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cranect

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Everything posted by cranect

  1. Thanks for the answers there. I figured some of it out but not all of it. Ill be able to field an alfrostan eventually so Ill be able to change it up as I see fit.
  2. Also while Skarbrands total carnage can have saves against it now those still are not the most common. Also the damage spills over to the whole unit not just the one model. So if you get that 16 against a larger unit it can kill multiple guys instead of just the 1.
  3. I can't wait to get a game in with these guys. I just built the first 2 start collectings. I am working toward a Torrbad list, then a Jorlbad, then from there getting a whole Olwyr Alfrostan. I definitely like the models and I am curious to see how it compares to some other low model count armies. Do the larger beasts tend to do the most damage or do the mournfangs, yetis, etc do it? I think the stonehorns and thundertusks will but I have thought similiar things before.
  4. You can get the damage ridiculously high but it can be difficult and takes some planning ahead.
  5. I also believe you should put the bulls in a 6 man unit. The bravery will rarely be an issue as long as the standard bearer is alive and you reach combat.
  6. I have been running a list that has worked pretty well so far. Right now I am running a doombull, 2 units of 6 bullgors, 1 unit of 3 bullgors, 2 slaughterpriests with the +1 to hit prayer, 2 blood secrators (one to plant right away and the other to advance with the main line and plant later in the game. The second also has the banner of rage to allow rerolling to hit), 3 units of 10 reavers, and 1 unit of wrathmongers. Basically you advance behind the reavers in a big deathball and hit really hard. I think so far my best was with one unit of 6 bulls killing a whole 30 man unit of ard boyz with just the axes. You have some spell denial with the priests and the potential to hit on 3s rerolling and wounding on 2s rerolling with the -2 rend axes. It does staggering damage. It is definitely a lot of fun but I am unsure against some of the more competitive lists how it will do. If it reacts similiar to before then the warherds will likely win the fighting and lose the game on objectives.
  7. Above before buffs their damage output is pretty similar. You are correct that movement is significant. 2" weapons are nice as well. Also for the price of the shaman and the enlightened you could add a doombull to wound on 2s. Then their damage without any rerolls is 17.04 +- 5.28 which is just about the same as the enlightened. Anymore past that and it depends on what you need and the rest of your army. If you need it against hordes enlightened win but against harder targets the bulls will win.
  8. With just 1 unit enlightened are probably the better choice.
  9. Thanks so the damage output is pretty even until fully buffed up. The enlightened really just have movement and cost then.
  10. Do they do more against tougher targets as well? I could see the more lightly armored units but against the tougher ones I would think the bulls would have an advantage due to the rend and getting a few mortal wounds in as well.
  11. What is it that makes enlightened so good? I use bullgors a lot and that extra rend always helps. With the new book and taking them with the khorne mark they can do a lot more than before but everytime I come on here I just see people saying the enlightened are just better. I dont know what can buff up the enlightened though so that is probably what I am missing.
  12. So I like the 6 man units because it isnt that hard to get them all in on a target and it is normally enough hitting power to wipe the enemy unit out. They are overkill vs some things but if two overkill targets are close I can kill them all at once. The 6 allows me to go up against larger units and such and kill them more reliably. The extra wounds vs things like stardrakes also helps. I tried a whole bunch of 3 man units before but my main opponenet is ironjawz and it just seemed to allow him to always kill them peice by peice whereas the 6 sticks around with a few guys more than you would think and then still has enough to hit back very hard. I thought about the gore pilgrims but decided against it. I forget why but I have used the list a few times and it has performed very well. Against combat armies they have to hit the screen first normally and then they just get shredded.
  13. Sorry I forgot to put that it was 3 units of 10 reavers. No clue why I did that unit differently up above.
  14. I have been having a lot of fun with a khorne allegiance list for buffing the beasts. It is Doombull 2 units of 6 Bullgors 1 unit of 3 Bullgors 30 Reavers 2 Slaughterpriests the one with Axe is general with the ability to generate extra blood tithe when he kills heroes and monsters and slays at least 1 model 2 Blood Secrators 1 with the banner of Rage 5 Wrathmongers Brass Despoilers I have only played against Ironjawz so far since that is what my main opponent plays. Last time the buffed up bulls killed the 30 man block of ard boyz in one round. 3 of them with just the blood secrator killed the mawcrusha. I definitely think the list will not perform as well against some of the other armies but I cant wait to try it. I used to run a doombull, 3 units of 6 bulls, and 3 ghorgons and a cygor. That was my list almost since the start of Sigmar. This one dishes out even more damage and is what I have been planning since the one story in the Godbeasts book. Has anyone else tried thks sort of thing as well? Any tips for dealing with some of the more shooting heavy armies? The combat armies can be mulched pretty easily by making them kkll the reavers and then piling the bulls in for maximum murder.
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