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Kanamorf

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Posts posted by Kanamorf

  1. 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 May 1.PNG

    Prophet May 2.PNG



    Prophet of Destruction

  2. On 7/11/2018 at 9:21 PM, broche said:

    hard to say I did not try it yet, but I was thinking more of using it mid game (turn 2-3) to protect objective i'm holding. For 20 pts i think it's a pretty good utility spell by itself

    In fact, i just realized you get a chance to dispel it before it even does something, so it's probably not as good as I tought

    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

    • Like 2
  3. 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.

    • Like 1
  4. 23 hours ago, PlasticCraic said:

    So no update for the Mystic Waaagh! Paint artefact, meaning it now actively nerfs your casting range.  Because it's only Destruction.

    I'm finding it really hard not to feel insulted, when they did update Magical Supremacy for Tzeentch.

    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

    • Like 4
    • Thanks 1
  5. 52 minutes ago, PlasticCraic said:

    @Kanamorf great write up, thanks for the info!  If you are dropping the Warboss, is it worth considering going back up to 30 Arrow Boys with the extra 140 points?

    An 8 block of Big Stabbas is a great shout, especially with the way Inspiring Presence works now!

    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

  6. 17 hours ago, Izikail said:

    @Kanamorf i think your list is only geting 40pts cheeper and dosnt fit

    100 saving on bore boys

    40 more on archers

    20 more on batalion

    So 2050

    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

  7. Played my first game of AoS2 on Saturday using the following List

    Allegiance: Bonesplitterz

    Leaders
    Orruk Warboss (140)
    - Great Waaagh Banner
    Wurrgog Prophet (140)
    - General
    - Trait: Squirmy Warpaint 
    - Artefact: Da Great Zappa Squiq 
    - Lore of the Savage Waaagh: Squiggly Curse
    Maniak Weirdnob (120)
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Wardokk (100)
    - Artefact: Big Wurrgog Mask 
    - Lore of the Savage Waaagh: Bone Krusha
    Wardokk (100)
    - Lore of the Savage Waaagh: Hand of Gork or Mork

    Battleline
    10 x Savage Boarboy Maniaks (320)
    10 x Savage Boarboy Maniaks (320)
    5 x Savage Boarboyz (120)
    20 x Savage Orruk Arrowboys (240)

    Units
    4 x Savage Big Stabbas (200)
    4 x Savage Big Stabbas (200)

    Battalions
    Teef Rukk (90)

    Total: 2090 / 2000
    Allies: 0 / 400
    Wounds: 175
     

    With the new points this works out at 2000pts 

     

    I was playing vs  Soulblight

    Allegiance: Death

    Leaders
    Prince Vhordrai (480)
    - General
    Coven Throne (260)

    Battleline

    Units
    5 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 / 2000
    Allies: 0 / 400
    Wounds: 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. 

  8. 1 minute ago, CharnelChimera said:

    At first, I was also meh about the arrowboyz, but you have a point about objective warmers. Aren't they 140 a pop now, though? Might as well ally in some 80 point Greenskin Orruks. I'd be worried about the list being pillowfisted, honestly.

     

    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

  9. 20 minutes ago, Malakithe said:

    Ive always liked the Icebone. Faster boars means tying up those pesky shooting units. Why just the 10 Arrowboys? That doesnt seem very effective

    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

  10. 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: Destruction

    Leaders
    Wurrgog Prophet (140)
    - General
    - Trait: Squirmy Warpaint 
    - Lore of the Savage Waaagh: Squiggly Curse
    Maniak Weirdnob (120)
    - Lore of the Savage Waaagh: Hand of Gork or Mork
    Maniak Weirdnob (120)
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Wardokk (100)
    - Artefact: Big Wurrgog Mask 
    - Lore of the Savage Waaagh: Bone Krusha

    Battleline

    Units
    10 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)

    Battalions
    Snaga Rukk (140)
    Icebone Warclan (200)

    Total: 2100 / 2000
    Allies: 0 / 400
    Wounds: 149
     

  11. When I came back to AoS I was in the same position. To start with I bought a jumbo bag of tiddly winks and a Sharpie pen and just wrote the buffs on the plastic counters. This worked fine until a club mate found @wolfpack_paul on twitter who made us both some custom tokens.

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