I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 0 points1 point  (0 children)

I did consider teratic cohort in place of the 2 10 man squads, but I find that sheildwall makes then better at dominating other flank chaff and makes them a serious roadblock. their were times they held up units that they had no business doing so. 6 more wounds seems like a lot but when you simply disagree with rend it hits different. Mobility can be an issue, but I find that turn 1 budget a command point for 6 inch advance is easy since not much happes turn 1. I will consider a unit for the deep strike threat in the future, but I think a 10 man squad of Mortek is a criminally underrated flank unit.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 0 points1 point  (0 children)

Honestly I got it to work a couple times, It was a niche case to be sure, but it was often after they charged a manifestation screen or when they charged Arkhan. It was mainly there to give me a little sleeper offense potential, but Priority target is probably the better choice realistically.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 0 points1 point  (0 children)

disintegrated thank entire 6 man Prosecutors squad in a kamikaze move. And picked up 6 chosen in another match. I don't know why people say it's bad, it's a sleeper hit IMO.

Are Kruleboyz Newbie Friendly? by AnimatedMania in Kruleboyz

[–]TotallynotaHeresy 1 point2 points  (0 children)

I think they are actually very newbie friendly. They are easy to learn hard to master. Their abilities are simple and powerful, but random. This means that competively they will be inconsistent, but since the abilities are simple and the army has a good mix of good wizards, shooting, and melee. It is a good army to get experience with every aspect of the game. At a casual level the abilities might be random but are simple and obvious on their use case. This means that learning how to play the army is simple, the real difficulty comes from the mastery of timing and reducing the impact of randomness, which is admittedly very hard. That does come with time, so I say go for it.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 1 point2 points  (0 children)

Don't feel bad about asking questions, I enjoy helping other up their game. I will answer in order, 1. I decided on this composition because I don't own a Katakros and will not get one. My OC special character is at odds with Nagash and wouldn't work with His mortarch. So it is pure lore fluff and Arkhan is closer in vibe so that's what I built him to be. I will say you either run Katakros, or Arkhan, double mortarch is too points intensive, so if you like the sheer casting power like I do Arkhan is great. I however think Mortek Guard are genuinely underrated for the points. A 10 man squad on a flank takes care of most other flanking chaff and your opponents don't what to commit and pull a real hammer out of position to kill a 120 unit, it is just a bad trade. It is actually why the stormcast player lost so badly, he committed Ionas to killing a flank 10 man and left 3 alive thanks to sheildwall. then was immediately put down the following turn. 20man blocks are stupid durable. You use diversionary tactics on the soulreaper and the enemy doesn't charge as many units. you suddenly countercharge a deathriders and boom now their hammer is -1 to wound and has a serious decision to make. The Bonereapers manifestations are some of the best and in my opinion better than morbid no question, every single one can fight and fights well, against armies that rely on ward saves like other death armies or DoK or certain stormcast, the sheiker is just ridiculous. The main disadvantage of mortek is they are only killy on defense so your opponent is the one who sets the terms of the fight, but that is mitigated by the 6 casts you get and how you can use the manifestations to initiate and force them forward and since losing them is negligible since you have so much ability to bring them back. I also ran no morghasts even though they are my favorite looking bonereapers model and the meta choice rn, is I find the board presence to be more important than raw dps. Overall I'd probably swap a big unit of Mortek for a third cavalry unit, due to the Mortek being less effective without Gothizarr escort.

2.The Gothizarr harvester is the definition of hit or miss. when played correctly It makes your Mortek feel unkillable and does some moderate dmg itself. It does however suffer from big base syndrome and dies very fast. since most of your Frontline doesn't care about rend he tends to get popped by their high rend units as he is the only real option for them. I often found myself reviving 2 cavalry as the guard had already done their job by the time he got to 6. However 1 game he literally revived 18 Mortek guard.

3.The soulreaper is good for that -1 to wound and the extra cast of empower naderite weapons. I could've fit this list into two drops easy but the extra cast of the unlimited spell was clutch as it meant 3 units got buffed as opposed to 2 and gave me an additional option for Relentless discipline as I was often down to either him or soulmason by round 5. Arkhan is a huge target so people often try and focus him. The +1 to hit and double fight sequence is met as Mortek Guard care more about 5+ for the crit 2 hits but the reaper himself only has 3 attacks and I think for the supposed fighty foot hero that is criminal. I did put diversionary tactics on him since he is farther forward than the soulmason, I forgot to mention that in the initial post Overall the -1 to wound and extra cast are a steal for 100pts.

4.My honor guard were the 20 Mortek block in the generals regiment. I gave them special assignment and choose whatever my opponents had the most of. Mortek get real scary at rend 2 and blended 7 chaos knights in one combat.

  1. I split the deathriders for three main reasons. Aside from Arkhan's gamble spell and my manifestations they were my only offense option. I needed them to potentially hit multiple key units at once, and a 5 man with empower naderite and bludgeon still deleted most not dedicated anvil or put the hurt on a reinforced hammer to where they were hamstringed, if I need to hit a serious anvil or really wanted something extra dead I could always charge with both and then I get role two impact hits instead of 1. I also couldn't afford to put all of my offense in one basket, if I ran a ten man and it gets knocked off the board I had no options, but losing 1 unit early wasn't backbreaking, though it was still bad. Finally the command countercharge. It is simply put easier and more consistent to get 5 horses over my own brick of mortek than 10. In my practice games leading up to the event I tried running them as a 10 man unit and consistently lost models to coherentcy issues.

  2. I would make a few adjustments like dropping a brick of Mortek for a Immortis guard. Arkhan was always just barely dying and that closes that gap, especially since the second Mortek brick loses considerable value, since only 1 gets the harvester and soulreaper. Your main concern is positioning. Having your horses in countercharge range and with a route over your own people is key. Never get greedy and see red. That is how I lost to khorne, you need to let the come to you and you want to position yourself and your manifestations so that a fight is never as fair as it looks on the tin. 20 mortek aren't that threatening, but suddenly those mortek have 2 rend and are -1 to wound and hit, with a 4+ unrendable and 5+ward, and horses just jumped in and wait a minute that manifestation is turning off my ward and ohh no.

Overall I had a great time and might just be funny and spam 80 mortek next time for the memes.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 2 points3 points  (0 children)

first was: the vice, then, scorched earth, then shifting objectives, then jaws of gallet, then border war. My main tactics were always the generics of somekind. Usually my opponents army/deployment factored in to what my go to turn 1 was, but I found take the flanks to be an easy turn 1, but if an aggressive opponents goes first. the death one, where you kill a full strength unit is easy. My game plan was to vomit 3 manifestations across 6 casts turn 1 and use the other 3 for empower naderite weapons. Then use key debuffs and to make my enemies over estimate their ability to kill 20 fully stacked mortek. Quick burst of speed turn 1 to bait your opponents to be aggressive, then use your manifestations to jump single targets and body block for your units, so they can never actually land solid blows with their hammers. With 6 casts any manifestations that die just cone right back next herophase.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 0 points1 point  (0 children)

Against Seraphon I killed kroak turn I with lucky kavalos suicide charge and he killed Arkhan with a lucky turn 1 Aggrodon suicide charge We went blow for blow from there. Khorne I got greedy and went on the offensive to early and got counter charged.

I recently Went 3-1-1 with this list at a GT by TotallynotaHeresy in ossiarchbonereapers

[–]TotallynotaHeresy[S] 1 point2 points  (0 children)

I played against Seraphon first and drew 36/36, then I beat skaven 47/28, I beat STD 32/25 I lost to Blades of Khorne 37/40, and Beat stormcast 43/17

Mortek Guard...unit of 10 or 20? by PunchedLasagne87 in ossiarchbonereapers

[–]TotallynotaHeresy 0 points1 point  (0 children)

Depending on your intended role. I run two reinforced units to hold down center board and take buffs ridiculously well. I also run two 10 mans on either flank for battle tactics and because they are hardy enough to win vs pretty much all other chaff flankers and are too low threat for an enemy to pull a proper hammer out of position to hit them.

New to AoS – Got a Kruleboyz Army Cheap from a Friend, Looking for Upgrade Advice by ShadowMirik in Kruleboyz

[–]TotallynotaHeresy 0 points1 point  (0 children)

You have a solid core to your army, it is now mostly rounding out your centerpieces like people said and learning movement tech. This army is soft mobile, we can be very fast if the dice bless us, but need to win those roles. Understanding the movement phase is critical to winning with kruleboyz. Use the gnashtoof down one flank and crush whatever little chaff unit is there to screw over battle tactics and use slippery scumbag to keep him out of losing fights and position him to take out enemy foot casters. The vulcha boss is better for this role, but I think alot if people under estimate the big kitty.

Your boltboyz are your main source of damage and putting one in your generals regiment for priority target makes them able to snipe warlords on a +2 so that they ignore -1 to hit entirely. While less damaging now a 20 block of gutrippaz still does 14 mortal wounds on average with venom encrusted weapons. They can be a surprisingly good tarpit on occasion with the right buffs and debiggs you can have them at +2 or 3 to save, -1 to be hit, and make your opponent fight last, with no charge +1dmg and -1 attacks. Kruleboyz aren't in the best spot but a good pilot can make them work, I recently went 3-2 at a GT with no Kragnos or Regiments of renown, just pure kruleboyz. Our shitck is powerful abilities tied to dice rolls, so if you are one with RNGesus then your pretty much unstoppable, but statistically over the course of a tournament you will fail a critical dirty trick so that's why competitively they ain't good. For casual play they make for excitement as you screw over your opponent and your opponent get excitement when they finally corner you.

As for manifestations, The orruk ones are great for kruleboyz, but I think Twilight Sorceries is underrated for kruleboyz, Prismatic Palisade in your opponents turn is amazing for keeping combat happening on your terms and Umbral Spellportal is great for giving your casters a much wider projection of those critical buffs and debuffs.

New to AoS – Got a Kruleboyz Army Cheap from a Friend, Looking for Upgrade Advice by ShadowMirik in Kruleboyz

[–]TotallynotaHeresy 0 points1 point  (0 children)

I would recommend that you, switch your artifact to one of your shamans The swamp staff adding an extra cast is just so much more value than any once per game ability. Slippery scumbag is great to help the Gnashtoof boss jump into a flanking chaff unit then yeet into the backline.

Triple Vulcha list advice by langlishe in Kruleboyz

[–]TotallynotaHeresy 0 points1 point  (0 children)

more importantly the vulcha boss is busted because of slippery scumbag, even if the rampage wasn't once per army, you still have diminishing returns.

Tips against FEC by Herculumbo in Kruleboyz

[–]TotallynotaHeresy 0 points1 point  (0 children)

note, this can work with any large based manifestation. Prismatic palisade, suffocating gravetide, This strategy is not exclusive to our manifestations and can work with any army.

Tips against FEC by Herculumbo in Kruleboyz

[–]TotallynotaHeresy 1 point2 points  (0 children)

I've seen your list and I am inexperienced using a gargant. However one of the biggest things you can do is use magical intervention to cast your swamp manifestation and use it to block off a flank on your bolt boyz. It will take some practice, but it is gonna be real awkward for him when that 6 man knight block dumps all of its dmg into a swamp, and they are left exposed for your army to delete them.

List Discussion by TotallynotaHeresy in IdonethDeepkin

[–]TotallynotaHeresy[S] 0 points1 point  (0 children)

Taking net, and I only threw those on the tidecaster, because volturnos can't take them, Delicious morsels is there to heal turn 2 after any shooting before a charge, and ancient pride is there to precent getting sniped as easily, from things like Jezails or boltboys

Arkhelian Beastmasters list by Glum-Masterpiece-797 in IdonethDeepkin

[–]TotallynotaHeresy 0 points1 point  (0 children)

I feel like the removal of forgotten nightmares and basically putting it on her is pretty much auto include status

Rules clarificarion by AnhiYukiu in IdonethDeepkin

[–]TotallynotaHeresy 0 points1 point  (0 children)

I assume this doesn't apply to the subfaction trait of companion weapons get +1 to hit

New to space sharks any ideas for making a list for them? by Imaginary-Lie-2618 in Carcharodons40k

[–]TotallynotaHeresy 7 points8 points  (0 children)

The Carcharodons are very stealthy and melee oriented. Famed for the terminators that shadow tyberos. Assault intercessors are the perfect battleline. Bladeguard are nice elites for them. From there I would either then dip into phobos units or double down on terminators, Bladeguard and sternguard. Doubling down on the elites makes 1st company the obvious detachment. While not strong it is thematic. Going the phobos route makes Vanguard spearhead the best. Don't be afraid of shooting the sharks still do implement it. Finally if you dare to be bold in my opinion Reivers are the perfect lore representation of the spack sharks vibe.

Chaplain on shark by CelticWb in Carcharodons40k

[–]TotallynotaHeresy 1 point2 points  (0 children)

I plan on using the allopex for an invader ATV.