Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Community Reputation

168 Celestant-Prime

About Bradifer

  • Rank
    Dracothian Guard

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. That nerf hits Death across the board but is guaranteed to hit Lords of Sacrament. I wonder if they'll drop the points on the battalion or Mortis Engine if the list goes quiet.
  2. Looks like the GH 2019 points changes are going to hit the Lords of Sacrament units pretty hard. LoN points increases: Nagash up 50 points Arkhan up 20 points Necromancer up 20 points Dire wolves up 10 points Court of New Lahmia up 40 points The other death changes are in the spoiler below. So Archon + Necro + Necro + Dire Wolves + Dire Wolves appears in a number of Lords of Sacrament lists I've seen, at least the ones focused on the battalion. So a 60 - 80 point nerf is going to hurt a bit, but we'll figure it out. Grimghast Reapers also increased in price. How will you guys be changing your lists? I will probably add the Morghasts back in or try out the Hexwraiths again.
  3. Hello, I have been away from Warhammer for a while, both the hobby and the gaming sides. I'm looking to paint some Skeleton Warriors and Dire Wolves to match the rest of my Death Army. Most of the death army was commissioned so I'm not as skilled as the pictures might imply, really I'm just looking to get back into Age of Sigmar and I'd love to finish up the battleline units so I could play a tournament in Fall. Pictures should be posted, but the colors are generally black with purple tint and the Ethereal Soul/Nighthaunt color on the spirits. With skeletons we could go with the classic bone color or try something darker that lines up with the Mortarch mount/Morghast look. For the Dire Wolves, I'm actually using Thunderwolves. They look a lot beefier than the Fenrisian Wolves or the old vampire counts Dire Wolves. My wife and I discussed trying to paint the wolves as spirit wolves, I just haven't really seen any other spirit wolf miniatures to compare that idea. TL;DR What is your opinion on a good matching paint job for 50 Skeleton Warriors and 10 Dire Wolves (Thunderwolf model) ?
  4. How's Legion of Sacrament doing these days? There's been a lot of new releases between DOK, Grots, FEC, Skaven... Did we ever reach consensus on the best combination of endless spells and debuffs for our armies?
  5. IF you change Prince Vordrai to VLoZD you can give them the ignore rend artifact. Mystic shield on the VLoZD, ignore rend is 3+ save rerolling 1's. That cheese is quite common at this point and very effective.
  6. For 440 points I think there's finally something to challenge the king (lord). Vampire Lord = 140 Mourngul = 300 VLoZD = 440 Main issue is the lack of trait/artefact on your behemoth. if you swap to Mourngul. With so many lists going horde and MSU style, I think the VL's hero phase regen is better than ever and being able to slot in the Mourngul as an agressive tanky behemoth to replace the Zombie Dragon seems like a good fit. You can still casts spells, hold objectives, and gravesite regen with your hero but now your behemoth can be in a seperate place. Although you lose the big Death Ward save platform. What are your thoughts on running a Mourngul & Vampire Lord on foot vs. the big VLoZD?
  7. Has anyone tested the new endless spells enough to know which ones work out with the Lords of Sacrament Battalion? I'm seeing a lot of lists drop the battalion because of the mortis engine tax, but I'm wondering if the extra spell casts are better than before with the new spells.
  8. Vargheists don't hit hard enough to really kill anything and are too expensive for how easy they are to kill. Solid casual option and they can hit hard but often they will get screened and then immediately wiped out via shooting or a big charge. I think Morghasts kill things better than Vargheists and Hexwraiths/Black Knights/Dire Wolves work as mobile units.
  9. What's interesting to me is that he could have gone - 6 spirit hosts (240) +1 Necromancer (110) +Lords of Sacrament Battalion (130) But I think he had a nighthaunt heavy list before so this could have just been a crossover. Or maybe 3 units of 6 hosts is just too much to break through with wolves, VLoZD and spells going nuts. Russ's list for reference: England - Russ Veal Allegiance: Legion of Sacrament Realm: Shyish Leaders Arkhan The Black Mortarch of Sacrament (320) - General - Lore of the Dead: Fading Vigour Vampire Lord On Zombie Dragon (440) - Deathlance - Lore of the Vampires: Vile Transference -Artefact: Ethereal Amulet Necromancer (110) - Lore of the Deathmages: Overwhelming Dread Battleline 5 x Dire Wolves (60) 5 x Dire Wolves (60) 5 x Dire Wolves (60) Units 6 x Spirit Hosts (240) 6 x Spirit Hosts (240) 6 x Spirit Hosts (240) Behemoths Mortis Engine (180) Endless Spell Geminids of Uhl -Gysh (40) Total: 1990 / 2000 Here's the rest of the 6 Nations lists in case anyone missed them: https://drive.google.com/file/d/1o6QN3xQ8-7ZoCq5XHms-oKn8syebY5HU/view
  10. This is where I'm aiming until I buy some endless spell stuff, which might be a while. Arkhan The Black Mortarch of Sacrament (320)- General- Lore of the Dead: Overwhelming Dread (Deathmages)Necromancer (110)- Artefact: Wristbands of Black Gold - Lore of the Deathmages: Fading VigourNecromancer (110)- Lore of the Deathmages: DecrepifyVampire Lord On Zombie Dragon (440)- Deathlance & Shield & Chalice- Artefact: Shroud of Darkness - Lore of the Vampires: Vile Transference40 x Skeleton Warriors (280)- Ancient Spears10 x Dire Wolves (120)5 x Dire Wolves (60)6 x Spirit Hosts (240)Mortis Engine (180)Lords of Sacrament (130)Total: 1990 / 2000 I still think Morghast Harbinger & Hexwraiths are generally underrated and should be considered. VLoZD loses a lot of value with heroes being more survivable, he's got a big target as usual. But he still hits hard and survives for a long time. Synergizes well with Mortis Engine's ability to heal. Can sprint up field and summon slow spirit hosts. With command abilities costing resources, the VLoZD can now use his powerful Dread Knight on select units to act as a second Van Hels in a way. Really what you want then is multiple units that hit really hard when buffed, I think that will be a key strategy with Death moving forward. As your summonable units hold the lines and win attrition wars, your s I think the biggest candidates are: 40 Skelly 4 Morghast Harbinger w/ Halberd 10+ Hexwraiths 6-12 Spirit Hosts 15-30 Grave Guard This is what I'll be trying. If you want to try the purple sun, drop the 6 hosts and -5 direwolves for 5 Hexwraiths and the 100 for Purple Sun.
  11. You might need to test them over a few more games. Sounds like the dice were just not in your favor. Also I find most death units are very much about how the affect the battle/objective. So if your spirit hosts/hexwraiths just hold down part of the board and demand specific answers, they are doing their job, so the rest of your army can do its job. Don't forget you can always just retreat hexwraiths and fly out of combat, maybe do some mortal wounds, and regenerate for a turn or two.
  12. Spirit Hosts are either really efficient or inefficient depending on who you put them up against. If they're tarpitting big rend units and they don't have -1 to hit, you're winning the value war, so you should pull ahead in the rest of the battle. If your hosts are stuck against -1 attack debuffs or enemy infantry with rend (-), then they will die faster than they will kill, so that's where they're not efficient. The gravesites may not rez models often, but they can still heal up damaged hosts. I think the main argument here is spirit hosts vs. hexwraiths and when to pick one over another. Spirit hosts should be battleline, but since they're not it makes the decision easier. Hexwraiths are easier to bring back with DI, are faster, and have decent attacks some 6+ mortal wound attempts. Overall slightly more damage to units without a great save - but spirit hosts are better vs units with high save. I think it revolves a lot more around what your strategy is going to be on every mission. Hexwraiths are fast and can still fly, so now you have a very strategic unit that uses mobility, damage, and durability to win objectives. So I think it's more of an overall army composition think. Are your units arriving in waves? How do hexwraiths affect that-which wave do they arrive? Or do you need objective holders that mostly stand in place? Hosts are more efficient for that job, but are they really if hexwraiths are easier to reanimate? What's your plan with summoning units from gravesites? Hosts get more value from this because they are slow. Well now you need a hero to reliably move up and summon hosts out of the grave, etc... Lots of decisions but that's why I think GW did a good job making them both good units but not auto-include skyfire/kurnoth hunter level units.
  13. The magic isn't really killing most of the enemies, aside from randomly lucky Curse of Years instakills. The magic is debuffing the enemies into being inefficient. You get some mortal wounds depending on the spells you picked, but the debuffs are the strongest spells IMO. The debuffed units mean our opponent fights us in waves of weaker enemies. Your units don't have to be great to beat debuffed enemies, they just need to survive our get lot of value from whatever they did (like tarpitting an enemy hammer). Units that get debuffed and eventually killed help contribute to our attrition plan as we just need to survive and outlast them. (Battleshock phase helps here with our -1's). There are moments where your goal isn't to outlast, but to overpower so you can capture the object. Like @Josh said, we have some control tools to help us focus and punch through certain enemies...Such as focused MW via magic, Vanhels cast on a unit to fight vs the target...Or take over positioning and require that unit to move to a space where it becomes vulnerable to our slower units. I think Vanhels is such a scary tool, so I like to have multiple options for where to place it. I.e. 40 skeletons & 10 Hexwraiths & 6 Spirit Hosts & 15 Grave Guard etc... Also, what hero are you all usually using to summon units from the grave? I'm not inclined to push my Arkhan up far enough to summon the frontline, but it's always an option. Or, do you even use grave summoning at all? If so what units are you popping out?
  14. I think 2 x 40 skeletons is approaching optimal list building, but honestly the logistics of buying/building/painting/carrying and playing with 80 skeletons is simply not something I enjoy. I play 40 because it's powerful and a death staple, 80 is just a chore on the hobby and a chore to play with. Just my opinions, but if you're never spent ~$200 on horde units and spent A LOT of time hobbying them, slow down and think about that investment. Also, if we're really optimizing list building, we need to think about our list vs. every single mission. We don't have to go into every matchup, but at least knowing what the plan is onDuality of Death as an example, where a VLOZD is great, but maybe 4 Morghasts are just scarier on a lot of other missions etc. Also a VLOZD makes it easier to fly up and spawn a unit from the grave. These little synergies need to planned around.
  15. I'm fine with 2 necros in my list, so I think 3 would be enough to focus more on magic. Here's my take w/ -1 necromancer +3 Spirit Hosts. :Allegiance: DeathArkhan The Black Mortarch of Sacrament (320)- GeneralNecromancer (110)Necromancer (110)Necromancer (110)Vampire Lord (140)40 x Skeleton Warriors (280)- Ancient Spears5 x Dire Wolves (60)5 x Dire Wolves (60)10 x Hexwraiths (320)6 x Spirit Hosts (240)Mortis Engine (180)Lords of Sacrament (70)Total: 2000 / 2000 You can also go -6 spirit hosts for one of these: +2 Morghast Harbinger +40 skeletons (-5 Dire Wolves) +15 Grave Guard Any of those options seems like a fun and powerful choice.
  • Create New...