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Blackspine

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Posts posted by Blackspine

  1. I'm a new (very new) Destruction player, had years of Maggotkin/Chaos experience, but the waaagh is new to me.

    Looking at Gordrakk's command ability is very tempting to a new player. I know that he suffers the same fate as most named characters (can't take more defensive tools, artifacts/ etc) and he's very much overpriced.

    Is it possible to fit him within battalions? Non-mega battalions?

    Is he even worth it as a mid/late game threat? My thoughts were that he'd buff up so many Orruks that they'd be damage dealers by sheer weight of number.

    If he can fit in battalions.

    Thanks!

  2. Why not combine the ironsworn, and split the Fireglaives? 10 would hardly be a speed bump. 

    That way it gives you two zones of 16" control with them.

    The Looncurse hero (Archy?) hits pretty well. I believe he flies, so shoot him down w glaives when he gets into range, otherwise your artillery is toast. 

  3. 7 minutes ago, Televiper11 said:

    Sounds like a good learning experience. K'Daai are definitely awesome, consider taking 2 units of 3 so you can flank a unit and "Kiss of Fire" them to death. Maybe drop the second Taur'ruk for another unit of K'Daai?

    For sure. I'm enjoying them a lot.
    Taruks are great (if I could roll dice....) but are more there to clip the side.

    I'll get to game 2-3. A pairing I liked was Grotesque & Grphy feather. 
    I ended up dropping Taruk and renders for a second  skull crackers and third magma cannon. Felt like overkill

    • Like 1
  4. I had three great games with the Legion this weekend! Fought Ironjawz for all three, with some boing-grots allies. 
    (pics later. )

    We both wanted to push our armies and see what things could do, playing things very aggressively. 

    Here's my first list: (from what I can remember)

    Spoiler

    Allegiance: Legion of Azgorh

    Leaders
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 
    Bull Centaur Taur'ruk (160)
    Daemonsmith (100)
    - Darkforged Weapon
    Verminlord Corruptor (260)
    - Allies

    Battleline
    20 x Infernal Guard Ironsworn (180)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    3 x Bull Centaur Renders (180)

    Units
    6 x K'Daai Fireborn (280)

    War Machines
    Magma Cannon (140)
    Magma Cannon (140)
    Skullcracker War Engine (200)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 260 / 400
    Wounds: 127

    His list:

    • Mawcrusha: Ironclad, Ignax scales
    • Wierdnob shaman = cogs
    • fungoid shaman = scuttletide
    • Brutes x5
    • Brutes x5
    • 'ard boyz; (mostly great axes) x20
    • Boinggrots: lances x15
    • Gore gruntaz x3

    We played gift from the heavens.

    Quick summary:

    cogs made the battle just a bloodbath on turn one. 

    Gore gruntas tore down the left flank, teaming up with brutes. Gore gruntaz managed to do a lot of damage to the Taruk (not general)

    Scuttletide kept a flank tied down.  That thing is fantastic! He did 2 mortal wounds to the renders, and five (5!!) to the General. (bad rolling on my part too)

    the ability "smashin' and bashin' " used well is scary. He had 4 activation in a row. ouch. 

    Skull Cracker just annihilated the ard-boyz. He used a command point to keep them there, and they really did some hurt on the skullcracker. It was great to watch. He sent the Mawcrusha in on his turn, and paid dearly for that. Even wounded, the Skullcracka just went to town on the big boy. With help of the Kdaai, the main battle swung my way. His ard boyz and foot of gork killed Kdaai, but the skullcracka couldn't be stopped. The melee ended with the SC at one wound, and everything else dead.

    Verminlord Corruptor charged the boinggrots, denying them their charge and the mortal wounds. Still, they held on. It wasn't my ideal charge to get in there, but if I didn't pin them down, they'd tip too many major battles.

    Renders held the brutes for a surprising amount of time.
    The general got butchered by the brutes. I don't think I rolled one save.

    The whole game, the Ironsworn, two packs of fireglaives, and magma cannons stood back, held the objective and fired. Their mortal wound chipping helped a lot.  They easily repulsed the 5 brutes and 3 pigs tearing down the flank (over the corpse of the taruk) to steal the objective. 

     

    Thoughts:

    Taruks without gear are glass cannons. Ouch. Pigs punched 4 wounds on a naked one. making a fait accompli when the brutes came in.

    Kdaai are just amazing. Ignoring rend negates the punch of hard hitting units with rend 1/2. Their speed is amazing, however I didn't take full advantage of it. 

    Renders performed exactly how i needed them to. Move, hold, block. 

    I can't roll saves for my life.

    Skullcraker: amazing. cheesy to take two, but worth it. I need to remember I can tow artillery.

    Ironsworn did nothing much, but detered him from sending maw crusha to objective. He'd have wiped 2x10 fireglaives in no time. 20 infantry? less so.  

    take aways for next match:

    beef up the taruk(s), use the renders to shield them.

    combo charges.

    use the speed / run+ charge of the kdaai. 

    Game 2 next.

     

    • Like 1
    • LOVE IT! 1
  5. Going to try a few lists this weekend. 
    My friend will be running IronJawz or Gloomkin-squig herds (with 1-2 colossal squigs!!!).

    I'll give these lists a try

    List one.- Heavy hitters

    Spoiler

    Allegiance: Legion of Azgorh
    Mortal Realm: Ulgu

    Leaders
    Daemonsmith (100)
    - Darkforged Weapon
    Daemonsmith (100)
    - Darkforged Weapon
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    Bull Centaur Taur'ruk (160)
    Verminlord Corruptor (260)
    - Allies

    Battleline
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    30 x Infernal Guard Ironsworn (240)

    Units
    6 x K'Daai Fireborn (280)

    War Machines
    Magma Cannon (140)
    Magma Cannon (140)
    Skullcracker War Engine (200)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 260 / 400
    Wounds: 127

     

    List two.

    Blobs for days.

    Spoiler

    Allegiance: Legion of Azgorh

    Leaders
    Daemonsmith (100)
    - Darkforged Weapon
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 
    Drazhoath the Ashen (320)

    Battleline
    20 x Infernal Guard Ironsworn (180)
    20 x Infernal Guard Fireglaives (200)
    20 x Infernal Guard Fireglaives (200)
    3 x Bull Centaur Renders (180)
    10 x Infernal Guard Ironsworn (90)

    War Machines
    Magma Cannon (140)
    Skullcracker War Engine (200)
    Magma Cannon (140)

    Endless Spells
    Geminids of Uhl-Gysh (40)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400

    Wounds: 133


    No idea how they'll do.  Against Ironjawz, probably well? Vs the Gloom....less so. 

  6. 9 minutes ago, Televiper11 said:

    Yeah, BCR kinda suck. Even Shar'tor isn't that great. I only ever use Taur'ruk -- he actually hits like a tank!

    I'm going with the Artillery Train and dropping the Blackshard Warhost.

    Fully convinced the Taruk is one of hardest hitters Chaos has. (characters)
    point for point, possibly the best.

    Cheap enough to toss out out and watch them do loads of damage and shrug when opponent sends 3-5 times his cost to kill him. 
    (or spends a lot of shooting. either way.)

  7. 11 minutes ago, Entombet said:

    All our battalions are pointless

    They're pretty cheap considering a lot of battalions.
    Artillery train is most of the things you'd want to bring anyway.
     

    120 for command point, and an item, and the range on the smith is a good deal to me.

    The others...less so. 

    I don't think bull centaurs prove enough of a threat to make it viable. They're good blockers/ grabbers, but they hit as hard as a ten pound bag of wafers. 

  8. 8 hours ago, Entombet said:

    I hawe turnament next week and plan to use this list.

    Allegiance: Legion of Azgorh
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 
    Drazhoath the Ashen (320)
    Daemonsmith (100)
    - Darkforged Weapon
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Ironsworn (90)
    10 x Infernal Guard Ironsworn (90)
    6 x K'Daai Fireborn (280)
    Magma Cannon (140)
    Magma Cannon (140)
    Magma Cannon (140)
    Skullcracker War Engine (200)
    Geminids of Uhl-Gysh (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 122
     

    I like this list!
    The one thing I see is that the small units may struggle to hold objectives. 20 ironsworn is almost the same price as 30.
    Draz is there, meaning battle shock won't be much of a problem.
    but there's not a lot to block the enemy from collapsing your small lines.

     

  9. Has anyone tried mass blobs of infantry?
    2-3 packs of 20-30 fireglaives

    2 packs of 30 ironsworn

    They're very cheap. and if they can get to objectives, would most assuredly not go anywhere anytime soon. 

    Coupled with the support of Kdaai/taruks/artillery it sounds great (not terribly exciting, I'd warrant)

  10. 2 hours ago, Televiper11 said:

    Anyone here taken their LoA into Ulgu? I'm wary of the shooting restrictions so thought I'd try this 1K list:

    Mortal Realm: Ulgu
    Daemonsmith (100)
    - General
    - Darkforged Weapon
    - Trait: Grotesque 
    - Artefact: Armour of Bazherak the Cruel 

    Bull Centaur Taur'ruk (160)  <--- this guy
     

    I thought I'd plant my Daemonsmith behind the Magma Cannon, flank it with the two units of Ironsworn who would march up the board to take objectives while Shar'tor & Taur'ruk reap havoc among their heroes, etc.  Maybe I should make Taur'ruk the general?

    Yeah. Make the Taruk the general. 
    Those traits/ artifacts are kinda wasted on the Daemonsmith. Esp if you're gonna have him hiding out with the Magma cannon.

     

    At 1k, he'll do some hurt. 

  11. List I'm toying around with.
    (need to obtain the K'daai. Proxying w friends at the moment)

     

    Quote

    Allegiance: Legion of Azgorh
    Mortal Realm: Ulgu

    Leaders
    Daemonsmith (100)
    - Darkforged Weapon
    Daemonsmith (100)
    - Darkforged Weapon
    Bull Centaur Taur'ruk (160)
    - General
    - Trait: Grotesque 
    Bull Centaur Taur'ruk (160)
    Verminlord Corruptor (260)
    - Allies

    Battleline
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    30 x Infernal Guard Ironsworn (240)

    Units
    6 x K'Daai Fireborn (280)

    War Machines
    Magma Cannon (140)
    Magma Cannon (140)
    Skullcracker War Engine (200)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 260 / 400
    Wounds: 127

    May toss shackles in here to help keep the enemy at bay and get the ironsworn onto an objective.

    The idea is, heavy hitters line up, and lay waste. Kdaai move to the back of the board after the heavy hitters, threatening objectives. 
    Most everything is disposable. 
    Keep the General-Taruk with the ironsworn / mid field to deal with any threats. 

     

    Corruptor has a nasty spell. His many attacks may proc the sword of judgment. He can deal with rank and file easily. The sword will let him deal with nasty characters/ monsters.

    Zero idea how the K'daai will actually fare. 

  12. 11 hours ago, Lord Krungharr said:

    I'd have to agree; just saying that if one were to run Draz he's best with bigger units, like an Azgorh horde.  2 Tauruks=30 Fireglaives, whom I'd wager would do at least as much damage as 2 Tauruks over the course of a game.....assuming they didn't run away! 

    Exactly!
    If you're running the blackshard host, Draz could be a game changer. Use him to hit the flanks and keep those 2 units of 30 glaives/iron stalwart.  Each of my lists always veers back to 30 ironsworn....

     

    Quote

    Oh how I don't want to paint more models anytime soon; I'm still not done with my Clan Eshin

    haha. The struggle is all to real. I can empathize. 
    That being said, google docs is your friend. Great for keeping track of 'to do/ progress'. My gaming group uses it to keep track of goals prior to GT etc. 

  13. I have the model, and really don't see a use for it/him. 
    Sad, as it's a phenomenal model! 

    Reasons listed above: 

    • The spell isn't reliable to get off
    • Price (cash and point)
    • Not very tanky
    • Low damage output for the points.

    There's a lot more you can do with Demonsmith + Taruk (and leftover points) or even delve into allies.

    I've been recently fascinated by Taruks/Shartor. Their damage output is absurd. Some of the best in Chaos.
    I've played Maggotkin / Nurgle since GHB1 and have felt that Chaos lacks serious damage dealers. (It has them, just not a lot) 
    The Taruks offer so much raw damage. Couple with the cheap support; I'd rather have two taruks over Draz anyday (or 2 daemonsmiths & one Taruk)
     

  14. I think even expecting them to hit hard on a weak side is expecting a lot.
    They're a road block. 
    Maybe against poor save units they can work. but they're there to hold up things. 

    Toss in a Taruk, then you have a whole different game.

  15. On 4/8/2019 at 9:54 AM, Ravinsild said:

    I’m everyone’s experience what makes Bull Centaur so bad? 

    Its not that they're bad. I think most people expect too much from them.

    They're mobile road blocks. Fast for a mostly slow army. 

    What I've used them for is to pin down an opponent. Shove them out, make them deal with them, or send them on the wing of something.

    They're not amazing in their power, but they're fairly durable, and pretty inexpensive. 
    I've found the spitesheilds do a chunk of work if you toss mystic shield on them/ send them against a rend -0/-1 opponent. 

    Shove your ironsworn/glaives behind them, grab the objectives and never let go. It should take most armies several turns to deal with that. By then, you've scored a lot of points. It sure as hell ain't glamorous, but it does the job. 

  16. 14 hours ago, Entombet said:

    For me centaurs after nerf are disapointing, big footprint and medicore dmg output.

    I agree with you about their lack luster damage output.

    Their footprint and durability are their reason to exist (my thoughts).  They can rush forward, block the enemy, and allow your slower troops to get in place/ artillery bombard them.

    They have their place for sure. That and when you're sick of painting ironsworn....

    • Like 1
  17. Amazing list. 
    You fit quite a lot into that.
    What were your MVPs?
    Thoughts on certain units?


    Call me crazy, but I thought that the scenarios specifically state they can't be burnt turn 1?

    I lost to change host in a GT on that very same issue. I hadn't even rolled a dice....

    • Like 1
  18. Prob nothing w this release.

    but rumors of new models in a 'collectors  box' (ala; blight wars)

    I'm still very excited that Beasts are getting a new book. The herd is often overlooked, glad we made it! 

  19. Hah! 
    I'll take AOS's morale/ leadership losses over 8th every day.

    Fail a check? Whole unit runs.
    Dogs 5" away dies? Take a check.
    Lose 2 models to a unit that attacked downhill that has one more rank than you? Take a check. 

     

    The gors/ ungors are cheap enough to shrug off the battleshock losses.

    • Like 1
  20. Sadly, I doubt that we'll see any new models outside of what's been announced.

    I had hoped that we'd have seen Pesitgors with the Maggotkin release, mirroring the Tzaangors with Disciples.

    We still may, as the pestigors in the Bloodbowl team are amazing,  but that chance is slim.

     

    I'm more happy that they're bringing a sense of cohesion to the herd. There's amazing models and it's been a pity that we couldn't easily combine the herds. I'm very happy that the herdstone and new endless spells give some love to the Herds. The army/armies needed it. The Herds have never been GW's favorite, but a new book is more than a lot of armies get.

     

    Plus, hopefully now, I'll get all four jabberslythes on the table. 

    • Like 1
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