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decker_cky

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Everything posted by decker_cky

  1. I think people are misunderstanding the boosted endless spells. Pretty sure endless spells count as realm boosted if cast by a CoS wizard, period. No need to be from the same realm.
  2. I'd strongly consider the new Beastgrave shaman + 20 bestigors over classic shaman + 30 bestigors, since it brings +1 to hit into your list for your blightkings.
  3. No cover, but if you sit the chimera behind LoS blocking terrain or a mega cylinder monster most things couldn't target it.
  4. Another point with the chimera and cogs is that they boost it to 12" move and +4 to charge on a flyer, so if you go second theres a good chance you'll have a first turn charge without any trickery. One thing worth doing with low drops is having first turn charge options that you don't necessarily make use of. Depending on your opponents army and deployment, you can still go 2nd after you deploy aggressively.
  5. 21/36 (58.33%) of possible results when rolling 2d6 result in a roll of 7 or higher. 7 is the average roll on 2d6, but 21/36 results on 2d6 are 7 or higher. http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm#.XYztvUZKiUl
  6. 7+ to charge is a 60/40 proposition (58.33%, to be precise). With a reroll, there's an 82.6% chance of successful charge. I think you want a chimera on the table to start in anything but allherd, to be honest. Darkwalkers can teleport to charge for a command point, and Gavespawn can give it an extra attack on each of 4 profiles with the command ability near a spawn.
  7. I think, generally, at least 2 turns of sacrifice will be worth it. In some match-ups or scenarios, sacrificing all game can be worth it.
  8. I'd switch the daemon prince into something else - likely another arcanite hero to power the tzaangors. That tzaangor shaman can't be everywhere at once, and those 6 wounds don't last forever. A second tzaangor shaman would fit in nicely IMO.
  9. Just don't look at how many start collecting boxes you need to fill out 2k. 4 start collecting boxes, taking everything as the privateer options, is between 1290 and 1400 pts (and I don't think anyone really wants 4 fleetmasters).
  10. I think you're right re phantasmagoria allowing a two drop army. Issue with phantasmagoria is that it always feels like you're spending 200 pts to reduce drops, add a magic item and add a command point. Since I tend to already have 3-4 wizards, and often have a bonus dispel from gave spawn command ability, the dispel only comes up once or twice per game (and since most dispel attempts fail, it often does nothing). Edit: how would the character / unit work in terms of ally points when taking a them in a tzeentch army? Probably needs an faq.
  11. Does that actually mean anything? Haven't got the wording of the greatfrays in front of me, but would having ALLHERD even prevent it from having the GAVESPAWN or DARKWALKERS keyword?
  12. Add in Bestigors or Centigors for droolworthy units with piles of attacks and mortal wounds on a 4+..... Getting through 2 7+ spells in a turn is, of course, always difficult. edit: Knocked together this as a possibility - I don't mind that at all. Allegiance: NurgleLord of Blights (140)Sorcerer (120)Harbinger of Decay (160)Grashrak’s Despoilers (140)- Allies10 x Putrid Blightkings (320)10 x Putrid Blightkings (320)5 x Putrid Blightkings (160)20 x Chaos Marauders (120)- Axes20 x Bestigors (240)- AlliesBlight Cyst (200)Wildfire Taurus (80)Total: 2000 / 2000Extra Command Points: 1Allies: 380 / 400Wounds: 166
  13. That warband will be loved by nurgle armies. +1 to hit anywhere in an army with blades of putrification is gross. Definitely fits in any beasts army, though it is two drops you can't hide in a battalion. Good value for 140 pts, since the shaman is probably a pure improvement on the basic GBS.
  14. It'll be available as soon as the pre-orders are up in Australia.
  15. Presumably if you are considering ambushing monsters, chimera is top of the heap due to vicious charge.
  16. Aside from Gnarlblade/Volcanic axe beastlords, I jump very quickly to the casters. Bray Shamans are amazing support pieces with decent spells. Shaggoths are great all-rounders with a solid lore. Their D6 movement in the hero phase is interesting for better positioning endless spells. Tzaangor shamans are tzaangor/enlightened buffs, super mobile, and our best casters. Doombulls are fine, but unless you want some battleline bullgors, there's not a lot of reason to take one.
  17. 30-40 man raiders unit definitely does heavy lifting. While it breaks from pure beasts, I'm not sure whether an untamed beasts unit would work better than a 10 man raiders unit. Raiders are better at shooting, while the untamed beasts have run/charge. Raiders have shaman synergy, plus may be able to reduce drops with battalions. I'm also considering sprinkling some iron golem units into my non-battalion beast armies as objective holders. There's a bit of counter-synergy with the herdstone, but I control where the herdstone goes. For 70 pts, a unit of iron golems in terrain can take a lot of punishment.
  18. Heads up that warhounds apparently get warcry rules in the supplement that's up for preorder, so warhounds as untamed cats may confuse some opponents. Warcry lets you customize your warband. Warcry warbands in AoS should follow the original box set composition.
  19. It's worth noting that beastmen battalions are generally pretty weak, but also very flexible, making it very easy to reduce your number of drops to 3 or less. The flip side is that relying on battalions to minimize drops ignores a significant amount of the army (luckily, most of them best units are available in battalions).
  20. 2 ghorgons, a shaman and a doombull are 620 pts. You need 3 battleline (ungors and bestigors cover you here - big and small units of either are great). You want a character who can hang out by the herdstone and some sacrifice fodder (ungors being the best value, which happens to cover your battleline). From there, there's a lot of options in the army (lots of solid units for personal flavour in the beastmen book). I think ungor raiders are most popular as a larger unit for reroll, but they're solid screens too.
  21. Nothing wrong with Ghorgons. If you take a couple ghorgons (might as well, since you get them in your start collecting boxes), then I'd strongly consider babysitting them with a doombull, who can give them +1 to wound on key turns. A bray shaman with titanic fury is a good idea in a list like that too. In terms of summoning, you're generally talking about a turn 3 summon for any of the big monsters, which limits their impact. If you want a similar setup that impacts the table earlier, consider dark walkers greatfray which would allow you to ambush monsters on turn 1 or 2 (and later redeploy them).
  22. A couple start collecting sets is a great deal, though you won't often be using the monsters. Bestigors and ungors are units you will use often (you'll often want more than 20 of each), and shamans are mainstay units (I often use 2, rarely use more). Beyond start collecting, it comes down to what you like about the army. Are there any units that really speak to you?
  23. Dictionaries disagree with that assertion. All of the definitions of few refer to an unspecified small number. https://www.merriam-webster.com/dictionary/few?src=search-dict-box Blightkings can be great, but before investing too much consider your meta. If there's lots of -1 to hit and lots of slaanesh, that type of list will have some struggles. As mentioned, despite being piles of wounds, blightkings are low model count which makes some scenarios and match ups a tough slog.
  24. Any unit with the word "ungor" in it is very good right now.
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