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Everything posted by Tasman
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Looks pretty cool.... Except: Harby doesn't get a spell. Give him the witherstave.
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I think that just about any list with him is going to be pretty good. Archie + The Glott+ Harbinger+whatever else you have in your collection with a command ability makes for lots of smiles from us and lots of groans from the other side?.
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Allegiance: NurgleMortal Realm: GhyranLeadersHarbinger of Decay (160)- General- Trait: Grandfather's Blessing - Artefact: The Witherstave Gutrot Spume (140)Sorcerer (120)- Lore of Foulness: Plague SquallBattleline5 x Putrid Blightkings (160)5 x Putrid Blightkings (160)5 x Putrid Blightkings (160)Endless SpellsBalewind Vortex (40)Total: 940 / 1000Extra Command Points: 1Allies: 0 / 200Wounds: 80 You could try something like this....
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Sounds right.
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Yarbles.?
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Absolutely.
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I could see this as BoC perhaps.....
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My personal opinion is that we're going to see some kind of re-worked fiends to fill this slot..... And Striders are DLHWI.
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Yup. Nothing ventured, nothing gained. I'll give that sorcerer muttergrub and try blades every turn. Then I use him for wheel shenanigans too.
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Well, if you're going to run PBs, then, IMO, they should never be used in units of less than 30. Unless summoned for their annoying speed-bumpery. I also think that you are terribly short in the wizard slots..... you will never get Blades off without at least trying to get your opponent to unbind a couple of other spells, you know?
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I prefer axes. Wish they'd be throw-able. ?
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I'm pretty sure that your banner for Plagueboys will allow you do exceed the starting number..... an example of how things are worded can be found in Tzeentch. A unit of pink horrors can generate d6 models to the unit that rolled a 1 for battle shock, but a shamans fold reality spell will only revive slain models. There's the subtle difference. If they intended that the battle shock roll only allows a unit to be restored to its starting size, they would have said so. The war scroll for PBs simply states that in the event of a 1 being rolled, no models flee and d6 minis are ADDED to the unit.
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This is Raging Heroes? I couldn't seem to find it there.
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You lost me here..... +1 what? Or do you mean RR1s?
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AoS 2 - Daughters of Khaine Discussion
Tasman replied to Chris Tomlin's topic in Daughters of Khaine
^^What he said..... You definitely need some more Hags here. Some scenarios require hero to hold objectives. Witch brew is going to help keep your units in place, and don't forget that you will want to be able to put prayers out to stack on those units of sisters. -
Grats on a great finish! So the blightcyst was worth it after all? You seemed to be more inclined to plague cyst. Did the shooting attacks from the blight kings do anything for you? They usually fail to hit/wound anything for me. I only take the battalion for the rend, artifact and CP.
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Ok..... but I still think that puts him in the 220-240 range.
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What, then, do you do about Orghotts? I my mind, the maggothlords are the vanguard of a much larger Nurgle force..... it therefore makes sense to give the daemon keyword, as the main body of an army is going to include daemons, either in the list or summoned. Orghotts was supposed to be the CC hammer, IMO. Right now, at 260 pts, he's a wuss. DR would help some, but it's not enough to cover his points. Depending on what else you give them, (extra spell for Bloab, the Nurgling bump for Morby etc), it would follow that each of them would come in at a different cost. I'd sure like to be able to fit these guys back into a list. They've been gathering dust here for a loooong time.☹️
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Lol. I've had a lot of games end like that.... going all the way back to 3rd ed.
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Yeah, I forgot about that.... 220, then.
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Amen brother. And even then their use would be situational at best. They need to be more realistically priced..... 200-220 range, IMO.
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Just kill it with 'nettes, when it takes wounds it's shoveling out D3 MWs on a 4+. They don't give you any DP and will make some hero of yours very unhappy. The Vps that you would gain by wounding it would almost surely kill your hero. I've used that sucker with great success. Those who don't know what it does learn to avoid it in CC in future games.
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Truth. Even on a vortex he's squishy as ****. With the ability for first turn charges from multiple units, he shouldn't be around long enough to be a real factor. Killed daemonettes can be replaced via summoning.
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The sorcerer should be good on the vortex, then. He should be able to get foul regenesis off for wheel shenanigans so you can maybe snipe some MWs on those shamans with Rampant Disease. Then try plaque squall, (from him as well for the extra range). I'll admit to having abysmal luck with that spell myself..... even when I do get it off, I rarely get any 6s?. The key here, obviously, is to take out the shamans. Gutrot, perhaps? Idk. We have no IJ players around here ATM except for one lad who brings a Cunning' Ruk. That's a whole different kettle, but, again, it's all about hero hunting. Good luck. Let us know what you do to mitigate this.
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Hm. That sounds like some serious bad dice. I'd expect a lot of spell denial from magic heavy armies, i.e. Tzeentch, Seraphon, Aelves, etc, but IJ shouldn't have been able to stop all of your spells so.....? Maybe try dropping three of the drones- six are hard to get in on a single target anyway- and take a sorcerer. Maybe give him Muttergrub? Or if you really want to keep your artifact, take a bale wind for him so as to get the extra spell and +6" range. That would help a bit.
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