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Garxia

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Everything posted by Garxia

  1. I have 30 spare point on my list, which Endless Spell would be better? Soulsnare Shackles or Quicksilver Swords? This is the list: LeadersKnight of Shrouds on Ethereal Steed (140) - (General, Trait: Ruler of the Spirit Hosts , Artefact: Midnight Tome, Lore of the Underworlds: Spectral Theter)Guardian of Souls with Nightmare Lantern (140)- (Infernal Lantern (Artefact): Beacon of NagashizzarLore of the Underworlds: Soul Cage)Guardian of Souls with Nightmare Lantern (140)- (Lore of the Underworlds: Shademist)Spirit Torment (120)Battleline40 x Chainrasp Horde (280)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units20 x Bladegheist Revenants (320)20 x Bladegheist Revenants (320)BattalionsShroudguard (110)Endless SpellsSoulsnare Shackles or Quicksilver Swords (20)Total: 1990 / 2000 Extra Command Points: 1 Wounds: 129 Would you change Bladegheist to 15 and 15 to get a Dreadblade Harrow?
  2. This guy seems great, you can teleport him and his friends to 9" and if they fail the charge, they can't be countercharged next turn cause of the Glass. The spell is also great, gives another opportunity to get the +10 charge bonus combat round and movements spells are always good. Unluckily, this doesn't stack with Chainguard battalion as said before, because the spell should be cast by the battalion's own Guardia of Souls, so no double chainrasp regen ?.
  3. Haven't seen any rule in the battletome that doesn't allow to deepstrike the General, maybe in the GHB? Otherwise, fully agree with your spells/items list.
  4. True, the power of copy - paste... In list 1 Knight of Shrouds has the Pendant of the Fell Wind and the Dreadblade Harrow has the Midnight Tome, edited it.
  5. You're right about this. General strategy more or less is deepstriking the Knight of Shrouds, Spirit Torment and both Bladegheist units where needed. Last deepstriking unit would be Spirit Hosts or Hexwraiths depending or if needed. 3 mages (Soul Trap, Shade Mist and ¿Lifestealer?) because magic will be prevalent in this edition. Dreadblade Harrow is just so useful, needed to pick some far away objectives or to help where needed. Spirits Hosts for mortal wounding and beeing annoying, Hexwraiths for their mobility. And the blob (or blobs) of Chainrasp to hold home objectives. Didn't get any endless spell because I find more useful to have the extra CP for teleporting shenanigans. On another note, what do you all think are the best nighthaunt spells and artefacts?
  6. Hello fellow Knights of Shrouds: I'm starting my Nighthaunt Army and I'm thorn between these 2 lists: List 1:LeadersLeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Ruler of the Spirit Hosts - Artefact: Pendant of the Fell Wind Dreadblade Harrow (100)- Artefact: Midnight Tome Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline20 x Chainrasp Horde (160)20 x Chainrasp Horde (160)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units10 x Bladegheist Revenants (180)10 x Bladegheist Revenants (180)BattalionsChainguard (120)Shroudguard (110)Total: 1950 / 2000Extra Command Points: 3 Wounds: 114 PROS: 3 extra command points, 1 extra artifact (Pendant for increased mobility) , Chainguard battalion in (massive ress, albeit on smaller units), really mobile wizard in Dreadblade Harrow with Tome. CONS: 20 chainrasp and 10 bladegheist units, maybe too squishy. List 2: LeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Ruler of the Spirit Hosts - Artefact: Midnight Tome Dreadblade Harrow (100)Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline40 x Chainrasp Horde (280)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units15 x Bladegheist Revenants (270)15 x Bladegheist Revenants (270)BattalionsShroudguard (110)Total: 1970 / 2000Extra Command Points: 1 Wounds: 123 PROS: Bigger Bladegheists units (more resilient), massive chainrasp blob, more wounds in army. CONS: Loses 1 unit, 1 command point and 1 artefact (no pendant ☹️). I really can't decide between List 1 and List 2, they both have their pros and cons, which one would you prefer?
  7. Directly from the FAQ: - Gordrakk: When using the command ability, the unit should be 24" fully within. - Weirdnob Shaman: Can't hit himself from rolling a double casting/dispelling, it specifies it should be other orruk unit (well deserved buff). - Gore Gruntas: Pigs always do D3 damage on the charge if it's further than 8"" (about time!!). Sadly, still the same just wording clarification. - Ardboys: They cannot use the shield save against mortal wounds (☹️). - Ardfist Battallion: You can use it only once per battle (sad).
  8. Haven't seen all the leaks yet, but... It's possible to use Ironjawz artefacts + realms artefact on the same list? Not sure about the ruling. If possible, that -3 rend weapon on the Mawkrusha Megaboss is so tasty without losing the boss skewer/ buffed golden toof.
  9. New Nighhaunts! Black coach fo sure and I’m calling a Damsel of Shrouds for Shadespire 2 nighthaunt band leader.
  10. Do I see a female Stormcast hero? It looks like it at around 0:38, the shadowy figure it's surely a Stormcast, looks new and looks feminine. We can also see her in the BLIGHTWAR art if I'm not mistaken... EDIT: New Plaguebearer Slug Riders at 0:15? That makes 3 Rumour engines (slug feet, lion pauldron and lion cape).
  11. This week's Rumour Engine looks suspiciously ratly... https://www.warhammer-community.com/2017/04/19/rumour-engine-april-19th-2017/ Skaven incoming? It looks that obvious that maybe it's something completely different... Discuss- discuss!
  12. Any special reason for going with cabbage as general? Seems bellowing tyrant will be a bit wasted on it. Making Krunk general will make using bellowing tyrant easier, but you can't going on rampage with him and it's squishier. PS: Respect for sticking with pure Ironjawz!
  13. Stormcast Ballista? Seems the release was bigger than expected. That release gives hopes for a rerealease with new toys for older battletome armies (C'mon GW, new Ironjawz!).
  14. *Wild speculation ahead* This picture straight from the new "Rumour Engine" at Warhammer new Community Page. http://www.warhammer-community.com/2016/11/16/the-rumour-engine/ Looks like an actual dwarf head at the right bottom, but this sentence is suspicious... " we snuck into the Design Studio and snapped a photo of something that’s coming next year. Unfortunately, photography is not out strong suit… " Steamhead Duardin Mecha-suits incoming?
  15. Can somebody direct me to Ironjawz/Destruction points, traits and artefacts? Can't wait to start doing some maths and list building... Thank in advance!
  16. In these examples, problem isn't about the system, it's about the army. With or without points or restrictions, it's hard to make a balanced army, cause so few options. We can all really hope that all "older" armies get expanded to be worth as an standalone force (to a seraphon level), but unluckily, it seems that they'll get phased, if not explicity, just by the problem you have already mentioned.
  17. Even if at first sight it sounds a bit limiting, I really like that they benefit mono keywords army. This can help combating the cheese of spamming the best units of every faction and not being penalized for sticking with a fluffy army.
  18. Interesting, half dryadaelves, gives vericity to Atia's rumours.
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