Fluttershy Posted February 18, 2019 Share Posted February 18, 2019 + you have to make your horros fly first 1 Quote Link to comment Share on other sites More sharing options...
Fluttershy Posted February 18, 2019 Share Posted February 18, 2019 1 Quote Link to comment Share on other sites More sharing options...
Furious Robert Posted February 18, 2019 Share Posted February 18, 2019 1 minute ago, Fluttershy said: My bad. I only read it quickly. Its hard to get used to new command abilities not in the hero phase for FEC. Cheers Quote Link to comment Share on other sites More sharing options...
Furious Robert Posted February 18, 2019 Share Posted February 18, 2019 10 minutes ago, Fluttershy said: + you have to make your horros fly first Spectral Host spell can make them fly Quote Link to comment Share on other sites More sharing options...
Fluttershy Posted February 18, 2019 Share Posted February 18, 2019 1 minute ago, Furious Robert said: Spectral Host spell can make them fly sure. but you rely on a 6+ (& unbinded) cast to make them fly to port them into 9", hoping to get the charge & not rerolling hits because of missing hero!? doesn't look profitably but who knows.. could work Quote Link to comment Share on other sites More sharing options...
Furious Robert Posted February 18, 2019 Share Posted February 18, 2019 Yeah, its not as good as first thought. Cogs would help. As would the artefact that lets use reroll charges. But there are other good artefacts out there. I am pretty much looking at Deathwatch or Monster mash at the moment Quote Link to comment Share on other sites More sharing options...
RocketMan Posted February 18, 2019 Share Posted February 18, 2019 1 hour ago, Gdead909 said: Do they play a summoning army? They put that army on shelves and start with another one Quote Link to comment Share on other sites More sharing options...
Gdead909 Posted February 19, 2019 Share Posted February 19, 2019 Ya I would prob start playing at peoples houses then. Or drive to a different shop 1 Quote Link to comment Share on other sites More sharing options...
Kairos Tejedestinos Posted February 19, 2019 Share Posted February 19, 2019 8 hours ago, pikachoux said: I looked at the rules for the charnel throne and beside the free summon, I dont see the point of using it. Maybe I missed something. So what you think of the throne and is it an auto include or the army can be fine without using it. Others had answered this, but 0 CP summoning is a must have, i had been starting with 4 CPs, and by turn 3 i am on zero, and that's using the charnel throne... 1 Quote Link to comment Share on other sites More sharing options...
CanHammer-darren Posted February 19, 2019 Share Posted February 19, 2019 (edited) Why would you not take it. It’s free. At the very least you can hide your archregent behind it to avoid getting sniped by warpfire cannons haha Playing this tonight at 9pm EST on stream Archregent gkontg gkonzd ghast 40/10/10 ghouls ghoul patrol chalice maelstrom 3CP tune in if interested http://twitch.tv/canhammer_tv Edited February 19, 2019 by CanHammer-darren 3 Quote Link to comment Share on other sites More sharing options...
herohammer Posted February 19, 2019 Share Posted February 19, 2019 It is true that the throne isn't great if you don't have a GK on foot or arch regent since it doesn't work with the mounted GK's command abilities. Quote Link to comment Share on other sites More sharing options...
soots Posted February 19, 2019 Share Posted February 19, 2019 56 minutes ago, herohammer said: It is true that the throne isn't great if you don't have a GK on foot or arch regent since it doesn't work with the mounted GK's command abilities. The +1 to bravery is game changing and will win you the game if you need 11 bravery to win and your guy is adjacent to the throne. Quote Link to comment Share on other sites More sharing options...
Furious Robert Posted February 19, 2019 Share Posted February 19, 2019 It been mentioned earlier that its a chance to block line of sight. But I also think it can help with board control. Its a 50/50 against Sylvaneth but being able to seal off a part of the board where they can summon woods is good. Putting the Throne is the way of big base models like Nagash, Gordrakk or a Stonehorn can be really strong. Quote Link to comment Share on other sites More sharing options...
TheWilddog Posted February 19, 2019 Share Posted February 19, 2019 (edited) 3 hours ago, CanHammer-darren said: Why would you not take it. It’s free. At the very least you can hide your archregent behind it to avoid getting sniped by warpfire cannons haha Playing this tonight at 9pm EST on stream Archregent gkontg gkonzd ghast 40/10/10 ghouls ghoul patrol chalice maelstrom 3CP tune in if interested http://twitch.tv/canhammer_tv Nice game. Liked the stream quite a bit, you guys did a good job showing off the new tomes. Rats for dinner, yum!!!!!!! Edited February 19, 2019 by TheWilddog 1 Quote Link to comment Share on other sites More sharing options...
CanHammer-darren Posted February 19, 2019 Share Posted February 19, 2019 1 hour ago, TheWilddog said: Nice game. Liked the stream quite a bit, you guys did a good job showing off the new tomes. Rats for dinner, yum!!!!!!! Thanks! Quote Link to comment Share on other sites More sharing options...
Mutter Posted February 19, 2019 Share Posted February 19, 2019 7 hours ago, CanHammer-darren said: Playing this tonight at 9pm EST on stream Very similar list to what I am planning (just have a GK included as well for the extra attack spell) - what are your findings after the game? Anything you'd change? Quote Link to comment Share on other sites More sharing options...
Fluttershy Posted February 19, 2019 Share Posted February 19, 2019 is there any restiction in picking a Mount Trait "twice" If I run a battalion I can choose another Hero to have a mount trait. Can I choose the same mount trait the other Hero got? Or is it like - you're not allowed to pick an artifact twice - ? Can't find any restrictions.. Quote Link to comment Share on other sites More sharing options...
Bademeister Posted February 19, 2019 Share Posted February 19, 2019 (edited) There are no restrictions in picking Mount traits. Every Mount can pick a trait. You can pick the same trait more than one time. Edited February 19, 2019 by Bademeister 1 Quote Link to comment Share on other sites More sharing options...
Deadkitten Posted February 19, 2019 Share Posted February 19, 2019 20 hours ago, mrbedlam said: In that case, ****** it, just play traditional ghoul spam and use courtiers plus chalice to keep you forces on the board, and when they die 50/50 chances they come back. If the dice gods love you, the sheer weight of numbers will spin in your favor. Not after that guy house rules a cap on the number of models you can have on the table.😬 1 Quote Link to comment Share on other sites More sharing options...
Katz Posted February 19, 2019 Share Posted February 19, 2019 54 minutes ago, Deadkitten said: Not after that guy house rules a cap on the number of models you can have on the table.😬 Could you not just house rule that he wins as well then and avoid spending time playing a game you are not looking to play? Quote Link to comment Share on other sites More sharing options...
Mutter Posted February 19, 2019 Share Posted February 19, 2019 (edited) 1 hour ago, Katz said: Could you not just house rule that he wins as well then and avoid spending time playing a game you are not looking to play? Obviously you weren't following the thread - the guy making up the houserules does not even PLAY AoS. Edited February 19, 2019 by Mutter Quote Link to comment Share on other sites More sharing options...
CanHammer-darren Posted February 19, 2019 Share Posted February 19, 2019 Learnings from game 1 played against 120 clan rats, 2 warp cannons, 2 warpfire teams (who did like 40 MW lol) and FW lord thingy, grey seer in bell 1) keeping your GKs beside the throne turn 1 to summon really sucks. Put it as far forward as possible. My archregent ended up basically one turn behind on movement to rest of my army. 2) gristlegore is gross. 3) spells are SUPER important to effectiveness of the army. Consider taking plus cast things or running corpse cart? 4) CP super important as well. You should be making lists with max 1900 points. Probably worth running battallion just for CP, relic and low drops as long as tax isn’t high. With 4 CP to start brooch becomes almost mandatory. You are much less scary without CP 5) ghouls are likely too expensive. 10 will not kill anything. 40 however will kill many things especially if fully buffed 3 Quote Link to comment Share on other sites More sharing options...
hughwyeth Posted February 19, 2019 Share Posted February 19, 2019 37 minutes ago, CanHammer-darren said: Learnings from game 1 played against 120 clan rats, 2 warp cannons, 2 warpfire teams (who did like 40 MW lol) and FW lord thingy, grey seer in bell 1) keeping your GKs beside the throne turn 1 to summon really sucks. Put it as far forward as possible. My archregent ended up basically one turn behind on movement to rest of my army. 2) gristlegore is gross. 3) spells are SUPER important to effectiveness of the army. Consider taking plus cast things or running corpse cart? 4) CP super important as well. You should be making lists with max 1900 points. Probably worth running battallion just for CP, relic and low drops as long as tax isn’t high. With 4 CP to start brooch becomes almost mandatory. You are much less scary without CP 5) ghouls are likely too expensive. 10 will not kill anything. 40 however will kill many things especially if fully buffed Really good to hear some practical experience. Ghouls definitely seem expensive, even at 40, considering what other armies get for 100 points less. But there some nice synergies to try out with bringing back models, buffing and getting them to have 5/6/7 attacks each. Quote Link to comment Share on other sites More sharing options...
CanHammer-darren Posted February 19, 2019 Share Posted February 19, 2019 2 minutes ago, hughwyeth said: Really good to hear some practical experience. Ghouls definitely seem expensive, even at 40, considering what other armies get for 100 points less. But there some nice synergies to try out with bringing back models, buffing and getting them to have 5/6/7 attacks each. for sure, there's way more synergies for them than with flayers and horrors imo, but tbh, with hitting on 4s and wounding on 4s, no rend, 1 damage, you are going to need all 240+ attacks to get through even a unit of 60 gits. any -1 to hit screws this army up big time. almost nothing in the army hits on better than 4s (except GK) Quote Link to comment Share on other sites More sharing options...
hughwyeth Posted February 19, 2019 Share Posted February 19, 2019 1 minute ago, CanHammer-darren said: for sure, there's way more synergies for them than with flayers and horrors imo, but tbh, with hitting on 4s and wounding on 4s, no rend, 1 damage, you are going to need all 240+ attacks to get through even a unit of 60 gits. any -1 to hit screws this army up big time. almost nothing in the army hits on better than 4s (except GK) This is what's leading me to crypt horrors, rerolling all hits and wounds, in a unit of 9, as a hammer unit. Reliability is sorely thin on the ground for us, so this unit seems to stand out with the GK spell + their own warscroll abilities to re-roll. 1 Quote Link to comment Share on other sites More sharing options...
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