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Lord Krungharr

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Everything posted by Lord Krungharr

  1. Love that Leviadon head! And floaty dragon sounds good. Here's my Dreadlord on Abyssal Dagon....
  2. I vote for interesting proxies quite often! And the Phoenix Guard can be the Black Guard. Working on my Dreadlord kitbash today. It'll be a Kharybdiss base, and I'm thinking like tentacular fins rather than wings. I only have 1 pair of real wings, and Cthulhu needs those. Sure, they can summon a little aether-sea like the IDK. Yeah, that's the ticket!
  3. I think you will spoil SOOOO many people's plans with this army! Please report back with what happens. If I can make it to Indiana in late September I'll report on Clan Eshin's results too.
  4. I LOVE those trailers for that game. I can't play it though because I wouldn't have time for the tabletop game then.
  5. That's good all corners list right there! When the moment is right you can also pile on the charge rolls into a megagargant (after blasting it of course). The Tyrant could even possibly finish it off. Best part about Ogors for you is you could just make all Rat Ogors and use them in 2 different armies; and even the Lightning Cannon could be the Ironblaster
  6. I have Underguts and Meatfist covered....but wow I'm looking at the Beastclaw Raiders now. Definitely craving the cool refreshing Everwinter today. Boulderhead is obviously good for monster mash, but what about Winterbite? Yhetees seem super fast and useful to avoid Unleash Hell/Counter Charge/that OBR Mortarch Praetorian charge thing/ possibly others I can't think of. With a shootier, more magical meta, wondering if that invisibility could put them in an upper tier? ThunderHuskard as the general, then FLoSH, maybe a HoSH. Priests are good to have to get stuff going without the risk of unbinds. Thinking something like this: Allegiance: Ogor Mawtribes- Mawtribe: Winterbite- Grand Strategy:- Triumphs:Huskard on Thundertusk (330)*- General- Blood Vulture- Command Trait: Touched by the Everwinter- Mount Trait: Rimefrost Hide- Universal Prayer Scripture: HealHuskard on Stonehorn (400)**- Blood Vulture- Prayer: Pulverising HailstormFrostlord on Stonehorn (460)- Mount Trait: Rockmane ElderBloodpelt Hunter (140)*Bloodpelt Hunter (140)*6 x Icefall Yhetees (220)**- Reinforced x 13 x Icefall Yhetees (110)**3 x Icefall Yhetees (110)**2 x Frost Sabres (80)***Command Entourage - Magnificent**Battle RegimentMount TraitTotal: 1990 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 113Drops: 5
  7. Ooh excellent....More-More Warppower is a spell for +1 to hit and +1 to wound on them.....also they can get a Warpspark effect for them to do 2 damage per shot. Normally they're 2D6+3 shots....but they can choose to go to 4D6+3 shots instead. Normal stats are 2D6+3 shots 4+/4+/rend-1/1 damage, but only 12" range.
  8. After stumbling upon a nesting giant rabbit guarding a massive hoard of glittering colored oblong orbs, and then eating the giant rabbit, the spirit of it cursed this band of Underguts to forever eat only plants, lest they wither and die from eating anything else. Thus I'm making vegetarian bunny Ogors, but my Cannon-chariots are pushed by Rhinox-Centaur Ogors....should I make cow heads for them or what other herbivore? Guess I'll need some Sylvaneth bits too
  9. I think the armor save/durability of the shooting units probably should also be considered. It's not just how much damage they'll do once, but how much can they do over the course of the game; calculating areas under the curve; entanglement of dice quarks, etc. Apparently Kruleboyz won big at NOVA this weekend, or maybe it was last weekend, but the Grinnin Blades can shoot for longer because of being essentially invisible outside of 12" (besides getting their poison more poisony) .
  10. I think the hitting on a 4+ actually make sense for the blackpowder weapons (primitive and no barrel-rifling on stuff like that), but they should wound better IF they hit....and probably just do MW on wounds of 6 instead of damage, or D3 damage instead of MW. Archer Arrows should hit better in the Fantasy quasi-medieval but wound worse, but maybe with better rend. THEN sprinkle magic dust on stuff. The Alchemite guy isn't really that OP even at 90pts; it requires a spell to go off (easily countered by many opponents, or just easily failable), and he's pretty squishy himself (also very targetable by many armies with teleporty guys, enemy spells or invocations, etc). I just wish we had a cool unique monstrous action for the Griffon and sea-monsters.
  11. Cities will not get a terrain piece at least according to the leaked battletome on Imgur. However I think a rather simpler garrisonable tower of somesort might have had good sense, and it just lets more terrain be on the table, which is sorely lacking in many AoS games (besides meaningful terrain rules, but that's for another thread). Alchemite Warforger x2 behind Steam Tanks in Settler's Gain is pretty awesome stuff. Then they can get the save buff AND potentially the MW bullets. Gotta get a 2nd Warforger. Hard to say yet what the most meta-stomping Cities army will be. I'm thinking it's gonna end up being a much more varietous combined arms list than just Fusilier spam, or Stank spam, or Cavalier spam, or Drakespawn spam, etc. Losing coalition allies was really dum IMHO. The book doesn't function or look like a city, with everyone interacting with each other. It's all segregated districts now. While I totally agree the old ways of having Krondys, a Celestial Prime, Fulminators, and a tiny smattering of City folk to make it legal was bad, they could just easily make a rule in the FAQ or Battlescroll "Coalition allies are limited to 400 points in 2K point games, and 200 points in 1K point games". Make them the same as allies for army content, but coalition allies could still benefit from the Cities rules and get the Cities keywords. At least a couple Orders work for all City folk, but the Hurricanum and Luminark are straight up magic, and magic works on everyone; they should be benefitting all City folk too.
  12. D'oh! You're right, forgot about the +1 to hit on the Corsairs
  13. I'm coming up with an average of 30 damage from a unit of 10 Knights with AOA on the charge and T.Blades on them. By contrast just 20 damage from 20 Corsairs w AOA, though if they strike first, their swashbuckling could hit back a bit more of course. Chariots are probably a good idea if running the Drake Knights but they're just not in the points for everything else I want to run. The Kharibdyss is a good anti-Battleshock/Rally bubble mainly, plus a Monstrous Action if needed. The Hydras I think are good chaff cleanser, and generally annoying with their 5 wound healing every turn (if they live that long), plus Monster action where needed. I agree, neither are that great but MONSTERS! Really wish the Dreadlord didn't lose his old Command Ability though; but at least his reroll charges is always on. I think Lance and Shield is the way to go with him, not that I roll enough 6s. I could see either the Venomfang Blade or Amulet of Destiny on him. Mainly there to get into duels.
  14. Why does everyone want to kill a megagargant in one turn? What did they ever do to you?! Leave our poor innocent giants alone! But I would say a unit of 10 Drakespawn Knights w Tenebrael Blades and AOA on the charge (which theoretically could happen turn 1), possibly after a Steam Tank Commander with the Curse Prayer as cursed something, would be about the scariest thing. Especially if you have 2-3 Drake Chariots hitting them simultaneously. The Dragon Lord, while not amazing on his own, has also grown on me, and I'm making one out of my last Kharybdiss kit now...just gotta decide if I want to splurge on wings, or just modify some D. Prince ones I have (the older plastic kit ones). I probably will be frugal now as I've spent WAAAAAY too much on Cities already. I think if one is using Drake Knights/Chariots he's a good investment. I kinda want 2 more Hydras, and to use them with my Steam Tanks. Commander/3 tanks/3 Hydras, plus whatevs, that's plenty of anti-horde action. It would be funny to have 3 Sorceresses behind them make all the Hydras strike first after 3 other heroes (the Commander and 2 Warforgers) make them Counter Charge something.
  15. Wow, didn't even consider a Regiment of Reknown. Interesting! I just got my tome today. I have my quadrapedal mecha-Kragnos which could also be a Gatebreaker or Beast-smasha with his giant hammer, and a magnetized regular mega to be any version, and plan to make a Cthulhu Kraken-eater. Not super sure which tribe would work best but I think after the Mancrushers I could do all but the Stomper Tribe, which I feel is the weakest anyways. Maybe I'll have to get the King Brodd upgrade sprues though. Might be neat to run the King sometimes.
  16. Yeah, really hoping the Troggoth King is 400 points or less! And that Gnoblars go down to like 80-90 points. They're such trash but our only real screen.
  17. That's a great kit, SOOOO many added bits in there. Trying to think what units could be Shoggoths? Probably something allied.
  18. Got 3 extra Kharybdiss necks/mouths and the Glottkin giant tentacle from a bits seller. That's plenty now!
  19. Yeah, you're right. I'll need the tiny Kharybdis mouths for my Drakespawn Knights though....but maybe those 2 chest hole mouths will work to complete the 10 Knights. Then I can do the twin weirdo heads for the dragon....though I kinda need the necks for my Cosmic Krond-spawn tentacles. I have that 'Dark Young' from Reaper Bones but those are sort of heavy and rubbery; not sure if they'll glue nicely to plastic. Make a good statue for terrain at least. Mutaliths are expensive now! What's up with that? I really like the bits on that kit though.
  20. NOVA Open Preview – The Gorger Mawpack Prepare To Make a Meal out of the Wildercorps - Warhammer Community (warhammer-community.com) NEW GORGERS! Cant wait to deepstrike something. Would be super sweet if that Sarlaac pit terrain would be an option too for AoS.
  21. I have a Kharybdis, and am building a Hydra...using the spare necks and tails to make an Eldritch Horror Krondspine proxy on the old Balewind Vortex. I have a 3rd Hydra kit....but should I make that into a Black Dragon Dreadlord? (I have spare wings from a Daemon Prince) Or should I just stick with the 2nd Hydra? While the Awesome Duellist trait seems hilarious on the Dragon, a 2nd Hydra seems more worth taking. But I could be missing something.
  22. No it's definitely the good way...if an attack against them is an un-modified 1, that's a MW in return. So if say, a bunch of Splintered Fang charges them and rolls like 15 6s, they probably will also roll 16 1s, and EVERYONE will die!
  23. It was a rough match vs the Legion of Blood last night. He had an ethereal VLoZD, another VLoZD, 2x20 zombies, 20 skeletons, plain Vamp Lord on foot, Necromancer, Corpse Cart w brazier, and 10 Black Knights. Frigid Zephyr was the mission, I gave him first turn, and kept my 2x5 Vigilors and 4 Tempestors in the sky, and castled my other stuff in the center. My grand strat was to keep all my Draconith heroes alive....then I realized I only had 1. Oh well, didn't look like any of the Andtor ones were doable for me. Or are there still generic rulebook ones? How do I play this game?! He moved up and spread to my side's objective and kinda toward the center. Then I spread out to the far objectives avoiding the center for fear of both dragons coming at me. Tried to Dracoth-kill the Black Knights after softening them with my Vigilors, and the Tempestors made the charge, but killed all but 1. That sukked. I didn't get the double turn there either. He retreated the Black Knights and came in with the regular dragon. HOly cow that thing is a nightmare! Didn't realize it heals up to 6 wounds for every wound it does. Despite costing 460 points I will declare that unfair I scored objectives okay for a while but only got I think Surround&Destroy and then Intimidate Invaders. I shoulda tried Magical Dominance, but he had 2 or 3 primal dice to my 2, plus some kinda unbind buff, so I went for reprisal on a longshot, and failed miserably. Definitely should have gone all my forces to my side's objective, then spread to the center by killing my way through his stuff. With elite stuff I think it's key to not split forces like that. Oh well, still a fun game, but Death's recursion rate is ABSURD. The skellies just stand back up, plus the gravesite thing. Maybe my Clan Moulder forces can do that, just need another couple Rat Ogors.
  24. My beef with the Rally in Combat is that it still requires a CP, which are often in scarce supply. And the horde unit to which it's being used on has to remain on the table until the next hero phase to do it don't they? Which might often require another CP for battleshock purposes. Flagellants seem really....bad. And the models are hard to find, and not readily kitbashable either, especially if you want them to be all mutated for a Cthulhu Cult. I'd rather just make the enemy suffer along with me....by taking MW for rolling 1s vs Corsairs. Living City could be the next City I try, with the multiple outflanking Luminarks. Not sure it'll work as I expect but could be fun.
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