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spenson

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Posts posted by spenson

  1. I'm going to play my first few games on Sunday. So far the list is:

    Big Yellers

    Gobsprakk, the mouth of Mork
    Snatchaboss on sludgeraker beast (fast'un + amulet of destiny) 
    Swampcalla shaman and pot-grot (Supa Sneaky + Sneaky miasma)
    Swampcalla shaman and pot-grot (Choking mist)
    10 gutrippaz
    10 gutrippaz
    9 man-skewer boltboyz
    6 man-skewer boltboyz
    10 hobgrot slittaz
    beast-skewer killbow

    I can fit everything except Gobsprakk in a battle regiment. Kruleboyz have some cool tricks escpecially when you play first.

    Unfortunately this means I can take only 1 artillery. 

     

  2. 7 hours ago, Hannibal said:

    I thought about it but haven´t ordered them yet.

    Well, there are still a few...

    The thing is: Bilepiper is such a great support tool it can enhance the drones to insanity (well, almost) but it doesn´t have to. There are still other units that will get good benefits from a bilepiper making all your units potentionally dangerous and therefore the oppenent can´t choose their targets that easy.

    Right now I think they are pretty underwhelming due to low numbers and almost no damage output that isn´t even reliable!

    Low number of attacks with 4+ to hit make them unreliable. Unfortunately. They look great though!

     

    Varanguard?

     

      

    Is Belakor included as a coalition unit? He lacks the appropriate keyword, doesn´t he? If I correctly understand the rules, Belakor can only be an ally. Am I wrong here?

    You are right. Be'Lakor can't be a coalition unit since he doesn't have the 'Mark of Chaos' keyword. He can be taken as an ally though, which explains why he doesn't have a spell. Luckily the spell on his warscroll is good so he can cast that + either mystic shield or arcane bolt.

  3. On 9/5/2021 at 10:41 PM, papary said:

    Yeah he’s great, only given him the one outing.

     

    first ever tournament next Sunday, taking this.

    Allegiance: Nurgle
    - Host of Chaos: Munificent Wanderers
    - Grand Strategy: Prized Sorcery
    - Triumphs: Bloodthirsty

    Leaders
    Rotigus (345)
    - Lore of Virulence: Glorious Afflictions
    Sloppity Bilepiper Herald of Nurgle(130)*
    Great Unclean One (350)*
    - General
    - Bile Blade & Doomsday Bell
    - Command Trait: One Last Gift  
    - Artefact: Mucktalon  
    - Lore of Virulence: Sumptuous Pestilence
    The Glottkin (395)
    - Lore of Malignance: Blades of Putrefaction
    Be'Lakor, the Dark Master (360)

    Battleline
    10 x Plaguebearers (110)*
    10 x Plaguebearers (110)*
    10 x Plaguebearers (110)*

    Units
    3 x Nurglings (90)

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 111
    Drops: 5
     

     

    This is very similar to what I think I'll play but I replaced Be'lakor with a second GUO to have a bigger body for the witherstave. I was also considering Horticulous but he's also a unique hero. Edpidemius could have been good considering the lack of rerolls in this version but he doesn't fit in the meta.

  4. 1 minute ago, warhammernerd said:

    I fail to see why anyone would think this unit of knights should have a rend -2? People, that is EXCEEDINGLY rare. There are a handful of extremely killy things in the game with that, Gotrek, Terrorghiest maw etc. These are knights, with lances and swords. 

    A lof of new/updated cavalry unit warscrolls changed lances to be rend -2 and D2 when they charge (e.g. drakespawn knights and others).

  5. 10 hours ago, swarmofseals said:

    Just out of curiosity how many games have you put in against these opponents?

    I played at least 2 games against each except seraphon (never played yet) and ossiarch (only 1 game that went very wrong because my opponent managed to get like 50% of 6+ FNP and 75% with his gothizzar ).

    Lumineth wasn't even funny. I played against a list with Teclis and another one with 70 archers.

    On the other hand I had one game against some Ogor (2-3 drop BCR are a pretty good army against the current meta) and it went quite well.

  6. 53 minutes ago, swarmofseals said:

    @spenson I've just started trying out more defensively oriented Hallowheart lists -- different from what you posted but in the same ballpark. Still working on various configurations but I think the idea has real legs.

    Hallowheart is in an awkward spot right now. You will have a very hard time against kharadrons, ossiarch, seraphon, lumineth and stormcast. Basically any meta army will get first turn and snipe your heroes. 

    The list I made doesn't work anymore. If you want to be competitive you need to have very few drops (2 max) or a way to survive the first turn.  

    I have yet to find a way to win against Teclis or 60+ sentinels.

     

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  7. 7 hours ago, Lord Krungharr said:

    The Huskard on Thundertusk is pretty useful with BCR lime you have.  Sure the prayers only work half the time (pulverized hailstorm a little better in boulder head) but they can’t be unbound and spells only go off not much more than half anyways.  And he’ll count as 10 models for objectives with MW potential from blizzard breath.  Plus Alvagr Ancient Mount trait can come in handy with good placement.   

    That said, 2 slaughtermasters are awesome too. Random but 5/6 chance of good effects x2 then.  Plus wizardry.   

    Jorlbad eh?  Is that the extra move battalion?  Not sure I’d go for that over eurlbad but worth a few tries for comparison.   I’d also run 2x4 mournfang units for the command models but I guess you can maybe get extra trampling charge MW.    

    Eurlbad was always a bit disappointing and never really made a difference. On the other hand, Jorlbad sometimes makes my opponent reconsider the option of trying to stay out of range of melee on turn 1. It's also a bit cheaper and allows me to have 300 spare points.

    2x4 mournfang is more effective in melee than 2x2+4 but I usually need at least 2 units to stay back on turn 1 to capture objectives or to protect my flanks.

  8. I've played a few games with my Ogors and I need some advice on my army list. Right now this is the base of my list:

    Allegiance: Ogor Mawtribes
    - Mortal Realm: Chamon
    - Mawtribe: Boulderhead


    LEADERS
    Frostlord on Stonehorn (400)
    - General
    - Command Trait: Lord of Beasts
    - Artefact: Plate of Perfect Protection
    - Mount Trait: Black Clatterhorn
    Huskard on Stonehorn (320)
    - Blood Vulture
    - Artefact: Brand of the Svard
    - Mount Trait: Metalcruncher


    UNITS
    4 x Mournfang Pack (280)
    - Culling Clubs or Prey Hackers with Iron Fists
    2 x Mournfang Pack (140)
    - Culling Clubs or Prey Hackers with Iron Fists
    2 x Mournfang Pack (140)
    - Culling Clubs or Prey Hackers with Iron Fists


    BEHEMOTHS
    Stonehorn Beastriders (300)
    - Ogor Mawtribes Battleline (Beastclaw Raiders General)


    BATTALIONS
    Jorlbad (120)

    This leaves me 300 points for either: 4 mournfangs, 1Stonehorn Beastriders or 1 Huskard on Thundertusk. Too bad I don't have enough points for another huskard on stonehorn.

    I think the thundertusk is generaly weaker than the thundertusk but his prayer, a blood vulture and his snowball could make it easier to kill a small screening unit. He also gets a free mount trait thanks to the mawtribe.

    On the other hand the mournfangs or the stonehorn fit in the battalion and I'm still 2 drops (important against a good number of armies in the current meta). 

    I also considered 1 Slaughtermaster + 2 Mournfangs but he can be sniped very easily.

    What is your opinion?

  9. 10 minutes ago, Lord Krungharr said:

    Good point on the Clatterhorn.   Throw in a Slaughterpriest in a Goremand that could help 2 FLoSHs   hit horns on 2s with some luck.

    The Rimeshroud, I haven't even looked at that one.  Cool!  That would help vs those Stormcast longstrike and ballista bows too.  Would be great to have a cheapo Skal to net a Chamon Plate of Protection on someone too.

     

    For the Gutbusters, I have 4 Leadbelchers and 8 Ironguts.  If I have limited Ogor bodies remaining, should I make more Ironguts or more Leadbelchers to balance them out?  Seems like people favor bigger units of Leadbelchers anyways....but Ironguts!  Guess they could work so well in tandem, my slow rational brain says Leadbelchers.   But my quick reactionary brain says Ironguts.  Generally I'd run Bloodgullet with all my Gutbusters in play; and a Goremand when using BCR with Gutbusters.

    I'm not sure about KO, but the stormcast longstrikes, the Chameleon Skinks and the lumineth archers are played A LOT right now. They will not focus the frostlord if he has this artefact since it reduces their damage quite a bit.

  10. 2 hours ago, Lord Krungharr said:

    I don't remember the Mantrappers and Hrothgorn doing much of anything good, do they?  I think the best reason to have a plain Hunter is to have Winter Ranger as the CT as general.   Also with the Eurlbad seems like having 4 Mournfangs per unit is more beneficial than another Frostlord.  That'll be more mortal wounds, and wounds for the enemy to chew through, though they lack that 5++.   

    How about another SHBR within the Eurlbad?  Still has the big trampling charge and the SH attacks, plus the Eurlbad MW potential.  

    Is it good to stack the Brand of the Svard with Black Clatterhorn, or spread the +1 to hit to another Stonehorn Hero so we have 2 hitting with 3+ horns?  Is there a Mathhammer algorithm for that?

    First of all, Black Clatterhorn is only for the horns. It's a minor detail since the horns deal more damage than the hooves but it's a bit weaker than Brand of the Svard. I did some very quick maths for two mounts with a bonus each VS one with the artefact+ the trait and the other with nothing.

    There's no difference: the hooves end up the same in both configuration since only the artefact gives a bonus. The horns end up being 5+3 hits vs 4+4 so there's no difference either.

    I'd rather spread the mount trait and the artefact so I can give the The Rime Shroud to the Frostlord. With some many KO, Seraphons, lumineths, shooty CoS and SCE in the top tables of recent tournaments, denying most of the abilities that proc on an unmodified 6 to hit became pretty useful.

     

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  11. I'm preparing for a tournament in November. We don't know which battleplans will be used yet so it may be subject to change but I'm open to any comment/

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    LEADERS
    Anointed (100)
    - General
    - Command Trait : Warden of the Flame
    - Artefact : Whitefire Tome - Elemental Cyclone
    Sorceress (90)
    - Artefact : Agloraxi Prism
    - Lore of Whitefire : Sear Wounds
    - Hallowheart 2nd Spell : Elemental Cyclone
    Battlemage (110)
    - Lore of Whitefire : Ignite Weapons 
    - Hallowheart 2nd Spell : Roaming Wildfire
    - Mortal Realm : Azyr
    Luminark of Hysh With White Battlemage (270)
    - Lore of Whitefire : Crystal Aegis
    - Hallowheart 2nd Spell : Sear Wounds
    Knight-Incantor (120)
    - Lore of Whitefire : Roaming Wildfire
    -  City Role : General's Adjutant
    -  Hallowheart 2nd Spell : Warding Brand

    UNITS
    30 x Phoenix Guard (420)
    20 x Phoenix Guard (320)

    - City Role : Honoured Retinue (Must be 5-20 models)
    10 x Longbeards (100)
    - Ancestral Weapons & Shields
    10 x Longbeards (100)
    - Ancestral Weapons & Shields
    10 x Bleakswords (90)

    BATTALIONS
    Whitefire Retinue (140)

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Balewind Vortex (40)
    Umbral Spellportal (70)
    Ravenak's Gnashing Jaws (30)

    The goal is obviously to throw a ton of MW at the opponent while the phoenix guards rush the middle of the table to capture the objectives.

    I can cast 9 (10 with the vortex) spells each turn. The sorceress will stay in the back protected by her sacrifices bleakswords and will throw MW at the ennemy through the portal.

    The battlemage will sit on the vortex and try to use his spell+ roaming wildfire to hit as many units as possible.

    The longbeards offer a MSU tankiness and can dispell the gnashing jaws or any other endless spell if needed.

    The list has a lot of AoE mortal wounds and is quite tanky but will struggle getting to the opponent (for example if you need to burn objectives) and will have a hard time controling many objectives at the same time.

    I thought about adding some shadow warriors but I don't know how to make them fit in the list.

     

  12. I already started to put my LoA on square bases (fortunately it's easy to rebase resin models). I'll stick with Slaanesh and Cities of Sigmar for AoS since this army isn't really supported by GW anymore. My local meta is quite competitive and while I love the chaos dwarves, getting crushed game after game  by any good list is not fun.

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  13. 6 hours ago, Qcbob025 said:

    I don't think people have to be too fatalist on the on going of the Chaos dwarves. Points were in the GH 2019, i don't see why they would'nt be in the GH 2020.  Forgeworld always been a niche product and never played a mainstream role in the lore, it's a standalone thing. I think it's unfair to expect it to be an "real official army" and occupy space in a "official" document. 

    My point is that last year we were the only army without any point change. Even the devoted to sigmar had some changes (they changed the witch hunter before removing him for CoS). I'm very concerned that they might squat the rest of the army if they don't give a single update two years in a row.

    Also the army is very bad right now in any remotely competitive setting.

  14. Before GHB2020:

    Aqshy: Burning skies

    LoA: Burning skies

    Note: 'Designer’s Note: Burning Skies and Fireball are available to other armies if the battle is taking place in Aqshy (see the Realm of Battle rules in the Warhammer Age of Sigmar Core Book). They are always used by Legion of Azgorh armies, to reflect how closely bound the Legion is to their home realm.' 

    After GHB2020:

    Aqshy: Burning lands

    LoA: Burning skies

    Note that says that burning skies and fireball are both available for the other army if the battle is played in Aqshy: Still there if they don't update the compendium

    I don't know how to make it more simple. They just need to change it so Burning Skies is a battle trait only available for the LoA and fireball is available to other armies if the battle takes place in Aqshy. It's very easy to do but I'm not sure they care enough about the army to do it.

    Or just put it in an FAQ.

  15. The quote in my previous message explicitly states that "Burning Skies and Fireball are available to other armies if the battle is taking place in Aqshy". Which won't be the case anymore in the new GHB.

    I agree that I'd rather have burning skies but since the compendium is online only, I think that they should at least update the document to remove this note. It can be an issue with printed battletomes but if it's an online document, it's way easier to make updates.

    Or they will keep it as is even if the note doesn't make sense anymore.

  16. I meant that the compendium has a designe's note:

    Designer’s Note: Burning Skies
    and Fireball are available to other
    armies if the battle is taking place in
    Aqshy (see the Realm of Battle rules
    in the Warhammer Age of Sigmar
    Core Book). They are always used by
    Legion of Azgorh armies, to reflect
    how closely bound the Legion is to
    their home realm.

    Do you think they'll update this section in the compendium or they'll keep it as is even if it doesn't make sense anymore?

    LoA is the only army that didn't get any change at all last year and they didn't give any indication that it won't be the same this year.

  17. So I did the maths for the Penumbral Engine and it's as bad as I thought.

    First of all: on average it will earn you 2.5 CP.  It's 25 more points than what you paid.

    HOWEVER if you keep it close to your army, every turn it doesn't give you a CP, your opponent gets an nice reroll to hit against your units wholly within 12" of the terrain (it's easier for your opponent to stay wholly out of 12" than you). You may be able to find  a configuration where your hero is whithin 12" of the terrain piece and nothing critical is wholly within 12" of it.

    Even if you ignore that negative, you have slightly more than 25% chance that you will get less than 2 CP from the 100 points you paid. Of course this also means that you have a bit more than 25% chance to get at least 4 CP, which would be awesome.

    Finally you can't really control when you get your CP. What's the point of getting some CP turn 3, 4 and 5 for example when you need them most at the beginning.

    Overall I'd rather buy some CP.

  18. 21 hours ago, Landohammer said:

    So outside of the obvious choices of Viridian Pathfinders battalion or just flat out buying CP, the only option I know of is the Penumbral Engine. Its 100 points though 😓

    Has someone done the maths regarding the expected CP generation of the penumbral engine? My math classes are quite far away and google wasn't really helpful.

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