so i had this concept to use lord korak to deal 3d3 mortals to nearly the entire board every round while simultaneously being impossible to charge.
heres the idea
1 lord Korak
1 bale wind vortex
1 astrolith bearer
+anything else you need for a matched point game
so heres what you do, you start with lord kroak at the edge of your deployment zone that is closest to the center of the board, now most people who know the rules for the vortex and probly know what im going to say next but for those who don't here it is 1. plant astrolith 2. have kroak summon the vortex 3. cast celestial divergence 3 times 4. win the game
heres the stats
kroak total gets plus 2 to cast/unbind from the astrolith/vortex
his command ability give you rerolls incase you screw up your now 5/6/7 casting for celestial divergence
with 3d6 range doubled and +8 the maximum range will be 44" with the average sitting around 26-36" nut rerolls again from command ability can help you bring the average up
finally due to the way kroak works unless the opponent can do 6- 7 wounds a turn with ranged attacks to kroak then he is invincible and due to the way his wounds work if they you live though one round of heavy shooting whatever is shooting at you will most likely die next round anyway
disclaimers
-this idea is extremely less viable in 1000pt games or less
-this idea is expensive and will hinder your ability to take objectives
-this idea was made to be fun/potentially aggravating for your opponent
-i am aware the whole tactic could be destroyed by a single good artillery shot
would love to here feedback, thanks
heres the idea
1 lord Korak
1 bale wind vortex
1 astrolith bearer
+anything else you need for a matched point game
so heres what you do, you start with lord kroak at the edge of your deployment zone that is closest to the center of the board, now most people who know the rules for the vortex and probly know what im going to say next but for those who don't here it is 1. plant astrolith 2. have kroak summon the vortex 3. cast celestial divergence 3 times 4. win the game
heres the stats
kroak total gets plus 2 to cast/unbind from the astrolith/vortex
his command ability give you rerolls incase you screw up your now 5/6/7 casting for celestial divergence
with 3d6 range doubled and +8 the maximum range will be 44" with the average sitting around 26-36" nut rerolls again from command ability can help you bring the average up
finally due to the way kroak works unless the opponent can do 6- 7 wounds a turn with ranged attacks to kroak then he is invincible and due to the way his wounds work if they you live though one round of heavy shooting whatever is shooting at you will most likely die next round anyway
disclaimers
-this idea is extremely less viable in 1000pt games or less
-this idea is expensive and will hinder your ability to take objectives
-this idea was made to be fun/potentially aggravating for your opponent
-i am aware the whole tactic could be destroyed by a single good artillery shot
would love to here feedback, thanks