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Garuun

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Posts posted by Garuun

  1. Here's a list I've thought up, its mostly abusing our easy access to -1 to hit, with some casting muscle in skragrot and some heavy hitters in the squigs and trolls;

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Hand of Gork
    Loonboss on Mangler Squigs (300)
    - Artefact: Gryph-feather Charm
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Itchy Nuisance

    Battleline
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    - 9x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    20 x Stabbas (130)
    - Pokin Spears & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    20 x Stabbas (130)
    - Pokin Spears & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers

    Units
    6 x Fellwater Troggoths (320)

    Behemoths
    Colossal Squig (300)

    Endless Spells
    Mork's Mighty Mushroom (80)
    Geminids of Uhl-Gysh (40)
    Soulsnare Shackles (20)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 162

    General game plan is to drop the trolls somewhere annoying for your opponent and then put some goblin helpers with nets behind them, throw geminids on top and you have -3 to hit, can be put to -4 if playing in the realm of light, in addition you can do this with the colossal and the mangler boss.

    P.S @PlasticCraic told you I was still writing lists ;)

     
    • Like 1
  2. 5 hours ago, Hitch said:

    (quick question: does the CSL get to take a nurgle spell? It doesn't show up in Azyr, so does he pick after being assigned the Nurgle keyword during deployment?)
     

     

     

    Yes he does, when you deploy him you pick his mark and spell, in practice you do this during list building realistically

     

  3. 3 hours ago, sious_69 said:

    Thanks for the response!

     

    Seems to come back to that same struggle for points for a battalion, because I can't see a 1/3 chance for a CP being better than: Witherstave, Endless Gift, Rustfang, Ethereal Amulet, Ghyrstrike or Carrion Dirge?  All feel like they would consistently perform as opposed to the Brooch.

     

    The downside of the Sorcerer Lord is simply the fact that he can be unbound, whereas the Warshrine is a 66% chance of working.  Not accounting for unbinding Sorcerer Lord is higher chance of working, but does not passively buff the rest of the list, and has the risk of coming up against a list that can unbind easily.  But there is definitely a discussion between the two worth having.

     

    I can see already how challenging it is leaving the Harbinger out.  It seems extremely effective to hand out a 5+ save to most of the models in the list that don't already have one.  He is in most that I write!

     

     

    I'm gonna have to argue for the sorcerer lord, sure he can get unbound but its another wizard for scenarios and another unbind, on top of his spell being insane for 5+ to cast, and he has a passive mystic shield as well he can hand out, but you do make a fair point.

    And my last opponent at the Australian Masters can attest to how ridiculous the brooch can be when all you do is roll 5+; I had Chaos Knights rip 6 dracoline off the table, this is after I've guaranteed 6's to run, from what I recall I ended up using 10 or so CP that turn alone

     

     

  4. 7 hours ago, sious_69 said:

    Hi guys, first post in this thread but I just wanted to ask some general questions as I've not played much but done a lot of research and reading.

     

    1.  Lord of Afflictions.  I look at his scroll and see a lot of good things, including Plague Vector allowing reroll of all attacks for Rotbringers, which includes the Glottkin, Blightkings and of course, himself.  It is also rerolls for ranged attacks, making the Glottkin's shooting attack potentially more relialbe (although the 4+ to wound is still challenging).  He seems like a very versatile, supportive piece that is hard to take out and can pump out some decent rend attacks as well, but I never see lists with him.  Is it just the  220 pt cost  the main reason he isn't taken?

    In my experience he is really handy, but the re-roll is exclusive to Rotbringers which makes his cost a consideration because with Rotbringer heavy lists the points stack up really quickly.

    7 hours ago, sious_69 said:

     

    2. Plague Squall.  A lot of suggestions to take Plague Squall but it looks like a wildly unreliable spell that has minimal impact on the game to me?  What am I missing?  Is there a lot of two or three wound characters that are crucial to remove in the game? 

    Plague Squall is just handy to drop mortals on heroes and chip away at them, since we have a couple ways of doing infinite range d3 mortals it can quickly pile up and get rid of those hard to reach support heroes

    7 hours ago, sious_69 said:

     

    3. Generally speaking, the command points seem pretty vital for Nurgle lists but the cost of most of the battalions seems quite prohibitive.  Is it better to aim for 1950 and squeeze an extra command point into a list, rather than the battalions?  Obviously the battalions come with other benefits but the only two battalions I've managed to make lists I am happy with are Thricefold Befoulment and Blight Cyst.  They feel light on bodies but the benefits seem very worthwhile.

    I struggle with this sometimes as well, the best way I’ve found of deciding was having a plan for my CP, or bringing a aetherquartz brooch for a chance to get my expended CP back

    7 hours ago, sious_69 said:

    4. If you were taking a Warshrine, would you bring it in as an Ally instead of a Nurgle choice, and gain the Undivided ability (reroll hit and wounds of 1). It seems more effective than the Nurgle reroll all wounds, which with the wheel is potentially only rerolling 1s anyway?

    It depends on if you want a harbinger of decay to affect the warshrine IMO, if you are happy to rely on the shrines 4+ and 6++ then undivided is the way to go, you could also sub in a chaos sorcerer lord to hand out the rerolls

    7 hours ago, sious_69 said:

     

    5. Pretty much every list that I've written that I like includes a Harbinger of Decay, as it feels like he just adds so much survivability to any list. How often does he get scalpeled out and what are some good ways to prevent that from occuring?

    With the lack of shooting in the meta, as long as you’re smart and keep him out of threat range or hiding behind chaff walls he takes a fair while to die, however I encourage you to try building lists without him because after a year of playing with the model I’ve realised I use it as a crutch more often than not.

    7 hours ago, sious_69 said:

     

    6. Witherstave + Glottkin interaction. I have a list with the Witherstave and the Carrion Dirge and the Glottkin.  My understanding of these interactions is - at the start of the Combat Phase I roll 2D6 for each unit within 7" of the Glottkin.  If I roll over their Bravery, which is reduced by 2 because of the Carrion Dirge, they are -1 to hit.   Assuming I succeed at this Bravery roll, when an enemy makes an attack, firstly if they roll any 6+ those are rerolled.  Once all dice have been rerolled, -1 is added to the roll. Is that correct?   Or does it work the other way, and the Witherstave not a good choice in that situation?

    The order of operations is as follows;

    reroll 6s with witherstave, add modifications (positive and negative) then check for successful rolls

    so you are correct, but having so many debuffs in the army tends to make it so opponents can only succeed in natural 6s, which the witherstave forcing rerolls of is tons of fun.

     

  5. Our daemons are expensive mostly because of how resilient they are, for instance; 30 plaguebearers, I’ve had entire combat armies attack one of these units and barely take it off after 3 combat phases, add in a lord of blights, witherstave and the rerolling wounds portion of the wheel and you have something nigh invulnerable to anything short of mass mortals.

    Now onto your 1250 list @peasant I would drop the beast, nurglings and life swarm, put in 3 more drones and swap the sorcerer to blades as well as having the extra command point and triumph, as your damage is going to mainly be from the drones, but the kings should be putting dents into things at that point limit, the idea here is to maximise your damage while your Guo pins units down and tanks, lifeswarm wouldn’t be as handy army wide as you won’t bring models back, and it’s nothing that  smart wheel manipulation doesn’t do already.

    I’d personally do something like this;

    Allegiance: Nurgle
    Mortal Realm: Shyish

    Leaders
    Great Unclean One (340)
    - General
    - Bile Blade & Doomsday Bell
    - Trait: Pestilent Breath  
    - Artefact: Ethereal Amulet  
    - Lore of Virulence: Sumptuous Pestilence
    Sorcerer (120)
    - Lore of Malignance: Blades of Putrefaction

    Battleline
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)

    Units
    6 x Plague Drones (400)

    Total: 1180 / 1250
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 97

    Other option is to do endless gift on the general, because as nice as a unrendable 4+ save is, healing each battleshock phase is nice, another option would be a doppelgänger cloak, can’t  kill what you cannot hit!

    Anyway you go I wish you the best of luck for your tournament.

    • Thanks 1
  6. On 10/5/2018 at 6:44 PM, peasant said:

    looks very good, can you tell us how i performing? I will try something similar using ungors allies, 2x40 with spears rerolling 1,2s

    I’ve had two practise games versus shroudguard nighthaunt and cleansing phalanx stormcast, you get too far on objectives before they kill all the Marauders, and the knights with some buffs are wrecking entire units, that being said I had a 40-man Marauder squad with blades and the warshrine prayer on them end up wiping a 40 man chainrasp unit on their own.

    not to mention the contagion points piling up in the background

    • Like 2


  7. Here's an idea to use marauders to chaff up the table and pin stuff down for the knights to roll about and kill, what do you guys think?

     
    Allegiance: Nurgle
    Mortal Realm: Hysh
    Leaders
    Harbinger of Decay (160)
    - General
    - Trait: Avalanche of Rotten Flesh
    Chaos Sorcerer Lord (160)
    - Mount: Steed
    - Runestaff
    - Lore of Foulness: Plague Squall
    Chaos Lord On Daemonic Mount (140)
    - Artefact: Aetherquartz Brooch
    Sorcerer (120)
    - Lore of Malignance: Blades of Putrefaction

    Battleline
    40 x Chaos Marauders (200)
    - Axes & Shields
    40 x Chaos Marauders (200)
    - Axes & Shields
    20 x Chaos Marauders (120)
    - Axes & Shields

    Units
    10 x Chaos Knights (320)
    - Ensorcelled Weapons
    10 x Chaos Knights (320)
    - Chaos Glaives
    1 x Chaos Warshrine (160)

    Total: 1900 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 197

     
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