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Bradifer

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Dracothian Guard

Dracothian Guard (7/10)

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  1. I feel like Flesh Eater Court Ghouls are so close to Nosferatu fiends already. Wouldn't mind an army of thralls or Igor's that can specifically help the Vampires. We've got plenty of chaff, we're Death. Would be nice to see playable elite units that feel like vampires. Slender proper human-looking vampires that can transform into Vargheists would be fun. Emphasis on making the battlefield "NIGHT TIME" could be an amazing mechanic. I love my VLOZD but we have plenty of 350+ point units as it is. A vampiric mind control to use the enemy's shooting would be fun. Big fan of the self-sacrifice themes i.e. warlock/necromancer in other games. "Blood Bags" that are dragged along to keep the Vampire's health near full is another concept. Vampire pirates just seem so goofy. They work in the video game, but is an army of shooting really what GW needs to be adding? Shooting is awesome to have, I'm just not sure that the world's strongest death vampires should have to rely on plain ol' guns.
  2. Hey TGA! It's been a while since I've been deep into AOS. Wanted to jump into the discussion with my take on Legion of Sacrament with Dolorus Guard. To optimize a list I understand it may be more viable to add Grimghast Reapers pr big blobs of Skellies/Chainrasps, I just don't own those units at the moment. I also own 4 Morghasts, 3 Vargheists, 1 Morits Engine, and the Mortachs all with magnetized butts. Mortarchs are challenging to put into a list when they steal your better VLOZD's stuff. Other units don't have summonable keyword so they seem to have been tossed aside from GW for the moment. At least the Morghasts are even cheaper these days Spirit Hosts seem great with the changes to bringing back units. Maybe better if you're running Arkhan as they've updated him. Lots of points increases across the old LOS battalion, can't imagine that's viable now. 9 hosts could be great, but that's a lot of bases to get into combat, and realistically I'll never get to re-summon this unit because 9 will never die. Having multiple big targets for Vanhel's seems like it's ideal for list building. 6 Spirit Hosts + 20 Reapers would be nice to fit in, but Dolo guard isn't cheap and the Necro's are quite expensive now. Would you choose Wristbands over the Shroud on the VLOZD? Seems pretty meta dependent. How would you fill the remaining 260 points? What changes would you make here to optimize this list? -I've yet to play with Endless spells. I don't own them yet. It's on the fun list, but I've no idea how they fit into a competitive list. --------- Allegiance: Legion of Sacrament Vampire Lord on Zombie Dragon (440) - General - Deathlance & Shield & Chalice - Command Trait: Mastery of Death - Artefact: Shroud of Darkness - Lore of the Vampires: Vile Transference Necromancer (130) - Artefact: Wristbands of Black Gold - Lore of the Deathmages: Fading Vigour Necromancer (130) - Lore of the Deathmages: Overwhelming Dread 40 x Skeleton Warriors (280) - Ancient Spears 5 x Dire Wolves (70) 5 x Dire Wolves (70) 5 x Hexwraiths (130) - Allies 5 x Hexwraiths (130) - Allies 6 x Spirit Hosts (240) The Dolorous Guard (120) - Allies Total: 1740 / 2000 Extra Command Points: 1 Allies: 380 / 400 Wounds: 122 260 points remaining. ---------
  3. 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.
  4. 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.
  5. 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) ?
  6. 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?
  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. Might just be preference, but if the casting costs stayed as "5" or "6" instead of "B B B B B B" that is way easier to see on the fly. People might just ignore it, but at a glance it's easier to see the number instead of symbols.
  14. Very well done. Thanks for doing this! Fun blend of GW art and other fantasy art. Is there an easy way to pick and choose just the cards you want if you're only going to need appx ~ 18 cards or so?
  15. Member wise, I would prefer a one time or once a year/every 6 months payment. I don't want to be charged monthly, but if it's once a year for $10-20ish or whatever, that's more convenient.
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