Jump to content

SilverJelly

Members
  • Posts

    72
  • Joined

  • Last visited

Posts posted by SilverJelly

  1. 56 minutes ago, Neil Arthur Hotep said:

    My first reaction was also a second unit of Stalkers, just to have another unit that can actually go somewhere and hit stuff. Surprisingly, though, they don't hit quite as hard as I thought. Maybe one unit of 6 would be better?

    EDIT: Actually, never mind. I had a 5+ ward turned on in the damage calculator. 2x3 seems good.

    What damage calculator are you using?

  2. Here is a list I plan on using today. How do you guys think it will do? 

     - Army Faction: Ossiarch Bonereapers

         - Subfaction: Petrifex Elite

         - Grand Strategy: Hold the Line

         - Triumph: Inspired

    LEADERS

    Arkhan the Black (360)*

    Liege-Kavalos (185)*

         - General

         - Command Traits: Mighty Archaeossian

         - Artefacts of Power: Godbone Armour

    Mir Kainan (190)*

         - Spells: Drain Vitality

    BATTLELINE

    5 x Kavalos Deathriders (190)*

    20 x Mortek Guard (280)**

    10 x Mortek Guard (140)**

    BEHEMOTH

    1 x Gothizzar Harvester (215)*

    OTHER

    2 x Morghast Harbingers (185)

    3 x Necropolis Stalkers (180)

    5 x Kainan's Reapers (190)*

    ENDLESS SPELLS & INVOCATIONS

    1 x Emerald Lifeswarm (60)

    TERRAIN

    1 x Bone-tithe Nexus (0)

    CORE BATTALIONS

     - *Battle Regiment

     - **Hunters of the Heartlands

    TOTAL POINTS: 1985/2000

     

     

     

     

     

    • Like 1
  3. 11 minutes ago, AaronWilson said:

    Dispelling endless spells is done at the start of the hero phase & the spell was removed after the start but in the same turn it was cast. It being placed in a way where it would move off the table is most likely correct. 

    I see what your saying. It looks like in round one he moves it off the board. At the bottom of 2 he dispels it in the hero phase. 

  4. 3 hours ago, AaronWilson said:

    I've seen a few Nagash lists pop up, how are they playing the scenario ever with so few bodies. Is Nagash's out put enough to carry the army?

    Yes in a way. The main thing in 3.0 is being able to carry out your battle tactics and grand strategy. There are a few that are easy to accomplish to start the game but the tactics that win you games are being able to kill the general, battleline, and monster, along with the added bonus if you do some of these items with a monster.

    Nagash fills out that roll very well, being able to delete units and get the added bonus for being a monster. He's not unkillable though so you have to be careful when running him. 

    The main strategy to protect him and increase his maneuverability is using Protection of Nagash to teleport him when he takes damage and out of combat.

    Playing the objectives is required to stay in the fight but in most case won't win you games. Playing to the strategy and tactics is what wins games and Nagash does that better than everything else in our army until our book gets fixed. 

  5. I took a 2.0 list to  tournament over the weekend and got rocked. Here is the list I'm looking at trying out going forward. It's a variation of the Nagash list. 

    Allegiance: Ossiarch Bonereapers
    - Legion: Petrifex Elite
    - Grand Strategy: Prized Sorcery
    - Triumphs:
    Nagash, Supreme Lord of the Undead (970)
    Arkhan the Black, Mortarch of Sacrament (360)
    20 x Mortek Guard (280)
    - Nadirite Blade and Shield
    - Reinforced x 1
    10 x Mortek Guard (140)
    - Nadirite Blade and Shield
    10 x Mortek Guard (140)
    - Nadirite Blade and Shield
    The Burning Head (20)
    Umbral Spellportal (70)

    Total: 1980 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 67
    Drops: 5
     

  6. 40 minutes ago, baiardo said:

    I had a great game against nurgle, the obr playability is still good and the game is overall better than aos2.

    Few points:

    I used a lot of RDP although I thought: "I would not use any"

    Arkhan is really good

    Katakross is STILL really good

    Endless spells cost hurt us, we can't play what we want and a good endless, something need to be cut.

    I played a fun list but effective

     

    Great victory for OBR.

    What list did you take? 

  7. 15 hours ago, baiardo said:

    What's you have in mind with nagash?

    Maybe something like this?

     

    Allegiance: Ossiarch Bonereapers
    - Legion: Petrifex Elite
    - Grand Strategy:
    - Triumphs:

    Leaders
    Nagash, Supreme Lord of the Undead (970)
    Liege-Kavalos (185)

    Battleline
    5 x Kavalos Deathriders (190)
    - Nadirite Blade and Shield
    5 x Kavalos Deathriders (190)
    - Nadirite Blade and Shield
    5 x Kavalos Deathriders (190)
    - Nadirite Blade and Shield
    10 x Mortek Guard (140)
    - Nadirite Blade and Shield

    Endless Spells & Invocations
    Bone-tithe Shrieker (85)

    Total: 1950 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 78
     

    • Like 1
  8. 1 hour ago, Obeisance said:

    So I had my first game of v3 yesterday. We played Power Struggle on the correct sized board and used magic terrain traits. Both of us were two drop and I had first turn.. then lost every single priority roll, regardless of the fact I broke ties.

    Game.jpg.a29d7408fe95cd753d4abe822c8c4a51.jpg

     

    Kroak, Astrolith, Priest, other kind of Priest
    30 Skinks, heaps more Skinks
    2*2 Salamanders
    2*1 Salamanders

    Arkan, Soulreaper, Leige
    2*20 Morteks
    5 Deathriders
    2 Crawlers
    Predator and Shrieker

    First turn, Crawler did 15 wounds to the Skink brick and I shot the one on the other flank screening some Salamanders. Not having played in a year and rarely played against Seraphon, this was my first mistake. I should have immediately dropped rocks on the Salamander units. Because the remainder of the game involved them being teleported about, removing Crawlers, running/shooting/charging and generally being a pain in my ass. 

    Interesting though, between the -1 cast debuff and Arkhan- Kroak only got 1-2 spells off all game. Conversely Arhan only got a couple spells off all game as well. But I'll take that.

    At one point I charged 20 Morteks into a Skink screen. Between Parting Shot and Unleash Hell, I lost 8. On the charge. Really unimpressed with that.

    Picking a hero ability at the start of the turn, a lot of the time just gives me an extra dispel. During the course of the game Arkhan managed to heal like 15 wounds and lived the game out.

    I liked the change to the way scoring is done. I actually printed up some Hearthstone cards with MTG art for my battle tactic cards and found them pretty easy to complete. Taking Arkhan to fill the monster slot I suspect, might be the way forward for me.. and playing Petrifex again felt good. Having that little bit of extra resilience against shooting is good. 

    In the end, I got totally demolished by shooting from Skinks and Salamanders and frankly, my poor target priorty was a major factor. I should have tried to screen teleports better, but I was rusty and well- OBR doesn't have the models to prevent it unless I really turtle up. I was playing into a top tier army, in the hands of a good player, which I think is also a orange/red matchup for OBR in the first place. 

    I didn't find the restriction on command abilities as bad as I thought I would. It only really stopped me from having an extra Crawler shot and I only Shield Walled a couple times due to lack of combat. I think Crawlers are a must.  Having to deploy the Nexus in my territory is total ******.

    I think the next iteration of my list will be...

    Petrifex
    Arkhan
    Leige: Godbone Armour, Mighty Archaeossian
    2*20 Morteks
    2*5 Deathriders
    2 Crawlers
    Shrieker (or another endless spell?)

    It's either 2-drop, or I'll take the Morteks out and put them in a Hunters of the Heartland batallion to make them immune to monster rampage. Cause that's extra mortal wounds and they can scream to turn off Shield Wall.

     

    hscards.jpg.206e8b5f843f2fc1f33f05b8117180ce.jpg

     

    I think this is the most balanced list I have seen. I am torn between this or an ultra aggro Nagash list. 

  9. FAQs are up. OBR does NOT get to use generic command abilities.

    PE is now worsen rend by -1

    Shrieker prevents Rally and Inspiring Pressence to be used within 12 along with +1 to hit

    Terrain piece has to be setup in your territory

  10. 8 minutes ago, GutrotSpume said:

    Wow they didn’t add 40K style rules for fighting in combat! So any unit that is minimum 10 models on bigger than a 25mm base that only has a 1 inch reach is pretty rubbish now! What planet are GW on that they thought this was a good idea? 

    Why is choosing who gets first turn still there? 

    Why is battleshock unchanged when it never had much of an impact anyway?

    I’m hoping there’s more to grand strategies and battle tactics in the GHB but these seem half baked and easy to score.

    A big tweak seen in this battlepack is the fact that whoever finishes deploying first HAS to take the first turn! You no longer decide! With the changes to command points this is something you may want to consider when building your army. 

    Another new addition is that each player has to pick one of 3 Grand Strategies at the start of the game:
    Sever the Head – you complete this if your opponent has no heroes on the battlefield at the end of the game
    Vendetta – you complete this if you slay the opposing general but yours survives
    Hold the Line – you complete this if you have any battleline units on the battlefield at the end of the game
    Each of these are worth 3 bonus victory points at the end of the game.

    In addition to this you also have to pick a battle tactic at the start of each hero phase – these are worth 2 victory points if you achieve them however you can only pick each battle tactic once meaning you will need a well rounded army able to score all of these:
    Break their Spirit – Destroy a unit in enemy territory
    Broken Ranks – Destroy a unit from the enemy’s starting army
    Conquer – Control a specific Objective Marker that your opponent controlled at the start of the turn(You choose at the start of the hero phase)
    Repel – Destroy a unit in your territory
    Seize the Centre – Have more models than our opponent within 6″ of the centre of the board
    Slay the Warlord – Slay the opponent’s general

    • Like 2
    • Thanks 2
  11. 1 hour ago, Hungey26 said:

    Listening to Facehammer TV review the core book they did confirm that as of now (without an FAQ) we are indeed unable to use the new command abilities which makes sense as it is a restriction within our book.

    Where did they say that on the stream. I've been trying to find it. 

  12. 1 hour ago, rosa said:

    I wonder that there are not more discussions around AOS 3 yet. 
     

    i mean, if we don’t get a new book or a faq very soon, I think we will have a very hard time competing with all the new command abilities around we are not allowed to use. 
     

     

    I think we will be able to use generic command abilities. I personally think we will have to manage to resources, RDP and CP. We will probably generate CP like every other army. I think this because in one of the previous FAQ it was stated that we get CP every turn, we just can't use them. Also there is this exchange on Twitter with Ben Johnson:

    SmartSelect_20210608-130519_Twitter.jpg

    SmartSelect_20210608-130535_Twitter.jpg

  13. 29 minutes ago, Kimbo said:

    Hi! I'm trying to build my first OBR list with competitive intent. Would love some feedback in this one: 

     

    Mortis pretorians 

    Katakros 

    Liege 

    2x20 Mortek guard 

    2x5 (or 10) deathriders

    2x crawlers  

    1980p 

     

    I've thought about using Zantos instead of Liege but then I can not use the -3 rend artefact on a hero. I'm torn. 

    I can se value in both using the desthriders as 2x5 and 10. Would love some input regarding that if you prefer it one was from experience. 

     

    Thank you in advance! 

     

     

    I would run Zandto for his reroll wound command ability depending on the Grand Alliance. I have found it to be very beneficial in past games.

    For the deathriders, if you are using them to capture objectives run them as 2. This will allow you another RD roll. Of you want them in combat and need staying power, run them as ten. 

  14. Or could double down on Crawlers with 4 and 3x 20 Mortek Guard. 

    Allegiance: Ossiarch Bonereapers

    Leaders
    Liege-Kavalos (200)
    Mortisan Soulmason (140)

    Battleline
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield

    Artillery
    Mortek Crawler (200)
    Mortek Crawler (200)
    Mortek Crawler (200)
    Mortek Crawler (200)

    Total: 1920 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 121

  15. With the new meta inbound and Crawlers a little unreliable, what do you guys think of this list?

    Allegiance: Ossiarch Bonereapers
    - Legion: Stalliarch Lords

    Leaders
    Liege-Kavalos (200)
    Mortisan Boneshaper (130)

    Battleline
    5 x Kavalos Deathriders (180)
    - Nadirite Blade and Shield
    5 x Kavalos Deathriders (180)
    - Nadirite Blade and Shield
    30 x Mortek Guard (390)
    - Nadirite Blade and Shield
    30 x Mortek Guard (390)
    - Nadirite Blade and Shield
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield

    Battalions
    Mortek Shield-corps (120)
    Kavalos Lance (120)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 122
     

    The thought is trying to get first turn and Kavalos tying up units in combat turn 1 and then running the rest of the guard to claim objectives and weathering the storm playing the attrition game from that point forwards. This would force you opponent to have to make it through chaff and then you main blocks of guard. 

    • Like 1
×
×
  • Create New...