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Smavo

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Posts posted by Smavo

  1. 10 hours ago, Tropical Ghost General said:

    @Ashes It's even more entertaining if your opponent also brings cogs, because if both are cast they both stack, for a +4 move and a +4 charge ?

    One of the main reasons cogs is essential for us bedsheets is that we drop in 9" away from our enemy using underworlds ability. Rolling a 7+ on 2d6 is a lot more likely than a 9+ for getting stuck in after dropping into the battle. 

    The other thing to bear in mind with cogs is it's about negating your opponent's threat range. An example would be Tzeentch, most of their spells are 18" range. If you want to avoid getting nuked then you need to be 19" away. If you have a +2 to move and charge, a unit like grims goes from needing to make an 11" charge after moving 8", to needing a 7" charge (plus the additional +2") after moving 10". The difference between 7" and 11" on 2d6 is a no brainer. If you add in extra movement buffs, like pendant, anniversary GoS spell, etc...it helps to increase your own threat range, whilst remaining out of range of your opponent's unit's attacks. 

    In the matched play rules only one instance of and endless spell can be on the feild at a time. So if your opponent casts cogs you cannot.

    • Like 1
  2. The thing about the high drops is as I've said before.

    NH players need to look at the high drop as standard. Aiming for low drops makes them take hard tax units and hence the bad performance.

     

    Having high drops works in with our allegiance ability of deep strike. For every one unit we get one deep strike. So having a 2 or 3 drop army limits our deployment tactics.

     

    I think as a whole the grimghast problem is null. Power gamers will always do that whether its grimghast or the new hotness. If there where better alternative choices they wouldnt be picked as frequently.  Also if the meta was slightly different people wouldnt feel like they had to pick them. They dont need nerfs as every one has something broken. Ultimately most players arnt competitive players so why should the top 1 percent dictate what gets nerfed when realistically they arnt that strong.

    Death has been neglected for so long and now all I see is omg nerf death.

    • Like 5
  3. I really do believe that the spirit hosts are still our most underrated unit. They always MW on a unmodified 6. Against some armys thats huge. Sylvaneth for example.

    We are also a very hard army to play because of our high amount of drops. And we actually want it that way.

    For every 2 units one can be deployed off field which is so huge. 

    Rethinking how we deploy and seeing going second as what we want I think will help solve alot of issues.

  4. I'm really starting to think after seeing more and more lists from tournaments just adopt the grimghast dominant force I'm beginning to think that we need to see much much more variety. There where no myrmourns in any list. No chainghasts very few black coaches. I really think we have an amazing toolkit to pull from and we havent really scratched the surface yet.

    • Like 3
  5. Reapers strength is that it can move in more than one direction and it also goes of amount of models. So if you can somehow cross 30 models that's 30 rolls to see if you damage. And if their save is 3+ its 30 rolls at 3+.

  6. 1 hour ago, Greasygeek said:

    Wait what now? Wyld woods ALSO have the citadel woods rule?! Has this been confirmed? We played our woods as eonly one or the other so we had to choose before setup if the scenery was a citadel wood or a wyldwood.

    Check the designer notes for sylvaneth that was release with t nh e faqs.

    • Like 1
  7. It's pretty easy to "kite" sylvaneths now as the woods have the overgrown rule from the citadel wood scenery aswell. So as long as there is 1" between a model in the wood crossing the base of the wood they do not have LoS so if they do want to turtle in their wood then they lose their muscle attacks. So you can either avoid them and swarm another objective or make them come to you.

  8. I keep seeing everyone put wristband or shroud on the VLoZD. But for me it's a no brainer to put on ethereal amulet from shyish artifacts. 3+ unreadable save if he has a shield which he should. Sooo much more survivable than the shooting artifacts.

  9. Been list building over the last few days and I believe I've settled on my list.

    -- Leaders --

    Lady O

    - Soul age

    Craven King

    GoS

    - General

    - Cloaked in Shadow

    - Sepultural Plate

    - Shademist

    Spirit Torment

    - Midnight Tome

    - Spectral Tether

    Vampire Lord

    - Ally

     

    -- Battleline --

    Chainrasp Hordes x30

    Chainrasp Hordes x30

    Spirit Hosts x6

     

    -- Behemoth --

    Black Coach

    - Reapers Scythe

     

    -- Battalion --

    Chaingaurd

     

    -- Endless Spells --

    Soulsnare Shackles

     

    My reasoning behind Craven king is that by his wording the command point stealing ability triggers even if he is deployed in underworld. So he is deployed there and deep strikes to go right after their general. A speed bump if you will.

    The vamp lords command ability is just flat better. From hero to hero and within 15 instead of wholly within.

     

    Thoughts?

  10. On 7/16/2018 at 6:55 AM, Vortumnas said:

    I keep trying to make a list with LoS too and find myself running into a similar problem. Mostly asking what else I could spend those 310 pts (for the battalion and engine) on, and how many spells I really need.

    Way I figure, I want Dread, Vigor, Danse, and Curse of Years every turn. Maybe a 9" Soul Harvest through a spell portal cause that's just darn fun. That's 2-3 necros and Arkhan. Throw in some endless spells and I'm good, why invest in the battalion? Sure, more spells, an artefact and a cp, but for the same exact pts you could take 1 more necro, prismatic palisade, spell portal, cogs and 1 CP. 

    Whenever I see this Engine is a tax thing everyone always leaves out one exceptionally important part.

    +1 TO SAVE ROLLS NEAR MORTIS ENGINE with the battalion. And you should always be near it if running for the extra spells. That alone with the command point is worth it.

    • Haha 1
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