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Black_Fortress_Immortal

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Everything posted by Black_Fortress_Immortal

  1. The FW master plan has worked... the Skullcracker is our premier melee unit, and is now in high demand! Unfortunately.. they.. umm.. sold out..
  2. Eh, yes and no. You need a Command Point to make everyone "fearless" and your CPs should be spent on the Castellan CA to maximize your army's damage, ESPECIALLY with the banner and battalion reroll 1's... your 60 Ironsworn will be throwing out a lot of damage. Fireglaives already shoot out mortal wounds, and 4 seems a bit overkill, especially when you can take something with more mobility/output like an Iron Daemon or Skullcracker. Without the engines, you're going to have a hard time pointing your cannons on key targets that need to die. Our main strength lies in our artillery killing their support units.
  3. That list looks great. A few possibilities: 1. Grotesque + Armour of Bazherak or Gryph Feather Charm on the Taur'ruk. You can have him -2 to hit in melee, -1 by ranged, or -1 to hit in melee and 5+ ignore any wound. You want him to stay alive to throw out his +1 hit command ability, and this would help. 2. Chalice of Blood and Darkness. This is a great pick I've found to disrupt enemy casters. Armies like Tzeentch and stuff who gain bonuses will statistically beat your unbind attempts, especially with destiny dice. The Chalice can help stop them from being able to cast at all, even though it's only once per game.
  4. Imo, if you're going to run that much infantry, you should really invest in the battalion with the support heroes. Drop a Magma Cannon or two for something like an Iron Daemon. Rolling an Iron Daemon up the field with a Magma Cannon, just spells certain doom for many mid-backline heroes.
  5. I did in the last edition (haha). But in all seriousness, I'd think that taking GA: Chaos would work well for hordes of cheap infantry with Crown of Conquest mitigating battleshock, supported by War Engines and Magma Cannons.
  6. I think they're very good for their price. The run + charge is very powerful. I've run them in MSU and in a block of 12... the block of 12 is great for 480pts, but I only run that when I have a battalion where I can guarantee that I can survive a battleshock test if I don't get 1st turn and they get slammed. With damned terrain, 60 attacks, 3+/4+/-/d3 with rerolling 1s to hit, 3" reach is great. They're not going to make every save, and the D3 damage can really be nasty.
  7. I don't think it's a good idea to run a unit of 6 centaurs due to battleshock risk, and 80pts on endless spells when you have 1 wizard doesn't seem like a good idea for a 1000pt game.
  8. Skullcracker is always worth it. Last tournament he threw 20 attacks at the enemy horde, in which 10d3 wounds were suffered.
  9. Try this list: Allegiance: Legion of AzgorhMortal Realm: AqshyInfernal Guard Castellan (120)- General- Darkforged Weapon & Pyrelock Pistol- Trait: Grotesque - Artefact: Armour of Bazherak the Cruel Drazhoath The Ashen (320)Daemonsmith (100)- Darkforged Weapon- Artefact: Chalice of Blood and Darkness Infernal Guard Battle Standard Bearer (100)30 x Infernal Guard Ironsworn (240)20 x Infernal Guard Ironsworn (180)30 x Infernal Guard Fireglaives (300)20 x Infernal Guard Fireglaives (200)Magma Cannon (140)Magma Cannon (140)Blackshard Warhost (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 139
  10. I think it was your battle report, haha get in the discord. I'll be having some up that showcases each battalion and then my tournament list that I've had success with, and some breakdowns.
  11. Yeah you need heavy hitters. Magma Cannons, Skullcracker, Iron Daemon, Centaurs, etc. if whatever hit the front line is deadly, then it needs to be killed, otherwise debuff it with ash storm and tank it out with the Ironsworn and focus down something else.
  12. I've toyed around with this list before our update, but it was fun: Allegiance: Legion of AzgorhBull Centaur Taur'ruk (160)- GeneralDaemonsmith (100)- Darkforged WeaponDaemonsmith (100)- Darkforged Weapon10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)Iron Daemon War Engine (180)Iron Daemon War Engine (180)Skullcracker War Engine (200)Skullcracker War Engine (200)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 115 8 warmachine list.
  13. Revisit the Legion. Stronger than they previously were, imo. The addition of the Blackshard Armor, revamped Ash Storm, and Fireball are game changers.
  14. Shar'tor seems a little superfluous, but if you like it, try it out, it looks like a solid list. Only problem is you only get 1 artifact.
  15. Yep, and the 4+ mortal wound aura at start of combat is that little bit of extra that helps take a hero down.
  16. I gladly take 3 Magma Cannons. Sure, it's extremely strong, but I bust that list out only when I'm getting ready for a tournament or competing in one.
  17. Right, but mathematically 3 for 360pts will do much less to a horde than 2 magma cannons for 280pts will. When you have to hit units of 5+ models, they're going to be contesting objectives, and the 36" range is unnecessary.
  18. You have to kill their bodies. You don't win on Turn 1-2. People will wonder whether to take the first turn or to give you the first turn so they don't get doubled. This is the problem, and it doesn't matter if it's 7 drops or not. Most armies will want you to get the 1st turn so they don't get tabled on a double, and even if they do get the first turn, your Doppelganger Cloak and proper positioning can make sure that you don't get tabled 1st turn. Can feel free to grab another crappy chaff unit or juggle the points around a bit, but the power is in stacking command abilities. Of course it's not a meta-winning list, but then again, if you're a decent player you don't need a top-meta list to beat a top-meta list.
  19. I've won with it, sounds like a personal problem you have.
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