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VonSmall

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  1. Hi, Please could Stephen Fellows be updated to Stephen Follows. Thanks!
  2. Last weekend we attened the London GT Bloodtithe Team Tournament - here's a little write up! As a bit of background, Bloodtithe was a 32 team (128 player) AoS 3.0 event held in London. There were no list restrictions other than no duplicate Warscrolls, Triumphs or Grand Strategies within the team. List wise it was a total filth fest with nearly half of all the armies being taken belonging to 5 factions (15 SoB, 12 DoK, 11 Seraphon, 11 LRL & 10 SBGL) with an average drop count of 4.5 drops per army. Scoring for the event was capped at 70-20 and used the following system: We went as 4 old friends more for the social side than with any hopes of doing well. We took none of the top 5 most represented armies. Our OBR and Sylvaneth player are both very new to the game and have essentially been playing for a month before we started. As a reasonably competitive player I was still aiming for 2 round wins as I felt we had it in us. The lists we ran were: ROUND 1 – FIRST BLOOD Vs Leodis Legion PAIRINGS& RESULTS (Our lists first): OBR Vs Ogors (Result: 2 – 20 LOSS) Ogors Vs SoB (Result: 20 – 2 WIN) Sylvaneth Vs LOFP (Result: 2 – 20 LOSS) LOFP Vs DoK (Result: 20 – 2 WIN) OVERALL RESULT: 44 – 44 DRAW (!) Summary: Brilliant first round against 4 top guys meant we started the event off with a confidence building draw for the team. Highlight for me was using the bridge to teleport a unit of horrors from one corner of the board to the opposite to steal an objective. ROUND 2 – VEINS OF GHUR Vs Team Fact PAIRINGS& RESULTS (Our lists first): OBR Vs Tzeentch (Result: 3 – 20 LOSS) Ogors Vs CoS (Result: 2 – 20 LOSS) Sylvaneth Vs IJ (Result: 4 – 20 LOSS) LOFP Vs SBGL (Result: 20 – 2 WIN) OVERALL RESULT: 29 – 62 LOSS Summary: A tough round against a really solid team. Sadly, we bussed our OBR into the Tzeentch Archaon as we had other players who auto lost against it. I learnt after the round that their SBGL was bussed into me (though I think it was actually an ok matchup for them). Irondrakes were just too much for the stonehorns and our Sylvaneth player lost by a single VP in the end. Lots of lessons learnt and onto round 3! ROUND 3 – POWER IN NUMBERS Vs C U Next Tournament PAIRINGS& RESULTS (Our lists first): OBR Vs Seraphon (Result: 2 – 20 LOSS) Ogors Vs FEC (Result: 20 – 4 WIN) Sylvaneth Vs Nurgle (Result: 20 – 0 WIN) LOFP Vs SCE (Result: 20 – 1 WIN) OVERALL RESULT: 62 – 25 WIN Summary: The C U Next Tournament team were brilliant (and the eventual winners of the Best Sports Prize). Three of the games were played in a friendly, chilled out way with lots of drinking. The fourth game was played in the loosest sense of the word as their player, having consumed every cocktail on the menu at the bar the night before and then continuing throughout the day, fell asleep at the table before going to the toilet and failing to get back to the table, instead passing out on the sofa. Our guy hadn’t realised he fell asleep as the opponent was wearing sunglasses(!) and the next day told how he had closed his eyes only to open them again to see loads of forests on the board. So, we ended 1 on WIN/DRAW/LOSS ROUND 4 – SURVIVAL OF THE FITTEST Vs Amherst Defenders PAIRINGS& RESULTS (Our lists first): OBR Vs SBGL (Result: 3 – 20 LOSS) Ogors Vs FEC (Result: 20 – 4 WIN) Sylvaneth Vs Ogors (Result: 20 – 1 WIN) LOFP Vs DoK (Result: 20 – 4 WIN) OVERALL RESULT: 63 – 29 WIN Summary: Another great round against some tough opponents. The matchups went really well for us and we very nearly got 4 wins. Highlight/lowlight of the round had to be Allarielle putting 2 stonehorns into her dagger and me failing to summon any daemons (to be fair I forgot the first turn!) At this stage we had exceeded our pre-tournament goal and were sat on 2 Wins, 1 Draw and 1 Loss. Surely we couldn’t win the last round too?! ROUND 5 – FERAL FORAY Vs Angel PAIRINGS& RESULTS (Our lists first): OBR Vs STD (Result: 4 – 20 LOSS) Ogors Vs LOFP (Result: 20 – 3 WIN) Sylvaneth Vs Ogors (Result: 20 – 0 WIN) LOFP Vs SoB (Result: 20 – 4 WIN) OVERALL RESULT: 64 – 27 WIN Summary: So, the final round was against the Angel boys, a very competent team with some tough lists to face. Again, we felt the pairings went really well for us with only 2 stonehorns for Allarielle to crunch through, 4 stonehorns going into LOFP with re-roll charge command ability, control from me Vs SoB and a brick wall of bodies vs 3 units of Varanguard and Archaon. In the end we once again could have nearly scored 4 wins if not for a priority roll in the OBR Vs STD game. OVERAL SUMMARY We had done it though; losing only 1 round the whole event and were over the moon considering what we had taken and the experience level we were up against. Overall, we finished 5th and a single TP behind 4th. I can’t speak highly enough about my team mates who all played out of their socks to grind our wins over near losses. All in, we gained 22 TPs from loss bonus points which turned out to be huge. From a personal perspective I was pleased with my play, facing off against the big hitters of SoB and DoK and coming out with 5 wins. I’m calling it now that the Soulscream Bridge finds its way into a lot more lists very soon. It was absolutely amazing and directly helped me win 3 of my games. Team SYM will definitely be back next year.
  3. Interestingly I only out dropped one of my opponents. Lists tended to be 9+ drops or 1/2 drop so having the 4 drops did get me thinking about whether a Warlord & Hunters would be better. I'm also really tempted by the potential explosion damage of the BT. Just naturally rolling 1 6 combo'd with Kairos becomes 8 mortal wounds explosion which could potentially be game ending. Combo'd with fight on death spell too and top bracket CA is very scary. The reason I like Epitome so much was threefold: * With re-roll to cast she is generally getting off her spells - I'll typically cast spell portal from her as it's one less spell for Kairos to wiff on. * Her 4+ aura gives you a shot at negating a big monster / unit for an entire combat phase. * Finally (and probably most importantly) She makes the rest of your army better - re-rolling 1s to hit with Be'lakor with All Out Attack or Titanic Dual means he is a reliable damage dealer in an army that can struggle to reliably do damage, as well as re-rolling attacks for the DP who hits on 2s on the charge and even horrors shooting. That's without even her own attacks which you never rely on. She wiffs more often than she spikes so I never just throw her in hoping for a spike.
  4. Quick write up from my event yesterday with the Alliance Open in The Netherlands. Ranking was done on Wins first then Tournament Points in a 20-0 system. Each 2VPs in game more than opponent was 1 VP extra. So a score of 20VPs Vs 10 VPs would be a 10 point difference meaning a tournament point scoring of 15-5. I took the following list: Allegiance: Legion of the First Prince - Grand Strategy: Prized Sorcery - Triumphs: Indomitable Leaders Be'Lakor, the Dark Master (360)** - Lore of Ruinous Sorcery: The Master's Command Kairos Fateweaver (435)* - Lore of Ruinous Sorcery: The Master's Command The Contorted Epitome (255)* - Artefact: Fourfold Blade - Universal Spell Lore: Flaming Weapon Slaves to Darkness Daemon Prince (210)* - General - Axe - Command Trait: Ruinous Aura - Artefact: Armour of the Pact - Mark of Chaos: Khorne Battleline 10 x Pink Horrors of Tzeentch (215)** 10 x Pink Horrors of Tzeentch (215)** 10 x Plaguebearers (110)** Endless Spells & Invocations Emerald Lifeswarm (60) Umbral Spellportal (70) The Burning Head (20) Core Battalions *Command Entourage - Magnificent **Battle Regiment Additional Enhancements Artefact Total: 1950 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 73 Drops: 4 Game 1 Vs Sons of Behemat (Taker Tribe) List: Kraken Eater x2 (Gen: 5++, -1 hit Trait), 1x3 Mancrushers, 3x1 Mancrushers Scenario: Savage Gains Normally I’d feel super confident going into this matchup as I dictate a lot of the movement, however with taker tribe and gaining 4 points for taking my home objective it was a much closer game. Opponent took the first turn as expected but didn’t run up to my home objective. Instead kicking his sideways and stacking most of that side to hold 2 objectives. My turn created the Pink wall to block him getting to me and sent Epitome and Be’lakor after the other flank. It took me 2 turns with magic etc to kill everything there. I took turn 3 forgetting the burn objective rule which forced me to go for him now. I made it into his lines and the epitome, be’lakor, DP and the world of horror shooting made short work of the mancrushers. I just ignored the general who I was never going to kill. Result: In the end it was a 15-5 win, however it should have been bigger as I forgot to use Be’lakors ability the entire game lol…oops. Game 2 Vs LRL (Syar) List: Lord Regent, Cathallar, Windmage, 30/10/10 Wardens, 30 Sentinels, 2x5 Dawnriders, 1 Allopex Scenario: Feral Foray I took turn one on this one – mainly to get up the DP command ability and to score ferocious advance with 3 monsters. It would also mean a potential double be’lakor on the sentinels. I mainly defended the 2 objectives and the army just doesn’t spread out well. His turn 1 he got speed of light on sentinels, ran them along with dawn riders and Allopex to sit off my side objective with just the plaguebearers on it. He won the roll off for turn 2 and took it, meaning the sentinels were be’lakored for two turns. Sadly they were able to shoot in the shooting phase and did 7 wounds to Kairos. No big deal with lifeswarm. He was able to take my objective from the PBs and burnt it. This left me needing to push a bit. With 2 monsters I had way more potential for battletactics and kept this in mind. I got gift off on the sentinels who, being in shining company, could only pile in 1” meaning the spawn was safe until his turn. I swung be’lakor and epitome up the flank to go for his side objective and took it, leading to a big grind in the middle. I won the roll for turn 3 and gave it away in order to burn one of his objectives as well as keeping the sentinels busy for a turn with the spawn. There really wasn’t much he could do here – Kairos blocked the teleport spell and the flanking force couldn’t get through the horror units. After this point the game turned into a slow grind with me taking his side objective and burning it leaving him with 1 left and scoring more points for turns 4 & 5. Result: 16-4 Game 3 Vs Sylvaneth (Winterleaf) List: Alarielle, Branchwraith, Treelord Ancient, 3x5 Tree Revs, 2x10 Dryads, 2x3 Kurnoth Hunters with Scythes Scenario: First Blood This list was really interesting as I’d only played sylvaneth on a handful of occasions. Some key highlights being that the Ancient CA gives everyone within 12” of hime (or the Kurnoths) +1 save and he can make a unit (aka Alarielle fight twice back to back in a combat phase). The CA combo’d with all out defense and mystic shield meant that allarielle just wouldn’t die. He gave me turn one and I pushed up the board to block out tree positioning and to get pinks onto objectives in preparation for the storm that was to come. Essentially he took the right objective, I the left and we fought over the middle. I pushed the DP into Allarielle, the Treelord and a unit of Hunters for 4 rounds of combat before they eventually spiked with their mortal wound output and killed him. I had been afraid of commiting Be’lakor to the fight with Allarielle because of her auto kill ability so he was mostly relegated to killing hunters and dryads. I was up quite a bit in the first part of the game as I was able to win the roll for Turn 3 and burnt his side objective. Eventually however Allarielle spotted a gap, used her ability to retreat and charge in order to kill a the plaguebearers and then pile into Kairos behind and kill him. This wasn’t until turn 4 however and at that point I had the game in the bag. Result: a tight fought 13-7 win. Key take reflections: · Love the list – still firmly believe it isn’t as good as Tzeentch. Kairos failed to cast gift way too many times so I always wondered if there was a better choice out there. · Damage output is an issue if you were playing in purely a tournament points (aka 20-0) system rather than wins being more important. If it was a 20-0 system I’d definitely be running some sort of alpha strike system. · Epitome was the MVP by a mile – what a force multiplier she was. Was always afraid she’d die though. · Allarielle is an absolute beast – be afraid of her. · Don’t forget Be’lakor’s ability lol In the end three of us finished on 3 wins. I was the lowest scoring TP of the three so ended up third.
  5. Hi all, Been a while since posting on here. Just though I’d share the list I’m currently running. It won’t win any events but I really wanted to try Choppas out and it does ok against anything that isn’t mega armoured. Typically advances in waves with the front units all having +1 damage. Wardokk gives 6+ ward to Krishna while casting shield and I’ve taken to giving the chanter teleport in order to try and block some unleash h3ll. Edit - 3 units of ardboyz all with 22 damage 2 attacks is savage! Allegiance: Ironjawz- Warclan: Choppas- Grand Strategy: Hold the Line- Triumphs: inspiredLeadersMegaboss on Maw-Krusha (495)**- General- Boss Gore-hacka and Choppa- Command Trait: Checked Out - Artefact: Amulet of Destiny (Universal Artefact)Megaboss on Maw-Krusha (495)***- Boss Gore-hacka and Choppa- Mount Trait: Mean 'UnOrruk Warchanter (120)***- Warbeat: Killa BeatOrruk Warchanter (120)***- Artefact: Arcane Tome (Universal Artefact)- Warbeat: Get 'Em BeatWardokk (85)*- AlliesBattleline5 x Orruk Ardboys (95)*- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)*- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)*- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)**- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)**- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)**- 1x Gorkamorka Banner Bearers5 x Orruk Ardboys (95)**- 1x Gorkamorka Banner BearersCore Battalions*Battle Regiment**Battle Regiment***Command Entourage - MagnificentAdditional EnhancementsArtefactTotal: 1980 / 2000Reinforced Units: 0 / 4Allies: 85 / 400Wounds: 117Drops: 5
  6. I’ve been playing around a bit with Choppas Clan and MSU 5 man Ardboy units. They are still remarkably resilient and the warchanter can boost 3 units. Combine this with their natural re-roll charges when within 12” of a terrain feature part/whole in enemy territory (which is most of the time) at +3 and you’re getting a lot of orruks in. The MSU approach also benefits the Mighty Waaagh which you can just about guarantee goes off for +2 attacks. Suddenly your 5 man, 95 point Ard boy unit is packing 22 -1 rend damage 2 attacks. Time to smash and bash! (I’ll generally include a couple of units of Brutes to go monster/5 wound model hunting too)
  7. The Rock Balboa of army lists. It won't kill much but will sit on objectives for years. Allegiance: Legion of Chaos Ascendant - Host of Chaos: Legion of the First Prince Mortal Realm: Ghyran Be'Lakor (240) Fluxmaster, Herald of Tzeentch on Disc (130) Fluxmaster, Herald of Tzeentch on Disc (130) The Blue Scribes (120) 10 x Pink Horrors of Tzeentch (220) 10 x Pink Horrors of Tzeentch (220) 10 x Pink Horrors of Tzeentch (220) 10 x Pink Horrors of Tzeentch (220) 10 x Brimstone Horrors of Tzeentch (60) 10 x Brimstone Horrors of Tzeentch (60) 10 x Brimstone Horrors of Tzeentch (60) 10 x Brimstone Horrors of Tzeentch (60) Host of the Arcane (120) Extra Command Point (50) Geminids of Uhl-Gysh (60) Prismatic Palisade (30) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 103
  8. For this particular scenario the unit would not count as controlling. As you mention, the unit must move onto the objective as setting up is not a move.
  9. @meatpipeline - The list is one used a lot by Terry Pike of the Facehammer team. I really just liked the look and wanted to run three fat boys. He's been playing the army since the book dropped and has a good grasp of the mechanics. With the recent GHB2020 the army received a boost in points drops making it a bit more viable to run. As for the 30/10/10 it really came down to what else in the army I was willing to drop...which is nothing. For me Be'lakor and Geminids is auto include in just about any chaos build I run. Portal is massive for the plague wind. As mentioned above, the Untamed Beasts are fantastic for their points. So going back to your original question, keeping points as they are, 30/10/10 is the best way I can see of having three battleline units. a 20/20/10 split seemed too easy to break up...you only need to magic off one plaguebearer from each 20 block and they lose a -1 hit in combat and shooting whereas the 30 is really sturdy and takes some beating before it loses it's buff. The 10s still get the natural -1 hit in shooting which helps to keep them alive against shooting and draws opponents into combat...where you want them to be. As a competitive build I would 100% say there are way more lists out there that are better than this one...what this list does have is resilience and, on it's day (and with a bit of luck!), can go toe to toe with top build lists thanks to it's ability to absorb / shrug off / heal damage. Hope that helps!
  10. Hey man, thanks for the comment. Happy to chat through the untamed beasts. To be honest, they are one of the most versatile units in the list thanks to that pre-game move and run & charge. In scenarios like Focal Points / Blades Edge it means you can grab all the objectives early on without giving up your plaguebearers to a double turn hit. Against armies that teleport in with 12" range shooting attacks it means that you can position the fat boys behind them and pregame move the unit forward to screen out the droppers. Worst case scenario, you can throw them on a a flank wth Be'lakor to go hunting for any objective just to give him Lookout Sir! I know I haven't even begun to scratch the surface with how useful they are but for a 9 model unit that has 10 wounds, a 6" pregame move and can run and charge 70 points is an absolute steal.
  11. Solid list & can be a pain to try and work through with all the wounds. Not thinking about taking Witherstave on the Harbringer to keep things alive longer?
  12. I was running the Thricefold at this event. Haven’t been playing them long but found the list to be super solid. The one loss was to the effective hard counter of the army (33 screamers who do extra damage in combat with monsters and can fly over wizards doing d3 mortals - unfortunately the GUOs are both 😭). That being said, it was still a close game. The other games were against Zaitrec Teclis and Triple Frigate plus Ironclad KO. The KO were able to murder a GUO per turn but the plague bearers won the objective game with their innate -1 hit.
  13. As per title, I’m looking for a maggotkin army (all units considered). Painted/unpainted considered. Will pay good £££ for a well painted army. Fire me a PM if you’re looking to sell yours!
  14. Anyone trying out the Thricefold with all the points drops in GHB2020? Seems a decent build.
  15. @Arkahn - spread out the brutes do well late game. They are also a wall for chargers to hit early on which you can auto pass battleshock on. The MightyD from Ironfist (which can include a run) really helps units get around quickly. The teleport is also great. There’s also green puke for the extra D6” if you really need it. KO and other alpha strike armies will always be a struggle as all my characters are ‘support characters’
  16. Having lots of fun with this list. It's a bit 'eggs in a basket' but the Ardboys and Brutes have done excellent work late game. Allegiance: Ironjawz Mortal Realm: Chamon Leaders Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Command Trait: Ironclad - Artefact: Plate of Perfect Protection - Mount Trait: Weird 'Un Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa - Artefact: Metalrippa's Klaw - Mount Trait: Mean 'Un Orruk Warchanter (110) - Warbeat: Get 'Em Beat Fungoid Cave-Shaman (90) - Allies Battleline 10 x Orruk Ardboys (200) - 1x Gorkamorka Banner Bearers - 1x Gorkamorka Glyph Bearers 10 x Orruk Ardboys (200) - 1x Gorkamorka Banner Bearers - 1x Gorkamorka Glyph Bearers 10 x Orruk Brutes (260) - Pair of Brute Choppas Battalions Ironfist (160) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 1990 / 2000 Extra Command Points: 2 Allies: 90 / 400 Wounds: 110
  17. Have tried running the below in a few games and it has done reasonbly well. Swapping the Pigs our for Brutes cost me speed but kept the body count up for Ere'we'go. The brutes have actually performed remarkably well as 'super subs' in the mid game once everyone is a bit closer to each other. Seraphon is still a terrible matchup - still not sure what to do about that one. Changehost is manageable thanks for teleport and Orruks coming back forcing them to cover their backline. Being 1960 (so keeping 5 Ard boys and not upgrading to Brutes) almost guarentees the triump as well, all of which are great for Warclans. Allegiance: Big Waaagh! Mortal Realm: Ghyran Orruk Weirdnob Shaman (120) - General - Command Trait: Bursting with Power - Artefact: Shamanic Skullcape - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (110) - Artefact: Everspring Diadem - Warbeat: Fixin' Beat Orruk Warchanter (110) - Warbeat: Get 'Em Beat Wardokk (80) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry 10 x Orruk Brutes (260) - Pair of Brute Choppas - 2x Gore Choppas 15 x Orruk Ardboys (300) - 2x Gorkamorka Banner Bearers - 1x Gorkamorka Glyph Bearers 15 x Orruk Ardboys (300) - 2x Gorkamorka Banner Bearers - 1x Gorkamorka Glyph Bearers 10 x Orruk Ardboys (200) - 1x Gorkamorka Banner Bearers - 1x Gorkamorka Glyph Bearers 5 x Orruk Ardboys (100) - 1x Gorkamorka Banner Bearers 5 x Orruk Ardboys (100) - 1x Gorkamorka Banner Bearers Ardfist (120) Ironfist (160) Total: 1960 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 153
  18. Think I know the answer to this one but wanted to hear from others. When bringing back models from gravesites/Nagash/Heroes can I conga them out in such a way that they get within 3" of an enemy unit (thereby tagging them in combat) if: A) My unit being healed is already in combat with a DIFFERENT unit. B) My unit being healed is not in combat with anyone It doesn't have a restriction in the book but I may be missing something. Cheers!
  19. Yeah - I kinda figured that one. His huge positive is that he has a tool for just about every situation imaginable. If only he didn't die so quickly though!
  20. How does everyone go about keeping the big man (Nagash) alive during games whilst making the most of him points wise?
  21. Quick question - where do people tend to put their gravesites? I was thinking about creating a sort of 12" square on the board with them to create lots of overlapping areas for healing units. Interested to hear what others do!
  22. I was thinking something like this could be viable (not many bodies though) Super mobile with Ironfist on Pigs, potential for the extra CP and Fungoid can cast re-roll 1s saves and Chamon spell (potentially) on a Krusha in T1. If there is a screen wall 'The Anvil' goes in to clear it out and hopefully survives whatever comes back at it - or at least takes everything they have to kill it. Allegiance: IronjawzMortal Realm: ChamonMegaboss on Maw-Krusha (460) aka 'The Anvil'- General- Artefact - Chamon ignore -1 Rend - Command Trait: Ironclad- Mount Trait: Weird 'UnMegaboss on Maw-Krusha (460) aka 'The Hammer'- Boss Gore-hacka and Choppa- Artefact: Metalrippa's Klaw- Mount Trait: Mean 'UnOrruk Warchanter (110)- Warbeat: Fixin' BeatFungoid Cave-Shaman (90)- Allies6 x Orruk Gore-gruntas (320)- Jagged Gore Hackas10 x Orruk Ardboys (200)10 x Orruk Ardboys (200)Ironfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 90 / 400Wounds: 110
  23. No - the summon would need to say 'added to the battalion' rather than to the army. It's the same with Ardfist Ardboys coming back. They are added to the army so if they die again they can't come back.
  24. Calling it now; Host Arcanum and #screamermeta. Sharks smelling those wizards!
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