I am intrigued by Goreshade, I like the fluff and I like his counter-magic streak (hex blast, denying enemy casters spells / feats), but I find it hard make sense of most of his other spells. They just don't click with me. So I thought I'd ask around and get some feedback on that.
Phantom Hunter - what's it for? How do you get something out of it? I already thought about getting one of the new spider-jacks so that I can shoot enemy units out of LOS with decent ranged weapons and so that I can use pathfinder to charge models on the other side of a forest, but that's all I could come up with.
Sudden Death - I always feel like I should include a model worthy of the spell. Bane Lord Tartarus seemed like a good inclusion, until I was told he can't use Tresher outside of his turn. I don't feel like I know what to do with this spell.
FEAT: Reanimator - I usually play Banes and Nyss mercenaries with some solos thrown in, and I feel like I'm wasting potential with this feat. I feel like I should have some cheap as dirt burning material (most likely Scrap Tralls, standing by to be consumed), and some really expansive non-character models to reanimate, stuff like Ogryns and ... I don't know, pistol wraiths and Warwitch Syrens, I guess. Any advise on that?
Soul Gate - Any use except hit and run tactics with melee jacks?
Mage Blight - it's what first drew me to Goreshade, but 5 fous is kind of expansive, isn't it? Just to lock down some aspects of the opposing side's army.
FEAT: Dark Summons - I currently own 1 unit of Bane Thralls and I like running them with their UA. I'd either have to give up the UA, or shell out the money for a second unit, neither of which really appeals to me right now. Am I missing something?
I think in final conclusion, both Goreshades look mighty fine on paper, but I just can't get an army resolving around either one going.



Reply With Quote