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Well of Eternity

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Posts posted by Well of Eternity


  1. Hi,

    I remember that i saw similiar topic but i can't find it now.

    In short - i have a problem with Morathi dress (in her snake form).

    Two parts (halves) seems doesn't fit and there is a quite big gap on her back. I tried multiple positions - nothing help. Is there any tutorial to fix this problem?  I build hundreds GW models and I never had similiar issue :)


  2. One more fun-fact about Tyrants of Blood and Bloodlords.

    Exalted Greater Daemon of Khorne / Unfettered Fury BT has "Drawn in for the Kill" ability - at the start of enemy movement phase pick 1 enemy unit within 3" of this model, that unit cannot retreat in that phase.

    So basically - if your Exalted BT has Halo of Blood - he always strike first and activate each Bloodthirster in battalion and your opponent can`t do anything to prevent this (only way to avoid triple BT activation is to avoid your Exalted/BT with Halo of Blood (if he`s not in combat, he cannot activate battalion ability. Even more - he has CA - Rejoice in Exalted Slaughter which he can activate in EACH CC phase to pile in TO combat from 6" so enemy must leave at last 6" bubble around him to prevent him from pile-in to combat and activate triple BT)).

    So - charge into two or more enemy units with Exalted BT, kill one, stay within 3" of second. In enemy movement phase "Drawn in for the Kill" this unit and you have guarantee second multi-activation of your Bloodthirsters (in last game my opponent was trying to retreat from combat with Exalted/Halo of Blood to avoid this and kill other two BT before they can )

    Maybe it`s nothing special but this is another interesting combo with Tyrants/Bloodlords.

     

    • Like 4

  3.  

    20 minutes ago, Xasz said:

    I think it is still reasonable, even without abuse/loophole.

    My only problem is, that such a setup makes no secret about what it does.

    Even more - With new CA from Unfettered Fury/Exalted BT, Bloodthirsters within 16" can pile in 6" (battalion descrpition lacks "pile-in" distance)


  4. I have a question about Tyrant of Blood battalion ability -"after a model from this battalion has fought  [...] FOR THE FIRST TIME, you can pick another model from the same battalion [...] That model fights immediately, beore the opposing player picks a unit to fight in that combat phase. "

    Does it mean that all thirsters from the battalion can attack one after another or just one after first activation?


  5. 16 minutes ago, Xasz said:

    Either way, everything I come up with still has priests in it, the difference is that I feel 2 are enough now. Khorne seems really hungry for Command Points and Blood Sacrifice might help a ton in that regard (maybe there is some reason to field Archaon in Khorne now). One might even be enough, but I kinda like the buff prayers and as others already mentioned that +1 to save often helps. 

     

    16 minutes ago, Xasz said:

     

    Archaon Command ability work only on heroes who can use theirs CA in HERO phase. Now look how many of the CA are in use on charge phase/combat phase (Bloodthirsters for example). 

    Bloodlords + Tyrant of Blood seem solid with Skarbrand and even with Exalted as general.

    • Thanks 1

  6. What about:

    Allegiance: Destruction
    Mortal Realm: Ghur
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day
    - Artefact: Gryph-feather Charm
    Troggoth Hag (380)
    Madcap Shaman (80)
    - Lore of the Moonclans: Itchy Nuisance
    60 x Stabbas (360)

    20 x Stabbas (130)

    6 x Squig Herd (70)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    10 x Loonsmasha Fanatics (280)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 174

     

    I`m testing this list right now with good effects.


  7. 5 hours ago, HorseOnABeachBall said:

    Played a game with the new Slaanesh stuff.  *disclaimer I typically play and build towards winning a GHB18 game against 'ard net decks.  Most of my games are against lists that win whatever Masters list the internet is currently celebrating.

     

    + Fiends are finally the elite punch-bois that were needed 

    + Daemonettes better in almost every way

    + 60pt Heralds on steeds. Speed lets you get on objectives, snatch one from an unsuspecting opponent  and reliably trigger your locus.

    + Hellstriders amazing as always

     

    - The Hosts have become redundant. AoS2 buried Invaders , the buff to Daemonettes combined with lackluster hero choices buried Pretenders which leaves us with one choice head and shoulders above the others; Seekers.

    - Infernal Enrapturess not worth. Double the cost of a Herald with a negligible shooting attack. Was hoping that she would be able to help counter the balance bomb that is Nagash, but alas, not so. Great model.

    - Depravity mechanic has missed the mark. Cool concept , but passive and slow in its nature. I see a lot of folks posting about 50+ depravity points, but I need to the game decided by turn 2. If I haven't put points on the board by then (and/or deny opponent scoring) I expect to be buried in witch aelves, Sequitors or grimghasts. Would like it to be a little more interactive like the bloodtithe table.

    - Keeper of Secrets (both mama and baby) as our only in allegiance wizards is harsh. Only reliable way to get off a spell is to run Pretenders. KoS horribly overcost and underwounds.  Arguably what a daemon prince should be.

    - If you're looking at any of the chariots, you're probably still playing WHFB 😛

    - Needs Battletome Badly. Maybe a way to trade depravity for magic bonus, new 14w KoS etc.

     

    Good points.  I agree with most of them. Slaanesh need battletome (is there any chance on that in near future?). Depravity points are good mechanic but most of my games are win/lose before turn 3 and often I don't have enough points to summon something useful before that point of battle.  


  8. 2 hours ago, Poryague said:

    They said its 520 points of slaanesh in the box

    Curent points

    Dameonettes 100

    Seekers 120

    Fiend 140

    So 360 that's a 160 points left for the Herald I dont think the herald is 160 so I could see some point increases. If fiends are 180 then the herald would be 120. Its possible dameonettes went up in price. The fiends could be 160 and the herld 100 to 140. A bloodsecrator is 140 and the slaanesh herald is probably in the same territory. Some interesting possibilities.

    Battalion cost?


  9. On 5/25/2018 at 7:21 PM, Goodapollo4 said:

    Played a doubles game last night against some hexwraiths and Spirit Hosts, let me just say I couldn't be MORE excited to see a whole army expanding on this range. 4+ with no modifiers, not taking rend, oh man are we going to be survivable. 

    It is higly unlikable that basic battleline unit (Chainrasp Horde) will have 4+ sv. They may have 5/6+ with etheral rule. If not they will be outstanding with 30+ wounds (i think that they will be in unit of max 30) with 4+ unmodified save and 6++ standard death "ward" save (still do't know if nighthaunts will have this 6++ (?)).


  10. Just now, shadowgra said:

    The list is cool.

    I only want to remind you that warshrine works for models in range of it, not units. I used it a couple of times then dropped it, doesn't do enough imho.

    I would strongly recommend you to take a lord of affliction with rustfang since it is so op and reducing armor for a non rend list is so useful.

    I would take out 1 marauders and the shrine for a lord of affliction. I'll tell you that moving 20 BK in cohesion in one unit is hard (really hard).

    But You still decide on what model you allocated wounds so You choose models in range of Warshrine. Also Warshrine is Behemot so it can score in Duality... My concern is small model count (two units of Marauder may be not enough if something fly over front line. If I reduce them to only one unit there is only ten MArauders left to hold my objectives and screening my heroes). Still - thanks for your advice about Lord of Blight. And yes - 20 BK is a nightmare to manouver. 


  11. Hello, I`m still looking for good mortal/rotbringers list. My latest try is (IMO) quite interesting. This army has some issues but it`s interesting way:

    Allegiance: Nurgle
    Harbinger of Decay (160)
    - General
    - Trait: Grandfather's Blessing
    - Artefact: The Splithorn Helm
    Gutrot Spume (140)
    Sorcerer (120)
    - Artefact: Muttergrub
    - Lore of Malignance: Blades of Putrefaction
    Sayl The Faithless (120)
    - Allies
    20 x Putrid Blightkings (580)
    30 x Chaos Warriors (480)
    - Hand Weapon & Shield
    - Mark of Chaos: Nurgle
    10 x Chaos Marauders (60)
    - Axes & Shields
    - Mark of Chaos: Nurgle
    10 x Chaos Marauders (60)
    - Axes & Shields
    - Mark of Chaos: Nurgle
    1 x Chaos Warshrine (180)
    - Mark of Chaos: Nurgle
    - Blood Blessing: None
    Plaguetouched Warband (100)

    Total: 2000 / 2000
    Allies: 120 / 400
    Wounds: 198
     
    So:
    - Only two drops (it's critical vs some list like DoT)
    - Round 1: Sorcerer buffing Chaos Warriors with Blades of Putrefaction and eventually Mystical Shield (also Warshrine pray for re-roll to wound on them), then Sayl use his teleport spell to send 28 warriors to the front of enemy (as wide line as it`s possible). In the movement phase Gutrot and his Putrids arrive from one table side edge to complete front line. Buffing characters (harbinger and warshrine) run forward to secure ward bubbles for warriors and blightkings. Marauders takes backfield objectives (and objective grabbers with teleport from Sayl). Now I have two chances for succesful charge (Putrids and warriors, both with +1 to charge) and even if I failed both there is still massive road block for my enemy.
     
    Buffed Warriors are terryfing unit - 3+ with re-roll 1 to save, ward save 5+ (harbinger) and 6+ (warshrine), plus -1 to hit (plaguetouched).  They have two attack each (3+/4+(re-roll all from Warshrine)/-/1 and each 6 to hit trigger one mortal wound. Putrids are extremely powerfull in big unit. 81 wound with 4+ save and 5++, 6++ (same as warriors).
     
    So, what do you think?
     
    W.
     

     

  12. 26 minutes ago, BaldoBeardo said:

    (A).

    How is this even a discussion?!

    It's not your model.

    Next up, The changeling cripples a Seraphon army by summoning all of them first...

    @"How is this even a discussion" - becasue why not? Ability on Changeling scroll allow him to use/know any spell from enemy casters so we discussed WHAT IF he will try to use Summon Balewind Vortex spell.

    BTW. Changeling can only summon units from CHAOS GAlliance.  Otherwise - interesting idea  ;)

     


  13. Hi,

     

    My favourite topic - Balewind Vortex ;)

    I had a discussion with my friend about Changeling and Vortex.

    As we know - Changeling can "steal" spells from wizards  within 9".  Let suppose that Changeling is within 9" from enemy caster which know summon balewind vortex spell (because your opponent has Vortex model). You don`t have that model but You have enough summoining points.

    Now - you have initiative in round I. Changelling cast Summon Balewind Vortex spell and.... (?)

    a) Changelling can`t use that spell because you dont have Vortex model

    b) Changelling can use that spell and summon vortex (-100 pts from your summoning pool) BUT if your opponent has only one model... he can`t use his vortex until Changelling is on table/on top of the Vortex?

    c) ...?

    • Like 1

  14. 8 hours ago, Thomas Lyons said:

    So did you all play it that Fleetmaster let you redeploy from off table onto the table somewhere?  I wasn't sure if it worked that way.

    Good question.  Fleetmaster allow me to do that? O.o

    [edit]

    Aetherspheric Endrins - at the beginning of any of your hero phase [...] set it up on the battlefield more than 9" from the enemy

    Fleetmaster - Once both armies are set up but before first battle round you can remove friendly skyvessel that was set up on the battlefield and set it up again according to the battlepln's rules.

     


  15. 1 hour ago, Planar said:

    There is no written rule against using loaded dice either. There cannot be rules for everything that's why we have to use our intuition.

    "Dont be that guy" is actually some of the best advice in the game...

    Loaded dice is clearly cheatting meanwhile looking for new possibilities even if not obvious is not. For me this is still not obvious that you cannot set-up model on balewind via spell just because there are some different rules about moving your units and set-up units. There is a difference between moving unit and set-up unit so if on the balewind scroll i find information only about "moving" and I know that I can put my model somewhere on the battlefield via "set-up" i connected the dots and asking about other rules making my plan invalid.

    I fully understand Arkiham and his point of view. It seems logical BUT still - there is no rule that clearly not allowed me to do, other than "move used in more basic "normal" term".

    1 hour ago, Vextol said:

    The sisters I don’t remember, but horrors were swapped onto it using that Tzeentch spell/batallion.  You don’t need to be a hero to ride it.

    I adamantly disagree with “don’t be that guy”.  Not in concept, but if someone says they want to summon a wizard on top of a balewind and you say no, why is the summoner “that guy”?  

    Because the other guy’s preconceived notion is not in agreement?  Seems like the guy not allowing the summoning is just as much “that guy” as the person trying to summon it.

    I think discussions are important. No need to put someone down because of a reasonable consideration.  “Don’t be that guy” is just a catchall used by people who don’t like that someone has found a creative way to interact with something.  I’m sure the first person to put Lord Kroak on a Balewind was called “that guy.”  I’ve been called “that guy” when I made an army based around the Engine of the Gods double turn ability.  It’s not cool and it hurts people’s desire to hunt for new possibilities.

    As for “not designed”, I doubt it.  I don’t think GW ‘designs’ anything. They throw out a bunch of armies and rules and abilities and see what sticks.  Is the balewind’s physical, molded plastic scale intended for one wizard?  Probably.  But as far as it’s intent?  It’s a stretch to think that they anticipated all the possibilities associated with an item and they frequently adjust once players have found a creative use for it.

    #thatguy

    Fully agree with your point of view. Thanks for your comment!

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