Jump to content

Lightbox

Members
  • Posts

    835
  • Joined

  • Last visited

Posts posted by Lightbox

  1. 24 minutes ago, ianob said:

    You can't screen against fast flyers with just 15-20 dogs. That's the problem with these "not many units" armies - there's only so much that you can do. You can mitigate a lot of charges but not stop them. Things like Eels will get you every time (and they only need one model in range to do the mortals for the whole unit)

    The minimum that you need to effectively, completely screen out not only chargers but also flyers' bases is about 60-80 models. Less than that and don't feel bad if someone flies over your screen :) This is why going first is so important for monster lists.

    That's fair. I never find myself in range for turn 1 charges generally and with how far things like eels and bloodcrushers etc can move I expect going second to be more advantageous? Or is it actually that flying full forward (with movement buff from palanquin) lands you in turn 1 charge range so you can smash units on your terms and stop them moving onto objectives?

  2. I always have difficulty screening. Especially against flying units or enemy who move and charge around my small screening dogs. If it just practice to find positioning? Or do you have to accept that you need to keep away from fast enemy units and just accept that flyers aren't gonna care about your screeners? Or is there like a positioning sweetspot e.g. 6" behind screeners so no one can get in between and it's hard for them to charge around?

    • Like 1
  3. So with my getting back into playing my death and wanting to run a double dragon list here's a new vampire lord I've made to run on a dragon (which for now will be my terrorgheist)

     

    Quite happy with him, arkhan makes for some nice ornate armour, should make him make a good prince vhordrai stand in too!

     

    He's also midway through casting a spell for all that dynamic fun!

    IMG_20180811_005220.jpg

    • Like 1
  4. 2 minutes ago, ianob said:

    I'm just going to leave this here because I'm never going to get round to testing it properly (or using a non-proxy Palanquin and Neferata), but maybe someone else can take it and run with it

     

    Neferata - Overwhelming Dread

    VLoZD - Doppelganger Cloak, Vile Transference

    VLoZD - Miasmatic Blade, Amethystine Pinions

    Bloodseeker Palanquin - Amaranthine Orb

    3*10 Chainrasps

    Court of Nulahmia

    +1 CP

     

    This list is really good. It might be the best Death list after Nagash (grand claim). 

    Hmm 2 basic dragons for maxing on dragons with artifacts could be a good idea! I'll have to give this list a try ;)

    How come chainrasps and not doggies though? Also do batallions gives extra cp as well as artifacts? (never used any before and can't remember the ruling off the top of my head)

  5. So yesterday I fought deepkin with the following 1500pt list:

    1 x VLoZD - Etheral Amulet & Aura of Dark Majesty
    1 x Flying horro VL
    1 x Nightmare VL

    2 x 5 dire wolves
    1 x 20 Chainrasp
    2 x 5 Blood Knights

    Long story short: It did not go well at all. Deepkin eel lists bloody hurt! I think in total I killed 2 or 3 eels? And I got tabled. This was in part due to god awful dice rolls, also the fact that screening dire wolves don't work too well against flying eels. In the first turn I lost a flank of 5 dire wolves and 5 blood knights to a concentrated charge of deepkin. Unfortunately I couldn't force any battleshock due to the pesky eidolan buffing bravery (and my inability to do much killing).

    Although I did not really get to test the list properly due to poor luck I think it could be said that it was not a well built or well played list.

    I am considering the following for a 2k list though:

    VLoZD - General
    Prince Vhordrai

    3 x 5 dire wolves
    2 x 5 blood knights

    Allies:
    1x Ghoul King on terrorgheist (another monster and to try out the summoning flayers)

    Currently I just need to pick up vhordrai though I'm also a bit unsure about this list, it might need to be built more for anti bravery to really make use of the ghoul king and terrorghiest though I need to check if he can summon more than just flayers as crypt horrors could be useful instead? (I do not know much about FeC as haven't played them much)

    Would it be worth dropping the prince or king to get more bodies or blood knights? I do kind of like the idea of running my terrorgheist even though I worry the wolves in units of 5 might not do enough. This is mostly for an all comers sort of list, against deepkin eels it may even be worth dropping in 40 skeles and a necromancer. But regardless I'm trying to start getting an idea of a strong list for the LoB though competitiveness isn't a big issue as we're a fairly casual meta down my club it's still nice to have ideas of what to take for serious games.

     

    Another possible idea:

    1 x Vlozd
    1 x Coven throne
    1 x VL on nightmare

    3 x 5 Dire wolves
    2 x 5 Blood knights

    Allies:
    1 x ghoul king on terrorgheist

    1900/2000 for 2 bonus CP

    This version gives me the +1 attack command ability and more command points for ghoul kings summons and dropping command abilities, though I've no clue how much Vhordrai himself adds to the list as never had a chance to use him yet. Still the same idea of hit hard, fast and kill the enemies bodies. Whilst bringing direwolves back to then in theory sit on objectives I've managed to plunder.

     

    Another alternative:

    1 x Neferata
    1 x Bloodseeker Palanquin
    1 x Vhordrai
    1 x VLoZD

    3 x 5 Wolves

    Court of Nu-Lhamia battalion

    1920/2000 bonus 1 cp

    All out balls out on the monster heroes and the ability to use neffy!

    • Like 1
  6. 6 hours ago, Undeadly said:

    I'd maybe recommend Bladegheists, but they are Nighthaunt exclusive unit, so maybe use Grimghasts instead? They seem pretty blendy, have fly, and a unit leader with a special weapon.  Why not use them as Vampire Infantry?

    That's a nice idea. I'd need to pick up another 5 khinerai to get the 10 minimum but it could work!

  7. So I picked up a box of khinerae a while back for my daughters of khaine. They are still unbuilt and unused. As such I'm wondering what sort of cool vampiric conversions/kitbashes could I do with them? The lack of vampire infantry always upsets me and it could be cool to make some counts as units to give the army the more vampiric feel. I've considered making them counts as myrmourn banshees as they have wings for fly and could be like cool mage hunting vampiric thralls. Alternatively I could have them counts as fell bats?

     

    General ideas for vamping up death units in general could be cool. (Freeguild greatswords with vampire heads as vampiric thrall graveguard perhaps?)

    • Like 1
  8. 11 hours ago, kenshin620 said:

    Speaking of the Black Coach, while the model is one of the best chariots I have seen for the game, for those who are concerned about money do you think it may be acceptable to buy Start Collecting Malignants, get some plasticard, and make a kitbashed one?

    Now there's a conversion I'd love to see!

  9. 15 hours ago, Cerlin said:

    The last 2 editions, archers were purely better on the mobility front. Even before the pre game move, they could move full and still be effective. 

    I bought 20 for the ability to zone, which works great against deep strikers and sylvaneth. They paid for themselves. Over time, they have also become my go to filler Order battleline. They are cheap enough, decent objective holders, and good map control. They also punish your opponent for giving you first turn.

    Their rerolling 1s or 2s to hit should also not be underestimated, especially against rend resistant or high save armies. I have watched them destroy Nighthaunt, Zombies, and Clan Rats equally well.

    I will have to give the new crossbows a go, but I assume they play like my Quarrellers. 

     

    Hmm I may have to try some then! Cheers for the reply, nice to see the uncommon units get some recommendations :D

  10. On 7/29/2018 at 2:31 AM, Cerlin said:

    I have 5 pistoliers and outriders and I have used them a good amount. Sometimes they are quite bad, but sometimes they win the game for me.

    Pistoliers do a couple things well; shooting lots with rend, doing the same attacks in combat, then being able to run reliably fast while charging with shooting. It took me a long time to figure out how to use the reckless riders ability. I now figured out it is meant to skirt a bigger unit and shoot it then charge the rear.  Bonus points for hitting a 5 wound hero in the back that your opponent thought was safe. The most extreme is a turn one 24 inch move, shoot, charge into a brachwrath that got my opponent to concede.

    Outriders are harder for me. Being they are harder to buff handgunners. They can work similar to pistoliers as stated above, but are worse in melee. I have had best luck with them in the Freeguild Regiment running with demigryph and pistoliers giving each other plus one to hit. Its one heck of a flanking force. 

    I am currently deciding if I want to get 5 more pistols and try a ten man squad.

    Ooh that sounds interesting. I might have to add a unit of pistoliers into my warlords army this month. Either that or some greatswords.

     

    How do people feel about freeguild archers? They seem kinda expensive at 100 points ? unfortunately look like they get outclassed by handguns and crossbows.

  11. 36 minutes ago, someone2040 said:

    To be completely honest, I'm not sure how I feel about the Battlemage on Griffon. Personally one of the reasons I take Griffons are for the rend -2, and the Battlemage version loses that (in lieu of having more beak attacks which have more reliable damage). The wizard part (like all the battlemages) is quite an average affair, although Amber Spear is definitely quite powerful if it goes off (and you don't blow up your own units).

    Personally I feel I'd rather spend allies points on stuff other than Griffons that offer more things to the army. That being said, a Battlemage on Griffon is likely a much better buy than 2 Battlemages.

     

    I used to play 5 Pistoliers, and all they ever did was go gungho into the enemy and die. Dunno, I feel that they're just not quite good enough to make the cut at 130 points and it's a big disappointment they didn't come down in GHB2018. At 10 more points, I think I'd be taking Demigryphs every day of the week (And I'm not even sure Demigryphs are good).

    That being said, there are a few scenarios in the new set that really require movement (Like Relocation Orb or Shifting Objectives). I think overall the meta is going to force us to be more mobile than the static gunline we prefer to be. So it's possible that there's a good list with these guys in it out there, I just haven't seen it.

    Part of the problem our more mobile units in the list suffer from is that there are so many bonuses for standing still. Outriders get bonus to hit. Hold the Line is super good (arguably the only super strong thing free peoples have). And standing still means you're not making use out of your movement.

    I do my freeguild as mixed order along with ironweld and collegiate usually so allies isn't too big a pain but yeah I'm unsure on battlemage grif too... might have to try it sometime and see if it does well as I made my griffon so the head and rider can be swapped out.

     

    As for pistoliers I can understand that, they don't seem all that long lasting especially having such low range. Demigryphs I do like as an anvil. It's just a shame that all our cavalry seem to be a bit pants... may have to look at other factions for cavalry.

     

    Outriders do feel in an odd place, being mobile but also wanting to stand still. I've seen them in lists a few times so kinda wanted to know if people found they were really good at certain scenarios. Mobility does mean jumping on objectives but I'd think demigryphs superior at holding those objectives really.

  12. Hey folks couple of questions:

    -How useful is a battlemage on griffon these days? I'd presume it not as killy as the general but containing good spells

    -How does one really use outriders or pistoliers? And which are more useful in general? Would pistoliers be charge blasting guns into an enemy and outriders ride into position before letting loose with volleys?

     

  13. 42 minutes ago, Goddin said:

    It works very well with a Court of Nuhlahmia list, where it is required.  If you put it with 2 VLoZDs and neferata nearby, when they kill a hero they all get the bonus attacks.  This is really deadly when you are adding 3 more attacks (including a maw attack) to each of the VLoZDs.  It also frustrates your opponent who not only lost a hero, you were made stronger by it.

    I do have nef... So this would be nice to be able to do a court :P but a lot of points i can't spend on blood knights with two dragons ?

  14. On ‎7‎/‎16‎/‎2018 at 12:22 PM, Deadkitten said:

    It did but there was too much of a disparity.  I didn't know until after that he wasn't running an artifact.  I had the Orb, Pinions and the Sanguine Blur CA on my general.  I was able to take out his hero along with the knights.  The ability to shield them with the wolves like this is huge.  I then either move them out of the way or fall them back and then just charge in the knights.  I think there's some frustration in my group with the Blood Knights at this level.

    Ooh wow that's really cool to hear! Perhaps I shall have to invest in some extra wolves!

  15. 12 hours ago, Double Misfire said:

    Running Bretonnians alongside artillery is kind of like running allied wizards in  Khorne army, technically legal but just weird @Lightbox. ;) 

    Whilst my knowledge of the old world is basically nonexistant... medieval knights + cannons is cool okay!!

    Also since bretonnia doesn't exist in mortal realms lore wise they'd just be a kind of free peoples cavalry... also I wanna use my bretonnians :( I have models and nothing to use them for save turning them into blood knights for death but I don't really need more blood knights. #BringBackHumanKnights 2k18

     

    Though I am tempted to run brets as a second warlords force depending on how quickly I can get my ironweld and freeguild stuff painted.

    • Like 1
  16. On ‎7‎/‎15‎/‎2018 at 3:12 AM, Deadkitten said:

    my buddy playing SCE for the first time.  He engaged the wolf line and got counter-charged by the Knights. 

    20180714_134555.jpg

    Went well I take it?

     

    I'm planning to rock my chainrasps 1) for backfield objectives and 2) because I don't want to have to buy, build and paint loads of dire wolves :( I mean I guess I could make them ghostly wolves or just be lazy and do them all black with red eyes for like shadow creature wolves ;) 

     

    Though I can see the idea behind the fast tanky front line to hold things up for your knights to get in and skewer.

  17. 24 minutes ago, Uvatha said:

    You mean 20 Chainrasp, not 20 Chainghast I guess?

    I am actually dreaming of an army of ~20 Chainghasts (8 units of 4 models) blasting enemies at 15" but this is more for a 2k list.

    Yes.... yes I do mean rasps XD Curse GW for all their similar unit names!!

     

    I mean 20 chainghast does sound fun though (if very expensive £££ wise)

  18. So since I have a couple of the models I'm considering that for the tale of warlords campaign with my freefolk / ironweld of adding in some bretonnians to give me the fast moving tally ho charge!

    I am also considering buying outriders and making that unit into either outriders or pistolliers and then a bret horse unit into the other because I'm slightly insane and like the idea of fancy knights in plate armour and horses riding around with guns... because it's the realm of metal and as Gunther the mad always says the best cavalry charge is one where BANG BANG GUNSHOTS YEAH!... to be honest he says that about every type of fighting unit, no wonder he's an engineer!

    Anyway having the fast objective grabbers would be nice especially if some of them are also able to pack a right wallop! Just a shame Pegasus knights lost their pile in twice ability... they're now just like demigryph knights... but more expensive... and faster... and probably better when charging... But anyway my previous times playing ironweld have found them defensive but poor mobility unless I want to risk my guns so I'm hoping cavalry will prove useful for all my charging around.

     

    What about everyone else? I wanna see what tactics and cool stories people are coming up with! And whether folks are finding more useful combinations?

    Anyway I'm thinking this possible list for month 2 (month 2 will be expanding our start collecting forces up to 700 points or so, one of the new units being battleline)

    Battlemage - 120 (red or amber, depends which conversion I do)
    Guard - 80 (halberds)
    Steam tank - 260
    Knights of the realm - 220 (NEW UNIT)

    Or

    Battlemage - 120 (red or amber, depends which conversion I do)
    Guard - 80 (halberds)
    Steam tank - 260
    Pistoliers - 130
    Either freeguild guard or freeguild handgunners - 80 or 100 respectively

    Or even!

    Battlemage - 120 (red or amber, depends which conversion I do)
    Guard - 80 (halberds)
    Steam tank - 260
    Guard - 80 (sword and shields)
    Breonnian lord (on Pegasus) - 140

    Also just noticed that bretonnian men at arms are 16 models for 120 points, not bad for a big unit of boys to screen your guns provided you have a nearby hero for inspiring presence because they probably will die if they get charged ;) But still, cheap militia! Though only good if you either have the models for them or other good appropriate ones (not a bad idea though! As even if they go the way of the dodo they'll still make good freeguild! Though most friendly opponents will likely be fine with you using the current points and warscrolls for brets even after they get new legacy warscrolls with no points.

    • Like 1
  19. I'm considering a bit of a fun 1k point list:

     

    Vampire Lord on horsey - 140
    5xBlood Knights - 240
    5xBlood Knights -240

    20 Chainghast - 160
    20 Chainghast - 160
    5 Direwolves - 60

    Thinking it's got bodies for objectives / being anvils and then my blood knights to provide the painful hammer!! Though no endless spells which is a shame but 10 blood knights at 1k should prove fun.

  20. So trying to think up a 1000 point list as my starting point to then go from there. Don't have my book in front of me right now so costs may be a tad off. I'm mostly wanting to be able to fit olynder and a unit of harridans in because I adore those models and love the banshee feel.

    Heroes
    Lady Olynder - 240
    Guardian of souls - 140

    Battleline
    20 Chainghasts - 160
    10 Grimghast - 160

    Other:
    10 Dreadscythe Harridans - 180
    4 Myrmourn banshees - 80

    Endless Spells:
    Gemenids - 40

    I'm a little unsure about it really, not sure quite how much punch it would have. One of my regular opponents is a khorne player so I'd probably swap the banshees for some stalkers for when against him as anti magic wouldn't help me there. There are a lot of nighthaunt models I really want to use but alas not much can be fit into 1k ;) And I'd want to start there to get used to the army. Also considered using another 20 chainghast unit but figured grimghast would be nice for the -1 rend. There is also the possibility of spirit hosts or hexwraiths instead due to the resurrection mechanic from Olynder.

     

    As I progressed in points I'd probably look at adding stalkers and bladegheists in there and maybe some more banshees, both tomb and myrnmourn. But I'd need to get a strong core built first.

  21. On ‎7‎/‎9‎/‎2018 at 11:25 PM, Kamose said:

    My understanding of the Steam Tank is that it is underwhelming (?) but awesome looking! However I'm new to Freeguild too so what do I know! 

    I'll tell you what I know! I know that my FLGS has an old metal Steam Tank for sale and it weighs roughly as much as a 1970 AMC Gremlin, only denser. So here's a combo I came up with.

    Steam Tank + sock to protect your home from burglars. ?

    Underwhelming? Poppycock, it's just a little bit unreliable ;)

    I found the steamtank to be quite fun the one game I've used it so far, it can make a nice distraction but if left alone then with the more steam ability and getting all its guns in range it can be a monster! Only issue is the cannon is somewhat unreliable, can be mitigated by having a lord ordinator attempt to keep up for the extra +1 to hit bubble. The long range of the cannon is nice at least and it doesn't count against your warmachine slots as its only a behemoth. It's definitely useable I think, just rely more on things like your steam gun than your cannon, but you do kind of need more steam activated to really get it going as rerolling those randomised movement and steam gun attack stats is very useful!

    If you wanted big guns then cannon crews and an engineer would be better, but if you want purely human then 2 helstorm rocket batteries fit snugly into your allies list and don't need an engineer. (though if you run mixed order than a lord ordinator is nice with like 4 of them for the +1 to hit, aka 3 shots each hitting on 3's if you don't split each rocket batteries attacks. They do d6 damage per shot so that's up to 4 units a turn who are weeping like babies... though it will eat a lot of points and not leave you with many friends XD make sure you deploy behind cover to make use of not needing line of sight!

    I do feel freeguild can benefit a lot from ironweld or the battlemages, just a shame both compete heavily for your allies slot unless you run mixed order as they complement the freeguild so well! Here's hoping they'll get combined (along with devoted of sigmar) again sometime. 

  22. 24 minutes ago, Neck-Romantic said:

    I've always wondered about the hexwraiths ability... I think you actually need to place the model to effect things youve crossed over, the thought of just saying you flew around and came back to the same spot and alllocating MW's seems a bit WAAC

    Flamespire pheonix is allowed to do it.

  23. 2 minutes ago, Nevar said:

    I think the Harridans are the worst unit in our battle tome.

     

    Harridans and Glaivewraiths are both units I quite like the look of and want to use... orz

    And so it shall be that I lightbox shall endeavour to make everyones least favourite units work in my lists and lead my army of spooky-boi underdogs! 

    I mean they may be worse but glaivewraiths certainly don't look unplayable which is nice :) Haven't seen profile for harridans yet though. But my local club is mostly casual as opposed to competetive (not to say that some people don't build tough lists) so will be interesting to see how they do :) Though I do plan to pick up a unit of bladegheists too because I love the look of them!!

    • Like 1
  24. 16 minutes ago, Mikeymajq said:

    I actually love their models. But everything else seems overwhelmingly mediocre about them. So I was hoping someone here would tell me that I've missed something about them.

      Especially since bladegheists can do what they do only a lot better. ?

    I plan to use them to keep charging and retreating with their drum and otherwise supporting my other units. They're fairly cheap so not bad to fill gaps and I do quite like the models. Probably good to swat horde units down whereas bladegheists will likely be better vs elite stuff (haven't seen bladegheist profile alas)

     

    Other than that it's only 60 for a unit of 4 so super cheap if you need a unit to sit back on objectives or just appear and nab something.

×
×
  • Create New...