We started playing a campaign for Aos and most of the armies are running a mortal wound spam. I was wondering if anyone has come up with a list to kinda counteract it?
Hello, The bastiladon is pretty resilient to Mortal wounds with its 4+ and playing a lot of Skinks (3x40) can make the mortal wounds less effective. Otherwise, I would say, become the threat by playing Korak on Balewind Vortex, he can spam a few. I personnaly play Kroak @darren watson style with a Celestant Prime, a bastiladon and a shadowstrike, it works pretty well especially VS Tzeentch
@Arawn covered the most points I guess. There is the occasional unit that can deal with mortal wounds, that's right. In our case it is a Bastiladon, Death and Nurgle (and Fyreslayers I think) have saves against mortal wounds, and there are a few others as well. The main tactic that most armies can use is just numbers. Mortal Wounds are more numerous than they were in the beginning of AoS, but they are still way less numerous than normal wounds, so horde units don't care as much while elite units care a lot. And then there's a third, indirect way that works for some. Take Khorne Bloodletters or Stormcast Retributors for example: They cause mortal wounds on rolling a 6+ hit roll. But there are abilities in the game to counter that. Examples: - Sisters of the Thorn (a Wanderers unit) can debuff enemy units so they have -1 to hit EDIT: Actually.... No, that's wrong. I mixed it up with a Treelord ability. Sorry. - The Seraphon artefact "Coronal Shield" can blind units so they have to reduce their hit rolls by one as well. - The Starpriest's Starlight spell also does that. - You can use a Starseer's reroll ability to make your opponent reroll such a six in a critical moment when you just cannot afford taking that mortal wound If the enemy uses a spell to cause Mortal Wounds then a Slann (unbind spells on the whole table) or the Seraphon Artefact "Light of Dracothion" with its auto unbind can counter those to a certain degree. And lastly of course: If you can't beat them, join them. We are no Mortal Wound spam army, but we have some units that can cause them. If you expect to play against elite armies it might be a good idea to have some mortal wounds available.
What ability from the Sisters of the Thorn are you reffering to? Their spell is a reroll save with a chance of dealing back a MW. Could you have mixed it up with a Waywatcher which gives -1 to hit in shooting?
Uhhh.... Maybe. I did that from the top of my head and I might have mixed it up with something else I looked up during the last days, might have been either a Sylvaneth or Wanderers ability... EDIT: Found it. It was a Treelord ability, "Groundshaking stomp". Sorry for the confusion, I edited my above post.
Tzeentch is one of the armies I have to deal with and the other is Skaven, clan skryer or how ever you spell it.
With skryre there is a couple of sources of MW. Arty and mages you can take down with shadowstrike, rippers for example. Stormfiends are tricky, cause they are tanky, good in cqc and can dig out from the ground nehind the lines.
If it helps, here is what I play, again all credits to @darren watson : Need to precise that, with my friends, we don't count that the toad rage skill of the ripperdactyls is affected by the FAQ1.2. That is why I use just one unit of Rippers in the lists. Leaders Lord Kroak (450) - General Saurus Astrolith Bearer (160) - Artefact : Incandescent Rectrices Skink Starpriest (80) - Artefact : Light of Dracothion Celestant-Prime (340) - Allies Units 6 x Ripperdactyl Riders (280) 40 x Skinks (200) -Boltspitters & Star Bucklers 10 x Skinks (60) -Boltspitters & Star Bucklers 10 x Skinks (60) -Boltspitters & Star Bucklers Battalions Shadowstrike Starhost (170) Reinforcement Points (180) Total: 1980 / 2000 Allies: 340 / 400 Leaders: 4/6 Battlelines: 3 (3+) Behemoths: 0/4 Artillery: 0/4 Or in a more Chaos deamon killer mode: Allegiance: Seraphon Leaders Lord Kroak (450) - General Saurus Astrolith Bearer (160) - Artefact : Incandescent Rectrices Skink Starpriest (80) - Artefact : Light of Dracothion Celestant-Prime (340) - Allies Units 10 x Skinks (60) -Boltspitters & Star Bucklers 10 x Skinks (60) -Boltspitters & Star Bucklers 10 x Skinks (60) -Boltspitters & Star Bucklers 3 x Ripperdactyl Riders (140) Behemoths Bastiladon (280) Battalions Shadowstrike Starhost (170) Reinforcement Points (180) Total: 1980 / 2000 Allies: 340 / 400 Leaders: 4/6 Battlelines: 3 (3+) Behemoths: 1/4 Artillery: 0/4
Clan Skryre : Castle up your important units so they cannot hit the turn they pop up ! Tzeentch : Careful placement, summon starlight one important target that must be in range, take most of the rest off target and then prioritize the shaman - NOT the discs ! - and the big birds
I qualified for the masters and knowing the field I was up against and tje likely aarmies (KO, vanguard wing) my kroak list would have struggled. I opted to take a tzeentch list but tried to go in a different direction with it, so could compete against the utter filth but still use something unique. To be fair, it isnt as much fun as a seraphon list ) came 5th in the end, just lost out to both the KO and vangaurd wing anyway, but it least those games came down to priority rolls