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Lord Krungharr

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Everything posted by Lord Krungharr

  1. That's a good point. Though 6 of either does provide ablative wounds so the 4 we need get in there after Unleash Hell and other possible obstacles. And they can engage multiple targets in some cases; like if there were 2 units of zombies near each other, then 3 could strike each unit....and then all die after the zombies strike when they die with their MW salad-fingers and regenerate and whatever else zombies do these days. I'm sour this morning, I need sugar. and more coffee.
  2. With the new coherency rules including units 6 being able to just be within 1" of a single other model, some other competitive dudes in my local group are touting Fulminators in big blocks as battleline. I'm inclined to agree, that is pretty awesome. But there are quite a few ways to shut down enemy charges by halving the distance, etc. Almost want to take an Incantor or two with something like that. They'd get to cast a spell too but shut a couple down for important times. I built my 2x4 Dracoths as Desolators and Tempestors. For times to get stuck in, Desolators have proven fairly consistent for me, and Tempestors have pretty good output in general too. But I think some magnetizing could prove a good thing; plenty of stabby bits leftover to make Fulminators.
  3. I read somewhere the Troglodon Bomb has been nerfed somehow. Haven't had the 'pleasure' of playing against it in any form yet I'm facing my friend's Nurgle army on Thursday w 3 sorcerers. We'll see if my Clan Eshin can even make a dent in the tough boogers that are you Maggotkin!
  4. Asking for a friend in our local club. The stinking FAQ page is still down at Warhammer-Community. I think the tome specific endless spells cannot be used by allies, and if so, I'd expect the tome specific invocations to be similarly limited. But no way to check right now....
  5. Behemoth?! Dammit. Forgot about that. That's one of the lamest possible keyword mistakes imaginable. 8 wound behemoth PAH-LEEEZ
  6. Oh, and I fought my Fyreslayers Greyfyrd Grimwrath convention with special guest Gotrek last night too. I used Clan Eshin w Deceiver, Lord Skreech, 3 Deathmasters, Arch Warlock w Ratling Gun, and 3x10 Gutter Runners, plus Slynk-pack (as the tournament next weekend 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, 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). Next week will be much more difficult, but should be at least good fun, and possibly very quick games. Lord Skreech is awesome! Glad I magnetized the 2nd Deceiver to be him. Versatile damage dealer. Still on the fence about the Warlock vs another Deathmaster. The latter helps me more ensure the Grand Strategy Masters of Execution, but a 3rd wizard is nice, and with the Ratling Gun can provide some extra punch if needed (and if in range).
  7. Get in their FACE! Ballz 2daWALLZ Were I to make such an army, I might have to kitbash various Doomwheels like I did with my Azgorh Skullcrackers (who are all Chaos Chariots now, cuz Azgorh 😛 ) I mean, the Doomies could lay down quite a bit of firepower with Warpspark and MMWP help plus Deranged Inventor and AoA. I'd almost not do Lightning Cannons just to get a couple more in there, as they can do MW on the charge and pile-in can't they? Not the biggest bases either. Just when I thought I was out of the lab...THEY PULL ME BACK IN.
  8. Army Faction: SkavenLEADERSArch-Warlock (150)*- General- Command Traits: Deranged Inventor- Artefacts of Power: Esoteric Warp Resonator- Spells: More-more-more Warp Power!Arch-Warlock (150)*- Artefacts of Power: Vial of the Fulminator- Spells: More-more-more Warp Power!Warlock Engineer (100)*- Spells: HoarfrostBEHEMOTHDoomwheel (140)Doomwheel (140)Doomwheel (140)Doomwheel (140)Doomwheel (140)Doomwheel (140)Doomwheel (140)ARTILLERYWarp Lightning Cannon (150)Warp Lightning Cannon (150)OTHERSkryre Acolytes (70)Skryre Acolytes (70)Skryre Acolytes (70)Warp-Grinder (60)*ENDLESS SPELLS & INVOCATIONS1 x Vermintide (30)CORE BATTALIONS*WarlordTOTAL POINTS: 1980/2000Created with Warhammer Age of Sigmar: The App
  9. Oops, nevermind. I see after I updated the app the Grimhold Exile is in the right&proper Fyreslayers army list. Here's my list vs my Clan Eshin for practice next time: Greyfyrd Auric Runemaster (general, master priest, volatile brazier) Battlesmith (nullsidian icon) Grimhold Exile (what artefact to use?) 3x5 Auric Hearthguards 6 Grimwrath Berzerkers Gotrek Infernoth But I can't decide, should I go with 2 Battle Regiments? Or w 2 Warlord Battalions to get some more artefacts on a couple Grimwraths? Can't even remember what Fyreslayers artefacts there are besides the ones I put in the list, but as I recall aren't there only ones for Priests and Runefathers/Sons? Don't have my tome with me.
  10. They want us to buy giant dragons for casting buffs. Or an allied frog.
  11. Libbies need an extra attack either if outnumbered or on the charge. But I think GW overvalues petty MW stuff (Lay Low the Tyrant) so that's why the extra points on them. At least they get a 3+ save if over half shields, which mine always are, and they get a 6++ near an objective. Stormcast just need better Command Traits, spell lore, and artefacts, and tactics/grand strats. They're really really lackluster, and for the tactics, nearly impossible to achieve more than one or two with any kinda specific build type. Requires too much take-all-corners styling. I'm gonna have to see if I can fit 2x6 Dracoths in there now with the coherency rules. That's great news for them and the Dracolines like someone else mentioned. Even Gryph-Chargers will like that.
  12. To be fair, if Fyreslayers had more than 4 units outside the hero slot they might be able to do more things at a higher tier. They need some volcanic baby magmadroth/ salamander riders for cavalry, and probably some artillery ie. Flame cannon. Besides HGBs they could use a heavier infantry unit with runic armor, something unique perhaps that could either cast prayers, and have their own little set of them, or be beacons for channeling prayers further like Skink whatevers do for Seraphon, or the spell portal does for spells. almost seems like they should have some guys who could ride the hot thermal vent currents and fly,....and maybe cause magma.cracks in the ground for beam attacks of some sort (draw a line across units for D3 MW each on a 3+, etc)
  13. Points changes are good! Stormfiends didn't go down as much as I'd hoped but the Deceiver and Skreech and Deathmasters are very welcome. Now I can tuck in a Ratling Gun and Vermintide into my upcoming tournie list!
  14. Ooh yeah, very happy about the Dracoth changes! I think I could fit in a Knight-can'trememberthename guy now. (the one Neave Blacktalon is).
  15. I think the increase on the invocations and Battlesmith isn't really justified, maybe on the Infernoth. But yeah, the new hero-hiding will help! Wondering if it's worth trying to fit in the Runic Fyrewall to block movement. Doesn't seem worth it over taking the Infernoth. I've got 4 Grimwraths built, the Runemaster for a general and the Battlesmith. I've got enough bodies for 5 more Grimwraths, but will run Gotrek w 2 more until I can get the new hammer-dude, as he seems worth it over a Grimwrath to help the others.
  16. Guess you could sculpt some warpstone things and make them into lightning cannons?
  17. Ooh, heck yeah! I didn't realize the new guy did anything. Perhaps I'll bash one together, as I don't want ANOTHER vanguard box. Wondering though if taking a Battlesmith (whom I converted into my Auric Runemaster) would be worth it for the anti-spell bubble. Gonna be tons of annoying endless spells and wizardry flying around soon. I could re-kitbash on of those with the Icon on some other staff. I'm turning the Flamespitter and Runic Fyrewall into my Magmic Battleforge...instead it will more like a Magmic Oil-well, so I need to make a construct with a big runic valve to turn the magma on/off. That'll save me $50. Its' about the right footprint too, and since the ward save thing is tablewide I think, actual size doesn't much matter.
  18. Good stuff! Fresh leeks, soup recipe included - Imgur
  19. Man, a new Gutter Runners/Night Runners kit would be highly appropriate, whether or not in a big warband of sorts! Of course I have my 30 metal Gutter Runners already, but then EVERYONE can strike from the shadows....or sewers. Guess Plague Censers sure need a kit. Rat Ogors too. And Weapon Teams. And Arch Warlock.
  20. Fought my Dracoth heavy Stormcast last night with my Eshin force. And WOW, Clan Eshin beat the ****** out of them. T1-Mission was the Realmstone Cache (I think, no2), and Stormcast finished dropping first so they decided to go first and move to the center objective before the rats, hoping the Liberators could shield from any side appearances from the shooty ninjas, and their left flank full of Dracoths, could of course weather the storm of poison stars, right?!? The Lord Arcanum on Gryph Charger rode the wind to Desecrate some land. Bottom of T1-I kinda forgot the deployment was all in the center rectangles so I put 1 Gnawhole in the left corner, but it wouldn't have affected much had I moved it to the correct spot. The regular Deceiver was next to the Gnawhole and the general Deceiver behind a piece of terrain, with Deathmasters hiding strategically, except the Ld of the Alpha (Sniktch) was right out in the middle. Skitterlept the general, Gnaw-ported other Deceiver to take care of the weak flabby Liberators. Slynk also went to the enemy backfield to help with those in case, and threaten the hero Dracoths (Vandus and a Lord Celestant). Gutter Runners popped up on the far right back Gnawhole, and in the middle near Sniktch. Got an easy Desecrate Land with control of the back Gnawhole. T2-Eshin gets Priority for the double turn! Devastating for Stormcast. Deceiver Gnawholed to join the Gutter Runners in the enemy backfield. Going for Cunning Maneuver, Sniktch and 2x10 Gutter Runners ran up in front of the Knight Draconis and erased it with poison MW. Back Gutter Runners shot and charged the Tempestors and wiped them (with the Clawpack helping, and all having killed 3 with shooting, not suffering any Unleash Hell damage, then stabby-stabbies after the Tempestor whiffed and killed only 1 Gutter Runner). General Deceiver and Slynk took care of the hero Dracoths. Bottom of T2-Stormcast goes for Eye for an Eye. Desolators take the Holy Command of Steadfast March to run n charge (trying to escape from Slynk and the general Deceiver), whilst Lord Arcanum is behind them into Eshin territory. They wipe all the Gutter Runners handily but lose a Dracoth. T3-Stormcast regains Priority and goes for Gaining Momentum, nominating Sniktch in the center. BUT the objective of course exploded and went diagonal. So the Desolators could have easily killed the Deathmaster, and not sure why, but I had them retreat to score the objective and have the Lord Arcanum try to charge and kill the Deathmaster. That was really stupid on the Stormcast part (the tired part of my brain I guess). Lord Arcanum died to Unleash Hell with 8 MW dealt by Sniktch! So failed that. All over. But they would all have died next turn with 2 Deceivers, and Slynk&Co. coming in hot. I got Masters of Execution, having my spare Deathmasters just sit back and do nothing. Dracothian Defiance of the Stormcast was the opposite. Assassins just do it better Now I think Stormcast could have fared better in a different mission with a corner to castle within. Then the Liberators could have blocked out the distance of even Slynk/Deceivers (and of course died swiftly) but allowing the Draconis and Lord Arcanum to survive and get outta there easily, while the Dracoths deepstruck and spitting lighting/shooting bolts at whatever. So I'm still a bit on the fence about which army to bring to my next tournament, but the ninjas are pretty darn fun and potent if played skillfully. But with the new GHB and the wizardry rules, I'm inclined to switch out the normal Deceiver to Lord Skreech (he has some great utility and more combat prowess IMHO), and switch 1 Deathmaster to an Arch Warlock. It'll make Masters of Execution a bit more difficult, but the new blizzardy spells are so good I think the Arch Warlock will be good (Warpsparks, 3+ save, he can actually fight a bit and spew a few MW, better than the Grey Seer I think).
  21. I had no takers for a game yesterday so I decided to practice vs my Slaves to Darkness ( Bring Ruin to the Realms GS) on my floor (needed to try them out anyways too). Lurkers Below. StD had 2 Karka-Lords, 2 foot Sorcerers, 10 Nurgle Knights, 10 Tzeentch Chosen, 4 Chariots. I used my Eshin Murderforce (Masters of Execution GS) w 2 Deceivers, 4 Deathmasters, 3x10 Gutter Runners, and Slynk's Clawpack. The upcoming tournament lets us bring a free Underworlds Warband, but I only had the 1, so Eshin got that bonus. T1-StD dropped first so chose to go first and move up towards the center objective to lock in the turn 2 control better. Rolled on the Eye of the Gods table to get the BT, buffed up the Chosen to extremes w Daemonic Speed and Power, Mystic Shield, and Oracular Visions, then Warped Reality to teleport them across the table to the Eshin backfield....where they then charged 3D6+1" (from the drummer) into the non-general Deceiver and plain Deathmaster...Deathmaster died, and Deceiver got rid of 1 Chosen....and the Chosen did their strike-again thing and killed off the Deceiver. Chariots moved to block the gnawholes from being used. Bottom of T1-General Deceiver failed Flaming Weapon but got Skitterleap off, and Slynk's Pack along with the Tunneling and Farskittering Deathmasters joined him in the StD backfield with a unit of Gutter Runners. The other Gutter Runners popped up midfield hoping to take out a couple flanking chariots, succeeding in 1, doing 6 wounds to the other. Alpha Deathmaster had to retreat from the Chosen as it turns out he was actually within 3" of them. The massed shooting and followup charges by Deceiver and the Clawpack (Slynk failed his charge roll) killed 1 Sorcerer and both Karkadraks. Eyes for Eyes! T2-StD got Priority and decided to Run Them Down (making at least 3 charge rolls). 3 Chariots did that no problem and ended up killing most of the invading Gutter Runners (but they stabbed the chariot with 1 wound left to death) and putting a couple wounds on Slynk. Chosen charged and wiped a midfield unit of Gutter Runners but lost a couple to Unleash Hell. Knights came back to charge and kill off the Clawpack and take the Deceiver down to 3 wounds. Knights lost 1 or 2 dudes though. Bottom T2-Deceiver Skitterlept outta there, going for This One's Mine on the chariot battling Slynk; an easy one since it had a couple wounds on it already....even though the Doomstar completely whiffed, which it always seems to do! the stiletto did its work. The 2 Deathmasters shot and got rid of another knight or two, they were down to 7 then, and then charged the last chariot and finished it. T3-StD got Priority AGAIN, and ran the Chosen onto Eshin's objective, ran the Sorcerer to the center one, and still had the Knights on theirs, and TAHDAH, they won instantly. Which is lame. But Eshin made a big tactical error not forseeing this and should have kept the other midfield Gutter Runners either towards their objective or the center in Turn 2. For kicks I played it as if Eshin got the Priority, and they ended up killing all the knights with shooting and then charges, but the Chosen would have remained. But it wouldn't have been instant winning for anyone at that point. Deceivers really need the MW hits like Deathmasters have, and random shots make no sense from the Doomstar. For the points they cost, they deserve to have those. Without Flaming Weapon they just don't do that much except vs heroes with the hit/wound bonus. I might magnetize my custom Verminlord to be a Warbringer or even Skreech. More utility though it won't be pure Eshin then. Gutter Runners are certainly fragile and swingy, but I like the units of 10 as they can fit in their needed footprint better than 15. However it seems unnecessary to always deepstrike them. Playing it out in my head, this game would have been very different had I started them on the table. Fun learning match! StD Chosen are no joke.
  22. I had no takers for a game yesterday so I decided to practice vs my Slaves to Darkness ( Bring Ruin to the Realms GS) on my floor (needed to try them out anyways too). Lurkers Below. StD had 2 Karka-Lords, 2 foot Sorcerers, 10 Nurgle Knights, 10 Tzeentch Chosen, 4 Chariots. I used my Eshin Murderforce (Masters of Execution GS) w 2 Deceivers, 4 Deathmasters, 3x10 Gutter Runners, and Slynk's Clawpack. The upcoming tournament lets us bring a free Underworlds Warband, but I only had the 1, so Eshin got that bonus. T1-StD dropped first so chose to go first and move up towards the center objective to lock in the turn 2 control better. Rolled on the Eye of the Gods table to get the BT, buffed up the Chosen to extremes w Daemonic Speed and Power, Mystic Shield, and Oracular Visions, then Warped Reality to teleport them across the table to the Eshin backfield....where they then charged 3D6+1" (from the drummer) into the non-general Deceiver and plain Deathmaster...Deathmaster died, and Deceiver got rid of 1 Chosen....and the Chosen did their strike-again thing and killed off the Deceiver. Chariots moved to block the gnawholes from being used. Bottom of T1-General Deceiver failed Flaming Weapon but got Skitterleap off, and Slynk's Pack along with the Tunneling and Farskittering Deathmasters joined him in the StD backfield with a unit of Gutter Runners. The other Gutter Runners popped up midfield hoping to take out a couple flanking chariots, succeeding in 1, doing 6 wounds to the other. Alpha Deathmaster had to retreat from the Chosen as it turns out he was actually within 3" of them. The massed shooting and followup charges by Deceiver and the Clawpack (Slynk failed his charge roll) killed 1 Sorcerer and both Karkadraks. Eyes for Eyes! T2-StD got Priority and decided to Run Them Down (making at least 3 charge rolls). 3 Chariots did that no problem and ended up killing most of the invading Gutter Runners (but they stabbed the chariot with 1 wound left to death) and putting a couple wounds on Slynk. Chosen charged and wiped a midfield unit of Gutter Runners but lost a couple to Unleash Hell. Knights came back to charge and kill off the Clawpack and take the Deceiver down to 3 wounds. Knights lost 1 or 2 dudes though. Bottom T2-Deceiver Skitterlept outta there, going for This One's Mine on the chariot battling Slynk; an easy one since it had a couple wounds on it already....even though the Doomstar completely whiffed, which it always seems to do! the stiletto did its work. The 2 Deathmasters shot and got rid of another knight or two, they were down to 7 then, and then charged the last chariot and finished it. T3-StD got Priority AGAIN, and ran the Chosen onto Eshin's objective, ran the Sorcerer to the center one, and still had the Knights on theirs, and TAHDAH, they won instantly. Which is lame. But Eshin made a big tactical error not forseeing this and should have kept the other midfield Gutter Runners either towards their objective or the center in Turn 2. For kicks I played it as if Eshin got the Priority, and they ended up killing all the knights with shooting and then charges, but the Chosen would have remained. But it wouldn't have been instant winning for anyone at that point. Deceivers really need the MW hits like Deathmasters have, and random shots make no sense from the Doomstar. For the points they cost, they deserve to have those. Without Flaming Weapon they just don't do that much except vs heroes with the hit/wound bonus. I might magnetize my custom Verminlord to be a Warbringer or even Skreech. More utility though it won't be pure Eshin then. Gutter Runners are certainly fragile and swingy, but I like the units of 10 as they can fit in their needed footprint better than 15. However it seems unnecessary to always deepstrike them. Playing it out in my head, this game would have been very different had I started them on the table. Fun learning match! StD Chosen are no joke.
  23. That was my plan-scheme for him or the Verminking. Oh well, the Shards of Valagar are still pretty good. Not sure about the Bridge anymore though. I looked at the rules for it and it says you cannot move after using it. The opposite of what I had thought.
  24. I agree. If it had the battleshock immunity or even a Bravery 10 aura, that would make it worth taking, and even worth more points than 240. But without it, it's a sideshow. I'm doubting any Eshin stuff will go down actually, only because GW knows they are SOOOO powerful with their ranged MW output. At least 5% of Skaven's 45% winrate must be from that Clan alone!
  25. Wondering what my next big guy should be...Thanquol or Lord Skreech? They're both pretty solid on paper to me. I have the Forbidden Power spells arriving in the mail this week probably. The casting buffs from Thanquol would enable him to Lauchon himself into somewhere juicy and unleash 2 Warpfire Throwers, and then probably charge in with the 2 braziers. But to Soulscream Bridge 15 Gutter Runners or 15 Acolytes into range I'd probably have to take a Warpsparked Arch-Warlock or Engineer? Unless I had Skreech also, as he could get the +1 to cast from his ability, plus a Gnawhole bonus, +2 is pretty decent. While the blob of Acolytes could be pretty good, I kinda like the idea of Bridging the Gutter Runners, as they can theoretically do MW from shooting, AND charge in for some decent combat as well. Better with a Deceiver though I guess. In the mean time I'll be facing every army I can with pure Eshin to see what they can do these days. Which admittedly probably isn't too much on their own. But we'll see.
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