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Blackspine

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Everything posted by Blackspine

  1. Here's a list that I'm toying with currently. Extra points for either the command point or Geminids. Basic idea is to block a path with the ironsworn. The Chaos Sorc. Lord gives oracular visions, a free mystic shield on them, letting them re-roll 1's on their save. Curseling goes midfield, to unbind and attempt to steal any spells. The low casting value of this, combined w the fact that many people will be bringing 'endless spells' will make him a massive threat and draw away unbinds from Ashstorm . It's a work in progress, first draft had a LoC in it. (Called it "LoC & Load!")
  2. You're off to a great start! Here's my thoughts: Blight Kings are great, but at a 5 man, they can't act as a true anvil. They're amazing for dropping in w Gutrot, flanking or stealing objectives, but they don't have the sheer power/ rend to form a hard hitting unit. Push one of those units to 10. Keep the other at 5. Marauders are amazing. But they go down fast (w o support) Seems like you're going for the Glotkin spell 'fleshy' and blades on them. They're amazing recipients, for SURE, but that 40 man unit will face heat. You'll be hard pressed to support two units. W o buffs, or IC you're losing a lot per turn. Ditch the 20 man and dump those points elsewhere. Nurglings are nifty, not sure if they fit this list. Here's my take on your list, Very much the same premise as your first, but the following PBKs are upped to 10 man. This is a damn hard unit to shift. That's 41 wounds. Removed marauders: reasons above. 80 left over points, tossed in a plague priest to make some nasty attacks. If the prayer goes off, and PBKs are focusing target, they're wounding on 2+. That's incredible. If you're going to buff a unit, go to town on the marauders. Fleshy, glotkin's buff and let them do work. Harbinger's buff is debatable where, but blight kings w a 4=/5++ are damn resilient. Good luck
  3. Shar'tor as General makes the Bull Centaurs battleline.
  4. I wouldn't say no, thats for sure. Most likely the majority of the Thread members
  5. I believe that model is far bigger than the skull cracker. That model is a bit wider than the Stonehorn. in friendly games that may work, but considering how powerful the Skullcracker is, I don't think many people would let that fly in matched play/ competitive. My opinion? That's just a model proxied as a different one. You'd have to do a TON of work to make it a passable conversion. Given that the GHB now states that proxies are at the discretion of both players, this could be pretty hazardous. (I'd probably say 'no' to this in matched play) This would be an expensive route as well. I think you can make something out of bits, chains and some work. You can do this! Just gotta think outside the box.
  6. Yeah understandable. I don't think you'll have much trouble for a second turn / bottom of 1 charge. Dumping the Skullcracker gives you plenty of points. You could dabble in allies to find a fast monster with spells. (I do think this list needs spells or a LOT more wounds) Good luck!
  7. If you're running that many Bulls, you may want to think about the battalion. Not only does it give some ok bonuses, but lets you have another artifact. Armor & Chalice seem to be the best of them. Not sure how cogs works for you, your army is already very fast with charge bonuses. Plus the Dsmith can only cast once per turn. Maybe take those points and get a balewind? Here's my take Allegiance: Legion of AzgorhShar'tor the Executioner (220)- GeneralDaemonsmith (100)- Darkforged WeaponBull Centaur Taur'ruk (160)- Artefact: Armour of Bazherak the Cruel Bull Centaur Taur'ruk (160)- Artefact: Chalice of Blood and Darkness 3 x Bull Centaur Renders (180)3 x Bull Centaur Renders (180)3 x Bull Centaur Renders (180)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Skullcracker War Engine (200)Execution Herd (160)Balewind Vortex (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 101 Skull cracker can EASILY be a centaur unit. but damn that thing can work.
  8. Thanks, that's a solid idea. Quite thematic as well! I'd most likely only use them in friendly games / RTT as they're proxies and don't want to ruffle feathers.
  9. Kind of odd question: I have quite a few of the "Khan wolf boys", hobgoblin archers, infantry, and skulkers (hobgoblins w two blades) and am trying to think of a way to use them in the Legion. Any ideas? Best that I have is for basing, objective and wound markers...
  10. I think with all the new Death out there, they have their place. Fly, massive amount of attacks, 3" reach, and ignoring rend makes them great mobile hammers/ objective takers They don't have a lot of staying power versus high volume attacks. They don't have rend (but there's something to be said for their sheer volume of attacks) . Best that I can see them is : Hiding behind the lines (Taruk or Ironsworn) and just letting rip with all the chain attacks Stealing objectives from under powered units left in the back-field.
  11. Yes, it does include pile in. If you pile in, you do not get the benefit of movement for that unit in the BlackshardWarhost that turn. Ideally, you have other combats going on, you can elect to activate those first, letting your enemy pile in onto the Ironsworn (hopefully not the Fireglaives....) While not fully ideal, they do have spite shields, and that can help tremendously. Hopefully you have Inspiring + Mystic shield on them when they get attacked. That and the Castellan's ability for them. Good luck!
  12. Allegiance: Legion of AzgorhLeadersBull Centaur Taur'ruk (160)- General- Trait: Lord of War- Artefact: Chalice of Blood and Darkness Daemonsmith (100)- Darkforged WeaponBattleline10 x Infernal Guard Ironsworn (90)30 x Infernal Guard Ironsworn (240)30 x Infernal Guard Fireglaives (300)War MachinesSkullcracker War Engine (200)Skullcracker War Engine (200)Skullcracker War Engine (200)Skullcracker War Engine (200)Magma Cannon (140)Magma Cannon (140)Total: 1970 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 138 First try. That could be bonkers. Not sure how the heck it'd work here's the requested 4x4 I'd legit play the one above. Could gnash and hold objectives. Allegiance: Legion of AzgorhLeadersBull Centaur Taur'ruk (160)- General- Trait: Lord of War- Artefact: Chalice of Blood and Darkness Daemonsmith (100)- Darkforged WeaponBattleline10 x Infernal Guard Ironsworn (90)20 x Infernal Guard Ironsworn (180)10 x Infernal Guard Ironsworn (90)War MachinesSkullcracker War Engine (200)Skullcracker War Engine (200)Skullcracker War Engine (200)Skullcracker War Engine (200)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Magma Cannon (140)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 120
  13. wait, there's a Chaos Dwarf discord? also: If death makes a big appearance on the meta, those K'daai have just become way sexier
  14. Welcome lurker! Nice image too. No legit place I can think of for a skull cracker. My best advice would be to convert one. Maybe start with a cheap and battered 40k rhino? Using train parts could be a good way to build it out. That or pay a small fortune on ebay for one. I'm sure the few who have them, know their worth. ..like the chaos mammoth.
  15. Woah. That is a nasty list. Honestly, would just look cool on the table two. I've never seen an Iron demon on the other side of the table, so it'd be doubly fantastic seeing two.
  16. Ahhh, yeah. I've been writing too many lists with a battalion. I'd probably go with the Chalice to gunk up the works for the other casters. Sharty is a beast, his gaze/smite brings a nice free source of mortal wounds. That and he takes pressure off of Draz and the Skull Cracker. I tend to write lists that have overlapping/ back up plans. That way when one gets wiped from the table, you're still able to function. It's worked well so far, but we'll see with the legion.
  17. After some sage advice here , (gotta admit when I'm wrong...or at least test out ideas) I've come up with the following list. Allegiance: Legion of AzgorhLeadersDrazhoath The Ashen (320)Shar'tor the Executioner (220)Daemonsmith (100)- Darkforged Weapon- Artefact: Chalice of Blood and Darkness Bull Centaur Taur'ruk (160)- Artefact: Armour of Bazherak the Cruel Battleline30 x Infernal Guard Ironsworn (240)20 x Infernal Guard Fireglaives (200) (waiting on their arrival)10 x Infernal Guard Fireglaives (100)War MachinesMagma Cannon (140)Magma Cannon (140)Skullcracker War Engine (200)Iron Daemon War Engine (180)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 127 The idea is an objective holding force with huge threats to the enemy. Would start out hauling the Magmas forward, running the ironsworn out to form a line in front of them. Theoretically, the two units of fireglaives could grab objectives and still contribute by shooting. They're not easy to move, and act as a real threat. Acting as hammers / mobile threats are the : Taruk Sharty. Draz' Skull Cracker. Iron Demon. With ash storm and mortal wounds from Draz's aura and sharty, they can grind away. Magmas will just do their thing behind a wall of Ironsworn. If I see the opportunity, I'll run the chaos-squats to contest an objective. Some things I wanted to fit: Castellan, could drop the Iron Demon for him, but unsure how that trade works out. Could be disgusting with the Skull Cracker/ Fireglaives. Open to thoughts.
  18. Why not both? The way I see the Shriekers is that they're our real long range option. They're not home-runs by any stretch, but over the course of the game, they'll put a lot of pressure on people. Plus, the magma cannons will draw ALL the heat. Magmas are amazing. Those mortal wounds add up, fast. Scary fast. but their range leaves something to be desired. Between Magmas (short), Fireglaives (medium) and Shriekers (long), we've got a full list. Get into combat in the middle, and everything can focus. Plus, anything more than 2 magma cannons is really pushing your sports/ comp limits.
  19. I don't think the D.S. is trash. it falls into that category of "two or more, or nothing at all"
  20. https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-legion-of-azgorh.pdf for us lazy people did points drop again? Or am I going crazy?
  21. Even as a primarly chaos player, hitting that overly abused ****** on a balewind makes me smile. That's the Chaos dwarf version of "Dance as if Nobody's watching" "Shoot like your Fireglaives roll 6's Charge like your hooves get d3, And always Whip that Ogor." -Basic Chaos Dwarf mantra
  22. And disregards the first wound in shooting phases. Extending its life a lot longer. If someone spends a large point investment to take out two death shriekers, thats fine. There's only so many turns in a game, and if 240 points can keep 240+ points busy, fair trade.
  23. Good point. If you're running Ironsworn, then the new mystic-shield is even better. Re-rolling ones to toss back mortals? Oh yes please.
  24. Hehe. Its bound to happen. I love having a balanced army, and after running Nurgle/Chaos for two years, this is making me excited. (not in that way. get your head out of gutter...) Having access to some truly amazing elite killers, cheap yet effective infantry, medium & long range shooting makes me think this is a great balanced list. There's no true "killer/ OP" unit (not in my mind) but combined, they all wear away and soften for the hammer blow. As a nurgle player, it's very hard to get past those walls to characters, especially in any reasonable amount of time for a GT.
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