2k SBGL Vyrkos List Help

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hawk

Zombie
Oct 7, 2022
4
Zombies
6
Good morning!

Intro:

I am new to the faction and fairly new to AoS (need reps). I have compiled many lists using different subfactions, but due to my love for Radukar the Beast and strong CAs in general, I decided to go with Vyrkos. I, also, chose Vyrkos because of the stronger casting, great CTs, and general cohesion. I like LoN, but I felt it a little overwhelming as a new SBGL player to start with. Now, on to why I am posting.

List Focus:

I love synergy and casting. I like a list where every piece plays a part and there is a effective strategy where each point means something to that strategy. I am less of a soup/good stuff list builder. I am flexible, but that is my general mindset.

List:

1665152305327.webp


List Strategy:

The overall strategy is to hone in on giving the GG extra attacks. With support from Purple Sun, I can make them more effective, but this is not imperative to the plan (an aspect that is important into heavy dispelling armies). The supporting cast of units is to hold objectives, provide screens, and provide ancillary damage. Enhancement builds are to maximize CP flexibility.

Unit Choice:

  • Belladamma Volga, First of the Vyrkos - She is the primpary Purple Sun caster, and overall support. Spell choice is undetermined.
  • Radukar the Beast - Hammer and support. He is the reason for the list along with the Vampire Lord on foot. Free dogs are great too.
  • Vampire Lord - Crimson Fest engine. Pinions to keep him relevant. I am worried to make him the general because of his 5 wounds, but having Pack Alpha on him seems quite strong.
  • Vengorian Lord - D3 attacks on him with flaming weapon provides a great hammer. He was a more cost effective alternative to VLoZD, who is hard to fit with 2 reinforced GG units in the list.
  • 20 x Deadwalker Zombies - Extra bodies on objectives. Gap filler when I was building the list. Good target for extra attacks for increased chances for MWs.
  • 2 units of 10 x Deathrattle Skeletons - Screens and Expert Conquerors. Pop them up on objectives and ensure the GG don't get charges before they can get in.
  • 10 x Dire Wolves - Fast and flexible. Belladamma's retinue.
  • 2 units of 20 x Grave Guard - The reason for the season. Incredible damage output and the primary target of CAs.
  • Purple Sun of Shyish - Easier to cast with Belladamma than a normal wizard, which is important. Extra rend for an army that lacks it intrinsically.
Battalions:

  • Bounty Hunters - Extra damage and it fit perfectly when running the other battalions.
  • Expert Conquerors - With less blobs of units, it makes sense to maximize effectiveness on sites. Dire Wolves were the odd unit out considering they would be closer to Belladamma.
  • Warlord - Extra artefact. The extra cast lets the VL cast pinions and mystic shield.
Conclusion/Help Me:

Help me rip this apart, find the flaws, and tweak. Your generous support is greatly appreciated! Look forward to hearing your input!

THANK YOU!
 
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First of all: Awesome to have you here! It looks like you are already well on your way to get into some competitive games :). I like the list. Here are some considerations:
  • The Battalion for extra artefact is IMO not worth it if you just use it to get another cast on the VL. I would rather either a) Choose Spell as your extra enhancement so your repertoire expands or b) switch Warlord for Battle Regiment. Keeping your army in low drops is really important in Age of Sigmar.
  • Purple Sun has with the recent faq gone up til 90 points and they have changed the rules. I don't know if you have points for the Sun? You could exchange the Sun for Ravenak's Gnashing Maws if you want threat projection.
  • The Vengorian Lord is a mobile tank - not a hammer. Even with Flaming Weapon I would not advise you to rely on the damage output of the Vengorian. It is a good mobile tank though. Just something to keep in mind.
  • You have 3 threats: Radukar and the two units of Grave Guards. This means that your main focus will have to be to deliver them to the right combats and screen the enemy out. For this you could use either an extra unit of Dire Wolves or maybe a unit of Fell Bats.
Anyways - the list looks good. Hope the above ideas can help you a bit. :D

Cheers,
Sunny
 
First of all: Awesome to have you here! It looks like you are already well on your way to get into some competitive games :). I like the list. Here are some considerations:
  • The Battalion for extra artefact is IMO not worth it if you just use it to get another cast on the VL. I would rather either a) Choose Spell as your extra enhancement so your repertoire expands or b) switch Warlord for Battle Regiment. Keeping your army in low drops is really important in Age of Sigmar.
  • Purple Sun has with the recent faq gone up til 90 points and they have changed the rules. I don't know if you have points for the Sun? You could exchange the Sun for Ravenak's Gnashing Maws if you want threat projection.
  • The Vengorian Lord is a mobile tank - not a hammer. Even with Flaming Weapon I would not advise you to rely on the damage output of the Vengorian. It is a good mobile tank though. Just something to keep in mind.
  • You have 3 threats: Radukar and the two units of Grave Guards. This means that your main focus will have to be to deliver them to the right combats and screen the enemy out. For this you could use either an extra unit of Dire Wolves or maybe a unit of Fell Bats.
Anyways - the list looks good. Hope the above ideas can help you a bit. :D

Cheers,
Sunny
Thank you for your detailed response and kind words! I will reply to each of your points in sequence. Also, when I have a moment, I will post a follow-up list with your points in mind.

  1. Definitely think the battalions could be switched up. With Battle Regiment in mind, do you find in Vyrkos that 1st or 2nd turn is better. Or is it best to just be the player that chooses to have better flexibility per match up?
  2. Warscroll Builder had Purple Sun at 70 pts still. I had accounted for the 20 pt difference. I thought of Jaws, as well. I guess it depends on how much I need to soften up enemy lines before moving in.
  3. Good point on the Vengorian Lord! I had been thinking of him much differently. Maybe I can fit in a necromancer in his stead? Or perhaps just having a tanky hero would be better for buying time.
  4. Definitely taking out the zombies for more mobile units. Maybe with the removal of the Vengorian and zombies it could work out better.
Thanks again!
 
It sure was! I might as well repost it here for reference:

"The reasons why you most often want the opponent to take first turn are:

1. Opponent cannot double turn you between round 1 and 2.

2. You can double turn the opponent.

3. It forces the opponent to commit to the board and you can then react accordingly.

4. Forcing the opponent to go forwards makes your charges more realistic.

5. Soulblight is about going all 5 rounds and grinding out an advantage."
 
I would suggest it depends entirely on match up and battleplan and how the terrain looks. I will caution against thinking that putting things in reserve is mandatory in any way.

Regarding hawk list I would say that some considerations for units in reserve is maybe one unit of GG and the two units of Deathrattle Skeletons.

However, the fact that there is no way to ensure that you will make the 9" charge with the GG means that it is the sort of gambling strategy that I would advise against. You will get a reroll to the charge at best and that is still only ~50% chance of making it.
 
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The Vampire Lord is definitely a prime target but that it is okay, if the opponent spends a turn of shooting to pick off a single character then you should be quite happy. I would be more scared of the enemy removing 20 gg in the first shooting phase. It is just a hard matchup for Soulblight but some things to help against shooting armies:
  • Keep out of range. Remember the shooting units movement when you measure.
  • Use Mystic Shield.
  • Remember Look Out Sir.
  • They cannot shoot what they cannot see (unless they are Lumineth).
  • Use cover as much as you can.
  • Casualties are ok, attrition is what Soulblight is good at, so do not panic when units starts dying.

Cheers,
Sunny
 
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