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Dracan

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  1. So I reckon I am going to try this list first, was hoping to fit 3 or 6 more Dragon Ogres and an extra Cockatrice in, but wow things got expensive... The idea is to be cagey turn one or even ambush everything with ungor running diversions. Raiders definitely ambush and try and potshot a wizard or a bad-save glass cannon hoard unit, with 60x 4+4+ no rend shots in movement phase, then another 60 at 3+4+ in shooting phase if CP allow. all the while trying to stay out of combat till bottom turn two Where after the Tzaangor shaman General will be charged into the biggest target/threat along with enlightened. The target will be always strike last (slitherwrack helm), the enlightened will get +1 rend (herdstone), +1 attack (skullfrey), +1 to wound (visions of past), probably all out attacked for +1 to hit, and the hope to get either or both anthropy and rampage off for +1 damage and exploding 6es. Cockatrice running in to give some defense to Enlightened if anything survives to hit back... +1 to hit from Grashak, rampage and anthropy would work for Bullgors as well. All-herd just to replenish ungor and raiders, but would assume ungor units are too small to take advantage. is it me or are Tzaangor shamans just better faster tougher shamans for 20 more points? Not sold on Doombull artifact for 5++, any better ideas? - Army Faction: Beasts of Chaos - Subfaction: Allherd - Grand Strategy: Take What’s Theirs - Triumph: Inspired LEADERS Beasts of Chaos Tzaangor Shaman (115)* - General - Command Traits: Skullfray Gorehorn - Artefacts of Power: Slitherwrack Helm - Spells: Tendrils of Atrophy Grashrak Fellhoof (180)** Doombull (160)** - Artefacts of Power: Gryph-feather Charm Beasts of Chaos Tzaangor Shaman (115)** - Spells: Wild Rampage BATTLELINE 1x Ungors (80)* - Gnarled Shortspear 3x Ungor Raiders (345)* - Banner Bearer - Brayhorn Blower 1x Ungors (80)*** - Gnarled Shortspear OTHER 6x Bullgors (390) - Warheard Drummer - Warheard Banner Bearer - Man-splitter Great Axe *** 6x Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch (430)* Cockatrice (105)* Grashrak's Despoilers (180)* CORE BATTALIONS *Battle Regiment **Command Entourage - Magnificent ***Galletian Veterans TOTAL POINTS: 2000/2000
  2. This problem does feature quite a bit in the new nurgle book and specifically the blightking warscroll. Effectively the new scroll is "a lot" more powerful, but, with the loss of the exploding attacks the warscroll became more reliable, less of a gamble with higher avg output, but the chance for the spike to hit and the dopamine rewards that go with that is totally gone. Reliability wins tournaments, gambling is more fun and makes for better memories.
  3. Yeah, i dont think competitively it is "bad" either, it has a few builds, but just not very inspiring is the only word that comes to mind.
  4. This is going to sound very cynical, but it is pretty telling that coupled with the fact that we have had a brand new edition in last six months and a total reworked new faction book in the last 3 weeks... there has been barely 5 pages of discussions since the full book was reviewed... I have myself made 2 or 3 lists and played a hand full of games, but im already finding myself going over to other of my armies . I feel that this book is pretty uninspiring, initially and after 3 weeks. Worry i am not the only one. Sad diseased panda
  5. Probably going to try this first, just feels so small Would love another wizard and 5 more kings. Super glad the maggoth lords are all good enough to consider now, wish bloab was a 2 cast though.
  6. Urgh... ouch... Going to be a totally different looking army going forward, that also plays totally different than it currently does. Must admit at first glance, I am bit concerned that it might be a bit of a lemon... Hopefully I will be wrong, but if your whole shtick is army wide 5++ with movement 4" and an allegiance ability that is having to do booking keeping for 6es to hit with max of 7 per unit per tun (never mind the resetting afterwards) then having to roll 4+ to do a mw... yeah hey not great...
  7. I am finally getting around to trying out my "new" Legions of Nagash army AKA Soulblight Gravelords for the first time in 3rd edition. I was thinking of the following list, mostly because I like the idea of two lord level dragons and some blood knights running amok. Might not be ideal for the objective game, but with the speed and resilience available it might still work out. Any glaring shortcoming with the current SBGL meta? Any criticisms or comments will be appreciated. Allegiance: Soulblight Gravelords- Lineage: Kastelai Dynasty- Grand Strategy: Prized Sorcery- Triumphs: InspiredLeadersVampire Lord on Zombie Dragon (435) in Warlord- General- Deathlance- Command Trait: Swift and Deadly- Artefact: Sword of the Red Seneschals- Lore of the Vampires: Amethystine PinionsPrince Vhordrai (455) in Battle Regiment- Lore of the Vampires: Amaranthine OrbVengorian Lord (280)- Artefact: Fragment of the Keep- Universal Spell Lore: Flaming WeaponNecromancer (125) in Warlord- Lore of the Deathmages: DecrepifyGorslav the Gravekeeper (75) in WarlordBattleline5 x Blood Knights (195) in Warlord5 x Blood Knights (195) in Battle Regiment40 x Deadwalker Zombies (230) in Battle Regiment- Reinforced x 1Core BattalionsWarlordBattle RegimentAdditional EnhancementsArtefactTotal: 1990 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 120
  8. Can someone explain to me why warp lightning vortex went up 10pts and the other 2 skaven spells by 45 and 40?? Bell of doom and Vermintide both arent very good spells... even at old points. Warlp lighning vortex broke the game for a while at 100pts before it got erretad with less range. To pay 90pts for warp lightning vortex and 85pts for Bell, 80pts for vermintide seems mind blowingly bizare to be frank???
  9. you still get the +1 if you have +2 and they have -1. Another thing i was wondering is the few rules that directly state + or - 2 do they still work? Something like Plague of flies for Nurgle.
  10. Question on command abilities, the core rules say If you use an aura command from a character that lasts till his next hero phase, that is obviously his command for the phase. However as there are no units who are the target, does that mean units that are effected even though they arent the target can still be the target of other commands?
  11. I feared the wording might be clear for once lol. This is quite sad, especially along with the fact that +1 to armour save will be so common now with mystic shield and All out defense, I demand our old petrafix back ☠️😁
  12. While i follow your logic this is going to be a doozy to explain on the fly, in a pickup game, as both are considered triggered abilities even if the one is a reroll.
  13. Is this the case though... none of our commands are commands... and we dont get commands... Dont have new rules or obr book in front of me, but doesnt make sense if we get exempted from the rules but get the restriction applied to our rules.
  14. Looks like it is what they intended? But something else i just thought of, if i have wither stave or any other ability like archaons that forces the opponent to reroll successful hits of 6, now if the unit attacking has an ability that does MW on 6 it means he chooses to ignore my force reroll? must say i dont like that idea..
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