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TalesOfSigmar

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Posts posted by TalesOfSigmar

  1. 4 minutes ago, Congratz said:

    Congrats with number 14! I can't wait to attend my first tournement!
    Just got a few questions.

    1. What is MMMWP?
    2. I almost run the same list as you and i have considered adding in 40 Monks. Do you think its importent to have a Furnace if you tend to run Monks?

    3. Would you consider using Death Frenzy? I have heard it's quite good? or is it not worth it to use on Clan Rats?

    Cheers, good luck in your future events, I remember my first one all those years ago, haven't looked back since!

    In answer to your questions;

    1.  MMMWP is the Skryre Spell More-More-More Warp Power, it lets you re-roll hits and wound rolls for a Skryre unit however they then suffer D3 MW at the end of the following Hero Phase.

    2. I think you could probably run 40 Plague Monks by themselves and do alright with them, though the Furnance buffs them up with the prayers plus the Furnace itself is a pretty durable unit. Think if I wanted to run 40 Monks and a Furnace I'd have to sacrifice a bell and drop some rats and the Pendulum and have something like the following though to be fair that's still a pretty decent list (if anything it's got the combat punch I was missing while also keeping the decent ranged/spells);

    Allegiance: Skaventide

    Leaders
    Grey Seer on Screaming Bell (200)
    Arch-Warlock (160)
    Verminlord Warpseer (260)
    Plague Priest on Plague Furnace (180)

    Battleline
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    40 x Plague Monks (240)
    - Foetid Blades
    9 x Warplock Jezzails (420)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 182
     
    3. If I did the list above with the Monks I'd probably run Death Frenzy, with my original list that I took to the heats, I needed Plague to deal with Hordes and I needed Skitterleap to leap around the board with Heroes, so there wasn't a place for Death Frenzy. Anyway a Clan Rat piling in and a attacking again is still a clanrat, it's not really going to do any damage.
     
    • Like 1
  2. So back from Heat 2 and finished 14th with the Skaven army which I built and painted in a week…. Had such a good time with the army against some proper tough matchups. Here’s a quick rundown of the event.

    List I ran was;

    LEADERS
    Grey Seer on Screaming Bell (200)
    - General
    - Command Trait : Verminous Valour
    - Lore of Ruin : Plague
    Verminlord Warpseer (260)
    - Artefact : Suspicious Stone
    Arch-Warlock (160)
    - Lore of Warpvolt Galvanism : More-more-more Warp Power!
    Grey Seer (120)
    - Lore of Ruin : Skitterleap

    UNITS
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    9 x Warplock Jezzails (420)

    WAR MACHINES
    Warp Lightning Cannon (180)

    ENDLESS SPELLS
    Warp Lightning Vortex (100)
    Aethervoid Pendulum (40)

    GAME 1 vs Sylvaneth Gnarlroot (Total Conquest – Realm of Life)

    Wasn’t looking forward to this game one, lots of spell casting, one drop, lots of woods to block line of sight. I basically bunkered up around two Gnawholes knowing that I’d have loads of Dryads in my front lines turn one. They covered the table in woods as expected and then captured 3 out of 4 objectives. Managed to get Plague off on a unit of 30 Dryads and rolled ridiculous to wipe half the unit, the Vortex went off surrounding the Treelord, and two more units of Dryads and continued to whittle them down over the next couple of turns. Allarielle cast the palisade to block los from the Jezzails but I managed to teleport to the second Gnawhole in my deployment which left a big alleyway through to Allarielle and with the Warpstone Token took her out in two rounds of shooting. Crack’s Call from the Screaming Bell on the Treelord Ancient saw me roll a 12 on the 2D6 and remove the remaining wounds from the TLA. With the big threats down I basically cleaned up the remaining Dryads and held all the objectives for the rest of the game. MAJOR VICTORY

    GAME 2 vs Stormcast (Three Places of Arcane Power – Realm of Fire)

    I was quite fortunate in this game, my opponent had one hero that had a artefact and then a unit of 20 Evocators…. He supplemented this with 4 Ballistas and a couple more heroes. I chose to go first plonked the Bell onto one objective, Verminlord on another right next to Mystical terrain (meaning he had a 4+ rerolling save, 5+, 5+, 6+ wound/mortal wound save afterwards) and then the Grey Seer ran onto the middle objective. Got both the Vortex and Pendulum off into his deployment killing two of his heroes straight away and damaging some of the Evocators etc. I surrounded my heroes with Clanrats making it harder to get rid of the heroes. Ballistas dropped down with the Ordinator and targeted my Jezzails with all four Ballistas. Evocators teleported using the banner 9” away from the clanrats surrounding the Verminlord. Failed their charge. Stormcast got the second turn and charged the Rats, Grey Seer died and Ordinator took the objective, Evocators charged the Clanrats and killed all 20 straight away (knew it would happen), then threw 22 Mortal Wounds onto the Verminlord with their blast, with all the saves only 5 went through!!! Next turn I could retreat out of combat with the Verminlord and stay within 3” of the objective to continue to hold it another turn (before subsequently dying next round from the Evocators). Clanrats with Inferno blades took out the Ordinator and Ballistas. And by then I was too far ahead in points for him to come back with only the Evocators to score. MAJOR VICTORY

    GAME 3 vs Idoneth Deepkin (Focal Points – Realm of Light) – On Warhammer TV

    Yup I was on the stream game 3 and for some reason knowing on TV really threw me, I deployed like an utter idiot basically allowing 18 eels to just run up the board and hit me turn one. I also deployed so half my units were out of the Bell battleshock immune range. Also didn’t help that I couldn’t roll to save my life. Vortex went off and then failed to roll a 2 or 3+ to do Mortal wounds to the eels, the Arch Warlock re-rolling casting failed to cast anything, all my spell casters were rolling like doyles. Basically nothing went my way. Even my Verminlord at the end of the game needing a 7” charge rerolling failed it. It was just one of those games. It was still a great game against Will and we had a great laugh including a Grey Seer vs Soulscryer combat that went on for three turns (yup we were both that awful in combat). Would love to play that game again with a clearer head as I would’ve properly bunkered up in the corner out of range and then hit back with spells/shooting etc. MAJOR LOSS

    GAME 4 vs Flesh Eater Courts Blisterkin (Starstrike – Realm of Death)

    This was against Scott Smith who’s a friend from the Scottish scene and one of the hosts of the Northern Invasion podcast so it was great to play a mate first thing on the Sunday. I knew how quick Blisterkin is and knew they could redeploy their units 9” away so I basically bunkered everything up in a 26” bubble of the Bell with all the decent stuff surrounded by 100 Clanrats. I know how good the screams are against bravery 4 rats so I was expecting heavy losses turn one. He teleported/ran up the board turn one 9” away and then screamed at a few rats but rolled pretty poorly only killing about half of the unit of 20 in the middle and then a couple off the units of 40. I took the front row off meaning he had larger charges to make and then proceeded to fail them all! I basically then cast every spell in range into the Flayers, got the Vortex off, Pendulum off, shot units with the Jezzails. By the end of my first turn he had the Terrorghiest, and two unit of flayers left! The issue was the comets all dropped on the far sides meaning I had to properly move across the table to get to them. His Terrorghiest went through the rats like nothing, and to be fair with Scott he was still in it until the last turn. His issue was he ignored the Jezzails who basically picked a target every turn and shot it off the table. MAJOR VICTORY.

    GAME 5 vs Nurgle (Border War – Realm of Shadow)

    So this was a Nurgle allegiance that had 3 x 10 Plaguebearers as battleline and then 120 Plague Monks…. I knew this was going to be tough, no way of fighting the Plague Monks on my terms and he could just sit on objectives to score. I actually outdropped him and gave him first turn to move within range of my spells etc. Didn’t realise in the Realm of Shadow the Spell Portal is deployed anywhere on the table! Verminlord Corruptor then proceeded to take out 17 Clanrats with the Dreaded Plague (thankfully they were wrapped around Mystical terrain so it definitely helped). I then used the Realm of Shadow spell to teleport the Bell near the Plague Monks on one flank and cast Plague on them and rolled like a boss taking out 1/2 of the unit! I knew getting rid of the Furnaces was going to be key to make the units fail battleshock, yet I kept splitting my Jezzail fire (despite saying I should never do it) and my opponent kept making his 6+ armour save to keep the Furnace on one wound, I ended up charging the rats into both the monks and Furnace to do the final wound and make the monks pop. His Monks got onto my home objective to score 4 points and I had to combine the shooting of the Jezzails and then charge them into combat with the Plague Monks to kill them and reclaim the objective. We were running out of time (120 plague monks take forever to roll dice just with the quantity of them). But knew we needed to play the next two rounds in 15 mins, we then proceeded to speed play the game, Verminlord Warpseer took out one unit of Plaguemonks on his own on the left with spells, shooting, Vortex and combat. The Bell charged 3 Plaguebearers on the left and because we were speedily playing I stupidly thought the rusted spikes were 4s and 3s and rolled 6 3s for the hit, looking back I now know it’s 2s to hit, so I probably would’ve taken them out and held the objective to win the game! Clanrats retreated onto his objective and we were level on points. He needed a 5” charge with his Verminlord Corruptor on my home objective or a 9” charge with 10 Plaguebearers he summoned, failed all charges including rerolls for them all! It mean we needed to add up points and I got the MINOR VICTORY!

     

    Meant I finished the event on 3 Majors, 1 Minor and 1 Major Loss, also got 4 Favorite Player votes and 1 Favorite army votes meaning I finished 14th and qualified for the final! Over the moon with the result and more delighted to get 4 fav game votes.

    Jezzails were MVPs every game, adding +1 damage to them made them ridiculous for both sniping out key things or even dealing with hordes.  Being able to re-roll hits if you don't move is great and using MMMWP when you really need something dead for those re-roll wounds is great. I have thought getting two units of six but I think one single unit of nine is just as good.

    I’m planning on changing up the list though, didn’t roll a 12 on the bell once and it lived every game until turn 5. I found the Warp Lightning Cannon did absolutely nothing all weekend, think I rolled a 1 once in 25 turns and it was more of a liability. Think if I drop the Grey Seer and Cannon I can take another Screaming Bell to increase my chances of a Verminlord and then buff up the unit of 20 rats to 40. Means I’ve got 20 points spare probably for the shackles.  The one thing I found I was lacking was any combat punch, Clanrats give a little tickle and die in their droves (exactly what they're meant to do) but I cannot justify swapping around the list to fit in 40 Plague Monks and a Furnace.

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  3. 3 minutes ago, Gwendar said:

    Remind me of your list again? Geminids are typically solid but I don't personally use them due to the threat of them coming back on me (although a Clanrat unit being -1 to hit isn't a big deal to me).

    If you have a Warpseer and Screaming Bell, I don't think the BoD will be all that helpful.. Pendulum is always a great source of MW's and has no risk of coming back on you unless you run something in front of it. I've only used Vermintide once in conjunction with WLV to block off passage instead of using shackles and it can put out decent MW's against anything trying to walk away from the WLV.

    List is below, I know alot of people swear by Geminids but I find them a bit meh, like you said if they come back in your face then it's kind of counter productive.

    I had an idea of casting Skitterleap within 6" of a Gnawhole on the side, throwing either the Pendulum straight into their ranks to cause havoc and then in the movement phase use the Gnawhole to teleport back to safety in the deployment zone. 

    LEADERS
    Grey Seer on Screaming Bell (200)
    - General
    - Command Trait : Verminous Valour
    - Lore of Ruin : Plague
    Verminlord Warpseer (260)
    - Artefact : Suspicious Stone
    Arch-Warlock (160)
    - Lore of Warpvolt Galvanism : More-more-more Warp Power!
    Grey Seer (120)
    - Lore of Ruin : Skitterleap

    UNITS
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    9 x Warplock Jezzails (420)

    WAR MACHINES
    Warp Lightning Cannon (180)

    ENDLESS SPELLS
    Warp Lightning Vortex (100

  4. 15 minutes ago, robbobobo said:

    I like this quite a bit, quite solid. If you do roll twelve for the PoD  go for either the VL Corruptor or Skreetch. Both have great spells and offensive capabilities.  If I were to suggest any changes, is there any particular reason why you're using the Arch-Warlock? Aside from two rerollable spell casts with a spark I feel you could save 60pts, get a CP and a Triumph if you downgraded to either an Engineer or a Bombardier.

    Cheers mate, the Arch-Warlock is in there because Heat 2 uses the realm rules, with 8 casts a turn I can get out my offensive spells while also using a good quantity of the realm spells as well. Plus a 3+ save hero (2+ if in terrain) is pretty decent for a little dude. 

    4 minutes ago, Gwendar said:

    @TalesOfSigmar In this situation I would probably go with the Deceiver, but typically his Warpstilleto damage averages out to ~5.5 against a 4+ save I think.. which is good against those squishier 5 wound heroes. I wouldn't put him up against a big Monster... let the Jezzails\WLC's handle that.

    A Corrupter is great all around of course, his damage output even without SoJ is still great and Dreaded Plague is incredible against hordes.

    Thanks, I'm thinking more the Deceiver for horde killing, but an avg of 5.5 damage is a bit meh. To be honest the chances of me roling  12 at the event is highly unlikely but want to get one done spare because sod's law would say if I didn't my first roll would be a double 6!

    Original choice was the Corrupter for the Dreaded Plague, might just keep him in, will be more reliable than the Deceiver.

    • Like 1
  5. So settled on this list for Heat 2 next weekend, getting a couple of practice games in tonight.

    Trying to decide on which Verminlord to build incase I summon one, I originally was going to go for the Corruptor for his Plague Spell, but I'm feeling the Deceiver will be better for the combat punch. What do you guys recommend?

    LEADERS
    Grey Seer on Screaming Bell (200)
    - General
    - Command Trait : Verminous Valour
    - Lore of Ruin : Plague
    Verminlord Warpseer (260)
    - Artefact : Suspicious Stone
    Arch-Warlock (160)
    - Lore of Warpvolt Galvanism : More-more-more Warp Power!
    Grey Seer (120)
    - Lore of Ruin : Warpgale

    UNITS
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    9 x Warplock Jezzails (420)

    WAR MACHINES
    Warp Lightning Cannon (180)

    ENDLESS SPELLS
    Geminids of Uhl-Gysh (40)
    Warp Lightning Vortex (100)

  6. 1 hour ago, Gwendar said:

    I really think you need minimum 40-40-20 Clanrats so that already makes me like the 2nd better. However, I don't think 3 Stormfiends are going to be doing much for you.. They really need to be in 6-9 for max buffs with Ratlings and Windlaunchers in my opinion. WLC's are great, but I've completely switched over to using 9 Jezzails. That's not to say 2 WLC's is bad or anything, but those 260 points could be spent elsewhere I imagine. The Doomwheel has been doing exceptionally well for me at hero killing as well.

    I would rather drop 1 WLC + Stormfiends and bring along 9 Jezzails. Leaves you at 1980 which could be a triumph. You're fairly magic heavy with 8 spells so be sure to utilize those realm spells. Good luck, I'd love to hear on the results of whatever you decide to go with. I painted ~80 Clanrats, Arch-Warlock, Screaming Bell and a Doomwheel this past weekend + 1 day (minus basing).. it can be done but man, you'll be burnt out afterwards.

    Cheers for the advice mate, might try your suggestion by dropping the 1 x WLC and Stormfiends and adding the 9 Jezzails. Yeah I wanted to utilise the Realm Spells all weekend as much as I could and the fact Skaven get so many 2 Cast cheap Heroes it's great!

    Last few events I've been to I've painted up a new army a week before so this should be fine, just need to decide on  a colour scheme that'll work across the army. Thinking potentially pink.... I may regret that when I start painting.

    • Like 1
  7. Hi Guys,

    Currently putting together a list (including building and painting) for Heat 2 next weekend, I'm set on the majority it's just what to add extra.

    Think I'm either settling on either two;

    Allegiance: Skaventide

    Leaders
    Grey Seer on Screaming Bell (200)
    Grey Seer (120)
    Verminlord Warpseer (260)
    Arch-Warlock (160)

    Battleline
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    9 x Warplock Jezzails (420)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 130
     
    or
     
    Allegiance: Skaventide

    Leaders
    Grey Seer on Screaming Bell (200)
    Grey Seer (120)
    Verminlord Warpseer (260)
    Arch-Warlock (160)

    Battleline
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    3 x Stormfiends (260)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 170

     
    My only issue with the second list is having to paint 100 Clan Rats in a week.... And not sure whether using 9 Jezzails would be better to shoot things off.  Any suggestions would be greatly appreciated!
     
  8. 36 minutes ago, wayniac said:

    My FLGS is doing an escalation league soon, with the following restrictions:

    Week 1 (750): 0-1 Leaders, 1+ Battleline, 0-1 Artillery, 0-1 Behemoth
    Week 2 (750): 0-2 Leaders, 2+ Battleline, 0-1 Artillery, 0-2 Behemoth
    Week 3 (1250): 0-3 Leaders, 2+ Battleline, 0-2 Artillery, 0-3 Behemoth
    Week 4 (1250): 0-4 Leaders, 3+ Battleline, 0-2 Artillery, 0-3 Behemoth
    Week 5 (1750): 0-5 Leaders, 3+ Battleline, 0-3 Artillery, 0-3 Behemoth
    Week 6 (2000): 0-6 Leaders, 3+ Battleline, 0-4 Artillery, 0-4 Behemoth

    I want to play my FEC but the first two weeks are really hard for me to figure out what to bring since the mounted king is so expensive, but I'm sure at least one person is going to bring monsters so just taking ghouls is going to do nothing.  Also, the fact that week 2 is the same but you need a second Battleline choice so I'm trying to come up with something that can last for both weeks.

    Any tips or suggestions?  It's a newbie-friendly escalation league but the people who are playing seem to be of the more competitive mindset so I'm expecting a few really nasty lists the first couple of weeks.

    Something pretty easy and covers you for the first two weeks. Means you can summon more Knights or 20 Ghouls turn one.

    Allegiance: Flesh Eater Courts
    - Grand Court: Blisterskin

    Leaders
    Abhorrant Archregent (200)
    - General

    Battleline
    6 x Crypt Flayers (340)
    3 x Crypt Flayers (170)

    Endless Spells
    Chalice of Ushoran (40)

    Total: 750 / 750
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 43

     
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  9. Cheers guys, have amended the list and going to give this a shot once I've got it all built.

    On paper, I prefer the Dracolines just for movement alone, they're not stuck to 5" move and the re-roll charges is just an added benefit.

    Not sure whether the Stormhost is the right choice though.

     

    - Stormhost: Celestial Vindicators

    LEADERS

    Lord-Arcanum on Celestial Dracoline (240)
    - General
    - Command Trait : Single-minded Fury
    - Artefact : Stormrage Blade
    - Spell : Azyrite Halo
    - Mount Trait : Pride Leader

    Knight-Heraldor (100)

    Lord-Ordinator (140)

    UNITS
    6 x Evocators on Dracolines (600)
    - Lore of Invigoration : Celestial Blades

    20 x Sequitors (400)
    - Stormsmite Mauls and Soulshields
    - 9 x Stormsmite Greatmaces

    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3 x Stormsmite Greatmaces

    5 x Liberators (100)
    - Warhammer & Shield
    - 1 x Grandhammers

    WAR MACHINES
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

  10. Wondering what people thought of this?
     
    Not sure how Dracolines compare to normal foot Evocators. I just like the movement and built in re-roll charges.
     
    Not sure whether I'm too hero light, could always drop the Comet for another hero/drop the Judicators to a unit of Libs and then make the Sequitors a unit of 20.
     
    Allegiance: Stormcast Eternals

    Leaders
    Lord-Arcanum on Celestial Dracoline (240)
    - General
    - Mount Trait: Pride Leader
    Knight-Heraldor (100)
    Lord-Ordinator (140)

    Battleline
    10 x Sequitors (240)
    - Stormsmite Mauls and Soulshields
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    5 x Judicators (160)
    - Skybolt Bows

    Units
    6 x Evocators on Dracolines (600)

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

    Endless Spells
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 108

     
  11. 3 minutes ago, Xasz said:

    I wonder if the first shrine will be for free like other faction terrain. Either way, it seems like an auto-include for everything that even remotely thinks about including mortals.

    It says in the article that the Shrine is a free terrain piece for a Khorne army.

    • Thanks 1
  12. Loving those Judgements of Khorne. Can see the Skulls and the Axe being used quite a bit, great that we can only control them unlike Endless spells where it's dependant on who's taking 2nd turn etc.

    Those Skulls doing -2 to cast, unmodified 8 to cast makes it unbound and forgot the spell + the D6 Mortal Wounds to all Wizards within 12".

    Imagine Nagash forgetting his spells and blowing him and his friends up haha

  13. Cannot wait for this, already got a sizeable 4K Khorne army and adding more to it as we speak.

    Meant to be taking Khorne to the Justice Series Grand Tournament end of the month, so hopefully my list that I'm building and painting at the moment isn't invalid with the new book haha.

    Can't wait to see what the Judgements do. BLOOD FOR THE BLOOD GOD!

  14. Think I've settled on a list to take to Justice Series end of the month, it's the Stop Hitting Yourself Build along with Gorepilgrims for a 3 drop army.

    Basically the 2 x 10 Blood Warriors are in the Bloodforged batallion so ignore Rend 1 and have a chance to make enemies within 3" of them in the Hero Phase attack themselves on a roll of a 6.

    The small unit of 5 are more to fill the Gore Pilgrims requirement.

    Skarr Bloodwrath is there to charge into hordes and smash stuff up, die and then resurrect and do it all over again.

    3 Units of Wrathmongers to boost attacks and make opponent hit themselves when they kill the Wrathmongers.

    Opinions?

    Allegiance: Khorne

    Leaders
    Bloodsecrator (140)
    Slaughterpriest (100)
    Slaughterpriest (100)
    Skullgrinder (80)
    Skarr Bloodwrath (80)

    Battleline
    10 x Blood Warriors (200)
    - Goreaxes
    10 x Blood Warriors (200)
    - Goreaxes
    10 x Bloodreavers (70)
    - Reaver Blades
    5 x Blood Warriors (100)
    - Goreaxe & Gorefist

    Units
    5 x Wrathmongers (180)
    5 x Wrathmongers (180)
    5 x Wrathmongers (180)

    Battalions
    Gore Pilgrims (200)
    Bloodforged (160)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 132

     
  15. So with the rise of the Alpha big scary monsters what's people's opinions on this?

    The batallion ignores Rend 1,  and also targets all models within 3" of a unit from the formation (Wrathmongers and Blood Warriors) and on a 6 they attack their own unit or themselves. Wrathmongers to make people start hitting themselves when they kill the Wrathmongers.

    I can just imagine 4 FEC Dragons hitting themselves to death......

    Allegiance: Khorne

    Leaders
    Bloodsecrator (140)
    Skullgrinder (80)
    Skarr Bloodwrath (80)
    Slaughterpriest (100)
    Slaughterpriest with Hackblade and Wrathhammer (100)

    Battleline
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Blood Warriors (200)
    - Goreaxes
    - 1x Goreglaives
    10 x Blood Warriors (200)
    - Goreaxes
    - 1x Goreglaives

    Units
    5 x Wrathmongers (180)
    5 x Wrathmongers (180)
    5 x Wrathmongers (180)
    5 x Wrathmongers (180)

    Battalions
    Bloodforged (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 157

     
  16. Painted up a Nagash army in the last week and a bit and ended up winning a 20-Player one dayer this weekend running Grand Host of Nagash and the following list;

    Allegiance: Grand Host of Nagash
    Mortal Realm: Hysh

    Leaders
    Nagash Supreme Lord of the Undead (800)
    - General
    - Lores of the Dead Spell 1: Amaranthine Orb (Vampires)
    - Lores of the Dead Spell 2: Soul Harvest (Deathmages)
    - Lores of the Dead Spell 3: Pinions (Vampires)
    Necromancer (110)
    - Artefact: Aetherquartz Brooch
    - Lore of the Deathmages: Overwhelming Dread
    Guardian of Souls with Mortality Glass (140)

    Battleline
    10 x Chainrasp Horde (80)
    5 x Dire Wolves (60)
    5 x Dire Wolves (60)

    Units
    30 x Grimghast Reapers (360)
    20 x Grimghast Reapers (280)

    Endless Spells
    Umbral Spellportal (60)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 106

    Game 1 was Scorched Earth against a Gloomspite army with a Troggherd (Troggboss, Mollorg, Dankhold Troggoth, 2 x 3 Rockgut Troggoths) and then a Loonboss on Mangler, 40 Shootas and a couple of fungoid shamans. Hand of dusted the Mangler off after it ran up the board hoping to turn one charge. Magic’ed off a couple of the Rockgut’s and then made my charge with both 20 and 30 Grimghasts and Nagash. Proceeded to chop through the majority of the army, the two Dankhold Trolls wiped the 20 Grimghast but then Nagash between magic, shooting and combat managed to take both out in one turn. Major victory and only lost the 20 Grimghast.

     

    Game 2 was Starstrike against a Clans Pestilence Army (120 Plague Monks – 3 x 40 units, Furnace, Verminlord Corruptor, Grey Seer on Bell, 2 x 5 Censar bearers). First turn was a bit sketchy with opponent taking the first turn and moving cautiously forward. I sacrificed the 20 Grimghast turn one with the Vanhel’s, temporal location spell moving them 6” and then with their move and charge went into 40 Plague Monks and the screaming bell. I took off 20 monks in the first combat and then for some reason he activated the bell to attack next despite me pointing out they can pile in and attack again. The Grimghast then killed another 12 monks leaving 8 left in the unit. Next turn the Grimghast finished them off only to be hit by the next wave of 40 that killed them straight out. On the other flank the remaining 40 monks buffed up with +1 attack and rerolling all hits and wounds went into the 30 Grimghast. In total 70 damage dealt and then with my Re-Roll save triumph, death save and having the unit wrapped around mystical terrain only 6 Grimghast died! The look on my opponents face…..priceless. The 30 Reapers then obliterated the Monks, Nagash hand of dusted both the Bell and Furnace off and brought back the 20 Grimghasts. Held all three objectives for the win.

    Game 3 was 3 Places of Arcane Power against a mixed Skaventide army – (Verminlord Warpseer, 2 Grey Seers, Arch Warlock, Warlock Engineer, 3 x 20 Clan Rats, 2 x 10 Giant Rats, 2 x Warp Lightening Cannons and a Hellpit). Wasn’t looking forward to this as I knew with only Nagash and two squishy heroes I was already on the backfoot. I gave him first turn and he skitterleaped the Arch Warlock onto the corner objective where his gnawhole was and cast Geminids onto the 30 Grimghast to make them -1 Hit/-1 Attack, he then brought through a Hellpit and made the 9” charge into the 30 Grimghast. Thankfully made majority of my saves and only five died. My turn I moved the Grimghast out of combat using the spell and towards the Arch Warlock and Nagash came to the side and took the Hellpit off in the first turn of combat. 30 Grimghast took out the Warlock and Nagash spent the whole game sitting on that corner objective surrounded by 30 Grimghast. He was in range of the middle objective to spell any little heroes that tried grabbing it and then threw 10 dogs onto the centre to stop any heroes skitterleaping. The opposite corner my Necromancer held the objective backed up by the Guardian of Souls and 20 Grimghast. He failed his 9” charge with the Warpseer and then spent the whole game fighting 20 Grimghast that just kept regenerating. His Warp Lightening cannons couldn’t target the Necromancer who was hid behind a tree. Ended up winning 20-2 on objectives.

    Wasn’t expecting to take out the event, my dice were on point for the majority of the day and Nagash can truly just shut down hero phases if he’s in range to dispel. Grimghasts are crazy good and the Guardian of Souls didn’t really get to use his charge shortening abilities much but that 6” move in the hero phase (including out of combat) is amazing to really increase the threat of the Grimghasts.

    627506360_2019-02-2311_50_13.jpg.06feb48c9a33f9da14f792857068b7e4.jpg

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    1612049715_2019-02-2311_50_28.jpg.34fb7a3b3c58007d7a11eb354161322f.jpg

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  17. 17 minutes ago, Freejack02 said:

    Is there any issue rules-wise about putting Longstrikes all on the smaller "prime" base instead of the larger ovals? Since both bases are apparently legal for the unit, I was curious if anyone has tried this (easier to fit on terrain or within buff ranges)? Is it scummy?

    The official base size from GW is 60 x 35 oval as described here - https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/Core-Rules-and-Bases-Sizes-EN.pdf

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  18. Hey guys, looking at starting Sylvaneth again. I ran them back when the book originally came out and it's the one army down the line I've ever regretted selling.

    I used to run the Household/Gnarlroot formation with 18 Hunters at the time.... so it's odd writing lists with so many Dryads for objective holding this time. Was hoping I could get some feedback on a potential list, I was toying between the Evocators or two Stormcast Ballistas. I'm just not sure how well the ranged artillery will work with the woods blocking their line of sight.

    Allegiance: Sylvaneth

    Leaders
    Alarielle the Everqueen (600)
    Branchwraith (80)
    Branchwych (80)
    Knight-Heraldor (100)
    - Allies

    Battleline
    30 x Dryads (270)
    10 x Dryads (100)
    10 x Dryads (100)
    10 x Dryads (100)
    5 x Tree-Revenants (80)

    Units
    5 x Evocators (200)

    Battalions
    Forest Folk (140)
    Winterleaf Wargrove (90)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 100 / 400
    Wounds: 111

     
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