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Dracan

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Posts posted by Dracan

  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. 11 minutes ago, Skreech Verminking said:

    In my opinion, a high risk and reward system must be a part of anh good battletome.

    Just look at the skaventide battletome.

    nothing beats randomness.

     

    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.

    • Like 1
  3. 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

  4. Urgh... ouch...

    Going to be a totally different looking army going forward, that also plays totally different than it currently does.
    https://uploads.disquscdn.com/images/ed4952f3bb3358c2c13a0363ce62c4bccdfc263467955d6bc0eba977420f781f.jpg

    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...

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  5. 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: Inspired

    Leaders
    Vampire 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 Pinions
    Prince Vhordrai (455) in Battle Regiment
    - Lore of the Vampires: Amaranthine Orb
    Vengorian Lord (280)
    - Artefact: Fragment of the Keep
    - Universal Spell Lore: Flaming Weapon
    Necromancer (125) in Warlord
    - Lore of the Deathmages: Decrepify
    Gorslav the Gravekeeper (75) in Warlord

    Battleline
    5 x Blood Knights (195) in Warlord
    5 x Blood Knights (195) in Battle Regiment
    40 x Deadwalker Zombies (230) in Battle Regiment
    - Reinforced x 1

    Core Battalions
    Warlord
    Battle Regiment

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 120

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  6. 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???

  7. Question on command abilities, the core rules say

    image.png.18fb7079054496aa7f777b12966ce7c2.png

    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? 

  8. 30 minutes ago, Ghoooouls said:

    I'd say the reroll happens first. Core rules page 4 1.5.5 modifiers - states that anything that refers to an 'unmodified' roll, is referring to the dice AFTER rerolls. So if you have an ability that does mortal wounds on unmodified 6s to hit, archaons ability makes you reroll 6s to hit, and an 'unmodified' roll is after rerolls, so you reroll the 6 first, then check for unmodified 6s.

    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.

  9. 3 hours ago, Sharklone said:

    How are people feeling? 

    Few things to note with the new rule set.

    CA's can only be used once per phase and a unit can only issue or benefit from 1. Which means;

    - Only One unit gets an extra attack per phase from the Kavalos or Katakros

    - Mortek can't reroll saves and get an extra attack

    - You can only move 1 unit an extra 3 inches

    - only 1 unit of deathriders can use the wedge in the charge phase

    - Zandtos can no longer do an extra attack and reroll wounds.

     

    Hopefully an FAQ drops at the same time as the full release. Or we are going to be in a tough place for a little bit.

     

    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.

  10. 17 hours ago, Beliman said:

    Good catch. Do you think that's intended for counter-play or are we going to see an errata?

    I tell ya!! Don't trust superstitions, trust aethermatics!!

    image.png.ac650ad75308d039f6a148d81b5fc5b4.png

    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..

  11. Don't get me wrong, I think there are some great small tweaks and additions all over the place, but some of the "fixes" to me at least smell like someone that listened to a lot of feedback to come up with solutions to problems, some real some not, but the big thing is, it doesnt feel like they really play the game or have any experience as to what the real issues are, they are treating symptoms explained to them in an email. Without addressing the causes.

  12. 11 minutes ago, Ganigumo said:


    Also I've since figured out that the reinforcement limit exists exclusively because battle regiment is too strong. Battle regiment is too flexible, and without a reinforcement limit it would be trivial to fit everything you need into it. This is why there is only a reinforcement limit in matched play, which is the only mode that determines priority by number of drops in turn 1.

    Which begs the question, why do the AoS rule writers refuse to change the turn 1 priority to what it is now in narrative?.... They hate it so much they dumped all battalion switched over to core battalions, still couldn't get it right, that they then went and implemented measures to try and stop 1 drop 2000pts lists.

    There where some inherent problems with battalions which was less about the bonusses and more about tax units ans certain factions getting plain better rules. But this feels like putting a band aid on a bubonic plague victim as you don't want to admit that there is a plague, and the band aid should work right?

    • Like 1
  13. Not really following the thread and think its poor (some might rightly say dodgy) marketing from GW, but the vote trend is an interesting one, and think pretty telling of the times that,

    Out of a 160 submitted votes,

    95 odd people wanted the set,

    75 could find and buy it, 

    38 out of 65 people that wasnt interested think this is unfair.

    What is a good number for market saturation and satisfaction? Not in marketing so wont hazard a guess.

    Obviously you want it as close to 100 as possible but 79% surely isnt terrible?

     

    image.png.d7f911f8976b7d875a3a445717f89c69.png

    • Like 2
  14. On 4/4/2021 at 8:51 AM, Dracan said:

    Hope might just be the first step on the road to disappointment... 

    GW have done quite a few books from pre book era warscrolls in 1st till now that took warscrolls and kept them as is or with very few changes. Especially ones where there weren't inherent problems. 

    While skellies/zombies/vampires might not be exciting or amazing, they are stable enough. 

    So IMO warscroll not changing is more likely than not with this rewrite, esp since we have seen that they were unwilling to do said rewrite/update for CC. 

    Faction rules will change though, so maybe there is still hope for changing gameplay style but hoping the warscrolls change i think is folly.

    I sometimes feel like there are only 2 people writing books for AoS, one is obviously an elf fan and the other doesnt really like aos, but neither of them actually play matched play 2000pts games... 

    Sad Panda for being right 😢 

  15. Hope might just be the first step on the road to disappointment... 

    GW have done quite a few books from pre book era warscrolls in 1st till now that took warscrolls and kept them as is or with very few changes. Especially ones where there weren't inherent problems. 

    While skellies/zombies/vampires might not be exciting or amazing, they are stable enough. 

    So IMO warscroll not changing is more likely than not with this rewrite, esp since we have seen that they were unwilling to do said rewrite/update for CC. 

    Faction rules will change though, so maybe there is still hope for changing gameplay style but hoping the warscrolls change i think is folly.

    I sometimes feel like there are only 2 people writing books for AoS, one is obviously an elf fan and the other doesnt really like aos, but neither of them actually play matched play 2000pts games... 

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  16. I was hoping that the SGL tome would rework vampires to be but more hitty and things like the varghulf to become a bit more scary.

     

    These warscrolls are all pretty mediocre with poor damage (3~4 attacks mostly d3 with nothing special really) and  poor survivability through having low wounds and bad saves.

    If this trend holds in the book, we will likely not see any meaningful rework in how vampires integrate in gravelords.

    With vampires feeling a lot like a normal mortal here that could fit in pretty well within the cities book and where a varghulf is less powerfull than 2 ironguts  power wise. Vampirism is apparently not that big of a buff...

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