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Black_Fortress_Immortal

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Everything posted by Black_Fortress_Immortal

  1. 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.
  2. 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.
  3. 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.
  4. I'd hold off for a bit. The base size FAQ was obviously created with little or any actual measuring or knowledge of the models themselves.
  5. I'm personally disregarding the base sizes. No TO would argue against having artillery on a smaller base anyways, as you're limiting the platform in which to measure range from by a good inch or so. Dreadquake and Skullcracker suggested sizes makes no sense, as 1/3 of the model (literally) will be hanging off of the base. Magma Cannon and Deathshrieker fit comfortably on a 105mm oval (I used to use 90mm ovals which were too small). I could deal with 120mm oval for the Magma Cannon, but the Deathshrieker is very small.
  6. Dropping Magma is 140, and 10 Ironsworn is 60pts from the massive regiment. 200 points freed up. You gain more bodies/wounds at the expense of the Magma Cannon.
  7. Yeah, I noticed that taking out 120+ models in an army that can summon is a bit tough on the body count, so I've dropped a Magma Cannon and 10 Ironsworn for +20 Fireglaives. It works a bit better in terms of mobility and board presence towards an objective. The Magmas sure are swingy, but that's how I like to play either your war machines decimate, or they're lackluster. Gives a tossup against some tough armies that *should* give us trouble. Geminids + Ash Storm + Taur'ruk is good. Versus BoC, Ash Storming and doing the -1 attack Geminid seemed to work well.
  8. Yeah, I suppose taking the wraith as well is a good idea. Dwellers below and Regrowth are good. I wanted Regrowth on the unit that has +2 to cast on it, so they're less likely to get interrupted.
  9. I was looking at getting into Sylvaneth and was wondering how this list looked?: Allegiance: SylvanethMortal Realm: AqshyAlarielle the Everqueen (600)- Deepwood Spell: The ReapingBranchwych (80)- Artefact: Ranu's Lamentiri - Deepwood Spell: RegrowthTreelord Ancient (300)- General- Artefact: Ignax's Scales - Deepwood Spell: The Dwellers BelowBattlemage (120)- Specialisation: Grey5 x Tree-Revenants (80)5 x Tree-Revenants (80)30 x Dryads (270)3 x Kurnoth Hunters (200)- ScythesGnarlroot Wargrove (130)Household (100)Geminids of Uhl-Gysh (40)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 93 Debuffing enemy hit rolls with Geminids, Mystifying Miasma, and Stomps are in order. I was sort of looking at taking Briarsheath, but with the risk of the TLA being nuked down, I think the Ignax's Scales are better. Kurnoths could have Greatbows, and Alarielle can summon another crew of Kurnoths, since they can be regenerated via spells in the Gnarlroot.
  10. GT in 1 week. Got 2nd at the last one with running Aethervoid Pendulum... which was.. lackluster - so we'll see how this list goes: Allegiance: Legion of AzgorhMortal Realm: GhurBull Centaur Taur'ruk (160)- General- Trait: Grotesque - Artefact: Gryph-feather Charm 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)3 x K'Daai Fireborn (140)Skullcracker War Engine (200)Iron Daemon War Engine (180)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Geminids of Uhl-Gysh (40)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 124
  11. Was looking at a list like this for Icebone: Maniak Weirdnob - General Maniak Weirdnob Wardokk Wardokk Orruk Warboss (Ally) Boarboy Maniak x 15 Boarboy Maniak x 10 Boarboy Maniak x 5 Boarboy Maniak x 5 Chronomantic Cogs Snaga Rukk Icebone Warclan 1950/2000 2 drops. Wardokk can give +1 to casting rolls, Maniak Weirdnob can reroll casting roll. Try to cast Hand of Gork/Mork, cast Chronomantic Cogs, slingshot your Maniaks down the field, stack the Warboss Banner x 3 (auto-run 6" if needed to get him center of board), and wipe stuff out. With 11" riding from the Snaga Rukk, and +5" charge (cogs, thumper, command trait on the Weirdnob), your army has a good chance of getting into combat 1st turn if you really wanted to. The Double Pile in results in hundreds and hundreds of attacks (30, if not killed, would be 2 x 150 Chompaz, and 2 x 150 tusks). Yeesh.
  12. Exactly. I mostly use him for putting out mortal wounds and the crazy multi-damage hits on support heroes, or to tie up shooters. I wish he flew 16", but 15" is good enough.
  13. Hm, 6 K'daai sure can do some damage, but they aren't as fast, lack rend to punch through some armor (although they have a TON of attacks), and yes, Drazhoath is a Wizard with a nice d6 mortal wound unique spell. If you ever happen to play games with realm rules/spells, he can really exploit some of the defensive/offensive buffing spells that a smaller wizard on foot would use. Great job though, and I like your paint scheme. Keep us updated on how your tournament goes! I still have to get used to the new rules/meta, but I know we can compete just as well as we could last year, if not better.
  14. Good job. Hm, any reason in particular that you don't take Drazhoath? He fills that "mobility" gap you have in your list that you want to fill with K'daai.
  15. Agreed. With a Dragon who is good in combat, and the fact that you'll probably be running 2 x 30 squads of elite infantry for the battalion, Darkshards are the only viable option for output. Say you wanted to hit them with an alpha strike on a 1 drop list setup, you can get your Blackguard/Executioners in their face Turn 1, and have the Darkshards support with fire while being on objectives. If you go second, they'll crash into your crossbows, and then eat a Battalion charge/pile-in/attack, and possible double-turn. With Cogs and Decanter, Executioners can move 17" with a +2" to their charge (and reroll). One option I was looking at was running Geminids, and going first. Give your Sorceress Impossibly Swift and Gryph Feather-Charm or Doppelganger Cloak. Throw the Geminids in their face turn 1, throw your Elite infantry in their face turn 1, and have your dragon fly in turn 1. Debuff a their unit(s), kill stuff, and then let them go. The benefit to the Sorceress on Dragon is that with a 14" base move, Chronomantic Cogs, Decanter of Egos, and Gryph-Feather, you'll have a 20" fly, and a charge that can fly over their frontline. You'll ****** them up, or catch them off-guard possibly, and if they take a double-turn, you'll get to fly the Geminids into their threat unit - or the other option is to dispel them after moving them so that they can't be used against you. One thing I've done is used the Battalion ability to charge the SoBD up a bit, then cast a spell further into their lines from the distance gained.
  16. Good job. I'd drop 10 Ironsworn and the Lifeswarm to grab a unit of K'daai Fireborn.
  17. They cannot re-activate a unit. You want to out-number their pile-ins when using doppelganger cloak, if possible. Isolate a unit with your big hero (VLoZD) and swarm another.
  18. Going to try this list out. Seems balanced in terms of mobility and output: Allegiance: Legion of Azgorh Mortal Realm: Ghur Bull Centaur Taur'ruk (160) - General - Trait: Grotesque - Artefact: Gryph-feather Charm Drazhoath The Ashen (320) Daemonsmith (100) - Darkforged Weapon 30 x Infernal Guard Ironsworn (240) 10 x Infernal Guard Fireglaives (100) 10 x Infernal Guard Fireglaives (100) 3 x K'Daai Fireborn (140) Skullcracker War Engine (200) Iron Daemon War Engine (180) Magma Cannon (140) Magma Cannon (140) Magma Cannon (140) Aethervoid Pendulum (40) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 127
  19. Can't do that and have Bull Centaurs as Battleline. Need Shar'tor for that. If you really wanted -1 to hit, you can give feather charm artifact from realm of beasts.
  20. My Executioner Herd runs K'daai x 12. My list is: Shar'tor (General) Taur'ruk (Armor of Bazherak the Cruel) Drazhoath the Ashen Daemonsmith (Chalice of Blood and Darkness) Bull Centaurs x 3 Bull Centaurs x 3 Bull Centaurs x 3 K'daai Fireborn x 12 Malevolent Maelstrom Execution Herd 4-drop list. You will start with 1 Command Point so that your Fireborn don't die to Battleshock instantly if you don't get the first turn. 8" fly with run + charge on 60 attacks that do d3 damage?! For 480 points?! Agreed... they're the unsung heroes of the compendium, but I still haven't found the right balance with them in a non-centaur list. I've utilized Damned terrain on them for reroll 1's to hit... and the effects were devastating.
  21. The FW master plan has worked... the Skullcracker is our premier melee unit, and is now in high demand! Unfortunately.. they.. umm.. sold out..
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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