Showing posts with label Mordikaar 1. Show all posts
Showing posts with label Mordikaar 1. Show all posts

Tuesday, September 4, 2018

Battle Report: Mordikaar 1 vs. Anamag 1, 75pts

Hello!

Sorry for the unannounced 2-week-long hiatus.  I had the GRE last Saturday (the 25th), and I was deep in the Study Zone.  I spent most of this past week regenerating my mental powers.

I went to a tournament on the 18th, as I said I might.  However, I was sick that morning, and ended up bowing out after the first round, so I'll just give the report from that battle.

Thursday, August 9, 2018

Belated June Tournament Report!

Hey everyone!

Almost 2 months ago now, I went to a local tournament.  As usual, I had a great time, and even won a couple games.  Here are the lists I took:

Tuesday, January 24, 2017

Skorne Skorne Skorne :D (part 1)

This is going to be long and a little rambly.  My goal is to put up some lists I'm eager to try, and go through my thinking with everything that's changed for the models I'm using.  I also have a tournament coming up.  The games will be spread out over a couple of weeks, which is nice because I'm busy most Saturdays.  So in addition to talking about out most improved stuff I'd like to try, I'll go into my lists for the tournament, and how I'm planning to run them.  If you're in the Twin Cities meta, and you're playing in this tournament, you probably don't need to read about my lists, right?  I mean, who worries about Skorne?

Lists and such after the break!

Saturday, July 2, 2016

What I'm Excited About in Skorne MkIII: Mordikaar

I know Void Seer Mordikaar is supposed to be dead, but despite that, he picked up a bunch of fun new tools.  I'm excited for him because he brings a really interesting and strong set of tools to the table, many of which are based on his interactions with other models.

Here's what stayed the same.  His stats and weapons are the same, as are most of his abilities.  Void Lord was replaced with Elite Cadre: Void Spirits, which gives them Killing Spree, which basically turns them into top-of-the-line infantry mulching machines, especially when combined with their Void Walk ability to pop up 8" from their last location when they kill a model.  Mordi's Feat is also the same - a solid buff to Def and Poltergeist, which is very helpful when it's helpful.

His spells are a mix of same and different.  Essence Blast is the same.  Hollow is the same, except that it doesn't grant Tough.  Fair enough when Nihilators have it innately, and Willbreakers can hand it out as needed.  Revive is weaker - no attacking the turn you come back, which brings it into line with most other recursion, but makes 3-9 Fury per turn on that spell less of a no-brainer.  He got two new spells: Manifest Void and Host of Shadows.  Host of Shadows gives Mordikaar's whole battlegroup Ghostly for a turn, which is amazing, especially at 2 Fury.  It opens up a lot of options for Despoiler, who is really good with Mordikaar, and even makes me want to consider the new, lousy Archidons.  Manifest Void increases the cost of enemy spells within Mordi's CTRL by 1, and stacks with Despoiler's Animus, Arcane Suppression.  All the more reason to take Despoiler.

All in all, it's not just a cool suite of abilities.  Void Spirits are terrors.  They get an additional attack and damage die against living models, and all you have to do is kill that one leading trooper with one before it pops 8" deeper into enemy lines, and starts berserking through their infantry.  Despoiler's bond with Mordikaar lets it create Void Spirits when a living enemy model is killed within 5" now too, so the threat of Void Spirits is really something else.  Also, while Revive may have gotten worse, Skorne actually gained a high-threat Revivable unit in the Praetorian Ferox, which are a great complement to those Void Spirits harassing the enemy early on.