[Archive] double prophet, Hashut/Undeath for 3k feedback

Lepcon85:

I have an upcoming tourney in about a month that is a 3k gt. Some friends and I have been toying around with the Idea of using a dual Prophet list with both Hashut and Undeath. this has been just plain theory thus far but we were wanting to get some fresh eyes on this and maybe see what others thought as well. any opinions are welcome.

Legion of Azgorh (Standard) (3000pts)

Lords (740pts)

Sorceror Prophet (355pts) General

[Dawnstone, Earthing Rod, Enchanted Shield, Level 4, Lore of Hashut]

Sorceror Prophet (385pts)

[Blood of Hashut, Level 4, Lore of Undeath, Power Stone, Talisman of Preservation]

Heroes (320pts)

Daemonsmith Sorcerer (120pts)

[Dispell Scroll, Lore of Metal]

Infernal Castellan (200pts)

[Battle Standard Bearer, Great Weapon, The Mask of the Furnace]

Core (750pts)

24 Chaos Dwarf Infernal Guard (506pts) [Musician, Hailshot Blunderbuss]

Deathmask [Naptha Bombs, Pistol]

Standard Bearer [Banner of Slavery]

20 Hobgoblin Cutthroats (122pts) [Musician, Standard Bearer, 20x Bows, 20x Shields]

20 Hobgoblin Cutthroats (122pts)

[Musician, Standard Bearer, 20x Bows, 20x Shields]

Special (655pts)

Deathshrieker Rocket (100pts)

Deathshrieker Rocket (100pts)

Iron Daemon (310pts)

MadHatter:

Interesting choice with the Lore of Undeath prophet. Make sure to report back how it worked.

Your prophets will be eaten by lore of metal, I assume they’ll stand by the artillery and thus will need fireward (dragonbane, MotF and Dragonhelm).

2 lvl 4’s will give you good magic-phase stability and the phase wont be lost to miscasts and power-drain, I feel Lore of Undeath will need all your dice though and Lore of Hashut works best on flying prophets so one lvl 4 of Undeath might be enough.

I play dual prophets on bale tauruses in my 2,5k list with great success, check out my battle reps for 2015 if you want!

Blunders are a solid choice and it looks like the list has a generally good stability.

I really like the necroprophet idea, be sure to report back how it all went :cheers

MadHatter:

Not so much a list tip but with the blunders the name of the game is positioning, movement and reforms. I find it generally better to waste a turns shooting to reform the unit into 2 rows, back them up to give the enemy a longer charge. Gleaming pennant is probably a better banner for them than the slave-banner in that light.

Bloodbeard:

At that point level I suggest you bring some bale tauri. MadHatter has had great succes with that: Dual Bale Bomb

Is it with magic of the end times? Otherwise Lore of Undeath ain’t worth anything. And in order for the counters to add up, it might be an idea to bring more than one wizard with you.

If it’s magic of the end times you should most definately bring lore of fire. That nice “all enemies are flammable” will win you games combined with lore of hashuts lore attribute and death shriekers / magma cannons.

MalornDK has written a nice piece on Lore of Undead for the Dawi Zharr: Lore of Undead and magic of the end times.

Bringing your general without a wardsave is insane! You must give him the talisman of preservation or the mask of the furnace. The BSB can’t have a magic banner and other magic itrms at the same time.

At 3000 point and going for two lvl 4 mages, bring the chalice for even better dominance of that phase. It must be fitted into the list.

The Iron Curse Icon is 5 points. It will always earn itself home - always. The blunderbusses are 18 points pr nose!

24 is too little I think at this point level. Four bodies is not much and you must ensure that they fire at full capacity. I go 26 at least. Because every experienced general will try and take out enough to bring them under 20 before closing in on them.

The destroyer is easily countered. Dragonhelm, dragonbane gem, phoenixes, lore of shadows, redirecters etc. … I would dump him. And use the points on more blunderbusses, sorc mount and some hobgoblin khans.

Bloodbeard:

If going Lore of Undead you need chaff to keep the enemy from your lines long enough to raise further annoying units. The plan should be to keep them in angles to redirect enemy charges and overruns away from the battleline and blast them with artillery.

Dark subjugation on enemy general is absolutely deadly combined with the -1LD test from hellcannnons and automatic panic tests from tgethe deathshriekers.

Lepcon85:

Hatter thanks for the feedback. I have looked over your 2.5k list and I do like it. I have considered trying the dual Taurus builds especially since the End Times Lord changes. Funny enough in my play area, we dont see a whole lot of metal casters which is weird because we have several Empire and Betts that always show up. Also due to seeing several Dwarf/Ogre/Empire lists showing up at my area Gt’s, Nothing that fly or can potentially be a threat never seem to last past turns 2-3. last thing I want to do is potentially hand my opponent some quick easy points while losing a solid caster. during some play testing over the weekend, Undeath and Hashut actually work fairly well together. Ashstorm mixed with a tarpit of zombies that continue to show up against a Swordmasters/White Lion Star with BotWD can be backbreaking when you use your other tools to mop up the rest of the field. in this GT, its all about the points denial. Games are based strictly by kill points with a few bonus points for small objectives. Either way I will definitely let everyone know how it works out

MadHatter:

Hatter thanks for the feedback. I have looked over your 2.5k list and I do like it. I have considered trying the dual Taurus builds especially since the End Times Lord changes. Funny enough in my play area, we dont see a whole lot of metal casters which is weird because we have several Empire and Betts that always show up. Also due to seeing several Dwarf/Ogre/Empire lists showing up at my area Gt's, Nothing that fly or can potentially be a threat never seem to last past turns 2-3. last thing I want to do is potentially hand my opponent some quick easy points while losing a solid caster. during some play testing over the weekend, Undeath and Hashut actually work fairly well together.  Ashstorm mixed with a tarpit of zombies that continue to show up against a Swordmasters/White Lion Star with BotWD can be backbreaking when you use your other tools to mop up the rest of the field. in this GT, its all about the points denial. Games are based strictly by kill points with a few bonus points for small objectives. Either way I will definitely let everyone know how it works out

Lepcon85
Remember the bale taurus reroll to wound, the great cannon needs to roll 2+ twice to get a cannonball through and then it's still on average 2 shots to take it down, on average 3 shots are needed is my experience. With a Khan or two, magic or even bale tauri charges the cannons are managable. I go hashut and death but sure will be great to hear how it worked out for you going undeath :hat off

Lepcon85:

ok so after some playtesting with some friends, Lore of Undeath is pretty good when getting the ball rolling. So far I have played against Empire, Deamons, and VC with this list and its either a hit or miss depending on the spells rolled. Harbinger and the Grave Call spells were amazing. Harbinger to drop a lv 1 Necromance with lore of Vampires behind the enemy or in flank of an enemy unit. then cast Grave Call to give him some buddies. Then cast Invocation on the unit. (its even funnier when you set the unit down right in front of the enemy Cannons) Deamons It wasnt as strong as I hoped but probably due do spells that I rolled up as well. Vampire counts was very lackluster bc I found more of my Hashut and metal to be more useful as well as all the shooting. after that game. he and I talked about some of the interesting synergies that the list had as an all comers type build he also plays Skaven and said that with the access of the Undeath lore for me, it really allows me to literally shut down the hoard aspect of the rats. The biggest drawback was rolling for power dice. good magic phases for me allowed me to really pick and choose what spells i wanted to go off by casting in certain orders.( many times I used Ashstorm to bait those dispell dice early on to get to Undeath spells through and Vice versa) it has a alot of potential to be solid but I still feel like the build needs a bit of fine tuning. with the access to the new Lore, it allows us an option to fill gaps that the Dwarfs have been really missing. in the game versus the deamon player, I Managed to build a small 3 lv1 wizard light Council within a tarpit of skelly Archers that chilled in the back of my gunline. rolled up banishment on my second one and shems for the other 2. I six diced banishment at a bloodthirster which seen him melt in to a pile of bloody goo on turn 5. all in all it still needs some tinkering to perfect but might give a few people here some ideas to test the lore out more before really putting the proverbial Nail in the coffin (pun there since its Undeath lol)

Cheers

MadHatter:

in the game versus the deamon player, I Managed to build a small 3 lv1 wizard light Council within a tarpit of skelly Archers that chilled in the back of my gunline. rolled up banishment on my second one and shems for the other 2. I six diced banishment at a bloodthirster which seen him melt in to a pile of bloody goo on turn 5.

Lepcon85
Gaining access to lores beyond our regular ones through Undeath by summoning characters is something I haven't even considered... Crazy play to build a lightcouncil with a Chaos Dwarf necromancer and use it to manage and banish a bloodthirster hahaha, well done and slaves for you!