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Bademeister

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Everything posted by Bademeister

  1. I hope there will be soon a new faq or even a reworked battletome for LoN. Reworked Legion Abilities, maybe some new battalions, Endless Spells and/or Terrain. LoN was the first Battletome which got some of the most new things listed above but not in its final form like in the Ossiarch Bonereaper Battletome.
  2. Thnak you both. But this is the worst thing i could imagine. In my opinion the new Warscroll is just suited for Bonereapers not for Legion of Nagash. There should be a FAQ that Nagash used in a LoN amry should know all Spells from the LoN lore. This way throwing Arcane Bolts for 880 points is pretty useless.
  3. Still no new FAQ. picking Nagash for LoN for 880 Points is pain in the nonohole.
  4. Hey guys, Nagash has a new Warscroll in the Bonereapers Battletome. It is made for using him in a Bonereapers army. Do i have to use this Warscroll in a Legion of Nagash army? I can't see any FAQ ruling this. Thank you
  5. As is understood it is a nerf for Nagash. Before he knew all spells by alls Death Wizards. Now he only knows his 4 spells, but he can spam Mystic Shield and Arcan Bolt. Shield is nonsense because of his Command Ability. Cast 8 times Arcane Bolt to do something around 12 Mortal Wounds. is pretty lame. I see the changes on Nagash's warscroll as a (big) nerf.
  6. @Walrustaco i think rules just say, that a unit can't get more than one Trait. But there is no rule which forbid to choose the same ability one multiply Mounts
  7. @Walrustaco don't forget, that in one BCR Tribe all Monster can get a Mounttrait. So both FLoSH can have +1 to hit on Horns. On top of that our Stonehorns do +1 Damage when they charged. 6 Attacks on 2/3/-2/4 average 12 1/3 damage. Average just by the Horns. Imagine Eurlbad still gives +1 Damage on all Attacks. 16 2/3 Damage only with Horns!
  8. I like the Damage Buff Mounrfang Packs get. Their Clubs now hit on 3+. i did the math for average damage to enemy units with a 4+ save. now the clubs and the gargant hackers do the same amount of damage. Plus the Clubs have Iron fists which send back 1 Mortal Wound each on a saveroll of 6. That way Clubs and Iron Fiss will do more Damage than Gargant Hackers.
  9. It was unmodified charge roll, when i get it right. so 12 MW would be top. But combining Trampeling Charge with Earth Shattering Charge will be a huge Damage boost to the Stonehorn, compared to the current ruling.
  10. Yesterday i played my first few games with Legion of Nagash and i have to say, they are awesome! i played an "elite" List containing: Necromancer, 3x Seneschal, 3x Grave Guard with great Wight Blade, 2x GG with Crypt Shield. They hit that hard. My Seneschal hitting the Ogor beeacher with Chosen Champion did 14 Damage to him. in only one Swing! ok that was lucky to roll 2 6's but even the 3'****** in that moment. Cursed Weapon is also a very good ability. Both of them only cost you a double. I won't forget my opponents face, when he killed one of my Seneschals, just to see me summoning him back, right next to his Leader. Question on that Point. A Model which was activated in the current Round and resummoned in the same round. Could this Model be activated again?
  11. on page 35 of the rule book it is written:" If a rule forn an action or ability preformed by a fighter refers to 'other friendly fighters', it means fighters for the fighter's warband, excluding itself." in my opinion a leader (Infernal or Haunter) can't use Chosen of the King on himself. Tell me if i am wrong, but it is clearly in the core rules.
  12. Maybe i underrate Nighthaunt, but i think they are not as good as FEC and LoN. 5 Tougthness is great, but every single modle hitting on 5+ because of a low Strength of 3 is pretty meh. Reach of 2" should be very interesting. Outpositioning the other factions by unsing the terretory, flying on a higher place and hitting in 2" range thus you can't hit back. Nighthaunt won't win any "kill all shields" or "kill XY" matches. the damage output is to low. even if you use the Firgthful Touch (tripple) for Spirit Hosts. It's a +3 damage per hit ability. that's not much for a tripple. LoN got something equal for a double, same for FEC. Even the Quad is pretty meh compared to other.
  13. i dd the math for a cuple of warbands ad found out, that Legion of Nagash units hit pretty hard compared to their Point costs compared to other warbands. so playing slow and defensive (like in aos) shouldbe the key in warcry. outnumbering your opponent with a lot of attacks or objective holding seletons. even if you choose the "elite" way with Grave Guards you have so many models on the board. Both double seem very powerfull Chosen Champion nd Cursed Weapon. Choen Champion used on the Seneschal boosts him to incredible 6 Strength. Even hitting Stormcast won't be a problem anymore. But placing a cursed Weapon on the Seneschal boosts his damage output even more. i am exited to play some games with my good 'ol skellies
  14. There are two interesting Runemarks in the Rulebook which no Model yet have. It's Mount and Gargantuan. It seems to me that there will be some big guys for warbands. some mounted one like Hexwraiths, Black Knights, Gore Gruntas or something elase. The Idoneth Deepkin which even ride on eels have the fly runemark but no mount runemark. which wonders me. On Flesh Eater Courts there are Horrors and Flayer, hich come with a 50mm base, which is quiet big in compare with other warbands. So what do you think will come with these two Runemarks? Or have i missed something?
  15. I did some math for average damage output depending on the opponents tougthness and reletive to the points cost. Damage output on both leaders Infernal and Haunter Courtier is obvouisly the same. But you have to spend 45 Points more for Flying and the extra 4" move. So Haunter does 15% more damage compared to points to Infernal. If we take a look at the Abilities the damage spreads even more. Both can use Bringer of death (tripple) for more movement. Infernal can use Death Scream (tripple) which seems pretty hard when you rolled a high tripple. if you can hit 6 enemy fighters in your 8" bubble you will do (on an average tripple of 3-4) 1+3,5=4,5 damage average. If you gonna use your double Chosen of the King, which is "cheaper" and easier to get, you get 2 extra attacks for EACH attack in that activation. 2 more attacks with strength 4 on an average opponent with 4 tougthness would be 2*(1/6*2+1/6*5)= 2 1/3 damage. when you attack twice it will be 4 2/3 damage extra. It is far easier to spend a double than a tripple. with your tripple spend on Death Scream you need a lot of viable targets (no line of sight). I think going with a heavy Horror/Haunter team is our choice. Ghouls compared to other factions minions are okay. most of the time they will hit on 5s and 6s because of their low strength. you can'T use that much abilities. healing a ghoul sound not so great. Tripple Bringer of Death with extra movement is pretty good, average move of 3-4. Quad seems to me like a sin to use it on a Ghoul or even Ghast. My future list will be: 1x Haunter, 3x Horror, 3x Ghoul
  16. Hey guys, i played some games of Warcry in my local store. Very nice game. It's fast, easy to learn (hard to master) and lot of fun. But... we had some matches which were won/lose before the first round. i'll tell you why. First you have to draw tarrain card. thats ok not such a great impact on what i want to tell you. 2nd you draw a deployment card. the player which won the the first roll off can decide if he/she is the blue or red part. in some ways/cards you can decide that your opponent can just deploy on one side of the board. then you draw a victory card. some of them have a roll off and the winner can decide which one is defender and attacker. if you are now able to win this again and can decide your role, i can happen that the game is over before it begins. example: is decided the deployment, my opponent had one dagger unit 8" away from the middle. the other two came in round 2 and 3. both on the long side of his quarter. mine deployd exatly in the middle, 8" away from the middle and on the edge, oppositeto him. victory card was something like, choose one edge of the battlefield, one has to flew with his minituares. i decided the edge on my quarter, so his (slow) iron golems have to cross the whole board to flee on my edge. but don't forget, that his anvil and hammer deploy in round 2 and 3. no chance for him (even with a faster warband). so we draw an other vicotry card. again a roll off. i won it again (these nice symbols as 6's smiled at me). i was able to deploy a treasure, 6" away from the centre. so i puttet in my deployzone, grab it with my fastest champ and run away. no chance for him to win this match. so, what i want to tell is that there are some victory cards which could be very nice, but they could broke the game. so when you want a competetive game, some of them have to be removed maybe.
  17. Hey Guys, I'm not sure if in the Eurlbad Batailon all of the Modells Melee Weapons gain one additional damage or if just the attacks of the rider, here punches and kicks gain 1 additional damage. Thank you
  18. There is written that you can't take FEC Units with the Keywords Royal Terrorgheist and Royal Zombie Dragon, that includes Abhorranr Ghoul King on Terrorgheist. Thus you can't take him as a Mercenarie. But in LoG you got plenty of -Bravery + the new Endless Spell Horrorghast. You can easiely debuff Bravery for -5 and even more. As your Mercenaries you should choose a unit of 6 Crypt Flayers. Each of them got a Missile attack. You roll 2D6 (-2, when more than 3" away) and substract it from the targets Bravery. on an average 7 and the before said -5 to Bravery, most units will end something between 2-4 Bravery. Your Flayers will do 2 Mortal Wounds each on a unit with a Bravery of 8 which is between 10-3" away. 12 MW for 340 Points is silly. it could get even harder, if the target got just 7 Bravery its 18 MW 😎
  19. Maybe take a GKoZD and take the Mount Trait where you can choice not to deploy the ZD and bring it in in the movement phase. drop him on the opposite edge, right behind your opponent and try to kill the HoD. No reroll of 6's. No Feel no Pain on 6's for the Marauders,
  20. *zip pants and disable camera* not that hammer... Like Evil Bob said before, Grave Guards are a good hammer too. Most of time i play them in a Grand Host of Nagash list. So they benefit from General Trait Lord of Nagashizzar and the Artifact Ossific Diadem. Throw Vampire Lord's Blood Feast on them and you got that sweet 4 Attacks on +3/+3/-1/1 (2 Damage on 6's) and 5+ Save (4+ on Rend -0) and 6+/6+ Feel no Pain. On the other hand i also like Morghast with Helberds in a LoN list, also with Blood Feast. 5 Attacks at +3/+3/-2/3 on 2". Also 9" Flying and 4+ Save (5+ on MW as Archaii)
  21. Sorry i didn't thought about the restictions for the campain. For 1000 Ponits i would go something like that: Allegiance: Flesh Eater Courts- Grand Court: Court of Delusion - The Feast DayLeadersAbhorrant Archregent (200)- Artefact: The Dermal Robe - Lore of Madness: Deranged TransformationCrypt Infernal Courtier (120)- General- Trait: Dark Acolyte Battleline6 x Crypt Flayers (340)6 x Crypt Flayers (340)Total: 1000 / 2000Extra Command Points: 20Allies: 0 / 400Wounds: 61 You are able to cast up to +4 Attacks to one of your Units of 6 Flayers. Thats crazy. its +100% more Attacks. Paired with feeding frenzy in both turns in a round you got 400% more Attacks than usual... Summoning a second infernal or a varghulf. You can swap the artifact to Grim Garland. -2 to bravery to the Flayer screams is insane. But you have to be within 6" to the enemy unit. Fighting against BCR depends on the Behemoth he picked. If it is a stonehorn be aware of th charge. it does D6 MW on the charge and halfes your damage characteristic. So you are safe with flayers. Horrors of GKoTG are affected. If he picked the Thundertusk just be save and deploy more than 29"(18" shot + 8" move +3" wind) away form it. with your heroes. that 6 MW on a +2 is terrible.
  22. Yeah its 42%, but the other 58% it does nothing to 1-3 Mortal Wounds. You have to include, that the spell can be unbound, so its far less than 42% in sum. Maybe pay 40 Points for Geminids of Uhl-Gysh and you got that sweet -1 to hit and -1 to Attack (not both on the same enemy unit). Here you got more range because of the predatory movement.
  23. There are no restrictions in picking Mount traits. Every Mount can pick a trait. You can pick the same trait more than one time.
  24. My Deadwatch list would be something like below. Deploy your Heroes wholly within 6" of your general for the -1 to Hit on missle weapons and the extra -1 to hit from Look out Sir! Cast your Ferocious Hunger on the unit of 9 Flayers. Cast your Unholy Vitality on the Flayers. Cast your Deranged Transormation on your Unit of 9 Flayers. 12"+2"+4"=18" Movement for a 6" charge. Your GKoTG needs a 8" charge due to his 14"+2" Move. Run with your Courtiers just behind that unit of 9 Flayers for the Deathless Courtier and Feeding Frenzy. Unit of 3 Flayers hold objective. Unit of 6 Flayers try to hold objective and give your courtiers Look out Sir! buff. Im not sure, if Spectral Host would work better in this list. but it's maybe a better spell for a Hollowmourne List where you got to run and charge with Horros. Allegiance: Flesh Eater Courts- Grand Court: BlisterkinLeadersAbhorrant Archregent (200)- Lore of Madness: Deranged TransformationCrypt Infernal Courtier (120)- General- Artefact: Eye of Hysh Crypt Infernal Courtier (120)Abhorrant Ghoul King on Royal Terrorgheist (400)- Artefact: The Grim Garland - Lore of Madness: Blood Feast- Mount Trait: Gruesome BiteBattleline9 x Crypt Flayers (510)6 x Crypt Flayers (340)3 x Crypt Flayers (170)BattalionsDeadwatch (110)Endless SpellsCadaverous Barricade (30)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 105
  25. XRen you need 2 more battlelines or your GKoZD can't be your general. Your Crypt Haunter Courtier has to be the general. 150 Points left? Just to get 3 Command Points? Just use the Throne for summoning and you don't need that much spare Command Points. Add the 10 Ghouls for 60 Points. I don't know how you want to use the Vortex? Cast it under your Ghoul King? Then he can't move and can't buff your troops.
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