Pompe
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Posts posted by Pompe
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On 11/4/2018 at 3:41 AM, Gwendar said:
But then, he finally got his Warchanter into combat and it was disgusting. With the +1 to hit, it proceeded to do 15 MW's with SoJ against a WLC.
FYI SoJ only works against monsters and heroes. WLC is neither of them.
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ok! Thnx
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Sorry if this has been discussed earlier, but has the Akhelian Kings Commandability been FAQ:d to one use?
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45 minutes ago, Num said:
Hi, I'm reviving the horde for a special event at my local shop. It is a 1500pts multiplayer event in which an artifact pops on the map and has to be taken by heroes. The artifact gives once per battle a huge movement boost. It can stolen on the dead body of the bearer.
Here is the list I'm considering:
- arch warlock - chaos talisman
- skaven assassin
- screaming bell general - cunning deceiver
- 1 warp grinder
- 40 clanrats
- 40 clanrats
- 20 clanrats
- 2* warp lightning cannons
General idea is to secure the artifact with hordes of clanrats (killing the bearer with cannons if the artifact has been taken already). Once the artifact is surrounded by clanrats:
- the arch-warlock drills his way in the center of the horde to steal it (very "eight lamentations"-like!)
- the skaven assassin pops in the center of the horde too
- the screaming bell rings (very " vermintide"-like) as many times as needed (I've got 2 extra CP so 3 stacked per turn) so that the whole horde can converge to either roadblock the opponents or thicken the bodyguard horde
Still hesitating between keeping a 40 pack or dropping tob20 to take an extra grinder (for the 40 clanrats). But I'm not sure its wise to steal the artifact in the first turn. Let them kill one another first...
Anyway, it looks like a fun event
If you have any alternative strategy, I'm all ears..
Cheers
Sounds like a really fun event. But you really sould look up Night Runners! That run move ahead of game start will almost certainly secure you the artifact even before the game starts. If your lucky your 13" into the board at the end of deployment.
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Hehe, the arch warlock got roasted twice turn 1 last tournament. Once by a thundertusk and once by a VLoZD, since then I really prefer to have my artefacts on chars with more than 6 wounds. No matter their save
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Thanks for the input! The reason I didnt give it to the arch warlock is that I want to be able to scitter leap him offensively to tie up big blobs, get the cheeky d3 MW from his shooting attack in or capture objectives. He's a lot easier to get where you want him with his small base.
Currently I'm looking at the Grey Seer and also considering not taking the storm fiends.
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Bringing this to a 1-day tournament next weekend. Any thoughts?
Allegiance: Chaos
Leaders
Verminlord Deceiver (300)
- General
- Trait: Cunning Deceiver
Verminlord Warpseer (260)
- Artefact: Crown of ConquestPlague Priest with Plague Censer (80)
Arch Warlock (140)
Battleline
40 x Clanrats (200)
- Rusty Spear & Clanshields- Balechimers, Standard bearer
20 x Clanrats (120)- Rusty Spear & Clanshields- Balechimers, Standard bearer20 x Clanrats (120)- Rusty Spear & Clanshields- Balechimers, Standard bearerUnits20 x Gutter Runners (200)
40 x Plague Monks (240)
- Foetid Blades
3 x Stormfiends (290)
Total: 1950 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 193 -
12 hours ago, Gwendar said:
@brimmstorm They're primed but not painted, but yeah I can pull a few out and post them up when I get home.
Edit: almost forgot, here we go. Bad pics are bad, but you get the idea. I forgot I painted a few as testers.
Looks great! How much are you selling them for? Would need either 20 or 40
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3 hours ago, TheAdequateWargamer said:
Sorry to be the bearer of bad news- crimson crown isnt a 6+. Its worded as a 6.
So stacking +1 to hit doesnt make it a 4+. It would just roll of a 4 for the extra attack.
There are a couple of other items in the BoK book like this too.
They where previously faq'd as being a being synonymous with a 6+. Thats is no longer in the most recent faq for aos2.
I suspect if it does reappear (given how things are worded in the newer battletomes) it will be a natural 6 before modifiers.
Sad times.
However, if it ever does become a 6+ again what about:
Gorepilgrims, WoK BT (crimson crown) BIR (ghyrstrike +1 hit +1 wound).
You could yolo the BIR with a run + charge from the WoKs command ability. Run the WoK to keep crimson crown in range.
Assuming the bloodthirster is in range of your banner and all the 3 slaughter priests make a successful prayer your BIR would be:
5 attacks, hitting on 2s (rr 1s because you charged that turn)
A 2+ to hit gives you an extra attack
So max 10 hits maybe get 8/9 if the dice dont hate you. all wounding on 2s, but each magic 5+ you get does an explosion of 3 mortals to each unit in an 8" bubble. Outrageous carnage indeed!
This has been FAQd. The crown and any other items generate bonuses as in they were worded "6 or more". Think it was in the 2017 FAQ?
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Regarding the WLC, they seem a bit swingy to me. Furthermore they melt away if touched and you almost get 40 rats for the price of 2 canons. However I do agree that if you bring one, you almost have to bring a second one so you have a bit of back up.
This is what Im looking at putting together, with the option of switching the plague priest for another 20 clanrats. However the ability to increase the damage output on a single target with +1 to wound as well as rereolling all wound rolls is really nice. 6 casts the army get when fighting in realms will make sure I get plenty of spells cast. The Warpseer is extremely good in a game where movement is key. His ability to delete a 6 wound hero with a 5" move or less makes SCE, Khorne and a few other linch pins easy to deal with. You could compare him to the WLC in that fashion, however he does not need LoS to take care of them and there areno dice involved. Just 6 MW. My fear, however, is that I do not have enough high rend attacks to be able to kill big monsters.
Allegiance: Chaos
Verminlord Corruptor (220)
- General
- Trait: Cunning Deceiver
Plague Priest with Plague Censer (80)
Arch Warlock (140)
Verminlord Warpseer (260)
- Artefact: Crown of Conquest
40 x Clanrats (200)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear
40 x Plague Monks (240)
- Foetid Blades
40 x Plague Monks (240)
- Foetid Blades
3 x Stormfiends (290)
Balewind Vortex (40)
Total: 1950 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 213 -
This is bull ******. Why did I even get my hype up.
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52 minutes ago, newsun said:
What are people mounting their eels on? I still don't trust the gw plastic flying posts.
I used a drill head and did the holes by hand. Doesn't look pretty but at least they are stuck.
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4 hours ago, Skyel said:
This is literally my list from 6 Nations event.
I love it. It's really agressive, fast and plays really well in all phases.
I'm actually swapping out the balewind (and hence swapping spells on casters), and probably moving to an artefact on the scryer after 10+ games, but still needs some tweaking.
Probably taking spell portal instead of balewind for Tsunami.Would you mind doing a quick write-up of your experience? Would love to hear your thoughts! Sorry if I missed it in the thread earlier.
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23 minutes ago, HollowHills said:
So i currently have been playing with mostly thralls and reavers as that's what I bought first and haven't picked up many eels yet. As far as I'm concerned the thralls just aren't viable.
They can do really great damage potential and there have been some good moments with them such as killing nagash and a maw crusher. The fact is though that at 1 wound 5up 6 bravery they deteriorate incredibly quickly. Even if you keep an eidolon nearby for the bravery buff it's not that hard to lose at least 10. The 5 up means they are super vulnerable against any kind of shooting even without rend, and in combat they hit hard but die faster.
Part of the problem is the bigger the unit you take the more units your opponent can get into combat. Even using a soul render doesn't keep them around long enough to do anything particularly useful.
This has led me to conclude there is really no reason to take thralls. So I'm selling mine to fund an eel spree and hopefully recover my love of deepkin.
Two units of ten did their job great yesturday against a Stormcast list. One unit brought down the enemy general and the other stood their ground against a group of Evocators long enough for my eels to swoop in and eat them. Don´t dissmiss them totally
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2 hours ago, Tip4Tap said:
Hey guys I’m starting a deepkin army for AoS 2. I’m looking for advice on the army. I’ve got a few tournaments coming up and want to take the deepkin to these.
So far the list I’ve come up with is this:
Allegiance: Idoneth Deepkin
Realm: CHAMON
Enclave: FUETHÁN
LEADERS
Isharann Tidecaster 100 -General
--Born from Agony -Augury Shells -Spell: Abyssal DarknessIsharann Soulscryer 100
Eidolon of Mathlann 440 -Spell: Steed of Tides
UNITS
10 Namarti Reavers 140 -Icon Bearer
10 Namarti Reavers 140 -Icon Bearer
10 Namarti Reavers 140 -Icon Bearer
6 Akhelian Ishlaen Guard 280 -Command Group
6 Akhelian Ishlaen Guard 280 -Command Group
3 Akhelian Morrsarr Guard 160 -Command Group
3 Akhelian Morrsarr Guard 160 -Command GroupENDLESS SPELLS Balewind Vortex 40
Total: 1980/2000
What do you guys think?
Personally I feel that a AoS is too expensive compared to 6 morsar guard and a Tidecaster (or spellweaver) +20 points to aspare. Especially in a Fuethan list where you want superaggro. Bring a Balewind for the spare 40 points that you get and you have the same amount of spells to cast as well as some more range.
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Just now, Hoseman said:
The thing I dont like is the change of Ishlaen. Not ignoring rend and that 3+ on charges made me love him. Now its ok that 6++ save but it would be nice the rend thing, or at least a 5++
Update your app. These changes have been reverted a week
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2 hours ago, Mark Williams said:
Can you roll for rituals again with a different hero if you fail it? Saw someone doing that this weekend and not sure if it was a special ability or what.
Nope. Only one ritual per turn.
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4 hours ago, Lord-Of-Scotland said:
thanks for replies
I'm thinking this as my list.
Idoneth Deepkin
Fuethan
Akhelian King (240) - General - Command Trait : Born From Agony - Artefact : Cloud of Midnight
Isharann Tidecaster (100) - Artefact : Coral Ring - Lore of the Deeps : Tide of Fear
Isharann Tidecaster (100) - Lore of the Deeps : Arcane Corrasion
10 x Namarti Thralls (140)
6 x Akhelian Morrsarr Guard (320)
6 x Akhelian Morrsarr Guard (320)
1 x Akhelian Allopexes (140)
3 x Akhelian Ishlaen Guard (140)
Akhelian Leviadon (380)
Akhelian Corps (100)
TOTAL: 1980/2000Looks like a fun list, thogh the lack of bodies will make it a hard list to run in matched play Check out the Soulsnare Shackles if you want a good Endless Spell. Limiting your oponents movement only further emphasizes the blitz that is the IDK.
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3 hours ago, Niishaw said:
Here are two composed list I have as potentials to play....any input would be great along with any suggestions towards taking endless spells.
-- Pitched Battle 2,000 (Order - Idoneth Deepkin) [2000pts] --
- Leader -
- Akhelian King [240pts]
- Isharann Soulscryer [100pts]
- Battalion -
Battalion: Akhelian Corps [920pts]:
- Akhelian Leviadon
- Akhelian Allopexes: Akhelian Allopex, Razorshell Harpoon Launcher
- Akhelian Ishlaen Guard: 3 Ishlaen Guard
- Akhelian Morrsarr Guard: 3 Morrsarr Guard
Battalion: Namarti Corps [740pts]:
- Isharann Soulrender
- Namarti Reavers: 10 Namarti Reavers
- Namarti Reavers: 10 Namarti Reavers
- Namarti Thralls: 10 Namarti Thralls
- Namarti Thralls: 10 Namarti Thralls
Second List
--[Pitched Battle 2,000 (Order - Idoneth Deepkin) [1960pts] --
- Leader -
- Akhelian King [240pts]: 5. Cloud of Midnight, Bladed Polearm, General - Akhelian, Hunter of Souls
- Isharann Soulrender [80pts]
- Isharann Soulrender [80pts]
- Isharann Soulscryer [100pts]
- Isharann Tidecaster [100pts]
- Battleline -
- Akhelian Morrsarr Guard [160pts]: 3 Morrsarr Guard
- Akhelian Morrsarr Guard [160pts]: 3 Morrsarr Guard
- Namarti Thralls [140pts]: 10 Namarti Thralls
- Battalion -
Battalion: Akhelian Corps [900pts]:
- Akhelian Leviadon
- Akhelian Allopexes: Akhelian Allopex, Razorshell Harpoon Launcher
- Akhelian Ishlaen Guard: 3 Ishlaen Guard
- Akhelian Ishlaen Guard: 3 Ishlaen Guard
-Sorcery-
Endless Spells ??
-- Total: [1960pts] --
Do note that the points in the GH are WRONG. There is an errata changing them back to the ones in the book. (https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_generals_handbook_errata_en.pdf)
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5 minutes ago, Reezark_SP said:
I like the Nautilar Akhelian Corps as it allows you to take 2 Leviadons
One list I was playing around with before the points in the app got messed up was the following:
Enclave: NautilarVolturnos (General)
Tidecaster (Coral Ring)
Morrsarr Guard x6
Ishlaen Guard x3
Ishlaen Guard x3
Alloplex x1
Leviadon x2
Endless Spell:
Malevolent Maelstrom
Battalian:
Akhelian Corps
Before the points got messed up I believe this was exactly 2000 points.Points are the same as they were in Deepkin battle tome. There is an errata changing them back. (https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_generals_handbook_errata_en.pdf)
Regarding the army it will struggle in matched play as it does have extremely few models and only 2 heroes (of which only one counts as 20 models in two of the scenarios). But it will look great on the board and looks fun to play!
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18 minutes ago, Stormy1486 said:
The app has been updated.
Ishalen returned to old, no rend rules.
All other changes (king, tidecaster) also fixed.
Horrah!
AoStorm is still missing one ability in mine. Is it corrected in yours?
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Beware that as they are not Deepkin they can be shot off even if they are not the closest target. And 5w with a 6+ save and 7 bravery is not sticking around if targeted. That's why I prefer the reavers a bit more. Can't be targeted and a tiny bit more durable. Though I have to admit that I've been glancing at the Khinari as 80 points is a nice gap filler if you don't want to go down the route of endless spells
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20 minutes ago, markymarkka said:
Yeah, reavers will be fun objectice grabbers and i suppose you can teleport them around with steed of tides. Get them 9" from an enemy and fire a full volley, lol. Its not very effective damage wise though.
Only heroes can be teleported with steed.
And to be honest I do not think you can use the 9" shot either
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AoS 2 - Clan Pestilens Discussion
in Chaos
Posted
Is the furnace 12 or 13 wounds in the new book? Facehammer podcast say 13 twice but app says 12. Really important for the skitter leap!