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DantePQ

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Everything posted by DantePQ

  1. I just hope for Daughters of Khaine Nightvault warband they fit it like a glove.
  2. I just hope Daughters of Khaine are in there as they are perfect matchu lorewise for such game.
  3. I don't like Spellmirror much tried in few games with my DoK and it's quite average, even worse with Deepkins I guess as you won't be in range often. I think you can use sword of judgement on schoals but I think Ethereal Amulet is amazing on Aspect of the Stom - have been using it in my build and it's quite amazing with reliable damage output.
  4. I think our playstyle doesn't suit how magic works in AoS. Majority of lists work around chaaring and destroying charged unit. All those debuffs to hit are fine but we're not that tanky to take advantage of that. That's why I don't see many merits in taking Aspect of the Sea as he isn't that great spellcaster. You got to take Ionarch to make magic work and then invest heavly in Ishalean Guards or some allied Mages with nice spells.. That's why I fallen in love with Aspect of the Sea as he is quite reliable and can't be tied in combat, also unlike Morssar he can take a charge or you can activate him later.
  5. Blood Stalkers are flat out useless. Blood Sisters are amazing but if you want to run Snake heavy army Hagg Narr is I think only way to go, 5++ boost their survivability a lot, re rolls of hits is amazing on Blood Sisters as well. All prayers are awesome for them Sacrament of Blood, Blessing of Khaine and Catechism of Murder plus Mindrazorem of course, once I will have my other unit of 20 Blood Sisters painted I will surely give it a go.
  6. Depends how much Snake ladies is a lot ? I did some theory crafting lists and they looked like HaggNar Bloodwrack Shrine General Hag Queen on Cauldron 2xHag Queen 2x20 Blood Sisters 30 Witch Aelves 5 Heartrenders And you're left with 50 pts for much needed command point. You just take objectives with Blood Sisters and thanks to HaggNarr and Witchbrew bunker on them for as long as you could, melee output is amazing so it won't be really ahrd for your opponent to go through all those Blood Sisters.
  7. @Nerdkingdan they were painted separately
  8. Oh I think I could l not agree with Khailebron teleporting Warlocks turn 1is bad idea. It's freaking awesome. I've used it many items with my Khailebron build and they performed great especially if I could find Arcane terrain somewhere. Also Warlocks in Khailebron were good enough so I implemented them in HaggNarr list I won Throne of Skulls with. But they were amazing when teleported turn one in fact they are one of the best units to use teleport on. I wouldn't run Bloodwrack Shrine anyway or Medusa unless you're running Snake heavy army. Warlocks are much better as spellcasters.
  9. So first Ishalean Guard unit is ready to go, first up is my all Eels build then I will add Thralls and Reavers.
  10. So if there is Slaanesh coming Light Twins and Malerion shouldn't be far behind (fingers crossed)
  11. Thanks it's only a test model I did with my friend to settle on scheme they will have amazing ruin-Atlantis bases. My friend will now take over and airbrush them, eels are first to go :D
  12. It's Vallejo 72.027 72.026 70.838 72.721
  13. My color scheme for Deepkins What do you think?
  14. @Aspirant Snaeper looks Amazing !! Would love to give it a go one time, unfortunately you won't be able to blast 12MW as you can cast only one Doombolt. Also I came up with an army I will playstest next - it's bonkers, it's strange, uses Morathi as a general, doesn't run Cauldron. Realm : Ulgu Temple : Draichi Ganeth Morathi - General, Mindrazor 3xHag Queen (Martyr's Sacrifice, Sacrament of Blood, Catechism of Murder - one with Spellmirror) 2x30 Witches with (1xknives,1xBucklers), 30 Sisters of Slaughter with two weapons 2x10 Liftakers Chronomatic Cogs Cauldron Guard it's just pure alhpa strike, Chronomatic Cogs + Cauldron Guard give me essentially +6 do Movement, it's ultra fast, ultra mobile two units of 10 lifetakers to ensure they can even start battle not in reserve, when in reserve I got +3 do charge (crazy with Mindrazor) it's 4-5 drop , with Witchbrew and Draichi Ganeth this army is bonkers. Also you can cast Martyr's Sacrifice on one unit (maybe even swap knives for shields on that unit) so even if it goes second and gets decimated it will be costly for enemy, then second turn just activate Morathi CA and take carnage to a new level. Sure optimal choice is to place Morathi near Arcane to have easier Chronomatic Cogs. Spellmirror to give some extra magic protection for 1-2 turns also it's aura so very nice. Also there is room to swap 10 Lifetakers for 5 Doomfires to get me some more magic presence or to go with 20 strong unit of lifetakers (but that would mean cutting one Witches unit to 10) so there is some room for changes.
  15. In a eel combat-heavy army Storm with Ethereal Amulet is a beast
  16. Thralls are great both as 3x10 and as 30 strong unit, the problem isn't Thralls as majority of factions would die for such amazing unit but how point efficient eels are. 10 Thralls are actually quite good -31 rend attacks 3+/3+ against infantry and 21 rend attacks with 2 damage against monsters is very good, as they can fill many roles esepcially with Tides abilities.
  17. It's more like what Morathi's alignment is and I think it's Lawful Evil - she is Evil for sure, but she build a structure around her and I guess she hates Chaos more then anybody in Mortal Realms (and that's a nice spin on her backstory as in Old World she wanted to use Chaos to fullfill her goals). She knows that in order to survive she must work with Sigmar, Malerion, Twins etcbut she will scheme against everybody if it fits her agenda. I love how GW changed her story , she's still that badass character (even more so now) but she GOT to be in Order as it's only GA that accepts her and now she's sworn enemy of Chaos. I think right know she's the best written character in AoS lore.
  18. He got Ionarch enclave and allies in Ionarch Enclave get Idoneth Tides Allegiance Abilities. Considering the battle with Sylaventh - Kurnoth Hunters killed Morathi (1st battle round two turns of combat and then 2nd battle round 2 turns of combat). Alarielle and Treelord charged united of Witches that was bunkering the objective. Witches killed Treelord and inflicted 5 wounds on Alarielle I got mine turn and counter charged with Slaughter Queen.
  19. Ok so here is my little tournament reports, as I mentioned one day before tournament I had to scrap whole army and start from a scratch as a result I took a mix of two builds I was playtesting most prior to Throne of Skulls - HaggNarr Slaughter Troupe and Khailebron Warlock build and I came up with . Tournament was played with whole Realm rules (one feature per battle, extra spells and Command Abilities) HaggNarr Temple - Good choice tournament wise as it gives you ability to bunker on crucial objectives, also re-rolls of hits are pretty sweet as well. The drawback is that in some scenarios you could to be crowded around General. But after many games I think that Khailebron isn't much worse but I didn't have that much experience with that Temple as you could to build different army around it, also I came up with wicked Draichi Ganeth build but I got to test it first as it could trash as well Ghur Realm Slaughter Queen of Cauldron + Blessing of Khaine + Gryph-feather Charm - no brainer choice, Gryph-feather Charm is amazing item as with HaggNarr you need Slaughter Queen near your units but on the other hand not in combat usually, she's great to kill of something as she's still melee powerhouse with Avatar, but even with 5++ Cauldron is that tough to take down - Gryph-feather Charm helps a lot plus +1 to Move is nice bonus. Morathi with Mindrazor - took her as I have played majority of my battles with her and I feel really comfortable with how she plays, also with Realm spells in use she has extra value both as spellcaster and unbinder with her bonuses in small form. 2xHag Queen (Martyr's Sacrifice and Catechism of Murder) - Witchbrew is a must so those little girls are a must have. 30 Witches with Knives 30 Witches with Bucklers 10 Witches with Knives - my favorite set up for Witches, one big unit is to bunker on objectives, screen when you need it or tie up enemy best units in combat, with 4+ save near avatar, extra mortal wounds source and 5++ they are tough to crack with Witchbrew on (not to mention extra possibilities like Mystic Shield, Blessing of Khaine or many different Realm spells. Big unit with Knives is for pure damage output, with 4A each in majority of cases they can dish out a lot of attacks and kill almost anything. Small unit is used to guard objectives, run after lone heroes, and they have like 40 attacks so they are tough to play around. 5 Heartrenders - one unit is a must have in any HaggNarr army, their ability keep opponent on his/hers toes, they give you more space and make playing scenarios much easier 10 Doomfire Warlocks - I took them for few reasons - 1) second spellcaster with Mindrazor is nice, once you transform Morathi 2) Realm spells with their mobility and bonus to cast you can quite comfortably cas powerful realms spells 3) mobility - HaggNarr could be very static in objective centered games - warlocks give you ability to have something deep on your flank. Unit of 10 is good becasue it's something opponent can't jsut ignore for severl reasons (their spell, number of wounds, mobility) so usually it gives your army more breathing room, also you can always "hide" them in Slaughter Queens auro bubbles when needed. Unfortunately I didn't have any CPs in my army and that's a problem but I was confident that I will be able to play around it with deployment, but next time I will be taking them for Sure. Battle 1 - Scorched Earth, Chamon(Rust of Plague) against Idoneth Deepkin (Ionarch Enclave, Aspect of the Sea, Akhelian King, 2xTidecaster,Soulscryer 2x3 Ishalean Guard, 6 Mossar Guard, 10 SCE Evocators) - it was really tough to play against, especially with Evocators having Deepkin abilities. I just didn't know that Evocators were so tough as I charged them with 30 Witches with knives, Witchbrew and Catechism of Murder to capture one of objectives - I rolled poorly for charge and only got like 12-13 into combat but it's still whole lot of attacks - I managed to kill 4 and then Witches got killed in two rounds of combat as Evocators got their spells up, Morssar charged and captured one of my objectives out of deepstrike and I was in whole lot of trouble. I managed to win 17:16 in points thanks to Heartredners who captured one objective in turn 4 and then holding it against 2 defensive eels in turn 5 (with re-rolls of 1s for saves) to raze it. I killed almost whole Deepkin army but with their multiple to hit debuffs it's hard to play against them and it's hard to snipe out those Tidecasters. That battle was intense, as it turn 5 I had to raze 3 enemy objectives for 4 points to win it (I rolled 3 for 2 points on first objective so there was no sweat) Battle 2 - Relocation Orb, Shyish(Aetherquake Aftermatch) against Nighthaunt (80 Grimghast in total - 50 in Deepstrike, Knight of Shrouds on a horse, 2 small heroes, 2x20 smaller Ghosts). It was my first game against Nughthaunt and it looked like I am in whole lot of trouble. My opponent took first turn and advanced 9'' away from me, then he deepstriked two big units of Grimghast 9'' to set up multiple charges, he managed 2 charges out of 4 tries into Bucklers Witches and took them down, he got bubble to give his army 5++ so it didn't look good as I was kind of suprised how strightforward he went with his battleplan against me. Shyish got some amazing spells but I decided to go for it - I changed Morathi , cast +1 to hit on her, Warlocks casted -1 to hit on my Witches, all my prayers were successful and I charged with whatever I had into Nighthaunt - 30 Witches with Knives, Morathi, Slaughter Queen on Cauldron. And it won me a game, I got double turn and it was all over for Nighthaunt as I tabled my opponent in turn 4. Also they guy who played with Nighthaunt was awesome we got some communication issues as he didn't speak English much and it was really tense battle that at one point could go either way. Battle 3 - Focal Points, Aqshy (Every Step a League) against SCE (Lord Arcanum on Chicken, Vexilor, Castellan, 20 Sequitors, 2x5 Judicators, 5 Liberatos, 4 Fulminators, 10 Evocators). Battle without history, my opponent took first and manged to inflict 3 wounds on my Slaughter Queen in shooting phase and then deepstriked 10 Evocators, Vexilor and 4 Fulminators 9'' away from Slaughter Queen and 30 Witches with bucklers. He got decision to make as he rolled 10'' for a charge with Fulminators to charge Slaughter Queen or Witches. He took quite a long time to decide and charged Witches which was a huge relief for me, as 4 Fulminators were able to take her down and then he would have a big chance to make it very, very difficult to me to win it. Fulminators didn't do anything (I got triumph for re-rolls of saves on those Witches) and then I just killed everything without losing a single unit. But my opponent was a great guy. Battle 4 - Starstrike, Ghyran against @Ragnar72 Sylvaneth . Yes Ghyran is that Realm with that little crazy spell called Mirrorpool that gives you ability to teleport caster 18'' and then 9'' away from enemy and then MOVE. I deployed Slaughter Queen screened with 10 Witches in the middle with Bucklers Witches on the left and Knives Witches on the right between two arcane terrains, so I deployed Morathi next to one arcane terrain and Warlocks next to another one. My opponent deployed with Alarielle,TLA and Bow Hunters in the center, 6 Scythes Hunters and 5 Reventns on my right and Dryads and Branchwraight on my left. With that deployment I was controlling whole middle part of the board so whenever comet would drop I was able to get there. I got decision to make about Morathi - I decided to go for it and changed her I buffed her with : Witchbrew, Catechsim and Mindrazor, then casted Mirrorpool on her. I could teleport her to charge Alarielle and TLA or Scythe Hunters and Revenants I decided that it's better to take down Hunters as with my numbers they were only threat to bunker on objective and just kill, kill and kill my Witches. So I charged them and with Mindrazor took down 1 Hunter. In few turns of Combat Morathi wasn't able to clear them (she killed 4 Hunters and Revenants) and was killed but it enabled me to take control of board and bunker on objective which fell in the right part of board, objective in my territory also fell in in the right part of board so I just bunker whole army there. My opponent tried to charge with Alarielle and summoned Treelord but I got a lot of bodies. I managed to kill both Treelord and Alarielle to seal a victory. So it the end charging with Morathi even though she was killed in 2nd battle round was a good decision as I made much easier to control whole board. Some afterthoughts : I will drop Martyr's Sacrifice and Catechism of Murder for Crimson Rejuvenation and Sacrament of Blood as: Martyr's Sacrifice isn't optimal as on Bucklers Witches it doesn't do much and you don't want to use Knives Witches as Sacrificial Lambs, Catechism of Murder also is very situational it's only good on Cauldron as Cauldron has many quality attacks or on Blood Sisters. On the other hand ability to heal Cauldron in HaggNarr with -1 to hit could be worth a lot and Sacrament of Blood to give you re-rolls of hits in turn 2 will be amazing on everything. In the end it was fantastic event, I think I played good enought to win as almost every decision I made was correct and I was able to avoid any big mistakes. Here are few photos I took.
  20. Oh I missed that you didn't take Gnarlroot. Thank you for an amazing game and kind words it was a blast playing against you
  21. @tchad78 I love Witches with bucklers they are auto include in any of my armies. They are very different to knives, I use them more to shield crucial targets, camp objectives or tie hardest enemy unit in combat, wuth Cauldron nearby and Blessing of Khaine they are amazing. Few more thoughts : - Martyr's Sacrifice is kind of meh and quite useless on buffed up bucklers Witches - I didn't like Catechism of Murder on Witches, it isn't changing much and usually you don't want Cauldron in a combat that much I think I will use Sacrament of Blood more for sure.
  22. My list looked like this 2xTidecaster Soulscryer 2x10 Reavers 30 Thralls 9 Ishalean Guards 6 Ishalean Guards 6 Morssar Guards it's 2k but I would probably scrap something for 1CP
  23. It's just something I want to try out next and I will get 30 Thralls painted before Reavers so it's what I will have ready first. Also Thralls are some kind of tax for Tidecaster and Reverse Tides ability. Also I will play much more with Deepkin now as I am little tired with DoK after winning Throne of Skulls with them and as my ID are currently being painted I will play a lot DoK for one more month or so. Actually I like your list a lot and I wouldn't add any endless spells - extra CP is huge for Deepkins. But I think you can struggle with objectives as your army isn't full force alpha strike (like 3 Morssar units lists) but doesn't have many drops to contest objectives with only 3 units.
  24. Once I will get my hand on the minis I will try out this army Tidecaster General with Steed of Tides and Born from Agony Trait Soulscryer Aspect of the Storm with Ethereal Amulet 3x10 Thralls 2x6 Morssar 6 Ishalean
  25. AoS got so much love that I think we shouldn't complain only this year we got : Nurgle, DoK, Deepkin, SCE, Nighthaunt releases + Death Battletome and then AoS 2.0, endless spells. Meta won't stagnate for some time, as there are still so many possibilities with Realm items, how tournaments will use Realms, Endless Spells. It's truly amazing time for AoS players and even if only one new faction is released this year (and it got to be some kind of Destruction faction - and I don't play Destro and won't but we need some Greenskinz Dakka love) it's amazing year for AoS.
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