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spenson

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  1. I've been trying something slightly different lately: Allegiance: Maggotkin of Nurgle - Subfaction: Befouling Host - Grand Strategy: Blessed Desecration - Triumphs: Inspired Leaders Rotbringer Sorcerer (140)** - General - Command Trait: Grandfather's Blessing - Lore of Malignance: Gift of Disease Orghotts Daemonspew (320)** Horticulous Slimux (200)* Sloppity Bilepiper, Herald of Nurgle (120)* - Artefact: Arcane Tome (Universal Artefact) Battleline 1 x Beasts of Nurgle (100)** 1 x Beasts of Nurgle (100)** 1 x Beasts of Nurgle (100)** 1 x Beasts of Nurgle (100)** 1 x Beasts of Nurgle (100)** 1 x Beasts of Nurgle (100)* 1 x Beasts of Nurgle (100)* 1 x Beasts of Nurgle (100)* 1 x Beasts of Nurgle (100)* 1 x Beasts of Nurgle (100)* Artillery Plagueclaw (100)** Plagueclaw (100)* Core Battalions *Battle Regiment **Battle Regiment Total: 1980 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 127 Drops: 2 The list is pretty fun to play but my first game was against LRL in a battleplan with very small deployment zones (Spring the Trap) and damn the AoE hurt (Storm of Searing White Light + Rune of Petrification + Malevolent Maelstrom every turn).
  2. As for the list this is what I'm going for at the moment Allegiance: Khorne - Slaughterhost: The Goretide - Grand Strategy: Take What's Theirs - Triumphs: Indomitable Leaders Slaughterpriest (110)* - General - Command Trait: High-priest of Khorne - Artefact: Gryph-feather Charm (Galletian Champion) - Prayer: Bronzed Flesh - Prayer: Blood Sacrifice Korghos Khul (160)* Realmgore Ritualist (100)* - Prayer: Killer Instinct - Prayer: Bloodbind Dromm, Wounder of Worlds (180)** - Prayer: Unholy Flames - Prayer: Killer Instinct Bloodsecrator (110)** - Artefact: The Crimson Plate - Aspect of the Champion: Leadership of the Alpha Skarr Bloodwrath (100)** Battleline 20 x Blood Warriors (380)*** - Goreaxes - 2x Goreglaives - Reinforced x 1 20 x Blood Warriors (380)*** - Goreaxes - 2x Goreglaives - Reinforced x 1 8 x Claws of Karanak (100)*** 10 x Bloodreavers (80) - Reaver Blades Units 5 x Garrek's Reavers (70)* 3 x Magore's Fiends (0)** 1 x Riptooth (120) 2 x Gorechosen of Dromm (0) Endless Spells & Invocations Wrath-Axe (70) Bleeding Icon (40) Core Battalions *Warlord **Warlord ***Galletian Veterans Additional Enhancements Artefact Prayer Total: 2000 / 2000 Reinforced Units: 2 / 4 Allies: 0 / 400 Wounds: 162 Drops: 14
  3. I'm about to start converting my army to give them some Aztec flair like the new models (Dromm, Realmgore ritualist, Claws of Karanak). I plan to use mainly Seraphon bits, does anyone have any advice or other bits that could be used?
  4. I absolutely agree with you. Every time I start thinking about spiderfang lists I end up with something strictly inferior in every point to squigs and troggoths. Squigs actually deal way more MW than spiderfangs ever will at the moment, especially herds with a squigboss. The mangler was disappointing because it's a unit that can be removed by the opponent. Meanwhile squig herds, boingrotz, hoppers, troggoths, etc. can be rallied (or equivalent) and then come back via the terrain. This applies the same way to arachnaroks. The rampage is also meh at best, only the one with the shaman on it seems to be worth it.
  5. If you have a mixed army then King's Gitz is the best. Clammy Hands is the best command trait of the army, I've never seen anyone take something else. If you have a lot of squigs then Jaws of Mork is way stronger. You won't have to use your terrain a lot if all the enemies are dead (I've tabled two IJ players turn 3). I think I've used the terrain ability maybe thrice in 4 games. The only "weakness" of the army (and I'm using some heavy quotes here) is that we can reinforce units only 4 times. It's essential to reinforce all the main units at least once to have a good lethality and it synergises with the terrain. I'd drop the battle regiments in a heartbeat to take more reinforcements if they were an enhancement.
  6. Also the army handles an enemy double turn surprisingly well. I got double turn T2-T3 by Idoneth and T1-T2 by IJ but still got a comfortable win.
  7. Just back home from my first tournaments with my squig list. It was a team tournament with some of the best teams in my country. I went 15/5, 20/0, 18/2 and 20/0 (unfortunately we had a bye). This was pre battlescroll but that wouldn't change anything, the army is just way too strong at the moment. As long as one squigboss manages to survive until my turn 1, most armies can't recover. Other teams brought different lists such as 2x30 hoppers but the list is now way weaker with the changes to rally. Of course I wasn't put in one of the very unfavorable match(ups of the army (e.g. Thanquol, SCE with 3 vexillors + a celestant prime + the comet, StD in 1 drop with 2x6 varanguards, etc.) because the goal of the list if to score minimum 18 points each game. This means that while I can allow some battle tactics for my opponent, they must basically not score any objective of the whole game. I think the army has a warscroll issue, not a costing issue. Skragrott for example simply does way too many things way too well. The herds have so many things going for them, they really need to nerf at least one aspect of the unit. I didn't bring a Marshcrawla Sloggoth but it would have honestly been a bit overkill in most cases. The behemoth version of the mangler was a bit disappointing, I think I'll remove it from the list. Not having the 'totem' keyword limits how far you can send it when that's exactly what it's supposed to do. Finale sidenote, a 'Damned' terrain is the best friend of your squig herds. If I won the priority roll and there was one in a deployment zone I always tried to get it and put as many of my squig herds units in range of it. Getting +1 to hit is nice but having 66% chance to trigger a battleshock test even if your opponent doesn't kill any of your herds is strong.
  8. I love the army and the new rules are very cool but I'm not a big fan of the old mortal models. The new mortals on the other hand look extraordinary. Does anyone know of bitz/alternative heads/parts to convert an army with a kind of Aztec theme?
  9. This is very different from my experience. I was playing against one drop teclis with the following list: Allegiance: Lumineth Realm-lords - Great Nation: Helon - Mortal Realm: Ghur - Grand Strategy: Take What's Theirs - Triumphs: LEADERS Archmage Teclis and Celennar, Spirit of Hysh (700)* Scinari Cathallar (110)* - Lore of Hysh: Speed of Hysh Hurakan Windmage (120)* - General - Command Trait: Grand Windrider - Artefact: Tuskhelm - Lore of the Winds: Howling Gale - Aspect of the Champion: Stubborn as a Rhinox UNITS 5 x Hurakan Windchargers (130)* 5 x Hurakan Windchargers (130)* 5 x Hurakan Windchargers (130)* 20 x Vanari Auralan Sentinels (300)* - Lore of Hysh: Speed of Hysh 20 x Vanari Auralan Sentinels (300)* - Lore of Hysh: Speed of Hysh ENDLESS SPELLS & INVOCATIONS Umbral Spellportal (80) CORE BATTALIONS *Battle Regiment TOTAL: 2000/2000 WOUNDS: 96 My friend is very experienced with the army and has won some tournaments with various lists. I have a few points regarding what you just said. I don't know the exact list your opponent played but I guess he didn't have a lot of models if almost 1200 points were invested in heroes and endless spells (probably 10 wardens, 20 sentinels and 2x5 windchargers?). The first one is that storm of searing white light can only target visible units. You can usually hide at least one character behind the faction terrain or another piece of terrain depending on your table, probably a squigboss. The Storm only has 1/6 chance to kill a 4 wound hero, way less if they have the 5++ ward and Fuelled by Ghurish Rage. I don't see how you can possibly have your general killed on turn one when the only damage he can take is maybe one storm. Then the shackles may be cast using deep thinker but you still have a decent chance to dispell it with a +1 (and maybe even a +2 if you have an arcane terrain). Then you have at least 33% chance to dispell it on your turn. With the army's mobility, the shackles can be dodged, they don't move and cover a specific area. Don't forget that squig herds can usually move 13+3d6 and then attempt a charge. The rune is nice but you can dodge it on turn one if you know it's coming and then it honestly doesn't do much against gloomspite. I absolutely use finest hour on skragrott specifically so that my opponent has to invest more strength if they want to kill him (4++ ward against the sentinels, -1 to hit from look out sir, +2 save from finest hour / all out defense). The windchargers alone may not kill it. Maybe he dies but then I get 2x5 windchargers for free and thus most of my opponent's ability to take objectives. There are so many other things. Lumineth don't have the dps to deal with 230 wounds + revives. I don't say you're all wrong but most points can be covered and you probably could've played it better. I played a few more games this week, won 12-8 against SoB on Realmstone cache because it's very hard to score early and then I won 20-0 against Morathi + 15 blood stalkers.
  10. I've played the army five times, training against other teammates for a big tournament and I'm expecting a lot of nerfs in the battlescroll next month. The list I was playing: Allegiance: Gloomspite Gitz - Gittish Horde: Jaws of Mork - Grand Strategy: Chasing the Moon - Triumphs: Indomitable LEADERS Squigboss with Gnasha-squig (80)* - General - Command Trait: The Clammy Hand - Artefact: Gryph-feather Charm - Aspect of the Champion: Fuelled by Ghurish Rage Skragrott, The Loonking (160)* - Lore of the Moonclans: Nikkit!Nikkit! Squigboss with Gnasha-squig (80)** Webspinner Shaman (65)** - Lore of the Spiderfang: Sneaky Distraction UNITS 10 x Boingrot Bounderz (280)* 24 x Squig Herd (240)* 24 x Squig Herd (240)** 24 x Squig Herd (240)** 20 x Moonclan Stabbas (125)* 6 x Sneaky Snufflers (110)** BEHEMOTHS Mangler Squigs (260)** ENDLESS SPELLS & INVOCATIONS Scuttletide (85) CORE BATTALIONS *Battle Regiment **Battle Regiment TOTAL: 1965/2000 WOUNDS: 228 LEADERS: 4/6 BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ENDLESS SPELLS & INVOCATIONS: 1/3 ALLIES: 0/400 REINFORCED UNITS: 4/4 DROPS: 2 The army is very fun to play but it's just way too powerful as it is right now. Next week we'll try the army against SoB, it could be an ok counter to the army. We thought LRL could do good with Crippling Vertigo + Darkness of the Soul as it makes 2 units basically unable to move at all but even that wasn't enough.
  11. Big nerf of the squig herds but we all expected it. They were the strongest unit in the game. Now they're "only" good. Losing one squig and dealing around 20-25MW distributed as you want to units within 9" was preeetty strong for 360 points.
  12. Depending on the matchup they can be used either as screens, objective holders or a way to protect the faction terrain. There are quite a few scenarios where the squigs will attempt to charge T1 so I need something to stay back. Sure, a single model killed will stop them from contesting objectives 9" away but this is not really the goal here. A single blob of 40 is less flexible. Bounderz are there just to provide a bit more punch in melee with the loonboss but the heavy lifting is done by the squig herds. Snuflers are interesting on a 72W unit but I didn't have enough points to include them in the army. Maybe instead of the bounderz. But I'll need to test it.
  13. Starting to work on serious lists with the new book. Allegiance: Gloomspite Gitz - Gittish Horde: King's Gitz - Grand Strategy: Chasing the Moon - Triumphs: Indomitable Leaders Squigboss with Gnasha-squig (80)* - General - Command Trait: The Clammy Hand Skragrott, The Loonking (160)* - Lore of the Moonclans: Itchy Nuisance Madcap Shaman (70)* - Lore of the Moonclans: Itchy Nuisance Squigboss with Gnasha-squig (80)** - Aspect of the Champion: Tunnel Master Loonboss on Mangler Squigs (370)** - Artefact: Loonstone Teefcaps Battleline 20 x Moonclan Stabbas (125)* 20 x Moonclan Stabbas (125)* 36 x Squig Herd (360)* - Reinforced x 2 24 x Squig Herd (240)** - Reinforced x 1 24 x Squig Herd (240)** - Reinforced x 1 5 x Boingrot Bounderz (140)** Core Battalions *Battle Regiment **Battle Regiment Total: 1990 / 2000 Reinforced Units: 4 / 4 Allies: 0 / 400 Wounds: 250 Drops: 2 Waiting for the FAQ to see if squig herds will be nerfed or not. Right now they are very very good. Maybe they'll remove the abuse of splitting one model away from your unit and making everything else flee to deal a massive amount of MW during the battleshock phase.
  14. Unfortunately Rally is only at the start of the hero phase so there's no interaction here. However you can do this spell and then Hand of Gork. To be honest you probably won't cast his second spell too often because the first one is so good and you can always cast a spell from the domain or a mystic shield.
  15. But if it's not wild then RAW you can't move the endless spell since only wizards that control endless spells can move them and Loonskin only allows you to cast it as if you were a wizard. "After determining control of predatory endless spells, the player whose turn is taking place moves all of the predatory endless spells controlled by friendly Wizards." I think it'll need an errata that either also lets you control it or specifically state that it becomes wild. edit: the errata from the KO battletome says that you can't control the spell you cast using "Spell in a Bottle" so it may be the same.
  16. What happens if you give an arcane tome to a Troggboss with loonskin? Does it only have 1 cast and at least the free endless spell won't go wild or do we get our normal spell from arcane tome (flaming weapon doesn't look too bad) + one free cast of that endless spell from loonskin? I only have access to summaries so I don't have the exact wording.
  17. I have the exact same list except for a few minor details. The batallions are a command entourage to give an arcane tome to the butcher (who's also the general with Master of Magic), then a gallatian sharpshooter with the leadbelchers and gnoblars and finally a GV with the gluttons. Regarding the spells it may be up to personnal preference but I just really like Blubbergrub Stench with the 3 ironblasters. You're going to use the short range attacks from round 3, maybe round 2 sometimes and the ability to steal objectives (especially now that expert conqueror is gone) and the threat of a big amount of MW + rampages is not something most armies want to have to deal with. For the grand strategy I'm more of a fan of Take What’s Theirs or even The Day is Ours! but I feel like it's up to personnal preference.
  18. We already knew for weeks that this was coming with all the leaks but I'm still sad they didn't reduce the cost of the Ironguts, maneaters, etc. I'll still take at least one unit of gnoblars because a screen with 25mm bases is very good (and the models are still pretty funny).
  19. Ymetrica is a very tough match up for a lot of armies. You really need your charges to work because Avalenor with a 0+ save and ignore -2 rend is hard to kill without the appropriate amount of MW (totally random example, didn't happen to face it a couple time). Even in thunderbellies your ironblasters end up with -1 rend at long range (stupid interaction on how rend increases work) so while each failed save will hurt, you won't deal a lot of damage. Just a note on your list, 1925 is extremely low, you could move a few thing around. Also you may consider Blubbergrub Stench even if you only have 3 rhinox in the army. That spell is so good it's crazy. Judging from your list you played a battle regiment. From my recent experience we don't really need it anymore and it's actually a disadvantage to set up our army first when we can handle an early enemy double turn pretty well. Your opponent's list was pretty good, I've seen it in tournament a couple times. Really looking forward to never face expert conqueror stoneguards anymore. I'm only surprised they didn't play the Cogs, they're so strong in every LRL list. Looks like they made quite a few mistakes with their deployment though. Even with speed of Hysh, the cows probably won't see combat before round 2-3. It'd be a shame to waste Avalenor when it can kill basically any unit in your army in 1 turn and Ogors hate any -1 to hit (even worse when you face a shining company + Avalenor). Final sidenote for future games, looks like the forest is too close to the central objective but it's a bit hard to tell from the picture.
  20. Gutbusters do have some good units. The ironblaster will probably get hit very hard by the nerf bat as soon as GW can do it. I probably see it cost at least 200 points if not more. The trophy rack is also 100% likely to get a nerf to only have an effect on melee attacks. I considered getting a tyrant with deatcheater just to be wielder of the Gruesome Trophy Rack because it makes the canons so strong. All the wizards are pretty good. I'm glad they all have their pros and cons. Gluttons are one of our only sources of GV and they're not bad at doing exactly that. Having access to -1 rend makes them a bit better. If you only play beastclaw with no GV you may have some scoring issues in a few scenarios. This happened to me a few times playing only mournfangs as battlelines. Gnoblars unfortunately don't have a way to become GV so no conquerors for them but they're still a good screen at 100 points for 20 25mm bases. I agree that ironguts, leadbelchers and maneaters are too expensive but overall gutbusters are ok now. The new book gives a good incentive to mix both gutbusters and beastclaw raiders and that's a good thing.
  21. I'm thinking about something a bit similar: Kragnos 2 x Frostlord on Stonehorn Icebrow Hunter 3 x 2 Frost Sabres This is not a serious list until I actually test it. The issue this kind of list usually have is that they can be stopped by overlapping a few cheap screens. Now they can do some really deadly stuff.
  22. We've seen the mutalith. The only changes are +2W and you roll two dice instead of one within 9" of a Tzeentch wizard and keep one. It is a buff but I don't think it's enough considering it still doesn't do enough.
  23. Daemon princes are ok when you give them a free command trait. At least two of them in a Despoilers list should be good (one bolstered by chaos for 14 wounds and another one with not to be denied). Two of the three trophies of conquest are also nice if you manage to take a warlord (maybe with 2 chaos sorcerer lords). The Soul grinder isn't as bad as you'd think but they're not as good as chaos warriors. The attacks being 4+ to hit make it very unreliable. On the other hand, taking 3 of them gives access to a decent amount of shooting. I'd take maybe 2 Nurgle Soul Grinders and 1 Khorne.
  24. Assuming that the chaos lord on manticore gets his 3+ save i was thinking about a fun Despoilers list: - chaos lord on manticore of Nurgle (idolater Lord) - Daemon Prince of Tzeentch (Not to be denied) - Daemon Prince of Nurgle (Bolstered by Chaos + Conqueror's crown) - 20 chaos warriors of Nurgle + banner - 2x8 Iron golems of Nurgle (chaos mark because of Idolater Lord) - 3 soulgrinders (1 of Nurgle, 2 of Khorne) The soulgrinders are in a linebreaker and the chaos warriors + iron golems are expert conquerors. Soulgrinders are not a very good unit but with +2 wounds and the new mark they look passable. This is more of a "fun" list and probably not something I'd bring to tournaments. A Krondspine could provide an aura of +1 to hit to the soulgrinders but there's not much room for it in the army. For more serious stuff, Archaon, a chaos sorcerer lord of Tzeentch and 20 warriors of nurgle with the banner seems like the good start for a Host of the Everchosen army.
  25. RAW they're currently one of the strongest unit in the game but it's obvious that RAI they don't intend for the Virulent Concoctions ability to be able to trigger itself. Basically currently RAW if you put even 1 disease token on a tightly packed army then all the units will get 7 disease tokens. The chain reaction and the infinite bounce is probably not intended, they just need to make it trigger on any "attack or other ability". RAI they're still a good unit but I don't know whether I'll be playing them in blessed sons or try to find them a spot in the drowned men list I'm currently playing. We finally have access to mortal screening/skirmish units and it feels great.
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