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Black_Fortress_Immortal

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Posts posted by Black_Fortress_Immortal

  1. 9 hours ago, NemoVonUtopia said:

    That's what I usually do. Although my latest games have been against death armies where you pretty much have to focus on heros. My first game in 2nd edition I shot weakened a terrorgeist and killed a corpse cart and Arkhan. My opponent conceded turn 3. 

    I also had a game where my artillery couldn't hit anything and I got crushed.

    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.

  2. 10 hours ago, NemoVonUtopia said:

    Deathshreikers are good but can be inconsistent. Going with only magma cannons is probably the most ideal although deathshreikers have longer range and ignore line of sight which is nice. Venomous Wargaming on YouTube has a battlereport of 2nd edition chaos dwarfs that might give you an idea on how the artillery performs. 

    Ironsworn are not more survivable than fireglaives. I ment that either would add to your model count and allow you to spread out a bit more. As much as I like ironsworn, it's probably better to use fireglaives instead because they are more versatile.

    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.

  3. 9 minutes ago, Richelieu said:

    Well, their eminence within the community notwithstanding, they are all wrong, and if you're playing strict WYSIWYG like most tournaments, she has to be modeled with the correct weapon choice.  

    Idk man, I talked to Buddha and he said...

    • Haha 1
  4. 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 Azgorh
    Mortal Realm: Hysh
    Shar'tor the Executioner (220)
    - General
    Bull 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 & Spiteshield
    3 x Bull Centaur Renders (180)
    - Scalding Hand Weapon & Spiteshield
    3 x Bull Centaur Renders (180)
    - Scalding Hand Weapon & Spiteshield
    12 x K'Daai Fireborn (480)
    Execution Herd (160)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 114
     

  5. 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: Pestilens
    Mortal Realm: Hysh
    Warpgnaw Verminlord (320)
    - Allies
    Plague 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 Blades
    40 x Plague Monks (240)
    - Foetid Blades
    20 x Plague Monks (140)
    - Foetid Blades
    20 x Plague Monks (140)
    - Foetid Blades
    20 x Plague Monks (140)
    - Foetid Blades
    Congregation of Filth (170)
    Aethervoid Pendulum (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 320 / 400
    Wounds: 184

    Thoughts?  Taking lens because of... how many wizards there are now.

    • Like 1
  6. 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.

  7. 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.

  8. 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 Azgorh

    Mortal Realm: Aqshy
    Bull Centaur Taur'ruk (160)
    - General
    Daemonsmith (100)
    - Darkforged Weapon
    Drazhoath 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 & Spiteshield
    3 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 118
     

    • Like 3
  9. 3 hours ago, Charly2912 said:

    Hello guys,

    i just realised something about the fireglaives, i'd like to share with you:

     

    Did you notice, that the wording of the hit roll of 6 states, that that attack inflicts 1 mortal wound on the target in addition to any normal damage. 
    So u still would need to make the wound roll to inflict the one normal damage which can be saved with a normal save roll and in addition to that with this sucessful wound roll, you also inflict one mortal wound, which cant be saved by a normal save roll.

    Still there is this paragraph in the rules section, which states "Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. ..."

    So now i wonder if this rule applies for a mortal wound, which is inflicted as additional  damage to an usual attack. What do you guys think?

    Edit:

    I also checked the Monstrous Arcanum PDF and the wording of the Colossal Squiq is the following: "If the unmodified hit roll for an attack made with this model’s Enormous Jaws is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll)." So its pointed out that there are no wound (and save) rolls to make. Im still not sure if you can compare these rules quite perfectly, because the one adds an mortal wound to the normal wound while the other inflicts mortal wounds instead of any usual wounds.

     

    It will always deal the mortal wounds, even if they make a save roll.  The damage "in addition" could be a +0.  

  10. 1 hour ago, Qcbob025 said:

    I use 120mm Ovale base for both Iron Daemon and Deathshriker Rocket Launcher. It look a little small on the Iron Deamon... and a little big for the deathshriker, but i have place models on it so it have enought place to look and be painted easly.

    Personally, i refer to this link:

    https://pbs.twimg.com/media/DIykR5PXUAAcYex.jpg:large

    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.

  11. 42 minutes ago, crymlink said:

    Did we get any info on which base sizes we should use ?

    And does someone already have an idea what kind of 2k lists they want to play.

    Use what they ship with.

    Dreadquake: 170mm
    Skullcracker: 170mm
    Iron Daemon: 120mm
    Magma: 105mm
    Deathshrieker: 90mm
     

  12. 32 minutes ago, KevenM said:

    Agreed 100% there shouldn't be any bounderies between GW/FW like that...

    Oh and nice catch on Everchosen, hadn't thought of that. A bit impractical to build a 2000 point list from their 3(?) models though eh? Hahaha

    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.

    • Like 1
    • Haha 1
  13. 1 hour ago, Browncoat89 said:

    He might be refering to the command trait that allows a hero (Tau'ruk) to pile in and attack a 2nd time on a 5+ if he is attacking a hero or monster. That's all I can think of. That combined with the +1 to hit from the battalion, and +1 to hit from the Taur'ruk command ability, could have the whole battalion hitting on 2's rerolling 1's.

    Battalion gives reroll hits, not +1 hit.

  14. 5 hours ago, Roark said:

    Oh, I would include two Iron Daemons AND two magma cannons as well. At least.

    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!

  15. 49 minutes ago, Roark said:

    Have to say, I'm looking forward to stacking 2 Castellans, and taking at least 3 units of Fireglaives.

    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.

  16. 14 hours ago, Qcbob025 said:

    It's actually Zharr Vyxa the real name,  and it clearly mention "twisted duardin" sooo it's a good sign for what we call Chaos Dwarf!

    I really like this idea of oil rig style forteress in middle of the sea. It give strong idea for fluff of my army

    If there ARE chaotic dwarfs from GW... I'm selling all of my DoK/Darkling Covens and getting them x 1000.

    • Like 3
  17. 14 hours ago, Ar-Pharazôn said:

    I'd like to keep positivity. Part of it is obviously because I don't want my money to have been "wasted", but also I feel that there's tricks and ideas that may not be played out yet. I also dislike the concept of giving up an army simply because it's no longer winning all/majority of the time. 

    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.

  18. 10 hours ago, mattbarker said:

    Not a fan of the general direction or because of something specific you think we're lacking? I'm hoping FW will patch some of the holes our end, but with them it's always a gamble! 

    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.

  19. 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.

  20. 9 hours ago, Rumblefish said:

    Points drop on everything with a spite shield since the Mystic Shield change and all the warmachines with the change to the shooting phase.

    Not my army but I'd love for my buddy to get a simple two page allegiance treatment for his army from FW.

    Anyone have any suggestions for a summoning mechanic? Tying it to warmachines firing/wounding seems like it could be functional.

    I'd like it if it was tied to Daemonsmith/Drazhoath "channeling," or having points destroyed fueling the power for their spells as "sacrifices."

  21. Anyone have a 2.0 wishlist?  I'll start ;) :

    + Free K'daai summoning
    + Points decrease on battalions
    + New battalion for Bull Centaurs
    + Points decrease on Shar'tor to 200
    + Drazhoath Command Ability (is he the only named hero WITHOUT a command ability?.... aside from Scylla and Valkia...)

    Hm, that's about it.  I know we're not getting new allegiance/spell lore/artifacts, so I'm not even gonna put it on there... 

    • Like 2
  22. 55 minutes ago, Roark said:

    Personally, I would add Iron Daemons towing Magma Cannons.

    But you should maybe also wait and see what the new scenarios are like in GHB3 before committing big bucks or modelling time.

    I'd always recommend an Iron Daemon in just about every list.  A 24" threat range with -2 rend and a 3+ save is too valuable to ignore.  

    • Like 3
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