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sal4m4nd3r

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Posts posted by sal4m4nd3r

  1. On 2/11/2020 at 1:45 PM, Crowvus said:

    What list did you use for LVO?

    Sorry this is delayed. I have been very busy at work! This is the list I took to LVO Age of Sigmar Championships

     

    Allegiance: Nurgle
    Mortal Realm: Ghyran

    Leaders
    The Glottkin (420)
    - Lore of Malignance: Blades of Putrefaction

    Harbinger of Decay (160)
    - General
    - Command Trait: Grandfather's Blessing
    - Artefact: The Witherstave

    Gutrot Spume (140)

    Chaos Sorcerer Lord (110)
    - Lore of Foulness: Magnificent Buboes
    - Mark of Chaos: Nurgle

    Battleline
    10 x Putrid Blightkings (320)

    40 x Chaos Marauders (300)
    - Axes & Shields
    - Mark of Chaos: Nurgle

    40 x Chaos Marauders (300)
    - Axes & Shields
    - Mark of Chaos: Nurgle

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Nurgle

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 169
     

    The strategy with this list is the be as effective against a wide array of threats. At Seven drops. If I needed to turtle, I can. It has a couple of decent hammers (Marauders) and is incredibly tanky. And that tankyness comes from several sources including several damage prevention rolls (DPR), units with a high concentration of wounds per model (blightkings), mass amount of wounds (marauders with Fleshy abundance). Glottkin provided two amazingly synergistic spells, as well as a great counter punch. 

    I am doing this from memory so I will try to remember most of my opponents army and the details of the game. I apologize in advance for the length of this post. 

    Game 1 - Focal Points 2018 in Ghyran - Demons of Tzeentch (old book) - LoC, a couple units of pink horrors, Gaunt summoner on foot, Gaunt summoner on disk, Chaos sorcerer lord and LOTS of endless spells. 

    I went first. He deployed his Pink Horrors on the line in a mission that is 18" of separation. I noticed this immediately and jumped at the opportunity. I also knew I had to make a quick strike because I knew he was going to flood the board with endless spells and then unleash the demon rift. So I was able to move, run, and charge both units of marauders and completely remove both units of pink horrors, chaos sorcerer lord and secure 4/5 objectives. I spread out by buff pieces and Glott as to limit where he could summon all the blues. It forced him to turtle into his corner. So I got a bit lucky. I went far ahead on VPs and had a good game. 25-0 major win for me. 

    Game 2 - Duality of Death 2018 - Ironjaws. Ethereal Maw Crusher, 1 unit of pigs, 3 units of 'ard boys, big unit brutes, couple warchanters.

    He out dropped me and went first. I deployed 40 marauders and Harbinger on one side, 40 marauders and CSL on the other with the warshrine and Glott in the middle with the warshrine screening Glott. Didnt want that crusher coming in and alpha-ing him!

    He made a CRITICAL error right off the bat. In a casual game I would have said something but this was a tournament. He used his hero phase move with his Maw Crusher to move onto the objective to my right. Then in his movement phase, moved his warchanter also onto that objective and then the maw crusher up 3"  outside of the objectives. Since his Maw Crusher secured the objective first, then moved off of it.. he lost control of it before he was able to score and VPs. He charged the marauders, but was unable to do a ton of damage, perhaps 10-12 marauders. Because of 6++ and rr-rolling 6s to hit and wound (lucky cycle roll). The marauders surrounded and brought him down to about half health. I used Glott to charge him but angled my charge as to use my Pile-in move to move onto the objective, securing it. The marauder on the left move ran and charged his pigs and ard boys. Tied them up for a turn or two (RR saves and +1 save was SO clutch) while the CSL slowly walked up to the objective. Maw crusher died and that was basically game over. HILARIOUS because the last wound done to the maw crusher was from the Harbinger's Horse bite when I rolled a 1 for the number of attacks!!!!

    Game 3 - Blood and Glory - Tzeentch AGAIN! Chaos Sorcerer Lord on Manticore. Witch Fire Coven battalion with like 30 Acolytes. big Unit of enlightened. Blue Scribes, Pink Horrors. 

     I also knew I probably was not going to get the MAJOR win on this one because he could produce models in many different ways and had amazing mobility. So Almost immediately I was playing for the minor win/loss and focusing on secondary objectives.  I was able to pull off a long move run and charge with them, with blades of putrefaction FINALLY going off and removed 20 acolytes and the Manticore in one round of combat.  With each of us controlling 2 objectives and most of the board dead, It all came down to one objective. I had summoned 3 units of 5 plaguebearers on it. He shot every blue and brimstone horror at me. Managed to get a couple more models then me on it. Had I rolled a 1 for either battleshock I would have forced the draw. But I was content with the minor loss and most of my secondaries. So a 9 point minor loss was pretty decent. 

    Game 4 - Battle for the Pass 2019 -  Nurgle mirror match! Plague Cyst and Blessed sons battalion. a 20 man unit of kings, gutrot and two more 10 man units. 40 BLIGHTKINGS! 

    This was a bad mission for him. But I had such a fun game. My opponent was so amazing! He left 10 kings to guard his home objective. He moved  them up a bit but proved to be a critical error. The 20 man unit came off the side edge, as close as he could to one objective . Unfortunately for him, my marauders are just so freaking fast and managed to secure both side objectives, while MY spume managed to outflank with the 10 kings, right behind his home objective. I failed that charge but got the double turn. It was pretty funny because I was nervous about those 20 kings causing havoc in my back field. So I Move and ran the maruaders to just outside the 20 man unit, summoned a tree in between two LARGE pieces of terrain behind them to essentially seal off my home objective, but locking those idiots in a thunderdome with the 20 kings. They got fleshy abundance and had a 4+ re-rollable,/5++/6++. He piled in with I think 14 blightkings. Got about 40 something hits in on them. But I only lost 3 marauders! I was so far ahead on VP we called it after about turn 3. 

    Game 5 - Starstrike 2019 against Skrye. 2 warp lightning cannons, 6 storm fiends, the engineer with more more warp power and vigor dust injectors,  bridge, 60 clan rats. 

    I was 3-1 and REALLY wanted to win this one! I knew with a high scoring minor loss I had a solid chance to sneak into the top 8 and play in the finals! He gave me first turn which I was shocked about. But I think he really wanted the double turn. I basically stayed put. I had castled. There was a HUGE central terrain feature and also two large walls in my area. he was basically going to bridge up his army and shot the ****** out of me from one of two lanes. I just buffed whatever I could up and prayed. He bridged up the warp lightning cannons and shot the sorcerer and warshrine off. His fiends waddled up and blew the blightkings off the board. He got the double turn, but it was kind of a dud. One warp lightning cannon blew itself up, and the other didn't do to much damage.  he screened his stormfiends and the remaining cannon with clan rats. 

    Marauders to the rescue. I got blades off, and move/run/13" charge and literally went around his screen and deleted his stormfiends. and the remaining cannon. and the clan rat screen. The objectives came down. My side was in a good spot. Behind a piece of terrain. Summon 5 plaguebearers. secured. The other two both landed on the FAR left side completely away from the action. Well the other marauders, move, run and 12/13" charge again to ALMOST take out the 20 rats holding it. Couldnt actually get models onto the objective because of his expert placment.

    Long story short, its bottom of turn 4. FIVE minutes left in the round. Marauders tied up with a couple small rat characters and a smattering of clanrats. I was ahead and just needed to take 1 of the two objectives. Had I just retreat the remaining marauders onto one of them instead of remaining in combat to try to remove models from the other I would have one! But I just got flustered with time and lost focus!!! My opponent was so awesome though. It was an amazing game and I LOVE his gaming group (Gentlemen Gaming)

     

     

    3-2 with a minor loss. 34/180 and a Best Painting nomination. 8th overall! I ended up securing the ITC's Top ranked nurgle player for 2019, Best Nurgle at LVO, and my gaming group won Best Age of Sigmar team for the year! 

    Thanks to EVERYONE'S help over the year. I couldn't have made it this far without the advice and great ideas of all of you!

    Capture.PNG

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  2. @Zplash I’m thinking armor of 3-4. Even 2 if you can get favored poxes. But what I mean most of all is that the damage from the command ability is most impactful against a single target not a gaggle of grots. 

    Dont get me wrong. This isn’t a game changing command ability. I just think it’s a nice tool in the tool box 🙂 How many times have you left a tree lord, maw crusha or similar on 1-3 wounds and been 🤬🤬🤬

  3. @Zplash I have a lot of experience playing with 1 command point and two abilities you want to use every turn. Smart play will dictate which is more vital to use. Not all the time is the harbingers command necessary. 

    9 hours ago, Goldy751 said:

    I like the blessed sons. The CA is a bit meh but the rest seems nice to have for free. And you can easily fit 2 battalions in there if you want the extra artifacts. The MW on death seems a bit meh becouse our low model count but at least it is reliable.  

    I think you don’t understand the command ability because it is more effective against single target high armor targets..not grots. 

    I love the despair among everyone in this thread. Our plague father feeds on it 😅 I’ll do a detailed write up but I was a butt hair away from playing in the top 8 finals at LVO (most competitive event in the world) with nurgle. 

    Nurgle is fine. It’s not Tzeentch. But is in a solid place in the meta. Play smart. Choose your fights. Be patient. Take a punch, chortle, and then Counter punch when necessary. 

    Play like you are the blob from the X-men universe, not wolverine or cyclops. 😘

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  4. 5 hours ago, Zplash said:

    Can you go a little bit more into detail here? I see the benefit in the wanderers sub faction besides the ****** artefact but blessed sons shenanigans? 

    I mean sure, it makes our blight cyst stronger due to 6er runs and if not playing vs nurgle a little bit of mortal wounds but I think this will be no issue because you won't play to many blightkings and if you play like 30 it's some mortals like 25 if all of your models are dead...? I dont see very cool interactions here. 

    Like I said yes it s better with blessed son than without it but some jucy stuff? 

    I like this blessed sons list..

    Allegiance: Nurgle
    Blessed Sons
    Leaders
    Great Unclean One (340)
    - Bile Blade & Doomsday Bell
    - Lore of Virulence: Favoured Poxes

    -re roll saves artefact. 

    Lord of Blights (140)
    - General
    - Artefact: Rustfang  
    Harbinger of Decay (160)

    Battleline
    20 x Putrid Blightkings (580)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)
    40 x Chaos Marauders (300)
    - Axes & Shields

    Battalions
    Blight Cyst (140)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 190
     

    14” move and run (16” with cycle) is pretty cool. Can still charge to. The marauders are also fast as F. And the Lob can tag the 20 kings with -1 to hit for a turn (maybe two)

  5. I’m looking at fielding a competitive spiderfang army using a lot of spiders. I’m looking for opinions on this list. The stabbas are there as a screen if needed, or to sit on objectives...and mainly just so the loonshrine I buy will have some actual impact on my army. 

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Webspinner Shaman on Arachnarok Spider (280)
    - General
    - Artefact: Gryph-feather Charm 
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman on Arachnarok Spider (280)
    - Artefact: Totem of the Spider God  
    - Lore of the Spiderfangs: Gift of da Spider God

    Battleline
    15 x Spider Riders (300)
    15 x Spider Riders (300)
    10 x Spider Riders (200)
    40 x Stabbas (260)
    - Stabbas & Moon Shields
    - 6x Barbed Nets
    - 2x Moonclan Flag Bearers
    - 2x Badmoon Icon Bearers

    Behemoths
    Arachnarok Spider with Spiderfang Warparty (220)

    Battalions
    Spider Rider Skittermob (120)

    Endless Spells / Terrain / CPs
    Scuttletide (30)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 162
     

     

    thank you you for your time 

  6. On 2/1/2020 at 11:17 PM, maaksel said:

    Hello all,

    I'm looking to start AoS with some friends.  We're big 40k guys, but with the state of the game and rules bloat, we're going to take a break for a bit until the new edition.

    I was initially looking into Overlords, but decided to stick to Nurgle, as I have quite a bit of 40k nurgle stuff.

    That being said, I was hoping someone could point me in the right direction for list building and review.  I have a lot of Daemons I would like to take advantage of, and would love to run the Glotkin as well.

    We're a highly competitive group, but will take a bit of time to learn all the rules, etc.

    Hey! Good choice with Nurgle! A big block of plaguebearers are great at sitting on objectives. The GUO is a good caster and buff piece. Drones are the hammer of a Nurgle demon army but can be lackluster in that role.  If you do expand into mortals, blightkings are incredibly point efficient and great in combat! Fire away with any specific questions 😄

  7. The only reason he has 4 CA and they either duplicate or aren’t that good is because there is a build to generate LOTS of cp. I’ll be mostly using cp for RR 1s to hit generic command. 

    Anyone have core book handy? Is shyish command ability to give out extra attacks melee only?

  8. 23 hours ago, Cauthon said:

    Don’t forget that because repel boarders is a +1 to hit and not reroll 1’s you can double or triple tap it. 

    But it can ONLY be used if it’s your turn’s combat phase. So if it’s the combat phase that’s part of your opponents turn you can’t use it at all. 

  9. Just now, novembermike said:

    ...Do you know what screening is? Archaeon's got a 160mm base. That's massive. If you can't zone out that base with a linear 250mm of Dorf muscle then you need to go back to geometry class. The same goes for teleporting models or other fast movers. At the very least you can minimize how many models can get in range of the model you actually want to defend.

    Why do I need to screen a model that can be anywhere I want on the board? What good units are arks screening? Models that will just fly high across the board? Lol. 

  10. 2 minutes ago, novembermike said:

    They're a bunch of dwarf adventurers, they're there to brawl with the chaos warriors and die a horrible death to Archaeon. They fit the lore. The trick is that Archaeon is spending a whole turn murdering a 90 point unit which won't get his points back, and while he's doing that the rest of the army can shoot him. 

    If they're not fighting Archaeon they'll do a good job of tarpitting and killing most smaller units. They've got range issues but they're better at killing chaff point for point than anything else in the army.

    Who is talking about going after archaon with arks? Nobody said that. It’s a ridiculous comparison.  He ignores them. He flies over and past them. 

  11. On 1/17/2020 at 8:24 AM, Ser_namron said:

    has anyone painted KO with contrasts? Id love to see how they turned out, guides would be a bonus. Lots of metallics on the KO so im wondering if contrasts are the way to go. 

    This is wraithbone spray. Skelton horde all over the jump suit and straps. Leadbelcher over metal areas. Doombull brown:contrast medium on sprays and boots and gloves. Terradon turquoise over metal. Then a thin layer of retributor gold over the accents. 

    30 mins of work MAX. Love contrast over leadbelcher 

    B1871F16-4668-4A36-B3DB-3AD87DDC3D48.jpeg

    AFC62C10-8202-4441-BA31-1D607E36B1D3.jpeg

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  12. 40 minutes ago, Sactownbri said:

    Got  a 2K game in over the weekend, tried a completely new list.

    Barak-Zilfin,

    Admiral,

    Navigator,

    Endrinmaster in Drigible,

    2x3 Riggers,

    2x Frigates,

    2x Arkanauts

    1x Thunderers (all rifles)

    Opponent was playing the new slaves. A max company of Warriors then all Cavalary. He was also playing the summoning battalion with 4 heroes. I left one Arkanaut company on the objective in my deployment zone then had the rest of the troops garrison the boats. I lined up refused flank to my right. He deployed cav heavy to his left to counter my refused flank, leaving his warriors and three heroes on his back objective. Turn 1 he moved all his cav forward to get in a turn two charge on my boats. My turn one I flew high with my boats and started my plan of crushing him from his weak flank.

    I ended up loosing but more due to distance and too effective shooting. I needed to make an easy charge on turn 5 to jump on an object to win. I split fire so I would just grind down his cavalry but I accidentally shot them off the board :(, immediate loss for me. Winning unit: my backfield arkanaut company sitting on the objective. They lasted until turn 4 and let me just roll up his backfield and shoot his army to death. At the end of the game the only unit I lost was that one arkanaut company. I did loose a few models in other units but I was still 100% combat effective and my Frigates ended at full wounds.

    The new battletome is all kinds of fun.  Skyvessels finally feel right. Garrisoned, they are so good. Charging with my Frigate full of arkanauts with skypikes feels sooo good now, with riggers following up to throw on more pain and heal the boat.  Thats what it should have always been like!

    A frigate full of arkanauts with skypikes? You mean 10 arkanauts with 1 skypike? LOL

  13. 1 hour ago, novembermike said:

    I still think people are missing the point of Arkanauts. They won't tank Archaeon or a big Petrifex blob, but neither will your Ironclad. They're still pound for pound tougher than anything else in the list and you can take them in small squads without losing anything so they'll do a good job as either a tarpit against less killy stuff or a speedbump and zoning tool against more dangerous enemies. If the enemy ignores them they're also surprisingly efficient, if they're on an objective then they're our best shooting unit against targets that are in range.

    So they won’t kill anything, tank anything. They act as speed bumps, and a zoning out mechanism.....and this is what we are supposed to be happy with for the iconic/universal battleline ground troop? Lmfao.

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  14. @Ser_namron

    Hard to type on mobile. My comment was supposed to read if you defend garbage you are in garbage. I’m not calling anyone garbage. But this book is not good, poorly written, ambiguous at times, requires EXTENSIVE faqing. Yet I’m supposed to just like it because they forced us to pick a specific Barak for more then two battleline option? So a max of three total..

    Yes ArkCo are cheap. That’s all they have. They have. They die to really anything that touches them, can’t put out any ranged damage of note or melee damage of note. They exist.. and that’s all the positives they have. 

     

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  15. 4 minutes ago, Azamar said:

    What didn’t he like about it? 

    Vince summed it up best. 

    One of the armies in the Aether war box has amazing battalions, access to durable chaff, every sub faction has a dedicated theme and adds strong buffs that will allow the army to alpha strike the opponent removing large portions of your army before you get to your first hero phase. the other one is KO. 

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  16. 15 minutes ago, Forrix said:

    Felt like sharing this since I laughed pretty hard back when I read it and we now know, that sadly, we got the chill guy instead of the coked out one.

    Its just crazy to me that Bonereaper's and KO are part of the same game when you look at abilities such as +1 save army wide, army wide battleshock immunity, command abilities like adding 1 to rend,  rr all saves, +3 movement etc. 

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  17. On 1/10/2020 at 11:05 AM, 5kaven5lave said:

    Anyone got any ideas about decking as a base for foot minis? Green stuff or real wood?

    Popsickle sticks cut with clippers into thin strips. Or better yet go to local Starbucks and grab some extra wooden coffee stir sticks 

  18. 2 hours ago, Eevika said:

    Let me give you the list of gods

    HEROS

    • Endrinmaster with Dirigible Suit         220

    SHIPS

    • Frigate                            250
    • Frigate                            250
    • Gunhauler                    150

    UNITS

    • 10x Grundstock Thunderers            240
    • 10x Grundstock Thunderers            240
    • 6x Endrinriggers                    200
    • 6x Endrinriggers                    200
    • 6x Endrinrigger                     200

    You can literally move your entire army in to shooting range on the first turn and unleash hell on them by shooting all the dangerous things away. 

    That is 1950. I would take out the gunhauler for 2x navigators.  Could blow up a flank, and pin the threats on the other flank from getting to you. 

  19. I have REALLY wanted to make a nurgle pestilent throng battalion work for some time with warherd. I like where you head is at with the centigors, but I think it might be better in smaller groups to act as cruise missiles with blades if it goes off rather then a huge blob.  This would better synergize with the battalion effects as well! Looks like a lot of fun though! I hate that the warherd units cant be the required units for the battalion and you have to take a 180 point tax on top of the 180 point battalion which has lackluster effects. 

     

  20. 16 minutes ago, Satyrical Sophist said:

    I'm not a big fan of locking the balloon boy battleline with the box balloon box but they aren't the only non ark company battle line. Frigates, Gunhaulers and Thunderers can also be battleline in different ports. In fact I think every non hero/ironclad unit can be battleline in some circumstances? 

    How much testing have you done to work out that they don't work? I assume to be so confident it must be a bunch of games.

    The information is out there. And I have critical thinking skills, and a LOT of experience playing age of sigmar. Where is the damage coming from that's going to deal with dedicated combat units that see board space as irrelevant? You think the ironclad is worth MORE then katakros? as an aside.. how do you possibly deal with blobs of mortek guard? Its a sad day when the most competitive KO armies have to include fyreslayers, other armies endless spells, or just playing tempest eye. 

    I also find it funny that the aether strike battalion is still valid. That is until the summer ghb when it is also removed. 

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  21. It seems that GW has no idea how to make this unique faction work. they cant seem to make rules that are both grounded in lore, but also effective on the tabletop. This is compounded by punitively high pointed unit costs, and "taxes" of either arkanaut company who were unnecessarily nerfed, an expensive hero who's mini is exclusively tied to a limited edition box set with no hope of a seperate release, or subfactions with limp rules.   This is the SAME EXACT scenario as with the other truly unique faction playstyle, the sylvaneth. 

    Atleast they have some decent hammer units (kurnoth hunters, Dirthu, etc. )

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