant, doesn't require you to kill a model, and is based on damage you dealt instead of a d3/d6. Vargheists got hangry. Zombies lost some damage on attack, but became painful to attack. A bunch of warscroll CAs just got turned into either passive always-on effects (like Neferata's Twilight's Allure) or into once-per-turn-per-unit abilities (like the Vampire Lord's +1 attacks). A lot of great stuff is in there that, in my opinion, far makes up for the losses.

    While some of the losses will be felt because they could be fun tricks to use, the new stuff just looks good. Honestly, the reaction to this book feels a lot like the reaction to the current book, which turned out to be pretty solid for a while after it came out. It's showing its age now, for sure, but it was actually good until the Bounty Hunters attacked until design improvements/power creep passed it by, which is always going to happen eventually.

    • Like 8
    • Confused 1
  11. While the WarCom article mentioned rules changes in the section for OBR, they only said warscrolls, pitched battle profiles and Path to Glory changes for Soulblight. Obviously we need to take anything WarCom says with an entire salt lick, but I feel like it's probably a good rough idea of what we're getting changed. I would of course assume the White Dwarf changes, PtG stuff, and adjustments to points and warscrolls. I would not be surprised if the pitched battle profile changes included something for Zombies and/or Skeletons (poooooossibly Dire Wolves?) to get additional free reinforcements in appropriate subfactions. Beyond that? I really don't see much.

    I could see the usual cutting down on artefacts and subfaction traits in a specifically 3E book, and I'd love to see Endless Legions get adjusted to be a little more reliable, plus a revision on some of the spells. These are all relatively simple things for them to change that wouldn't take a lot of new design work and testing to add, and Endless Legions/Vampire Lore changes would help all of the army at once. But again, I'm not going to expect a whole lot.

    • Like 1
  12. The hero is kinda whatever. Beautiful model, but once more just feels like they planned wayyyyy more than they used for Cursed City, and that's all we're gonna get for a while. It's cool and I do like the wolf themed vampires, but I want something different if they are going to give us something. But ultimately, we don't really need more new models with the relatively recent refresh. They can only give so many new models at a time, and other armies need it more than we do, as much as I want some new Grave Guard.

    Honestly, the thing for me is that there are so many warscrolls in the army that are close to being good (at least casually, if not competitively) and just need a touch-up. I'd love to see them do a little tweaking, like DoK got with their newest tome, and I really don't want any major overhauls because the army feels generally good despite not performing quite as well as I'd like.

    Buuuut I don't really expect much. Like you say, I'd be surprised if the new tome did much more than incorporate the White Dwarf stuff. A man can dream, though. A man can dream.

    • Like 1
  13. 3 hours ago, Sception said:

    (including the start collecting wight king - purchased off ebay since it's still not available on its own from GW)

    Which is honestly a real shame. Love the model, and I enjoyed using it in some armies before the current GHB. Really wish they would add it to the store at some point on its own.

  14. 6 hours ago, Sception said:

    All that said, if we do get a new battletome in September/October as rumored, I wouldn't expect any significant changes to it.  It's too soon for us to be getting that much dev attention, especially given the rather packed new release schedule in 2023.  If the rumors come true, then what I'd expect is effectively a reprint of the current book, but with some or all of the white dwarf updates folded in, plus a new warscroll for just the new skeletal crossbow unit if that gets to be a thing, but nothing more than that yet.  Any hopes for more significant changes or additions to the existing SBGL rules will almost certainly have to wait for the next battletome after that, possibly as late as some time in 4th edition.

    I'm in a similar boat to you on this. What I would expect is something along the lines of the most recent DoK battletome if we get one this year. A number of small changes that add up nicely to a more well-rounded army, but no truly significant changes to shift the entire meta of our army up. I would love to see some number of the changes I talked about in my previous post, since those are, I think, generally reasonable in a relatively small shakeup tome like we could expect. Better supporting our weaker units/heroes, but I don't really dislike where we're at overall as I tend to enjoy our playstyles even if I want just a tiny bit more oomph.

  15. As much as I would genuinely love a bit of a tune-up on the SB tome, I would actually be a little sad if we got a new tome before OBR and FEC, since they've both gone much longer without a new one than we have.

    But, you know, if we do, then a small buff for Deathrattle would be real great. I'm totally fine with them being ultimately subordinate to the vampires the faction is named after, and I'm not looking for them to necessarily be usable entirely on their own (though I know plenty of others would love that), but Black Knights are pretty wimpy compared to their lore and Deathrattle Skeletons could use a little love. Obviously, Wight Kings are in dire need of something, too, beyond just making Grave Guard battleline as a general (though I do love my 30 block of GG).

    I think just giving Black Knights more damage, improving the reviving ability of Skeletons (or possibly their save, depends on what direction GW wants to go), and giving the Wight King a real CA would all go a long way toward making Deathrattle a lot more robust of an army choice. Possibly also making the Wight King a little scarier in melee, but the CA is the big one and for a small hero they're actually not terrible in melee.

    Black Knights getting damage and speed over Blood Knights having durability and self-healing would make them different enough pretty easily. Skeletons having more durability or self-reviving would make them a more distinct option from Zombies which do more damage and take Vampire Lord CAs better. Maybe have the WK CA be, like, improving rend for a melee weapon (all melee weapons?) on the receiving unit or something; give the option of improving quality of wounds instead of quantity like the VL gives, which would also fill a minor gap in the army's damage profile, imo. I think those would be good directions for the units that would avoid stepping on the roles of other units.

    Then, as @TechnoVampire mentioned, improving the Lore of the Vampires would be great. I don't even know where to start with it, the only good spell is Pinions, and everything else is, at the very best of times, extremely niche. Needs a full overhaul. Buffing the Corpse Carts, Palanquin, and Coven Throne would all be great. Making the VLoZD a little more consistent would be sweet. Lauka Vai and the other monsters could use some small tweaks, too. Various little things like that to help the less-used units, though they're generally speaking not terrible, just not quite good enough.

    But again, I want OBR and FEC to get their tomes. They are much more in need of it than we are, even if we aren't doing great in the current GHB meta (which will hopefully be changing soon, GW).

    Also, this post got way longer than I intended. I guess I had more thoughts on the faction's balance than I thought. 😂

    • LOVE IT! 1
  16. This GHB is definitely why I've been playing DoK in my games the last several months. I really enjoy Skeleton horde style most in SB, which already wasn't a top tier strategy, and Bounty Hunters kinda dumpstered them. While there are other viable strategies in the army, I don't like them nearly as much. Very much looking forward to the season change.

    • Like 3
  17. Since I don't fully understand your question, I'll just break the ability down as much as I can.

    Whether you actually run and charge or not is completely independent of you being able to use a command ability with the Vengorian Lord.

    At the start of your hero phase, you roll a die. If the result is less than or equal to the battle round number, Undeniable Impulse is active until your next hero phase, when you roll again. If the result is greater than the battle round number, Undeniable Impulse is not active until your next hero phase, when you roll again. Next, if Undeniable Impulse is active, you can run and charge but not use command abilities with the Vengorian Lord (but it can still receive them); if Undeniable Impulse is not active, you can use command abilities with the Vengorian Lord but cannot run and charge.

    It does not affect whether other units can receive or use command abilities, only whether the Vengorian Lord can.

    • Like 2
  18. Just had a game today against a friend. He played a non-shooting Lumineth list (he finds the ranged alpha strike style to be boring). I played a Witch Aelf heavy list with no Morathi. I don't remember what his grand strategy was, but it ultimately didn't matter, anyways.

    His list (also had a Shrine Luminor, but that doesn't show up on War-Com):

    Spoiler
    Allegiance: Lumineth Realm-lords
    - Great Nation: Ymetrica
    - Grand Strategy:
    - Triumphs:

    Leaders
    Alarith Stonemage (120)*
    - General
    - Command Trait: Unyielding Toughness
    - Artefact: Molten Talisman
    - Lore of the High Peaks: Living Fissure
    - Lore of the High Peaks: Unbreakable Stoicism
    Avalenor, the Stoneheart King (420)*
    Scinari Enlightener (170)*
    - Lore of Hysh: Protection of Hysh
    - Lore of Hysh: Speed of Hysh
    The Light of Eltharion (240)*

    Battleline
    10 x Alarith Stoneguard (240)***
    - Diamondpick Hammers
    - Reinforced x 1
    10 x Alarith Stoneguard (240)***
    - Diamondpick Hammers
    - Reinforced x 1
    5 x Alarith Stoneguard (120)***
    - Diamondpick Hammers

    Units
    5 x Vanari Bladelords (130)**
    5 x Vanari Dawnriders (140)**
    - Spell1: Lore of Hysh: Ethereal Blessing
    - Spell2: Lore of Hysh: Total Eclipse
    5 x Vanari Dawnriders (140)**
    - Spell1: Lore of Hysh: Overwhelming Heat
    - Spell2: Lore of Hysh: Protection of Hysh

    Endless Spells & Invocations
    Rune of Petrification (40)

    Core Battalions
    *Command Entourage - Magnificent
    **Bounty Hunters
    ***Expert Conquerors

    Additional Enhancements
    Spell

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 113
    Drops: 10

     

    And my list:

    Spoiler
    Allegiance: Daughters of Khaine
    - Temple: Khailebron
    - Grand Strategy: Bloodthirsty Zealots
    - Triumphs:

    Leaders
    Bloodwrack Medusa (130)*
    - General
    - Command Trait: Master of Magic
    - Artefact: Shadow Stone
    - Lore of Shadows: Mindrazor
    Hag Queen (110)*
    - Prayer: Covenant of the Iron Heart
    Hag Queen on Cauldron of Blood (270)*
    - Prayer: Sacrament of Blood
    Hag Queen on Cauldron of Blood (270)**
    - Prayer: Catechism of Murder
    High Gladiatrix (90)**

    Battleline
    30 x Witch Aelves (345)*
    - Pairs of Sacrificial Knives
    - Reinforced x 2
    10 x Witch Aelves (115)*
    - Sacrificial Knives and Blade Bucklers
    10 x Witch Aelves (115)**
    - Sacrificial Knives and Blade Bucklers

    Units
    5 x Khinerai Heartrenders (95)**
    5 x Khinerai Heartrenders (95)**

    Behemoths
    Avatar of Khaine (155)*
    Avatar of Khaine (155)**

    Endless Spells & Invocations
    Heart of Fury (45)

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 121
    Drops: 2

    As I'm writing this up, I also realize that we both forgot triumphs, which would have gone to me by ten points. Woops.

    Anyways. We played on In the Presence of Idols, and I won the die roll. Since he had a generally slower, lower damage army, I decided to take the first turn to either let me exercise my long threat range with the WAs, or if charges didn't work out, just let him have the early double turn to set me up for later. Both situations seemed fine to me with my screening WAs setup appropriately.

    Round 1:

    Spoiler

    Round 1 turn 1 begins with me rolling a 1 on my Sacrament of Blood and failing my Mindrazor cast, but I did get Catechism and Heart of Fury off, placing the Heart near the center objective to cover the main fighting area. I moved 10 WAs and an Avatar along to a side objective (completing Against the Odds), didn't get any especially high run rolls, and decided discretion was the better part of valor, so no charges this turn. Screens setup, Cauldrons moved up, Gladiatrix in range, Heart blocking the cow man's approach, all that good stuff. I wanted to work on not overextending like I have in the past, so this seemed like a good spot to just hunker down until my next turn. Combat phase rolls up and my Heart goes away with a 6. F, but oh well.

    Round 1 turn 2 starts up even worse than mine with my friend failing most of his spells, though he did manage to halve my 30 block's move characteristic, and me getting lucky unbinds on the last two. Youch. He decides to move up cautiously since he has none of his buffs going, grabbing the side objective I didn't get and pushing into the center just a little bit. He failed his battle tactic (don't remember which it was this turn), and we moved onto round 2. He rolled a 1, I rolled a 1, I win ties. With things a bit closer to me now, I decide to take round 2 first.

    Round 2:

    Spoiler

    Round 2 turn 1 begins with me rolling another 1 for Sacrament of Blood, but this time getting all of my other prayers and Mindrazor off. Heart of Fury is in position, my 30 block is well buffed, I go with Clash of Arms for my tactic, I'm ready to rock. I get a little chip damage with torrents of blood after movement, get all but one of my charges off (I teleported a Hag Cauldron over to the side he controlled, and it failed), and headed into combat. I manage to get a thin, but full, wrap on Avalenor, and attack it with 25 of my 30 block. 76 attacks later, I end up with 18 damage on him despite an All Out Defense, killing him outright and setting the game heavily in my favor. Other fights go reasonably well for me, I lose my 10 WAs on the side, but nearly wipe the Dawnriders with my Avatar, and have an exchange between his Stoneguard in the center and my other 10 WAs. He does some damage to my 30 block with other nearby units, I use a CP during battleshock, and move on. I end this turn with 12 points because I got my tactic with 2 WA charges involved, plus I killed an idol, and he's at 4 because he killed the 10 block that was an idol, too.

    Round 2 turn 2 starts with my friend currently in dire straits, and things not looking any better as he again struggles to get any spells off between some shockingly bad luck on his part and some good unbind rolls on mine. He picked An Eye for an Eye as his tactic toward my remaining unit of 10 WAs (then at 8 left), but fails to kill them with his Bladelords and Stoneguard. He does some chip damage to my stuff here and there, but generally struggles to make anything really happen at this point between lacking buffs, bad luck on his part, and good luck on my part. In response, the remains of my 30 block do some damage to his Light of Eltharion and kill 4 of his Dawnriders. He does steal the side objective I had, but it's just not enough as he is now up to 7 points to my 12 with the army balance noticeably in my favor. We decide to roll off for round 3, I win again and he decides to concede here.

    Obviously, with how things went, if he had managed to get even one or two of his other spells off, things would have been very different. If he could have gotten gotten the 5+ ward on the Stone King, it would have almost certainly survived, barring some incredibly bad luck. If he had gotten a Total Eclipse off, I would have had a lot more trouble having the CP to confirm battleshock. If, if, if. Lot of bad luck for him, sadly.

    That said, I think it was still a good showing for my list. Doing 18 damage into Avalenor despite him ignoring my rend was incredible, and surprisingly not that much above average (which was 16.89 compared to the 18 I did) in that situation. My Avatars were great as usual; they do enough damage to not be ignorable, but are durable enough to stay in the fight pretty well. The Hag Cauldrons didn't even get the chance to get in, but I've seen them do work in past games. The foot Hag obviously did its job with summoning the Heart of Fury multiple times and providing Witchbrew; any combat prowess it has would have simply been a bonus beyond that.

    The thing I'm happiest with, though, is the Bloodwrack Medusa. I decided to try this setup on it in games against another friend and managed to have truly awful luck with never actually successfully casting Mindrazor (not even getting unbound, just rolling very badly) despite having over an 80% chance to work. Getting it off in this game was super satisfying and definitely justified the 130 points. I suspect it'd be in a tougher spot if my opponent had shooting, but thankfully that didn't really come up this game. Will definitely need more testing against heavier shooting lists in the future.

    All in all, a reasonably fun game, though my friend's bad luck did put a damper on both of our spirits. I do like winning, but I also like seeing my opponent do well.

    • Like 2
  19. For me, the points changes don't actually change anything. I was already running Neferata in my lists, and after Bounty Hunters stops being a thing, I'll probably look to start having 30 blocks of GG again, but not because of the WK drop. And the monsters, like you said, are also still just kinda lackluster beatsticks when we have a lot of better things we can do with our army. Does make Avengorii slightly better? But the points drop doesn't feel like what they needed.

    So I guess it just makes it a bit easier to put Purple Sun in my lists and still get a triumph, but ultimately doesn't make a huge difference.

    • Like 2
  20. A Vampire Lord on Zombie Dragon is great, it's used in a lot of lists and is a real force to be reckoned with. The Blood Knights are also great; while I see 5 in lists more than 10, having 10 is absolutely never a bad thing as they're a great unit. I think the most niche thing out of what you were thinking is Lauka Vai/generic Vengorian Lord, but they're still good with their bubble and you can find uses for them pretty easily.

    Of the three options, I think my recommendations would be, in order of "most generically useful to least generically useful" given him already having 5 Blood Knights: 1) VLoZD, 2) Blood Knights, 3) Lauka Vai. But none would be bad to have, if you think he'd enjoy painting one of the choices more than the others.

    • Like 1
  21. 10 hours ago, El Syf said:

    I know we've been through this and his warscroll says he can't gain subfaction keywords etc but according to the warscroll builder he can!

    Whereas, Manfred, Vhordrai etc don't get the option to. Again I know we've been through it all; just find it very odd and misleading that warscroll builder lets you give him all the naughty stuff we wish he could have!

    The warscroll builder and the mobile app are both wrong way too often for what are supposed to be the "official" list building options. It's dumb that they let those go with so many issues consistently.

  22. On 8/18/2022 at 8:16 AM, El Syf said:

    The vampire in the last underworlds warband had this version of the hunger too. Hopefully version 2 battletome has this across the board. Vhordrai would be don.

    As @Neil Arthur Hotep noted in the other thread, while I really like the wounds-done-equals-wounds-gained instead of healing if you kill a model, the timing of it makes it kind of awkward to actually make use of on a small hero. You need him to get attacked, but not killed, before he attacks to get value from the heal.

    Though as you say, something like this on Vhordrai/VLoZDs would actually be pretty dope, since they can take some hits and keep attacking.

    • Like 1
  23. 7 hours ago, Lord Veshnakar said:

    Someone informed us today that the Bloodwrack Viper lost its monster ability and I see it referenced in posts up above. Could someone provide the document that this is referenced in?

    This was because of the FAQ document that was released. It looks like they forgot to delete the last couple of pages from the PDF properly, so the Bloodwrack Viper had its old warscroll listed. They fixed it a few days ago, so the battletome is the most current and accurate version, meaning it does still have its monstrous action.

  24. 3 hours ago, EnixLHQ said:

     

    This is quickly becoming my favorite style of battle reports. Gold standard, I'd say. Also, the commentary at minute 30 *chef's kiss*.

    Hell yeah, I'm a big fan of Season of War, myself. They have great commentary, a good UI for understanding turns/VPs/etc., and solid camera angles for the table itself. Also love the little story intro they do at the start of each.

  25. I don't think ours needs to change. It feels a bit sad having ward saves become so common, both thematically and game design-wise, but between getting them from both heroes (which we tend to want at least a few of, since we have some great support and offense options) and gravesites, our army is pretty easy to blanket with them. We're also in a decent place as far as balance goes and don't really need a buff or change, even as small as this one would be.

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