Jump to content

Lord Krungharr

Members
  • Posts

    2,120
  • Joined

  • Last visited

Everything posted by Lord Krungharr

  1. Working on my Steam Tank strategeries. Made some formation bubble diagrams; or you could make some framed art prints with them?! Not easy to fit 'em all in every bubble but #2 manages to do so. This way the Commander's Advance in Formation Order bubble works on everything for the extra 3" movement, all get the Hyshian 6+ ward and Hurricanum +1 to hit, and if the spell goes off the Warforger's MW bonuses. But it lacks the entire front line reaching across the table turn 1 potential of #3. In that setup, 1 tank has to do without the ward save, and 1 without the Hurricanum buff, and 3 without the Advance in Formation. And I rather like the idea of a fast tank army, so I'm thinking Misthavn would make up for that last bit, with 3 tanks moving D6" in my hero phase. The Orders will be pretty fun. Running/shooting/and charging after overpowering the boilers, and then mass splatting tanks into something will be very satisfying! I wanna fight Sons of Behemat.
  2. While I was sad that the Runelord lost his unbind with +2, being able to buff a block of 20-30? Hammerers or Longbeards w Greataxes to rend -3 is amazing! I mean actually the Regiment of Reknown with the Dispossessed is better than it was I think isn't it? Might be worth taking with a RuneFather on Droth with the Duardrizhal thing, to let the Dispossessed use the Runes. Rend-4 or -5 dudes?!? Very spicy.
  3. One day I hope there's a discovery of how to make swarms of Gyrocopters good. Maybe if the bloody Cogfort ever gets a model and rules the entire Ironweld Arsenal will get some juice money. I really hope that ends up being an Incarnate or otherwise god-type model like Kragnos, who could be an Order warmaster across armies buffing their armor and/or shooting.
  4. But he's a delicate sophisticated aelf-dragon with refined tastes and has become used to a higher standard of living.....
  5. I wouldn't say that, he still gives the reroll charge aura, and a monster is handy to have. I think for launching 2x3 Drakespawn chariots and a unit of the Drake-Knights into combat for MW effects he's worth it! Use the Advance in Formation Order in Misthaven for that. And then for the 2nd wave the Dreadlord and 3 Hydras come in. Had I not just purchased 6 Steam Tanks, a Hurricanum and Luminark bits, I'd have bought the Dark Aelves. Frankly I would dump my Slaves to Darkness for them except I love my Chaos Chariots....hmmm I guess I could just mount some Dark Aelves on them and paint them purplish?! Here's my first list, which admittedly, is probably terrible, but THEME COUNTS. I'm leaving the turrets removable on 4 of the tanks to be the Living City laser-corps....then I'll have to decide what to fill it out with. Maybe Dark green-Aelves
  6. If the HGBs have the hero in range, their ward save will certainly help keep them alive vs any incarnation of 20 Chaos Warriors. HOWEVER if the Warriors are marked Nurgle with the Eroding Icon, and get Daemonic Power and Oracular Visions (both from a foot Sorcerer ) on them, I think it would be a looooong grind and the Warriors would end up a big stalemate.
  7. Yeah I'd use Greywater when going full mechanized. But isn't that a swamp? Swamps have trees
  8. I am stoked to finally run a Steam Tank army, among other things. 3-4 S'tanks, S'tank Commander, Hurricanum w Mage, Pontifex Z, Alchemite Warforger, love my allied Tree Revenants. Not sure about all the traits and stuff yet but there's a bunch of good tech in this army. Maybe a unit of 3 Gyrocopters because WOW 3 IN A UNIT! That's pretty fun. I always liked Living City, and my initial thoughts for that are something like 4 outflanking Luminarks....and who cares what else! Black Dragon Lord in Misthaven with fast approaching Hydras, that's good stuff right there....things are gonna get charged turn1 in Misthaven, especially with knights of any sort. Guess I should care more about scoring objectives.....
  9. Oh, man, that was the most brutal game I've played in a long time, way harder than vs the magic space-frogs (which I could have played better and been more aggressive I think). Mission was Lines of Communication, and the OBR player had no problem getting all of his commands off even when going 2nd. The mission favored him actually since he didn't really have to split his forces. My Knights and Chosen took out his horses by end of the top of turn 2, but then just flopped vs the Immortis Guard and Stalkers plus Katakros. I got almost all of my spells off even with massive Primal Magic battles, but it didn't help as much as I liked because we can't use Draw From Power for unbinding (which really really stinks). But the clutch rolls of the game I think were 2 Redeploys he did for 6" denying me the charge for my chariots and thus the turn 2 battle tactic I needed. Also him being able to charge a unit at me anywhere on the table, not just at a unit that I used to charge, really boned me good a couple times too. Mortis Praetorians was the subfaction. The recursion for the Immortis/Stalkers/healing in general is waaaaay too good, much like Squigs, but better, AND those units kill everything. The amount of free debuffs OBR can get is astounding and frankly unbalanced in a huge way. I realize big K and Arkhan together are almost 1000 points, but the fancy skeletons are undercosted for what they do (compared to 3 Stormfiends for what, about 100 MORE points?!). Ended 28-13. Good fun game, but just over the top brutal. Maybe if Mortarchs were 0-1 per army. Soulblight could probably fit 3 in there.
  10. One thing that gives me positive vibes for running Steam Tanks is the Hurricanum and Luminark and new cannon all have the HUMAN keyword, and the buffs on those affect HUMAN units....and Steam Tanks have humans in them. The Cogsmith is a dwarf though, but he's and Ironweld guy, so I bet he'll work on the cannon and S'tanks (and Gyrocopter/Bomber) again, and hopefully do some more interesting things or get to pick from a variety of things (healing or augmenting movement, etc). I expect very very little to improve on the Gyros, but hoping they can run in squadrons of 1 or 3 like Chaos Chariots, because 3 would be AWESOME, even if they remain the same.
  11. 2nd wave? Hmmm, I wouldn't want to even buy this tome then if less than a year later I'll need ANOTHER tome. That would stink. However, I would want to play with my 4 Steam Tanks, Luminark, Hurricanum, and smattering of coalition allies until then. Guess I'll have to get the book. Probably this box set even though I really only want the alchemite forge guy.
  12. I don't have the current tome but some of the tricks the Beasts can pull sound pretty fun! Always liked the Cygors and Ghorgons, wish I'd have kept all mine. I do have 1 Cockatrice for allies with my StD army though...half way there! I'll keep my eyes peeled for cheap armies, maybe I can collect them easily.
  13. I need some advice on how to fight my Thursday League battle using my Cabalist StD vs this OBR army (( attached in photos). Haven't fought the OBRs in a long time, and not with my StDs. Mission is Lines of Communication so I'm fairly sure I'll be unable to issue Commands most of the game! I think I could get spells off though. What do we think he'd do in this scenario, as all the objectives are right in center....and what should I try to do, priority targets etc. ? Or am I just.,...BONED?!?! Heres my army (I think I should also switch my Grand Strategy if it's allowed at this point). - Army Faction: Slaves to Darkness - Subfaction: Cabalists - Grand Strategy: Bring Ruin to the Realms - Triumph: Inspired LEADERS Chaos Lord on Karkadrak (200)* - Mark of Chaos: Nurgle - Spells: Binding Damnation Chaos Sorcerer Lord (120)* - Mark of Chaos: Tzeentch - Spells: Chaotic Conduit, Hoarfrost, Warp Reality Chaos Lord on Karkadrak (200)** - General - Mark of Chaos: Slaanesh - Command Traits: Battle-lust - Artefacts of Power: Helm of the Oppressor - Spells: Daemonic Speed Chaos Sorcerer Lord (120)** - Mark of Chaos: Tzeentch - Spells: Daemonic Speed, Merciless Blizzard, Warp Reality BATTLELINE Chaos Chariot (80)* - Mark of Chaos: Undivided - Chaos War-flail and Lashing Whip Chaos Knights (440)* - Mark of Chaos: Khorne - Doom Knight - Cursed Lance - 2 x Standard Bearer - 2 x Hornblower Chaos Chariot (80)* - Mark of Chaos: Undivided - Chaos War-flail and Lashing Whip Chaos Chariot (80)* - Mark of Chaos: Undivided - Chaos War-flail and Lashing Whip Chaos Chariot (80)* - Mark of Chaos: Undivided - Chaos War-flail and Lashing Whip OTHER Cockatrice (120)** Chaos Chosen (480)** - Mark of Chaos: Nurgle - Exalted Champion - 2 x Icon Bearer - 2 x Skull Drummer - Ensorcelled Banner: The Eroding Icon CORE BATTALIONS *Battle Regiment **Battle Regiment TOTAL POINTS: 2000/2000 Created with Warhammer Age of Sigmar: The App
  14. Is an all monster Quakefray army viable? Seems like a good alternative to Sons of Behemat, and frankly more deadly all around. Seems like people love Bullgors though for tons of MW. But....MONSTERS!
  15. Playing Game2 of my current League vs this OBR army soon. I don't even know what these guys do other than be very tanky, Katakros hands out commands to everyone or something? and Arkhan is a good wizard probably? I'm running my Cabalists with 2 Karka Lords, 2 foot Sorcerers, 10 Nurgle Knights/Eroding, 10 Chosen who I might change to Slaanesh ( I marked them Tzeentch last time and they did ignor 1 spell vs Seraphon), 4 undivided chariots, and allied Cockatrice. Gonna give the KarkaLords Daemonic Speed as they need to be near the Knights and launch them. Doing 2 Battle Regiments for low drops....or should I switch back to Warlord to get a 2nd banner for the Chosen? They are sooo slow, which is why I went Tzeentch originally to teleport them, but that requires magic which is tougher to get off these days, even with Cabalists. Any advice? I can't switch out units really since the league has started but switching around spells and battalions and Marks should be okay.
  16. Thanks! I'll pick up another 2 Rat Ogors if I see them cheap. Or for variety, the old Boneripper and some other Mordheim one. I was thinking using the Soulscream Bridge to launch the 18 giant rats into something (and Packmastering them for the 6" charge), that would be quite a bit of rend-2 attacks, and with the Crack the Whip and AoA that's 3+/3+. If a Priest could Curse a unit too, that would be extra saucy. Then after they die, they can maybe just get recycled later by the Master Moulder, who would be hiding the whole game in cover. But I think a Grey Seer is a must-have for casting the Bridge. Can those use the Primal Dice along with the Warpstone Token 3D6 roll?
  17. Cities of Sigmar Range Announcement - Warhammer Community (warhammer-community.com) The Hurricanum and Imperial Griffon will still be there! I got a Steam Tank at my FLGS yesterday. Gonna have to get at least 3 more, and a Hurricanum.
  18. Well that settles it...I need some Chaos Warriors!
  19. I sure do like the Tempestors! They have great output and a good Unleash Hello potential too. Fulminators are good on the charge, but Desolators have the same or better output after the charge. So guess it depends on the matchup and who gets charged first. The Concussors are pretty meh though, I never roll enough 6s to make them worth it. I've got 4 Desolators and 4 Tempestors right now. 10 Liberators too but those are just 😛
  20. Hello fellow Slaves, I have some strategic questions, or perhaps tactical questions. I'm in a league this quarter, and my first game is vs Seraphon Starborne player with the list in the screenshot I attached. Mission will be Every Step is Forward. I'll be running Cabalists: Bring Ruin to the Realms KarkaLord (BattleLust trait, Nurgle, Helm of the Oppressor, Chaotic Conduit) KarkaLord (Nurgle, Binding Damnation) Sorcerer Lord (Tzeentch, D.Speed, Hoarfrost) Sorcerer Lord (Tzeentch, D. Speed, Merciless Blizzard) 4 Undivided Chariots for Battleline w flail'n'whip (idea being they can get buffed when nabbing objectives) 10 Tzeentch Chosen w Blasted Standard (to protect vs Unleash Hell and teleport when needed) 10 Nurgle Knights w Eroding Icon allied Cockatrice I had originally written Battle Regiment/Warlord, but meant to do 2 Battle Regiments as I like the idea of lower drops. If I can go first vs this Seraphon guy, who will inevitably form a magic castle, does it seem feasible that I could maybe get my buff spells off with the Cabalist Draw From Power shenanigans, then launch my Chosen and maybe my Knights into his Saurus Warriors and Guard to erase them early? Then if I can survive his magic hero phase (and not get double-turned) I think I could get into his wizards to finish it off. Taking care of his Saurus Guard ablative wounds early might be something the teleporting Chosen could do if lucky with a good 3D6 casting roll plus maybe a Primal Dice. Not really sure what else I could do except be very aggressive. If I let him go first he can get all his buffs off and launch all the Comet spells all over the place and probably summon stuff turn 1 with all that Cosmic Power Points or whatever. Even if get a double turn afterwards my forces will most likely be crippled and ineffective much. I've never beaten any Seraphon army, or this guy with any army, and sorely want to win or give him a good game at least. Any advice? Haven't played this new mission yet, seems to favor a charging army. I was considering also changing Battle Lust trait to Arch Sorcerer, but getting a KarkaLord a successful charge is great next the Knights.
  21. Oh hellz yeah! Since Skryre lacks a Verminlord of its own, that makes perfect sense. Or at least some kinda mecha-thing, with perhaps random profile generation.
  22. I've got some Clans Moulder on the way, Master Moulder, unit of Packmasters/Giant Ratsx18/6 Rat Ogres. That's enough to run a Moulder segment isn't it? Do I absolutely need the Abomination? Guess I miss out on them and the mutation, but not sure how great they are compared to unit of 10-15 Gutter Runners. Really looking forward to the occasion of bringing back a whole unit of 6 Rat Ogres!
  23. I think that would do pretty well these days, perhaps switching out the couple Knight-Zephyrii to a Lord-Arcanum on Gryph-Charger, and then some kinda endless spell. Probably also go a unit of 6 Dracos with the new coherency rules. I think the ability for a heavy low-model count unit to erase a bunch of chaff horde and then claim the objectives mitigates the low-model count to some extent, sometimes to a great extent.
  24. If Chaos Warriors get a good Hoarfrost roll these days, Marked w Nurgle, and Daemonic Power thrown on them, they can ruin many units' day. But with the retinue effect of the HGBs/Runeson or Father, I agree they have great advantage over many! But for now I'm just running the absolutely terrible Auric HGs for battleline and Grimwrath spam, with either Gotrek or teleporty Stormcast allies as the mood strikes me. I did practice with them vs my Clan Eshin army..... Clan Eshin w Deceiver, Lord Skreech, 3 Deathmasters, Arch Warlock w Ratling Gun, and 3x10 Gutter Runners, plus Slynk-pack (as the tournament for which I was practicing permits a free Underworlds Warband). Fyreguys had Auric Runemaster (master priest, volatile brazier, Infernoth invocation), Battlesmith w nulsidian Icon, Grimhold Exile w Manticore Venom, 6 Grimwrath Berzerkers (1 had Magmalt Ale, 1 had Daemon Slayer), and 3x5 Auric Hearthguards, and the Farstriders for the free warband. I did Nexus Collapse (new mission) but kinda forgot about all the Primal Magic stuff. Might have changed things a bit but I was more wanting to get the hang of Fyreslayers, whilst also just honing my ninja skills on the other side. I did 2 battle regiments for Eshin this time, plus Slynk, so 3 drops, and out dropped the dwarves, so let them go first (hoping for a double-turn). Dwarves got 3 points for objectives turn 1, and even though I initially had them in the wrong locations, they woulda still gotten that part. No tactic doable though. My 3 foolishly clustered Deathmasters got Infernothed but survived. Battlesmith, Runemaster, 5 AHGs, and 2 Grimwraths and Exile went to their right and shut down that Gnawhole. Farstriders teleported to shut down the other hole. Bottom T1-Deceiver Skitterlept over to a gnawhole, whilst Slynk-pack deepstruck to the opposite corner of my zone, trying to net Surround and Destroy. Got that and all objectives for 5 points, erased 2x5 AHGs (who just really really suck by the way, but they're cheap battleline), and the Farstriders with Gutter Runners. Had another unit of Gutters come in next to their hombase Gnawhole, and then also up by the Deceiver. Deathmasters ran up to shoot the Grimwraths that had come to the center with 5 AHGs and Gotrek. Arch Warlock and Ratling Gun just occupied the backfield objectives. T2- Eshin gets the double-turn WOOT!!! Going for Led into the Maelstrom. Skreech, who had run up 6" previously towards the Deceiver, charged with his Verminlord brother into the Battlesmith, etc, whilst Deathmasters shot at Grimwraths and 20 Gutter Runners went for Gotrek...but he redeployed 5" and only perhaps 5 or 6 of them could actually reach him and did 1 wound. Successfully charged 3 units and luckily didn't kill all the heroes so at least 1 unit was still within 3" of an enemy. AHGs went down to the stabby knives of the Gutters. Bottom T2- Gotrek handily erased the 10 Gutters near him and took another 2 wounds from Unleash Hell. Fyreslayers were going for their Beastslayer tactic vs the Deceiver, and failed hard. They got 1 point for objectives. T3-Dwarves get the double turn! A Grimwrath decided to try for an Honorable Death tactic. He had 1 wound left, and was close to a very wounded Deathmaster. He charged in furiously in his Finest Hour....and then suffered 6 MW from Unleash Hell and died, instead, and ignominious death. GAME OVER as everything else died, aside from Gotrek, who was too slow to do anything but maybe kill more Gutter Runners. Dwarves did at least get the Grand Strategy for the Infernoth who didn't disappear from rolling doubles (figured I'd roll for that). I think the key with Grimwrath spam is to keep them inside a ring of AHGs, and move the whole army as 1 unit like a roving volcano to the center or single general direction. If using Gotrek he can then kinda go on his own, but I think everything else needs to really stay together. Some armies of course don't have deepstrikers so a wall might work alright in those cases, but gotta keep it tight for the bubble from the Battlesmith, and also for the Grimhold Exile's run'n'charge effect which should be used with the Rune of extra movement. Next time I'll try these guys vs my Slaves to Darkness, who has no shooting at all. And then my buddy's Gitz or Nurgle or Soulblight, it'll be a surprise.
×
×
  • Create New...