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Colonel Cabbage

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  1. Event Title: The London OPEN: Age of Sigmar GT
    Event Author: Colonel Cabbage
    Calendar: Events UK
    Event Date: 07/31/2021 09:00 AM to 08/01/2021 06:00 PM

    The London OPEN is an all new 64+ player AOS tournament, run by the Warhammer-Tournaments.com crew.

     

    WHAT IS IT

    The London OPEN AOS Tournament is a 5-round, 2000 point, matched play tournament with space for over 64 players.

     

    WHEN IS IT

    The 31st July - 1st August.

     

    WHERE IS IT

    Sacred Heart Catholic Secondary School, Camberwell New Road, London SE5 0RP.  We've made sure to pick a venue with large amounts of private outdoor space to socialize in, high ceilings and enhanced natural ventilation.

     

    WHERE CAN I BUY TICKETS

    www.Warhammer-Tournaments.com/shop 

    Please note that no physical tickets are issued in advance, all you need is the confirmation email you receive when purchasing your ticket.

     

    THE PACK

    https://docs.google.com/document/d/1fLokUkvTJSmGNPLpvIAeFlt3VE0euC43CLe16OwhUos/edit

     



    The London OPEN: Age of Sigmar GT

    • Like 1
  2. Brooch is definitely superior to Eye. If you have both it can help you keep up summoning after your initial dump though. But then you are quite light on units. Running both over 5 games I had something like 7, 7, 8, 9, and 10 summoning points (after sacrifices) on turn 1 with 1CP left in the bank for emergencies. Over the course of the 5 games I summoned something like 30 ungors, 20 bestigors, 1 Ghorgon and 6 Chimera.

     

    Therefore I think you're gonna always have enough to summon anything you want turn 2, and occasionally you'll have enough to summon something big turn 1 as well. I prefer a Chimera for the MW shooting and the +2 to charge. It really messes people up because they don't expect it, and even if they do, they don't expect D6MWs at 14" range. It also gives them a horrible choice. Pull units away from objectives to deal with the Chimera, or let it run around mauling units and roasting small heroes.

    Once thing to note. The Allherd summoning generation happens BEFORE you sacrifice at the headstone, so you need to make a judgement about whether you are gonna go all in for all 10 points turn 1 or not. This means you cant guarantee many many you get from sacrificing before spending the CP, and often waiting for turn 2 is better anyway, so I always save one CP rather than going all in.

  3. I've been running mostly Allherd since the book dropped. You can season the list to your tastes, but the key points are that you need at least 1 battalion to get the Aetherquartz Brooch, preferably 2 to get the Knowing Eye as well, and to make up for the loss of of only being able to buy 1 CP now.

    Depraved Drove is an obvious choice. Desolating can be a good second choice but that requires a lot of units, so Despoilers may be easier to fill and might make up the price difference in fewer taxes.

    • Like 1
  4. 35 minutes ago, Baron Wastelands said:

    Agreed. In that specific instance. But for khorne, as in my example, there is no benefit.

    No benefit? The batt is competitively priced for what it gives.

    Once the FAQ lets BoK take the Battalion then we can have some fun!

    Bloodsecrator works on all Khorne, so extra attacks, no battleshock, and relic banners (I’ll Taketo’s banner of rage to make the re-roll 1s to hit into re-roll all within 8”).

    Bloodstoker works on all Khorne so +3 to run and charge, and re-roll 1s to wound.

    Slaughterpriest prayers work on all Khorne too, so you can have +1 to saves, +1 to hit or D3 wounds healed for example.

    Lots of options! :D

    ...gotta get that FAQ though.

  5. 1 hour ago, Skreech Verminking said:

    Question for everyone who has seen the battle report of Warhammer tv on twitch.

    Have you seen how marks of chaos were treated with the beasts of chaos ?

    like do you have to have a battailon to even include them, or is it a choice by free will?

    I think there is a Battalion for each god that you must use to get the marks. Otherwise no marks. However from waht we have seen/heard they are very flexible. They can be taken as BoC batt, or as a batt in an army of the relevant god. I dont have the points for a full 2k BoC army yet, so I may run 1,000 points or so of Warherds in the Khorne Battalion as part of a Blades of Khorne army for now.

  6. I don’t expect any new models.

     

    The only one that kinda makes sense to me would plastic centigors. Those things are WAY too expensive, and I don’t want to touch finecast as far as I can avoid it.

    Part of the fun of this army is seeing a cool unit/model, realising it is finecast and so requires a new mortgage, and then figuring out how to kitbash my own version.

     

    Lastly, Ungors are so ugly. I really didn’t want to get any. But since they are in the new Start Collecting I think I’m ok with having them just to be kicked into a fire ?

    I can sacrifice the ugly to summon a beautiful Ghorgon :D 

     

  7. 27 minutes ago, decker_cky said:

    Nothing we have seen indicates that warherds have lost power. Instead of the garbage allegiance chaos abilities and potential to spike high amounts of damage with bloodgreed, the allegiance gains the herdstone, free healing, and multiple attacks per model which benefit from a toned down bloodgreed.

    Assuming you have no to hit bonus and have a doombull command ability up, old and new GW bullgors equally likely to trigger bloodgreed (each triggers 0.3333 bloodgreed attacks per round). Ignoring armour, old bullgors averaged 1.25 wounds per triggered bloodgreed (but only cause any extra damage 41% of the time), while new bullgors cause 1 wound (auto triggers).  With 2 free added attacks on bullgors, pretty much regardless of the profile (did the video reveal the horn profile?), your expected damage will be higher with new bullgors.

    Outside the doombull command ability aura  there's no contest that new minotaurs are better. 

    ---------

    Magic is unreliable in the best of times. If its one of your top 2 spells, your opponent likely will try to dispel it if you succeed on the base roll, meaning <50%  probability of casting. Worth having, but you don't want to be a slave to having your spells go off. 

    From the stream it looks like you get 2 horn attacks at 4+ 4+ Rend - damage 1. How does that affect the maths?

     

    The Ghorgon triggers D3 MW on a 6 now. He also has the new swallowing ability, but I think he lost his D6 damage  Maw attack.

  8. 2 hours ago, Screwface said:

    Yes I guess so, I just liked the insane damage it was possible to put out against low armour hordes with the old rule, with both bullgors and Ghorgons.

    Do we know if the Doombull's command ability is the same?

    Me too. The Doombull’s ability is the same as shown on stream, which means it too is worse than before because it has had its synergy removed.

    Arguably the Ghorgon’s rule is better now because it does D3 MW on a 6. But then again it’s a unmodified 6, rather than the 5+ it used to be.

    In all this really feels like Warherds have lost a lot of power, since they have lost the synergy they had, and don’t benefit as much as they could have done from the 3 other new save modifiers the army has. I mean who cares about mortal wounds when you’re rocking Rend -3 and -2 to save rolls?!

  9. On 8/28/2018 at 10:58 PM, Popisdead said:

    Well those operate differently.   With the newly named Unpredictable Destruction and an MSU style play you would probably lean too heavily on the one doombull and that's not the true horde style. It isn't uncommon to have Doombulls hitting and wounding on 2s already.  

    How did you get a Chaos Sorcerer lord in a Warherd or Brayherd army?  Sounds like generic chaos?

    Yes generic Chaos as I only have 1K of Warherds. I fill the rest with Khorne. Their job it to screen units, tie things up, and do other useless things like grab objectives. But its all a distraction from the real objective which is to plow my giant cows into combat and chop the enemy to pieces!

    In all seriousness, I take the Artifact on one Doombull, my general is another, and the other buffs come from spell casters (CSL and a Bray Shaman). So it is all fairly spread around. I can make a super crazy Doombull, or pile the buffs onto another unit and leave the Doombull alone since the artefact is damn good by itself.

    So far getting the extra attacks more reliably (+ to wound stacking) seems better than having extra damage per hit, but I haven't found a mathhammer site/app that can reliably calculate if that is really true. In any case the CSL's re-roll ability is the best thing out there for Warherd units, since every hit counts, and potentially counts double!

  10. On 8/22/2018 at 10:59 AM, thebloody9 said:

    I've found the Claw of Anraheir with a great axe Doombull to be a bit overkilly. If I'm getting additional attacks off, whatever it's fighting normally evaporates anyway.

    Going to try the Amber Glaive out this weekend. +1 hit on the Doombull sounds spicy.

     

    Don't. Go with Ghyrstrike from Ghyran. It is +1 to hit AND +1 to wound.

    10 hours ago, Popisdead said:

    The spell Stoke Rage in Chamon is good for Warhead.  +1 to charge and wound.  Bonus attacks on 4+ at that point.  

    Its from Aqshy, but yes it is very good. Aqshy also has a spell which add 1 to damage from all melee weapons for a unit until your next hero phase.

     

    If I play in Aqhsy ill try to get off both spells plus the Chaos Sorcerer Lord's spell onto my Doombull with Ghyrstrike. Then im hitting on 2s, re-rolling 1s, wounding on 2s, re-rolling 1s, with exploding 3s and damage 4! Or I could put the buff on a Ghorgon, who could potentially get up to 54 damage in a turn (40 from 10 blade attacks, and 2D6+2 from bites)!

    • Like 2
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