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Ordal

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  1. Bladegheist can take up to 5 wounds and keep their damage output, while Grimghast lose potential for each wound they take (each model that dies are 2 less attacks). I think bladeghesit have the more consistent damage output all around, while harridans and grimghast have niches were they excel but are more vulnerable or require more setup. For instance, Grimghast can spike damage against horde units and can actually be used in units of 30 without losing much damage output.
  2. What about Vanguard-Palladors? They can teleport every turn, with a gryph-charger mounted stormacast hero to tag along issuing Strike and Melt Away (assuming it's needed, as discussed above), they will be able to zip around the battlefield every turn: Teleport, shoot, move, charge, repeat. A Lord Aquilor can issue a free command to vanguard units, enabling this trick for free, but since it will not charge much, his combat potential feels a little wasted. A Lord-Arcanum on Gryph-Charger need command points but fits better the strategy gving more support to palladors in the form of protection from his own healing spell, spells from the lore of leaves and mostly his ablity to save one stormcast a turn (tha could be healed afterwards). Note that palladors' teleport action is done Instead of a normal move or retreat: this is important as lets you exit combat and still do things, since not being actually a retreat action you will not suffer from its limitations. They're less killy then Fulminators but still have some decent impact with axes and can treat every corner of the battlefield all the time, I think this coould be a serious tactical advantage. What do you think? Could be worth a try?
  3. Speaking of zombies, there are some interaction with the new rules for piling in that greatly benefit our putrid little friends. Back in 2nd edition, the rule said "the model cannot end it's movement further away from the closest enemy MODEL than it was at the start of the movment". Now in 3rd edition is says "the model cannot end it's movement further away from the closest enemy UNIT than it was at the start of the movment". This means that as long as your models are touching enemy models, you could move them around the enemy unit, letting the first line "flow" making room for the backlines to come closer, without having to circumnavigate the first line to get in reach. Since we have to keep coerency, this has still some limitation, but with a 6" pile in movement, I think 20 zombies from a bigger unit could easly get all in reach with a 2 rank formation.
  4. Hunters Snare was changed in the latest FAQ, now its capped to "count as 5 models" if the general with the trait has more than 5 wounds. Since monsters already count as 5 models in 3rd edition, Hunter Snare now is useless on monster heroes. And even with other heores I think Vyrkos have better options. I think the same: for babysitting home objectives, skeletons are a better option. Even a single squad of 40 zombies summoned on the front line is a threat to be dealt with, making your opponent take choices is always a good thing.
  5. Hi Everybody! I was thinking about an Avengorii list, maybe not the most competitive dynasty but I love the monster theme! What do you think? The plan is to try a first turn assault with both dragons: the VLoZD have +6" movement from Pinions, the Dragon have the free Command from the Vanguard battallion for auto 6" run and the charge and run from cursed mutation, so hopefully they both get 20" move and then assault (maybe rerolling with another command if needed). Meanwhile the rest of the army will spread over the table to get stuff done. Skeletons + Necormancers as backfield Anvil, Lauka with Blood Knigths and wolves go hunting in the midfield, Vargheists as secondary hammer, maybe in reserve, and fell bats as fast chaff to shut down shooting/unleash hell and general harassment. Prismatic Palisade because I really hate shooting! 🤣 I like the command trait on the VLoZD, which grants a chance to strike with both dragons before being hit back, but it's a littel random, maybe it's better the one for rerolling charges. Arcane tome on the necormancer because i want him to be able to cast both vanhel's and invigorating aura on the skeletons, or use overwhelming dread if needed and a support spell for the skeletons. Amarantine Orb on Lauka is just for opportunity, I think i will be mostly use Mystic shield on the knights or meybe her spell for board control. Speaking of situational spells, Ghost Mist is another strong candidate, but it's maybe too much having the palisade already. And there's always the good old arcane bolt. (which combined with monstrous stomp and Luaka impact ability, means she can deal serious amount of mortals just charging in). About Lauka, the new FAQ have changed her command ability which now triggers at the start of the command phase, same trigger as Undeniable Impulse which prevent her from using command abilities for the round. IIRC when two abilities have the same timing, the active player chooses the order of activation, which means now we can always use Lauka own command ability (but she can still go crazy and be unalbe to issue standard commands fo the rest of the round), is this correct?
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