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Rekmeister

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  1. Ahahaa how do you win a tournament with illegal spell targets and an army that is 10 points over the limit? Christ alive MtG might be a scam but at least the events are run with a genuine interest in creating a legitimate competitive environment. @Diablo Don't worry too much about where you place in your first tourney. The important thing is to focus on which decisions pay off and which ones come back to haunt you. You'll work out your own event-winning list soon enough. That tends to be the way AoS works out; you work out an army full of units you know how to use, and you approach each game with a clear plan. Also, call me crazy, but at 1k I'd rather have a big block of ghouls than lots of small units of ghouls. I like being able to cast Black Hunger on a huge block so that I can wipe anything with my 200 attacks. I also don't like paying for battalions at 1000pts but hey, that's just me.
  2. Any big DoK unit with mindrazor and hagbrew will eat this guy alive. 1200pts for 30 wounds is such a dodgy deal. Also the rider having 12 attacks seems like a huge diversion from AoS's established game design in regards to heroes.
  3. @XReN Two fringe warscrolls having contrarian rules doesn't stop Gryph Feather Charm from being the best artefact in the realms.
  4. Gryph Feather Charm is my go to artefact if I'm not looking to abuse a specific rules interaction. Every army has to make hit rolls; and it's the first roll an enemy unit makes to determine whether or not it is going to wound your hero.
  5. I have a 1k tournament coming up in December, and am deliberating between a few lists. If you live near Brighton, UK, and want to attend then pm me for details. All three armies will use the Crusading Army delusion because I am a speed freak. First off we have a meat and potatoes list: AGKoZB - Majestic Horror, Gryph-Feather Charm 6 Crypt Horrors 10 Crypt Chouls 10 Grypt Ghouls Geminids of Uhl-Gysh I prefer this one from a 'what I start the game with' standpoint. I have heavy troops, a behemoth, and 2 sets of bubblewrap on the board. Starting with an army and then summoning the Varghulfs makes for better paced gameplay as it means I can alpha strike and then recoup my losses with the batbois. I prefer the Feeding Frenzy spell to Unholy Vitality as it combos really well with Crypt Horrors; and gives me the flexibility of being able to summon a Haunter Courtier instead of a Varghulf in the few matchups where that's relevant. Geminids are really just to fill out points and/or debuff a ket unit, though I'm honestly tempted to take a gravetide instead because that is a big heckin spell. The raw power on this list is lower than the other, but it has better synergies and a tighter, more responsive nature. Then we have the screechy list. AGKoTG - Majestic Horror, Grim Garland AGKoTG 10 Crypt Ghouls 10 Crypt Ghouls This army is basically a 1480pt list. Really dirty, but it lacks the speed and hitting power that I think wins games of AoS 2.0. I'm tempted to forgo Grim Garland for Gryph Feather, but I love the thought of auto-wiping low bravery units. There's also the issue that I might lose the second Terrorgheist before it gets to summon the royal guard if I get double turned, but that's the game baby. Finally we have an Abbatoir list. Crypt Haunter Courtier - Dark Wizardry, Rune Blade Varghulf - Argent Armour Ghoul King 10 Ghouls 3 Crypt Horrors 3 Crypt Horrors Abbatoir So, this army only summons 10 ghouls, but it is only 3 drops, and can hit like a brickhouse, while also having some really sneaky tricks. Two wizards means the Varghulf is more likely to be re-rolling his hits; and everyone being infantry means I can use cover more effectively. There's also the fact that my general, the Crypt Haunter, is a beast. He re-rolls hits while near the king, and since the Rune Blade makes his club rend -3-, dealing 3 damage ; he can put in some serious work. Argent armour on a Varghulf is also very, very nice as it means you can take more risks to trigger the Kings Champion rule. Lastly the Abbatoir is a great battalion which provides a nice bit of reach against hordes and monsters. My only gripe with this army is that I don't have room for an endless spell, and black hunger doesn't really have a good target in the list. It's kind of a guerrilla warfare list, with answers for everything but not nearly as much staying power as the other two armies. What do you guys and gals think?
  6. @Uprising Paint up a test ghoul in each scheme and see which you prefer. Varghulf is a painters dream so make sure to pick one up. I wouldn't bother building Crypt Flayers as lots of armies have bravery 10 so you won't exactly kill much with their screech attack. In regards to the behemoths I'd build one of each as they both have spells you generally will want access to.
  7. Yeah I can't plan on getting a double turn, or getting whooped by one. With an FNP save we have at least a chance of surviving, and if they don't wipe us out we can reliably crack back thanks to courtiers regenerating corpses. Argent Armour/Gryph Feather Charm is also great at shrugging off double turns, worth putting on a king for sure in this list; as if he tanks the double turn I can hit back with everything re-rolling wounds (and re-roll hits for the horrors). Only reason I'm not calling it Gryph Feather Charm is that I might give the Haunter a Rune Blade for sweet -3 damage 3 attack, that's only if I decide I don't care for the Grim Garland. Obviously unbinding is always a risk but this isn't DoK, we can't just auto buff units lol
  8. Yeah it's a tough choice. On the one hand, I know that players, even good ones, tend to focus fire on behemoths; but on the other hand 12 Horrors is an amount I am confident will not be wiped in one turn. Any casualties sustained can be brought back by the Varghulf/Haunter, and casting Black Hunger on them will be deece. Re-rolling hits when near a King is noice, and if the AGKoZB pulls his spell off they can re-roll wounds too. That's too much synergy for Death. I guess I'll see how it goes. I just know I don't want to paint more than 40 Ghouls. Yeah I've been wanting to play an army like this for a long time where the general is small and does lots of jobs. The Haunter fulfils all those parameters, especially in the Abbatoir where he gets a small buff vs monsters. Black hunger is the spell he gets from Dark Wizardry, and it only has a casting value of 5; so even though his magical powers aren't part of his warscroll they're still pretty reliable. I think he'll spend most games hiding in terrain, buffing and regenerating the troops, and then come out in turn 3/4 to whack some people with his club - ahem - his blessed blade.
  9. @Honk Yeah it's not ideal but I want to work out what to focus on. Another version of the list has no Terrorgheist but a blob of 12 Horrors. I think the low numbers work at 1k just fine, but at 2K I know I need more numbers if I want to tank hits from the big boy armies. 12 Horrors is 44 wounds.
  10. Traded my Seraphon away today. Am now a resplendent member of the King's Cohort. We played a 1K game against our old armies. I ran an Abbatoir and a Varghulf, with Dark Wizardry on the Crypt Haunter. Went pretty heckin' well. Crypt Horrors as battleline is sweet, and getting to play with two drops is great. I like the idea of keeping both the battalion itself and the Haunter as my general in 2K. I like having a small general that can benefit from cover. Below is the army list I can run with the models I have. Having the Haunter as my general also means that I can be a bit more aggressive with my dragons or terrorgheists without risking my general. I know Ghoul Patrol is the go to, but I like being on the board at the start of the game so I can bubblewrap my good units and start generating value off of the Varghulfs early. Only unit that will reliably wipe 30 Ghouls with Unholy Vitality is 20 Blood Sisters with buffs on them; but that leaves me open to crack back with Horrors. Not sure how many Horrors to run; I've come to the conclusion that I either take a Terrorgheist or I take more Horrors. Pretty sure I'll be popping both command points turn one most games so I can get the second Varghulf to the front line. I feel like I've made the most of my two artefacts. If the Terrorgheist has to shoot whatever it fights, the Grim Garland basically just adds two to the roll of his REEEE attack. Similarly, the nature of the AGKoZB's spell means I want him near the front where the fight is thickest, so Argent Armour is a no brainer as -1 to hit is huge; best way to defend against DoK is to make their attacks worse. Cogs pull double duty here as if I can manipulate it with an AGKoZB and cast Unholy Vitality on him with the AGKoTG the dragon rider will be -1 for enemies to hit, 5+/6+ FNP, re-roll saves. Pretty incredible turn one tarpit, not to mention he can cast spells of his own. Allegiance: Flesh Eater Courts / Delusion: Crusading Army / Mortal Realm: Chamon / 2 Command points Crpyt Haunter Courtier - 140 - General - Dark Wizardry Abhorrent Ghoul King on Zombie Dragon - 440 - Argent Armour Abhorrent Ghoul King on Terrorgheist - 400 - Grim Garland Varghulf Courtier - 160 30 Crypt Ghouls - 300 3 Crypt Horrors - 160 3 Crypt Horrors - 160 Abbatoir Chronomatic Cogs 1950 I'll play a few games and let you all know how it goes!
  11. Well, what spells, prayers, and artefacts are you running? I really like the feel of Khailebron, but have yet to work out how to run it without being markedly more vulnerable than Hagg-Nar. Have you considered grabbing some Doomfire's? They are the unit that makes the most out of deep striking as they can shoot and cast a 6 MW spell; alternatively you can do really interesting things with endless spells, as if you dump one in their deployment zone on T1 they can only throw it back at 1 unit. They also work really well against endless spells as if your opponent casts cogs you can deep strike the warlocks onto it and steal the double cast. While I don't see anything wrong with your list; playing Khailebron is such a statement that I'd highly advise mastering it at 1k before buying an entire 2k list that might not play to it's strengths as best as it could.
  12. Only battalion I am eyeing up is Slaughter Troupe, because charging 10 Sisters of Slaughter across the table at a Slann is always something I want to do, even if caught up in combat. Even then, I think most of the desire to include it comes from wanting the satisfaction of running a battalion in the first place (and because I really want both my cauldrons to have an artefact). Shadow Patrol has real potential to any sadists who want to build a 6 unit battalion which doesn't contain any heroes or battleline options. Being able to get multiple triggers from the Khinerai entering the battlefield is insane. Only problem is, like lots of things DoK, if you are good at using it, you will be told it is too overpowered at least once. The whole battalion thing really sucks for us because our ladies take artefacts better than a lot of heroes, especially the shrines.
  13. @Solaris First, welcome to the faction, and secondly, to add to what has already been said about running snake heavy lists - I would like to put forward that taking the Temple Nest battalion is a huge trap. Blood Stalkers are the only bad unit in the faction. Want proof? They cost more points than Sisters, and do considerably less damage, while also fulfilling a role that the army doesn't need. They are a ranged unit with 2 wounds, a 5+ save, and 2 average melee attacks; that is not a profile you want on your elite snipers. Then there's the facts that practically all the buffs in the army are combat phase only; and you can increase the number of their ranged attacks to make them better. They also cost twice as much as Heartrenders while doing a worse job at harassing the enemy and taking objectives. Taking two units of Stalkers and the battalion costs 450pts - that's a quarter of your army, almost the price of Morathi herself. While I love snakes and play a liberal amount myself; any list with 320pts tied up in 10 archers with 1 attack each is really pushing it. Blood Sisters really don't need the battalion to get any better, just follow the advice from @Scythian and run Hagg-Nar as your temple to give the sneks some resilience.
  14. Anyone toyed around with a mortis engine? Makes our Kings better at casting, and further punishes enemy bravery, not to mention the fact it's super attack can be done in the opponents hero phase. Also only 180pts so it fills a unique hole in our roster.
  15. Anyone else here running two medusae? Seems every army in the game has at least one decent target to cull with their bloodwrack gaze. Hitting a unit of 40 twice is good, and hitting two 20+ units is even better. Also another magic outlet is big, especially with the endless spells that favour use like suffocating gravetide.
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