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Tronhammer NZ

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Blog Comments posted by Tronhammer NZ

  1. We proxied it for our test game, though Jim does have the Glottkin which he used in lieu of Festus and the Blightkings. He actually tried using a Hellflayer to push forward outside the 'pod', but we wanted to list something a bit more thematic.

    I don't think it would be a fun army to play against, for sure. Order Draconis is far more so in that respect.

    Thank you for the quality feedback by the way @Nico, very much appreciated! I am delighted we have a game of such depth that even cheesy combos like this have very sound and reliable counters. Hopefully it means that TOs won't feel the need to regularly 'comp' build diversity for the sake of balance (though I can see how enjoyment of games could become an issue - other lists spring to mind on that charge).

     

     

  2. Good point! 

    If you used the Battalion ability then I don't think they would activate. However if you are going for the turn 1 charge, you would most likely still be too far out to make it in during the Hero Phase, assuming you fill the 4+.

    Still, if you can arrange it so that you are close enough in later turns, this is a good way to get around the Fanatic #GrotBlock.

  3. 1 minute ago, James Ramsay said:

    The 3rd dragonlord seems a bit slow/out of place? Would be difficult to get him involved turn 1 without some luck :(.

    You only really need two into key targets, and you could save the third for another turn or wait until a later turn for all three. As mentioned, the knack is in getting the timing right.

    It's not foolproof, but it's a lot more viable than you might think.

    I think the next list we plan on covering will not be so put out against fanatics >:) that said, I think with some practice you could play around them with this list.

  4. On 20/05/2016 at 4:33 AM, Nico said:

    Looks like a very interesting list.

     

    I'd go for the Lord of Bones Command Ability anyday. I don't see the extra range as a big deal unless you're pairing Arkhan with Mannfred to buff the range of his spell (and double casting it) or possibly Hand of Dust - double cast (but then you'd be foregoing Nagash's command ability).

    With the strategy I have, that extra 6" is pretty important. The crucial event is summoning the Morghast and Mourngul, who will be assaulting objectives, and so the extra distance summoned is less that they have to move. Also being able to keep out of the range of enemy unbinders while casting Curse of Years etc, keeping Arkhan safe. 

    But LOB is damn tasty. Really only on the Grave Guard. If I took a bigger unit it would be a no-brainer I guess, to work at peak efficiency with Vanhel's. And if I have to defend (not assault objectives, or where moving up is not important) I will probably select the Wight as general.

  5. Just now, Hotdropmartin said:

    Yeah I'm painting one up at the moment too, ID have had it finished sooner but I removed the dead horse from his hand which was a very unpleasant hobby experience.

    Don't forget plonk a garden of morr down and get another +1 to cast ;)

    Unholy moly, yeah that sounds like an inordinate amount of faff. 

    Unfortunately no scenery warscrolls allowed, but if I'm lucky one of the terrain pieces nearby will be Arcane...

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  6. 33 minutes ago, Hotdropmartin said:

    Fun looking army, just make sure you get that mourngul summoned. Best thing in the whole grand alliance! Painting looks great too :)

     

    Thank you, sir! Yeah hopefully get that guy up turn one. Morghast are summoned on a 3+ with Arkhan's bonuses plus Mortis Engine, and then the Mourngul summons on a 5+ with the Morghast bonus included. So around an 80% chance.

    Been really enjoying putting the paint on. Quite a change from doing Empire.

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