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Lord Krungharr

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Everything posted by Lord Krungharr

  1. I am very not sold on K'daai. In all combats my Skullcrackers have done way way more damage and lived longer. Even as they mortally wound themselves from churning out 4D6 attacks almost every time they can still put out more hurt than K'daai for equivalent points. Of course Skullcrackers can't fly or run and charge. That's the K'daai's advantage as I see it, and they sure look cool. But I'd still rather have another lawnmower (which is what my opponents at the last two tournaments have called the Skullcrackers). I like the Centaurs. The spite shield and hooves, plus rending axe and flat 2 damage each make them more killy than K'daai, and with a Tauruk in ability range even more killy. To make up for the K'daai speed and getting places fast I'd recommend the alliances of Gutrot Spume and Blightkings ( to outflank), or something like Karanak who can give you free flesh hounds and maybe Skar Bloodwrath (since he can die and probably pop up anywhere later on). Azgorh really needs some summoning or movement trickery thingie. Just a little something. Maybe someday Forgeworld will grant us a battletome of our very own....
  2. That's almost the army I used yesterday at a 3 game tournament. I only had 4x10 Fireglaives and 6 K'Daai, and no Geminids. Plus another Tauruk and an Infernal Guard Standard Bearer. (vs Troggoths….close tough good fight, but I couldn't get behind his lines and the Gloomspites have some crazy insane magical shenanigans! , then Nighthaunts….tabled him in Escalation, helped that all the objectives were on the table centerline, then Stormcast…...tabled me, dropping behind with some friggin hornblower terrain mortal wound causer and lightning handed Evocators, plus a comet spell in front of me that I never was able to dispel, and a little dracoth guy that had a 2+ save rerolling 1s and bouncing mortal wounds off back at me when making 5+ saves, ugh, that was brutal) Many swear by K'Daai; I only used them in 3 games, they were fast but ultimately hit like a wet noodle. And despite the ignoring rend, the 5+ save is just too crappy as is their Bravery (why they are Daemon and only Bravery 6 is confounding!). I would have much rather had my Gutrot Spume and 5 Blightkings or another Skullcracker or 2 more magma cannons. Maybe then the maxed out 12 is actually the best way since that's buckets of attacks and D3 damage each at 3". That could work. The unit discount is nice at 12 models too. I think with big units like that 9 K'Daai, Azgorh could well use Drazhoath, despite his enormous points investment. The no battleshock is very very good, and he's a solid wizard, who is durable and can sometimes do well in combat. The Fireglaives were also quite lackluster, though I really just use them for required battleliners and holding objectives when they are still alive. The Infernal Standard Bearer was very very helpful, so I would highly recommend him for 100 points. In my next game with Azgorh I'll give the 12 Bull Centaur unit a try with Drazhoath. As a 40k Imperial Guard Commander once said, there's no more stirring sight in battle than the charge of mass cavalry.
  3. I am very eager to see how I will be able to use all my old metal Gutter Runners with this new tome; hoping for a cool Eshin battalion or two, and that they can be Battleline if the general is Eshin or something like that. Sounds like Assassins might be decent?!?
  4. Anyone tried a Squig monster list at all? A Loonboss on Manglers with 3 Colossals/Manglers, and 4 Gobbas, plus assorted little Squigs? Seems like a decent take all corners type of deal, as it would have artillery (that can shoot into Citadel Woods!), nasty combat ability, and good objective bodies. Plus boingy fun!
  5. Lammasu was an old monster (I think derived from ancient Sumerian/Babylonian? mythology), maybe they deleted it from the app. It was a winged Taurus body but with a giant fanged Chaos Dwarf head, with cool horns. It was a monster and a wizard. The old Chaos Dwarves had a sorcerer on top of one as a hero in the Fantasy Battle.
  6. Lammasu?! Love that guy, that's what I used for my Drazhoath But then you couldn't take the Azgorh allegiance. But you could plop a Slaves to Darkness Sorcerer Lord on one and ally that in, with a Chaos Mark. That would provide maximum fireball throwing. Wish I had another 6 Renders to try out that big of a herd.
  7. Actually yeah, that's a pretty decent discount for some awesome models. Also I think it's a good viable component of an Azgorh army. However, it might be better to not run the battalion. Shartor is good but not as general. A giant unit of renders is pretty useful as an anvil unit (resilient and can dish out some hurt to the enemy too). Take 3x10 Fireglaives as batteline, couple magma cannons and daemonsmiths, and I think you're good....but do try to fit in the Infernal Guard Standard Bearer. Rerolling 1s to wound, and the bravery buff is very good for the Renders and Heroes alike!
  8. Sorry if this has been covered already, but what are thoughts regarding a unit of 3 Dankhold Troggoths? Worth purchasing? Or for the points am I better off getting 4 units of Rockguts? Looking to me like Rockguts are the winners but wanted to see what others thought. I sure do like the pulverizing grip of the Dankholds. Could be fun Hand of Gorking 3 of them across the table!
  9. I'm making my 6 other Dragon Ogors for the Stormherd, my first 3 have the war-glaives. I was thinking of doing all war-glaives but now I'm wondering if one unit with the paired ancient weapons is a good idea? They get 1/3 more attacks but 1/6 less chance of penetrating armor. But they also get to reroll 1's to hit, which means they can wander from the Shaggoth if needed and still hit well. And vs crappy armor or armies that ignore rend that might be a good unit? I would love to make a crusher unit since they look really neat, but only 3 attacks, no rend and only 2 damage each, that seems just too crappy. Anyone tried out the Thunderscorn at all? Curious if that 2" range of the war-glaives is overrated.
  10. A Doombull with no Bullgors? That's heresy! But that's a ****** ton of bodies on the ground. I think it would fare very well indeed. Be careful with those Cogs as it can bite oneself in the rear with the enemy getting +2 to movement and charge rolls....especially if they double turn you. I might also recommend buying at least one Spawn in there to start with. Summoning will probably work out for it but then if you end up with 2 you can distribute the extra attack in more than one spot on the field.
  11. Holy cow I am very very eager to start assembly of my Troggoth army! And I think I will need to get a Loonshrine, even if they don't really need the anti-battleshock, it's just such a super nice kit, and looks HUGE. Anyone try out Fellwater Troggs yet? I have 9 of them now. Wondering if many small units is better than 1 bigger unit. Samequestion with Rockguts, is min-max best or is 6 nice to run together for super pulverizing somebody? With 40mm bases it is more possible to get more on an enemy than with the 50mm of Fellwaters, but they can vomit on dudes from behind others. Is it worth getting a unit of Dankholds or are Rockguts all around better per point because of the Feel No Pain save and boulder throwin'? For the Troggboss I am thinking of putting a cape on him and calling it the Thermalrider Cloak. Flying, and an extra 4" seems pretty good! Glowy Howzit sounds okay but I know I'd roll a 1 the first round of using it. Is it worth running Skragrot with Troggs to aid in casting and moon moving and withering enemies slowly with fungal infections via Da Moon Onna Stikk? I have a Madcap Shaman for Nightshroud and a Fungoid Shaman so far. FIgure a couple spells can help the Troggs be that much more resilient and mobile. Overall seems like the Gloomspites have a bunch of ways to make it tough for the enemy to strike effectively. That's one reason I like the Fellwaters for their -1 to hit in melee.
  12. I think I will give the mass of 12 centaurs a try next game I play, which will be vs Nighthaunts. I agree they can be a great 'anvil' unit, and with decent hammering themselves sometimes. I'll back them with my 6 K'daii, and 3x10 Fireglaives for battleline. Then to fil it out probably a Daemonsmith, Tauruk, and maybe Drazhoath just to see how handy his command ability is. I'm very happy to report a 2nd place finish for Azgorh in a 10 player tournament over 5 games last weekend! I got best general for Chaos, and though I went 3/2, I had the 2nd most 'tournament points', and the most Kill Points by far, 7300 total over the 5 games. We used the Realmscape rules, and for most part they played little part, though the spells came in handy. My list: Tauruk (general/grotesque/armor of Bazherak) Tauruk 2x Daemonsmiths (darkforged weapons) Infernal Standard Bearer 4 x 10 Fireglaives 2 x Magma Cannons 2 x Skullcrackers Gutrot Spume and 5 Blightkings for allies I gotta say the Skullcrackers did MASSIVE WORK! Nobody really knew what they did and they didn't ask, of course I'm always happy to answer opponent questions Narrowly lost to Gutbusters game 1 (scorched earth) as I forgot about the being able to move off of objectives and still control them. That cost me. I'd win against him in the last game (arcane places of power) by rematch, which happened because we were both 2/2 at that time. Game 2 I also beat a Khorne Gore Pilgrims/Brass Despoilers army (focal points). He made a 20" or so move with his 30 bestigors turn 1 and they charged into my lines, and also with 10 centigors. I weathered the storm with very few casualties and erased the bestigors I think after 3 rounds of combat (he had them all bronze fleshed and ****** too). He made the big mistake of bringing his slaughter priests and bloodstoker general out of the woods for some reason (maybe to grab the middle objective?). Magma took care of the general, and my general and skullcracker took care of the the priests. Gutrot and friends took the far objective and his summoned units withered them down. That was a good suspenseful game. Game 3 a Nurgle player with Glottkin and a plague cyst battalion also charged me turn 1, who knew how fast those Nurglies could be!!! That was a mission with 4 objectives 12" from each corner, can't remember what it was called. But he rolled so amazingly crappy he only killed like 4 Fireglaives that turn. Glottkin didn't get there til turn 2. I pretty much butchered him and stole his back objective with my own Nurglies. I had castled 30 Fireglaives to the left obj. and the rest of my stuff to the right. Blightkings without rend did little to the 30 Fireglaives. Glottkin did but meh, I had way more points by then. Game 4 was the most horrible however, and Sylvaneth make me very angry with all those dang trees! Trees that spit mortal wounds for no reason, when I cast a spell, when I charge through them. I feel like our Aqshy-ness should just burn them down or something. That was I think Duality of Death? 2 objectives that only heroes could score? I had a really rough time getting to them and no hope of dislodging his Tree Ancient. Apparently models can't move through the actual trees of the citadel woods. Otherwise all my Blightkings and Gutrot could have assaulted the Ancient and possibly whittled him down. Great hard game though. Those woods neuter guns of course with no line of sight beyond an 1". I got like 1200-1300 kill points to his 600ish, but of course it's the objectives that count. More speed and flight would have really really helped in that mission. Good thing I have 6 K'daii ready to paint! I'm definitely looking forward to Adepticon and using the Legion of Azgorh in the Championships. Not many people play it, and it's always fun to give them a story to tell. Especially when they see all the old big hats.
  13. Yeah, I wish they still had the great weapon option. The shields with the bouncy mortal wounds are okay, but the rend-2/3dmg was way better!
  14. Got a big 5 game/2day tournament this weekend. My first list option features: Tauruk (General: Grotesque, Armor of Bazherak) Tauruk 2 Daemonsmiths Infernal Guard Standard Bearer 4x10 Fireglaives 2 Skullcracker Engines 2 Magma Cannons Gutrot Spume w 5 Blightkings (allies) for outflanking and distraction However!.....I am wondering how a mass unit of 12 Bull Centaur Renders would perform instead of the 2 Skullcrackers/10 Fireglaives/1 Magma Cannon? Is having a giant line of cavalry competitive? The idea being with that is while they can't all strike at one unit, they could possibly strike simultaneously against many units, and then I can pull any casualties off the ends to avoid splitting the unit. I don't think the Tauruk can make all of them hit better though since they'll be too big to be wholly within the command ability range. Anybody tried the max sized Renders yet? I've heard many like the giant Kdaii unit, but I only have 6 and they won't be painted in time.
  15. I'm still thinking about going to this party, but are Sourbreath Troggoths in the Gloomspite book? Or just the Fellwater and Rockgut? I'm a cave person.
  16. When you put it like that.....no. However, now I want to use both! It's just tough to get the Castellan in range to do his thing in the hero phase. But against a really durable, nasty, or huge horde enemy unit that could be a big game changer. Imagining my 2 Skullwhacker Engines wounding on 2s, rerolling 1s next to a Standard Bearer. Not to mention the Iron Daemon and Fireglaives shooting. Boy, I'm gonna give the Castellan a new try with the Thermalrider Cloak next time I practice. Still, it would be fun to run 6 Tauruks just to see how much they could kill.
  17. I was thinking if he didn't use the Tauruk make the Daemonsmith the general. Daemonsmith having the blood to throw around and being a wizard makes him a bit more useful more often than the Castellan, so it's good to give him -1 to hit. The Castellan is low threat to most people, so he could fly and run up sneakily for a turn 2 command ability, which by then will help out everything else in range to attack the enemy. But yeah, definitely make the Tauruk general if he's in the army.
  18. I think the Warhost is a very good option. The extra bravery and also the rerolling hits of 1 in melee for the dudes who don't move is useful, especially coupled with Standard's rerolling wounds of 1 in unmoved melee for them. Probably better with more models though. Especially if Draz is there with his ignoring battleshock ability bubble (that's a good one). That said, I will never argue against a Tauruk! He can form the center of the trident that is the Skullcracker, himself, and the Kdaii. As for the general, I might recommend the Daemonsmith for that. He's arguably more valuable being a wizard and has the Ashstorm power. For your Castellan I recommend trying the Thermalrider Cloak, which is fluffy, and good for him to make him faster to be in range sooner for his ability.
  19. I have found the auto-unbind very very useful vs Death armies the couple times I played them. And also the one where you get to fight in the hero phase.
  20. Wow, I don't have the book yet, but looks like Fellwater Troggoths are battleline with the Dankhold Troggboss as general? So I could have an almost entirely puking army?
  21. What are some other ways to launch BoC Bullgors across the table more quickly? Or is there? The Thunderscorn are quite fast with their hero phase extra move. But seems like Bullgors aren't as speedy as they used to be (their instrument used to add 1" to charges for each enemy unit within 12", now it's just +1" flat). Chronomantic Cogs is something, but then the enemy gets it in their turn too. Plus BoC wizards don't get any casting bonuses like some other factions' wizards. Is there someway to make them run and charge that I am missing? Or just wishful thinking on my part? They're faster in the Blades of Khorne with Bloodstokers though. I finally got 1 box of Dragon Ogors. Just need 2 more for the Thuderscorn battalion. Not that it really is very good, but plopping them down at once is good. One can fit that with 2 Shaggoths and an all Bullgor Brass Despoilers and the 3 endless spells in 2000 points. I figure Gavespawn is good, as summoning a spawn is easy, netting the extra attack buff. Or no Greatfray? Then they can get a trait and relic that isn't so meh.
  22. I am happy to help! Triumphs are always a thing I forget about; those could be super good in the right moment. Gonna have to remind myself with a little icon or something near the dice.
  23. I think in my last 1000 point game I ran 4x10 Fireglaives, a Daemonsmith, the Infernal Guard Standard Bearer, 1 Magma Cannon, a Tauruk (General w Grotesque and Bazherak Armor), and a Skullcracker. I ran the Standard Bearer up behind the Tauruk and Skullcracker. My Fireglaives stayed back on my objective (it was Take & Hold on a 4x4 foot table) and spread towards the edges so his Gors wouldn't be able to outflank behind me. I was able to shoot enough Gors and Bestigors and limit how many he could charge and pile in to my Fireglaives so they stayed alive enough to shoot back. I Magma Cannoned his Doombull down to 1 wound and the Tauruk finished that guy off. The Skullcracker took care of the Spawn and Bestigors whilst the Tauruk closed in on the Herdstone and it's protective Gors and Beastlord. He conceded end of turn 2. The Skullcracker and Tauruk provide some speed which is sorely needed. I might recommend trying 1 cannon, and 2x10 Fireglaives (keep the Ironsworn). I also used the Ironblasters to make my Magma Cannons! I think many many bits will be able to make the Tauruk, stick a dwarf on any beasty looking torso, greenstuff the feet to look like hooves if needed. He's too good to not have as the General, unless you have Drazhoath (mine's the old Chaos Dwarf on Lammasu). Draz is good for mass Azgorh infantry with his no battleshock command ability, but too many points for 1k games. I know Chronomantic Cogs is a good spell. If you run just 1 Daemonsmith, you could cast that, slow down time, and still cast his Ashstorm (great power). Then next turn you could still slow down time and do that and Mystic Shield for someone. Or if needed speed up time if you're in charge range and need to clobber something badly. Geminids is also super good but you'll have to run the Daemonsmith up a bit. Realm spells are only in effect if the battle takes place in that realm. But you can say your army is from a realm and use those artefacts/weapons though. I always thought Aqshy's Thermalrider Cloak would be fun on a Tauruk, or even a Castellan (to get him into command ability range). The latter would really help out masses of Fireglaives but not til at least turn 2. Nice thing about 1K games on a 4x4 foot table is you can get a couple games in rather than 1, for more practice trying things out. Kitbash a Skullcracker too.
  24. Welcome to the Dawi Zharr! I think you can definitely make a good showing with vast amounts of Fireglaives protected by Ironsworn. The Blackshard Warhost is a very good battalion. You'll for sure want a couple Daemonsmiths too. As for the artillery, I really recommend NOT investing in the Dreadquake or Deathshriekers. The Magma Cannons are good, I never like to take more than two though. The Tauruk is an excellent general. Since we don't have too many Traits to choose from might as well take a durable hard hitting general. And there are sooooo many relics to choose from if you have Malign Sorcery's book for the Realm artefacts/weapons. Actually I've wanted to try the Chalice of Blood and Darkness; it could really ****** over enemy wizard armies. If you take the Blackshard Warhost you could try that on a Daemonsmith and something else on the Tauruk. I have not used my Kdaii yet (got 6 for Christmas) but I have used Skullcracker Engines to excellent effect. They have a similar damage output though also hit better and have rend-1. The Skullcracker and Tauruk would be fun kitbashing opportunities if you can't get ahold of the actual models (the Skullcracker specifically is nearly impossible to find). If you want artillery though and Iron Daemon is pretty decent. Not super awesome but pretty good. Also don't discount using allies of some sort. You can use any models for allies with any of the Chaos god keywords., and there are plenty of fast melee speedbump units you could take (Flesh Hounds, Hellstriders, Tzaangor Enlightened on discs, Pusgoyle Blightlords). That is good for holding enemies up letting the little guns move up and shoot them as most do not like to retreat from combat. Also more sorcerous support is good, like a Sorcerer Lord for Daemonic Power. Tzaangor Shaman and Enlightened on discs could be really good allies, especially if you take the Beasts of Chaos Dirgehorn and/or Taurus Endless Spells. I have found Gutrot Spume and 5 Blightkings to be super good as they can outflank, and Azgorh Dwarves are pretty dang slow, so need that positioning. Maxing out the Warhost battalion is a great way to do the infantry skewed Legion of Azgorh. They'll be rocking Bravery 10 too with all the buffs, so little chance they'll run away much. It's only 122 models to paint
  25. Need the Verminlord Deceiver! His power is super good. I also like the one that summons giant rats with a Command Ability. That sounds like a really good way to get free bodies, albeit crappy no save bodies. I imagine the Skaven will have a good summoning thingie in their hopefully inevitable unified battletome!
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