My first Acheron list was all about summoning, because that's what all this necromancy black magic stuff is about. So I had:
House Vanth Ehjin de Vanth (IT summoning, Black Blood) Azael the Unfaithful (Morbid Puppet summoning, Elemental of Darkness summoning) 3 Black Paladins (with Loyal) Gravedigger of Salaüel (with Chain of Grave) Familiar of Darkness
The Paladins should shield the ladies, while they summon their asses off. Unfortunately, Azael is not really capable to control the elemental. So I switched it a bit around and gave her Demonic Pest, Shadowpest and Scarification instead. While Ehjin summons IT, Azael turns them into little bombs. The IT welcome the enemies and soften them up, the Paladins and the Gravedigger do the rest (and the Gravedigger summons some Zombies as well). With Shadowpest the enemy is forced to spread his fighters, the other spell prevent regeneration. I also added an undead Centaur for speed and support, if needed.
As soon as I start unpacking my gaming stuff I'll get my Acheron lists out. I was working on them towards the ebbs of the last little pocket of regular playing we were doing.
It was always a war between a super caster with Typhonism spells, or Ejhin with IT summoning and leadership, for me. I went with the Mage as I had done IT's before- it works really well, lol! I wanted a different feel. I believe I built out around Death Wave, and Morbid Puppet Invocation, darness elemental, and boy, did I have a mob on the board.
So, super caster (probably with the magician), 2 paladins, 2 sucubi, 2 centaurs, some thing I'm forgetting (I remember having 4 cards that were "threats"), a mess of puppets to fill out the list sothatwhenisummon i can hit 19-20 models. Move, summon, clump, tarpit, piecemeal gang ups and death wave. Move is the most important, they are slow so they need to keep pushing to have a chance at objectives.
Thiswasall built around CORD restrictions, so it was kosher. The list did OK, my brother could see around the trap, lol!my friend Despot's Thrall forced me to play at his pacing, and it messed me up. I lost more than I won. .. Ooooh, this is making me want to find this list now, lol!
The Succubi have some bad reputation here... They where released shortly before the plastic edition and the last big German Tournament (sort of the German Masters), so they where used in mostly every army on that tournament. I've never seen so much armies from the Meanders of Darkness, just because of the Succubi and their kind of overpowered ability and spells. Nevertheless, they are great looking minis, with very good stats. Especially with three magicians and the Death Wave spell this list is damn effective!
Yes, Sir! They are very good but then like all good things they go down. I think good players just wait out the one turn of stalling, take their lumps, and wreck them in the counter.... they were only like res6. They are a 1 turn tarpit.
I remember when they were new, though. Holy crap, what a dynamic shift! After years of use they shine less brightly.
They are terrible in theory, and a little more manageable in reality.
The Typhonism spellbook that was in the french CryHavoc #16 or #17, does anyone use that in regular play?
I found it some time ago but I can only think of Sophet Drahas, the ophidien caster and the goblin witch Babayagob who can use this path of spells I wanted to know what other players thought of this late spellbook? Is it balanced or severely broken?
Kayl Kartan 2nd also has typhonism, so you can bring those strong spells to Dirz also! I have played with them and think they are a strong addition to all the spells available but by no means broken. I would say that the one knock I have with them is the difficulty level of the spells, almost all of them are a 6. Hands down the ones I use the most are petite mort and javelin of the abyss when playing ophidians.
If I had the chance back in the city I would like to try a list using the Babayagob leading a themed goblin force of the evil Helldivers. She would have swapped out fire for darkness and been able to use more Typhonism spells
Looking back on that theme I think that R missed an excellent opportunity, instead of ghouls of Acheron joining it should have been dwarf zombies or wolfen zombies
I wanted to know what other players thought of this late spellbook? Is it balanced or severely broken?
Never know that it was that late that these spells where released. Some of the spells are indeed quite strong, especially the Demonic Plague (which I want to use with my Acheron list), Knell (Instant kill on a already wounded model no matter the effects? Wow...) and Shadow Plague (very useful against Daikinee). Many Acheron players waited for a spell like Weapon Demon, because the Black Weapons have been not that useful so far, but this spell answered to their calls. I read in an Acheron army analysis something like "Does Black Weapons have the same effect as Sacred Weapons? Sadly not, but this would be great..." Javelin of the Abyss is similar to Chimaeric Glaive. Monstrous Leprosy and Mystical Famine is useful against Leadership and Mages and Priests, but it fits the army styles (darkness) and I think they are nice, but not overpowered. So altogether it is a good mix of some powerful spells, some similar to already existing ones and some that are nice, but need a special opponent to be useful. If an opponent doesn't have Leadership or Priests or Mages or Healing abilities, three spells from this list are useless.
I have a rule question about the Divided Zombie and the Chain of Grave miracle.
With the first, a Zombie can get a final Recuperation roll after he was killed outright. If it is a success, he is divided in two halfs and remains on the field. This costs 6 AP during the army compilation for each zombie. Would it be possible, that this extra feature could be used with summoned Zombies via Chain of Grave? Like adding the 6 AP to the miracle's cost or so. I had this idea for the upcoming Dogs of War weekend where I plan to play an Acheron warband, but all undead.
well, the dislocated zombie is ... utter crap 1 combat die, 99% of losing INI, first the enemy deals 3 wounds with 1 blow, then it attacks with a very low STR (srsly, who would defend?) and then puff, final attack from the enemy and it's gone. its main purpose i find to "consume" one pursuit of the enemy.
apart from that, in Confrontation EVO you summon Acheron Zombies with the Chain and they have their capacity (which is free, given how crap it is), so once they die, they make a regeneration for becoming dislocated.
And the fact that the capacity is just 1/3 success rate is not so appealing. You can pimp it with some miracles, but still, i don't find it worth 1 ap
(i don't know DoW, so perhaps some things work differently there?)
Yeah, I saw that with the free capacity in the Acheron armybook and liked it quite much, that's why the question came up. I know that the stats are bad, but I just want to use it for the fun of it. And with the less numbers of fighters in DoW, consuming a pursuit unit isn't that bad.