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danimo

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Everything posted by danimo

  1. Its worth noting that Horrors can't split if you stuff them in bags/pick them up/similar abilities, they only split if slain with wounds or mortal wounds. Also I felt like the shooting gets neutered once you get the pinks off the table. Ultimately they were just annoying in my game, but they weren't Eternal Conflagration in that one.
  2. I took my 4x Megas list to Hammerfest GT, a 70+ person event in Houston last weekend, to a 4-0-1 finish. Got Best Destruction and Best General. The list was simple: Breaker Tribe (Idiots with Flags), 2x Gatebreaker, 2x Warstomper. Gatebreaker general with Louder than Words and Amulet of Destiny. 1990 points so triumph never mattered. Everything in Bosses of the Stomp with the Unified bonus to make it 1-drop. It was a great event. A quick summary of my matches: Round 1: Kharadron Overlords, custom skyport. Mission was First Blood and all terrain was Mystical. I played it real sloppy at the start but my opponent failed to even get close to bringing down a gargant turn 1. Mystical terrain is very good for the Sons. It was a fun, competitive game and the impact mortal wounds on the charge are very good against KO boats. I got the win by small margin. Round 2: Lumineth Realm-Lords, Alumnia. Mission was Tectonic Interference, terrain was Arcane. My first game against Teclis but even with magic tricks this went like every other game I've played against Lumineth so far, a big stomp. Opponent conceded round 2. Round 3: Sons of Behemat, Stomper Tribe. Mission was Savage Gains, terrain was Damned. When I look at other Sons armies I'm afraid of playing against Taker Tribe (since I just can't compete on objectives with them), but not Stomper Tribe. He had 1x Warstomper, 1x Kraken-eater, 2x3 Mancrushers. I managed to kill most of the mancrushers very early thanks to a long charge and a sneaky pile-in maneuver. Opponent called it round 2. Round 4: Seraphon, Coalesced-Thunder Lizards. Mission was Power Struggle, Sinister terrain. I figured my best chance was to push all four guys forward and force him to split fire while denying the objectives in his own deployment zone. It worked out pretty well as only two units of Saurus Knights were able to flank around to my objectives, but not soon enough that my surviving gargants couldn't interfere with them. I also managed to pull off the Manskittles battle tactic from the White Dwarf rules in this game. I won with one gargant left on the board. Round 5: Disciples of Tzeentch, Hosts Arcanum with Archaon. Mission was Feral Foray, Inspiring Terrain. Took a similar strategy as last game since trying to defend my 3 objectives didn't seem like a good or fun plan. Failed the long charge with the red-hooded gatebreaker so I didn't see a reason to make the easier charge with the other. Running and just trying to deny the middle objective probably would have been smarter. I pulled ahead on points by a lot early on, but Archaon and Horror shooting (which I underestimated) started taking gargants off the table, eventually culminating in an 8vp round 5 where he tabled me. That denied my grand strategy and got us the rare Aos 3 draw. I never tried to kill or put any damage on Archaon when I had the choice, figuring he was just too buff, but I think it might have been right to give it a try with the Gatebreakers at one point. Maybe next time.
  3. Counting as 20 per mega was good enough for the tournament. Kicking objectives would not have mattered in the first two rounds but the 3rd round was Savage Gains which is the premier battleplan for messing around with points via kicking. The gatebreakers were my main damage dealers so having just one would have changed things significantly. In the All-out Attack/Defense world having so many -3 rend attacks is very good. I will say that Taker tribe is probably very good against non-Taker tribe Sons, if you think you will be facing other mega-gargants.
  4. I took my Sons of Behemat to their first one-day 3.0 tournament today and went 3-0, taking home first. My list: Breaker Tribe - Idiots with Flags Grand Strategy: Hold the Line Gatebreaker Mega-Gargant - General with Louder Than Words, Amulet of Destiny Gatebreaker Mega-Gargant Warstomper Mega-Gargant Warstomper Mega-Gargant Game 1 was Power Struggle vs Tempests Eye duardin. 30 Irondrakes, two Runelords, Warden King, Hurricanum, 2x20 Ironbreakers, 2x10 Hammerers, 2x1 Gyrobombers. Unleash Hell from the Irondrakes did 14 wounds to the general on the bottom of Round 1, but a lucky 10" charge from a Warstomper managed to tie up the irondrakes and I got the double turn to just stomp all over the dwarves. Game 2 was Feral Foray vs Soulblight Gravelords (Kastelai). Prince Vhordrai, Vengorian Lord, Belladamma Volga, 3x5 Blood Knights, 2x10 wolves, 10 skeletons, 20 zombies. Vengorian lords are tankier than they look. Trying to cover my 3 objective against gravesites and flanking knights and also push toward his is very difficult, I figured I just had to sit back and let him make the first move. He got the double turn and made a push on my left objective with almost every unit, but the lone Warstomper guarding it managed to survive and deny the point. He took the first turn of Round 3, which let me remove my left objective before he could burn it. Then the 5+ ward general proved too much for Vhordrai to handle before all 3 remaining gargants could converge and start to wipe out his army while holding on to a small VP lead. My favorite game of the day. Game 3 was Savage Gains vs Ossiarch Bonereapers (Petrifex). Nagash, Arkhan, 3x10 Mortek Guard, 1 Mortek Crawler, Burning Head. His list was basically a combo army: Arkhan can still spam Mystic Shield, and Nagash can cast Protection of Nagash on himself and run the Burning Head into himself for a teleport that still lets him move in the next phase. So turn 1 he goes first, gives Nagash four Mystic Shields, several Arcane Bolts and teleports thens moves to 3" away from a Warstomper, but fails to kill it (thus failing to score a Battle Tactic he chose). I realized that even if I kill Arkhan (he dies in round 2) and get him down to 1 Mystic Shield its still just too hard to kill Nagash. So I do lots of retreating, I have a warstomper and a gatebreaker just ignore Nagash and start clearing out the rest of his army while Nagash spends too much time killing two gargants to take my home objective. In the 4th round its just two megas vs Nagash, but I manage to get up to 30 VP and despite tabling me on the top of Round 5 he can't catch up. It was a strong showing and I had a good time.
  5. for my first AoS game in a year I went with the Grimscuttle Tribes Spiderfang, up against a Lumineth Realm-Lords army that did well at a local tournament recently. The mission was Forcing the Hand and it was pretty close. I made a few goofs early on, notably losing 13 riders to battleshock because I did not pay attention to what exactly a Scinari Cathallar can do if I kill half a unit of spear-elves and burned my CP when I should have held it. Fun game. The White Dwarf rules go a long way toward fixing the issues I had with this army when the Gloomspite book came out.
  6. I've recently started playing duardin-focused Cities and I'm having bit of fun with this first go at a Tempest's Eye list at the moment: - City: Tempest's EyeRunelord (90) (general)Warden King (110)Battlemage (90) (ghur)Knight-Incantor (140)Gotrek Gurnisson (520)30 x Irondrakes (450)10 x Longbeards (110)10 x Ironbreakers (130)20 x Hammerers (280)Soulscream Bridge (80) The main goals at the onset were 1)play mostly duardin, 2)play Gotrek to see what that's like, and 3)play at least one of each Dispossessed unit. The knight-incantor is there to cast the bridge so that the mage can focus on speeding up Gotrek or casting Aura of Glory for the hammerers. The army feels well-rounded, and even the Ironbreakers have been decent. The 20-block of Hammerers aren't a powerhouse but its enough for your opponent to have to peel something off of Gotrek and the Irondrakes to deal with them. In the future I'll probably drop Gotrek for more dispossessed, or perhaps some KO. I think the ghur battlemage is very good in a dwarfy list of any city,
  7. You can't allocate more wounds to a unit than that unit's remaining wounds. You stop counting damage once the unit is dead. So 10 freeguild guard can only get you 10 dice rolls for Warding Brand. A unit of 5 Liberators (2 wounds each) would also get you 10 Warding brand rolls.
  8. I use the Vortex-Skitterleap combo but with a Screaming Bell w/ Master of Magic to cast the Leap and Arch-warlock to cast the Vortex. Casting Vortex from behind their lines rarely happens, where you often find space to leap to is between deployment areas in the center of the board. But against very fast armies that have less drops I often end up just casting the vortex right in front of me. it would still probably be very good in your list, because its still a crazy spell, but you'll have to be pretty careful about gnawhole placement, where you deploy the vermin and thinking a couple turns ahead when putting down the vortex. keep in mind that in some missions and matchups skitterleap will be better used early to place the clawlord or verminlord near a forward gnawhole so they can receive 40 rats in the next phase, its still a great spell without the vortex in mind
  9. I like the list quite a bit, as I do think blocks of 40 stormvermin perform better than anyone expects them to. I would drop Things-bane ( I don't remember what it does) for Aetherquartz Brooch, and probably drop Bell and Gravetide for a command point. You have two heroes with good command abilities and the Screaming Bell will only realistically protect one blob of stormvermin (and the Bell-spell is just a bit too unreliable imo). You could also make an argument for dropping the Vortex instead (and the cheeky skitterleap-seer with it), considering you're going to end up catching your own rats in the vortex pretty often and you don't have any shooting attacks to take advantage of the slowing effect. Either way I'd drop the gravetide and fish for triumphs at 1990 or 1980 total.
  10. The list is very killy still but still has some problems. Only two heroes and 3 min units of battleline will make any mission like Places of Arcane Power or Duality of Death very difficult. No bonus command point is also rough. I also think 9 jezzails is an awkward number. Casting More-More-Warp Power on them becomes a liability.
  11. Finding room for an extra command point would be good. Suspicious stone on the Warpseer is the right call. I took a similarly versatile list to WarGamesCon in Austin TX last weekend and nabbed 6th in battle points (out of 89). Skaven Clawlord on Brood Horror (180) - Mighty Warlord Command Trait: Verminous Valour Grey Seer on Screaming Bell (220) - General - Trait: Master of Magic - Artefact: Suspicious Stone - Lore of Ruin: Skitterleap Arch-Warlock (160) - Lore of Warpvolt Galvanism: More-more-more Warp Power! 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Blade 20 x Clanrats (120) - Rusty Spear 6 x Warplock Jezzails (280) Hell Pit Abomination (240) Warp Lightning Cannon (180) Warp Lightning Vortex (100) Geminids of Uhl-Gysh (60) Total: 1990 / 2000 Extra Command Points: 1 The only verminlord I have is the Warpgnaw so I'm not playing any. I think I still slightly like the Bell over the warpseer at the moment anyway. The extra CP is huge, it lets the Clawlord go off with 40 clanrats and keep them around long enough for them to soak up plenty of wounds. I played against Khorne, Skaven (80 plague monks, Corruptor, 2 bells, 1 plague furnace, 60 clanrats, 2 ratling guns), Deepkin eels, Legion of Blood (Court of Nulahmia), Skaven (40 plaguemonks, 6 buffed stormfiends, 6 jezzails, warpseer etc). Lost to the Legion of Blood on Duality of Death but only barely.
  12. I’ve been having a good run with the Soulstrike Brotherhood battalion in the Astral Templars stormhost. All the rend -2 shooting has been great for killing big monsters like vampire dragons and archaeon, but also pretty good against evocators and sequitors in mirror matches.
  13. I usually run Gitmob Spear Chukkas as my Spiderfang allies but last weekend I tried out the Colossal Squig and I liked it a lot. He’s less reliable, but it’s so easy for your opponent to harass or pick off artillery. The Squig can lead the charge rather than have to be babysitted.
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