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Chumphammer

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Everything posted by Chumphammer

  1. Not tried my Shadowstalkers in a big unit yet so might give it a go I found 15 sisters very effective and was about to try 2x10 in hinterlands but then got distracted by the avatar thing lol
  2. Sacrament + Hagg nar means someone it Zealots rage turn 1. Rules as written, zealots rage clearly says: So all active turn 1 if you get sacrament up. Alpha beast pack is being discussed atm, tbh I dont need it so it doesnt matter if I dont have it. Played a game today and list went really well. Not sure if i need the lifeswarm though so looking at other options
  3. So I started printing this: My idea is to do Squignos, Lord of the bouncy death I found a skarsnik and gobbla STL so I am going to use them as Kragnos. I am printing Gobbla around 6" high and will do a base for him to make it bigger and then have Skarsnik on top riding him (or on rock at the base)
  4. In 2.0 I think you can, as you could run in a retreat. 3.0 you can only retreat
  5. Take a pot shot at GW every chance I get? its dumb how we are the only faction not to get updated cards. Only thought is we are getting Malerion within a year and he will have a DOK update like Soulblight Gravelords did for most undead. I mean you can use a marker pen on the older ones which just have a small change. I just printed and laminated the ones i needed
  6. Looks interesting to Sigil can work too, as with the +1 from Avatar you have a good chance of getting it off I think you can use the D6 move on avatars as its before the turn so the animate rules are not in effect Playing two games with my list this weekend so will let you know how it goes. 1st VS Archaon STD and 2nd VS Skaven
  7. a different list idea....The battle line are just there for screens and helping be on point. Avatars and cauldrons are main damage dealers 6 dispels and a selection of prayers for all my needs (with +1 to cast) inc 2 prayer heals and lifeswarm. With Heart of khaine/heals/Hagg Nar thats a lot of durability for the big stuff Shadowstalkers cap points or hunt support heroes No idea if it would work. I would deploy back as if they let me go 1st its buff central. **Avatars can actually be in beast alpha-beast pack also for D6 extra move and I could put some of the BL in hunters of the hinterland since i dont care about drops
  8. You have a very negative view my dude. Not sure who you are tournament wise or whats your meta, but yeah. Very negative. 1: I dont use Morathi-Khaine, yet I still win 90% of my games. And VS a good player she does die as they know how to handle her. Morathi is solid, dont get me wrong, but in the right army list and set up. 2: SOS are 135pts for 10. not 115. None of the army has BS protetion atm unless witch brew. They have a 5+ with cauldron, which you would take with them, and then 4+ if buckler in combat, which you should as its better than dagger, and 3+ (only good vs rend due to cap) 20 of them can still work, especially if you take subfaction where you can retreat and charge, or retreat and pile in 6. If enemy are also shooitng them off then they are not shooting more important stuff. 3: Medusa are amazing for 120pts. 1 cast, 2 dispels, 6 Wounds, a good number of attacks and the shooting attack is amazing vs hordes. I have COS players looking at adding her due to her worth. I mean seriously, relook at her scroll and see the work she can do even if you throw her into screens/small units. And again, if someones shooting my single medusa then they are not shooting my shrine/cauldron/snakes 4: Depends on what you use to take them but khainite shadowstalkers are great obj grabbers and even soft support characters due to champions attacks. Even dropping them in front of a big unit to block a charge for a turn is worth 120pts. Mirror dancing 2 Medusa on the flanks of a horde of Sentinals is amazing value. Its how you use the teleports not just we have them for obj. 5: I wont comment on Khinari as I dont use them cause I think shadowstalkers are better 6: I have 6 dispels and yes, without +1 to dispel its not perfect, but medusa are worth it even vs non magic armies and even vs magic ones, you can still roll well. I rolled an 11 vs a +3 to cast more more warp power and it changed the game. Its a dice game at the end of the day even with those +1's 7: Avatars are solid and great for 135pts. Yes, you need to activate them, but thats ok if you work that into your list. My solo avatar has done amazing work and only died once so far in 6 games of 3.0. I dont run him off solo yolo, he usually supports my snakes or heros as he can sit nicely in a unit and use his reach to work if you pile him in/charge right. You are dreaming if you think Khelibron is our only competitive choice. If what you are using is still the same playstyle to AOS2.0 then you need to change your mindset. 3.0 isnt the same game by far, and I actually think DOK should be concentrating on Objs and battle plans other than just killing the enemy
  9. No idea yet lol. I have something I wanna test at 2 local 50 player events in Sept and Oct and see how it goes A lot depends on the LVO pack
  10. Dok are great in AoS3.0 I think we are a Solid A I'm gonna win lvo2022 with dok
  11. I'm still using 10, just split in picture for effect Found 10 worked well once I got the hang of using them but haven't played it in 3.0 yet so will see (as been concentrating on my dok as they are my competitive army) I do have enough lions for 15 lol
  12. Yeah I dont think its worth it. Its easy to counter now and I just dont think its worth it. 10 snakes as a support, sure, but 15 with Morathi is a huge chunk of points for a gimmick
  13. 1: I would say yes, as its before the battle round so out of phase, so activated doesnt need to be a thing. Like the avatar got there in the first place, I am sure it can walk an extra D6 before it shuts down lol. Scroll rules work in phases, the free move is out of phase 2: They count as 2 models with their wound characteristic separate and can be in different batallions 3: yes, she is a general 4: no. killing one general does it so no extra if you kill both (same as killing 2 monsters in a turn)
  14. Looking forward to trying it. Btw Medusa are a steal for 120 points. They were really versatile. Tripple stare on 40 Zombies pretty much popped the unit
  15. So ran the above list at the weekend on 3 x 3.0 test games talked over two opponents by top of turn 3 (tabled) and game 3 was a nail biter that I lost on turn 5 by 4vps vs Skaven. Will do more of a break down on my blog as made 2 stupid errors on the last game. also seems he forgot to take damage from some sources which did have a bit impact also but whatever it was a learning day The list worked well but a few things of note were: 15 block of snakes is a little overkill in some aspects and a big target 2 x 5 stalkers works ok but single block would be better for +1 to hit and unleash hell slaughter queen didnt do much. She only got into orgy of slaughter once and curse was out of range or failed to cast Mindrazor is a ****** to cast. Maybe twice all day. I miss the old shadowstone lol So changes I made were: Dropped sq for hq and sacrament. especially with the Haggnar ability of incease to blood rites and the new immune to BS/-1 rend on the last one. Getting all turn 3 on a unit could be good dropped a unit of shadowstalkers. Though good, think having last changes is better adding 5 Blood sisters and having 2 x 10. More flexibility, less of a single target. Means I can pull one back and Rally if needed while the other pushes. Better vs Unleash hell put both stalkers into a unit of 10. Better for +1 to hit but moreso unleash hell support
  16. Sentinals done Will get better pictures at work when I can use the light box and get an army picture. Just adding bits to the other bases (hence pva on base still)
  17. FAQs are up. Heart of fury scroll change, now on a 1-5 you get -1d but on a 6 you get -1d, +1A and vanishes at end of round Avatar now +1 to chanting rolls not prayers, so gets +! to prayers and heart of fury Unquenchable Fervour now -1 rend to your units and immune to battleshock Thats the main stuff I noticed Some changes to artifacts (khainite pendent now only 2 cast prayers, not 3)
  18. Allegiance: Gloomspite Gitz - Jareth's Bouncy Boyz - Sub Faction: Jaws of Mork LEADERS Squiggy Stardust, Loonboss on Mangler Squig (310) - General - Command Trait: Envoy of the overbounder - Artefact: The Amulet of Destiny The Thin White Duke, Loonboss on Giant Cave Squig (110) - Mooncutta - Artefact: Syari Screamersquig Screamin' Lord Byron, Fungoing Cave-Shamen (95) - Lore of the Moonclans: Squig lure Major Tom, Fungoing Cave-Shamen (95) - Lore of the Moonclans: Hand of Gork UNITS 12 x Squig Herd (160) 12 x Squig Herd (160) 12 x Squig Herd (160) 10 x Boingrot Bounderz (210) 10 x Boingrot Bounderz (210) 10 x Boingrot Bounderz (210) BEHEMOTHS Mangler Squig (275) BATTALIONS Warlord (Enhancement – Artifact) (Mangler, Fungoids x 2, 12 Squigs) Battle Regiment ENDLESS SPELLS / TERRAIN / COMMAND POINTS GRAND STRATEGIES/TRIUMPH Predator’s Domain Indomitable 1995points 5 Drops, 2 (4) casts, 2 dispels
  19. Squigacalypse! Tbh I think the Amulet of destiny 5+ ward from the rulebook is probably better from the clammy cowl Also doing double fungoid as seems worth it looks good. Only thing is I might make the boingrots into 1 unit of 10 it can hit together and if they die you get 5 back
  20. Played vs the list. dont think Ironscale is right for Haggnar, better for a more push 1st turn army with Morathi-Khaine Swapped for a 3rd Medusa
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