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Hulksmash

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Everything posted by Hulksmash

  1. So I've got all the new warbands for nightvault (i.e. all 6 seperate boxes and the nightvault starter) and I'm still missing universal cards. Do I have to rebuy the repackaged season 1 starter warbands (Steelhart & Reavers) to get the full Nightvault Set? And the Power Unbound Deck? I have a bit of an issue being a completionist so I can always come back to a season.
  2. Not to hijack but a bit more indepth; -If I have nothing from Nightvault or Beastgrave how do I go about getting the neutral cards for the Nightvault stuff? -Are there base cards only available in the nightvault boxset? -Is there any gathering of that boxsets cards? -Are the faction specific cards from the first season (like Steelheart's Dudes) still valid or the first season warbands? Or are they not available for play anymore? Thanks! I'm curious and want to dive back in since the kiddos will be home a lot and this is a pretty easy game to set up and play but I also want to make sure I can get everything. Thanks!
  3. I think 1-2 units of max gor have a place. Smaller units don't and more than that and you're eating to far into other toys. My list has 30 which act as a screen for my herdstone and also bat cleanup for my centi and besti gors
  4. Gor are straight battleline not just brayherd/beast of chaos battleline so they fill that quota too. It's essentially Beastmen w/Blood Tithe instead of herdstone summoning and a bit more aggressive bonuses.
  5. With the coming of the Beasts of Chaos I was considering a Khorne Beastherd and thought the following could be pretty awesome; Allegiance: KhorneLeadersBloodsecrator (140)Bloodstoker (80)Slaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Killing FrenzyBeastlord (80)- Pair of Man-ripper AxesGreat Bray Shaman (100)- AlliesBattleline10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & BeastshieldsUnits30 x Bestigors (300)6 x Bullgors (320)- Axes & Bullshields10 x Centigors (160)10 x Centigors (160)BattalionsBrass Despoilers (190) Drops: 6Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 156 On turn 1 you're looking at bestigor w/a 16+3d6" threat radius. You'll have 2 10-man centigor units with a threat radius of 18"+3d6". Bullgor follow up off that first turn sledge hammer. It's got some screening/backfield protection in the gor is it's needed. Prayers, if they go off, will be nice but they are also there for the dispel. Originally there was a Gore Pilgrim Battalion but I thought the Bullgor would be more useful. Given the unit sizes I could probably get +1 attach and immunity to battleshock for the first wave. Thoughts?
  6. That's not really how it works though. I mean yes, technically a command point is worth 50pts and they've scaled it to 20pts per point but that's an incorrect assessment. Outside of holding one for that bravery test you may need to take before the herdstone effects reach most of the table there isn't a ton in an Allherd list you'd want to use your command points on. Additionally you're not paying for that CP. It comes out of your allotment. To be fair you did touch on this but it's mostly to push you over to grab what you want. In this case it's more to ensure a cockatrice, chariot, or centigor can be summoned every turn from a random table edge. I doubt I'd ever personally hold them for over a turn but if I did it's because I generally was looking for a unit of dragon ogres or such to join up with my shaggoth If I want a big monster I just buy him. I see the summoning as useful for objective grabbing and harassment.
  7. After listening to a review and reading the War-of-Sigmar review I'm thinking something along these lines; Allegiance: Brayherd Going to start with Allherd so essentially 2+d3 summon points per turn with one in reserve for passing bravery tests. I'm tempted by the teleporting unit ability from Darkwalkers LeadersBeastlord (80) - +1 Damage & MW on 6 Weapon- Pair of Man-ripper AxesGreat Bray Shaman (100) - Extra -1 to Save w/in 12" Spell (because he hangs out with the herdstone)Dragon Ogor Shaggoth (180) - Extra Rend Spell - Required Artifact (-1 Rend 10-19, -2 Rend 20+)Battleline 30 x Bestigors (300)30 x Bestigors (300)10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields30 x Gors (210)- Gor-Blades & BeastshieldsUnits10 x Centigors (160)10 x Centigors (160)BehemothsGhorgon (200) Battalions Desolating Beastherd (150) Drops: 4Total: 1960 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 184 I could swap the Ghorgon for a Chimera with the spare points and increase by a drop. Which might be a direction I take given how much they buffed the Chimera.
  8. Centigor are looking amazing in the Khorne Battalion in a Blades of Khorne army. Honestly that's my first inclination using the battalion to basically fill out everything for the army outside of 4 Khorne Characters. But for an actual BoC army I can see something along these lines; 2x30 Bestigor 30 Gor 2x10 Ungor Shaman Beastlord Shaggoth 2x10 Centigor And then tinker with the last 400pts.
  9. Oh that's nice! I'm converting up a more half human/elf half goat approach. Like another lost colony of elvish experiments that banded together with a dwarvish kingdom to survive the most recent apocalypse. So mine is likely to be a dwarfy looking fellow. But if it wasn't this would be awesome!
  10. Get a clock and force yourself to use only half the time for a game. Honestly that's the fair way to handle it for your opponent. There isn't much worse than games only going 2-3 turns in a system designed for 5 in my tournament experience. And even if you don't feel like it was going to change the outcome it's rare that someone doesn't disagree when there is 20-60% of the game that didn't get played.
  11. I'm looking forward to allying in a blood stoker or two for a first turn 16+3d6 threat range on my Gor/Bestigor
  12. So I couldn't find one of these and I know that as the faction with the most battletomes we have less need of mixed lists but from a story telling/converting standpoint mixed lists have always appealed to me. That said I also generally go to tournaments so I look for functional lists as well. Mixed order has some great Battleline like; -Dwarf Warriors -Freeguild Guard -Arkonaught Company -Gladeguard -Witchelves -Reavers We've also got great casters, hammer units, and some awesome behemoth units. So what has been working for anyone out there that's using mixed order? I'm currently considering something along these lines; Allegiance: OrderLeadersLord-Castellant (100)Aether-Khemist (160)Branchwych (80)Grimwrath Berzerker (80)- General- Trait: Legendary Fighter- Artefact: Relic BladeBranchwych (80)Battleline40 x Freeguild Guard (280)- Militia Weapons30 x Arkanaut Company (360)- 9x Light Skyhooks40 x Freeguild Guard (280)- Militia WeaponsUnits20 x Sequitors (400)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces2 x Razordons (80)2 x Razordons (80)Endless SpellsQuicksilver Swords (20)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 189
  13. I think right now my Lizards suffer from having so many good choices. I can build a skink based army, a monster army, a saurus army, a summoning army or some random mix. We've got quite a few excellent battalions which also make decisions hard (Thunder/Sunclaw/Shadowstrike/Dracothian/Fangs). We have the ability to one drop. The only real constraint is what models you have. As for dealing with nagash 40 blocks I run 2 40-man saurus spear blocks so I generally have 2 tries to roll a 5+ on the teleport. If I do then I'm hitting generally 1-2 units and pushing decently into them to prevent summoning units back. I've found 40 buffed saurus generally split 15 and 15 with the last 10 to make a tail are enough to murder most units they touch. Right now this is what I'm considering but the core has been the same since 1.0 which is the sunclaw. Allegiance: SeraphonLeadersSaurus Astrolith Bearer (160)Slann Starmaster (260)- General- Trait: Great Rememberer Skink Starpriest (80)Saurus Sunblood (120)Saurus Scar-Veteran on Carnosaur (240)- War SpearBattleline40 x Saurus Warriors (360)- Spears40 x Saurus Warriors (360)- Spears10 x Saurus Warriors (100)- ClubsUnits2 x Razordons (80)BattalionsSunclaw Starhost (130)Endless SpellsChronomantic Cogs (60)Balewind Vortex (40)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 132 The additional wargear is to be determined but the 4+ ignore mortal is highly likely to find a home on the slaan. But the other item I'll build to taste. The list also drops a bastiladon on turn 2 and if you want one on turn 3 or you can grab 40 skinks or 10 skinks and an engine. Pick your poison.
  14. Getting ready for Nova and having trouble making up my mind. Which one would you pick and if you're feeling talkative why Bear in mind Nova is using the realm rules for magic so all of the vampire lords and ghoul king will know realm spells in all battles on top of their normal ones. Option #1 Allegiance: Legion of SacramentMortal Realm: ShyishLeadersVampire Lord (140)- General- Mount: Flying Horror- Trait: Emissary of the Master - Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbVampire Lord (140)- Mount: Flying Horror- Artefact: Wraithbow - Lore of the Vampires: SoulpikeAbhorrant Ghoul King on Terrorgheist (400)- AlliesBattleline30 x Chainrasp Horde (240)40 x Chainrasp Horde (280)5 x Dire Wolves (60)5 x Dire Wolves (60)Units6 x Spirit Hosts (240)20 x Grimghast Reapers (280)Endless SpellsQuicksilver Swords (20)Total: 2000 / 2000Extra Command Points: 0Allies: 400 / 400Wounds: 157 OR Option #2 Allegiance: Legion of SacramentMortal Realm: ShyishLeadersVampire Lord (140)- General- Mount: Flying Horror- Trait: Emissary of the Master - Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbVampire Lord (140)- Mount: Flying Horror- Artefact: Wraithbow - Lore of the Vampires: SoulpikeAbhorrant Ghoul King (140)Battleline40 x Chainrasp Horde (280)40 x Chainrasp Horde (280)5 x Dire Wolves (60)5 x Dire Wolves (60)Units6 x Spirit Hosts (240)30 x Grimghast Reapers (360)6 x Fell Bats (160)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 187
  15. Slayer Orange washed with nuln oil and highlighted with the slayer orange.
  16. The Blade of Dark Summons is a death artifact that allows you to create a unit once per game of any summonable death models with 2d6 wounds. In general this means that Bladegeists and Banshees should be top of the list but maybe you want something else like chaingiests for some range or spirit hosts for mortals and so on.
  17. Yeah, essentially it's this; Turn 1 spend 2 CP to summon 2 units of flayers/horrors and 2 GK. You also, if you feel the need, drop 2d6 wounds of summonable models (i.e. myrmourn banshees, bladegeists, and/or reapers). Turn 2 summon 2 units of 10 Ghouls. And then summon another 10 ghouls in turn 3 and 4.
  18. Yeah, it basically calls for 120 ghouls minimum but you probably want 140 because of the patrol. It's a lot of Ghouls but I think it's one of the variants that can actually compete depending on your extra gear with most of the better battletome armies which is something we're pretty terrible at.
  19. Even without the extra models from the other ability in and not including ghoul patrol the following adds 800pts by the end of turn 2 and 200 more by turn 4 if you don't take and roll decently on the CP generator; Allegiance: Flesh Eater Courts- Delusion: Crusading ArmyLeadersAbhorrant Ghoul King on Terrorgheist (400)Abhorrant Ghoul King (140)Abhorrant Ghoul King (140)Crypt Ghast Courtier (80)Crypt Infernal Courtier (140)Battleline40 x Crypt Ghouls (360)20 x Crypt Ghouls (200)20 x Crypt Ghouls (200)BattalionsGhoul Patrol (180)Royal Family (150)Total: 1990 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 118 That's pretty solid. You can always swap the infernal courtier for the other one if you prefer to summon Crypt Horrors instead of the Flayers but that's my preference. Additionally I'm pretty sure it's legal but if we can use the Blade of Dark Summons from the common Death items we can grab 2d6 wounds worth of some pretty good models from night haunt that have the summonable keyword (spirit hosts, myrmon banshees, bladegeists, etc). In all this you could also just drop the infernal courtier for another ghast courtier and cogs (making all your models that much faster like rerolling 7" charges from table edges). Locally and at more than a few GT's we're already seeing the realm rules are in effect meaning that all the GK's can contribute a non-standard spell in addition to their summoning.
  20. My Sacrament list is honestly mostly just for the +1 to cast and the 4+ chance of bringing back a unit when you kill a unit off a grave marker. It's mostly night haunt based but I think the sheer number of d3 res's per turn plus the ability to bring back full units barely beats out the pure Nighthaunt. This is what I'm currently looking at; Allegiance: Legion of SacramentMortal Realm: HyshLeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Dark Acolyte Vampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: SoulpikeVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbVampire Lord (140)- Mount: Flying Horror- Artefact: Lens of Refraction - Lore of the Vampires: Vile TransferenceBattleline40 x Chainrasp Horde (280)40 x Chainrasp Horde (280)10 x Dire Wolves (120)Units6 x Fell Bats (160)30 x Grimghast Reapers (360)6 x Spirit Hosts (240)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 187 The only unit I'm unsure about is the Fell Bats. I love the idea but I'm not 100% sure they'll pull their weight. Also I might either break up the dire wolves into 2 squads or drop 5 and take cogs for faster undead.
  21. Looking for opinions. Because so much of the Nighthaunt stuff is LoN I'm having trouble deciding between the two in time for a 100+ GT overhere in the US called Nova at the end of august/early september. So here they are; Allegiance: Legion of SacramentMortal Realm: HyshLeadersVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: SoulpikeVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbKnight of Shrouds on Ethereal Steed (140)- General- Trait: Dark Acolyte - Artefact: Lens of Refraction Battleline40 x Chainrasp Horde (280)40 x Chainrasp Horde (280)10 x Dire Wolves (120)Units30 x Grimghast Reapers (360)6 x Fell Bats (160)6 x Spirit Hosts (240)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 187 This has more wounds, the ability to possibly summon units back without a command point, bonuses to casting for the casters. 4 Dispells, lots of 3xd3 for 3 units per turn not counting graves. Several hammer/tarpit units. I could split the dogs for more running around sneaky around goodness. The other; Allegiance: NighthauntMortal Realm: HyshLeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Ruler of the Spirit Hosts - Artefact: Lens of Refraction Guardian of Souls with Nightmare Lantern (140)Tomb Banshee (80)Vampire Lord (140)- Mount: Flying HorrorVampire Lord (140)- Mount: Flying HorrorBattleline40 x Chainrasp Horde (280)10 x Chainrasp Horde (80)30 x Grimghast Reapers (360)Units4 x Chainghasts (160)12 x Myrmourn Banshees (210)15 x Bladegheist Revenants (270)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 140 This doesn't allow for the resurrection of full units but does have a big harder hitting hammers though only 1 tarpit. Decent regen on units not fully killed off and 4 dispells but one with +3 on it for important stops. Also with the Lens cause leaving home without it seems like a bad call. Thoughts?
  22. Playing in a milder tournament tomorrow and don't want to scare everyone off so I limited my summoning to the basic level (slann & astrolith bearer). I'm going to run this; Allegiance: SeraphonMortal Realm: HyshLeadersSlann Starmaster (260)- General- Trait: Great Rememberer - Artefact: Lens of Refraction Saurus Scar-Veteran on Carnosaur (240)- War Spear- Artefact: Blade of Symmetry Saurus Astrolith Bearer (160)Saurus Sunblood (120)Skink Starpriest (80)Battleline40 x Saurus Warriors (360)- Spears40 x Saurus Warriors (360)- Spears10 x Saurus Warriors (100)- ClubsUnits4 x Razordons (160)BattalionsSunclaw Starhost (130)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 138 I went with razordons and the starpriest instead of my steggy because I can't just summon a 4-man unit of razordons and the priest adds an extra dispel, a cool spell, and a neat staff. And I can probably get steggy on turn 2 so there is that. Obviously this isn't geared to turbo but thoughts?
  23. Lifestealer is there because the cage goes on the general since he's got the book that gives him a spell. And Koalasnok explained the rasp/reaper thing except it's a 120 difference from where I'm currently at and not over 200.
  24. This is what I'm thinking. It used to have Durthu and another unit of Kurnoth but this seems overall better now. The 10-man Revenants are the household ones. Allegiance: SylvanethMortal Realm: HyshLeadersAlarielle the Everqueen (600)- Deepwood Spell: Throne of VinesBranchwych (80)- Artefact: Lens of Refraction - Deepwood Spell: Verdant BlessingBranchwraith (80)- Artefact: Ranu's Lamentiri - Deepwood Spell: RegrowthTreelord Ancient (300)- General- Trait: Gnarled Warrior - Artefact: The Oaken Armour - Deepwood Spell: The Dwellers BelowBattleline30 x Dryads (270)10 x Tree-Revenants (160)5 x Tree-Revenants (80)Units3 x Kurnoth Hunters (200)- ScythesBattalionsGnarlroot Wargrove (130)Household (100)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 98
  25. I'm a little sad that if you run Kurnoths already then the Durthu is completely outclassed by Alarielle. It's even more true if you're going to be playing on realms where she gets extra spells. Oh well, time to get an Alarielle for them. That was the one model I didn't get during the last release.
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