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Keith

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Posts posted by Keith

  1. 3 hours ago, GrimDork said:

    Nice video, thanks for sharing! Close game!
    I’m not sure if you are involved in the editing but I find the CGI clips and voiceover between phases really irritating 😂
     

    Quick Q, what ability allowed Volturnos to regain the spent command points?

    I’m fairly new to AoS, but couldn’t see anything on his Warscroll or in the tome?

    Is it some generic artefact/trait from the AoS 2 core book or something? (I haven’t picked that up yet).

    The Soulscryer had the Aetherquartz brooch, it’s an item from malign scorcery.

  2. 8 hours ago, Ser_namron said:

    They really didnt though. Did they get some nerfs? For sure, and ya they'll be more manageable on the grand scale of things( mainly the DD changes), But those things that changed werent  the sole reason for their current power, and even nerfed are still amazing. Changehost is still ridiculous. its a battalion that lets you take 1 LoC and 7 or 8 other units( cant remember). Thats the restriction. Build your army, and thats now a changehost. Battalions are supposed to tax you for gaining their benefit, maybe you have to take a unit you wouldnt normally, maybe even 2 or 3. Changehost lets you build your army, then slap a fantastic ability on them and make them a 1 drop. Its an auto include for every list because for a measely 180 points you get a 1 drop army, an amazing BOARD WIDE teleport, no restrictions on range besides LoC being on the field, plus the artifact and command point for the actual battalion. 180 points is not a reasonable cost for that level of viability in any list you run as DoT.  KO have some really solid battalions too, but imagine if we had one that said "take a ironclad/frigate and 7 other units" that's all that would be played because its amazingly viable before even discussing its actualy battalion ability.  I can't get over how lenient that battalion is for such an amazing ability. 


     

    Totally agree , Tzeentch are still no fun to play against. 

    • Like 1
  3. I got the new box set and quickly painted up a unit of Skyfires for my beastmen.

    So a new unit to try out , wow , they are so much better then all my old beasts.

    I'm tempted to get some more to make some enlightened. But I struggle to keep up with the other armies , that seem so much better.

    Here is my report where the Skyfires made their debut.

     

     

    • Like 1
  4. Does anyone run MYRMOURN BANSHEES ?

    I really like them , 210 for 12 is pricey , I have tried them a couple of times , they did OK , but need so many helpers following them around.

    I want to like them enough to drop a unit of 30 Reapers  (420)from my list to take 12 Banshees and 10 Bladegheists. (380)

    Pros

    rend -2 d3 damage is really good.

    Unbind at +3 if you have a unit of 12 but only 18" range.

    Can have a go at Dispel at 6" but no + to dispel ?

     

    Cons

    Only 1 attack ,means you need to get   the unbind off or have a KoS on steed to get an extra attack

    Hit on 4+ , means you need a KoS on foot to buff them.

     

     

    So do you like them a lot ?

     

     

     

  5. 8 hours ago, Bayul said:

    I'd watch more of this. You could include the attacks and dice rolls though or highlights at least. Did you explain where you placed the all of your gravesites or did I miss that?

    Sorry it was a quick report at the local shop once a month tourney, so not much time for doing things properly.

    Basically I had 3 gravesites in the middle where the fights took place and one nearer to the Deepkin objective , just in case he left it open for a sneak attack from a summoned unit.

  6. 2 hours ago, EnixLHQ said:

    image.png.8580ef30192bcb73b55ef6b773bc3d00.png <---- "unless" and "6 or more"

    Legion of Grief - Aura of Grief: Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Legion of Grief units.

    Nighthaunt - Aura of Dread: Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly NIGHTHAUNT units.

    A unit with a Bravery characteristic of 7, who comes within 6" of a Nighthaunt/LoG unit, now has a Bravery characteristic of 6.

    A unit with a Bravery characteristic of 6, who comes within 6" of a Nighthaunt/LoG unit, now has a Bravery characteristic of 5.

     

    A Bravery characteristic of 5 or lower, after modification, as well as a distance of 3", is required for Harrowing Shriek. Note that it is models within 3".

     

     

    Thanks , that sums it up for me , you need some other source of bravery debuff vs Bravery 7 units to get them down to 5 so the Dreadsythes become -1 to be hit.

     

     

  7. 3 minutes ago, phlp said:

    question regarding the knight of shrouds on foot and his command ability:

    If this model is your general and uses this command ability, then in the combat phase of this turn, add 1 to hit rolls for friendly Nighthaunt models while they are wholly within 9" of it.

    is there an errata which removes the part "is your general"  - or why do a lot of people use dreadblade harrow as general and still use KoS as normal hero.

     

    Yeah the warscroll is different in the Nighthaunt book.

    Spectral Overseer: In life, the Knight of Shrouds
    commanded legions of devoted soldiers. In death,
    he turns his military genius to the command of
    shrieking spirits and vengeful phantasms.
    You can use this command ability at the start of
    the combat phase. If you do so, pick a friendly
    model with this command ability. Add 1 to hit
    rolls for friendly NIGHTHAUNT units while
    they are wholly within 12" of that model in that
    combat phase.

    • Thanks 1
  8. 12 minutes ago, AidenNicol said:

    Respectfully, you understand how modifiers are meant to work? Because that's the whole point. The LoG (and Nighthaunt if you're that way inclined)  debuff makes it so you can tage Bravery 7 (Aelves, some Stormcast, the odd Chaos non-daemon) with -1 to hit as well as the more cowardly races (orks, skaven, litigation lawyers). 

    Yeah you are correct , I just read the "Aura of Grief" again and says it modifies the characteristic.

    Oops

    I did say I didn't THINK :)

    But I still dont see how a -1 debuff vs Bravery 7 makes Dreadscythe Harridans -1 to be hit ?

  9. 1 hour ago, The_Dudemeister said:

    It's 6 or more. So even units that come with a bravery characteristic of 7 will get the -1 to hit treatment. 👌

    That's important because 7 bravery is usually the highest you get for regular units apart from Death, Daemons and Seraphon. All those Stormcast, Witch Aelves, Iron Guts and what have you are Bravery 7 and still get the penalty without a buff.

    Also something I played wrong for the longest time... I thought the opponent gets -1 to hit THEM. But nope, that's a general debuff which makes it so much stronger.

    Oops I was wrong

     

  10. 4 hours ago, AidenNicol said:

    Sup all,

    Name's Aiden, been running Legion of Grief since i discovered it had more (in my country's meta at least) playing power against other stronger armies than Nighthaunt and have essentially switched to LoG until Nighthaunt get some kind of update or draw for me to play them.

    Finished in the top 20 for my country (New Zealand) so I've been invited to the masters tournament which is in 2 weeks, thought you might like to see the list I've been running.

    Allegiance: Legion of Grief
    Mortal Realm: Hysh

    Leaders
    Dreadblade Harrow (90)
    - General
    - Trait: Vassal of the Craven King
    Guardian of Souls with Nightmare Lantern (140)
    - Spell: Dread Withering
    Necromancer (130)
    - Artefact: Aetherquartz Brooch
    - Spell: Dread Withering
    Knight of Shrouds (100)

    Battleline
    40 x Chainrasp Horde (280)
    10 x Chainrasp Horde (80)
    10 x Chainrasp Horde (80)

    Units
    20 x Grimghast Reapers (320)
    12 x Myrmourn Banshees (210)
    20 x Dreadscythe Harridans (280)
    15 x Dreadscythe Harridans (240)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 147
     

    It's your standard CP farm army that just care's about denying space and ramping out CP in the midgame to close out the game by heavily pumping up units with the stackable buff from the KoS + Reroll 1s to hit command ability added in GHB2019. The goal is less to kill and more to abuse massive durability tied with the ability to restore losses to hold objectives.

    The masters pack leans extremely heavily towards packs that favor high numbers, so I'm confident I can do well with it. I've got a blog on here where I'll post all the matchups and how the games go.

    Looks interesting , no Bladegheists ? Any reason?

    how do the Chainrasp Horde perform ? I have 80 of them painted but they sort lack the killer punch I want, and tend to die easy ?

    • Like 1
  11. Hi all

    I am looking for some thing different to play besides Night haunt.

    So how does this look ?

    It has a bit of fun with spells. I cant see any use for the other Legion of Grief spells :( Hence they all have Dread Withering.

    The 3 spells are a real disappointment , why couldn't they just make up 3 more spells :(

    Allegiance: Legion of Grief
    Mortal Realm: Ghur

    Leaders
    Dreadblade Harrow (90)
    - General
    - Trait: Vassal of the Craven King
    - Artefact: Gryph-feather Charm
    Necromancer (130)
    - Spell: Dread Withering
    Necromancer (130)
    - Spell: Dread Withering
    Guardian of Souls with Nightmare Lantern (140)
    - Spell: Dread Withering

    Battleline
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)

    Units
    20 x Bladegheist Revenants (320)
    20 x Bladegheist Revenants (320)
    30 x Grimghast Reapers (420)
    1 x Corpse Cart (80)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)
    Geminids of Uhl-Gysh (60)
    Aethervoid Pendulum (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 126
     

  12. Hi all

    Here is my latest variation on LIving City , I have some hammer and anvil units , and some movement shenanigans .

     

    I can decide if I want Geminids or Lifeswarm ,  I doubt I'll get too many spells off , so I might drop the Battlemage for an Anointed on foot to keep the Phoenix guard from running away , if I keep the Anointed with them , it will save me command points for battleshock to keep them fighting. The anointed on foot can dispel as well.

    I think it will be fun to play with , any suggestions ?

     

     

    Allegiance: Cities of Sigmar
    - City: Living City
    Mortal Realm: Ghyran

    Leaders
    Dreadlord on Black Dragon (300)
    - General
    - Lance of Spite & Repeater Crossbow
    - Trait: Ironoak Artisan
    - Artefact: Spear of the Hunt
    Sorceress (90)
    - Spell: Lore of Leaves - Ironoak Skin (Living City Wizard)
    Battlemage (90)
    - Spell: Lore of Leaves - Lifesurge (Living City Wizard)

    Battleline
    3 x Drakespawn Chariots (210)
    10 x Dreadspears (90)
    10 x Dreadspears (90)

    Units
    10 x Shadow Warriors (110)
    10 x Shadow Warriors (110)
    20 x Phoenix Guard (320)
    4 x Concussors (480)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 122
     

  13. We have always played that , the player with initiative assigns all their wild dice first.

    I was corrected that the wild dice are assigned one at a time alternating , starting with the player with initiative. ????

     

    The rules  state :

    “The player with the initiative first declares how they will use any of their wild dice, followed by the player who does not have initiative.

     

    I think the player with initiative assigns all their wild dice first ???

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