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High Elves are frequently running High Magic, which has a very solid bound spell as its signature. Dark Elves have a magic missile on their brolocks as well as their lore. And because of the triple threat of HE, DE, and WE, lots of armies are bringing ranged lores that weren't before. I see way...
1) Since when are WE rare in an allcomers environment? The field is lousy with them here in the PNW, and there were 5/78 players at the US Masters running woodies. Last ETC had loads of woodies as well.
2) Waywatchers don't have magic shots, so you're actually good there. It's the two units of...
Absolutely, unequivocally, disagree.
Three vargheists are anemic. It's just a little too easy to knock them down to the point where they get stuck on warmachines, or get ground out against things a unit of 4 will chew through in a round. Like wildriders the vargs are all about the alpha-strike...
So after much consternation, here's the final list that I submitted yesterday. I tried playing around with softening the vampires to make some extra swedish room, but it just made the bus too fragile. Not a fan.
An 8.0 means I'm starting down as much as 600 points, which is terrifying. However...
1) What you definitely do NOT want to do is have a foot vampire bus fighting phoenix guard. All those S4 ASF attacks will shred skeletons, and their 3++ wards will make it difficult for your VL to make those wounds back. That's really not a good place for a VL to be. With a BK bus I would be...
If formations are allowed, I would be prepared to face a combined Ogres + OnG force.
Elsewise, Grimgor's spell works on both Ogres and Orcs and Goblins and is a 12" bubble Wyssans Wildform. He's also a total monster on his own...T6 with a whack of S7 attacks with ASF iirc. Not sure if he has a...
Can't take credit for it myself. Apparently these were a key strategy used by Jacob Brandon (sp?) with his Tomb Kings summoning engine at the masters. Was quite impressed with the notion of late-game Mortis Engine bombs. Especially since terrorgheists are quite underwhelming in certain matchups...
I think Mortis Engines deserve a better rating on the raising chart than yellow. Yeah they're underwhelming in early turns, but raising them up turn 4 or 5 will net you a pulse of S5 or 6 hits. Depending on the board position that may well be more damaging than a terrorgheist scream.
Not to...
Sometimes shit happens. The sign of a good list is the flexibility to do what you need it to do, but also the durability to take a few unanticipated hits without coming apart.
That's what the scroll gives you. It gives you just enough breathing space during that crucial round to deliver a...
The greatest reason for a secondary caster is the scroll over the backup nehekh caster. Most games will have one KEY magic phase, and shutting that down with a dispel scroll can be a huge deal.
Think two Bretonnian lances charging in, both stacked with characters, and a 6-diced bubble Savage...
First of all, let me come to the defense of Vargheists. I would without a doubt rate them one of the best (and most underrated) units in our book. Yes they can't fight much of anything in the front...but why do they need to? They have the mobility and the range to be threatening in the flanks...
Epidemius can make way only if his base size is compatible with the unit. Is he on a 50mm? If so then he can make way in a unit of plague bearers (displaces 4x25mm), but not beasts of nurgle (40mm).
As for demons, you've just gotta focus on picking off the hard hitters. Skullcannons, greater...
Yeah you could probably get away with leadbelcher spray basecoat + nuln oil (or, better yet, a vallejo alternative) + light (!!) drybrushed leadbelcher highlights. I'd probably go over and edge in a brighter silver as well, just to give some definition (i.e. along extreme edges of places where...
Judging from what I've seen on the forums, the people raging are those who:
1) have not played WHFB since 6th or 7th edition;
2) think that 8th is all about "hordes and super spells";
3) have not read the End Times, outside of the final page and cliffnotes in the spoiler threads; and
4) are...
This is a bit of a misnomer. VC can TOTALLY anvil-and-hammer. I do it all the time, throwing things into combats with my skeletons.
The trick is that it's super risky. You can't just one-two-punch like other armies do. You have to think REALLY carefully what will happen should you fail to break...
Depends on the army, on the lore, and on what sort of reliance you have on spells.
The benefit of a level 2 in VC is that you get an extra invocation, and a dud spell that helps you get what you want on the level 4. That can be valuable.
However the bigger reason for the secondary caster is to...
And Killing Blow just doesn't make up the difference. You need reliable anti-armour, not "roll dice and pray for 6s." I have gone whole games with TK not rolling a single killing blow. And that's with a horde of frenzied, hate-filled Tomb Guard.
7-wide, 32-34 models strong, great weapons, banner of the barrows, wight king with nightshroud and great weapon installed. Unit outputs fewer attacks at full strength turn one, but I've found it has more lasting staying power than the 10-wide horde. Unless you go a full 40+ models strong, but...
New iteration of the list, based on lessons learned last game:
Level 4 (Vampire Lord): Armour of Destiny; Book of Arkhan; Potion of Strength; Red Fury; Beguile; Level 4 Wizard; lance; Hellsteed 525
Comp: Base (-15), Level 4 (-21), Book of Arkhan (-5), RF (15), RF+hellsteed (-6) = -62
General...
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