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Black_Fortress_Immortal

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Everything posted by Black_Fortress_Immortal

  1. 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.
  2. 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.
  3. Skullcracker is always worth it. Last tournament he threw 20 attacks at the enemy horde, in which 10d3 wounds were suffered.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. Revisit the Legion. Stronger than they previously were, imo. The addition of the Blackshard Armor, revamped Ash Storm, and Fireball are game changers.
  9. 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.
  10. Yep, and the 4+ mortal wound aura at start of combat is that little bit of extra that helps take a hero down.
  11. 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.
  12. 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.
  13. 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.
  14. I've won with it, sounds like a personal problem you have.
  15. 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.
  16. 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).
  17. 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.
  18. 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.
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