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Bloodstone Gnomes


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Ok, so here is another option to fielding those beetles..

 

Bloodstone - 997 points

 

Troop 1

Bata, Lancer Captain

Glaktu, Lancer Champion

Beetle Rider Lancer x 8

 

Troop 2

Naklak

Shaerdra, Bloodstone Matron

Coloti x 6

Scragger x 5

 

Troop 3

Chalcerax, Guard Sergeant

Pulger x 3

Pinner x 3

 

Troop 4

Charnel Grub

 

Equipment

Luck Stone

------------------------------------------

 

So, this is kinda the Demented version of the Reptus Snake list. Lots of poison.

 

We have the quick hitting beetles with their 20 inch poisoned rush attack.

We have a nauseating bug with lots of poisoned swings.

We have burrowing poison shock troops, with their provoking sidekicks.

We have ranked shooters standing behind the locked shields spiked picket fence.

 

Secrets to pull out of the hat are Shaerdra's spells. The combination of Beguile and Blood Craze would work well here.

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And of course, after reading the Blood Craze spell again, it made me want to build a list around it. So, here is one idea to focus on that one..

 

Bloodstone - 1000 points

 

Troop 1

Kordtok the Gutter

Shaerdra, Bloodstone Matron

Pulger x 4

Scragger x 4

Hok x 4

 

Troop 2

Kordtok the Gutter

Shaerdra, Bloodstone Matron

Pulger x 4

Scragger x 4

Hok x 4

 

Troop 3

Kordtok the Gutter

Shaerdra, Bloodstone Matron

Pulger x 4

Scragger x 4

Hok x 4

 

Troop 4

Kordtok the Gutter

Shaerdra, Bloodstone Matron

Pulger x 3

Scragger x 4

Hok x 2

 

Troop 5

Great Worm

 

---------------------------------

Obviously, this list is not built around the beetles although I am sure you could adapt it to include them. But, with 54 models in it, it looks like it would be some fun.

 

List is built around using the casters beguile and blood craze spells. Use the lock shields to get across the field as safe as possible and then swarm. Pretty straight forward. Hoks for offense, Pulgers for defense, Scraggers for provoking. Blood craze the scraggers and swing away, to keep the hoks alive a little longer. Win by attrition.

 

Use the worm, to do its job and head hunt the enemy casters.

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My buddy Jack wanted to try out the BSG, so I loaned him my army and we went at it. Jack has a knack for seeing synergies in an army that most people would never think of. His BSG list took the Return to Me/Living Rock doctrine to a level I never imagined. His list had the Herald with one Lesser Golem and Szerda in his troop. Kulguk was in another troop, plus Beta had a Blood Shard, which made him a caster. I think all told there was the Herald, a Greater Golem, plus four Lesser Golems in the build. There were also 8 or 9 Zealots.

 

For starters, Jack left two of the Golems off the board at the beginning of the game. Then, when he summoned them, Jack pointed out that non-solo summoned models become part of the summoning models troop. I wound up fighting a troop that was the Herald, Szedra, and three flippin' Lesser Golems - Yikes! For some reason I had it in my head that even though the caster summoned the Golems they remained part of their original troop. Another trick up Jack's sleeve was Beta. He had four or five zealots in his troop. They charged up, keeping reasonable pace with Beta. Toxic Cloud worked nicely to take out several Zealots, but then Jack charged in Beta and summoned Golems! Having a Blood Shard makes Beta a caster - Awww Crap! The last tactic, which he didn't need to use, was Szedra. She had the Necklace of Worm Teeth and stayed burrowed. Jack's plan for her was to summon Golems, then cast Incite on them the next turn. Rush attack would allow the Golems to run in and be immune to damage unless the enemy has cleave or mighty. Then, since Szedra has an action left, she can summon the Golems back to her to keep them from being swarmed. And she can stay burrowed doing it - Sheesh! I know that Exhume would have worked on her, but I never realized that threat until Jack told me about it. I got trounced, primarily because every time I tried to hit any Golem my dice choked. I did manage to swarm and kill the Herald and other stuff, but every other Golem was immune to more than one point of damage. I almost took down the Greater Golem, but it made a Life Sieze check - Phooey!

 

The whole game I kept saying, "Ummm, can you do that?" <Looks through book> "Yup, it says so right here!" Jack and his wicked mind have taught me a whole new aspect of my Corrupted Smurfs. I'm anxious to try out his evil ideas for myself.

I haven't even had a chance to play yet but I have been reading over the rules and have a good interest in the BSGs. I love Jack's strategy but was wondering if this was just a typo or misunderstanding but to my limited knowledge so far Szedra = "Szerda" only has access to Open, Death and Incantation tomes, none of which have Incite, so instead did he mean to say "Shaerdra" which does have access to Enchant tome? Also did Bata every cast Bloodnet using the Blood Shard which I'm guessing was his intent for useing the Stone Zealots?

 

Loving this army on paper. Hoping it works well for me.

 

Thanks!

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Finally ordered them!!  I cooked up a list on the army builder, and think I should have a lot of models to paint in my future.

1100 points, with no equipment.  I may drop a model or two to get some items, or just get my troops correct.  I think Kurand has too many troops!!  d'oh!

 

Troop 1

Kurand

5 Bodyguard

6 Stone Zealots

5 Scraggers

3 Hoks

Szerda

Troop 2

Blood Glutton

4 Hoks

4 Scraggers

Shaerdra

Troop 3

Greater Bloodstone Golem

Troop 4

Bata

Glaktu

3 Lancers.

Edited by joshuaslater
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the list I just play today, it works fairly well:

 

Bloodstone - 994 points

Troop 1
Herald of Blood

Troop 2
Bata, Lancer Captain
Beetle Rider Lancer
Stone Zealot x 4
Glaktu, Lancer Champion (Bloodstone Shard)

Troop 3
Beetle Rider Lancer x 3 (Band)

Troop 4
Blood Glutton
Pinner x 2
Stone Zealot x 4
Kulgurk the Cruel

Troop 5
Greater Bloodstone Golem (with Necklace of Worm Teeth)

Troop 6
Greater Bloodstone Golem

Troop 7
Luck Stone

---------------------------------

 

The main idea is to have alot of mobility with the Lancers and set the pace of the game. With there rush attack, poison and long range they will strike first and get some attention toward them. Herald can be set on course for your real main target or stay in the middle to let you choose witch troop you will support. Your start with one Greater golem burrow and send him where you want and let him strike at the right place by keeping it underground until the right moment. The second Greater Golem is not deploy so you can use the tuneller doctrine and let him attack the enemy from behind. Slowly move your fragile troop 4 to reach the right distance to use your pinners and your bloodnet at the right moment. Finally your troop number 4 is there finish the work of the previous wave of lancers and use bloodnet with the champion. You can even use them somewhere else and flank the enemy quite quickly.

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Slight problem with the build.  Since the Bloodstone Golem is a construct, it cannot have the necklace (or any other equipment for that matter).  Page 36 of the Savage North book under "Personal Equipment" details that Monsters and Constructs cannot have personal equipment.

 

One work around would be to take the Return to Me Doctrine.  That gives Lesser and Greater Golems the Summoned SA.  So Kulgurk and Glaktu could summon them in later and could bounce them around the battlefield with the extra summon ability from that doctrine.

 

=-Jake

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Similar list with a little more beetle power and a wall of Pinner/pulger in Lockshield.

 

Bloodstone - 998 points

Troop 1
Herald of Blood

Troop 2
Bata, Lancer Captain
Beetle Rider Lancer x 1
Glaktu, Lancer Champion
Pinner x 3
Pulger x 3

Troop 3
Bata, Lancer Captain
Beetle Rider Lancer x 2
Kulgurk the Cruel (Necklace of Worm Teeth)
Stone Zealot x 6

Troop 5
Greater Bloodstone Golem

Troop 6
Greater Bloodstone Golem

 

Troop 7
Luck Stone

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