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Hulksmash

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Posts 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. 40 minutes ago, ogmaadn said:

    So what about Gors in the new battletome? Are they any viable or playable anymore? 

    Considering all battleline options, Ungors seem to be a "must" since they are the required sacrifice to execute new summoning mechanic, and bestigors seem just a better choice with their new warscroll and also counting as battletine with a Beastlord or Shaman as the general. And now we even have more battleline options with the Bullgors, Dragon Ogors...

    Gors are just my favourite models and I'd love to spam them on the table, but I'm afraid they may have been outclassed by any other option on the table.

    What do you think?

    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 :D

  4. 1 hour ago, PUFNSTUF said:

    I’m pretty sure they can with that battalion. I don’t know if we can use them as our battle line though since I think they are beasts of chaos battle line, not khorne battleline.

    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: Khorne

    Leaders
    Bloodsecrator (140)
    Bloodstoker (80)
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Beastlord (80)
    - Pair of Man-ripper Axes
    Great Bray Shaman (100)
    - Allies

    Battleline
    10 x Gors (80)
    - Gor-Blades & Beastshields
    10 x Gors (80)
    - Gor-Blades & Beastshields
    10 x Gors (80)
    - Gor-Blades & Beastshields

    Units
    30 x Bestigors (300)
    6 x Bullgors (320)
    - Axes & Bullshields
    10 x Centigors (160)
    10 x Centigors (160)

    Battalions
    Brass Despoilers (190)

    Drops: 6
    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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. 1 hour ago, decker_cky said:

    Allherd command ability is a trap - one command point is ~50 pts of benefit. One summoning point is ~20 pts of benefit. If you want ambushed monsters, I think buying said monster in Darkwalkers makes a lot more sense.  Where the command ability makes more sense is topping your summoning points off for a guaranteed turn 3 ghorgon or something.

    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. 

    • Like 1
  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 

    Leaders
    Beastlord (80) - +1 Damage & MW on 6 Weapon
    - Pair of Man-ripper Axes
    Great 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-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    30 x Gors (210)
    - Gor-Blades & Beastshields

    Units
    10 x Centigors (160)
    10 x Centigors (160)

    Behemoths
    Ghorgon (200)

    Battalions

    Desolating Beastherd (150)

    Drops: 4
    Total: 1960 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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. 1 minute ago, The_Yellow_Sign said:

    If you want a Beastmen proxy for your Bloodstoker, the OOP Khazrak mini uses a whip and still looks pretty good!

     

    m870066a_99060216015_beastmenkhazrak_445x319.jpg

    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. 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: Seraphon

    Leaders
    Saurus Astrolith Bearer (160)
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer 
    Skink Starpriest (80)
    Saurus Sunblood (120)
    Saurus Scar-Veteran on Carnosaur (240)
    - War Spear

    Battleline
    40 x Saurus Warriors (360)
    - Spears
    40 x Saurus Warriors (360)
    - Spears
    10 x Saurus Warriors (100)
    - Clubs

    Units
    2 x Razordons (80)

    Battalions
    Sunclaw Starhost (130)

    Endless Spells
    Chronomantic Cogs (60)
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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. 

  11. 3 minutes ago, Hamartia said:

    Explain this bit please?

    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.

  12. 1 minute ago, CanHammer-darren said:

    So if I got it right it’s just summoning 2 units of flayers/horrors (assuming majestic horror on the GKonTG) and some more ghoul kings who in turn summon small ghoul units?

    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. 

    • Haha 1
  13. 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.

  14. 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 Army

    Leaders
    Abhorrant Ghoul King on Terrorgheist (400)
    Abhorrant Ghoul King (140)
    Abhorrant Ghoul King (140)
    Crypt Ghast Courtier (80)
    Crypt Infernal Courtier (140)

    Battleline
    40 x Crypt Ghouls (360)
    20 x Crypt Ghouls (200)
    20 x Crypt Ghouls (200)

    Battalions
    Ghoul Patrol (180)
    Royal Family (150)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 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.

    • Like 1
  15. 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 Sacrament
    Mortal Realm: Hysh

    Leaders
    Knight of Shrouds on Ethereal Steed (140)
    - General
    - Trait: Dark Acolyte 
    Vampire Lord (140)
    - Mount: Flying Horror
    - Lore of the Vampires: Soulpike
    Vampire Lord (140)
    - Mount: Flying Horror
    - Lore of the Vampires: Amaranthine Orb
    Vampire Lord (140)
    - Mount: Flying Horror
    - Artefact: Lens of Refraction 
    - Lore of the Vampires: Vile Transference

    Battleline
    40 x Chainrasp Horde (280)
    40 x Chainrasp Horde (280)
    10 x Dire Wolves (120)

    Units
    6 x Fell Bats (160)
    30 x Grimghast Reapers (360)
    6 x Spirit Hosts (240)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 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.

  16. 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: Seraphon
    Mortal Realm: Hysh

    Leaders
    Slann 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)

    Battleline
    40 x Saurus Warriors (360)
    - Spears
    40 x Saurus Warriors (360)
    - Spears
    10 x Saurus Warriors (100)
    - Clubs

    Units
    4 x Razordons (160)

    Battalions
    Sunclaw Starhost (130)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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?

  17. 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: Sylvaneth
    Mortal Realm: Hysh

    Leaders
    Alarielle the Everqueen (600)
    - Deepwood Spell: Throne of Vines
    Branchwych (80)
    - Artefact: Lens of Refraction 
    - Deepwood Spell: Verdant Blessing
    Branchwraith (80)
    - Artefact: Ranu's Lamentiri 
    - Deepwood Spell: Regrowth
    Treelord Ancient (300)
    - General
    - Trait: Gnarled Warrior 
    - Artefact: The Oaken Armour 
    - Deepwood Spell: The Dwellers Below

    Battleline
    30 x Dryads (270)
    10 x Tree-Revenants (160)
    5 x Tree-Revenants (80)

    Units
    3 x Kurnoth Hunters (200)
    - Scythes

    Battalions
    Gnarlroot Wargrove (130)
    Household (100)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 98

    • Like 1
  18. 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.

  19. That's pretty similar to my list. This is my first crack at it;

    Leaders

    Knight of Shrouds on Etheral Steed - 140 (General, Ruler of the Spirit Host, Midnight Tome)
    Guardian of Souls w/Latern - 140
    Vampire w/Fly - 140 (Ally)
    Vampire w/Fly - 140 (Ally)

    Battleline

    30 Grimghast Reapers - 360
    40 Chainrasp Horde - 280
    10 Chainrasp Horde - 80
    10 Chainrasp Horde - 80

    Other

    12 Myrmourn Banshees - 210
    15 Bladegheist Revenants - 270
    4 Chainghasts - 160

    2k

    The idea being the additional vampires plus knight of shrouds means I could add +2 attacks to any squad when needed. 4 Unbinds. 3 squads get back 2d3 models per turn thanks to the vamps who are solid CC support characters too. Chainghasts provide some solid missile and anti-horde units. The General being able to recreate d3 of them means that you have to kill the whole unit to get rid of it. The Banshees are insanely solid (especially with the cp attack buffs). Bladegheists feel super good for their point cost. After playtesting I'm sure some stuff will change but I think this is a good place to start.

  20. 28 minutes ago, Requizen said:

    The new Facehammer podcast goes through every artifact, spell, unit, and battalion in the book. Pretty much all the Battalions lost some stuff but went down in price, probably to balance out the fact that Battalions give out an extra CP now.

    Well that's less than bueno.  I'd almost wished they left it and just left the points high. At this point to get anywhere near the same effect I'm going to have to invest in an extra "priest" and a magic user to summon cogs to get anywhere near it. Oh well.

    • Like 1
  21. I like some of the models they've got on there but most of them seem out of scale. I like the kroxigor and cavalry stand ins and some of the characters but I feel like the basic infantry are a wash due to size and style.

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