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Everything posted by Sception

  1. Give black knights an extra armor save (seriously it feels like the designers forgot their shields), mortals on 6s to wound like other wights, maybe spruce up their lances a bit instead of the impact hits rule which feels off to me and doesn't scale with reinforcements. Like, give them mortals on 6 to wound and let their lances re-roll wound rolls on the charge? If you still think they're a little bland, then maybe give their skeletal steeds back the old warhammer fantasy rule that let them move through terrain (but not models) as though they could fly. Or, alternatively, give them a bodyguard rule for spite gourd heroes, sort of like hexknights picked up in the emerald host faction rules for nighthaunts. That would be a nice nod to their common oldhammer role as a delivery bus for characters, as well as to their portrayal in the Dominion of Bones novel. While they're at it, I'd like them to rename the unit. Not "black knights" but "wight knights". Similar scheme, ironic inversion, fun wordplay, and it would make it harder for the designers to forget that they're supposed to be a semi-elite unit like grave guard in the future.
  2. Another fair alternative. Honestly, I've not had much success with these battleline heavy lists either - though I blame myself more than the faction rules. Just don't have the heart - or brain - of a competent competitive player, so I really shouldn't be on here giving advice like I've got the foggiest clue what I'm talking about. A recent rumor has implied we'll be seeing a new book sooner rather than later, with some new rules, and a couple new units. Frankly, I'm skeptical. I didn't find the source particularly credible, and there are many factions who seem better positioned for it. But I'd be happy if it did happen, something to shake things up a bit.
  3. This is a good follow up to the broken realms box if that's all you have so far. You're probably the best positioned to make the most of it.
  4. Keep in mind that, long term, everything is subject to change. It takes a long time to assemble and paint an army, if you base your choices on what's best in game then A- OBR maybe isn't the best faction right now to begin with. We're a lot more playable since the RDP fix faq, but even so we're not exactly tearing up the tournament scene. And B- by the time you finish your 2000 point army, a new faction book could easily have rendered all your previously optimal choices decidedly sub-optimal. That said, GW's faction release schedule has been extremely slow recently, likely due to a combination of covid, brexit, & other global transportation stresses, and OBR at least theoretically aren't on the short list for updates, so the current OBR paradigm ~probably~ has a few years to stand. Yeah, we might see some points updates, but they're unlikely to move the needle much for us. So as it stands, Petrifex seems to be the overall best subfaction again - though Praetorians can make a case for themselves if you want to run Katakros. Swords are better than spears on morteks & kavalos. Both morteks and deathriders are solid battleline and I've seen successful (or at least as successful as OBR get right now) lists pushing either one or some of each. If you run morghasts at all, consensus seems to be run harbingers with glaives, but they're kind of iffy altogether. For characters, anything but vokmortion & reaper seems at least vaguely viable. For other stuff - cralwers, harvesters, monstrous infantry? honestly you could argue most of it has a place, but I'm not entirely convinced the place for any of it is 2k competitive lists. There's just not a lot of room left after you've gotten your key heroes and battleline units in. ..... For example, while I'm far from the most competitive player myself, here's the list I'm currently noodling around with: Arkhan (cuz he's my favorite, and I love my converted chariot version, but also he's our best magic platform) Liege - for endless duty and RDP 30 morteks - to have enough staple bodies to push forward, claim objectives, fight battles of attrition 30 morteks - in max size units to make spell and command buffs go as far as possible 5 kavalos - to have some faster / smaller units to go for objectives 5 kavalos - & if necessary use as sacrificial screens or to eat stand & shoot commands Cogs - to help arkhan cast more and/or help the morteks charge. For battalions I generally either take a battle regiment and put everything in that, or hunters of the heartlands for the morteks and put everything else in a battle regiment. For legion - null myriad when I'm feeling fluffy, petrifex when I want to at least ~try~ to win games. That above list has 190 points left over, and I waffle on how to use that last bit. A squad of Immortis to insulate Arkhan and the liege from first turn sniping? Another squad of kavalos for better board presence? A pair of Harbingers for a spot of -2 rend? If I could fit a harvester or crawler there I might, but that would mean dropping the cogs and I'm not completely convinced they'd be worth it. Crawler is nice for the bit of pressure at range, but with as many sources of +1 save as the game has these days, the lack of rend really cuts into its output. Harvester theoretically can add a ton of durability to the morteks, but with as much ranged firepower as exists in the game right now, it seems to mostly just die first, which negates its healing ability altogether. Both are still solid options, and if I could take either without dropping the cogs I would, but I'm not convinced either is enough better than the 190 point options to be worth taking over them at the cost of the cogs. Recently I'm actually leaning towards Kainan's reapers for the last 190 points. An extra spell cast & decent melee beatstick AND a below-minimum sized mortek block to claim backfield objectives or speed-bump for the larger mortek squads seems like a steal at 190 points, even if they don't benefit from subfaction traits outside of praetorians. but the main point is, I get my heroes in, I get a solid battleline in, and at 2k points that's it, I just don't have any room left for anything fancy.
  5. Yeah, that's exactly my criticism of it. This is not a great selection for starting an OBR army from scratch, but if you're an established OBR player you already have all this stuff. The only people this is good for are those who already have the core staple HQ and battleline options covered, but haven't yet started to expand into ancillary and specialist units. And the displayed image - which is unsurprisingly enough also the box art: Mostly just reminds me how much I wish the bone fortress wall and gate pieces in the background were purchasable. Take this box, leave it at the same price point, remove ALL of the models, and replace them with that terrain? Immediate purchase for me.
  6. Note that the corpse cart with the bell can still be useful for the +1 bonus to casting rolls. Necromancers have a lot of good spell options, but lack the casting bonuses to reliably get them through. An 80 point +1 to cast bubble can be well worth considering if you're running more than one necromancer. Granted, multiple necromancers is a bit of a niche choice, while the balefire's debuff aura is good for pretty much any list that can fit it. But there's enough utility to the lodestone bell that IMO it's worth the effort to magnetize it.
  7. I probably wouldn't get two of these. Another box of blood knights would be great, but the rest? One vengo can find a use anywhere, two seems questionable outside of avengorii where you might want both the special character and the generic version, but avengorii probably don't want 40 skeletons and 80 zombies. You could maybe find a use for that much infantry in certain Vyrkos or Legion of Blood lists, but even then it's kind of questionable, and you wouldn't want two vengorian lords in that case, and I doubt this box will be so discounted that the venga is free. So, while I think this box is an excellent way to start a SBGL army, no, I don't think I'd recommend two of it. ... As for what I would recommend to expand on this, the first thing I'd recommend is the Battletome. I mean, obviously, because you need it to play the faction, but also because it's full of flavor and lore about the faction which might inform the direction you want to take it. SBGL has a couple dud units (black knights in particular come to mind - when are GW's rules writers going to remember that they're supposed to be mounted wights, not mounted skeleton warriors?), but most of our units are decent at something, and even black knights aren't completely useless. So if after looking at the art and reading the lore in the battletome you end up falling in love with a particular subfaction, character, unit, or theme, then that can help direct your decisions. If you're just trying to stick to broadly useful units that can find a home in any faction, I'd recommend: 1) Necromancer. They're just a solid utility caster, and quite durable with their ability to shrug wounds to nearby summonables 2) 10 Dire Wolves. Fast, cheap, expendable, summonable, battleline, the new models look good. Use them to grab objectives early, gum up enemy movement, screen for your blood knights, or throw them into combat with a ranged unit to eat their stand and shoot command. Since they're fast, they can be in the the enemy's way from turn one, and yeah this probably means they'll die early, but they'll do good work while dying and give you a summonable unit to revive via endless legions. 3) Corpse Cart. Assembly's a bit of a hassle, so take your time. Also look up guides on how to magnetize bits, and see about magnetizing the bell & brazier so you can swap out the type, since both are useful in different lists. The bell can give necromancers the precious casting bonus that they otherwise lack to push through their strong signature and lore spells. The balefire's debuff aura is arguably even more useful. Deploy it next to your most valuable units to help protect them from alpha rushes and surprise deep strike threats on turn one. 4) Belladamma Volga. Yes, she's a special character, but you can run her in any SBGL army, she just misses out on subfaction bonuses outside of her native Vyrkos. But even without those extra bonuses, she's still a strong and relatively inexpensive caster who works especially well with dire wolves and blood knights, two units you'll also want to own and run pretty much regardless of subfaction. Keep in mind that you'll need some extra dire wolves for one of her spells. 5) Blood Knights. They really are the star of the book right now. There are successful SBGL armies that run four or even 5 units of these, but even if you aren't going all out on them, you could probably make use of two. The only reason to hold off is if you're afraid they'll get nerfed into the ground in the next points update, but you can't get too worked up about that. 6) 10 more skeleton warriors. They come in a box of 20, so you'd probably be looking to split a box with someone else. 20 skeletons, or 2x10, have their uses, but their revival mechanic works best with a max sized unit of 30, particularly with a necromancer nearby. 7) Vampire Lord. You won't always run one, but multiple bloodlines like having them available, and their command ability is very nice with the zombies you already have. Sadly pretty low on the priority list, it's a real shame we didn't get a proper bloodline powers ability set to help them shine, but imo it's still worth having one. .... That's about as far as I'd personally go with recommendations without knowing a specific subfaction or army concept you wanted to build towards. Like, grave guard have great offense and maybe could be on this list, but they're fragile and difficult to deliver and the models don't really hold up next to all the newer stuff, so I can't recommend them as a default purchase unless you know you want to make deathrattle a key theme in your army, in which case I guess get the battleforce because you'd also probably want a wight king. Fell Bats are a great cheap little unit for throwing at shooty squads to prevent the charge reaction against your real threats, but dire wolves can kind of do that already and they're battleline, so you probably don't need the bats unless your army already has battleline covered and is soreley pressed for points (ie you're playing kastelai blood knight spam). All of the big faction leader special characters have their uses but outside of volga I'm not sure how inclined I'd be to run them outside of their home factions or fairly specific builds.
  8. Warhammer Community Link The annual holiday battleforces have been previewed, and this time there's two for the forces of Death: one for Soulblight Gravelords and one for Ossiarch Bonereapers. Of the two, the Soulblight Gravelord box definitely seems to have the better selection of staple units for new players. The ossiarch box has a nice variety of very cool models, but from a game play perspective, especially for a new player just starting the faction, there's some more questionable inclusions. A box of morteks is, of course, a strong starting foundation, but just one box will leave a new player a bit light on battleline, likely needing to pick up more morteks, some deathriders, or both. The lack of deathriders in the box in particular is a bit disappointing, they probably would have been a better starting choice than the stalkers/immortis. They'd probably have been a better choice than the crawler, too, which struggles a bit in 3e. Still has some important utility, but not necessarily something a new player should be grabbing first. Its the largest and most visually arresting Ossiarch model outside of special characters, so I can understand it's inclusion, but I would have gone with either the crawler or the harvester, rather than one of each, and, again, used the space that opened up for more battleline. Heroes are a boneshaper - fine - and a soulreaper - unfortunate. Maybe the next book will make the soulreaper better, but either of the other two generic heroes, the mason & the liege, would have been a better early pick up. As a set of models, they all look really cool. As the start of a new army, it's a bit scattershot, especially compared to the Soulblight Box, though that's typical of these sorts of boxes. If anything the Soulblight box is a surprising exception. For existing Ossiarch players? I mean, Ossiarchs have been out for a bit now, anybody who jumped on with the battletome probably has all of these they need, especially with how the realities of how the points costs pan out for OBR means that, while you /might/ want more than one crawler or harvester, you'll almost /never/ want more than one boneshaper or soulreaper, and that's even if soulreapers magically get good next time around. Still, there are worse ways to start an army, and at the very least the models are cool and varied so they should be fun for a new player to mess around with. And this box would complement the Broken Realms box with 10 deathriders and a liege very well, so if your local store still has one of those, or if you or someone you know started OBR with that box and haven't gotten around to expanding past it yet then this box suddenly gets a lot more attractive imo.
  9. Warhammer Community Link The usual limited release holiday battleforces are on their way, and this time there are two for the forces of Death, one for Soulblight Gravelords and one for Ossiarch Bonereapers. The Gravelords definitely look to be getting the better of the two, arguably the best of all the battleforces this year, with a Vengorian, 20 skeletons, 40 zombies, and 5 blood knights. All of these are staple units that new players will benefit from grabbing early in their collection. Those who jumped on the Soublight bandwagon probably already have all they need of these units, but for new players this set gives you probably the most widely useful hero option in the book, a unit of our best heavy hitters, and a solid base of battleline infantry. This is almost exactly the units I would recommend to anyone asking where to start with SBGL, so any discount at all will make this box a solid deal. I mean, if it were up to me I'd maybe maybe trade half the zombies for a corpse cart or a necromancer and a box of dire wolves, but whatever, it's great as it is, and all of it will see regular use - again regardless of Dynasty choice. Existing players probably picked up a lot of this when the book released, so it may be a bit more questionable there. Almost every Soulblight player will benefit from having the option to run a vengo, 5 blood knights, 20 skittles, & 40 zombies, but relatively few will need more of any of that other than maybe the blood knights. But that's always the case for these big boxes. Regardless, very nice to see.
  10. or a Vengabus imposing a rend malus to nearby enemy units.
  11. if you have an old collection of vamp counts stuff, you could use some of the older, less armored vampire lord models that don't really look like they belong on giant 40mm bases anyway.
  12. Yeah, I wouldn't call Volga underutilized. She seems to see a lot of play in tourney lists I've seen posted. I haven't looked at actual usage figures to verify, but my casual impression is that Volga and Vengorians are the most played heroes out of the book.
  13. I'd also like to suggest a Vengorian with Vhordrai. Venga's beefy enough to take meaningful advantage of Vhordrai's command ability, fast enough to more or less keep up with him, & it's debuff aura is great support for both Vhordrai and blood knights, which you'll want to take advantage of in Kastelai. You don't have to go all blood knights all the time, but you do probably want to take at least 1 unit per 1000 points in your army.
  14. https://www.warhammer-community.com/en-us/ https://www.twitch.tv/warhammer Warhammer Day coverage has started on Warhammer Community & twitch. I don't think we're expecting anything big for Death factions (apart from the lovely Warhammer Day Limited Release Vampire Lord above), but there are a number of things we theoretically ~could~ see. Nighthaunts are about due for a new battletome, and there have been a couple rumour engine pics that could be night-haunty. There are also some yet unexplained rumour engine pics that could be Fleasheater in nature. And the Kainan's Reapers Underworld Warband sort of implied we might see Ossiarch archers at some point. Again, none of that is really expected in the short term, but if we see any of that, or any other Undead content reveals, I'll be updating this post with it. ... Pre-show starting now. The boys havin' the usual hobby chat. ... 40k first. Hey, off topic, but how do I turn off auto-emojis on this forum? When I type "-_-" I mean "-_-" not "". "" does NOT convey they same feeling AT ALL. Some genestealer cult stuff at least, so that's p. cool. ... Age of Sigmar, here we go, fingers crossed Bluh, Nurgle stuff. I mean, fair enough, they're due, but eh. That's it for AoS. Boo. ... Bloodbowl stuff. Dungeonbowl? Seems neat. Nothing undead in the starter box, but the factions/teams for the game are college of magic themed, which promises interesting future possibilities for 'college of death' team. ... Warcry next with a new starter. Nothing for death, but some nice terrain at least. Hopefully it provides a better starting point for the game. There's some nice rules for AoS undead factions in Warcry, but the game is a confusing mess to get into, really unclear which rulebooks are current, which are deprecated, and which are even still available. Would be nice to have a more clearly defined starting point. ... Coverage for Warhammer Plus now. As an AoS player primarily, Death factions specifically, I still don't see any point or benefit to it that even remotely justifies the cost. ... Underworlds Harrowdeep! Give me undead pirates! Nope. Ogre pirate. Still pretty cool. ... 30k. last primarch looking nice, but "-_-" ... ending with a teaser for a new red gobbo mini. ... AAAAND that's it. Nothing for Death, unfortunately, but again we weren't really expecting anything, and I'm at least still riding high on the very impressive Soulblight release, so not too terribly disappointed. Especially with the Warhammer Day vamp lord. Oh, well. Maybe next time!
  15. I love them. Will definitely have to pick this one up.
  16. there was also this one: As far as I know, this one hasn't been identified yet, and imo it could easily be the right hand of the same model as the left hand with sword above. If that's the case, we're talking about a bare-armed, clawed, gaunt-but-muscly figure, sitting in a crumbling throne holding a skull with one hand and a worn sword in the other. To me, this kind of screams 'Flesh Eater Courts special character', and could even be a model for the Carrion King himself. CK or no, a ghoul king on a throne w/ a more regal pose would do a better job of selling the FEC delusions narrative than any of the existing models. Likewise, whether or not it's the Carrion King, a FEC special character could do a lot to raise their profile in the game's lore. Currently the lack of any central personalities to follow is, imo, one of the reasons the FEC faction doesn't get as much attention in the narrative as it deserves, and the lack of narrative attention contributes to a lack of community hype. That's why, as long as my wish list for new FEC models is (plastic varghulf! actual models for the other courtiers! court mage ghoul wizard type! corpse-cart-esque banquet wagon! dire wolves, fell bats, and bat swarms! ghouls riding dire wolves or fell bats cavalry! new crypt ghouls with more upright posing and scraps of armor, cloth, & ragged weapons to indicate their deluded self image!), at the very top of that list is new FEC special characters to sell their faction narrative and drive their presence in the overall game narrative. Give us the Carrion King! If ghouls effectively think they're brettonians, give us ghoulified takes on Brettonian special characters! Maybe the ghoul equivalent of a green night who appears in various FEC communities during their time of need? Maybe a ghoul equivalent of the fey enchantress who seems sane and travels from one FEC community to another tending to them and temporarily easing their madness? Or maybe something crazy and new. Maybe a Gargant that has succumbed to the FEC delusions, or an Ogor chieftan who ate an abhorrant and was corrupted by it's version of the soulblight curse, becoming an Ogor ghoul king? I don't care what form it takes, but this faction imo needs headline personalities more than anything else. Hopefully GW's designers will use Nagash's well deserved nap as an excuse to bring all sorts of weird and interesting FEC personalities out of the woodwork. After all, of all the death factions, FEC are probably the ones that are the best fit in personality, temperament, and aesthetic for 3e's focus on the Realm of Beasts.
  17. Most start collecting boxes aren't that great. If the eventual OBR start collecting box looks like our half of feast of bones, I wouldn't really recommend bothering with it. Maybe get one if you like all the units, but you'll never want more than one of the special character, even the one is purely for display shelf reasons as he's terrible in game right now, and the rest? 1 box morghasts, 1 box stalkers, and half a box of morteks? Again, one set might be worth while, but you're probably not going to build an effective army out of multiples of that. The broken realms box, if you can get it, is absolutely worth picking up one of for a new player, much more than the obr half of feast of bones, but even that you don't need multiples of it because you don't need multiple lieges, and once you have the one the BR box doesn't really save you anything vs. just buying the kav units separately, not unless you think you can sell the spare liege on the secondary market. I have a hard time imagining an OBR start collecting box that GW would be inclined to put out that would also be an effective way of building up armies. Even if it were something like 10-20 morteks, 5 kavalos, and a hero, we just don't have any heroes we want to run multiples of, yet they're all expensive enough that they would eat up the discount of a start collecting box, so once you had the hero getting more of the box wouldn't save you much vs. just buying the units separately, especially with how aggressively morteks are already priced. And that's an ideal situation, you could easily end up with something like the Soulblight SC, which, I mean, it's ok if you need the graveguard, but an awful lot of soulblight players are going to have a hard time making use of one of those boxes, let alone multiple. Things might change with new units, but yeah. As is, I just don't see a start collecting box doing much to change the landscape for new OBR players.
  18. The prices of ~most of~ the models in the army are quite high, but so are the points costs, which means the price of the ~overall army~ isn't that bad. And the overall army price is brought down further by the one exception to the 'high priced' trend - mortek guard. While mortek spam is less of a thing in 3e than it was in 2e (points cost up, no max unit discount, max unit down, reinforcements restricted, smaller unit sizes in the game in general making 5 man kavalos units a more attractive battle line option than they were in 2e, new CA restrictions make it harder to stack buffs like morteks used to like to do which further skews attention towards the less RDP hungry kavalos), most OBR armies are still going to have Morteks taking up a larger portion of the overall points value of the army than anything else, and compared to other equivalent units Mortarks are surprisingly cheap. Fully half the price per model of the equivalent lumineth core battleline units, and not appreciably less elite than they are in points cost or tabletop effectiveness. Mortek Guard could have been the same price for 10 models instead of 20 and people wouldn't have griped any more about them than any other elite infantry kit in the game. As is, they're cheaper per model than some hoardy chaff units in other armies. They're the same price per model as deathrattle skeletons, only barely more than deadwalker zombies, and significantly cheaper than chainrasp hordes, and this goes a long way towards making the cost of collecting an OBR army much more manageable than it might at first appear, even without a start collecting set.
  19. I doubt we'll see a new book soon, and good for it. The more time that passes, the more chance of the design team moving away from the early 3e faction design paradigm. The stormcast and orruk books aren't weak or boring, not if you stick to the new units anyway, but the flagrant difference in not just power level (that could be fixed with later points cost revisions) but effort and interesting rules between the new and old warscrolls is downright alarming, and the lack of depth to the faction and subfaction rules means you get your mechanical depth from your warscrolls in these books or you just don't get any. I really don't like it. When SBGL came out, I really thought we were a preview of what to expect from faction rules in 3e, especially with how some of our unit rules only made sense in the context of 3e core rules (eg 'Riders of Ruin' on the blood knights) - and I was pretty happy about that. I thought the gravelords set a pretty solid precedent for a cool faction where nearly all of the units were interesting, had some clear effort put in by the designers (SBGL does a better job of making skeletons and zombies distinct units that are each worth fielding in their own right than any previous warhammer undead faction ruleset). Yeah, Black Knights are a bit of a dud, and maybe a couple of the Ulfenkarn characters, but that's, what, a couple units out of a couple dozen? Right now I'm just hoping the design of the Stormcast and Orruk books are a fluke, that they're weird because GW's trying to push the starter set stuff, and doesn't want new players why buy in to feel like they have to go chasing a bunch of old stuff to make their armies work. Either way, the sooner GW moves away from these two the better. In particular, I'm hoping we're off of this design style by the time the next Nighthaunt book is released, because they in particular really need and deserve a better ruleset this time around.
  20. You could maybe try using some combination of gravesite deployment, deep striking vargheists, fast threats like Manny/Vlozd/Venga with pinions, and outflanking blood knights via LoNight or Kastelai rules to try to surround them? Can't jump out of charge range of /everything/ if the entire table is within charge range of /something/. It's a bit of a stretch though, admittedly. Honestly, they're kind of dumb, and I do personally prefer the casual/narrative answer of just saying 'please don't run four'.
  21. The Original Post has been updated with a new version including the following changes: cleaned up some wording removed the option to field morghasts. Yeah, they kind of should be there, but they kind of should be in the LoBlood and LoNight subfactions too, and they aren't there either, and as much as possible I want this optional lineage to conform to the design of the official lineages. Black Disciples casting bonus changed from 'Necromancers' to 'Deathmages', in order to apply to new homebrew deathmage units. Corpse geometries changed from a flat +1 on the Endless Legions roll to re-roll 1's on the same roll after official SBGL errata changed Endless Legions to happen at the end of every battleshock phase instead of just your battleshock phase, making the previous version of the battle trait twice as effective as I had intended it to be. Asylumaticae restricted to 'Deathmages' instead of 'Necromancers' to account for new homebres Deathmage units, & it's effects changed (end of hero phase, once per battle), to make it a little clearer, reduce it's power slightly, and distinguish it from other similar items. Shroud of Darkness removed entirely, as I was having difficulty writing a version that was consistent with other 3e design, meaningfully distinct from the Wristbands of Black Gold, and not overpowered. In it's place I added 'Liche-Lord's Staff', which lets the bearer cast an extra spell and multi-cast arcane bolt, in imitation of Arkhan's staff. This also helps lean the artefacts more towards the faction's spellcasting theme. Warscroll Battalion changed to incorporate the new homebrew units, and to avoid awkward wording trying allow LoSacrament armies to include Arkhan in the formation while preventing other SBGL subfactions from using the battalion to backdoor arkhan into non LoSacrament armies. This does break from SBGL design precedent in that the other subfactions don't have unique battalions of their own, but warscroll Battalions in general are narrative-only now, so I'm not too bothered about it. Added two new homebrew hero units: The 'Sacramental Liche-Lord' is my first draft take on the long desired 'Necromancer on Mortis Engine" hero, meant to fill the roll of centerpiece general for SBGL armies that prefer deathmages over vampires. It's basically a mortis engine that is also a double-cast wizard, with the Reliquary as a spell instead of a 1/battle ability. The Reliquary spell starts off difficult to cast since it is emulating a powerful, 1/game ability on an existing unit, but gets easier to cast as the unit takes damage similar to how older versions of the reliquary rule got stronger in later turns of the game. The 'Soulblight Arcanovore' is an option for a more LoSacramenty, death-magicky, Necrarch-style vampire lord. Regular Vampire Lord stats, but lower save, weaker weapon, no command ability in exchange for double-cast/unbind and the Deathmage keyword. For thematic reasons, I replaced the normal 'hunger' ability with the 'arcane hunger' variant, and gave the unit a signature spell that complements the magic-eating theme. The hero is meant to provide a midpoint caster hero inbetween regular necromancers and the big centerpiece models like Arkhan or the Sacramental Liche-Lord above. The homebrew units are both at the first draft stage, and I would greatly appreciate suggestions and feedback on any aspect of them - concepts, stats, abilities, signature spells, point costs, and whatever other notes you might have. In particular, do these units successfully fill the gaps of "large centerpiece general for necromancer-theme armies that don't want to run named characters" and "spellcaster specialist vampire infantry hero"? If not, what changes do you think they need to fit those gaps? Would you be tempted to run them in a LoSacrament army using these rules? If these rules were official, would you be tempted to run them in other bloodlines, even though they wouldn't benefit from subfaction rules? Do you think they step on the toes of any units that already exist in the book? Apart from the new units and the warscroll battalion, which are still in an early and entirely untested, the rest is getting pretty close to finished. Once the rules are at a finalized state I'll move on to start putting together a proper PDF, including putting out a call for anyone with old Necrarch & Legion of Sacrament armies who might want to contribute pictures of their models.
  22. I think 3e's number of terrain pieces is enough, but I do wish they did more in general. More vision obstruction, more cover, more impediments to movement, etc. The die roll for a random affect that doesn't usually affect as that much doesn't really do it for me. I've heard 40k has better terrain rules in 9th, if that's true then it's too bad they weren't ported over. Another problem is terrain GW actually makes. The 'forest' is three trees without even a surface to put them on. The available 'buildings' are all pretty small and flimsy, and either ruined or with construction barely started. No official hills, or water bodies. No currently available fortifications or castle walls. No larger, multileveled structures, complete or otherwise. No elevated walkways or bridges. The graveyard kit is pretty good, and there's a bunch of faction-specific pieces that are all at least interesting to look at if not to move around on. But GW only seems motivated to write rules for discrete first party terrain models, and their current selection outside of faction terrain is threadbare and unexciting. Which is a shame, since AoS's setting absolutely supports exciting terrain offerings in the narrative. outcrops of living rock, carniverous plants, upside-down floating pyramids, ancient overgrown city walls and ruins, rivers of water, ice, lava, or magical energy, etc. You can scratch build some of that stuff yourself, but since GW doesn't make it the game rules don't support it. It's even more frustrating, because GW /used/ to make a lot of decent terrain. Basic modular hill and forest kits (the current kit is, if anything a /downgrade/ from the citadel woods), a somewhat bland but serviceable castle, the big impressive khorne skull hill, a whole bunch of cool, large buildings like the watchtower and the fortified manse and the epic Skullvane Manse. Even some of the more exciting early AoS terrain like the khornate fortifications and the dragonfate dias are gone. The stormvault stuff isn't terrible, even if it isn't as good, but I doubt even that will be here long. Most of the warcry scenery was already unavailable back when the 2020 GHB made it near about the only scenery with official matched play rules support that season. It's honestly kind of dire.
  23. Sadly a lot of what used to make soulblight units useful allies for nighthaunts is gone. I think you could make a solid case for Vengorian Lords, with their debuff aura and Nighthuant's lack of good monster options. The Crimson Court are a vanity unit even in Soulblight, though. You take them because the models are amazing and you want to show them off, not because you expect them to do anything, and they can do that just as well as allies in a Nighthaunt list.
  24. I'm glad to have at least saved someone some of the hassle I went through. Honestly, I still wish they had done a new grave guard kit and left the existing skeletons alone. The old skittle kit was still fine, imo, and in particular chopped up into piles of miscellaneous bones and skulls to use on bases & such well, where the new skeleton kit just doesn't. As a unit, the new kit looks better than the old kit, sure, but the grave guard warranted the upgrade more. Oh, well.
  25. Kainan's Reapers aren't amazing in and of themselves, but they are a very nice for their points cost, and fill a useful niche.
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