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Jai

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  1. As you wish, sir ? The Briar Queen's statline is nothing to write home about, but the spell is actually really interesting. A movement debuff in a 12" diameter bubble is certainly worth considering (inconsistent as it is), and could perhaps combo with some other spells in the Legions of Nagash book. The squad is whatever. Not battleline is a bummer but not unexpected. Good as a throwaway unit to deep strike if you're not taking any other chaff units, I suppose. Honestly, 150pts for 11 wounds is not the worst thing in the world. I'd take them in a heartbeat over Hexwraiths for sure.
  2. Just putting it out here for everyone - I've been running the following undefeated 1k list for the past 5 weeks or so in prep for an event (last weekend, which I took Best General for ?), so I thought I'd share it with anyone here who's interested in starting out with the faction. Vampire Lord general, mastery of death, WoBG Necromancer 40 spear skeletons 30 grimghast reapers 5 direwolves 1 CP The list is pretty fiddly in terms of movements and such, so especially in a timed environment I recommend speeding up your moves and pile-ins. Luckily buffed grimghasts do so much damage that most people concede by turn 2 ?
  3. Necro+Skellies+Dogs need no explanation, I hope. Grimghasts are what I'm testing as the new hammer. Theory: at 1000pts games there isn't sufficient model count for the opponent to reliably block off all gravesite vectors, so with clever gravesite placement we can go with mKoS in ambush coming in behind/beside the enemy line onto a gravesite - while at the same time pulling up the grimghasts from the grave onto that same gravesite. If cogs have been tuned to +2" charge on that turn, there's a good chance of resolving a 20-man grimghast flank charge into the enemy lines, backed up by the mKoS +1 attack buff (which you don't even need to commit if they fail their charge, saving you that CP). Of course if you see a horde across the table with sufficient mass to block off gravesite vectors you can play a more traditional game and set up the grimghasts in ambush as well. The gravesite trick is notable because it extends the effective threat range of the ambush move by a huge margin, as long as you have one in range. This, in turn, is only worth considering because of the combination of factors the Soulwar box provides: 1) a Summonable unit with the right combination of cost-effectiveness and durability, and 2) a Hero that enables and enhances that game plan with a timing-appropriate buff. Who knows, maybe it's still not enough and the best things to ambush are still Vargs and Harbingers. But at the very least, it's worth trying!
  4. Letting our faction discussion thread fall off the front page? For shame! Anyway, I've been lurking around here a lot, but I figured that with 2.0 out I might as well join the community and give my 2 cents' worth. IMO the Soulwar box has helped us a lot more than the other LoN allegiances, and that's because of the mKoS. What this bad boy gives us is a command ability buff that isn't limited to the hero phase (unlike basically every other buff in the faction), and that isn't stapled to a 420-point, must-be-general body (Manny boy himself). The one caveat is of course that he only hits Nighthaunt, but Soulwar of course gave us an excellent Nighthaunt hammer unit to work with! With that in mind, here's what I'm working with at the moment: Allegiance: Legion of NightLeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Swift Form Necromancer (110)- Artefact: Morbheg's Claw - Lore of the Deathmages: Fading VigourBattleline40 x Skeleton Warriors (280)- Ancient Blades5 x Dire Wolves (60)Units20 x Grimghast Reapers (280)Endless SpellsChronomantic Cogs (60)Total: 930 / 1000Extra Command Points: 1Allies: 0 / 200Wounds: 81 I'll be taking this out for a spin only this weekend, so let me know what you guys think and if I should make any changes before then?
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