Post by twity on Jan 2, 2018 19:37:15 GMT
I posted a tournament report earlier in December where I played a pThagrosh CotW list and was very happy with the result. I have now played it a lot more and the list is an extremely powerful generalist list. If you are finding your lists stale in Legion right now or are looking for something new I sincerely recommend giving something like this a shot. It works better then I thought it would.
I just wanted to post it and quickly discuss why I think it is one of the strongest things we can drop in a pairing right now. First my list currently is:
Legion Army - 75 / 75 points
[Theme] Children of the Dragon
(Thagrosh 1) Thagrosh, Prophet of Everblight [+28]
- Azrael [21]
- Harrier [3]
- Nephilim Soldier [9]
- Typhon [24]
- Zuriel [18]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
Craelix, Fang of Everblight [0(6)]
Spell Martyr [1]
Swamp Gobber Chef [1]
Blighted Nyss Hex Hunters (min) [9]
- Bayal, Hound of Everblight [0(6)]
Blighted Nyss Swordsmen (max) [15]
- Blighted Nyss Swordsman Abbot & Champion [0(6)]
You can mess around with this a bit to change around the one point solos to fit your meta. The chef is good when you are forced to go all out with the beasts if your opponent rushes face, the martyr is mainly there to deliver twisted form into hordes armies, and the shepherds are more powerful when you need to spread out a bit.
In a masters format you can mess with your free solo (Craelix in this case) to be a warlord or incubi depending on your needs. Craelix plays well into hordes and living models, the warlord is stupid powerful if your opponent doesn't have a way to remove him. I also like the warlord against jack spam so you can scalpel out systems.
I think the Nephilim Soldier and Harrier are a powerful addition because A.) They give you a free 5-6 point solo. Sometimes free points are not worth an unoptimized list, but the solos you can take here are so powerful I think it is. B.) The harrier is a powerful scenario piece or solo sniper. Don't forget you have shepherds to let him dig deep. C.) The Solider is worth it when he is under FoW and has unyielding. His normally underwhelming performance is changed into a powerful defensive piece that is difficult to remove and can cause plenty of problems to a heavy by taking out a cortex.
FoW is fantastic on everything in this list, and unless you are playing a Legion gunline. It takes everything in your army to a place where they become a problem defense wise (ie 15-16). It is a problem your opponents gunline often has ways to overcome, but often they don't have enough ways. Usually, an army gives concealment to a few of its models which is then countered by the opponent. When everything has concealment the counter is overwhelmed and simply becomes a powerful tool your opponent has.
Cycle the strength buff, try to play so that whoever ends up with it at the end of the turn will be able to initiate the attacks on the following. Azrael is a good candidate for this, and Zuriel is a solid second choice. Don't forget it makes your units immune to fire, which works wonders into menoths main tools for stopping infantry with high defense.
Twisted form is so strong into common hordes drops into Legion. I have found that often people favor lists with a lynchpin beast, often a powerful character, which this is very very very strong into, especially combined with the tankiness of this list. I have also found that the tankiness of the list forces opponents to overload their beasts on fury to try and punch through. If they every leave themselves with only one transfer target you have a powerful 'gotcha' to stop transfers onto that target and kill their caster. Given all the sprays you can often get typhon gunfighter shots off, and Azrael can take a free strike sitting at effective armor 22 if it means getting a few pow 19 shots into an enemy warlock.
I mostly position around Thags strength aura, putting things that don't benefit greatly (ie infantry) on the flanks and Azrael/Zuriel around houses and obstructions to make them extra obnoxious. If you have a house in the center put zuriel around it, the threat of a mat 8 pow 18 ninja dragon flying over a house is a serious threat. It takes it off the table as a hiding place for aggressive enemy casters.
Thagrosh is very hard to kill, don't forget that you can always put excessive healing on him for free. Tough is also one of those things that takes a 50/50 assassination run to a 30/70.
Abuse your flaming cloud wall. It is obviously powerful against shooting without the ability to ignore it, but it also makes you immune to most single wound infantry and powerful squishy solos. I often find myself killing my own models to get it when I do use it.
I think the min unit of hex hunters with Bayal is amazing. Bayal himself is a super solo, and his conferred abilities are most useful early in the game. Shadowbind is a great way to open, but you don't need an entire unit to apply it to key targets. If you are presented with a number of targets that would require a full unit then you can mostly likely just kill them with the hex hunters and the shadowbind is moot. This really makes heavy medium based infantry sad. Then when your hex hunters die you are left with the god of destruction that is Bayal.
Swordsmen with the UA and FoW are amazing. This is pretty self-explanatory, I find most people dip their toes into CotD just to get them.
I think raptors are worth considering with this list, but in the end I just don't have a good place to put them. Any list I make that includes them sacrifices something I find key to its function. You can make them work if you only go for two free solos, but if you look at what you are giving up for Raptors it becomes hard to justify. For example, if you give up Hex Hunters, Bayal, Nephelim Solider, the Harrier, and all three shepherds you can have a unit of Raptors. You can try it but I recommend giving the no Raptor list a shot.
Seriously, give this list or something simmilar a go. Some lists look good on paper and only work ok on the table. This one (imo) looks ok on paper and works amazing on the table.
I just wanted to post it and quickly discuss why I think it is one of the strongest things we can drop in a pairing right now. First my list currently is:
Legion Army - 75 / 75 points
[Theme] Children of the Dragon
(Thagrosh 1) Thagrosh, Prophet of Everblight [+28]
- Azrael [21]
- Harrier [3]
- Nephilim Soldier [9]
- Typhon [24]
- Zuriel [18]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
Craelix, Fang of Everblight [0(6)]
Spell Martyr [1]
Swamp Gobber Chef [1]
Blighted Nyss Hex Hunters (min) [9]
- Bayal, Hound of Everblight [0(6)]
Blighted Nyss Swordsmen (max) [15]
- Blighted Nyss Swordsman Abbot & Champion [0(6)]
You can mess around with this a bit to change around the one point solos to fit your meta. The chef is good when you are forced to go all out with the beasts if your opponent rushes face, the martyr is mainly there to deliver twisted form into hordes armies, and the shepherds are more powerful when you need to spread out a bit.
In a masters format you can mess with your free solo (Craelix in this case) to be a warlord or incubi depending on your needs. Craelix plays well into hordes and living models, the warlord is stupid powerful if your opponent doesn't have a way to remove him. I also like the warlord against jack spam so you can scalpel out systems.
I think the Nephilim Soldier and Harrier are a powerful addition because A.) They give you a free 5-6 point solo. Sometimes free points are not worth an unoptimized list, but the solos you can take here are so powerful I think it is. B.) The harrier is a powerful scenario piece or solo sniper. Don't forget you have shepherds to let him dig deep. C.) The Solider is worth it when he is under FoW and has unyielding. His normally underwhelming performance is changed into a powerful defensive piece that is difficult to remove and can cause plenty of problems to a heavy by taking out a cortex.
FoW is fantastic on everything in this list, and unless you are playing a Legion gunline. It takes everything in your army to a place where they become a problem defense wise (ie 15-16). It is a problem your opponents gunline often has ways to overcome, but often they don't have enough ways. Usually, an army gives concealment to a few of its models which is then countered by the opponent. When everything has concealment the counter is overwhelmed and simply becomes a powerful tool your opponent has.
Cycle the strength buff, try to play so that whoever ends up with it at the end of the turn will be able to initiate the attacks on the following. Azrael is a good candidate for this, and Zuriel is a solid second choice. Don't forget it makes your units immune to fire, which works wonders into menoths main tools for stopping infantry with high defense.
Twisted form is so strong into common hordes drops into Legion. I have found that often people favor lists with a lynchpin beast, often a powerful character, which this is very very very strong into, especially combined with the tankiness of this list. I have also found that the tankiness of the list forces opponents to overload their beasts on fury to try and punch through. If they every leave themselves with only one transfer target you have a powerful 'gotcha' to stop transfers onto that target and kill their caster. Given all the sprays you can often get typhon gunfighter shots off, and Azrael can take a free strike sitting at effective armor 22 if it means getting a few pow 19 shots into an enemy warlock.
I mostly position around Thags strength aura, putting things that don't benefit greatly (ie infantry) on the flanks and Azrael/Zuriel around houses and obstructions to make them extra obnoxious. If you have a house in the center put zuriel around it, the threat of a mat 8 pow 18 ninja dragon flying over a house is a serious threat. It takes it off the table as a hiding place for aggressive enemy casters.
Thagrosh is very hard to kill, don't forget that you can always put excessive healing on him for free. Tough is also one of those things that takes a 50/50 assassination run to a 30/70.
Abuse your flaming cloud wall. It is obviously powerful against shooting without the ability to ignore it, but it also makes you immune to most single wound infantry and powerful squishy solos. I often find myself killing my own models to get it when I do use it.
I think the min unit of hex hunters with Bayal is amazing. Bayal himself is a super solo, and his conferred abilities are most useful early in the game. Shadowbind is a great way to open, but you don't need an entire unit to apply it to key targets. If you are presented with a number of targets that would require a full unit then you can mostly likely just kill them with the hex hunters and the shadowbind is moot. This really makes heavy medium based infantry sad. Then when your hex hunters die you are left with the god of destruction that is Bayal.
Swordsmen with the UA and FoW are amazing. This is pretty self-explanatory, I find most people dip their toes into CotD just to get them.
I think raptors are worth considering with this list, but in the end I just don't have a good place to put them. Any list I make that includes them sacrifices something I find key to its function. You can make them work if you only go for two free solos, but if you look at what you are giving up for Raptors it becomes hard to justify. For example, if you give up Hex Hunters, Bayal, Nephelim Solider, the Harrier, and all three shepherds you can have a unit of Raptors. You can try it but I recommend giving the no Raptor list a shot.
Seriously, give this list or something simmilar a go. Some lists look good on paper and only work ok on the table. This one (imo) looks ok on paper and works amazing on the table.