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robpro

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21 Lord Celestant

About robpro

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  1. Personally, I never let the fluff get in the way of a good time. I largely ignore it. I like cool looking models and interesting game mechanics and challenging matchups more than the soap opera of retcons and contradictions that tend to comprise the backstory.
  2. You can spread out in a line when you charge and use the 6" pile to get everybody in when you fight. I be used 10 deathriders in a unit at LVO and never had an issue getting them all to fight.
  3. If you use the Deathriders command ability at the end of the charge, you'll get a 6" pile in that turn. That should be plenty to get all your bases swinging without needing to worry about two ranks.
  4. I think people who put the time in had a pretty good idea about how to play against the army. The missions didn't especially play to the strengths of OBR and like someone else posted the army is "honest" in that you can basically see everything your opponent will be able to do after deployment. Unfortunately some armies have a really rough time vs OBR because they don't do the kind of damage you need to do to beat them, or some people aren't used to having to play board control vs beat'em-up because board control is a lot less fun and more position heavy. It definitely can deal a lot of negative play experiences to people who aren't familiar with what it's trying to do. I don't know what people typically lost to, I didn't really talk to a lot of the other OBR players. I lost to Joe Krier's Belakor round 3. He stopped my squad of 10 cavalry from moving turn 2 or 3 so he was able to get the instant win on bottom turn 3 (the scenario was blood and glory).
  5. Managed to get my army fully painted in time for LVO, this is what I ran -
  6. I actually went with a lot of the same ones you picked, but I also grabbed some of the other ones from different sets that kind of match a "ruined temple" feel.
  7. I really like the black/grey bases, I think they pop with the brighter colors on the bone dudes. How did you get it to look like that? I also ordered bases from Dragon Forge for my Bonereapers and I'm planning to paint mine grey/blackish. Great minds think alike!
  8. I always thought the bravery bomb stuff was cute but armies are typically immune to it where it matters the most (battleshock). It would be nice if running 4 tomb banshees screened with chainrasps vs -8 bravery things did enough work, but I've never been able to reliably pull that off. I feel like the big strength of Legion of Grief is how much punch you can pack into one round of combat, and recursion ensures that unless your opponent wins the right double turn you're gonna fight through and keep them on the backfoot. Price jacks to almost everything good in LoN really hurt, so I got rid of tricks for treats in this build. Planning to whip up something tasty with Bonereapers after Daboyz, but if I do well maybe I'll stick with the spooky bois.
  9. I don't think you need a unit that's role isn't to buff anything when your guy's that buff things can also resurrect things. It's not too hard to have your knight of shrouds in a good spot to bring two units back and still be close enough to the fight to buff a unit. I find I usually setup one safe gravite and then three along the center line of the battle. If you can clear the middle, you can start pushing past into whatever is going on with your opponents deployment or climb up a flank with retreat and charge revenants. I think you can definitely build around harrows, but I think they're more useful if you're going to stick a gravesite or two way in the back of your opponents deployment and long bomb some grave site setups back there. You really want cogs with a build like that too. I think those lists are very different than what I'm trying to do with this one, figured I'd share another approach to LoG.
  10. While they don't need to come from your general, the extra range is clutch when you're charging with revenants. It's tough to keep them within 12" of the chainghasts for rerolls, I can't imagine having to keep them within 18" of another and then 12-18" of another to get all the buffs you want. With 5+/5+ to get a command point every time you spend one, you should be pretty good for resurrecting units or hitting hard, as long as you pick the right units to buff and don't fail all those rolls each turn. I intentionally put the list at 1960 to shoot for a triumph every game as basically all of those are useful out of LoG.
  11. I figure he will be wholly within 18" at the start of the combat phase to pop the +1a command ability, so you may as well have him be your general to pop reroll 1s to hit or reroll 1s for saves at 18" range as well (there's also 12" BS immunity and certain realm commands that are 3" if its not your general). I don't think the harrow adds all that much, why need to keep 2 heros wholly within 18"? I basically went for as much punching power as I could get with the list.
  12. +1a command ability on the revenants and reapers.
  13. Here's the list I'll be running at DaBoyz GT this weekend. I did my best but there might be room for one or two more ghosts somewhere. Allegiance: Legion of GriefMortal Realm: HyshLeadersKnight of Shrouds on Ethereal Steed (120)- General- Trait: Vassal of the Craven KingNecromancer (130)- Artefact: Aetherquartz Brooch- Spell: Dread WitheringNecromancer (130)- Spell: Dread WitheringBattleline40 x Chainrasp Horde (280)10 x Zombies (60)10 x Zombies (60)Units30 x Grimghast Reapers (420)20 x Bladegheist Revenants (320)20 x Bladegheist Revenants (320)2 x Chainghasts (70)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 1960 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 150
  14. I ran this at Nova this year. I went 2-1 in the Thursday RTT and 3-2 in the Sat-Sun GT. Figured I'd give the ol LoS thread a bump. Allegiance: Legion of Sacrament Mortal Realm: Hysh Leaders Arkhan the Black Mortarch of Sacrament (340) - General - Lore of the Dead: Fading Vigour (Deathmages) Necromancer (130) - Artefact: Aetherquartz Brooch - Lore of the Deathmages: Overwhelming Dread Vampire Lord (140) - Mount: Flying Horror - Lore of the Vampires: Vile Transference Battleline 40 x Chainrasp Horde (280) 10 x Zombies (60) 10 x Zombies (60) Units 30 x Grimghast Reapers (420) 30 x Grimghast Reapers (420) Endless Spells / Terrain Chronomantic Cogs (80) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 141 The list was heavily influenced by all 3 games of day 1 in the GT taking place in Realm of Fire (which I won all 3). Day 2 both games were in realm of death, and both my games were against Daughters of Khaine (which I lost, but was able to pick up my secondaries). I had 5 really good games in the GT, and both of my losses were still winnable situations if a few breaks here and there had gone my way instead of my opponents. All 3 games in the RTT were a blast as well, I highly recommend these events (and the doubles) for anyone who goes to nova next year. How the list works is throwing +1a from the vampire lord and fight twice from the necromancer onto a squad of reapers and sending it in, which the chainrasps bubble wrapping everything in behind you. It's totally fine the lose the buffed reaper squad each turn and resummon it the next turn as long as its doing damage and you're able to keep your full-size squad safe so you can buff it up and send it in after you resummon you other squad. You don't really need both units to be in combat at the same time, it's one way you can control how boned you get in the activation wars... but it also means you can get boned if you don't win any priority rolls. You're playing a 5 turn game with this list.
  15. From the website - https://www.armourcon.net/ "In 2014 The Armoury Wargames and Hobbies began running the charitable Warmachine and Hordes event Focus and Furry. Proceeds benefited Handsome Dan’s Rescue, which helps with the placement, care, shelter, and overall well-being of canines in local shelters and throughout the state of Rhode Island. As the event expanded to include multiple days and more and more gaming systems, a convention appeared to represent the next logical step in the event’s evolution." This should be a great convention put on by a local game store in Massachusetts. There will be AoS Doubles on Saturday, Oct 12 2019 and an 5 round AoS GT day 1 Friday Oct 11 and day 2 Sunday, Oct 13. I contacted the people running the event and they should have a GT packet up shortly. If you have any questions, you should reach out directly to the event organizers on their FB page - https://www.facebook.com/Armour-Con-209357836650682/ Venue - Sheraton Hotel & Conference Center 1657 Worcester Road Framingham, MA 01701 (508) 879-7200
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