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Black_Fortress_Immortal

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Posts posted by Black_Fortress_Immortal

  1. On 1/17/2019 at 1:23 PM, Browncoat89 said:

    Hey guys! It's been a while since I've played or posted, life has been so busy. I'm going to the first tounrament in over a year and a half though so I was gonna post my list here and get some feedback. It is super different from what I normally run which is a list maxed out on war machines and artillery. I used to run 2 Irondaemons, a Skullcracker, and 4 artillery (either 2 mortars and 2 magma cannons or just spam 4 magma cannons) in almost every list.  I'm trying to run more infantry to claim objectives now. I also know for a fact from the tournament packet that the first match will be fought in the realm of shadows so there is a very good chance that shooting range will be limited and people will be dropping in the back field.

    The matches are:

    1. Border War - Realm of Shadows
    2. Total Conquest - Realm of Beasts (No monsterous beast added)
    3. Star Strike - Realm of Life

    Allegiance: Legion of Azgorh

    Leaders
    Drazhoath the Ashen (320)
    Infernal Guard Castellan (120)
    - General
    - Darkforged Weapon & Spiteshield
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 
    Infernal Guard Battle Standard Bearer (100)
    Daemonsmith (100)
    - Darkforged Weapon

    Battleline
    30 x Infernal Guard Ironsworn (240)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)

    Units
    6 x K'Daai Fireborn (280)

    War Machines
    Skullcracker War Engine (200)
    Magma Cannon (140)
    Magma Cannon (140)

    Total: 1840 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 118
    I have 160 points left which I was either going to put towards a Bull Centaur Taur'ruk or toward the Blackshard Warhost battalion. I haven't ever felt like the warhost was worth it but I'm wondering if the extra command point, one less drop, and extra magic item (Chalice of Blood and Darkness to shut down some enemy casting) might outweight the mediocre battalion buffs. I suppose I could also use the 160 points for a 3rd magma cannon and use the last 20 points for an endless spell or something.  I'm totally open to advice, feedback, and criticism. Since it has been so long since I have played I could really use the help, I haven't even played with the 2018 General's Handbook yet, lol.

    This would be a good variation of what you have there:

    Allegiance: Legion of Azgorh
    Mortal Realm: Aqshy
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 
    Daemonsmith (100)
    - Darkforged Weapon
    Drazhoath 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 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 136
     

    You'll still have tons of infantry, some good shooting and melee, as well as spellpower.

  2. On 12/24/2018 at 8:38 AM, Mikeymajq said:

    Ah smart thinking with the battalion. 

    Would it be wise to teleport into the starting forest to block it, or is that suicide?

    ... By Grimnir, I hate fighting Sylvaneth 😒

    I have 20 but would like 30. Or two units of 20. 

    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.

    • Like 1
  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. On 12/17/2018 at 7:17 PM, Lord Krungharr said:

    Ugh, now I gotta rebase my Magma Cannons?  That's lame.  

    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.

    • Like 1
  6. 5 hours ago, Ben said:

    Dropped 10 Ironsworn and Magma. That’s

     how many points saved without  the massive reg bonus? Does it fit. 

    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. On 11/21/2018 at 5:39 PM, Ben said:

    I played with list today. 

    I faced a beasts army with a mix of units using a battalion based around summoning. 

    I lost on the battleplan pretty quickly but it was fun to get the toys on the board. 

    Trip magmas is solid but I can’t help thinking it’s too many points into swingy shooting. More fireglaives and less ironsworn could be better. 

    Draz is a love/hate as ever. he’s very fast and tanky, bad at combat  bad at shooting  and expensive  but I love him!!

    gryph charm on Tauruk is interesting, I think in a meta full of 3+ with rerolls, the -2 is not enough.  Armour of Baz is my preferred choice   But I’ll stick with this and see how it goes  for a few games  

    Looking forwards to playing more games  

     

    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. 2 hours ago, Alezya said:

     

    I'd consider dropping the dryads to 20, putting a unit of spite revenants (70) for 3rd line, and adding a branchwraith to summon 10 dryads per turn. It will allow you also to take throne of Vines spell on her to have additional cast results on dryad summoning and dispelling as she won't have to move that much.

    Otherwise, I'm not a big fan of offensive Deepwood spells (except dweller's below, and even this one works on a specific type of unit): I find the other 4 spells much much better.  

    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: Sylvaneth
    Mortal Realm: Aqshy
    Alarielle the Everqueen (600)
    - Deepwood Spell: The Reaping
    Branchwych (80)
    - Artefact: Ranu's Lamentiri 
    - Deepwood Spell: Regrowth
    Treelord Ancient (300)
    - General
    - Artefact: Ignax's Scales 
    - Deepwood Spell: The Dwellers Below
    Battlemage (120)
    - Specialisation: Grey
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    30 x Dryads (270)
    3 x Kurnoth Hunters (200)
    - Scythes
    Gnarlroot Wargrove (130)
    Household (100)
    Geminids of Uhl-Gysh (40)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 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 Azgorh
    Mortal Realm: Ghur
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    - Artefact: Gryph-feather Charm 
    Daemonsmith (100)
    - Darkforged Weapon
    Drazhoath 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 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 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.

    • Like 1
  12. On 9/19/2018 at 11:36 AM, Entombet said:

    Scary thing with Drazhoath is that his cc kills mostly dont come from him hitting stuff but from stuff hitting him. I had game where celestant prime and lord on stardrake killed themselfs

    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. Just now, Andreas said:

    The first reason is that I have him built but not painted. 

    But other than that. Since I have two artifacts I really want to run two Tauruks to make most use of the artifacts in the new scenarios. So if I also run Draz I would have to drop the 6 kadaii but then I need to drop 40 pt more so I have to change 20 ironswron for 10 fireglaves.

    So it comes down to if I think 6 kadaii and 10 dudes are better than draz. Hmm they hit harder, they can take more damage, I get an extra screen, they are both fast, draz is a wizard. I think the kadaii is the better choice but I am not sure, I have to test both.

    If I on the other hand drop the formation, then I need to drop one Tauruk, (a Tauruk without an artifact seems pointless), they I get some points over for draz and I can also run some kadaii, like your list above. That could be an alternative. I think both are ok. What you loose is the range on the magmas, the lower number of drops due to the formation, and some CC power (3 kadaii and a tauruk  > draz) in exchange for a fast flying wizard.

    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.

    • Like 1
  14. 23 hours ago, Andreas said:

    It's in scorched earth where you can only burn from turn 2 but I hope they change better part of valour also.

    MVP were the magma cannons of course, but also the skullcracker. I had some insane rolls with the skullcracker's random attacks and he really cracked some skulls.

    The tauruks are really good value and really hard to kill with my artifacts.

    The Bull Centaurs are a bit too slow for what I want them to do so therefore I will change them (and 10 fireglaives) for 6 K'Daai and give that a try. I would like to be able to threathen objectives first turn so the opponent takes first turn and I might be able to shoot twice or at least not lose a double turn. That is also the main reason I take the formation (in addition to the artifact). To have 24"+10" threath range on my magmas and scare the opponent to go first. 

    In two weeks time I am going to a two day tournament with 30-40 players. I will bring the LoA so it will be interesting to see how they perform. 

    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. On 9/10/2018 at 8:05 AM, Kaleun said:

    *edit

     

    I have to add why Darkshards are such a benefit for lists with Executioners and Black Guard. You can keep the Darkshards in front of your combat infantry as a Screen (Close by). Does a combat Action happen to the Screening unit the BG/Exec. behind will be drawn into combat, while usually not being hit.

    -> Counter attacking style of the Darkling Covens.

    The Black Guard with 2" range can hit over tweo ranks of infantry bases.

    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. On 9/15/2018 at 11:00 AM, Noomanator said:

    Just had a fantastic game against nighthaunt. Our new allegiance abilities really punish an entire army of fast flyers.

    The more I use drazhoath with his new scroll the more I like him. 

    List was:

    Drazhoath

    Bull Centaur Tauruk with grotesque and the armour

    20x Ironsworn 

    10x Fireglaives

    3x Bull Centaur Renders 

    Emerald Lifeswarm 

    Came out to 1k. The centaurs do work and the power of spiteshields is nuts. For a larger game I think I would add more fire glaives and some magma cannons with an iron daemon.

    Thoughts? 

     

     

    Good job.  I'd drop 10 Ironsworn and the Lifeswarm to grab a unit of K'daai Fireborn.

  17. On 9/11/2018 at 11:38 AM, Lemon Knuckles said:

    Question based on the image below:

    My units are in Blue, and Unit B has the Doppleganger Cloak.  My combat phase.

    1. My activation:  Unit A attacks enemy 1 and wipes it out.  
    2. Opponent activates, chooses unit 2 but cannot attack due to artefact.
    3. My activation:  Unit B attacks enemy 3.
    4. Opponent activates unit 3 and attacks B
    5. My activation:  no units to activate

    Here's the question:  Can opponent now re-activate unit 2 and attack, or was that attack lost entirely due to step 2 in the sequence above?
    Thanks.

    Screenshot 2018-09-11 09.17.42.png

    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.

    • Like 2
    • Thanks 1
  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

    • Like 2
  19. 3 hours ago, Reuben Parker said:

    Very nice list, I like the speed and punch it has. One question though shouldn’t the Taur’ruk be general then you can give him the grotesque trait?

     

    Also with access to realm items is there anything better than the chalice for the second item. I love CP farm in most lists and this one has lots of uses for command points. 

    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. 2 hours ago, Reuben Parker said:

    I’m looking at Legion of Azgorh as used to have some chaos dwarfs back in the days of mono pose plastic axemen. I know this statement may make people laugh but looking at the data sheet fireborn now seem to be one of the best units in the game (bar bravery you need that command point for inspiring). Yet I’ve never heard anyone ever mention them (in real life discussions).

     

    Theyre quick

    great damage output on 3” range weapons. Unit of 12 for 480 averages 40 wounds or over 60 when buffed. 

    Defence is pretty good at 10 points per wound at full unit size, on 5+ ethereal.

    curious if anyone is playing a big unit of them out there? Seems a good addition to add speed and punch. 

    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.

    • Like 2
    • Thanks 1
  21. On 8/13/2018 at 6:00 PM, Ben said:

    Out of interest, how many people want a Skullcracker??

     

     

    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. 1 hour ago, Warbossironteef said:

    I'm not a huge fan of the Blackshard warhost. If Draz is alive you are fearless. The reroll of hits isn't bad but you don't even get them if you charge, but it isn't bad. I think what I might try is cutting a magma cannon for a Castellan or Standard Bearer. Maybe I'm wrong though, hopefully I get time to test out different combos. I just really wanted to put 4 Magma Cannons on the board :).

    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. On 8/11/2018 at 10:12 AM, Ben said:

    Right guys, its on.  The Execution Herd is ready to roll.  

    3rd Centaur unit if getting assembles right now and I have a game booked on Saturday night.  

    Allegiance: Legion of Azgorh
    Realm: Aqshy


    Bull Centaur Taur'ruk (160)

    Drazhoath The Ashen (320)
    Shar'tor the Executioner (220)
    - General
    Daemonsmith (100)
    - Darkforged Weapon
    Infernal Guard Battle Standard Bearer (100)
    - Thermal rider Cloak
    3 x Bull Centaur Renders (180)
    3 x Bull Centaur Renders (180)
    3 x Bull Centaur Renders (180)

    Skullcracker War Engine (200)
    Magma Cannon (140)

    Execution Herd (160)

    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 99

    The army is very small.  Has anyone played with this yet? Looks great on paper but I don't think it will like getting bogged down.  

    I get Marked for Death for Reroll HITS

    Shar'tor Command makes all Bulls Reroll failed charge rolls and re-roll Hooves hit rolls of 1. 

    Taur'ruk gives +1 to hit rolls for the bulls.  

    Battle Standard gives reroll 1's to wound and moves 8"

    It feels a bit like there is too much going on with buffing to hit rolls, and not enough 

    I also need to choose a 2nd artefact.  

     

     

    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. 8 hours ago, Warbossironteef said:

    Hi everyone,

    Sorry I don't want to be that guy that spams the forums with lists but because investing in Chaos Dwarfs is more expensive I was hoping to get feedback  from actualy Chaos Dwarfs :). I want to be able to compete in most tournaments. I feel like mobility is very important for most competitive games but for what this lacks in mobility it makes up for it in midboard presence. 90 fearless Dwarfs and Draz and the Magma Cannons to spit out mortal wounds. If you were me and had $500 to spend on either a centaur list or the below, what would you go with? I like all the models and I don't mind painting hordes.

     

    LEADERS
    Drazhoath The Ashen (320)
    Daemonsmith (100) - Darkforged Weapon - Artefact :  Chalice of Blood and Darkness  
    UNITS
    30 x Infernal Guard Ironsworn (240)
    30 x Infernal Guard Ironsworn (240)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    WAR MACHINES
    Iron Daemon War Engine (180)
    Magma Cannon (140)
    Magma Cannon (140)
    Magma Cannon (140)
    Magma Cannon (140)
    ENDLESS SPELLS
    Chronomantic Cogs (60)
    TOTAL: 2000/2000  

    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. 6 hours ago, Charlo said:

    Has anyone ever used LoA in a Grand Alliance Chaos?

    Seems like you don't lose out on LOADS as the Allegiance abilities are nice, but could be made up for with more diverse units?

    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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