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StokieRich

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  1. Hmm I see that point of view, and perhaps wouldn't protest so vigorously, however with not having that AOS 2.0 background (I only played a little of it) I would say this reads to be pretty conclusive to me that if you have sub factions artefacts and traits they want you to take one of those first.
  2. I strongly disagree, at times there are rules that are poorly written and/or could be misinterpreted. This isn't one of them. It is very clear to me, let's take them one at a time: 1.) "If that allegiance abilities for a subfaction include a command trait (yes) and the general of your army has the keyword for that subfaction (yes), then that command trait must be the one you give to your general" How do you possibly misinterpret that?!?! 2.) If the allegiance abilities for a subfaction include an artefact of power (yes) and any HEROES in your army have the keyword for that subfaction (yes), then that artefact of power must be the first artefact of power given to one of those HEROES. On this one there is a TINY bit of wriggle room, but if you REALLY push it and try and say that it doesn't include those with lists because it says "that" rather than "one of those" (and I really think that is pushing it) then the rule still doesn't work at all because you have to apply the rule (you're a yes to both questions) I really think this is wishful thinking and I would think it would be VERY poor form to try and game this and say that this would allow you to choose a generic artefact as your first. Full disclosure here by the way: I have been running Amulet of Destiny in Soulblight but after reading this rule I am fully of the opinion that I should not be doing so and need to go with one of the Kastelai faction artefacts.
  3. 1.) Yes 2.) Choose one 3.) Hit>Wound>Save>Transfer>Ward
  4. One more from me that is more of a, " is this correct" As it stands a character who takes Morbhegs claw can make a Run move as it is only restricted from performing a Normal Move, Shoot, Charge, is this intended? Details: Morbheg’s Claw This blackened talon is said to belong to Morbheg, father of Terrorgheists. In your hero phase, you can say that the bearer will carve sigils into the ground using Morbheg’s claw. If you do so, add 2 to casting rolls for friendly LEGION OF NIGHT WIZARDS wholly within 12" of the bearer until your next hero phase. However, the bearer cannot make a normal move, make a charge move, shoot or fight until your next hero phase. 8.1 NORMAL MOVE When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. 8.2 RETREAT When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. 8.3 RUN When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run
  5. I played this list on Wednesday night against Sylvaneth in my first game of AOS 3.0 - Really enjoyed it and most fun I've had in a long time, could have gone either way to the end. Allegiance: Soulblight Gravelords- Lineage: Kastelai DynastyLeadersVampire Lord on Zombie Dragon (435)- General- Deathlance- Command Trait: Rousing Commander- Artefact: Grave-sand Shard- Lore of the Vampires: Amethystine PinionsBelladamma Volga, First of the Vyrkos (200)- Lore of the Vampires: Amaranthine OrbRadukar the Beast (315) // Extra 10 Dire Wolves T1Battleline10 x Dire Wolves (135)10 x Dire Wolves (135)5 x Blood Knights (195)5 x Blood Knights (195)5 x Blood Knights (195)5 x Blood Knights (195) // OutflankedTotal: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 135 (Double Battle Regiment - 2 drop) --------------------- I played against: Allegiance: Sylvaneth - Glade: Dreadwood Leaders Branchwych (80) - Artefact: The Vesperal Gem - Deepwood Spell: Throne of Vines Spirit of Durthu (300) - General - Command Trait: Paragon of Terror - Artefact: Jewel of Withering Spirit of Durthu (300) Treelord Ancient (260) - Deepwood Spell: Regrowth Arch-Revenant (100) Battleline 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) 5 x Tree-Revenants (80) 5 x Tree-Revenants (80) 5 x Spite-Revenants (60) Units 6 x Kurnoth Hunters (380) - Scythes Endless Spells / Terrain / CPs Spiteswarm Hive (50) Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 116 --------------------- I didn't take any pictures so won't go through the whole game but overall I was really impressed with the army, I didn't get a lot of value from the MW from the Blood Knights as he has a LOT of stuff I couldn't move over, but they did a few times on the smaller units and discounting the MW, the ability to get out then charge back in was fantastic. I gave him the first turn and got the double on turn 2, kept it from then until Turn 5 when he got it back. Scores ended 22-20 to me with the Grand Strategy making the difference. Blood Knights I really enjoyed, feels like they're in a different place now, they hit reasonably well on the charge but the main thing is they're so much more tanky now as I was regularly putting them on a 2+ with All Out Defence when they are charged, to then retreat out and charge back in. For 195pts I think they're a bargain. Still think the Kastelai buffs are a bit gimmicky as normally you'll only really see the +2" speed one, and then you only get it after you've killed a unit so it only really matters late game if they survive. +1 damage sounds fantastic (and it is) but you have to go hero hunting to get it really. I think in future I'll go with the run and charge ability instead as the VLOZD was fantastic, he'd be really scary with a Run command point making him 20" before a charge. (26" if you get Pinions off) Seen people Poo Poo Dire Wolves with new coherency rules but 10 of them still covers huge space and they're fast so you're able to get them places quickly to claim/contest objectives. 20 wounds on a 5+ 6+ is pretty tanky as well!
  6. Definitely agree with this mate, Had the *pleasure* to play against DoK with 15 Bow Snakes as well, 60 shots per turn (Hero phase and shooting) at 24" range (32" with a move) does on average 10 MW without even rolling the rest of the hits/wounds/saves! With that sort of MW output at range it feels like a good save just won't help you. You have a good chance of just picking up the VLOZD before he does anything.
  7. Has anyone figured out how radukar and belladamma interact together on a 6 to hit? Would you get both going off and one being 2mw then you get an extra hit pop in that you roll for, or would you just get the benefit of one?
  8. If you're playing petrefex elite which is certainly the competitive option atm, then you're going to want to build the kavalos.
  9. I'm sure it'd be decent mate but I think 40 10 10 is better than 20 20 10 as that 40 is just so, so good. You're also splitting what you have to maintain those buffs on as to buff 2x20 to have reroll saves is 4cp a round, whereas to buff the 40 is just 2 (which you get for free with the battalion) The battalion feels to me like 3rdp a turn for 120pts, plus lowers your drops so I wouldn't want to drop it. Having said that though mate none of us have likely played enough games to, "figure out" what the best is, so go for it and let us know what your experiences are and we can all benefit 😊 In my experience when a big nasty unit charges the 20 they might kill say 10-15 and your return punch is neutered. If they kill 10-15 of your 40, they're very, very likely to just die in return from the other 25-30 guard with 50-60 rend 2 attacks. If nothing else that massively changes how they play the game as they can't really take on that 40 at all in combat.
  10. For 130pts you could bring 10 more mortek which is more than he's likely to bring back and I'm not sure the extra 10 mortek won't do more than the boneshaper will. At 1k I've been liking this: Soulmason 40 mortek 10 mortek 10 mortek Mortek shield corps Bone shrieker Whilst low on rdp the shield Corp gives you 2 free shield walls per round so I haven't felt particularly short. 40 mortek can deal with pretty much everything (killed a frost lord on stonehorn (metalcruncher) with ethereal amulet last time out. The other 2 units of 10 are still legit at that point level and gives you a good chunk of mortek for bigger games
  11. Yea that's fair mate and the list doesn't benefit as much from LoB now that those changes have been made for sure. I'd not considered Arkhan and was therefore thinking I had to be in Blood for Nef. Having said that it looks very different in Sacrament. It's not just a case of swapping a 140pt Vampire Lord out for Arkhan, you'd have to lose the coach as well, and you can't run the battalion without it looking like a vastly different list. I'd be up for trying Nef, Arkhan, VLOZD though with the 2x10 Hexwraith package and see how that gets on, I think that'd be an interesting one to try thanks mate!
  12. I get that Legion of Blood aren't top tier but I've been playing them a while and I don't get some of the complaints, they're comfortably mid tier with Nef even before the points drop. Bit of a dump here but I felt these comments about Nef and LoB not being any good are inaccurate. This is what I took to Blood and Glory, I didn't exactly smash face but I was happy with 3-1 and a forfeit to watch the rugby day 1: Neferata VLOZD with Eth Amulet 2 x 5 Blood Knights 2 x 10 Hexwraiths 3 x 5 Dire Wolves ------ Since Blood and Glory I've removed the Blood Knights as whilst they can hit pretty hard on the charge they just melt in return to most things. New list looks like this: Neferata VLOZD with Eth Amulet Vampire Lord on Foot Black Coach 2 x 10 Hexwraiths 3 x 5 Dire Wolves It is absolutely disgusting to try and kill. Front screen is Dogs, behind those are Hexwraiths. Most of the time the opponent will be -2 to hit against your 4+ ethereal Hexwraiths with a 6+ death save. Once you've received the charge unless they do 20 wounds into your Hexwraiths you're then replacing D3 models from the black coach, plus you'll likely have 5-7 rolls from Graveyards and Heroes returning a model on a 3+. It's just fantastic at the attrition game. If you need an opponents objective, just retreat with your super fast Hexwraiths over them and sit on it. If they do manage to kill them all, bringing 10 Hexwraiths back for 1 cp is great. It comes undone a bit to magic, but against a combat army (and often shooting if you march Neffy up early) it can completely neuter them. I'm not saying it's top tier, but it's competitive, and my second list there just went down another 80pts so you could upgrade the Vampire on foot to something else (Olynder, Reikenor or Kurdoss(+ a cp), 2nd Black Coach are all options)
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