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Posts posted by Bozly
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Hey i havent been able to post i began the project for this quarters escalation league
I had a dwarfs painted but they were all to the quality of back 5 or so years ago. So we’re redoing them!
30 irondrakes
10 longbeards
80 warriors
1 archmage on dragon
1 knight incantor. Might have to buy a more dwarfy one
2 runesmiths
everblaze comet
gemanids
might switch those out for a cannon or something.
i dont have pictures yet ill post progress when i get home. I am going tempests eye and will paint them to that. My dwarfs undivided did alright last league winding up with a 50% winrate. Kinda curious how mostly dwarfs will do.
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14 minutes ago, Retro said:
You could use that 80 points for an exalted deathbringer, get the battleshock immunity back.
On the topic of losing battleshock immunity on the bloodsecrator, I feel like that made reavers a lot worse, those guys cut and run verrry quickly without it.
Or you could upgrade the WoK to a skarbrand.
and hey. Blood tithe point.
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So matt campbells list from cancon which 5 gamed actually just got cheaper and more options.
Blood stoker
blood secrator
slaughter priest
slaughter priest
blood thirster of incessant ghyr strike
wrath of khorne blood thirster
10 reavers
10 reavers
5 blood warriors
10 flesh hounds
10 skull reapers
gore pilgrims
now has 80 points leftover
now ghyr strike isnt as good on the blood thirster not making it explode on 4s anymore but still
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5 minutes ago, ledha said:
Thanks to all the people who post leaks here.
I really like the slaughterborn. The ability is always useful and isn't conditionnal. You doesn't need to be wholly within X or Y, or in a precise situation (charging, targeting X or Y). You don't loose it when your hero is killed. Just a always useful ability that will always work. It's the best battallon for me.
I like it too especially since all the units have a 4+ in that battalion.
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So already just thinking of dumb alpha strike lists.
Reapers of vengeance
Skull master
Bloodthirster
Blood Thirster
Blood thirster
6 blood crushers
6 blood crushers
6 blood crushers
Blood thunder stampede
Tyrants of blood
its exactly 2k
So assuming your opponent doesn't have a brain and doesn't chaff wall and also moves up so hes within roughly 17 inches of you
You have 3 command points so you can move up, pretty much give everyone reroll charge with just one point Fly everyone in like a banshee
Your blood crushers if they can all get in do 6d3 mortal wounds pre combat
You attack with your blood thirster first then they all attack. Then you use your command ability to attack again with a blood thirster or whatever else. Whatever it is its probably dead. If youre still in combat and have killed 4 things you have enough blood tithe to attack with whatever again. So its very Bone splittas esq of just again again again. Then after if its by a blood crusher unit, d3 extra run rerolling 1s on battle shock and youre if all are touching you're on average guaranteed 12 mortals on impact. So if you're spaced out over a few units they may not have enough CP to immune all of em.
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On 3/15/2019 at 9:22 PM, Bululu said:
bloodletters 110/300
reavers 70/240
warriors 100/520
bloodcrushers 140
mighty skullcrushers 180
korghorath 100
skullreapers 180
wrathmongers 140
skulltaker 120
slaughtherpriest 100
bloodsecrator 140
bloodstoker 80
reposting this for my sanity
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Agin: So this book is Air tight. So if I forgot to type wholly within or this battalion or unit from this battalion "it cant attack again unless an ability lets it do so" Assume it. because most of em are. Also for this I put the big keyword after the allegiance name so you know all things in this are specific to daemons or mortals.
Reapers of vengeance (daemon)
Ability: Add d3 to enemy units who failed battleshock while within 3 of a unit (daemon) (if youre still in combat d3 more run if I typed that weird)
Command ability: 1 daemon unit wholly within 8”, Make a pile in and attack a second time
Trait: General Attempts to unbind one spell in the hero phase, Unmodified unbind is an 8 take d6 mortal wounds on wizard
Artifact: Ignore spell effects on bearer on a 2+
Blood lords (Daemon)
Abilities: Reroll hit and wound rolls of 1 against heroes and monster
Command: Hero phase Heal 1 wound allocated to each friendly blood lords daemon unit wholly within 16
Trait: Add 4” to move and reroll charge
Artifact: The bearer fights at the start of the combat phase and cant attack again without ability
The goretide (mortal)
Ability: Reroll melee wound rolls of 1 for mortal units wholly within 12 of an objective marker
Command: Use it before run rolls for a unit wholly within 16” blood warriors or blood reavers makes run a 6 and then you can charge in same turn
Trait: Add 1 to damage of a melee weapon (not mortal specific)
Artifacts: Ethereal no modifiers (no fly incase ethereal gives you fly)
Skullfiend tribe: Mortals
Reroll hit rolls of 1 for units within 12 of an enemy hero
Command ability: Reroll hit and wound rolls for skullfiend tribe khorgoraths wholly within 10” of the model who uses this
Command trait: Receive 2 bloodtithe when general slays a hero (not mortal specific)
Artifact: add 2 attacks to 1 weapon
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So GMG Talks so fast but we got there. So this book is Air tight. So if I forgot to type wholly within or this battalion or unit from this battalion "it cant attack again unless an ability lets it do so" Assume it. because most of em are. Also all heroes are 1 ofs. I think that can make this a bit weak in cases kind of the same problem as the kunnin rukk. Kill the hero and a lot of the bonuses are gone. And its not like your hero will be safe hes going to be hoppin into the fray. But they are cheap command points and magic items
Name New/Old
Blood host 180 / 220
Blood thirster
7 or more blood letter heros blood thirsters blood letters blood crushers skull cannons and flesh hounds
Ability: reroll charge rolls for units wholly within 16 of a blood thirster
Blood hunt 120 / 180
Kharanak
Wrath of khorne BT
3-8 flesh hounds or bloodcrushers
Add 1 to wound rolls for attacks that target a hero
Bloodbound warhorde 150 / 140 mega battalion
Bloodfordged 120 / 160
1 Skull grinder
2-4 of wrath mongers
1-3 of blood warriors
Immediately after wrath mongers have fought while still within 3 of enemy models and wholly within 8 of the skull grinder they may immediately fight again
Bloodthunder stampede 140 / 180
1 Skullmaster herald of khorne
3-8 BloodcrusherMurderous charge and slaughters charge automatic
Brass stampede 140 / 200
Lord of khorn on juggernaut
3-7 Skull crushers
Murderous charge and slaughterous charge is automatic
Charnel host 140 / 200
Blood thirster of Unfettered fury
Blood master herald of khorne
3-8 units of bloodletters
Reroll wound rolls of 1 while wholly within 16” of bloodthirster
Dark feast 110 / 200
1 Slaughter priest
Blood stoker
3-6 blood reavers add 1 to their attacks while wholly within 16” of slaughter priest
Gore pilgrims 140 / 200
Blood secrator
2-3 slaughter priest
1-2 blood warriors
1-2 blood reavers
Add 8 to the blood secrator while they are wholly within 8” of any slaughter priest from battalion *Note only one slaughter priest and buff the banner. also banner can move now
Gorthunder cohort 120 / 130
Herald of khorne on blood throne
3-8 skull cannons
Reroll hit rolls of attacks made by skull cannons (specifically the missile) wholly within 12 of a herald of khorne on blood throne
Murder host 160 / 220
Blood letter hero
3-8 Blood letters flesh hounds blood crushers skull cannons
Add 2 to run and charge rolls when wholly within 16 of a blood letter hero
Red headsmen 120 / 160
Aspiring Deatbringer
Skullgrinder
3-6 of blood warriors
Ability: Each time an enemy hero or monster is slain by this receive an additional bloodtithe point
Skullseeker host 120 / 170
Bloodthirster of incenciate rage
Herald of khorne on bloodthrone
2-5 units of blood crushers
1-3 Of Skull cannons
Reroll wound rolls of models that target a monster
Skulltake 140 / 190
1 blood stoker
2-3 of skull reapers
1-2 of khorgoraths
0-2 of bloodwarriors or blood reavers
If unmod wound roll is 6 and wholly within 12 of blood stoker is 6 add 1 to damage
Slaughter born 180 / 160
1 exalted death bringer
2-4 of skull reapers
1-3 of blood warriors
Worsen rend of attacks targeting this unit by 1 to a minimum of 0
The gorechosen 110 / 160 Cant legally take
Tyrants of blood 140
3-8 bloodthirsters
After a model from this battalion has fought pick a model in combat that hasn’t fought lets that unit attack fights immediately, cannot attack again without ability
Bloodmad warband 160
Aspiring Deathbringer
Blood secrator
3-6? Units of blood warriors
1-2 of blood reavers
1 unit of skull reapers
Add 1 to attacks when they charge* NOTE this one DOES NOT require being "wholly within" anything it just gets it. kinda sick.
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Just incase nobody did it I don't remember seeing it. Updated points for all the battalions
Name New / Old
Blood host 180 / 220
Blood hunt 120 / 180
Bloodbound warband 160 / 220
Bloodbound warhorde 150 / 140
Bloodfordged 120 / 160
Bloodthunder stampede 140 / 180
Brass stampede 140 / 200
Charnel host 140 / 200
Dark feast 110 / 200
Gore pilgrims 140 / 200
Gorthunder cohort 120 / 130
Murder host 160 / 220
Red headsmen 120 / 160
Skullseeker host 120 / 170
Skulltake 140 / 190
Slaughter born 180 / 160
The gorechosen 110 / 160
Tyrants of blood 140
Ten or so got removed
Looks like In general they all got a lot cheaper and magic items got a lot better. So even though a lot of nerfs happened warscroll wise. I think the army now is more likely a 3-4 drop list with 3 magic items.
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Before we get too negative about it. I think as of now the book is pretty versatile in its current state. I think we’re really underestimating the small points adjustments and the buffs with the clans and the endless prayers. I mean the current book just won a tournament prebuff.
also khorgoraths were a hidden strong unit. Its a free blood tithe point that can easily kill a chaff wall and generate another before it suicides. I think 100 is more fair. A lot of top end khorne players were talking on twitter about running 2 or 3. I saw one show he had 6 painted.
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On 2/21/2019 at 1:45 PM, Furuzzolo said:
Looks like you have all you need 😎
Warden king and 2 runelords are your standard command squad, you have that covered. I like to run 30 hammerers as a big block, you can field two 20 man units but they tend to drop numbers pretty quickly.
You can easily field a very Elite army, avoiding the older kits (warriors are very good, tho). You need around 20 Irondrakes to make good use of theyr commander attack (and their base stats are very strong), 10 longbeards to buff near units. That's your core Elite army.
From there you can pick what you love, Ironbreakers are very strong, Longbeards too. Chose allies to cover your weakness (mobility, mortal wounds, long range) and surprise your opponent with insane damages
What allies do you use mostly to cover these? Cogs can give us problems with the runic icons. Whats a tournament/all comers list look like for you?
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Hey im going to get into idoneth what should i look to pick up?
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Is there a good way to give sequitors or anything a mortal wound save minus the 6 up for hammers of sigmar?
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Ill start it off. Been doing a league game lately for a escalation league. Its mostly casual so we can run some of the compendium stuff.
Enchantress
Bretonian Lord on pegasus
Legendary Fighter
Sword of Justice
20 Vulkite berserkers slingshield and warpick
10 Longbeards
9x Endrinriggers with two grapnel launchers
I played against a seraphon player Who ran a lot of knights and we were playing on focal point.
The endrins really turned up. There was a gap in his line and the way the battlefield was set up I was able to grapnel into the backfield and charge turn one. I managed to get on his astral banner and tie up one 5 man unit of knights. That's what really won me the game.
If you are in a community that lets you use it, The enchantress is pound for pound the best caster in order in my opinion. A 4+ save rend on her attacks heals every turn and most importantly two spells get to reroll one. Especially when in our league we have access to all the realm spells. Even though this game was in Aqshy and I only used the fiery blades once.
The bretonian lord bomb is another good 140 points. He's an assassin. Especially if you have the enchantress. She can give him +1 to hit and his charge gives another plus one. You're doing d6 mortals on a 4+ with 6 attacks if you put your trait on him.
At such low points vulkite berserkers are a huge standout. They do negligible damage. But they're durable. Ive done the math comparing mystic shield to the archmages 6+ the reroll ones comes out a little better especially vs multiple damage weapons.
Endrins are the muscle of a list like this and im curious to how many other lists they work themselves into. Even without a chemist they hit so hard.
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Surprised that this isn't already a topic this is for armies that use Allegiance order. What combos do you think are good and what are must haves? What are the best choices this army is a huge open book. Not sure what else to put here. Maybe ill just start putting tournament lists I find and try to find trends.
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1 hour ago, Azamar said:
It’s based on the number of models at the start of the phase
Perfect thank you
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Im sure its been answered before but just asking to make sure.
the vulkite berzerkers wording specifically says “had 20 or more models” i have a 20 man unit it is at 4+ fury save. I take 10 wounds. Do i get the 4+ for all 10 wounds or do i roll til the first guy dies?
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quick question: i have not had a problem in my scene, in any scene or tournament have you guys had problems using the warrior models as long beards so long as theyre modeled correctly? Ive been using them since old fantasy and ill be going to adepticon so im making sure it hasnt been an issue
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What does a current dispossesed or mixed dwarf tournament list look like?
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My store is doing a league here soon and i have tons of dwarfs some made lots in boxes. Im going to be mixed dwarves rather than just dispossesed.
my 1k so far
runefather on magmadroth with the thermalrider cloak
Runelord
20 warriors
20 vulkites
6x skywardens kitted with drill cannons and volley guns. (Could be endrins i just dont got em built that way)
I like it because its two healthy blobs that can move up the field and two fast moving flyers that can flank and get objectives.
The real questions is the command trait, item and magmadroth in general.
The magmadroth is a good speedbump for my dwarves to get into position and an excellent flanker also really great at 2 places of power. But hes coming at the cost of warriors instead of longbeards. So are the skywardens. So here are some ideas have for trying to achieve the same thing but with longbeards
Runefather > rune smitter. Less pain but can buff the vulkites
Skywardens > runesmitter. Two droths
-3 Skywardens > grundstocks or a celestar balista
runelord > battlemage with mystifying or wildform
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1 hour ago, Barkanaut said:
There’s an unreliable rumor floating around most of the older existing bt’s will be getting an update with at least 1 model. The rumor person also said this includes ko. Assuming we get only 1 single model as mentioned what would be the most critical to buffing our army? If the rumor is true I think we got a chance for 2 since we sold so we’ll as an army. I personally think we need melee troops more than anything else and would hope to see that the most.
Something that makes grundstocks battleline
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On 12/26/2018 at 2:50 AM, Alezya said:
I've tried something similar.
On three places of Arcane Power it is very strong. Once you put your heroes on the objectives, you are very difficult to remove. Even though you lack bodies. But as you lack bodies, you can't do anything on the other scenarios... On friendly games, it can be fun from time to time. But competitively it is not viable.
The limitation of the gnarlroot by putting mandatory TLA, branchwych and Tree-revs is kind of frustrating as you could bring in enough bodies with the removal of the TLA only.
Morathi by herself is still good: Arnzipal Black horror is very nice to remove those 5Wounds heroes with some luck (specially on T1 as you double the range). And the shooting in snake mode can allow some strong possibilities. But there are better Order Wizards to get
Plus, Morathi doesn't get to be healed.
But it is still fun to play though!
What about instead of morathi run aventis firestrike. Dont buy command points buy endless spells? Now with the points you save from morathi to aventis you have enough for a dryad blob or to beef up a revenant blob if youre worried about drops. Aventis doesnt have the staying power of morathi but is a suicide bomber of mortal wounds.
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Hey there ive been playing dwarves and stormcast for a while and really just need a change both those srmies just feel boring to me now and i want something new.
I also want to do this new one as a challenge and run it on a budget. Its 450 dollars to amass the biggest army i can with an effective 2000 point list. The 450 obviously will get 20% off because yay american stores.
I wound up with a pretty cheap combo list
Chaos lord on manticore
lord of slaanesh on daemonic mount
lord of slaanesh on foot
sayl the faithless
chaos sorcerer lord
Chaos lord on daemonic mount
3 x5 chaos warriors
20 chaos knights slaanesh
Cogs
And its a buff the knights and pile drive them twice into your enemy and hope to win after.
obviously that might be a fun gimmick but it seems like hot garbage. Is there a better way i can run a busget army like this in chaos?
AoS 2 - Fyreslayers Discussion
in Order
Posted
So built in vulkits get +1 to their save in melee. Add a battlesmith and its +2.
It might have to be mixed order but hello sisters of the thorn. Bouncing mortals back on a 4+