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Gnarvock

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About Gnarvock

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    Liberator
  1. Stauderpower, those are sound points. Thank you. I agree with you on the warpfire projectors for the stormfiends since the army lacks efficiency against high armor. I also realized I need at least 1 stormfiend to have a Grinderfist in order for the unit to appear near/behind enemy lines, meaning I can only have 2 other weapons instead of 3. With the other 2, I'll do warpfire projectors! As for Wulfrik and the marauders, I see the appeal of having them appear behind enemy lines too, however, they won't likely reach close combat like the beastmen would (they can run and charge), so wouldn't he and the mauraders be at high risk of just getting shot/charged at by whatever units I fail to assault? Being behind enemy lines, that could be multiple units attacking. I'd like to know how you'd advise playing him and the unit, cause to me, at the moment, I see them getting killed quicker than doing the killing. As I said earlier, sound points, Stauderpower!
  2. My hobby group and I have recently started up AoS after years of not playing Fantasy anymore. I drafted up an army list based on a 150 Wound game (we play by wound count, not point value). I would love some feedback on it. I'm trying to make it fast and deadly. Let me know what you think! Wildstalker Brayherd Batallion: Beast Lord: 5 Wounds Great Bray-Shaman: 5 Wounds Great Bray-Shaman: 5 Wounds 10 Gores: 10 Wounds 10 Gores: 10 Wounds 10 Gores: 10 Wounds 10 Bestigors: 10 Wounds 5 Bestigors: 5 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds Non-Batallion Units: 1 Exalted Flamer of Tzeentch: 4 Wounds Sayl the Faithless: 6 Wounds 5 Skin Wolves: 20 Wounds 3 Stormfiends: 18 Wounds 2 Chaos Familiars: 2 Wounds The strategy I'm working off of is that with the Wildstalker Brayherd, I can setup all units within that battalion in an ambush behind the enemy force. Since the beastmen units can run and charge in the same turn, chances of getting into melee turn 1 are high. All while that batallion does its thing, I'll try to roll and see if the 3 Stormfiends enter the battlefield. If I'm successful, I'll set them up close to the batallion and unload 3 Ratling Cannons (each shooting 3d6 attacks). That's shooting support for the batallion. Then from my side of the table, I'll have one of the Bray Shamans, Sayl, the 5 Skin Wolves, an Exalted Flamer, and 2 Familiars, who I'll keep right next to the shaman and Sayl for +2 to casting. Turn 1, the shaman will try to summon a monster to come and support the batallion in the ambush (I'm thinking of pulling a ****** move and using a Chaos Mammoth lol). Also on turn 1, I'd have Sayl cast Traitor's Mist on the Skin Wolves, giving them a flying movement of 18 inches, which will make them fast melee reinforcements for the batallion. The Exalted Flamer will fly around shooting ****** up, and in later hero phases after the shaman summons something big and Sayl makes the werewolves fly, they'll focus on summoning more Exalted Flanders to crank up the firepower. With those strategies in mind, what do you guys think? Does this force work? Is there anything you'd do differently or have me consider? Any and all suggestions would be greatly appreciated. Thanks guys! -Gnarvock
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