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kozokus

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Everything posted by kozokus

  1. I hope you didn't really expect a drop on Fangmora, I used to play an akhelian Corp in V1 got cut in V2 and now i enjoy a -60 point drop, so i can get my V1 list back! GREAT!
  2. Can you all elaborate why you thing Nurgle is superior to, lets say, Khorne or Slaanesh?
  3. I wouldn't include one, sure it seems a good idea until you realise your magic seems pretty dang and you have to reroll all your sucessful castings in his présence.
  4. Consider they have +1 to hit, and dammage +1 on the charge when Archaon is nearby. Plus the mark of chaos aura bonus, think about Khorne and the +1 to wound bonus.
  5. I confirm you that this is Khorne allegeance locked, sorry. Does anyone have an advice on Archaon and how to play him? i am fascinated by the command ability of his sub allegeance that determine the turn order.
  6. Hello, Sorry if already asked but can't find the answer. Can the runelord prayers stack? Can't find any counterindication. Can you give someone -3 rend or three 6++ schrug? Thanks in advance.
  7. I regulary run something similar : BoUF General mage eater skullshard BoIR Amberstrike 2 priests 1 banner 1 Skulltaker 2x10 Bloodletters 5 hounds 3X1 canons Murderhost, axe judgement and icon, 6 drops army start with 2 CP Played less than 10 games with it but went undefeated for the moment. Skullcanons force the opponent to come to you, ruin your screens then eat 6" pile in bloodthirsters and bloodboils. The canons where a surprise for me. Don't waste them on hero hunting (except against fyreslayers) and they will regulary remove 10-12 plague monkseach turns or anything that annoy you.
  8. Had a game yesterday with Nurgle against ironjaws. His list was rather competitive but mine wasn't that much. Yet i won. Gift from heaven on chamon : Me : Guo bell and blade + Rotigus + Lord of affcliction general with the witherstave + epitome of slaanesh 3X5 kings and a unit of 4 Pusgoyle (and the maw endless spell) He : Megaboss + 2 warchanter + shaman 2X6 pigs and about ~40-50 hardboys in 4-5 units Ironfist and ardfist he gave me the first turn, the wheel was set on 5 i casteled, didn't move an inch, moved the wheel with the general trait on 6, put it back on 5, cast the rotispell and suddenly, his boss and warchanters where down on 2 or 3 wounds left. I casted the maw with the epitome and blocked the way between two conveniently placed blocking scenery. He realised i wasn't going to rush on him then he began to move, cast the hand of gork on 10 buffed ardboys but failed his +3 charge after that. I won the initiative and gave him the turn to see where his comet was landing (on an edge). He then proceded to charge with 20 ardboys and 12 pigs, half of them with +1 dammage. Suddenly the epitome magic happened and some of his units where striking last. The Guo Was instantely killed but rotigus went half life. He also killed 2-3 kings in every units and took 6 wounds on the mirror. This seems low, but rerolling his 6 to hit proved to be atrocious. IBetween the lord, rotigus and the kings, i killed 1/3 of his models. On my turn, the comet landed on the opposite side, right under the fight between 3 kings and 7 ardboys. I spent 2 command points and made the pusgoyle run 8+8+6 to check for his objective while the lord was going to help the kings on my objective. The incubarda and virulent discharge took some wounds here and there. the wheel triggered with the rotigus rain and suddenly all his heroes where gone. I set the wheel on 5 again and made the mirror trigger on most of his units, that where now rerolling 6 to hit and wound. I seised the initiative and finished his army quickly. Clearly, the character sniping and the witherstaff where my main victory agent here. Hampering his ability ro roll well and making him not immune to battleshock where a must.
  9. You are only talking in dammage/resilience output here i suppose. What i find bonkers is the small footprint, the ranged attack, the free teleportation and the locus. Plus, to the contrary of Slaanesh, the locus can be tried on the same unit several time. So, sure, they hit worse, and tank almost the same, but aren't they more a support unit than the hammer?
  10. What is the general advice about treelords, i rarely see them. Is the "no grove" an option witht he +2 charge aura?
  11. They are very different. One is your swiss knife and the other is your hammer. Reroll to hit is a considerable bonus to make horrors reliable, even without rend. Perfect for cleaning 4+/5+ units. Flayers are assassins, they pack a lot of punch against armored units and allow you to reach what you need to be removed. I play with both.
  12. Hello you dirty drepraved people. I sometimes see the inclusion of an exalted hero of Slaanesh but i miss the point, and fail to obtain an answer by myself. can someone educate me? Thanks in advance.
  13. I have found that the royal mordant are an amazing one with so much flexibility I have trouble playing without. The double movement on your turn on a 6 flayer squad running and charging makes things hard to predict for your opponent. The pressure is immense.
  14. Had a couple of game against a competitive Gloomspite-spell friend this evening. And i finally understood a couple of things about this list. It is quite...flexible. The cloak is refreshing. it is very securing. Also having a wizard that can move 10' before casting spells is interesting. Whas was lackluster was the pendulum that i wished was an exra command point every day. Also, beeing able to double move one of the unit of the bataillion is VERY interesting. 24" on the flayer or 14" on the horrors was perfect. The AGK was okay, the wargulf could also make the +1A and so he was devoted to cast endless spells and give Crypt horrors rerolls to hit. I still wonder how i can beat slaanesh apart from the cloak.
  15. Hello fellow majestic Knights! I have found this list that made 4-1 on the recent LONDON GT single and i wonder what you think about this one. It seems a bit unexpected and i might miss some of its strengh. Can someone teach me the do&dont and the secrettech ofthe list? (after all it might pack some power to make 4-1 in a 77 man tournament) Thanks in adavce ❤️ Allegiance: Flesh Eater Courts- Grand Court: Court of Delusion - The Feast DayMortal Realm: UlguLeadersVarghulf Courtier (160)- General- Trait: Dark Acolyte - Monstrous VigourAbhorrant Ghoul King on Royal Terrorgheist (420)- Artefact: Doppelganger Cloak- Lore of Madness: Miasmal Shroud- Mount Trait: Gruesome BiteAbhorrant Archregent (240)- Artefact: The Dermal Robe- Lore of Madness: Spectral HostAbhorrant Ghoul King (160)- Lore of Madness: Blood FeastBattleline10 x Crypt Ghouls (100)10 x Crypt Ghouls (100)10 x Crypt Ghouls (100)6 x Crypt Flayers (340)3 x Crypt Horrors (150)BattalionsRoyal Mordants (120)Endless Spells / TerrainChalice of Ushoran (50)Aethervoid Pendulum (50)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400
  16. Just went to the London GT with the list and made 4-1. Happy with the results. was beaten by a fyreslayer. Major defeat. major Victor against slaanesh, beasts, sylvaneth and slaanesh again. Griiimniiir!
  17. Trying to run the following in an upcoming tournament, does someone have any advice to share? Hermdar Runefather general Runemaster Battlesmith nullsidian Runesmiter on magmadroth Runesmiter 15(LOTL) and 10 Berzerkers 10 vulkites 15 Auric Heartguards (probably Deepstriking) Lords of the lodge I am still a bit hesitant on the build and lack real experience in tournament play with the Dorfs. I am open to criticism.
  18. Has anyone ever ran them in a tournament recently and wishes to share the experience?
  19. It is good on the paper but it is hard tu put in place in the actual game for the following reasons : -The unit of 6 is absolutely huge and hard to fit between your other models scenery etc. -All your models have to reach the enemy, which is hard with such large base. (to act at full potential) -Once in combat, without any buff, you have something like 25 attacks with only seven that can produce mortals and have rend. that is a bit low compared to 20 attacks for a 100 points unit of dogs. Plus with your large base, it means that not all your models can fight. -You loose your charge bonus the moment you loose one model, which isn't hard with only 4 wounds and a 4+ save. -You only have 8 movement, it might seems good but there are things much faster in the game, so you are not THAT fast. Don't misunderstand me, this unit is worth its points, but only because it is cheap enough. Just don't imagine that this unit is an elite tranpler. Like all the Khorne units, it needs heavy support. Sadly, the best support you can give them is the pile in 6" which negate the charge bonus. You have to rely on full rerolls from WOKBT +1 armor and +1 to hit prayer. Strangely it is one of the few Khorne units that lack the innate reroll charge.
  20. We where on Battle fot the Pass, so, the strange arrow shaped deployment. I had a blocker at the tip of the arrow so i deployed this way : Dogs on the dront, blocking the maximum possible. Bloodletters, 2" behind. Wrathmongers as close as possible behind. Between the two squad of Blooedletters behind the dogs, all the heroes in a blob BToIR more in the front, covering a huge portion of the dogs. I advanced the whole thing, keeping more or less the formation.
  21. That was a problem for me too. The 6" pile in made, keeping Bloodletters in the aura pretty difficult. I had to make them stick with the them as close as possible, but failed half of the time and they ended making solo jobs. They seems a bit too slow for the army (maybe i should have deployed them agressively) Yet they had their utility. Would have i lost the initiative of the turn 2 and3 , they had my whole army in range for the counterpunch. But i won the initiative and i was on the offence and they became useless (apart from guard duties) I consider dropping the second unit but can't decide what to bring instead with the 150 points left. Bloodcrushers seems underwhelming. Maybe an extra batch of Hounds or Bloodletters with the third Judgement. Ideally something that stick in the bataillon. I am open to ideas. The idea is cool but i was tortured by the absence of the CRIMSON CROWN on the BToUF that could have freed a lot of command points. But the AMBERGLAIVE on the BToIR was very frightening for the opponents (even if i fulmbbled in the end, the potential was real and it forced my opponent to make suboptimal activation choices to make another unit closer to him to prevent him for closing the 8.9" gap to his Keeper). Beeing Cp starved quickly, i improvised the use of BLOODY EXEMPLAR with the BLOODSACRIFICE prayer and that was a glorious idea that costed my opponent a Greater daemon and 10 Seekers. I lack a third priest, but the hero slots are crowded in the army. For this reason i can't go with Bronze flesh instead of Sacrifice. Wrathmongers might not be as essential as i thought, yet they made me hard to attack. I wonder what to do with 290 points instead.
  22. Thanks for the idea, i reaaaly loved it. I tested your list with just minor tweaks because i don't like Karanak a lot. BToUF General with skullmantle BToIR with Amberglaive 2 priests +1to hit and sacrifice (i don't like +1armor) bloodsecrator Skulltaker 2X10 Bloodletter +2X5 hounds 2X5 Wrathmongers Murderhost. Tested it against a fellow HoS friend with 2 flying Keepers, mirror, 10 seekers and 3X5 flayers+ a herald on exachariot. Was on Battle for the pass on ghyran He scooped turn4, being (almost) tabled. The combination of Rejoice in slaughter and Leave none alive is absolutely brutal against him. He had poor luck on a couple of locus but from my Pov this was just a bonus for me and not decisive. He also lost his chariot too early due to unexpected bloodboil. What was new for me was the extensive use of the first reward of the Blood Tithe table. Basically, you can blood sacrifice, then immediately turn the Tithe into a CP. Blood tithe usage : 2 extra CP, a free move for wrathmongers and a WOKBT summoning.
  23. Bonjour! I am in! See you in one month.
  24. Hello, I have only tested them recently giving them a try and was pleasantly surprised. Olynder is a good comparaison to other lvl2 spellcaster and is respectable in combat. The spell is huge when it goes off. The mortals are more a "gotcha" aura the ennemy has to enter to be effective. Kurdoss however was a total bruiser. Stole CPs, gave it to me, tanked -2 rend attacks, and killed a lot of ennemies with his criticalstrike mechanics and his own -2 rend 5 attacks. Very good, i clearly underestimated him.
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