Roll To Wound is the RU-vid.com channel for RollToWound.com. A site for all things wargaming. Focusing primarily on painting and playing tabletop miniature games.
So I’m coming from 40K with mostly SM and CSM armies. Im used to running 5 man squads all the time. I’m planning to start these guys as a legion of blood horde army with some vampire lords, maybe a necromancer and some fast attack units. Thanks for the vid!
Can a skeleton unit still make a charge roll after benefiting from Captain Halgrim's ability? I'm just curious as to whether moving with the extra 4 inches would count as a run roll. It confuses me because the word "instead" seems to imply that it isn't counted as a run roll.
Great video! Unfortunately skeletons and their ability is so niche it's basically useless. They are only useful as min cost 10 man chaff squads to be speed bumps or tag obj's out of the grave.
I’d love to see another battle report with this list just got into OBR and the stalkers and death riders are my two favorite units aesthetic wise so I started there.
The problem with grave guard melee is when you apply all the buffs on 1 unit, you won’t find enough dice to throw. I mean, 63 attacks from 20 grave guards is a common situation cause of lord/raducar/manfred buff. Now you just ve opened the Pandora box with reminding of Volga exploding 6 spell My opponents are already mad about that, now they won’t play with me lik
So I’m going to an express an opinion which in no way reflects what I think of the players or this channel…this battle report was lame and not reflective of fun sigmar. This is 110% due to the Krondspines and what I think they do to the game. Not trying to throw shade on y’all for using them, they are currently part of the game…but I will be glad when they are gone.
It was a fun game, I got unbelievably lucky with Gobbsprakk counterspells and Egomaniak saves. That Krondspine/Ego combo is amazing, I essentially get to pass off every single wound done to my leader since the Krondspine has infinite wounds. Mistakes were made on both sides, but that mistake with the endless spell was also kinda clutch for me. We could play it again 10 times and you'd probably win 9 of them. Well played, man, can't wait to try again when my stuff gets painted.
The vampire lord pairs very well with the necromancer. Also, has anyone found out if the crimson court can return models? What's the point of the hunger healing d3 units if they're 1 wound models?
This was a great video, can u make another one with the newest rules, the G veterans. How is the "each model counts as 3" working for what units, n the damage +1 to certain units that attack G veterans.
Round 1 on nighthaunts first turn, i still see the disease points on his unit, didnt you do the disease damage and reset to 1 in your first battleshock phase?
I like to run with the GW, add the extra Vamp attack (crimson), add strength of the pack, throw Vanhals Danse Macabre on them from the Necromancer, and then collect my opponent's tears and call it a day. I need to read up on the 'under the killing moon' rules though.... - ok yeah she's coming with me next time just for the 2casting.
Nice Battle Report, Your list is a bit too aggressive for me but I like this flying option in nurgle. How do you manage magic threat ? What would you change in your list ? In Turn One, I don't Understand why you don't run with your Lord Of Affliction to shunt the Counter Attack Down, Did i miss something ? You tied him up a bit, but you were too exposed on his turn 1-2. I would have kept one or unit of 4 Pugoyle like a second wave. Your all in was not punished because you won every priority roll. Make your reserve come on your turn 1 on the back ground offer you the battle tactic you miss turn 2 (Through Ennemy line). Keep going that kind of content, decision making is more important than dice roll, your video is focusing on choice and shorter than classic BR videos
Great input and comments. I dont really manage magic threats. In a previous list I had Bloab who is ok at dispelling one spell, but honestly did not do very much. If I dont have an urgent Heroic action I will take the dispel action. but in general I just dont worry about it and rock on. This is probably the 3rd iteration of the list. It has been changed to work in the current GHB with Gally Vets and such. If I changed anything possibly try out Belakor or a Krondspine. I did not run him up, because his 7inch bubble would not have shut down all the heroes that could have issued the orders and I would probably not ben able to get his whole unit wholly in 7 to shut them down from receiving. It would have been close and he would have had to charge the unit. I used to shove him in all sorts of combats to shut things down, however it only takes a few bad rolls and he is toast. so I learned to play a bit more safe with him. Agree, I debated not going first and letting him move up a bit. However the final deciding factor was that I could either fight him off the objectives or fight him on the objectives. He would have easily held them most of the game if I let him get on them. I do agree I should have just hung back with one unit and had another screen or wave to hit him. And 100% that priority into 2 kept me afloat. yeah, the missed tactic was a big one. I was wanting to take that in a later turn, because its a auto, but thought I could take at least one of his wounded units down. But agree should have just gone for it early. Thanks for the assessment all comments and thoughts are always welcome. Thanks for watching and keep rolling!
OBR is not in a bad place right now. they are not overpowered in general, but some matchups the dominate, because opposing armies that are closecombat focused cannot get through shield wall. However armies with strong shooting or mortal wound output tend to do well against OBR. They can do very good at tournaments depending on your matchups and in casual play they are not so over powered that people will avoid playing against you.
As a fellow but new ossiarch player i am curious about a statement in the beginning: "Arkhan, he knows all the spells". Didn't that get changed with 3.0 it's updates to Arkhan so you have to choose ONE spell for him too? Or am i just misunderstanding something?
far as i know him and nagash still know all the spells. In the FAQ it says delete the first sentence under the header. They are given all the spells in the second sentence. so if I am missing an updated rule somewhere please let me know.
@@rolltowound9016 To be honest: I don't know. It's just that I use the official AoS App to build my lists and there I have to choose one spell for Arkhan.
Krondpire incarnete is super strong. And I would like such players on ossiarch, where is MorKEKs either have afk somewhere behind or die without a harvester
If we had professional equipment, a closed off room, and more time on our hands, we would absolutely do a more in depth battle report. Unfortunately JTJ does most of the recording and all the editing, while also working a very taxing job. Some day!
Great video! It may have changed since you uploaded this video but the death stench drove doesn't give you an extra enhancement that you would use as a bonus artifact.
love the video format, love both those armies - though those ghosts are wanting some paint! re the double turn: ive seen so many games ended by it, worst part of an otherwise fun game. i'm sorry, gw devs, i know you think it makes your game 'unique', but there's such a thing as 'uniquely bad'. sometimes nobody else does something in a particular way because that's a bad way to do things, actually. that said... knowing the double turn exists, and having the opportunity to decide first turn order in this game, obr really should have given nighthaunt first turn. nighthaunt doubles are monsterous. it's worth playing an uphill game if it means denying them the chance for it. anyway, good on you both for deciding to play the game instead of letting a die roll end it at the start of turn two.
Agree. Unless you have an alpha strike army, you should strongly consider going second almost every time if you can out drop your opponent. Then you get to decide if there will be a double turn or not.
Most players I know dislike the double turn mechanic, myself included. Unfortunately, without it, there would be some armies at such a disadvantage that they would be nearly unplayable in certain matchups (such as slow melee armies vs ranged). On another note, the ghosts are all painted now! We went to a couple of GTs as a team since then and had to have fully painted armies, so we cracked down and got it done. =)
Great battle report. Really like these more in depth ones where theres not as much background noise. That Sylvaneth Krondspine looks awesome. Do you have anymore info on the print? Great work.
If this was taken in a group of 3... then you will have multiple mortal wounds bubbles that can really clear ån area around them. 4 plus to do d3 mortal wounds is basically the slann comets call. But since it's an ability and not a spell you can use it multiple times if you have 3 mortis engines. If they use their I've per game ability... you could be looking at multiple units taking 6 x d3 mortal wounds in 1 round. Don't think of it as 3 mortis engines. Think of it as a single 600 point unit that can do d3 mortal wounds to 3x times to all enemy units within 12 inches in a turn. In addition... you have their attacks and once per game attack. All packaged up into 36 wounds that move 14 inches that does 36 attacks that also does mW on 6s to hit plus 6 staff attacks that can do d3 dmg each.
@@rolltowound9016 also... it's now only 540 points as they are only 180 each. So for 100 points more then kroak you get so much more attacks, so many more wounds... and if you really want to go ham... take them as legion of night with a couple of units of blood knights. Outflank on turn 1 and unleash a massive turn 1 alpha strikes 'if they have bulked their units closer together' Or... make them vykross with the general close by to give them all rerolls to wound... Or make them kastali with a palequin and now they all get stronger when they kill a unit in range.
...and... if you take the palequin, 3 mortis engines and 2 units of blood knights... that's only 1200 points. Give the palequin fragment of the shifting keep (-1 to wound for all enemy units within 6'') and blades of shiesh (12' bubble 3plus = 1 mw) and you now have 5 x aoe dealing mws plus direct casting from the palequin plus the protection bubble with 48 attacks mW on 6s, plus the 30 attacks for the bloodknights that can act as a 2plus screen.
I know the general consensus is to take the Great Blades, but wouldn't you often find yourself with massive overkill? I have built my grave guard with shields because I thought it looked cooler and they when combined with spells and stuff, which you do anyway, have wiped out some heckin chonker units like terroghiests with the 5+ ward spell and 6 vargheists with only 9 grave Guard in a single phase.