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Dracan

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Everything posted by Dracan

  1. TBH it feels like if they had to nerf petrifix they will have to do pretty hectic point drops on various units. (some need it already out of the box) Yes Petrafix is mostly better than all the other factions, but without it I dont see OBR competing. I dont think OBR are broken or OP because of the +1 save. I feel they need it to be able to compete on the higher tiers, without it they will probably not feature on top tables. Thus a buff to other sub factions are needed, instead of the heavy handed nerf hammer to the one subfaction that's actually worth anything. Overall internal balance of the book does feel out of whack sadly.
  2. i did the math couple of pages back. Immortis are actually surprisingly offensive, thing is though, rerolling the 3 save for stalkers makes them even more durable than immortis on a 2+ save , but then drop way down on offensive capability. (Petrifix army) Stalkers are more choppy with -1 rend and damage aspect, but are then again less defensive. I think immortis are more forgiving in that they perform well in both roles and can tank for characters, but as stated above they cost so much that you could possibly have just gotten another character if all they are doing is standing backfield being ablative wounds for characters. In the end I built my 6 as stalker cos... you know POWEEEERRRRR in Jeremy Clarkson voice over...
  3. Morghasts do have the 5+++ vs mortal wounds or the charge 3d6 thing, they have fly and M9. so they have something stalkers/immortis do not. But still they are way overcosted as is. Reckon the problem they have is sadly the duality in their loadout. They should have made harbingers sword only bump up the attacks to 7 or 8 and made archia halberd only making the 5+++ save vs all wounds not just mortals, then they would be worth their current point cost.
  4. Hi there, did some math and it is such a shame Morgahsts compare so poorly with Stalkers and Immortis guard based in a petrafix army. Morghasts need to cast 170 odd points to fall in the mid range of defensive and offensive capability for stalker/immortis. Costing them at 210 is insanity... Im so sad 😢
  5. Thats a lot of dice, to push through wounds on characters. Really starting to like idea of Arkhan and archia retinue within aegis immortal batalion. If arkhan suffers a wound, in petrafix he will have 3+ save a 6+++ death save then on 2+ archia gets the wound and saves on 3+ then 6+++. If it was a mortal wound its 6+++ then 2+ gets passed then 5+++ followed by 6+++. And even better if the dice to pass the save is 5+ it just goes away If my math is correct, if arkhan next to an archai within this batalion suffers a 100 no rend wounds he will only suffer 1 in 21.6 wounds. he will pass on 23.2 of which 9.25 will be ignored meaning archai would need to make 13.88 saves on 3+, of which they make 9.26 which leaves them with 4.63 deathless 6+++ saves of which they make 0.77. Meaning when all the dust settles, arkhan has taken 4.6 unsaved wounds and archai 3.85. Better bring the rend otherwise neither of them are dying...
  6. Quick question, for the immortis guards soul bound protectors rule and its sequencing. Do you make saves on the original target the hero and only after he fails all his saves, does it get passed to the immortis guard, or does the wound go to the guard on 2+ before you are eligible to make saves on the original target?
  7. I didnt get feast of bones, do you maybe know what the rules , requirements and points are for the Volkmortian batalion?
  8. I really want to try some of these from puppets of war. But unsure of scale and shipping being such an issue in my corner of the world makes me hesitant. https://puppetswar.eu/models-and-bits-47/all-bits/heads.html
  9. Quick question regarding dethriders ability You can use this command ability when a friendly KAVALOS DEATHRIDERS unit that includes a Mortek Hekatos finishes a charge move. You can pick 1 enemy unit within 1" of that KAVALOS DEATHRIDERS unit and roll a number of dice equal to the number of models in that KAVALOS DEATHRIDERS unit. For each 5+, the enemy unit suffers 1 mortal wound. In addition, in the following combat phase, that KAVALOS DEATHRIDERS unit can move an extra 3" when it piles in. do you guys think this is stackable? ie. I use 4 cp and do 4x models mw on 5+ and then they are able to pile in 15" ?? charge chaff 10" away blow them up with mortal wounds pile into something other side of table???
  10. Looks like next week might turn out being expensive....
  11. Dracan

    Fighty Nurgle

    Tried this the weekend, only had 1 game so far with it but it definitely feels like it has potential... List has +1 to hit, re rolling all manner of 1s, fast centigors, glass cannon exploding monks and 3 units of grindy as hell kings, whats not to love. reckon biggest issue is the very limited rend vs something like Seq and Castelant spam. Allegiance: NurgleLeadersGrashrak Fellhoof (140)- AlliesHarbinger of Decay (160)- General- Trait: Grandfather's Blessing- Artefact: The WitherstaveFestus the Leechlord (140)- Lore of Malignance: Blades of PutrefactionChaos Sorcerer Lord (160)- Runestaff- Lore of Foulness: Plague SquallBattleline10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)Units5 x Grashrak's Despoilers (0)10 x Centigors (160)- Allies40 x Plague Monks (280)- Foetid Blades- 1x Icon of Pestilence- 1x Contagion Banner- 1x Doom Gongs- 1x Bale ChimesTotal: 2000 / 2000Extra Command Points: 0Allies: 300 / 400Wounds: 208
  12. I feel meh..... and that is sad as I am a huge death fa'n and have every death army and have been looking very much forward to this, while some of it is nice, it looks mostly goofy or even warmachiney which is sad as the teasers and concept art is way more down my over the top grimdark ally... hope a better paint scheme or alternate builds/heads can fix them..
  13. You got me thinking... not in using more clan rats, but meybe i should just let go the idea of stormfiends as i agree id want to play 6 instead of 3. Soo why not double up on some of the other things, so thought about this: Allegiance: SkaventideLeadersArch-Warlock (160)- Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power!Plague Priest on Plague Furnace (200)Battleline20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty SpearUnits40 x Plague Monks (280)- Foetid Blades- 1x Icon of Pestilence- 1x Contagion Banner- 1x Doom Gongs- 1x Bale Chimes9 x Warplock Jezzails (420)BehemothsHell Pit Abomination (240)Hell Pit Abomination (240)Endless Spells / TerrainWarp Lightning Vortex (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 161 Double Hellpit increases the threat on the flank the furnace buffs the monks and also gives the BS immunity. I am not very worried about keeping the clan rats alive tbh as they should be last priority, if someones targeting them, then 40 monks, 2 aboms and 9 jezzails get to kill whatever they want. I am mostly used to playing nurgle and beast who in general have a lot less models (granted summoning, mobility and durability is a factor) but reckon 120 small inf dudes are more than enough for me to be able to hold objectives.
  14. The reason for the Bell is solely to spend the last 40pts in that list if it was 50pts a Cp and 60pts it would be a ratling gun. The hellpit has done some amazing lifting in some of my previous games so tbh id rather not drop it. The fiends are more in my mind a psychological piece seeing as the hellpit/monks and jezzails are the actual threats in their respected fields of expertise. fiends are just too much of jack and too little master... I leaning towards the second list as well.
  15. So I'm going to my first tournament with my Skaven over the weekend and would like some advice on my list. So first i had Allegiance: SkaventideGrey Seer (140)- General- Trait: Master of Magic - Lore of Ruin: SkitterleapArch-Warlock (160)- Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power!20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear6 x Stormfiends (520)9 x Warplock Jezzails (420)1 x Ratling Gun (60)Hell Pit Abomination (240)Warp Lightning Vortex (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 140 But i felt i really wanted a unit of monks in there for some more bodies and a serious combat threat. so got to this Allegiance: SkaventideGrey Seer (140)- General- Trait: Master of Magic - Lore of Ruin: SkitterleapArch-Warlock (160)- Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power!20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear3 x Stormfiends (260)9 x Warplock Jezzails (420)40 x Plague Monks (280)- Foetid BladesHell Pit Abomination (240)Warp Lightning Vortex (100)Bell of Doom (40)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 159 so he question is if the inclusion of the monks are worth losing 3 stormfiends and the ratling for? another alternative is trying to keep the 6 fiends and getting to this Allegiance: SkaventideArch-Warlock (160)- Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power!Warlock Bombardier (100)- Lore of Warpvolt Galvanism: Chain Warp Lightning20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear6 x Stormfiends (520)6 x Warplock Jezzails (280)30 x Plague Monks (240)- Foetid BladesHell Pit Abomination (240)Warp Lightning Vortex (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 161 So the last list has no greyseer skitteleaping vortex shenanigans and I'm dropping jezzails down to 6 but fiends are back up to 6, but also monks are only 30 so no more double banner and muso and will also lose their + to hit & wound much quicker. Any suggestions?
  16. Quite a lot if increased point on the skaven side ouch... Like the fact they tried to fix FeC with ereta that allows for counter play rather than make everything 100pts more. Gloomspite might turn from solid mid tier to very good after all these point drops too.
  17. Finally got around to finishing my FeC re basing project so thought id take the time to make some cards for the army and share them on here. C&C welcome.
  18. I think a big factor in why there arent many truly competitive battle reports available especially the hand held ones (hate the top down ones myself), are that the players are to busy you know, being competitive gamers. Anyone that has played in a tournament where they wanted to win ,or at least aimed to do well, can tell you there isn't much room for focusing on other things but your and the opponents armies together with the psychology of the opponent. Miniweargaming is for background entertainment while painting, seeing decently painted armies going at it with the familiar sound of rolling dice and wtf moments. Quite enjoy GMG and their lists are decent but they do get some rules wrong which is prob because he plays like 10 games systems on his channel and with only 1-3 AoS reports a month. Doom and Darkness is very good for competitive and insightful at that but doesn't include the production values of above two.
  19. Just thinking wouldn't 40 ungor raiders also benefit from blades emensely? 40 shots rerolling 1s and 2s for 9 odd MW in addition to 13 odd normal wounds at 24"+d6 range which is something nurgle can really use. I now wanna try 30 raiders and 10 centigors lol Something like this: Allegiance: NurgleMortal Realm: UlguLeadersVerminlord Corruptor (260)- General- Artefact: Sword of Judgement - Lore of Virulence: Glorious AfflictionsHarbinger of Decay (160)Festus the Leechlord (140)- Lore of Malignance: Blades of PutrefactionBattleline10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)5 x Putrid Blightkings (160)Units10 x Centigors (160)- Allies30 x Ungor Raiders (240)- Allies40 x Plague Monks (240)- Foetid Blades- 1x Icon of Pestilence- 1x Contagion Banner- 1x Doom Gongs- 1x Bale ChimesTotal: 2000 / 2000Extra Command Points: 0Allies: 400 / 400Wounds: 215
  20. Pretty disappointed in our point drops... doesnt feel like it changes anything and though magoth lords and flies are cheaper they still not worth considering which sucks as they are awesome models. Thing is the vermin lord is still better than bloab and lord of affliction still doesn't have enough damage output for 200pts niether are 2 blightlords 40 pts better than 5 blightkings... was hoping both would drop to 180pts at most. The other units that droped would rather require warcroll rewrites than points adjustments imo.
  21. I do not get the point of your argument on how this pertains to tiers in AoS in a competitive tournament scene... other than a lecture on statistics which tbh i agree with on the integrity of the data... but what is your point though? We are discussing the fictional tier system of little toy soldier fantasy armies with almost infinite combinations of variables when you include the human factor. Do you agree sortof with the order in which these armies fall? if not other than saying stats are made up and points dont matter how do you rank the armies? You must also remember that data isnt based on some backwater basement games, most if not all the tournaments they count are pretty darn big affairs with serious gamers trying to do their best, thus we can also assume they are mostly using the top ends of the book. and yes assume and stats and integrity dont go well together but again it is the only numbers we have.
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