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Izikail

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Everything posted by Izikail

  1. Just been making lists with katakros useing mortis preatoriams so i still get the 1 better save then realised that petrafix get a better ca, atrifact and ct so its still not realy worth it
  2. I played about with some mathhammer and found mortek and stalkers were good damage (stalkers pertucularly with the -1r +1d) everyone els was meh. morghast being realy disappointing not sure how i would use them, long backfield charges for the harbingers is the only viable thing i can see but they then suffer with medioca damage for there points, maybe the otheres could work in the battalion as they would be able to take wounds on a 2 which is ignored on a 5, then if its a mortal ignored on a 5 again then a 6 for deathless. Although thats alot of points for 3 medioca units. The horses were ok, nothing special and a bit week for there points when compared to things like gor gruntas The liege is a bit week, and the artifacts arnt much use on him as half his damage is from his mount but he is more a buff vector to me Katakros is a bit disappointing, never realy achieving god tier damage his damage fluctuates and is lower on the even tiers considering his slow speed and cost its a realy disappointing damage output, outside of his own legion i dont think he is worth it, and personaly i would endeavour to keep him up as high as possible for his attendant abilities as his damage dosnt decline far staying high on wounds (as an aside i would argue that he can heal himself as all of the criteria ossiarch, within x, freindly apply to him although he can only target himeself for one portion of the heal) Overall a very meh force, there strength however comes from there utility, any unit you want to do something will be buffed by two CA's and probably a spell this versitility in where you apply thoughs CAs is what will be the diferance between a win or a loss
  3. Im not seeing alot of people taking battalions. Is the general feel that there not worth it, as builds are already stretched thin is it just points issues or are there effects two weak. The army is ressiliant to priority issues so makes sens were not racing for a two drop Im surprised how few heros are taken considering there guaranteed "cp" I also find there battleline is a dit disapointing, i would have liked stalkers or guard to be BL if ... And morghast (although i think morghast are unnecassery in the army as the stalkers and guards are cheeper and better) BL if nagash or something.
  4. Hi guys, i notice there is no specific desscussion for the big waaaghhh What are our thoughts? Key units? Best battalions? helpful heros? My two cents. i personaly see gordrakk as a near auto include for the 6 waaagh points and maw crushers are cool, my goal when list building is to get to 12 points by my first combat phase for the wardsave. My lists are normaly bonesplitter wizards, 2 war chanters and eithere gordrakk or ironjawz wizard then splash battalions of choice
  5. They spoiled the gristlegore army trait that monsters and heros on a hit roll of 6 makes 2 hits insted of one. How does this interact with the terrorgeist 6=mortal wounds. Does it do two lots of MW or one lot of MW and a second normal hit. Or does it just not overlap?
  6. There was a question asked of what people want from a skaven release, we may have moved on, but just wanted to get my desires out. All skaven in one book: it makes sense, it tidies up about 4 armies at once, the onky oposition may be peatilance players who dont want a second book, but if it overwrights the first one of theres, adds loads of lore and makes there armies more flexibale i think they would be happy Re do old mettle/finecast blister pack units: gutter runners, plague censors, skyre globers, skyre jesseals Do something with wepon teams to make them more functional in play (totel war had then as units, i know its not like fantasy but i could see it working) and make a kit that is a wepons team kit Make tge grey seer great again: dont care hiw, just do it Lots of batalion options
  7. Thanks, assumed so, but always trying to sneek an advantage
  8. With the upcoming squig battalion you can engage and pile in from 6" if my unit is all outside of 3" but within 6" will my enemy be abele to attack back after i do pill in with that unit, as at the start of thr combat phase they had no unit within 3" and had not charged? I would asume so, but if not ... Winning
  9. I dont consider summoning as deepstrikeing, especialy as i dont like summoning personaly. But i supose with our speed it is less required (wish the bloodtherster ca worked on mortals to) I like having a centerpeice model and lean more to mortals then demons, is the slaughterbrute worth taking or is it just a pts sink?
  10. Im flirting with the idea of playing khorne, do they have anyway to get a deepstrike in? i havnt seen a way to do it as of yet.
  11. Is anyone useing beast in there nurgle lists, the bettalion is very costly and it dosnt realy give us anything amazing. Thoughts?
  12. Ointagru, i was trying to make what we have work rather than add new stuff, the ships have there crew outside of the componey as shown from the minis on the ship model, and you can still take componeys, infact i definatly think 1 or two may still be a good idea, but atm every list starts with 3*10 componeys and its just so linier
  13. I think the ships are the lynch pin of the army but iffy at what they do. My fix would not try and fix the ships though as there are to many moving parts for my tiny mind and insted would be simply more battleine effeciancy in the form of "when X ish the general X is a battleline" im atempting thematic but rules are considerd Navigator -> gun haulers Cheepiest option for general balancies the expensive battlelines. Theme reason is they can help navigate larger fleets to the raid/battle Endrinmaster -> endrin riggers Dangerous as they are both considerd one of the better options, but they have no internal synergy so dont be om more powerful inatly, theme reason, well hes the master and they are the workers Aether khemist -> thunderers The khemist is expensive and the thunderers are cheeper to help balance, the khemist may be our best hero but he dosnt work to well with thunderers as basic rifle buffs are mearly avaerage compared to othere options and mixed wepons dont benifit from the khemist buff to much extent, this antisynergy will help balance the acces to cheeper bl and a good hero. Theme wise, as the thunderers are gun nuts they want the buffs for more daka Admiral -> skywardens (skywardens also go to 100 to me but this isnt crucial) The admiral is an average hero and tye skywardens are an average unit, so this balance seems fair, i also wanted to pair an admiral with a melee unit for his charge buff. Theme wise dont realy have one. The reason i see this improveing KO is this increased flexability will: remove the same core 360 everyone has and has to work around giving better list diversity Make battalions more practical as the extra gubbins your forced to take become more than pts sinks (e.g. grundstock escort wing has three bl baked in now, the iron comand can have two already in it) As i said the weeker than ideal ships are an issue, but by diverting pts into other units and freeing up som BL tax you can afford the overpriced ships better and see more divers lists. Unrelated but i would also like to see about 4 more battalion options, smaller combos such as 1 friget, 1 componey, 1 aether khemist (the componey gets both wepon profiles buffed insted of one). This gives flexability and diversity again. They could be named after some of the famous ships and crew writen about in the shoet stories of the book.
  14. Thanks overtninja, im not looking forward to having to get and transport all the woods, but they are kinda important.
  15. As a newbie to the faction, how many woods do i need to buy when building to a 2k list, in terms of the stands the hold three tree trunks?
  16. Our battalions are super expensive, and not that good, how do you get around this now bettalions are so important
  17. Is there a list that uses two black coaches? I feel a multi wound model core like hosts would use the model (not wound) regeneration of the coaches to good effect and there lack of required support works well woth the point sink of the coaches
  18. Erm, how about gavespawn + pestilant throng, some cheep heros (a few beast lords and a few brays) give 1 beast lord the wepon artifact (he has the most attacks so is most likely to gain the benifit and he has a reroll 1 to hit so is less likely to suffer 7 units of ungors, 7 chariots then add or take away what you fancy, you have 18 things that when removed on a 2+ ping a mortal wound to everything in an astounding 7" range 15 mw on average but thats to more than just the cloaest unit, your ambushing heros when killed also mostlikely produce spawn, witch can then buff the best surviving thing (with some pts one charit could ve made into a unit and then makes for a great buff target of the comand ability) Its raw damage output will be middling but not ignorable but the mw generation to everything around will hurt fast I will never do it, to expensive and no way i make and paint all that, but seems feesable
  19. Cool. Thank you for the rational imput
  20. Does a weird first realisticaly need a mbmk. Im trying to not store that massive size of the mk if i can, but within faction it fills a unique roal
  21. I have seen it used with gordrakk and a maw to remove negash and some guys turn one so they couldnt ever get onto there own objectives. Its whats referd to as a 3/5 list your not adaptive and flexable enough to win every game. But when they dont have an answer or the mission falls right you just win
  22. I have amended my list as suggested 2k weirdfist list MBMK 440 Weirdnob 120 Fungoid/moonclan grot shaman (still debating) 80 3 grunters 140 5 brutes 180 5 brutes 180 10 ardboys (50/50 sheild and 2 handed wepon) 160 10 ardboys (50/50 sheild and 2 handed wepon) 160 Lobber 100 Lobber 100 Balewind vortex 40 Cogs 60 Mirror 60 Weirdfist Battalion 180 Few things. Game plan remains ov holding back turn one and being more agressive turn two and later I thought (although i dont have my melign sorcery yet) that it was one endless per turn, in witch case ill cut an endless but if its one per wizzard then ill keep them Would like a palicade in there but cant fit it If you can do one spell per wizard the debate is do i spend one turn moving my Wizards up and delay my setup or do i plant there feet first turn May also swap MBMK for a normal megaboss. A unit of ardboys (and move the grunta unit out of the battalion) and a second unit of gruntas Also not decided on relm yet although probably shadow. Thoughts?
  23. I still see morathi as a major counter to the alpha strike/consecutive combat style of destruction that we dont reqoy have an answer to. Sure there is the whole just ignore her. But she wont be ignoring you
  24. I would have to drop one or two warchanters to fit in the extra endless spells this lowers my nuke ability for the MBMK as he would no longer be doing d6 mw on 4+ it would be back to 6. I am still open to this. My concern with loading up on endless spells is you can only cast one a turn. If i do cogs turn one i then need to stay near it meaning i cant advance with my foot soldiers for the turn two balewind as i need to stay near it. Similer issue with the portal i wouldnt have it till turn 3 and if im far away casting through it i would most likely no longer be in tange for my ubit buffs as they advanced to meet the enemy and take ovjectives Hypatheticaly i could remove both warchanters and get the portal, cogs and a grot caster. I could even double down and remove the MBMK for a foot boss or even a banner warboss to buy me an extra 300 for a second grunta squad and move the first grunta squad out the betalion and put anther 10 ardboys in to keep my casting buff on as they wont run of and add mor orks
  25. My attempt at weirdfisting MBMK:sword of judgment Weirdnob: spellmirror Warchanter Warchanter 10 Ardboys 10 ardboys 5 brutes 5 brutes 3gore grunters Rock lobber Rock lobber Weirdfist Balewind I have 40 pts left, im thinking the dispell ball endless spell Main plan is first turn walk forward at a medioca pace with gg pinning down any ranged super threats, second turn balewind up and destroy (hopefully). The mk and warchanters buff up to try and eliminate any bloated threats or enemy big guys. The ardboys give bodies for the nobs casting buff and help cover holes in my deployment so the nob dosnt get rearcharged from a sneaky deployment.
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