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sal4m4nd3r

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Posts posted by sal4m4nd3r

  1. 17 minutes ago, peasant said:

    Pure maggotkin list is trash😡 attendended a tournament this weekend and was completely obliterated, no chance to win. Unkillable ossiarchs, a lot of -1 to hit...

    I feel very frustrated  spending months painting an army to the best of my skill and being tabled thrice before the 3rd turn.

     

    Hey bud I understand your frustration. Dont get down! Either focus on what makes you happy or maybe startup a new army or new specialist game until a battletome comes out!

     

    Anyway to know if there is a whatsapp group for nurgle out there? How do you join these groups? Also want to join a slaves to darkness one. 

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  2. 18 hours ago, Charleston said:

    The changes to the LoC are interesting. They removed the Conversion Rule, which is no supprise, as there were a lot of questions about what happens when you transform him into the DP or Spawn.

    The Daemonic Blade rule will be mourned for as it was a funny little gamble and made the unit even more interesting.

    In exchange the output remains solid, the mortal wounds look usefull and the new Command Ability, that allows to fight twice, makes the whole army already punch at a higher level.

    I didnt see that information in the post.. where did you see that?

  3. Im kind of on @Dreadmund's side here @Eevika BUT its mearly as I'm drawn to mortals rather then rats. I understand and LOVE the contribution the rats play... Ive never been much of a "skaven guy"

    While your list is really good, competetive, while still being fluffy... pestilens aren't as "nurgle" to me as the slaves to darkness. StD WORSHIP nurgle. I see them as in some putrid cult where they perform rituals around cesspits that literally tear a fabric in reality and let literal physical manifestations of decay, rot, and degradation into real space. Whereas the great horned rat (in the lore) and the clan pestilens are tools in Nurgles toolbox. Pawns in his scheme to further his own agenda. StD are devotees to his philosophy. 

    I want to make a display board where my 80 marauders are cultists that worship Glott. They see him as close to Nurgle as they can get and worship him as a false idol. He grants them gifts of grey-green excess flesh and weapons that ooze corrosive juices. As I use pox walkers for my marauders, I may actually strip the 40 I have painted and paint their tattered cloths in orange.. like prison jumpsuits. Maybe write up a story of a prison/jail left for abandon. As disease and rot spread across the population. This attracted the eye of Nurgle. When their cries for salvation, were heard they were freed from pain and captivity only to serve once more but this time for the lord of decay.  

  4. Well I did well at an RTT Saturday in Annapolis Maryland. Very competitive players there. Several players that are in the top 25 of the ITC.  18 players at the event. And very competitive lists. I went 3-0 but I took second place based on secondary, and tertiary objectives. This is my 5th 3-0 finish at an RTT this  ITC season (LVO - LVO) all with NURGLE allegiance. 

    I ended up taking this list:

    Allegiance: Nurgle
    The Glottkin (420)
    - Lore of Malignance: Blades of Putrefaction
    Harbinger of Decay (160)
    - General
    - Trait: Grandfather's Blessing
    - Artefact: The Witherstave
    Gutrot Spume (140)
    Grashrak Fellhoof (140)
    - Allies
    10 x Putrid Blightkings (320)
    10 x Putrid Blightkings (320)
    40 x Chaos Marauders (200)
    - Axes & Shields
    40 x Chaos Marauders (200)
    - Axes & Shields
    5 x Grashrak's Despoilers (0)
    - Allies
    Extra Command Point (50)
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 140 / 400
    Wounds: 202
     

    Strategy is to get the marauders bladed up and fleshy. Use those two distinct abilities to do what I need to do.  Either tarpit, or mortal wound factory. Because with the inherent +1 to hit on the marauder warscroll, Grashrek's spell for +1 to hit a target, and Glotts command ability, they have a max potential of 81 attacks rr1s to hit, 2+/4+/-/1. With the wheel on stage 2 and rolling a 5/6 for Barbarian hordes that's brought to 2+/2+/-/1. OH..... and doing mortal wounds on 4s in addition to damage.  OR 80 wounds with a 5+/5++ probably RR 6s to hit. Maybe RR6s to wound. 10 kings and spume come off the edge to threaten backfield, disrupt deployment, sow mayhem, force opponents to make poor decisions and split their forces.  Gutrot is surprising tanky (7 wounds and 3+ save) and surprisingly punchy. (4/3+/2+/-2/2) Other 10 kings are for redundancy. 

    First game against Bonereapers. Focal points. Petrifix list with katakros, 2 units of deathrider cavalry, 2 boneshapers, 40 mortek guard, and two units of the stalkers. I went first, bladed up a unit of marauders, hit katakros with savage bolt for +1 to hit, and went straight at him. I rolled REALLY low for my charge and couldn’t get many in. Had I been able to I would have straight up murderer his boney ass. Either way I stole the middle objective held as long as I could. Mortek guard came in and removed the marauders. And retake it. I grabbed one of his side objectives to make up for it. Got the major win in the end. But the mortek guard and so broken. They do INSANE damage output. And can tank anything.

    Second game against ironjaws. Pigs and maw crusher. On duality. He out dropped me and alpha’d as expected. Wiped out ten kings and 40 marauders top of one. I was able to chip damage on the crusher, keep him locked in combat, spume and ten kings came off my back edge as a second wave and took them out. I targeted his warchnaters and he conceded when he had no characters left on turn 3 or 4. Marauders bladed up removes a full unit of pigs just on mortal wounds. That was fun.

    Third game against feast day FEC on knife to the heart. He gave me first turn. VERY UNEXPECTED. All his casters were out of unbind range and I had arcane terrain. Bladed up marauders, made them all fleshy, and ran them straight at 6 horrors, two terrorgheist, and the courier. Removed the horrors and took both TG down 1/3. Spume and ten kings outflanked as close to his home objective as possible. Made the 9” (8”) charge and basically had him split. The TG each activated twice against the marauders and still only got 38 even after battleshock. He summoned ghouls to backup his objective and flayers to threaten mine. But when the other 40 marauders charged 11” to reach the ghouls guarding his objective there was nothing he could do.

    All great games. Going to wait and see how the slaves to darkness book looks but I like this all or nothing list as long as you don’t panic, and are mindful of unbind ranges and distances I really like it. This is my LVO list currently until I see the STD tome and winter FAQ.

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  5. 24 minutes ago, Ajas said:

    Yeah forgot that - I will take infernal blades ( only 1 realm spell allowed)
     

    In my opinion blades are not so great. First off all they work on 5+ on marauders. Second - marauders dies a lot. Third in current meta there is ton of -1 to hit , and nurgle is in bad spot when it's come to warscroll power. So in my opinion we have to depend on debuffs to bring enemy warscroll close to our power. So geminis+Poxes+Gift + palisade are very strong debuffs tools. 
    I think there is no point on taking other demons spells - quite bad effects. Poxes can be use as second spell if Rotigus have no clean way to charge or is locked in combat. Then if enemy get double turn the poxes effect is stoping his strongest unit preaty hard.  Next turn deepend on what happened Rotigus can cast Deluge or just still keep poxes up. 

    And i dont have pendulum :(

    I think I would drop the geminids, palisade, gravetide and add in a poxbringer with favored poxes, and give glorious afflictions to Rotigus. With all those debuffs that could come back and bit you in the bum, that would be counterproductive to casting inferno blades on blightkings! Nice mix of debuff and offisive output here. 

    I am in such limbo in terms of list writing right now! I'm waiting for both the StD battletome to drop and see all the new chnages and warscrolls, but also for the LVO pack to come out before I can start writing lists and practicing with them. I am attending an RTT in Annapolis Maryland this weekend, and dont know if I want to go with "marauder mortal wound factory" or MAX debuff list (similar to yours but with Glott and 80 marauders)

  6. 1 hour ago, Ajas said:

    Hi guys,

    What you think about this? I'm gona to take this list for tournament upcoming week. 

    Allegiance: Nurgle

    Leaders
    Festus the Leechlord (140)
    - Lore of Malignance: Gift of Contagion
    Rotigus (340)
    - Lore of Virulence: Favoured Poxes
    Harbinger of Decay (160)
    - General
    - Trait: Grandfather's Blessing
    - Artefact: The Witherstave
    The Contorted Epitome (200)
    - Allies

    Battleline
    10 x Putrid Blightkings (320)
    10 x Putrid Blightkings (320)
    40 x Chaos Marauders (200)
    - Axes & Shields

    Units
    1 x Chaos Warshrine (160)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    Geminids of Uhl-Gysh (60)
    Prismatic Palisade (30)
    Suffocating Gravetide (20)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 200 / 400
    Wounds: 168

    Is the event taking place using realm spells?

  7. I hate everything about this. 

    The wounds of the WHFB to AOS transition are starting to heal. They announce CoS and get all the oldhammer players excited, yanking their high and dark elf armies and Empire armies out of the attic... Then they announce the old world is coming back? Like who thought this was a good idea? How can this NOT devolve into splitting the community in half? Horrid decision, terrible timing. Classic GW. 

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  8. 11 hours ago, smartazjb0y said:

    I think there's nothing that explicitly says you can or cannot do what you're suggesting; there's no language like in the melee attacks that says "every unit that can attack MUST attack." But I'd say it's probably against the spirit of the game and would probably be the type of thing that your opponent would feel is wrong.  I'd venture to guess if someone sent in an email to GW they'd clarify that in a FAQ that you can't do what you're suggesting. 

    There actually is language in the rules that forces you to attack if you are within range of the enemy in melee. 

     

     

    capture.jpg

  9. I never once suggested ambushing them later. I don’t know where that came from.  I understand the idea of not setting up a unit is a little out there..tossing around the word cheating is a little hyperbolic. I was just asking for thoughts. Especially for a unit that is essentially free. 

    Didnt mean to rustle people’s jimmies. 

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  10. 1 minute ago, smartazjb0y said:

    That's semantics though, if you have to take them and they can't be taken separately, and the only cost is a combined cost, then...well, it's still wasted, you're still eating the cost. Because you can't take them separately, the cost of the despoilers is baked into the 140 regardless of what the WSB says...because you have to take them. 

    I don't have to take the unit if I pay for Grashrek. I must take grashrek, if I take the despoilers. But sure.. you win. I would be eating 20-40 points in order to outdrop my opponent. I ahve yet to hear an argument that says I CANT if I want to. 

  11. 3 minutes ago, smartazjb0y said:

    Well no they're not free, the points cost just applies to all of them together. It's probably a minor points cost overall, but it's still a points cost (i.e. if they separated out the units, they'd each have points cost that add up to 140). 

    This is incorrect. Grashrek is 140. The despoilers are free, but MUST be taken with Grashrek. Although they are separate units. 

     

    4 minutes ago, Sauriv said:

    What?! Of course you must deploy the units included in your list, it's not ok to alter what you bring to the table to "go first". 

    And putting a unit in ambush is still a drop! 

    Where is this specified? It is not altering anything. Where in the rules is it specified I must deploy what I have on my list? I wouldnt be ambushing anything. I would simply not deploy them at all. 

  12. 1 minute ago, smartazjb0y said:

    So you're choosing to eat the cost of those units, just to go first? 

    The despoilers are free. Its the Character that is 140. So if I needed to, yeah I'd be out 5 ablative wounds to Grashrek but if my strategy implored I choose turn order It might be worth it. Whether its legal is another question. 

  13. 1 minute ago, smartazjb0y said:

    Well unless they had an ability that lets you set them up at a different point, there's really no way to do what you want

    They set up seperate from the character. They are two seperate units. Is there a rule that says I MUST deploy all my units?

  14. 17 hours ago, Maddpainting said:

    Grashrak Fellhoof and his unit are 2 different units, it says this on their warscroll, they act as 2 drops in total. When taking in a battalion the his unit can not be in that battalion, so you'll have the battalion with Grashrak Fellhoof himself, then his unit will be a separate drop.

    I dont think you can use him in the battalions though. At least with pestilent throng the requirement is Great Bray Shaman but not the keyword, the warscroll. 

    Side question: Is there anything in the rules that mandates I deploy a unit on my army list? Like what If I REALLY wanted to go first, but had grashrek and his bois. Could I simply choose NOT to deploy the despoilers?

  15. 26 minutes ago, Thostos said:

     Petrifex needs to be nerfed...perhaps become a command ability that works once per game for the chosen Battleround.

     

    Its the same problem with hagg narr... you are either playing petrifix OR you are playing a fun/fluffy/theme list. You cant fix this broken subfaction like you did Gristlegore because of the innate mechanics it modifies. So you would have to go full Kharadron Overlords and just re-write the entire subfaction through an errata which I (personally) abhor rules writing via faq. 

  16. 14 minutes ago, Arkanaut Admiral said:

    Boar answered that question better than I could lol.

    As for my list, I haven’t got it to hand at the moment but I’ll share some key bits:

    - all the guns should wound on at least a 3+ and have -1 rend, exactly like Cities Of Sigmar firearms.  We’re supposed to be the technologically advanced race, so it’s not good being shown up by black powder weapons.

    - the range of the main weapons on the ships need greatly increased.  I hate having my supposedly advanced cannons and skyhooks outraged by catapults.

    - the saves for all the ships should be increased to 3+, and the healing abilities of the frigate and ironclad should be an automatic restoration of d3 wounds.  This brings them in line with the monsters, war machines and healing abilities of other factions.

    I’ll be back later to post a more detailed response later. 

    How about embarked units get to fire, and count for models scoring objectives.

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  17. 9 hours ago, Arkanaut Admiral said:

    They missed a trick when they didn’t give Gunhaulers Aethershock Torpedoes.  Then it would have been like the historical real life torpedo boat.  Plus with torpedos in addition to its other weapons, it would actually pack a punch now.

    I’ve also been working on a big big list of improvements for the KO that I think they need.  I’d be happy to share them later if anyone’s interested.

    Lets do it!

    Side question: Why do most KO players put the volley guns in the units of 10. Why not just moar skyhooks? Is it simply a function of not having the actual skyhook models?

  18. 3 minutes ago, RuneBrush said:

    Interesting to hear the other side of this and hadn't thought how it could cause a negative experience (you're right, some people would use it as a way of prolonging the agony of a certain win).  My thinking is based on my own experience (as somebody who doesn't play a massive amount), that it's pretty disheartening in an event to have a really close game but come away with a major loss - basically diddly for the effort you put in.  Something in the middle would work.  I do think secondary objectives have certainly helped - there's something to play towards regardless of the outcome of a game, but I still think the almost binary win/loss conditions could be improved.

    I suppose the way a major/minor is SCORED in an event is different then whether a major/minor is ACHIEVED in game is different. Certainly in the former, yeah it sucks when a winning player has to keep on the throat to get max points. So perhaps a scaled major/minor in game but a fixed amount of tournament points could be interesting. If you only win by one VP in the game.. that can hardly be considered a MAJOR VICTORY FIRE OFF THE TRUMPETS WE DID IT BOYS! more like holy ish we barely pulled that one off..

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  19. 4 hours ago, RuneBrush said:

    I've felt for a while that the victory conditions for battleplans could do with some improvement, but I do think GW are trying different things to make it better and see what's popular.

    We now have a couple of battleplans where the victory points scored in for the player who goes second are greater than the first, which is a step towards making the priority roll choice more tactical based on the battleplan.  One downside of this is that it almost puts too much emphasis on the priority roll - most of us will have played games (and in cases whole events) where we've lost nearly all our priority rolls and in those cases battleplans that use this weighted victory points could be determined by the luck of just a few dice.

    I've also felt that I'd like there to be a better distinction between minor and major win/loss conditions.  I've played quite a few games that have been really tight and the win determined by a single victory point - there's always a bit of a bitter taste if the victory points are 19 to 20 and is a major win/loss when it felt that a minor win/loss would have been more appropriate.  That said one of the joys of AoS battleplans is that they are largely pretty streamlined and not too complicated.

    I have taken part in many margin of victory tournaments.. I can tell you a sliding scale of victory only promotes negative play experiences. In order to get the most victory points, it encourages players who are winning or doing well to just completely stomp on the opponent. Even in the face of certain victory, you have to continue to play through to get max points and its not fun for either player.Really dislike this type of play. 

  20. I think the only problem with the objective play in this game is that hordes are to "powerful"  in the sense they dominate the scoring mechanic.. as its based on the number of models. Now if you went to the other end of the pendulum and chnanged it to remaining wounds around the objective, I think monster mash armies, or armies like tyrants of blood (bloodthirster lists) or Gristlegore armies would be inappropriately beneficiaries. Perhaps a middle ground using the new Ogor rules as a trial run. Multi wound models count as 2models for the purpose of scoring objectives (or half - rounding up  - the number of wounds remaining), and perhaps monsters just count as flat 5. 

  21. 1 minute ago, Landohammer said:

    Sylvaneth book external balance was right on the money, but it suffers from an overly character-heavy unit selection. 

    Also the internal balance is a bit off with units like Hunters being insanely good while units like Branchwych and Ylthari have no meaningful purpose.

    I don't know enough about the other armies to answer this question super honestly, but I will say that Gloomspite, Sylvaneth and Nighthaunt are always fun to play with/against. Cities is looking to be pretty fun too once the meta adjusts.

    I also think Tzeentch has some fantastic model variety. Look for it to be contender for "most fun" army once it gets a new codex.

    Tzeentch demons need to be more then skyfire/enlightened and pink horrors. In the new book, screamers, flamers, the chariots need to be viable.  Khorne is also another book that is like perfectly written. It has interrupt abilities, balanced summoning, buffing character, fighty characters, monster mash builds, horde builds, cavalry builds... It came out right after Fec and skaven so it felt lack luster but its a great book. I hope whenever Nurgle book gets re-written it is on par with these two (sylvaneth and khorne) 

  22. I think the sylvaneth should be the baseline. VERY balanced and strong rules. There is a double fight mechnic that isnt abusable. The sub factions are all valid. some are stronger, but there is NO clear BEST OMFG STRONG subfaction. Good mobility. Good Defense. Good offensive output. perhaps a bit light on batalions strength, but thats not the worst area to be weak. 

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