Ashtyn
-
Posts
152 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by Ashtyn
-
-
Hey all
I've been doing quite well with the following list.
Arkhan - spirit gale
necromancer (cloak of darkness -2 to be hit). - overwhelming dread
necromancer - fading vigour
guardian of souls (ignax scales)
5 dogs x 3
30 grimghast reapers
20 grimghast reapers
Mortis engine
Lords of Sacrament
Malevolent maelstrom
Quicksilver swords
Geminoids
Cogs
extra CP
I've found its very durable, provides lots of units that can screen and has the ability to easily debuff 2 Death Stars or units. With realm spells Arkhan becomes quite tough to shift. The extra CPs mean you have lots of options in regards to play style.
the grimghasts are amazing. The 4+ unrendable has been amazing, and with van hels they're truly terrifying. Even more so with inferno blades.
I'll keep updating as I play more games with it.
-
I'm thinking of running a very spell heavy army. Attempting to take advantage of the battalion.
Arkhan (spectral grasp or amaranthine orb)
Necromancer (overwhelming dread)
Necromancer (fading vigour)
Necromancer (soul harvest)
Vampire Lord (spirit gale)
5 Dire Wolves
5 Dore Wolves
10 Zombies
20 Grimghast Reapers
12 Mymourn Banshees
Corpse Cart (still unsure on this one)
Mortis Engine
Lords of Sacrament
Umbral Spellportal
Geminids of Uhl-Gysh
Athervoid Pendulum
1990
The list throws out a bucket of debuffs and a bucket full of mortal wounds aim would be to debuff main death stars and delete heroes early with spells. The Necromancers are at plus 3 to cast and Arkhans at plus 5.
The units are a little small but they pack an offensive punch with vanhels and extra attacks from the vampire lord.
Grimghasts attempt to take out hordes while banshees eat endless spells and target more armoured threats due to -2 rend.
I can't wait to play test it, I know it will have its counters but it looks fun.
- 1
AoS 2 - Legion of Sacrament Discussion
in Death
Posted
It's been working well, the reason I run it is for the extra chance to add minus 1 to hit.
By turn 2 the deathstars are within range and most opponents don't unbind it since they're worried about van hels (or even curse if they're not running ++ saves) when it goes off on a 9+ then you've got a much higher chance of getting that negative to hit.
In terms of it actually causing the minus 1 to hit, I'd say it occurs 2 times a game on average, Which I'm ok with.
I find vile transference awkward to use since you need to be so close to actually get the heal. Since I'd rather have Arkhan sitting back I find that he isn't actually in range to heal from vile transference.
In the games that Arkhan has died I've still won because the opponent spent so much time taking him and the Mortis out that my grimghats were able to hold objectives and grind everything else out.