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Black_Fortress_Immortal

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Everything posted by Black_Fortress_Immortal

  1. Swift Death applies to entire army. With cogs, your Blood Knights are going to be flying 14" with a +2" to charge, which is massive. There's going to be more mobility on your knights, charging OVER lines. Sigil of the Sanguine Throne is a 12" range re-rollable charge, which is super strong for an alpha-strike army. Mist Form is extremely powerful. This allows the VLoZD to have their pick of targets and prevents him from being tied down. Since they're stronger on the charge with the Lance, you're going to have more output that way, and with the 16"+ fly with rerollable charge, you're going to have your pick of targets. Legion of Blood can't do this.
  2. Deathshrieker is junk for the most part, imo. Also, you have melee taken care of, why take the Ironsworn? If anything, I'd take an Iron Daemon, drop some Fireglaives and take a Magma Cannon or two. I'd take something along these lines: Allegiance: Legion of AzgorhMortal Realm: UlguShar'tor the Executioner (220)- GeneralDrazhoath The Ashen (320)Bull Centaur Taur'ruk (160)- Artefact: Armour of Bazherak the Cruel Daemonsmith (100)- Darkforged Weapon- Artefact: Chalice of Blood and Darkness 6 x Bull Centaur Renders (360)3 x Bull Centaur Renders (180)3 x Bull Centaur Renders (180)Iron Daemon War Engine (180)Magma Cannon (140)Execution Herd (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 110 EDIT: You want your Taur'ruk to survive, so definitely take the Armour on him, as it'll extend his lifespan. Shar'tor is going to be one of their priority targets... everyone seemed to focus him down over Drazhoath every time I've run the herd... fortunately he benefits from Look Out Sir (despite his large size, he is not a MONSTER).
  3. Soulblight bloodlines are very nice bonuses, along with VERY strong Command Traits and Artifacts. A completely different playstyle than LoN... more 'elite' than running buffed up regenerating hordes/gravesites.
  4. I was looking at running this list: Allegiance: Soulblight- Bloodline: Swift DeathMortal Realm: UlguVampire Lord On Zombie Dragon (440)- General- Deathlance & Shield & Chalice- Artefact: Doppelganger Cloak - Lore of the Vampires: Amethystine PinionsPrince Vhordrai (480)- Lore of the Vampires: Vile TransferenceVampire Lord (140)- Artefact: Sigil of the Sanguine Throne - Lore of the Vampires: Soulpike5 x Blood Knights (240)5 x Blood Knights (240)5 x Blood Knights (240)5 x Dire Wolves (60)- AlliesChronomantic Cogs (60)Total: 1900 / 2000Extra Command Points: 2Allies: 60 / 400Wounds: 88 The idea is fairily simple... buff up the VLoZD with Death Knight and Bloodfeast, cast Amethystine Pinions to buff the movement, have the Cogs cast for +2" move + charge, fly up to shoot and charge, with Vhordrai support. Advance the Blood Knights up as well, and pass around the Sigil of Sanguine Throne reroll and command point use as needed. You have a VERY good chance at having multiple units in combat turn 1, and if you go second, they risk having your VLoZD in their face for multiple phases (Fist of Nagash). Due to Doppelganger Cloak, they won't be able to hit your VLoZD until you want them to... in which a buffed up General will demolish them. A very 'elite' army that has little margin of error.
  5. You just need to focus on getting Drazhoath, use Magma Cannons only, get a Taur'ruk, and load up on Centaurs and/or K'daai units for mobility. Skullcracker is amazing if you can get your hands on one. Nuke the Death heroes, and weather the storm of what's hitting you. A skullcracker or 6 K'daai into an undead horde without deathless save or ossific diadem is going to make them cry.
  6. I agree. Deathshriekers used to be good for wizard/priest sniping, and are now basically useless for that role. Mortars cost too much and it's too difficult to get rerolls, and their output is not as good. Magmas are the only way to go, imo. Ironsworn you don't take for being more survivable, you take them because they're much cheaper than Fireglaives, and they have a chance at doing mortal wounds just from being hit in combat. Fireglaives no longer have a naptha bomb, are able to be tied up in melee, and can only reliably dish out damage in the shooting phase. I'd rather lose 90pts of Ironsworn on a charge that can do damage back from being hit, rather than 100pts of Fireglaives that would do no damage back from being hit.
  7. Idk man, I talked to Buddha and he said...
  8. A very oppressive list. 4 drops. Make sure to keep an extra Command Point to ensure that you can negate battleshock AoE from Drazhoath as well as triggering the Taur'ruk boost to +1 hit AoE. Long/large based units allow ease of staying in range of the Lens. Allegiance: Legion of AzgorhMortal Realm: HyshShar'tor the Executioner (220)- GeneralBull Centaur Taur'ruk (160)- Artefact: Lens of Refraction Drazhoath The Ashen (320)Daemonsmith (100)- Darkforged Weapon- Artefact: Chalice of Blood and Darkness 3 x Bull Centaur Renders (180)- Scalding Hand Weapon & Spiteshield3 x Bull Centaur Renders (180)- Scalding Hand Weapon & Spiteshield3 x Bull Centaur Renders (180)- Scalding Hand Weapon & Spiteshield12 x K'Daai Fireborn (480)Execution Herd (160)Soulsnare Shackles (20)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 114
  9. This faction interests me greatly, and sold off the elves - so I've been theorycrafting on this one for the new edition. So in summation it looks like: - Congregation of Filth looks like a great value - Load up on tons of Plague Monks - Take the priests for their prayers - Take a Verminlord for the Command Ability - Ally in Warpgnaw Verminlord for another Wizard and deepstrike, snaking a few models of the Plague Monks towards your furnace to allow a reroll of the charge The synergy between having your monks sacrifice themselves, throw scores of attacks to attempt a few mortal wounds. Was thinking of a list along the lines of: Allegiance: PestilensMortal Realm: HyshWarpgnaw Verminlord (320)- AlliesPlague Furnace (180)- General- Trait: Verminous Valour - Artefact: Liber Bubonicus Plague Priest with Warpstone-tipped Staff (80)Plague Priest with Warpstone-tipped Staff (80)Verminlord Corruptor (220)- Artefact: Lens of Refraction 40 x Plague Monks (240)- Foetid Blades40 x Plague Monks (240)- Foetid Blades20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid BladesCongregation of Filth (170)Aethervoid Pendulum (40)Total: 1990 / 2000Extra Command Points: 1Allies: 320 / 400Wounds: 184 Thoughts? Taking lens because of... how many wizards there are now.
  10. Have any of you entertained the thought of allying in a Warpgnaw Verminlord? His spell is short-range but can snipe 5 wound heroes outright on a 5+, and not to mention his ability to deepstrike a large amount of Plague Monks to a flank.
  11. Hm, as nice as it is, I still can't get used to the new Executioner Herd battalion. Having lost the run + charge command ability and the -2 rend, I feel like it's maybe not as good as loading up on artillery and bodies. I think I just need more practice with it.
  12. This is my list for now. I love it... I miss that Skullcracker, but I feel like a Command Point and extra Artifact are worth it, and the mobility/harassment potential of the K'daai can't be understated. Grotesque or Relentless on the Taur'ruk, Armour of Bazherak the Cruel on the Taur'ruk, and the Chalice of Blood and Darkness on the Daemonsmith. The Taur'ruk becomes EXTREMELY resilient, and can stand toe-to-toe with dangerous units/heroes. Drazhoath wants to be in combat, so get him in there, but be smart about it. Bubble wrap your Magma Cannons as needed, and push your Centaurs into their heavy hitters that have been weakened with Ash Storm and Magma Cannon blasts. We play how we did before, but we're much more effective now. Sure we don't get summoning, but we're more durable than before. Allegiance: Legion of AzgorhMortal Realm: AqshyBull Centaur Taur'ruk (160)- GeneralDaemonsmith (100)- Darkforged WeaponDrazhoath The Ashen (320)20 x Infernal Guard Ironsworn (180)10 x Infernal Guard Fireglaives (100)10 x Infernal Guard Fireglaives (100)3 x Bull Centaur Renders (180)- Scalding Hand Weapon & Spiteshield3 x K'Daai Fireborn (140)Iron Daemon War Engine (180)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Hashut's Wrath Artillery Train (120)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 118
  13. It will always deal the mortal wounds, even if they make a save roll. The damage "in addition" could be a +0.
  14. I wouldn't go by that. The tournaments I go to all have you use the base size that the model ships with, and in the case of models without a base (i.e. artillery) you have to use the closest size. 32mm is too large for the infantry and isn't what they ship with, and 40mm is not what the Daemonsmiths come with either. 120mm is too large for the magma cannon, the 105mm fits perfectly.
  15. Use what they ship with. Dreadquake: 170mm Skullcracker: 170mm Iron Daemon: 120mm Magma: 105mm Deathshrieker: 90mm
  16. Lore-wise, Dawi Zharr hate all other races and have contempt towards the 4 main chaos gods themselves. It makes sense. We're also the best chaos army no need for allies.
  17. Yeah, we'll see what we get. The only reason I didn't include (and probably won't) my 2nd Iron Daemon is to balance my melee and ranged output... and with shooting out of combat no longer being possible, I don't think it's that great of an Idea. We shall see in a day's time, though!
  18. Yeah this may be something I look into as well. There are many -1 to hit debuffs, but not many -1 to wound. I would still take 2 magma cannons over 30 Fireglaives though, if we're not allowed to stack.
  19. If there ARE chaotic dwarfs from GW... I'm selling all of my DoK/Darkling Covens and getting them x 1000.
  20. I was exaggerating with the selling-my-army thing. But to be honest, the changes don't favor us as much as the other armies out there... but we are expecting warscroll overhaul/changes, so it may not be too too bad. We shall see.
  21. A bunch of reasons: -Endless spells. Extremely strong in many cases (Tzeentch with Umbral Spellportal and Fate Dice, Chronomantic Cogs) undercosted for what they do and how they affect the battlefield. Caster-heavy armies with a focus on Endless Spells will create combos and be able to destroy heroes/enemy wizards. Sure there's 30" unbind range, but you just need your initial Umbral Spellportal to be cast from your backline, safely out of range and use the further one 18" up as your focal point. -Command Ability stacking. This is almost as bad - not all Command Abilities are created equal... those that allow extra activations of a unit(s) are worth more than the 50pts or battalion tax. Lord Ordinators chain-activating Helstorm Rockets or Ballistae with a +1 to hit are going to be the new "meta," as is stacking bonus hits on Death units that you can restore if they die anyways. I understand we're getting warscroll updates, but there needs to be a SIGNIFICANT overhaul, since the meta has shifted to Command Abilities and Endless Spells. Daemonsmiths should be able to have the artillery fire out of shooting phase for points, or some other mechanic to keep up, because as it stands, we will get wiped off the board against other armies utilizing the combos that already exist. I'd like to think I know what I'm talking about from playing this army so much for so long, but it's the overall shift of the meta. And yes, I've played AoS 2.0 games.
  22. On a side note, from having seen stacking Command Abilities, Endless Spells, Tzeentch, and the Portal... I think that the game may be ruined for us in a week's time. Was fun playing with you all. There may be 6000pts of Chaos Dwarfs for sale on eBay pretty soon.
  23. I'd like it if it was tied to Daemonsmith/Drazhoath "channeling," or having points destroyed fueling the power for their spells as "sacrifices."
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