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270 Celestant-Prime

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About Black_Fortress_Immortal

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    Lord Castellant

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  1. This list has performed well. This will most likely be my tournament list moving forward. The unbinding power of the Knight Incantor in dire situations when needed is clutch, and the Malevolent Maelstrom's range is fairly long and will buy you some extra unbinding attempts across the table. Runic Fyrewall for laying down the blockage, but I've also found that it helps support your Magmadroth in combat if you have to throw your bonus save rolls on him... +2" movement/charge run + Ember Storm? A fast moving Magmadroth that will be pretty tanky in melee. Of course the real winners in the list are the Hearthguards. I've found that the Vulkites get targeted when they're on objectives, or if I choose to deepstrike them with the smiter, so the reroll hits on the axes buys you some punching power with their berserk ability before they die. Allegiance: Fyreslayers- Lodge: HermdarMortal Realm: GhurLeadersAuric Runefather on Magmadroth (280)- General- Trait: Warrior Indomniate - Artefact: Tyrant Slayer - Magmadroth Trait: Coal-heart AncientAuric Runemaster (120)- Prayer: Prayer of AshAuric Runesmiter (120)- Forge Key- Prayer: Ember StormBattlesmith (140)- Artefact: The Nulsidian Icon Knight-Incantor (140)- AlliesBattleline30 x Hearthguard Berzerkers (600)- Poleaxes10 x Hearthguard Berzerkers (240)- Poleaxes10 x Vulkite Berzerkers (160)- Pairs of HandaxesBattalionsLords of the Lodge (140)Endless Spells / TerrainRunic Fyrewall (40)Malevolent Maelstrom (10)Total: 1990 / 2000Extra Command Points: 1Allies: 140 / 400Wounds: 135
  2. Knight-Incantor auto-unbind is extremely valuable. Worth the 140pts alone. Stopping that crippling debuff or hand of dust without having to roll a dice is awesome.
  3. A little more work on the heroes with the Grimwrath. Converted up a bit more of the Vulkites as well.
  4. Do people here take Fyreslayer or Dispossessed allies for their melee screen or objective-grabbers? Any success?
  5. Thank you. Fallen/standing trees, stream with mud/rocks and some ice. Very bleak winter forest theme, as realistic as possible. Thank you much.
  6. Hello, This year I'm tackling a fully customized/converted/kitbashed (or whatever people want to classify it as) Fyreslayer army. The concept for the army is a clan of Fyreslayers who are established in the frozen forests of Ghur. Sylvaneth and Beastmen bits will be used as well.
  7. This would be a good variation of what you have there: Allegiance: Legion of AzgorhMortal Realm: AqshyBull Centaur Taur'ruk (160)- General- Trait: Grotesque - Artefact: Armour of Bazherak the Cruel Daemonsmith (100)- Darkforged WeaponDrazhoath the Ashen (320)30 x Infernal Guard Ironsworn (240)10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)6 x K'Daai Fireborn (280)Magma Cannon (140)Magma Cannon (140)Skullcracker War Engine (200)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 136 You'll still have tons of infantry, some good shooting and melee, as well as spellpower.
  8. Teleporting doesn't count as "moving" it's a "set-up" but you're likely to eat spells. If the woods are on an objective, I'd say give it a shot so your Vulkites with shields can potentially be 3+ save, rerolling failed saves with the Battlesmith banner.
  9. Hello, Looking at starting up Fyreslayers and I'm interested in the Lords of the Lodge Battalion, with a setup like below: Allegiance: Fyreslayers Mortal Realm: Ghur Knight-Incantor (140) - Allies Auric Runefather (100) - General - Trait: Spirit of Grimnir - Artefact: Gryph-feather Charm Battlesmith (120) Auric Runemaster (80) Auric Runesmiter on Magmadroth (200) - Forge Key 30 x Hearthguard Berzerkers (480) - Poleaxes 30 x Vulkite Berzerkers (360) - Pairs of Handaxes 30 x Vulkite Berzerkers (360) - Pairs of Handaxes Lords of the Lodge (110) Geminids of Uhl-Gysh (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 140 / 400 Wounds: 125 The reroll failed wound rolls from the Runesmiter on Magmadroth seems very strong, and the Battlesmith staying near your blocks of units to give reroll failed save rolls. Knight-Incantor for the auto-unbind and throwing the Geminids out there. Possible other artifact is the one that auto-dispels the endless spell.
  10. Yes, they ignore the woods while moving. They essentially have "fly" without the keyword, meaning Idoneth can't take it away from them. The list works fairly well actually. People are worried about model count, but you need to hit a threat as hard as you can, and they can't do anything back. The debuffs help too.
  11. I run a different setup now. Allegiance: Soulblight- Bloodline: Swift DeathMortal Realm: GhurVampire Lord on Zombie Dragon (440)- General- Deathlance & Shield & Chalice- Trait: Mist Form - Artefact: Gryph-feather Charm - Lore of the Vampires: Spirit GalePrince Vhordrai (480)- Lore of the Vampires: Vile Transference5 x Blood Knights (240)5 x Blood Knights (240)5 x Blood Knights (240)10 x Dire Wolves (120)- AlliesCastellans of the Crimson Keep (150)Geminids of Uhl-Gysh (40)Total: 1950 / 2000Extra Command Points: 2Allies: 120 / 400Wounds: 93
  12. Picking up my half of Wrath and Rapture in a day or two. My FW Exalted Keeper of Secrets is ready for painting as well. I look forward to what is in store for Slaanesh in the coming months...
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