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Kanamorf

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  1. Can you put me on the reserve list please? Ian Spink
  2. Event Title: Prophet of Destruction Event Author: Kanamorf Calendar: Events UK Event Date: 05/18/2019 09:30 AM to 05/19/2019 04:30 PM I am holding my first 2 day event at the Battle Bunker in Sunderland on the weekend of the 18th and 19th of May 2019. Battle Bunker 206 Roker Avenue Sunderland SR6 0BN It will be 5 games of AoS at 2000 points. Cost of entry is £30. See the attached pack for more details on where, when and how to sign up. Also check out the Facebook event There are 20 places available. Prophet of Destruction
  3. until
    I am holding my first 2 day event at the Battle Bunker in Sunderland on the weekend of the 18th and 19th of May 2019. Battle Bunker 206 Roker Avenue Sunderland SR6 0BN It will be 5 games of AoS at 2000 points. Cost of entry is £30. See the attached pack for more details on where, when and how to sign up. Also check out the Facebook event There are 20 places available.
  4. A full write up is coming when I get this work thing done with, but a quick rundown, really good day 1 winning all my games; then really bad day 2 loosing both of them
  5. This is not a small thing, I think it is huge
  6. Just to make you think about this differently, would you pay 20 points to possibly reduce the number of spells your opponent can cast on a couple of turns in the game? They have to forgo a cast to attempt a dispell I think I would
  7. I think we are going to see a lot of the Lens artifact so just doing mortal wounds has taken a slight hit (only slight) so looking at something that does other things too is a good idea, which leaves Gemenids.
  8. I played 3 more games this weekend with the Bonesplitterz Game 1 Daughters of Khane (1000pts) Prophet (General), Squiggly Curse (140) Wardokk (Mask), Hand of Gork (100) 10 Maniacs (280) 10 Boars (200) 10 Archers (140) 2 Big Stabbas (100) (960) Cauldron of Blood Medusa Hag Qeen 20 Witch Elves (Shields) 10 Witch Elves 5 Kanaeri Endless Spell (Swords) We played Relocation Orb, and while it looks like a scary scenario when you 1st look at it, it turned out to be great fun. We failed at reading and set up our forces in the wrong place, but thats why you play practice games. The game turned out to be me chasing the objective around the board as it kept moving to places where the DoK were already, however high numbers of attacks with no rend do well when your opponent has little or no armour, so my forces prevailed and I won quite convincingly. I love the mechanic in this game where you score 1 point if you went first but 3 if you go second in a turn. It really makes you think about the turn order. Game 2 Tzeench (2000pts) Prophet (General), Squiggly Curse (140) Orruk Warboss, Boar, War banner (140) Maniak Wierdnob, Brutal Beast Spirits (120) Wardokk (Mask), Bone Krusha (100) Wardokk, Hand of Gork (100) 10 Maniacs (280) 10 Maniacs (280) 5 Boars (100) 20 Archers (280) 8 Big Stabbas (400) (1940) (Extra CP) Lord of Change Ogroid Shaman Gaunt Summoner Shaman on Disk 10 Pink 10 Pink 3 Enlightened 40 Arcenites Pendulum (Endless Spell) Burning Head (Endless Spell) Spell Portal (Endless Spell) Gemenids (Endless Spell) We played Total Commitment, again another nice little tweek to the scenario where units are not allowed to be deployed off the board. This is going to make some people have to think about army choice for a tournament. Is this one going to be there and how does my army play when I can not just turn up anywhere? I have traditionally done ok against Tzeench as the mortal spam is not as bad as some armies, I get a save against every wound and I have a lot of wounds to soak it up. Over the game the endless spells did more damage to the Tzeench army than they did to me, I suspect that is more to do with not having used them before rather than them being bad, but I was happy when I moved the 2 Gemenids over a unit of 6 Pinks and killed them all. Summoning is gong to be very strong, in killing the 20 pinks and the 10 he got back with battleshock using desitny dice to make it a 1 he had 60 blue horror points. The counter to this is to preasure his heroes. I was in his face all game so when new units were being placed they were almost on his back line or in some place where they were of less use. We discusses afterwards and he needs to be more agressive with his heroes and get them up the board a bit. New personal record for me in this game, I dropped the Warboss' Waargh on the turn the 8 big stabbas charges the LoC. he failed 10 armour saves for a total of 49 wounds. I won this game as Tzeench never really got out of his own deployment zone, I have played Matt a couple of times in the past and he has done well killing from the back line and then moving up. The combination of scenario and new rules made this much harder for him. Game 3 Beasclaw Raiders (1000pts) Prophet (General), Squiggly Curse (140) Wardokk (Mask), Hand of Gork (100) 10 Maniacs (280) 10 Boars (200) 10 Archers (140) 2 Big Stabbas (100) (960) Huskard on Stonehorn Hunter 12 Sabre cats 6 Sabre cats (Batallion of some sort) We played 3 places of arcane power. In this scenario again there was a subtle but important change to the objective capture rules that will make army choice for a tournament interesting. Only wizards or heros with an artifact can capture the objectives. For us it made no difference, I had 2 wizards, he had 2 artifacts. His battalion allowed him to set up the cats and hunter off the field so I was left facing just the stonehorn at the start of the game. He took first turn and brought the cats in while dropping the hunter on one of the objectives. The only mistake he made all game was to drop on the wrong side of me into the ordinary boars who were there just to absorb the charge. This left me free to retreat and charge the the cats every turn and slowly whittle them down. Pete was up for the first couple of turns with hard to shift characters on both, I managed to kill the stonehorn over 3 turns with magic, shooting and Big Stabbas. So I won 3 games on #newaos day and am fairly happy with where Bonesplitterz are in this edition. I have yet to face some of my traditional tough armies but with the changes to mystic shield this list of enemies got a little smaller. I loved all of the new scenarios, they are more than the slight tweeks we had between ghb16 and ghb17 and will add some real thought points when you are writing a list for tournaments. I do wonder about Batallions, are they worth the points now? Lower drops, extra artifact, more command points, and more scoring heroes in some scenarios. For the Bonesplitterz I am not yet convinced. I keep playing with lists to make the Teef Rukk fit but I am never quite happy with how the army looks on paper. Snagga rukk might be an option as I take most of the required units anyway but 170 points is a lot to spend. I know the Kunnin Rukk fans will just take it as its what makes their army good, but outside that I struggle to see the value for us.
  9. I spoke to Ben Johnson directly about this yesterday to ask if it was an oversight. I was told it was and it would be in the 2 week after release FAQ
  10. In a game which relies so heavily on movement I think more archers is a waste. The way I have played over the last year has been the 30 archers as my tarpit that get in the way. With the changes to Inspiring Presence I think 20 can do a similar job. Don't get me wrong there are going to be games where I will be thinking, "If I only had 10 more bodies". The warboss is not gone for good, he is just in my pool of points to play with. I need to test lots of options to find the best. I currently have 200 points to play around with, I feel it is necessary to have 1CP at the start of the game to help defend the apha strike so that is either 150 with 50 spare or 200 and fit in a batallion. Cogs looks interesting, but +2 move and charge for your enemy is going to bite you Spell Portals look powerful if you have good spells that are short range Gemenids look strong -1 attack and -1 hit for 40pts..... Purple sun is too expensive i think The shackles look like they could be an interesting addition a nice wall in front of units to slow them down The rest I think are situational
  11. You are quite correct I did overspend, battalion is 10 points more though so 2040. I played again last night with the same list but took out the Teef Rukk so I was 60 points under giving me the command point, it also ment I could put the stabbas back into one unit of 8. I was playing against SCE Lord-Arcarnum Lord Celestant on Stardrake Drakesword Templar Heraldor 4x5 Liberators 2 Fulminators We played Starstrike from GHB17. The two star drakes were a pain, as expected, and the Lord-Arcarnum's ability to keep them alive is impressive. The Big Stabbas were up to the job though, with my prophet nice and close for the Hero Phase pile in. I did have to kill the drakes a total of 5 times though. I ended up getting the win on the scenario as the stars dropped nicely for me. The Warboss was not so good in this game as double Rain of Stars took him out quickly, amazing how much difference not rolling your 6+ vs mortal wounds can make, the 2 5 wound Wardokks lasted an extra turn compared to the Orruk Warboss. The 20 archers did their job of standing on an objective shooting at stuff that gets close, but in 20's they are much weaker. I doubt very much I will go back to 30 as I feel the points can be better spent elsewhere. The next thing to try are some Endless spells. Roll on Saturday for the next game where I think I will drop the Orruk Warboss and take 5 more boars and 40 pts od spells or just 140 pts of spells
  12. Played my first game of AoS2 on Saturday using the following List Allegiance: BonesplitterzLeadersOrruk Warboss (140)- Great Waaagh BannerWurrgog Prophet (140)- General- Trait: Squirmy Warpaint - Artefact: Da Great Zappa Squiq - Lore of the Savage Waaagh: Squiggly CurseManiak Weirdnob (120)- Lore of the Savage Waaagh: Brutal Beast SpiritsWardokk (100)- Artefact: Big Wurrgog Mask - Lore of the Savage Waaagh: Bone KrushaWardokk (100)- Lore of the Savage Waaagh: Hand of Gork or MorkBattleline10 x Savage Boarboy Maniaks (320)10 x Savage Boarboy Maniaks (320)5 x Savage Boarboyz (120)20 x Savage Orruk Arrowboys (240)Units4 x Savage Big Stabbas (200)4 x Savage Big Stabbas (200)BattalionsTeef Rukk (90)Total: 2090 / 2000Allies: 0 / 400Wounds: 175 With the new points this works out at 2000pts I was playing vs Soulblight Allegiance: DeathLeadersPrince Vhordrai (480)- GeneralCoven Throne (260)BattlelineUnits5 x Blood Knights (260)5 x Blood Knights (260)5 x Blood Knights (260)6 x Fell Bats (160)6 x Vargheists (320)Total: 2000 / 2000Allies: 0 / 400Wounds: 113 We played Escallation from the Core Rules. I managed to get the win by 1 victory point. I have to say I like command points although getting your characters in position is way more important than it was before. I was half an inch out of range to use the prophet's command ability on one turn and 2" out for a hero to save a unit having to take a bravery test. Starting with the batallion and having an extra CP was nice, and I did end up using all the points I had available over the game, the second artifact I took was not great, however I am looking forward to the rewording of the mystic cloak. Hopefully it is +6" range with +1 as this will be a default take for my general if it is. 10 maniacs with the warboss' waargh droped on them is really nice on the charge. The boars have 2 weapon profiles so +1 attack on each was fun. I theoretically could drop the wardokk who has the mask and take some endless spells but I am not sure endless spells can do as much damage as the wardokk can over a game. I will have to have a play about and see. I am sure that there are games when I am going to miss the extra 10 archers, however they did their job this game of being 20 bodies to stand on an objective and have a bit of range to pick away at targets.
  13. I have been playing a primarily boar based army since GHB 17 dropped and belive me they are not a pillowfest. 2nd at heat 1, 1st at 2 local tournaments, top destruction at SCGT (ignoring the fact that was way low down and more about my bad choices). Maniac boars are incredible against all except the heaviest armour, and thats where Stabbas come in. Unfortunately this list has 2 less than I would like. 10 Savage Orruks of any type are 20 wounds to go stand on something so are surprisingly difficult to just get rid of unless something really focuses them. Greenskins just fall over I have contemplated using the Orruk Warboss with flag in the new rule and feel he may have some legs. Lots to test going forward
  14. I am a fan of 10 bodies to stand on objectives. I fine 10 archers to be better in all ways that 10 normal Boys or moarboyz
  15. From the stuff I have seen floating around on the web I think this list comes in at 1990. No endless spells, but I am not convinced yet that they are a must have in an army. This is 2 CP and 3 Artifacts, 11" move boars that can charge in odd places Allegiance: DestructionLeadersWurrgog Prophet (140)- General- Trait: Squirmy Warpaint - Lore of the Savage Waaagh: Squiggly CurseManiak Weirdnob (120)- Lore of the Savage Waaagh: Hand of Gork or MorkManiak Weirdnob (120)- Lore of the Savage Waaagh: Brutal Beast SpiritsWardokk (100)- Artefact: Big Wurrgog Mask - Lore of the Savage Waaagh: Bone KrushaBattlelineUnits10 x Savage Boarboy Maniaks (320)10 x Savage Boarboy Maniaks (320)4 x Savage Big Stabbas (200)10 x Savage Orruk Arrowboys (120)5 x Savage Boarboy Maniaks (160)5 x Savage Boarboy Maniaks (160)BattalionsSnaga Rukk (140)Icebone Warclan (200)Total: 2100 / 2000Allies: 0 / 400Wounds: 149
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