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Made in pl
Regular Dakkanaut





Kraków

 Red_Zeke wrote:
 wellofeternity wrote:
Horde of 25-30 Bloodletters with 3 Wrathmongers and Bloosecrator in 2nd line.


Oof! Has it been difficult to get positioned correctly with those at all? Do you prefer to receive the charge to make sure you're arranged right?


It`s not so difficult to get them where and when i want. Bloodsecrator has 18" bubble range and Wrathmongers 3" (each MODEL not UNIT unfortunatelly).

   
Made in gb
Secretive Dark Angels Veteran





I discovered one at the AoS event this weekend - the humble Heraldor.

Always kinda ignored this guy because D3 mortal wounds, well, whoop-dee-doo - hardly going to win a battle.

However, target scenery that has a bunch of enemy units round it and get a couple (or three!) parps off, and it really starts to tell, especially on 5 Wound Heroes.

Would recommend the Heraldor to any Stormcast player...

40k and Age of Sigmar Blog - A Tabletop Gamer's Diary: https://ttgamingdiary.wordpress.com/

Mongoose Publishing: http://www.mongoosepublishing.com/ 
   
Made in us
Wondering Why the Emperor Left




Oklahoma City

 CoreCommander wrote:

2. Screamers of Tzeentch for their overal all around usefulness - nice speed, nice resilience, some potential for mortal wounds, anti-monster capabilities.


This is good to hear! I am doing themed armies and am painting six of these up. On paper they look decent but I am hoping on the table they do well. They look really cool and I run stuff that looks cool.

My biggest upsetter has been a unit of 6 minotaurs with great axes. With 2 attacks each, they hit on 4s but with a doombull nearby they wound on 2s, with -2 rend and damage 3. And when they roll a wound of 6 they attack again.

It's been great

This message was edited 2 times. Last update was at 2015/11/13 03:16:31


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Don't forget the extra attack is on a 6 or more, so if you're getting +1 to wound from the Doombull, you can kick it up to extra attacks on a 5 or 6 (rolled before modifiers).

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Wondering Why the Emperor Left




Oklahoma City

 Red_Zeke wrote:
Don't forget the extra attack is on a 6 or more, so if you're getting +1 to wound from the Doombull, you can kick it up to extra attacks on a 5 or 6 (rolled before modifiers).


Oh yeah, thanks! So many synergies. The last time I played I had racked up a ton of perks with the bloodreavers, due to a nearby blood secrator command ability, the fact that there was a "totem" and other (I think) keyword nearby, a Damned wood (made several sacrifices) and some other special rule I forgot. I literally had to write them all down because I don't have Litko markers. It's tough to stay on top of everything sometimes
   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Wood Elves - Treeman
Ogres - Stonehorn and Thundertusk

 
   
Made in ca
Grumpy Longbeard





Canada

Lord of Change, magics out mortal wounds like candy. Also a literal monster in a fight.

Nightstalkers Dwarfs
GASLANDS!
Holy Roman Empire  
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I've been using the Ironjawz formation lead by Grimgor and it is absolutely ridiculous. Every body forcussed on the Giant, or the horde of Black Orcs, so every single game Grimgor managed to make it into combat with a few of his Immortalz. This is where the buffs become insane. Grimgor uses his command ability which is +1 to hit, Black Orcs naturally have a 4+, 3+ if within 6 of a Black Orc Boss (which Grimgor counts as) and the Immortalz re-roll 1's AND in the formation they get +1 to wound.

So every Black Orc hits on 2's, wounds on 2's with 2 attacks rend 1, Immortalz re-roll 1's to hit and Grimgor auto-hits.

 
   
Made in gb
Hardened Veteran Guardsman




Guildford

 ALEXisAWESOME wrote:
I've been using the Ironjawz formation lead by Grimgor and it is absolutely ridiculous. Every body forcussed on the Giant, or the horde of Black Orcs, so every single game Grimgor managed to make it into combat with a few of his Immortalz. This is where the buffs become insane. Grimgor uses his command ability which is +1 to hit, Black Orcs naturally have a 4+, 3+ if within 6 of a Black Orc Boss (which Grimgor counts as) and the Immortalz re-roll 1's AND in the formation they get +1 to wound.

So every Black Orc hits on 2's, wounds on 2's with 2 attacks rend 1, Immortalz re-roll 1's to hit and Grimgor auto-hits.


Pretty impressive stat line. I was torn between Black Orcs and Night Goblins for AoS, and I went with the latter for the hilarity factor. I'm not sure what direction the Greenskins will follow when they get a proper re-work and release, but I am tempted to pick up the mentioned formation if it's kept intact.

Here's to wishful thinking!

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Hey Slow, I was thinking of adding a few goblins to my skaven (as you mentioned for the hilarity factory) any suggestions? Thinking in a night goblin with a shaman leading a small force

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Been Around the Block




Loving maneaters. Need to get the mammoths on the table. Iron guts are awesome when they get into combat also.
   
Made in gb
Hardened Veteran Guardsman




Guildford

 Solosam47 wrote:
Hey Slow, I was thinking of adding a few goblins to my skaven (as you mentioned for the hilarity factory) any suggestions? Thinking in a night goblin with a shaman leading a small force


@Solosam, my standard tactic is as follows: Unit of 40-50 Night Goblins with spears, shields, both banners, a musician and a few netters. As they march up, I give inspiring presence from my general and cast mystic shield from a shaman. They're now getting 4+ saves and don't lose out to battleshock. The reason I take so many is because once there are more than 30 in unit, you're getting +2 to would - attack range of 2" that wound on 2+? Yes please.

I also hide up to 8 Fanatics in the unit. There's the potential they get 6 attacks each, wounding on 3+ with a -2 to rend and D3 damage. What's not to like about that?

As it's just a small addition to an existing army, maybe you won't be looking at so many Goblins.

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in ca
Dakka Veteran




Unexpected one for me: Plague Monks.

The strength of their charge + champion's once per battle ability + re-roll all hits, not just 1s + rule that on 6s when they die they cause mortal wounds back + ability to inflict rend makes them very killy. They slaughtered a Herald of Khorne plus 8 Bloodletters on the charge for me. Though the Bloodletters proceeded to have reality blink on the battleshock roll and get 4 back.

I thought they were a bit of a throwaway unit, what with no saves, but they can actually pack a punch, especially on the charge.
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

 slowclinic wrote:
 Solosam47 wrote:
Hey Slow, I was thinking of adding a few goblins to my skaven (as you mentioned for the hilarity factory) any suggestions? Thinking in a night goblin with a shaman leading a small force


@Solosam, my standard tactic is as follows: Unit of 40-50 Night Goblins with spears, shields, both banners, a musician and a few netters. As they march up, I give inspiring presence from my general and cast mystic shield from a shaman. They're now getting 4+ saves and don't lose out to battleshock. The reason I take so many is because once there are more than 30 in unit, you're getting +2 to would - attack range of 2" that wound on 2+? Yes please.

I also hide up to 8 Fanatics in the unit. There's the potential they get 6 attacks each, wounding on 3+ with a -2 to rend and D3 damage. What's not to like about that?

As it's just a small addition to an existing army, maybe you won't be looking at so many Goblins.


Haha those fanatics are what I love so much about them night goblins, matter of fact they are primarily what I want to add. Yeah I dont think I want to add 50 goblins to my army though as I have enough rats but I was thinking about those squig hoppers as a great delivery system for the fanatics, the only off putting thing is their random movement. Gosh if the balls from the fanatics were modeled as squigs, along side the squig hoppers and a mangler squig, that would be a hilarious looking addition if done right!.


Automatically Appended Next Post:
coldgaming wrote:
Unexpected one for me: Plague Monks.

The strength of their charge + champion's once per battle ability + re-roll all hits, not just 1s + rule that on 6s when they die they cause mortal wounds back + ability to inflict rend makes them very killy. They slaughtered a Herald of Khorne plus 8 Bloodletters on the charge for me. Though the Bloodletters proceeded to have reality blink on the battleshock roll and get 4 back.

I thought they were a bit of a throwaway unit, what with no saves, but they can actually pack a punch, especially on the charge.


Plague monks are truly outstanding, add in a priest or the plague furnace and you have a unit others will glance by until that unit charges and wrecks face left and right, heck with the right support they even have the option to hit when they die!

This message was edited 1 time. Last update was at 2015/11/30 18:35:30


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Hardened Veteran Guardsman




Guildford

Haha those fanatics are what I love so much about them night goblins, matter of fact they are primarily what I want to add. Yeah I dont think I want to add 50 goblins to my army though as I have enough rats but I was thinking about those squig hoppers as a great delivery system for the fanatics, the only off putting thing is their random movement. Gosh if the balls from the fanatics were modeled as squigs, along side the squig hoppers and a mangler squig, that would be a hilarious looking addition if done right!.


Only just seen this now buddy, but I'm afraid Fanatics can't be hidden in a unit of Squig Hoppers. They require a 'Night Goblin' war scroll to be hidden in, and Squig Hoppers are classed as 'Night Goblin Squig Hoppers'. I was going to go down the same route, as I quite liked the idea of an all Squig fluff army with the addition of Fanatics and River Trolls, but unfortunately it doesn't work out like that. Squig Hoppers work best if they're buffed by a Boss on a Great Cave Squig, although they're only really going to cause damage if they roll a double for charges and the Squigs get four attacks rather than two. I run 12-16 depending on the game, and after casualties I'm usually getting around 20 attacks wounding on 3+ at -1 rend which isn't so bad at all.

I would honestly consider adding some River Trolls if you haven't already. Strong in combat, plus a pretty nasty vomit ranged attack and regeneration of D3 wounds each on a 2+ is often overlooked.

It'll be interesting to see what the upcoming Greenskins releases have in store for us, as currently, horde based armies really don't work within the current AoS system.

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

That is a shame Squig hoppers would easily be the funnest delivery system for them. GW needs to Erreta that in, no reason they shouldnt be Night Goblin, Squig Hopper keyword. Well maybe Ill look into spider goblins and add their speed.

River Trolls look real hardy no denying that haha you can almost say they are an auto include if you have them. I have seen some battle reports with them in it and they work wonders. Greenskins have alot of fun units It seems and can do so much on the table top. Its really quite awesome.


Here is to seeing what GW has in store for updating the old armies! Cheers!


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Hardened Veteran Guardsman




Guildford

The manager at my local GW has done some really nice spider rider conversions for Night Goblins. They're probably the most effective cavalry we have access too, but I'm keeping things strictly Night Goblin.

River Trolls are the auto include for me, although I will be proxying them as Stone Trolls just to see how they work out too. The -1 to hit the River Trolls cause is pretty handy in keeping them on the table, especially when they can easily fall victim to battleshock.

I'm curious. The AoS fluff puts Orcs as quite a feral, primitive race more towards the likes of Savage Orcs, so it will be interesting. What I am wondering about is how they will make up for the lack of summoning. Pretty much every other army has access to some sort of summoning or equivalent that proves to be a game changer. There's nothing like that between the Forces of Destruction. Being able to take more than one Spear Chukka in a single war scroll would be really helpful too.

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

 slowclinic wrote:
The manager at my local GW has done some really nice spider rider conversions for Night Goblins. They're probably the most effective cavalry we have access too, but I'm keeping things strictly Night Goblin.

River Trolls are the auto include for me, although I will be proxying them as Stone Trolls just to see how they work out too. The -1 to hit the River Trolls cause is pretty handy in keeping them on the table, especially when they can easily fall victim to battleshock.

I'm curious. The AoS fluff puts Orcs as quite a feral, primitive race more towards the likes of Savage Orcs, so it will be interesting. What I am wondering about is how they will make up for the lack of summoning. Pretty much every other army has access to some sort of summoning or equivalent that proves to be a game changer. There's nothing like that between the Forces of Destruction. Being able to take more than one Spear Chukka in a single war scroll would be really helpful too.


Id love to see those conversions! haha

As for Orcs and new fluff im excited for it, I think we are only seeing the outer territories of the orcs and later we will see the more "civilized"(or closest orc can get) side of things. Personally the whole summoning deal I typically avoid unless its for a game story purpose. Even with my daemon portion I tend to avoid it or only summon pink horrors and plague bearers once or twice, always with the home rule summoned units cannot summon. Destruction players have a grand variety of units allowed to them compared to undead anyways. Undead really rely on that summoning but destruction has the good old classics, blocks of hardy troops, waves of endless knee biters, big lumbering heavy hitters. Haha even tho im starting a small goblin force to add to my skaven, I wouldnt be surprised if I dont let destruction become my primary army and trade my chaos army off. Things can only really go up for Orc when they begin to get their new toys if the new Archaon is any indication 2016 I think we will see alot more of AoS and it will pick up alot more speed. Here is to my hopes anyways


Automatically Appended Next Post:
For all you skaven players!

Try out Doom-Flayer weapons team! I converted one up and they are a blast! On the charge 2+ to hit 3+ to wound -2 rend and either a d3 wound up to d6 if overcharged!!! insane value!

This message was edited 1 time. Last update was at 2015/12/05 05:05:14


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in ca
Fresh-Faced New User





Fanatics are pure pulverizers. Just make sure to activate their battle in combat first, because if you don't, then they're likely to not be around long enough to do anything.
   
Made in gb
Longtime Dakkanaut




United Kingdom

Not played enough to have played many units, but in the couple of games I've played a bastiladon + ark of sotek I've been impressed - in the right position he's dealing 12 mortal wounds per combat phase, yours and your opponents, and that happens before the combat phase gets going then he gets to swing his tail etc. Its random distribution, but boy does it quickly rack up.

I think my opponent has figured now that having lots of units nearby is bad, he requires a single unit to take him on with everyone else stepping back.
   
Made in ca
Dakka Veteran




Haven't played this one, but toying with a new army idea. I like the synergy between Tzeentch and Dragon Ogres. The ogres give every wizard within 20" a spell that heals D3 of their wounds and lets them re-roll wound rolls. They've also got 5 wounds with a 4+ save. With enough Horrors and other wizard whatnots on the table, you could be forcing the opponent to knock out whole Dragon Ogres if he wants to avoid you just healing them back up (and making them even punchier) every round.
   
Made in gb
Hardened Veteran Guardsman




Guildford

Solosam47 wrote:
 slowclinic wrote:
The manager at my local GW has done some really nice spider rider conversions for Night Goblins. They're probably the most effective cavalry we have access too, but I'm keeping things strictly Night Goblin.

River Trolls are the auto include for me, although I will be proxying them as Stone Trolls just to see how they work out too. The -1 to hit the River Trolls cause is pretty handy in keeping them on the table, especially when they can easily fall victim to battleshock.

I'm curious. The AoS fluff puts Orcs as quite a feral, primitive race more towards the likes of Savage Orcs, so it will be interesting. What I am wondering about is how they will make up for the lack of summoning. Pretty much every other army has access to some sort of summoning or equivalent that proves to be a game changer. There's nothing like that between the Forces of Destruction. Being able to take more than one Spear Chukka in a single war scroll would be really helpful too.


Id love to see those conversions! haha

As for Orcs and new fluff im excited for it, I think we are only seeing the outer territories of the orcs and later we will see the more "civilized"(or closest orc can get) side of things. Personally the whole summoning deal I typically avoid unless its for a game story purpose. Even with my daemon portion I tend to avoid it or only summon pink horrors and plague bearers once or twice, always with the home rule summoned units cannot summon. Destruction players have a grand variety of units allowed to them compared to undead anyways. Undead really rely on that summoning but destruction has the good old classics, blocks of hardy troops, waves of endless knee biters, big lumbering heavy hitters. Haha even tho im starting a small goblin force to add to my skaven, I wouldnt be surprised if I dont let destruction become my primary army and trade my chaos army off. Things can only really go up for Orc when they begin to get their new toys if the new Archaon is any indication 2016 I think we will see alot more of AoS and it will pick up alot more speed. Here is to my hopes anyways


Automatically Appended Next Post:
For all you skaven players!

Try out Doom-Flayer weapons team! I converted one up and they are a blast! On the charge 2+ to hit 3+ to wound -2 rend and either a d3 wound up to d6 if overcharged!!! insane value!


The biggest issue you've got with trying to run classic O&Gs is that you can easily set yourself up for sudden death rulings. It's REALLY easy to take out characters or spend one turn focusing on a monstrous creature and that's it - game over. I know a lot of friendly metas discard the sudden death rule provided that the opponent isn't putting out a stupid amount of models just for the sake of it. A lot of the scenarios and established battle reporters seem to stick to smaller forces as that seems to be how the game was designed to work most efficiently. A unit of 40/50 Night Goblins is great, but when you're up against other armies of 30-40 models in total (which I was I see the most), a single war scroll is outnumbering them straight away. I think the game works fine in terms of balancing until you have armies that depend on horde based tactics. I'm beating a dead horse here; we already know this and have to play accordingly. If only Fanatics could be hidden amongst squig hoppers, I could be avoiding this entirely.

Furious241 wrote:Fanatics are pure pulverizers. Just make sure to activate their battle in combat first, because if you don't, then they're likely to not be around long enough to do anything.


They're wonderful if played first. I don't really understand why anyone would leave them out of the first round of combat. What I've found most effective, although a little risky, is to leave them hidden until my Mangler Squig is taken out. It's a bit of a shock tactic, but once that beast gets into CC it HAS to be removed as quickly as possible. I always go back to taking out 12 Knights of the Realm in a single phase with a little help from battleshock. That was my first game of AoS and a reminder that NGs are a hell of a lot of fun and the right choice for me!

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

@slowclinic I hear ya haha the game can be well balanced and I find I only change a few rules or add some house rules just to tighten things up a bit. That sudden death is one major one that we adjust or just leave out. We also play by wound count right now and with my rats its 10 for 10 wound, 20 for 15 wounds, 30 for 20 wounds. It allows my horde army to be what it is, a bunch of rats, at first some were against it but after they beat down some of my stuff so bad generally everyone agrees to count it this way for the sake of the game, but this is a topic for another thread my friend.


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Arch Magos w/ 4 Meg of RAM





My tomb banshee earned a place in my heart in a game tonight when I floated her down the side of a mountain and rolled boxcars on the banshee howl, demolishing 7 Empire State Troopers at once.

Did much better than her brother the Cairn Wraith who just got cannonballed in the face on turn 1!

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Fresh-Faced New User





Where's the Bretonnian love at? With my King on the board and Fey Enchantress supporting...well, any Knight unit, I can nearly kill any unit I charge. I had 15 Knights of the Realm charge Durthu in trees. 3 of them died in the trees on the way in, but buffed by the Enchantress and King they managed to cause 19 damage to him. Then they swept the other trees from the field while my Yeoman harassed the rear.
   
Made in us
Hardened Veteran Guardsman




New York

Wrath of Khorne Bloodthirster has been amazing. His shooting softens up units and he runs an and feths gak up. He's usually fast enough to be able to choose targets and not get tarpitted. I face a lot of dwarf gunlines and he eats thunderers for breakfast. When opponents are shooting they often focus on him and ignore the daemon prince I have supporting him.

The command ability usually gets me a turn 2 charge with fleshhound.

He's been ferried through hell on a ship that's ten thousand years old to some godforsaken, war-torn rock; He is one of ten million men snatched from his home to fight a war he barely understands; He wages war against devouring hiveminds, ravenous demons and hordes of hyper-advanced aliens with strange technologies and sorceries he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold lightyears from home.

Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his lasgun, his orders, and those beside him. He is the Imperial Guard.

And he will hold the line.

Ferox 1st Calvary Regiment 2500pts 
   
Made in us
Scuttling Genestealer




adrift in a warm place

Har Ganeth Executioners have done work for me. The ability to do mortal wounds on the hit roll is just crazy.

12,000 7,000 3,000 (harlies) 2,000 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Hellstriders have been kinda incredible for me. Pretty pedestrian damage output, but great speed with a -1 to hit buff is pretty stellar. Noticeably reduces damage output, particularly from things like...

 Cytharai wrote:
Har Ganeth Executioners have done work for me. The ability to do mortal wounds on the hit roll is just crazy.


Or retributors, or units with "exploding 6s" like bone giants.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Inspiring Icon Bearer






For the undead, I feel like my Blood Knights have been amazing.

3 attacks, 2 per horse, 4+ save (3+ vs no red), they regenerate a downed knight each turn, and heal wounds by killing. They've been super tanky.




Age of Sigmar, New World Tournament Ruleset


[centerPlease feel free to pop in and comment, or send me a PM![/center]



 
   
Made in ie
Terrifying Wraith






Gutter Runners with a sneaky assassin hiding in them has done wonders for me every game I've played
   
 
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