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spenson

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  1. I had 2 games this weekend with this list: Allegiance: Maggotkin of Nurgle - Subfaction: Drowned Men - Grand Strategy: Hold the Line - Triumphs: Indomitable Leaders Great Unclean One (495)* - General - Bile Blade & Massive Bilesword - Command Trait: Nurgling Infestation - Artefact: The Witherstave - Lore of Virulence: Stream of Corruption Lord of Afflictions (210)* - Artefact: The Splithorn Helm Festus the Leechlord (150)* - Lore of Malignance: Magnificent Buboes Orghotts Daemonspew (300) Battleline 10 x Plaguebearers (150) 10 x Plaguebearers (150) 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220) Units 3 x Nurglings (105)* Core Battalions *Warlord Hunters of the Heartlands Additional Enhancements Artefact Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 130 Drops: 9 The first game was against IJ (2 maw krushas, 6 pigs, etc. nothing out of the ordinary) on Tectonic Interference. I rolled a 1 on the wheel but my opponent chose tot take first turn. I managed to kill both maw and 5/6 gore gruntas by the end of round 1 but I still only won by 10 points at the end because getting on the objectives isn't that easy as nurgle. I don't have much to say, our heroes are way too tanky with a 4++ and IJ really hate any form of MW. The second games was against lumineths (Sevireth+spirit+40 sentinels) on the Vice. This was probably one of the least interesting game I've ever played but I still needed to know the matchup. My GUO died on T1 and without anything left to deal any wound at all to the spirits, I just stayed on my objectives and tried to score as many battle tactics as I could. The games weren't very interesting overall but it happens.
  2. So I had 2 games this friday with a new list: Allegiance: Maggotkin of Nurgle - Subfaction: Drowned Men - Grand Strategy: Hold the Line - Triumphs: Indomitable Leaders Great Unclean One (495)* - General - Bile Blade & Massive Bilesword - Command Trait: Nurgling Infestation - Artefact: The Witherstave - Universal Spell Lore: Flaming Weapon Lord of Afflictions (210)* - Artefact: The Splithorn Helm Festus the Leechlord (150)* - Lore of Malignance: Magnificent Buboes Orghotts Daemonspew (300) Battleline 10 x Plaguebearers (150) 10 x Plaguebearers (150)** 2 x Pusgoyle Blightlords (220)** 2 x Pusgoyle Blightlords (220)** Units 3 x Nurglings (105)* Core Battalions *Warlord Hunters of the Heartlands** Additional Enhancements Artefact Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 130 Drops: 9 I put flaming weapon on the GUO but I'm still undecided on which is the best spell. Game 1: My first game was against some kastelai soulblight with a vampire on zombie dragon, Mannfred, Neferata and 4x5 blood knights. I didn't put anything in deepstrike and I managed to hold pretty well, making sure that the 2x5 knights in ambush were basically useless. I lost the game because on turn 3 I made the stupid mistake of charging Mannfred, who then teleported and denied me 6 VP. Other than that the game went pretty well. Game 2: Game 2 was against some SCE with a knight draconis, a Knight-Relictor, 3x2 dragons, and 6 longstrike. I know this list pretty well because we're either taking this list or the 11 dragons for the next team tournament so we train a lot against it. It's very oppressive and the stormcasts basically plays with 2500 points on turn 1. I lost by 8 points, which is not a lot considering the fact that we intend to rely on this list to get a 20/0. The 5++ really helps but I still lost Orghotts on turn 1 because you can only take so many bolts and flames in the face. The diseases did a lot of damage and I love the 4th effect of the wheel more and more. Conclusion I'll play some more games with this list but so far I really like it. It doesn't have a lot of bodies but it's actually pretty flexible. The bookkeeping is very intense though and I'm glad I finally got my tokens because you usually end up with dice everywhere on the table and on the side. The putrid blightkings have been disappoining in my earlier games, I'd really like to hear your opinion on them compared to the pusgoyles and the plaguebearers.
  3. You also still have enough points for an emerald lifeswarm. It's quise useful in this army. I would've preferred a soulscream bridge but it's still ok. I'm going to try this next Friday with the endless spell.
  4. I'll play my first 2 games tomorrow with this list: Allegiance: Maggotkin of Nurgle- Subfaction: Filthbringers- Grand Strategy: Hold the Line- Triumphs: InspiredLeadersOrghotts Daemonspew (300)*Rot Coven Rotbringer Sorcerer (120)*- General- Command Trait: Grandfather's Blessing- Lore of Malignance: Magnificent BuboesRot Coven Rotbringer Sorcerer (120)- Artefact: Arcane Tome (Universal Artefact)- Lore of Malignance: Rancid VisitationsRot Coven Rotbringer Sorcerer (120)*- Lore of Malignance: Gift of DiseaseBattleline10 x Putrid Blightkings (500)*- Reinforced x 15 x Putrid Blightkings (250)*10 x Plaguebearers (150)*10 x Plaguebearers (150)*10 x Plaguebearers (150)*Endless Spells & InvocationsSoulscream Bridge (70)Umbral Spellportal (70)Core Battalions*Battle RegimentTotal: 2000 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 152Drops: 2 We're still waiting on the pairings so I don't know yet what I'll play against but it'll probably either be shootcast, DoK (with a ton of stalkers), first prince or soulblight (kastelai with blood knights). The goal is to play nurgle in team tournaments but for now I mostly want to feel how the new army plays. Edit: just noticed that the battle regiment is 2 sub commanders max so I have 2 drops instead of 1 and this is really bad news. Maybe I'll change the list.
  5. I also heard the same a while ago. We can only get better with a new BT.
  6. I don't really agree with you. In the core rulebook it says "After you have picked your army, you must pick 1 model in your army to be your general" (cf 1.4.2 core rulebook) and Nagash warmaster ability is "This unit can be included in a Nighthaunt [...] army. If it is, it is treated as a general even if it is not the model picked to be the army’s general.". Since he's not an ally (cf 25.8 core rulebook) I don't see why it wouldn't work. Also the wording "even if it is not the model picked to be the army’s general" implies that there's a case where we can take Nagash as general. Taking a cairn wraith as a general totally defeats the purpose of preventing our opponent from ever scoring both the battle tactics to kill a monster and kill the general.
  7. Nagash has some cool potential in the army (some spells are very good) and at least he doesn't have any competition for the mystic shield. Assuming that the bodyguard thing works, I'd really like to try this list: Allegiance: Nighthaunt- Procession: Emerald Host- Grand Strategy: Prized Sorcery- Triumphs: BloodthirstyLeadersNagash, Supreme Lord of the Undead (970)*Kurdoss Valentian, the Craven King (180)*- GeneralGuardian of Souls with Nightmare Lantern (135)*- Artefact: Pendant of the Fell Wind- Lore of the Underworlds: Soul CageBattleline20 x Chainrasp Horde (190)*- Reinforced x 120 x Chainrasp Horde (190)*- Reinforced x 15 x Hexwraiths (150)*5 x Hexwraiths (150)*Endless Spells & InvocationsUmbral Spellportal (70)Core Battalions*Battle RegimentTotal: 2035 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 88Drops: 1 With the drops in points (-15 Nagash, -20 Kurdoss), the list is exactly 2k points. If you put both hexwraiths units within 3" of Nagash, even a shootcast army will have trouble killing it early. I'm not sure if we can take Nagash as our sole general. If yes then it could deny a battle tactics from the opponent since it's the only monster in the army. It probably won't win against the most meta armies, but it could still be interesting to play. You just need to make sure that your units don't die in a single turn of combat.
  8. Befouling host seems like the best one for armies that don't heavily invest in one specific theme.
  9. Rumours are that Nighthaunt may be the next BT after nurgle. I have great hope that we may finally get a playable army.
  10. You can also use it with Bloab. Even a +1 is a decent option.
  11. Has anyone started to think about a list using the soulscream bridge to deliver the BK closer to the opponent? This could potentially be a solution, especially if we cast it with +3.
  12. I mean you can fit glotkin and 2x10 plaguebearers in 1k points. Will it be good? No. Will it be fun? Also no. But you can do it.
  13. This is the drowned men list I'd like to try: lord of afflictions 210 leader bloab 300 leader orghotts 300 leader pusgoyle 2 220 battleline pusgoyle 2 220 battleline putrid 5 250 battleline putrid 5 250 battleline putrid 5 250 battleline The lord of afflictions would have the 4++ artefact and Overpowering stench as command trait (the one that prevents giving/receiving commands within 7"). It'll probably be a battle regiment in 2 drops so the flies can attempt to get an early objective at the middle if needed or try to prevent a shooting army from giving me first turn and hope that they get a double turn. The army is also not that slow for Nurgle. I'd need to replace Bloab with 2 smaller heroes if I want to take a warlord due to the lack of slots on non unique leaders.
  14. I thought the plaguebearers lost the -1 to hit against missile weapons but they actually lost it against melee weapons, which is a bigger nerf.
  15. To be honest I now like all three of the kits in the box of Bloab, Orghotts and Morbidex. Especially Orghott. They suffered from the lack of MW protection but now they seem good. With Bloab's spell you can deal damage during the hero phase (spells), shooting phase, charge phase (rampage), combat phase and battleshock phase (disease). That's a lot of potential MW. And it lasts until your next hero phase.
  16. Glorious afflictions got a huge nerf and went to mortal, that's a very big hit against armies like SoB that nurgle already struggled against. It will be hard to deal with losing the +2 move on the wheel and +3 on the bell. We're back to being slow.
  17. I haven't been this hyped by a BT for a while. I took my nurgle army in a few tournaments because I love them but TBH there's a reason why it's not meta in solo tournaments.
  18. You don't remove one point, you set the number of tokens to one. This means that the unit will never get rid of them but you can go from 7 to 1. The one thing I hope we don't lose is the -1 rend to ennemy we had in the previous BT. It's extremely strong against a lot of armies.
  19. TBH it seems quite strong especially if you manage to get at least one token on a unit early. Even if you don't hit the ennemy it's an average a MW each round for free until the end of the game. It will depend a lot on the extra synergies.
  20. To be honest I find this way better than the cycle of corruption if you exclude unnatural vitality that is very strong. Either you're playing against an army that will never let you cast foul regenesis (hello Kairos, Nagash, Teclis and other great mages that you see a lot in tournaments) and you rely purely on luck to have the right stage at the right time or you're playing against an army where a lot of stages are really useless (e.g. SoB). It's especially bad that almost half the effects happen at the start of the hero phase before you can attempt to move the wheel so you don't get anything this turn if you move to stages 0, 3 or 6.
  21. I have to admit I kinda like the changes for nurgle but I hope the cost of mortals won't increase too much to compensate for the 5++.
  22. Rumors from a rather reliable source: All the models get a 5++ (don't know what happens to the harbinger). GUO should get +2W but it isn't confirmed yet. This could explain the cost increase for the glotkin and GUO. New allegiance ability: on unmodified 6 to hit, all the models in the army put a disease token on the enemy. At the end of the turn roll a dice for each token. For each 4+, remove the token and the unit takes 1MW. A unit can't have more than 7 tokens at a time. Plaguebearers get +1w -1 save and the banner only brings back 1 model when you roll on 1 on your battleshock test. The tree loses run+charge but gains a new rule. that we haven't heard of yet. edit: someone just posted this in rumors
  23. To be honest the only thing the killbow did was to make my opponent use a destiny die every time I managed to wound Archaon. I think it's ok and I took only one because I couldn't put more in a battle regiment. I agree that this Tzeentch list was strong but it's seen very often in the meta. We're currently participating in quite a few tournaments and we try to improve as a team. If you can't at least handle some of the most frequent armies (Archaon Tzeentch, DoK, Lumineth and the Sons of Behemat) then your army may not be suited for tournaments.
  24. Regarding the big beasts I think Gobsprakk is almost mandatory unless you want to get bullied by Tzeentch, DoK or Lumineth that make like 50% of the meta. I could replace the snatchaboss with more troops but since you want to have as few drops as possible you can't really add more units (only up to 5 for a battle regiment). Gutrippaz die so quickly to any threat that I wouldn't really see myself playing bigger units. Also he's not that squishy, you have 14 wounds 4+/5++ for 315 points. The issue with covered in mud is that they need to be in cover (unless I msread the rule) and you usually have very few ways to get cover on standard tournament tables. Overall I'll need to do more tests. New week is Lumineth, probably sons of Behemat the week after.
  25. So I had my first 2 games with the Kruleboyz The list: Big yellers Gobsprakk, the mouth of Mork snatchaboss on sludgeraker beast swampcalla shaman and pot-grot swampcalla shaman and pot-grot 10 gutrippaz 10 gutrippaz 9 man-skewer boltboyz 6 man-skewer boltboyz 10 hobgrot slittaz beast-skewer killbow Both games were against the classic host duplicitous Tzeentch list : Archaon Kairos Blue scribes Magister on disk 3x3 Screamers Umbral Spellportal Emerald Lifeswarm The first game was Tooth & nails and things didn't go very well. I lose the roll to pick the attacker and my opponent take the edge with an arcane terrain. They deployed archaon close to the center on the left while the screamers were trying to protect Kairos from the teleportation of my command trait (Supa Sneaky) on the right. The goal of my deployment was to cover as much ground as I could while preventing the Tzeentch players from placing the base of Archaon in melee range of any interesting target (his base is gigantic). I teleported the nine boltboyz 9" away from the screamers, within 20" of Kairos but thanks to his allegiance he moved Kairos 6" away out of my range and Arcahon 6" closer to my army. My opponent rolls VERY WELL for his destiny die (four 6's and three 5's). Since there were no reserves, I couldn't use disappearin' act and chose to use Noisy Racket instead. I take the first turn and fail all my spells. I think I managed to cast 1 spell during that game. Since I'm out of range of Kairos I kill the general to prevent the summon of 6 more screamers. Unfortunately, Tzeentch has 2 spells that can summon a chaos spawn and thus prevented any unleash hell during that game. Overall I held out pretty well during the first three turns and ended up 15 vs 25 (this is a 13/7 loss in tournament I think) but Archaon alone tabled me on turn 4. ______________________ The second battleplan was Savage Gain. Our deployments were roughly the same but this time Kairos couldn't hide from the boltboyz. My opponent rolls his destiny die and get five 6's, three 5's and one 4 (!!!). I try to disappearin act on the blue scribes and a unit of screamers but fail both. The only spell I managed to cast one turn 1 was flaming weapon on Gobsprakk (I wanted to move the snatchaboss in range of the boltboyz for more MW). The boltboyz roll very well against Kairos (10 MW + 5 saves) but he uses 4 destiny dices to survive. The rest of the game was basically a repeat of game 1, I failed to kill Kairos on turn 1, couldn't remove Archaon's ward and I was basically powerless while I watched him destroy my whole army because of the amount of heal he gets. ______________________ The games were fun, my opponent is a cool person but damn that's such a tough match up in a tournament setting. One of my biggest gripe with the shooting elements of the army is that you have no way of extending your threat range. If your opponent starts the turn 27.1" away from you, you have no way to shoot them (if we exclude the teleport command trait). The army is also made of papier-mâché and crumbles almost too easily. The RNG wasn't with me today but it wouldn't have really affected the end result of any of the games.
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