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kozokus

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Everything posted by kozokus

  1. About assault of stone, Do i understant it correctly that if i cast it on a 3+ save unit, it is useless? What if cast with a fully charged Twinstone, and a couple of more bonuses, Could be devastating to throw15+ dices. I would say that no one has a good protection against MW in this faction, plus Stoneguard are the best value per wound in the faction. Plus there is now an easy acess to run and charge plus teleport. Although i would be cautious with this one because you really want to stay ww the stonemage and Mootain. Also, correct me if i am wrong but does the Stonemage stance stack with itself? (i think yes)
  2. What is the popular opinion about the whole alarith range? and the Lore of the Peaks? They seems to see very few play.
  3. Sure. But warscroll doesnt say you can move.
  4. I agree with all of this, the intention is palpable BUT the rules are (surprisingly) very clear, it can't move with its movement 12.
  5. Simple : If i cast one of the following : The Dais Arcanum The Arachnocauldron The sanctum of amyntok Extract from the rules : "An endless spell model cannot be moved unless it is a predatory endless spell " Can i move? RAW : No, non predatory endles spells models cannot be moved. Complete answer : the caster can still move around the immobile endless spell. Change my mind. PS : I don't care you have mouvement 12 from Dais or fusionned profile with movement or RAI. Just tell me that something allows you to move the endless spell model.
  6. Correct Correct. It really is a movement before movement. But a normal one.
  7. I had it. The extra wizard is golden. another option that grows in my (deranged) mind is replacing the Snagga rukk with a minimal Kopp Rukk. We loose the pigs, the Bone spirit and the reroll spell, but gain : -an extra spell and casting. -An extra hero -an extra artefact -extra +1 cast on fist of gork or armor or healing. and more important : -an extra unit that can move 8 on turn 0 (total 6) But the loss of the pigs and the shenanigans of icebone draws me back.
  8. The original list i copied was replacing my snagga rukk with a minimal Brutal rukk. So there was indeed 2x10 shields and a boss that could run and charge. But no pigs and no weirdnob, less magic.
  9. Lucky for you this is a WW18 ability . The most common situation whare i used it was , He charging my 10's screen, unintentionnaly engage the pigs that are a bit close to the screen. End of combat, run the pigs on his terrotory. My turn : now move 12 and be somewhere i shouldn't be, threatening a support hero or an objective.
  10. I believe it is out of question with only 2 kits, and 3 out of 4 heroes are finecast and the last one is still sold with a built-in square base that you have to rearrange to fit on a 32mm round base.
  11. Additionnal note : This is by far the cheapest army i ever had. 3 box of boys 1 box of boar 4 heroes, two are finecast 20+€ and two at 12€ Less than 250€ total painting not included.
  12. Thanks. I did a tournament report a couple of page before, where i made a decent 4-1, loss against my own Kharadron list. Won against FEC, Fyreslayers, Changehost and Lurid Haze. It all depends on the matchup and the scenarios. You wont kill 50 blightkings with -2 to hit. Empty throne varanguard are impossible to kill. Sometimes, just make a screen and give the first turn. then doubleshot your ennemy. Sometimes you should be very aggressive and use your Tireless Trackers movement to put yourself in position of double shot, or at least, threatens your opponent to do so and force him do deploy fay away. Here is another exemple that happen last week : Faced a fierce opponent, Nahash, a Necromancer and 3X40 chainrasps. My captain paired us on places of arcane power, which is probably my best scenario. I deploy my 2 units of 20 close to the center, with a warboss at center, a warboss near the top objective and the weirdnob and boars near the left one. He deployed his gosts close and Nagash a bit far to avoid a turn 1 oneshot. I used Tireless tracher to move two 20 archers unit in 18"range and 3 heroes to move closer to each objectives I took the turn 1, Fist of Gorked a unit in half, shot it to nothing. Movement : 3 heroes on objectives and a wall of wounds around them. Shot again another unit in half in the shooting phase. His turn 1 and double turn2 he resurected his whole army, manage to hand of dust the weirdnob and began to grind through my archers, losing a quarter of them. My turn2 and double turn3 I did nothing but score point, barely shot an arrow. I used a double movement kunin shenanigan with a 10 archers unit to engage within3 of his necromancer to prevent him from capturing a point (because he would disengage doing so) His turn3 he killed a second hero but is unable to kill the third for the rest of the game so i won. 22-12. The game from my point of view : Just as planned. Another quick exemple : Same list against Greywater fatness on escalation. 3-4rocket battery with the bataillon, 2 gyros and 2 gunhaulers 20 shooters and 50 longbearbs, a couple of support heroes too. Turn0 Moved 40 archers, the wurgog and 2 heroes 8" away. I took Turn1 Double shoted the dawis, fist of gorked them, killed all 50. Put myself on objectives. End of the game. The rest is just me enjoying taking a shower of fire and bullets, spending Cp for bravery immunity and saying "good luck taking thoses objectives with your shooters and artillery." Score : 12-0
  13. As far as i miss the +1 to cast fist of Gork, the +3 movement from great hunter has such a big impact that i cannot leave home without now. Forcing your opponent to deploy at least 27" away if he doesnt want to get double tap is game changing;
  14. Hello again everyone. Still continuing with my Big Rukk army, made a tiny change : Allegiance: Bonesplitterz- Warclan: IceboneWurrgog Prophet (160)- General- Command Trait: Great Hunter- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Brutal Beast SpiritsManiak Weirdnob (140)- Lore of the Savage Beast: Breath of Gorkamorka -Big Wurgog maskSavage Big Boss (90)- Artefact: Kattanak PeltSavage Big Boss (90)- Artefact: Glowin' Tattooz5 x Savage Boarboy Maniaks (140)5 x Savage Boarboy Maniaks (140)20 x Savage Orruk Arrowboys (240)10 x Savage Orruk Arrowboys (120)20 x Savage Orruk Arrowboys (240)10 x Savage Orruk Arrowboys (120)Big Rukk (80)Snaga Rukk (120)Kunnin' Rukk (140)Kunnin' Rukk (140)Total: 1960/ 2000Extra Command Points: 4Allies: 0 / 400Wounds: 175 Swaped an artifact for the wurgog mask, great artifact, got a tryumph too by removing the balewind (buddy Kroak need it) Swapped the genera trait for +3 movement pre-game. Absolutly Bannanas! Made a couple of training against Greywater Fatness, Nagash and his 120 chainraps and Giants. All won. Now attending a 80 player TTS team tournament. Wish me luck.
  15. I wonder what happen when you roll 9-10 or 11-12 on the EOTG table with a warqueen. (Spoiler : no summonning and a markless Daemon Prince...DERP)
  16. That is a stupid legend perpetred by a couple of armies that enjoy beeing into the spotlight at the moment. When you enter a tournament with a decent number of players. 95% of armies are melee armies and sometimes they have a bit of backup of shooting. Most battletomes doesn't even have shooting option. P Play a couple of archers, split fire, profit. Charge Stay at 6" from multiple things Simply play the game normally and aim for your objectives, summoning is one of them. I concede about Slaangors... you got a point. About the armored footsloger, i lack any experience with tem. but rerolling saves is not something you joke with and twinsouls can deliver enormous dammage on paper.
  17. Not sure if we are talking about the same book...i even wonder if you made one game with. confronted it twice and saw a couple of other games. Each of them was pretty much the same : -6" pile for half your army is broken and hard to counter. -No pile in is even better than striking last in most situation, equals not fighting at all. -The summoning is out of control once again. You got to summon 4 times 30 daemonettes RELIABLY EACH GAME. Almost impossible to overcome for some armies. Fortunately that is "only" daemonettes, not too hard to kill but still 30 extra bodies to flood objectives. Complaining about unit prices would be justified if you could compare the units to other battletomes. Spoiler, you can't because you play with 1200 extra points of slaanesh worth every game. If you don't have 12 Depravity at the start of any of your turn, you are probably missing the whole point of the battletome. Aim for it.
  18. Move is move, Normal movement, charge, pile in, anything. Your TO got it wrong. This spell is banannas when it connects the good unit.
  19. I am a bit on the fence regarding this combo. It is easily disrupted if the ennemy has any form of anti magic and you are relying on a single caster with no bonus.
  20. Sure. But how many times the extra 10/5 model matter. In all my games, with or against it mattered only once. Rarely an opponent can put 21 models on an objective where only one big stand.
  21. I see a lot of love for the taker tribe in tournament lists. Is there a perticular reason for this? If making a mega tanky is the point, isn't the stomper tribe cestus a better call? Apart from that, the breaker tribe seems more dangerous than the others for me.
  22. Hello, The last so called FAQ gave us this in the core rules. Q: At the end of each player’s turn, who checks to see if they have gained control of any objectives first? A: The player whose turn is taking place. It feels that it is targeted at Sons of Behemats but i don't understand what it means. Can someone explain me what it means of give me a concrete exemple of its implications? Thanks in advance! Kozokus.
  23. Super secret : the camels you all seems so see everywhere might be order aligned Mindstealer syphranx with riders. they comes from Hysh after all and nothing says that they where ALL corrupted by Tzeentch.
  24. Not sure how to answer this Arrowboys are ok unbuffed but can get murderous with +1 to hit and exploding 6, As for the "Not dying" part, it is a mixture of "not beeing in danger" and the rerollable shrug save, which is infamous. To behonest i spent more time moving flying models to objectives and paying CP for Battleshock immunity than anything else. I can't blame you for frowning the list, i am not the original creator and i didn't even read my friend's list properly until he came back with a 4-1, where i dropped my disain and made the effort of understanding what happened. Additionnal testing. I gave the Bonesplitter list to a friend and got destroyed with my giants on turn 2. There was a thing or two to say about my plays but yet....
  25. as @annarborhawk says. Lances are out of the league because they are bad except when they charge, which you don't do often. Khorne used it because having +1A on them is strictly better than ensorcelled. For Nurgle this more or less even, they spike differently because of Mark of Nurgle on more attacks or rolling 3 on a D3. For my part, the occasionnal mortals won the equation.
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