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Black_Fortress_Immortal

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Posts posted by Black_Fortress_Immortal

  1. 5 hours ago, Dreamfallen said:

    Just curious what the general consensus of the kdaii fireborn are with there new changes. I loved the kdaii fireborn before the update but has anyone really been using them?

    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.

    • Like 3
  2. 1 hour ago, alasdair said:

    Considering the following for a 1k tournament I am running with some friends near the end of the year. What are your thoughts?

     

    Allegiance: Legion of Azgorh
    Mortal Realm: Aqshy

    Leaders
    Shar'tor the Executioner (220)
    - General
    Daemonsmith (100)
    - Pyre Rune Staff
    - Artefact: Ignax's Scales 

    Battleline
    6 x Bull Centaur Renders (360)
    10 x Infernal Guard Fireglaives (100)

    War Machines
    Magma Cannon (140)

    Endless Spells
    Balewind Vortex (40)
    The Burning Head (40)

    Total: 1000 / 1000

     

    Figure I can stick the Daemonsmith on the balewind and try to do as much damage from range as I can with it and the magma cannon, hopefully taking out some heroes. I don't know much that could stand up to Shar'tor and 6 Bull Centaurs on the charge without taking a bit of a whalloping at this points level.  Burning Head mainly because I like the mini and I think it fits the army. 
     

    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.

    • Like 1
  3. 2 hours ago, embuste7 said:

    Good point, but with Chronomantic cogs my army moves pretty fast and those Fireglaives are always in range to backup the renders, this army is more of a mid board army.  But I'll experiment with artillery.

    60pts for an endless spell is a waste of points.  

  4. 2 hours ago, RoyalDachshund said:

    Dear God,

    After months of convincing myself, I've decided not to start another army, especially Chaos Dwarfs. No new army until I finish all my projects.

    Ścibors Tzar on Warbull is coming my way :X

    I've decided to avoid FW as much as possible - due to their recent abysmal quality I've seen (7mm gaps on WH40K Baneblade) and pricing that does not go hand in hand with said quality, so I went with other producents.

    Norba miniatures caught my eyes with their Infernal Dwarfs miniatures - they are dirt cheap and look good.

    Does anyone have any experience with that product? 

    No, scibor is ugly.  Never had a FW problem.

  5. 1 hour ago, Charlo said:

    Aha yes it was the Venomous BR! Nice looking army!

    Gotta say that video made me like the Mortar - crushing the enemy wizard with that was insane and it seems pretty decent when next to a Daemonsmith.

    Do you think Skullcrackers make good inclusions to cover the Melee side of things? Parking it next to some Ironsworn and unleashing 4D6 hits seems pretty gnarly, not to mention is a decent size model to cover the battle line. Same with Shar'Tor, he seems like a total beast and some great insurance against any enemy heroes who make it through the guns.

    Skullcracker is always worth it.  Last tournament he threw 20 attacks at the enemy horde, in which 10d3 wounds were suffered.

  6. 6 hours ago, NemoVonUtopia said:

    Where was the bat rep from? 

    I have had issues with getting over whelmed but it has mainly depended on the army I'm facing and luck. My lists tend to be artillery and infantry focused so my only melee units are 2x20 ironsworn and a unit of fireborn and I depend on weakening the enemy as they approach. Best case scenario I take out the major threats and support units before they get close but that has only happened once so far. Worst case is when I rolled horribly eith my artillery and got crushed. Usually what happens is that I soften them up with the artillery, they spend a turn or two killing all my ironsworn and by the time they are done they have been shot enough that my fireglaives can survive in melee. 

    I have found death armies to be particularly annoying and difficult because they regenerate so much that if you dont roll well enough to kill a target immediately I will just heal back to full.

    If I replaced my deathshreikers and dreadquake eith magma cannons then my results would be a lot less swingy.

    Try this list:

    Allegiance: Legion of Azgorh
    Mortal Realm: Aqshy
    Infernal 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 139
     

  7. 4 hours ago, NemoVonUtopia said:

    Where was the bat rep from? 

    I have had issues with getting over whelmed but it has mainly depended on the army I'm facing and luck. My lists tend to be artillery and infantry focused so my only melee units are 2x20 ironsworn and a unit of fireborn and I depend on weakening the enemy as they approach. Best case scenario I take out the major threats and support units before they get close but that has only happened once so far. Worst case is when I rolled horribly eith my artillery and got crushed. Usually what happens is that I soften them up with the artillery, they spend a turn or two killing all my ironsworn and by the time they are done they have been shot enough that my fireglaives can survive in melee. 

    I have found death armies to be particularly annoying and difficult because they regenerate so much that if you dont roll well enough to kill a target immediately I will just heal back to full.

    If I replaced my deathshreikers and dreadquake eith magma cannons then my results would be a lot less swingy.

    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.

  8. 1 hour ago, Charlo said:

    Watched a Bat rep last night and i'm loving how the legion plays, Fireglaives & Ironsworn were solid with the war machines and Smiths providing some nice support.

    The army however did eventually lose, it seemed like once an overwhelming number of enemies hit the line, it crumpled then couldn't really recover.

    Is this typical of the legion? What can you do to stop this? Are something like Centaurs or a hitty hero necessary to stop such a thing?

    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.

     

    • Like 2
  9. 15 minutes ago, Unit1126PLL said:

    My theoretical Chaos Dwarf list would be heavily technology-based. I'm thinking of taking mostly Infernal Guard Fireglaives, Magma Cannons, Iron Daemons, and Mortars, with Daemonsmiths and Castellans as the Leaders. I could probably convince myself to bring some Infernal Guard Ironsworn as well, but not really as the backbone; mostly as a mobile wall, if anything. Then some mortars, perhaps? Really missing the Hellcannon honestly.

    Would this sort of "evil technology" army do well? Or are the Dawi Zharr lacking too many tools without the centaurs, Draz, and the K'daai?

    I've toyed around with this list before our update, but it was fun:

    Allegiance: Legion of Azgorh
    Bull Centaur Taur'ruk (160)
    - General
    Daemonsmith (100)
    - Darkforged Weapon
    Daemonsmith (100)
    - Darkforged Weapon
    10 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 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 115

    8 warmachine list.

  10. 19 hours ago, Ben said:

    Hi Guys, 

    I'm a bit late to this thread seeing as the previous one started as my own army blog!  

    I'm torn between playing Legion and Daughters at the mo.  Morathi is so cool its hard to not go there.  

    I'm loving the new Legion updates though and will too be trying out the Execution Herd list.  I also fancy playing large units of Fireborn backed by endless spells to buff them.  

    Thanks for posting all your lists.  some inspiring stuff in here.

    Revisit the Legion.  Stronger than they previously were, imo.  The addition of the Blackshard Armor, revamped Ash Storm, and Fireball are game changers.

  11. On 7/27/2018 at 3:53 PM, Blackspine said:

    After some sage advice here , (gotta admit when I'm wrong...or at least test out ideas) I've come up with the following list. 

    Allegiance: Legion of Azgorh

    Leaders
    Drazhoath The Ashen (320)
    Shar'tor the Executioner (220)
    Daemonsmith (100)
    - Darkforged Weapon
    - Artefact: Chalice of Blood and Darkness 
    Bull Centaur Taur'ruk (160)
    - Artefact: Armour of Bazherak the Cruel 

    Battleline
    30 x Infernal Guard Ironsworn (240)
    20 x Infernal Guard Fireglaives (200)  (waiting on their arrival)
    10 x Infernal Guard Fireglaives (100)

    War Machines
    Magma Cannon (140)
    Magma Cannon (140)
    Skullcracker War Engine (200)
    Iron Daemon War Engine (180)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 127

     

    The idea is an objective holding force with huge threats to the enemy.

    Would start out hauling the Magmas forward, running the ironsworn out to form a line in front of them. Theoretically, the two units of fireglaives could grab objectives and still contribute by shooting. They're not easy to move, and act as a real threat. 

    Acting as hammers / mobile threats are the :
    Taruk
    Sharty.
    Draz'
    Skull Cracker.
    Iron Demon.

    With ash storm and mortal wounds from Draz's aura and sharty, they can grind away.
    Magmas will just do their thing behind a wall of Ironsworn. If I see the opportunity, I'll run the chaos-squats to contest an objective. 

    Some things I wanted to fit:
    Castellan, could drop the Iron Demon for him, but unsure how that trade works out. Could be disgusting with the Skull Cracker/ Fireglaives.

    Open to thoughts. 

    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.

    • Like 1
  12. 4 hours ago, Entombet said:

    His own damage is weak but amulet ohh dear sometimes it does wonders. Last victims cesestant prime and lord on stardrake.

    Yep, and the 4+ mortal wound aura at start of combat is that little bit of extra that helps take a hero down.

  13. 3 hours ago, Gwendar said:

    I suppose so. I did have them considered in a list but I liked the idea of the mortar instead.. Looking at what you're saying, I can see how they're better over a mortar. I run two WLC's in a Skryre list of mine and it does wonders, they also get focused fairly quickly after they get to shoot 3 times from the enginecoven+shooting phase. 

    You're probably right though... Last thing I was is to be "that guy that brings 3 magma cannons". If I want to be friendly though I usually play my Eshin list. Thanks for convincing me again, hopefully the dual battalion setup works well, though I do still like the idea of K'daai, the amount of shooting + centaurs probably makes them irrelevant. 

    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.

  14. 5 hours ago, Blackspine said:

    I don't think the D.S. is trash. 
    it falls into that category of "two or more, or nothing at all"

    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.

    • Like 1
  15. 21 hours ago, jjb070707 said:

    As fun as that looks to play, do you have a good plan as to handling large quantities of enemy models? That list doesn't really have the bodies to contend with objectives, and without the additional attack blood knights don't really fully destroy other elite units, even on the charge. I worry that a list like that would be playing catch up on a lot of missions. Undoubtedly it will mash through a lot of enemy models. And without a bonus to cast, I'm not sure if staking my first turn mobility and charge success on the cogs is necessarily wise. 

    Don't get me wrong, I LOVE the concept of Soulblight and getting to have blood knight battleline, but 160 points not going to bodies in such an elite army seems like quite the mountain to surmount. HAve you tried this in game yet? If so where did you struggle in actuality? We can theorycraft all day, but until the dice hit the table its hard to really know if the lack of bodies is fatal when you have so much mobility and combat prowess. Good luck mate. Please let us know how that list fares. I think i will be attempting to get a game as soulblight in the near future as well.

    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. 

  16. 18 hours ago, Lemon Knuckles said:

    Yeah, there's something a bit off about a 7-drop alpha strike army.

    But I am deeply sympathetic to the idea of the list.  I imagine it's a case where the emotional satisfaction of the epicness of its wins outweighs the disappointment with their infrequency.

    I've won with it, sounds like a personal problem you have.

    • Haha 1
  17. 6 minutes ago, jjb070707 said:

    I do believe you have made your case good sir. What does your ideal 2k look like then?

    Would you think of using Reikenor to ensure the cogs go off?

    If you scroll up a few posts, you'll see.

  18. 1 hour ago, jjb070707 said:

    Looking at the command traits and artifacts, as you suggested, I don't see how these attributes stack up well against the legion of blood ones. Aura of Dark Majesty is an equal tool to the soulblight variety and works with fewer stipulations. The orb is also a strong dueling artifact. Their are also much stronger offensive options in the legion of blood as well. 

    Additionally, the swift death feature of +2" and flying is replicated for our general if we need it, and the faction wide +1 attack from the LoB is arguably better as well. Soulblight truly just seems to be watered down LoB at the moment, and doesn't really seem to offer any significant upsides as compared to the Legion.... 

    I'd like to know which traits specifically you see as better and why they might make Soulblight a better choice for a Vampire army, as a theme based argument is weak here, seeing as how both factions are thematically continuances of vampire counts, and the Lahmian bloodlines under Neferata....

    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.

    • Like 1
  19. 9 hours ago, eekamouse said:

    Thoughts on this list?

    Thinking to add more of the artillery, but running the Execution Herd seems so tempting since you can switch targets after you dispatch the initial unit. 

    I could drop Draz but he seems like amazing bait. Does my opponent attack the Herd? Do they attack Draz? I feel like that’s a good dilemma. 

    Maybe drop the artillery all together for some Endless Spells and keep the Smith and Draz to drop spells? 

     

    E1CC56E5-557A-403A-8B19-5FBE6F4CD487.png

    52D82B61-E327-48BF-8701-57DC90F79BCC.png

    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 Azgorh
    Mortal Realm: Ulgu
    Shar'tor the Executioner (220)
    - General
    Drazhoath 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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).

    • Like 1
  20. 1 hour ago, Kyriakin said:

    Only if you are thinking competitively.

    Some people just want an army of vampires and bats, without skellies, zombies (etc.) diluting the army's theme.

    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.

    • Like 1
  21. I was looking at running this list:

    Allegiance: Soulblight
    - Bloodline: Swift Death
    Mortal Realm: Ulgu
    Vampire Lord On Zombie Dragon (440)
    - General
    - Deathlance & Shield & Chalice
    - Artefact: Doppelganger Cloak 
    - Lore of the Vampires: Amethystine Pinions
    Prince Vhordrai (480)
    - Lore of the Vampires: Vile Transference
    Vampire Lord (140)
    - Artefact: Sigil of the Sanguine Throne 
    - Lore of the Vampires: Soulpike
    5 x Blood Knights (240)
    5 x Blood Knights (240)
    5 x Blood Knights (240)
    5 x Dire Wolves (60)
    - Allies
    Chronomantic Cogs (60)

    Total: 1900 / 2000
    Extra Command Points: 2
    Allies: 60 / 400
    Wounds: 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.

    • Like 1
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