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Blackspine

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Everything posted by Blackspine

  1. I haven't played a game yet with the Death Shriekers, but feel that they work at whittling away units, and combined with a good unit of fireglaives, can do nasty things in attrition to units, and force them to take battleshock early on. Ideally, soften up things that would bog down our elite Taruks/ Sharter.
  2. Try adding in some Bullgores, doombull with great axes their rend should do some work. Tie up their shooting with a flood of bodies. Use two jabbers to toss into their 'killy' units. You can make them do absurd amounts of damage to themselves.
  3. Fireglaives are no doubt, great. But to hold objectives AND fill out the battleline, Ironsworn are great. They hit more reliably, and if coupled with the Castellan, hit/wound 3/3 and rend one. That's phenomenal. They're one of the cheaper battle lines, most durable of the cheap battle lines, and have a phenomenal cost for 30 man units (240!) There's finite turns in the game. You keep a wall of ironsworn in the way, and you can ensure that your FG's can move and shoot freely. More importantly, they can shoot what they want, not just what is within 3" of them. They'll grind better on the opponents turn, ensuring that you can win or cost them dearly in the 'battle of attrition'. Good thing we have tons of shooting to back them up.
  4. That and the 'more power!' ability max 2 wounds for full attacks? Pretty darn good. For the first time I'm thinking of Iron Demons and the Skull Crackers.
  5. That is a great catch. I did not think of that...
  6. I'm thinking that most of the battalions are something of a waste of points. Normally the command abilities are great, or the weapons are worth it. Not so much for ours. Maybe skipping the 100+ cost opens up a lot. Here's a list that I'm toying with. The idea is a well balanced army. IGi can get a an objective and HOLD. 4 mobile punchers to work on theirs, supported by 2 10 packs of glaives and artillery. room to toy w endless spells and still keep the command point.
  7. I totally get that. I'm not sure the Legions can do a solid CC army and come out on top. Maybe with the iron-whatever-battalion? There's so many armys that excel at CC, and I don't think that ours is one of them. Possibly massed ranks of Infernal Guard with Shar'tor and Taruks as support? Jabbers are amazing. Run 2+ or don't run them at all. One gets shot to pieces, two get somewhere. You mostly want them to go and tackle the NASTIEST thing the enemy has. They deal (potential) wounds based off of how many wounds they TOOK. not how many they HAD. so a Jabber with 4 wounds left that takes 12 wounds rolls 12*4+ and d3 mortal wounds for those. Don't count on their aura, but its a huge bonus. I used to run three with massive success, but the slight point adjustment put three from fitting within 400 points of allied.
  8. I like the Execution Herd you have! My thoughts; the Kdaai are excessive. You're going to have the board FULL wth the footprints of the Herd/ Draz. I'd personally pump the points from Kdaa & Skull Cracker into Shooting support. Make good use of the demonsmith. His spell-range is great, he can baby sit 2 magma cannons/ Death Shriekers. for the skull cracker, you can get two ten packs of Fireglaives. For plinking wounds off at a distance, holding objectives (low model count here is problematic for some scenarios) or just use them as a screener for your other units. Shackles is great with that combo. RIght now, everything you have is designed to go into combat, why not do "shackles + ash storm + shoot the ****ing heck outta them" for threats?
  9. I'd love to see an easy fix for these; Allegiance: Herds (whatever name works) = Warherd, Brayherd, Monsters of chaos Allegiance: Skaven. = pretty much what you think it is. simple fix, not the end all. but would help
  10. I keep wondering about that now. The WarHERD and BrayHERD are so thematically intertwined, it's odd they can't overlap. Especially as the Alliance points are so crucial to a mostly one dimensional army; Bray - strength in numbers, Herd-Run fast/hit kinda hard? Forgeworld monsters are good, but I don't see many that can provide the assistance that one of these herds need. My go to for the Brayherd: Jabbers. Run 3. (2 with new points. ;( ) I've been looking at possibly adding some Legion of Azghor; mostly for warmachines and the Demonsmith spell "ash storm" Right now, my brayherd is mostly reserved for allies: 300 pts of Bestigors fit nicely.
  11. Woah. that Meirce one is amazing. They always have quality sculpts. You could get a few beastmen chariots and bunch them together. Just a thought.
  12. That's gonna be REALLY small compared to the mammoth. Sorry to break it to you. The LOTR War Mamuk is close in size. Thinner, but close. I know that the mammuk is near double the height and area of the Stonehorn/tusk/frosty
  13. I'm sure that we'll see plenty of conversions. Some for better, some for worse (looking at you toy elephant spray-painted green) Just make absolute certain its on the right base.
  14. well, then in that case he's sticking to one area. Most objective games that blob of necros will not be able to out pace you. Tie them up and sit on objectives.
  15. PBK's extra attack can also proc more hits, they wound on 3s as well. And if you're running Blight Cyst, -1 rend.
  16. At 1000 your options are very limited I'd recommend Gutrot and a 5 pack of PBKs to drop behind their lines right as you hit the front. thats my only thought for that point level. Maybe a Lord of Affliction or another flier as an ally, there's more options.
  17. How does Glottkin get to 'triple tap'? He's unique, so you couldn't triplicate him.
  18. I don't even know why they bothered with a point cost. ...unless there's a new everchosen book coming out
  19. On the subject of Blight Kings: I've run lots of variations. Last edition: I ran the Blight Guard and 4 x 5 pack. They were great mini meat shields. Even at three wounds, I rarely lost more than 1-2 units of them. This edition: I've run 3x5 packs, two 10 packs with an auxiliary 5 pack. Most recently; a 14 man unit with a 5 man Some things that I've learned with their sizes/ numbers: Go multiple. Blight Kings can be scary, but with de-buffs/hexes they quickly go down in effectiveness. Making your enemy choose which one of your many packs means that somewhere, on the battlefield, they're winning. Go big, but only one. Running two 10 packs was daunting, but the footprints of both units quickly clogged up the game. Unless you're running many buffs on them, keep one large unit and two 'less intimidating' sized packs roaming. I found that the large unit gets slammed hard, but has the wounds to take it. Then the other smaller packs can run rampant. Use their speed: Blight Kings are oddly fast. I love those fat turds making long charges with their +1. The 'trees' have made them a scary medium cav. unit on smaller bases. Gutrot & the gang. : having a pack of 5 blight kings pop up on the board is amazing. They need to be 9" away, but that's a 8" charge for them with their +1" charge. Even the threat of them coming, can occupy a disproportionate amount of enemies around objectives.
  20. Don't be sorry! Lots of things change. Beasts have access to ambush, so the flying can be moot
  21. Blackspine

    image.jpeg

    Wow. very smooth blending on skin & Armors
  22. Blackspine

    Archaon Everchosen

    Great work! Let's see some close ups.
  23. I know plenty of people who've raged quit or worse, switched to KOW. I've been lucky enough to nab cheap models on ebay/bartertown in the ragequitting fad...but I think people are coming around now. And Domus, you've totally redeemed yourself with that recent army!
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