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swarmofseals

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Everything posted by swarmofseals

  1. I dunno, because you can deepstrike Annihilators 7" away from enemy, deal AOE mortals on drop and a built in rerollable charge?
  2. At the height of their potency, Morrsarr Guard had the following weighted efficiencies: Offense: .0528/.0978/.1316 (not charging/charging/charging+blast) Defense: .1219 Eel spam was an S tier list at that time, and the pure efficiency of Morrsarr Guard was a big part of that. Since then, average efficiencies in the game have decreased a bit as points costs have gone up. Here are the efficiencies for Icebone Boars: Offense (not charging/charging) Boarboys w/ stikkas .0858/ (5+ models)/.1331 Boarboys w/ stikkas .0799 (<5 models)/.1065 Maniaks (5+ models): .1111/.1572 Maniaks (<5 models): .0833/.1216 Defense Boarboys: .1639 Maniaks: .1303 Basically both versions are way better when not charging, and when charging they are better than charging eels with or without exploding 6's, and with exploding 6's they are better than discharging eels. On defense both are more efficient, with regular boars being substantially more efficient. Efficiency isn't everything, but it is worth quite a lot especially when paired with speed. You can anchor your line with Kragnos or a Rogue Idol and still have a lot of fast, hitty effective wounds left over. How to win? depends on the matchup no doubt. I expect against shooting armies you want to be ultra aggressive. You can definitely get there on turn 1 in most battleplans. Shooting is less efficient than melee by a margin, and it's unlikely that shooting armies can pass the DPS check before you overwhelm them. Against other armies you can attempt to bottle them up with a unit or two and then just keep sending in boars piecemeal to keep an early lead, or you can go for an alpha if they don't screen well. Or you can try to counterpunch and wear them down. There are going to be bad matchups, I'm sure. But that should be true of every army.
  3. There is some very spicy stuff for cities in the new sce time, just saying. Krondys, for example, gives us a way to resolve some of the powerful spells in cities that lack good casters. Things like Cinder Cloud and Aura of Glory are real possibilities now.
  4. I'm 99% certain that you can't attack after a pile in from the Bloodtoofs ability or Mighty Destroyers. You guys are welcome to try to argue for this with your opponents, I just wouldn't recommend getting used to it. ___________ That being said, I am just as excited about the new IJs as I am about the new Bonesplitterz. Maw Krushas: built in old version of Mean Un, and some of the mount traits are nice. I like Fast Un a lot -- gives enormous threat range and will really impact your opponent's deployment. The fact that rip toof fist makes the save 3+ (NOT +1 to save) is a huge difference. Being able to TRIPLE any command ability is incredibly strong. You can legit alpha with four units on turn 1 without relying on a casting roll now. You can All Out Attack or All Out Defense three units at once. You can Inspiring Presence three units at once. Brutes: You Messin is a ridiculously powerful rule against some opponents. Gore Hackas at 2 rend are excellent. These guys are now fantastic against foot sloggers and big dudes alike. Gore Gruntas: Efficient all around, amazing alpha potential. Wierdnobs: less good now I think but cheaper Foot Bosses: doubling commands is still very strong Warchanters: still among the best buffs in the game WAAAAAGH: extra rend is so huge now Artefacts: Destroyer will still blow things up, and Amulet of Destiny is fantastic so I'm not too bent about the lack of choice Command Traits: I'm not happy about these. Extra cp on 5+ from the core rules might be a good choice though given how much value IJ can get out of commands. Subfactions: All three have a niche, and I'm really not sure what to use. I think Brutes or Ardboys armies clearly want to be Da Choppas. Bloodtoofs I'll need to play with to figure out how useful it is. It certainly could be very strong but also could be pretty situational. Ironsunz could be sneaky good, especially with a maw krusha general with the built in reroll charge trait. Vs. Big Waaagh: Here's where I'm really not sure. You lose Smashing and Bashing and the Waaagh but gain the Waaagh point bonuses and can potentially grab some ranged threats from Kruleboyz. I think if you want to be super aggressive Ironjawz is better, but Big Waaagh might be better for a more midrange army.
  5. I posted more in depth in the other thread, but I think you guys are underestimating just how strong Icebone is, particularly Icebone boars. Even completely unbuffed they are among the most offensively efficient units in the game, and they're quite defensively efficient as well. Definitely don't think that the spell lore is one of the worst in the game. It may not be as good as it was before, but there are three legitimately good spells. Fights last is rare in 3.0 and still very powerful, and you can potentially cast this as early as turn 1 even without spellportal. -2 rend on mount attacks is pretty strong, especially for a faction that mostly lacks good rend. 15 attacks, 3's and 3's, exploding hits on 6's and rend 2 is nothing to scoff at. +1 to hit, run and charge is also a very solid buff even if not quite as good as it used to be. I miss Breath of Gorkamorka for sure, but it's a lot less needed with boars. You can already move 17-20" and still charge on turn 1. Even a Rogue Idol is a legit turn 1 threat with 15-18" + charge on turn 1. Kunnin' Beast Spirits is a loss for sure. There are spell lores out there with 0-1 good spells in them; this is hardly one of the worst. EDIT: I legit think that Bonesplitterz are excellent now, and I am going to be playing them quite a lot in the near future.
  6. It's such a relief to finally be able to talk about this book XD @bonzai I think you are underestimating the power of the things that Bonesplitterz got with this tome. I get that there are a lot of little subtractions here and there and that the army will play differently now, but I don't think any of the losses are super impactful while the gains are exactly that. Whenever I played Bonesplitterz I found myself frustrated by the lack of punch, particularly against anything with a good save. It generally felt like a race where my opponent was just trying to do enough damage before time runs out. With the new tome, Bonesplitterz not only can do damage but have some of the most efficient damage dealers in the game. Icebone is HUGE. The fact that the buff is army wide (combined with the 6+ exploding hits) means that every unit is now a threat in melee to any target. The high volume of attacks is great against anything with poor armor and the mortals are great against anything with heavy armor. Boars (both types) are now extremely efficient on offense and still quite efficient on defense, and the new spell gives another out to dealing with heavy armor. You can still play a more defensive style army, of course. You can spam a lot of bodies and put 200+ wounds on the board, but now those big blocks of Savage Orruks will deal a lot more damage back. On top of that there is the new Bonesplitterz WAAAGH which is incredibly powerful. Don't underestimate the Wurrgog Prophet's staredown ability. The fact that it was an artefact before meant you couldn't take it along with Glowing Tattoos. That's a pretty nice combo now, dealing an average of something like 17 mortal wounds before the Prophet dies.
  7. I hope that this is just a day 1 thing and that the warscrolls will be added once the preorders are up in all timezones. Failing that, hopefully the scrolls will be added on release day. Or perhaps it's an oversight. If indeed this is the end of warscrolls being available for free then that's pretty terrible.
  8. @Mutton I'm not leaking anything, but I will say that I have been itching to play these tomes for a long, long time now. EDIT: I am just super stoked to get these guys back on the table. Can't state that enough.
  9. I've had a ton of success against Lumineth with Soulblight so far, although with the caveat that I've only faced the typical Zaitrec or Syar Teclis + Vanari lists. Usually it's Teclis, 20-40 wardens, 20-40 sentinels and one other hero. I've won basically all of my games against these types of lists, and most of the games have been very lopsided. Here are my observations: Lumineth's strength is suppressing heroes both through highly targeted mortal wounds and through things like Total Eclipse. The less reliant you are on heroes the better you will be. Lumineth's weakness is that they tend to have to castle in order to keep their units buffed effectively, and overall their mobility is limited. Lumineth often struggles with objective play and to some extent with battle tactics. The plans where they have an easier time on objectives they tend to have a harder time on tactics. Lumineth can deal very focused and targeted damage well but their overall damage output is very low. This can be exploited by favoring defensively efficient units. The natural conclusions to draw from these observations is that you should not overly rely on heroes, you should take advantage of opportunities to play the objectives, and you should focus on packing the board with a lot of bodies/wounds. Expensive characters are bad vs. Lumineth, although it's unlikely that they can be avoided completely if you are using an all-comers list as you need at least some heroes for certain battleplans. I've found that Mannfred, the Necromancer, and Radukar are the best heroes. Mannfred doesn't need to get in combat and isn't easy to kill. He will probably die, but at least your opponent will need a turn or two to get the job done. Small Radukar and the Necromancer are both disproportionately difficult to kill due to bodyguard. Big Radukar at least leaves behind some wolves. Grave Guard are not good against Lumineth due to poor defensive efficiency. Blood Knights are much better, and Zombies are also great. Dire Wolves can be useful, too. The list that I've tried that dunked on Lumineth the hardest is very simple: Mannfred Radukar the Beast 6x5 Blood Knights 10 Dire Wolves 2x Battle Regiment They will probably kill Mannfred on turn 1 or 2, but that hardly matters. Just run up and smash. If you get the double turn it's over instantly, if not they may be able to kill some Blood Knights but when they kill a unit or two there are plenty more.
  10. I've had a lot of success running anywhere from 2 and 6 units of them I'm not sure what you mean by "won't work." You can always use Riders of Ruin against any target, you just can't ride over targets with mounts or high wounds characteristic. In general I've found that you can only rarely "fly over" a unit and end up on the other side, but you can almost always back off 3 inches and charge again.
  11. There are still plenty of 1 and 2 wound characteristic models against which you can get the sword off pretty easily. Re: Riders of Ruin, no you can't. You can only use Riders of Ruin if you start within 3" of an enemy unit, although you deal damage to any unit you move over not just ones that you were within 3" of when you started the move. It's a decent list although there are a lot of opponents out there that will totally shut down your magic game (Lumineth, Seraphon, and Tzeentch are all very common in the meta). The main problem with your list is that it's quite slow moving and fragile, so expect to have some bad matchups against opponents who can exploit that. You are really counting on the Grave Guard to make contact.
  12. I probably wouldn't play a Nagash list without portal.
  13. Cogs was great in Gravelords, RIP my cogs list XD
  14. When playing Nagash I think a big part of the challenge is deciding how to manage the spells. Sometimes you need to lean on the debuffs, other times it's better to just load up a ton of arcane bolts and smash. I've played a bit with: Nagash Radukar the Beast 3x5 Blood Knights Spellportal + Lifeswarm So far it's done well. I like 4x BKs and the Wight King package, but I don't know if I'd be willing to drop one of the endless spells for it.
  15. Scratch the whole Reikenor thing. I had forgotten that you can't take allied endless spells! That screws around with some of my Cities of Sigmar lists as well....
  16. I've been getting some more reps in with variations on the triple necromancer list. This is my most recent build: I think I might swap out pinions for something else (probably Soulpike or Amaranthine Orb) as I rarely need the extra movement. Aside from that though it plays very well. You still get +2 to cast on turn 1 if you need to move Morbheg's Claw up the board, and you get up to +4 to cast if needed, which is enough to force magic through even against heavy anti-magic opponents. The AOE damage potential is very high. Mortis Engine plus Wind of Death plus potentially Soul Harvest through spellportal can really chew through clustered small heroes. Mortis Engine also gives you something to Unleash Hell with. It's definitely a high variability take though. In some matchups it's pretty ******, but in others it's an all-star. At the very least it allows you to push with Mannfred while still keeping +1 to cast on him. One thing that I'm considering is Reikenor the Grimhailer + Mortalis Terminexus allied in. Reikenor is just a solid warscroll and MT is insanely good. Fitting it would be very tough though. Dropping a Necromancer would be an obvious start, but finding the other 125 is tricky. One could drop the 40 zombies to 20, change 20 zombies for 10 skeletons and 20 zombies for 10 Dire Wolves. That would fit.
  17. I'll see if I can dig one up for you. Let me know if you manage to get one before I get back to you
  18. @Ar-Pharazôn how competitive are you trying to be? And does your friend tend to play BCR focused mawtribes or regular Ogors or a mix?
  19. Are you approaching this from a thematic perspective or a competitive perspective?
  20. I've played quite a bit with Nagash so far and have come to a few conclusions: Spending a lot on heroes other than Nagash is a trap. Heroes are not damage efficient and Nagash is even worse than most. Heroes are also not great at the objective game, so if you take Nagash and still spend a lot on other heroes you will end up in a position where you can't deal enough damage to contest the objectives against most opponents and will really struggle against opponents that have a high body count/unit replacement/summoning. The main strengths of Nagash are twofold: he can often tank the enemy army by himself while doing enough damage to take out key threats, and he plays very well against expensive hero monsters that are extremely vulnerable to Hand of Dust. Emerald Lifeswarm is mandatory. So to me there are basically two ways of approaching Nagash builds. You want the rest of your army to either hit very hard or play the objective game well. To me that means Blood Knights or Zombies/Skeletons. If you go for Blood Knights that means going Kastelai most likely, so you'll be running Nagash plus three to five units of BKs plus some support units like Dire Wolves, Zombies, or maybe Radukar (either version). I haven't played these versions yet but I think they could be really strong. BKs benefit more from Nagash's command ability than most units. Sample Lists: These lists will struggle a bit on missions where only leaders can cap. The other way that I've found effective is to go Legion of Night with Nagash, a Necromancer with Morbheg's Claw and Master of Magic, Radukar (either version), and fill out the rest with zombies and skeletons. Something like: The first build punches well and plays objectives pretty well, too. The second build is exceptionally tough but punches a lot weaker. The third build is tough and punchy but is easier to disrupt. The benefits of going Legion of Night are twofold: you play the objectives game pretty well and Morbheg's Claw allows Nagash to maintain magical supremacy against basically anything except Teclis. That said, Lumineth is going to be a hard matchup for any Nagash build.
  21. Yeah, that list is Kastelai. Note that when I said that I was flanking with two units of knights I meant the old fashioned way XD I deployed them in a line and just brought one unit up around each side. I completely forgot about the actual outflanking rule. I probably should have used that on my last two units!
  22. Got a game in today against the up and coming Guild of Summoners Tzeentch list. I went with my heaviest Blood Knight List: Mannfred Radukar the Beast 6x5 Blood Knights 10 Direwolves 2x battle regiment He summoned a Lord of Change on turns 1 and 2 and won the first priority roll, but I won the second and basically had him wiped out by the end of the third battle round. He killed Mannfred and 15 Blood Knights total. The list played basically like I expected it to. You'd definitely don't get all the BKs in at once, but as your opponent kills them there are just more to fill the gaps. The hammer blow on my first turn of two units of 5 BKs with Mannfred and Radukar was pretty devastating, and two more flanking units were able to get in to his backfield on turns 2/3 (would have both been turn 2 but Kairos shut down one charge after he rolled a 6 on redeploy). Once he cleared out the two units of Blood Knights in the center there were two more ready to charge in.
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