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sal4m4nd3r

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Everything posted by sal4m4nd3r

  1. Lord of blights sucks competitively unless your going blight cyst. Lord of plagues could also be the lord of MEH because he is OK. RR 1s is nice. and CAN do some decent damage. Gutrot has the best utility as he makes a unit of kings outflank. Can also neuter a hero in combat. He does not have a comman ability, unlike the other two, and cannot take a command trait or artefact as he is a nmed character. unlike the other two. So while gutrot has the best utility, the lord of plagues will be the best all around hero. Avoid the lord of blights, IMO, unless running blight cyst as he is required.
  2. Well, @stus67, as it so happens, I came to post a list and ask for anyone to give it a look see and give me any thoughts. I'm moving on from blight cyst, for the time being. trimming the fat (heh) and trying to go more boots on the ground. I feel Nurgle is getting more and more left behind with these new books coming out. I look at our tome and cant help but feel GW rules team was skiddish around making summoning WAY TO POWERFUL. Remember our book was the first 2nd edition book to drop, and "free summoning" was a huge concern for the community. The doom and gloom of summoning armies overrunning the scene were proven to be nothing more then a fleeting worry. Yet now we have a MEH rules set compared to the newer books being released. So here is my new competitive list for a couple RTT events coming up. Will mold and shape as I go. The Glottkin (420)- Lore of Malignance: Blades of PutrefactionGutrot Spume (140)Verminlord Corruptor (260)- General- Trait: Pestilent Breath - Artefact: Sword of Judgement - Lore of Virulence: Glorious Afflictions 10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)5 x Putrid Blightkings (160)5 x Putrid Blightkings (160) 40 x Chaos Marauders (200)- Axes & ShieldsSoulsnare Shackles (20)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 197 The Glottkin in the list is NOT going to be removed. I spent a LOT of time converting him up to a high standard and will be including him in my army no matter what. With 30 blightkings, 10 of whom will be outflanking, (or 5 based on mission and opponent) that's a a beefy core. The marauders are chaff, yes but can become a brick of a unit with glottkins spell to double their wounds characteristic. And with an easy +1 to hit and Glottkin doubling their attacks they CAN become a straight up mortal wound factory. 81 attacks, mortals on 5's is like 26 mortal wounds. And thats before the free Rerolling 1s to hit buff they get. I know, I know! No Harbinger??!! He makes me want to stay tight and that has become a disadvantage. I am so worried about staying in that small 7" bubble I tend to make other mistakes or find myself out of position. I included a Verminlord corrupter. His new warscroll is SO FREAKING GOOD! a few points on him: -10 attacks that can be re-rolled with his command ability - naturally cause mortal wound on 6s to hit. -natural 5+ "feel no pain" - Can also be given the endless gift LOL but I am going to try the.... -With the sword of judgment, he will be doing d6+1 mortal wounds on 6's to hit to heros and monsters. LOL -His unique spell targets a unit at 13" range and does a MW on 4+ to every model in the unit. what? -doubling down on that with pestilent breathe command trait in close range. -He can cast two spells AND unbind two spells. Gave him glorious afflictions to synergize with the soulsnare shackles. -He is fast at 12" plus out movement buffs. My other list option is to take out the Verminlord Corrupter, add in the harbinger, make him the general with the witherstave and grandfathers gift, and cogs and 1 extra CP. With cogs, gutrot and ten kings will be coming on from the edge, 9" from enemy units with +3 to charge DOPE! I want to try something fresh though. Let me know your thoughts brothers of nurgle!
  3. It says nothing about movement. Only set-up. Therefore if a mission requires you to finish a move next to an objective summoning onto it would not count.
  4. I take umbrage with your wording. This isnt "part of the power gamer tournament circuit"... its the rules of the game. And attempting to follow them so the game flows and plays as designed. powergaming is modelling for advantage, slow playing, being pushy with your opponent trying to rush them, constantly asking if they are finished, things like that. Things that are not against the rules, but used to gain an advantage. Building a list with bare minimum battleline and max behemoths, finding combos within the rules, and unique interactions between warscrolls.. IS NOT power gaming. Its playing the game with the rules we are given. Dont take my comment as disrespect or me being upset with you. Just want to state, playing the game to the letter of the rules is NOT power gaming. If the "counts as having moved" language is there, then yes it counts as having moved and would in fact score an objective that states you need to end a move within x inches to score it. Again I dont have the tome in front of me or a digital version so cannot say 100% certainty. @Zplash
  5. Yeah just checked. Summoning is a "set-up" and not a move. Move would be a "normal move", "pile-in move", and a "charge move". But this restriction is only for the missions which specify a unit must end a move within x" of the objective to capture it which is only a couple. Also, depending on when you score the objective a pile in and charge wouldnt score it either. (I.E if it says "end a normal move, or specifies scored at the end of the movement phase.) Which mission was it?
  6. I dont have the battletome in front of me. I would need the EXACT wording of the summoning mechanic to make a judgement call. But I am going to assume there is language in there that equates summoning to movement. Also did the wording say "end a move" or simply "at the end of the movement phase"
  7. Hort’s ability to drop a tree “Cultivating the garden of Nurgle” happens AT THE START of the hero phase. And so does generating contagion points. So you can do them in either order. So drop horts’s tree first then generate contagion for max effect @Dreadmund I also like your list because Hort proc’s the drones locus, and can heal a damaged drone every turn. Also he is a damn tank! 8 wounds, 3+/5++ save. He isn’t a monster so can be 2+ in cover. Has some good rending attacks to!
  8. @Dreadmund Stick Hort right on the line, surrounded by drones. In the first hero phase drop the tree length wise to maximize the 7" bubble, as the tree is wider then it is deep. Also can place it to just a corner is within the 3" from Hort. Tree is about 5" long. So thats 8" out+7" bubble for the max distance. Now you get 4+2d3 points right off the bat. can REALLY ramp up summoning. focus on getting more drones. With cogs, and run and charge, drones can probably get a turn one charge. I like this list a lot.
  9. @RaritanAnon IF you could only find 60 more points to upgrade the mangler to a LBoMS for that SWEET SWEET command ability. Turns himself and the bounderz up to 11! the mangler would be 7a/2+/2+/-2/d3 and 4a/2+/2+/-1-d6 on the charge.. which is so so good. bounders would be wounding on 3's and 2's vs 3's and 4's whihc is huge for them as well.
  10. The 2-3 cp FCS will generate are way more valuable then a scuttletide spell. It’s literally worth 100-150 free points. Take the FCS. There isn’t ANYWHERE you can find 10 points??
  11. @ItzMercy replace “venomous spiderlings” with scuttling terrors to make then spiders run and charge, or sneaky distraction for a -1 to hit bubble of 12”. Either are worlds better then the spiderlings, from a competitive standpoint.
  12. If you think age of Sigmar is frustrating, take to the pitch and play blood bowl. After that, you will play a game of Age of Sigmar and feel like you’re relaxing on the beach. blood bowl taught me that life is pain, and expect nothing god to happen to you..ever.
  13. So I have been pouring over this battletome while I build and paint up my force. I have a few thoughts: 1. The loon boss on mangler squig is as good as the shaman on Arok. He damage potential is REALLY good. His command ability and an inate +1 to hit when charging makes all of his attacks hitting AND wounding on either 2s or 3s with some good rend and high damage attacks. Its a missile that does even more damage when he dies for the same points as Arok Shamen.. but a different role. I see him as a sledehammer with the arok shamen being more of scalpel unit. I also love how his profile degrades as he gets hurt then goes back up to full by the end as he gets angry >_< 2. I REALLY like the malevolent moon. Way more then the arok cauldron. -1/-2 casting and d3 mortal wounds for anything that it touches?! and it CANT POSSIBLY hurt gitz units! 50 points. That sound really good to me. Which leads me to my next point... 3.... instead of the cauldron, why not bring a fungoid cave shamen, take the hand of gork spell (in my case I will take the squig lure to make LBoMS run and charge... our army is so fast teleport is nice.. but not exactly needed). and also generate 2-3 cp a game for free! And he gets a turn with 2 casts. There isnt really another CLEAR CUT winner for spells from the moonclan list except itchy nuisance. but I think you will get more utility from using the FCS instead of managing the cauldron. It only really works on the Arok shamen, but a few turns of taking d3 mortal wounds plus enemy fire is going to severely gimp a damage dealer. 4. I wont be relying on the light of the bad moon for buffs. Taking squig lure to make sure the LBoMS can run and charge, and totem of the spider god to make sure Im getting some 5+ MW hits from the riders. If I double up, I double up but relying on the path of the moon to be perfectly timed with such crucial buffs is not something I want to leave to chance. 5. Scuttletide is so effing good for 30 points. 6. The low key buffs to spider riders as DOPE. +2 move base, and ESSENTIALLY +2 bravery base increase are great. With all the CP this army can generate though, inspiring presence doesnt seem like it will be hard to come "spam"
  14. I've been running blightcyst with moderate success after PTWB was nuked from orbit. Came in 3rd at NOVA and runner up in competitive local RTTs. Regularly win friendly matches against competitive and smart players. glotkin, gutrot, lord of blights, harbinger of decay, 20 marauders, 5 kings, 5 kings, 10 kings, warshrine, blight cyst. I'm actually thinking of keeping the warshrine undivided. Rather then RR all wounds, I like the idea of giving a unit of kings rr1s to hit and wound. The downside is he cannot be protected by the harbingers 5++ bubble, benefit from glotkins command ability or be affected by any nurgle specific trait or cycle of corruption. But I think its worth it. hitting/wounding on 3s RR1s is REALLY good. All I sacrifice is a bit of survivability on the warshrine itself. The 6++ bubble is projects only specifies MORTAL unit. Doesnt have the match the god specific keyword so only the warshrine itself suffers and only marginally. Thoughts?
  15. Spider venom will deal mortal wounds on 5s if in the same quarter of the board that the bad moon terrain piece. I assume this means a change to grot big boss on gigantic spiders command ability.
  16. So after watching the teaser for the new grot faction..I’m almost positive spiderfang are in gw new book!!! They speak of spiderfang beliefs of what the bad moon is (it’s actually a giant spider egg that will hatch and cover the world in spiders) and very clearly a arachnarok at the entrance to the cave and spider riders fighting along side grots in the animation.
  17. Absolutely! I like to get the wheel to 6, make the mortal wounds rain, then switch back to 5 for the defensive buff. Then it goes to sick and try to cast foul regen to make it go back to 5. If not it ticks to 7 next turn for healing and again try to cast foul regen. Great use of the wheel! Even better with witherstave for enemy re-rolling 6s ot hit AND wound!!!
  18. That's why I would run it as a nurgle army, get access to blades of putrefaction and really do some damage. Somehow get glottkin in there to to double all those attacks!
  19. Then I think the kazyk would be a better investment, and he could use lord of war on blightkings. Is that still a chance at +1 to hit?
  20. DRAT! you are right! Where are you getting complete battleshock immunity from? Good source of battleshock immunity is Kazyk the befowled from Tamurkhans horde. Command is 14" BUBBLE of inspiring presence.
  21. You need blades of putrefaction in this list and the marauders natural +1 to hit. So festus to sit behind/near archaeon for more healing and tossing out a blades on one of the units.
  22. Its perfect for the Harbinger who likes to be just behind the action on the front lines.
  23. I cant see why spiderfang armies WOULDNT use the Fungoid shamen as the general. I mean for 80 points being able to run and charge is HUGE.. especially with a natural +2 to run (+3 with bellowing tyrant). I'm sorry for the constant post spamming. This is all new (and exciting for me). Decided on the realm of ghur for my army. Started making lots of over the top rocky bases to represent the harsh, spiteful landscape of the realm. Going to convert some trapdoor spiders by cutting the spider in half right where the grot sits. Keep the front legs and face with a greenstuff trap door over the top. I need to get a hold of a couple of the grots that are grasping at the ground from the 40k big mek shokk attack gun (pictured below) as if the spider decided to snack on his grot companion I figured I could use the back end of the spider diving head first into an open area as if it is burrowing into the ground! Most of the other spiders will be pinned almost mid air as if leaping from, onto, or over the rocky bases shown below. 30/45 done!
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