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GammaMage

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Dracothian Guard

Dracothian Guard (7/10)

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  1. You will want the Shadow Stone as her artifact then. It gives you +1 to casting when you use a Lore of Shadows Spell. It also lets you reroll 1s when casting any spell the wizard knows.
  2. So played a 2000pt game against Ironjaws yesterday.I decided to change up my list a bit and play warlocks instead of a second cauldron, and Blood Sisters instead of Canary Heartrenders. My opponent Allegiance: Daughters Of Khaine- Temple: Hagg NarMortal Realm: AqshyBloodwrack Shrine (220)- General- Trait: Devoted Desciples - Lore of Shadows: MindrazorHag Queen on Cauldron Of Blood (300)- Artefact: Thermalrider Cloak - Prayer: Crimson RejuvenationHag Queen (60)- Prayer: Catechism of MurderHag Queen (60)- Prayer: Sacrament of BloodBloodwrack Medusa (140)- Lore of Shadows: Pit of Shades10 x Witch Aelves (100)- Sacrificial Knives and Blade Bucklers10 x Witch Aelves (100)- Sacrificial Knives and Blade Bucklers5 x Blood Sisters (140)10 x Doomfire Warlocks (320)- Lore of Shadows: The Withering5 x Blood Stalkers (160)Avatar of Khaine (180)Avatar of Khaine (180)Balewind Vortex (40) We played the Focus Points battleplan. The game started really badly with me failing my spells and a bunch of charges, and on turn two my opponent spent four command points to activate Mighty Waaagh four times, giving his entire army. By the end of that turn I had lost my Shrine, Cauldron, Blood Sisters and Blood Stalkers, and only killed 2 enemy models (both Brutes). I thought the game was over. However, I did still hold the centre, bottom, and right objectives, and I still had two Avatars, a Medusa with Pit of Shades, and 10 Warlocks still on full health, One avatar managed to solo-kill kill his squad of 3 Goregrunters, taking the left objective, while the other intercepted brutes sent to capture my right objective, and the spellcasters held the bottom and centre, dealing over 20 mortal wounds between them.. Somehow, the fight for the centre ended with a hag queen on 1 wound facing down a Megaboss on Maw-Krusher - who only counts as one model, meaning, I still controlled that objective (I think that is how the rules work). She deserves to be given some sort of title. End of the fourth turn, I did lose the right objective, but I was already far ahead in points, and we had to end the game there as it was closing time in 15 minutes. So basically, the game came down to the big stuff absorbing enough attacks that my glass cannon wizards and girls were able to dish out lots of damage in the late game by virtue of not being dead. Also, Avatars are amazing. It was fun to play the warlocks and have them actually do what they are supposed to do, but I'm still not convinced they are worth their points. Blood Stalkers were meh as usual, and I really missed the ability to deep strike in some Canaries late game to mess with my opponent's objectives. I do think I need to get a third lot of Witch Aelves so I don't have to use my Shrine as a general to make the Blood Sisters battleline. The new version of the Vortex is still very good, but I forgot to summon it on the first turn, which may have let me hit something with Pit of Shades before things went bad. I'm really considering getting the rumoured Daughter's battleforce, even though I don't really need a 4th Cauldron/Shrine model.
  3. until
    For the first time EVER, the Unseen Shoppe and Durban War Games Club is holding an Age of Sigmar Team Tournament! Three rounds, R80 Per Person (R50 per DWGC Member) Team Building Rules: * Two players per team. * Both Players MUST field armies from the same Grand Alliance. * Both Players must make an army consisting of no more than 500 points each. Points may not cross over each others lists. These lists must have a minimum of one Battleline unit. * During play, players may cast endless spells bought using their team mates points. * Clarifications on List building: - Each 500 point list MUST have one general. - Each General May take one artifact/relic/applicable item, unless they are a named character, then the item may be taken by any other HERO in the list. - Each player may use their own Allegiance abilities - Each player has their own pool of command points.
  4. What do you guys think of Lifetakers? I'm wanting to add a battallion to my army, and thinking of going for Cauldron Guard, as I'm not really a fan of the Sisters of Slaughter aesthetic, but I see most people prefer Heartreanders to Lifetakers. Are the Lifetakers good enough? And is it better to play them in squads of 5 or 10?
  5. The story is a great start - remember, battletomes are about more than just the mechanics, they're about the army's look and history and lore too. To get people excited about an army it needs good hooks on multiple levels, because people play AoS for very different reasons to each other. But this Battletone is growing on me more and more as I'm thinking about it. I have panther lancers from Mantic's Kings of War game and the models are...pretty bad actually, but with a bit of greenstuff patching and some good painting they could make decent female lions. I tossed the riders and saddles though, they were awful.
  6. I mean, death is grim and dark by nature. I suspect Portents will mainly involve Nagash taking back Shyish (which currently is still controlled by Chaos afaik after Nagash promised to help the Stormcast take back the Allgate, and then didn't show up). He might invade other realms like Aqshy and Chamon, but I wager that would end with mixed success at best. Losing Shyish does put Chaos on the back foot though, it leaves them with control of only Chamon, while Order still holds Aqshy and Ghyran.
  7. GW sent us a survey near the beginning of the year asking how well the Battleforce boxes did and if we thought they should do something similar this year. But aside from that, there's been nothing on that front.
  8. Hopefully with more campaign boxes they will focus a bit more on the other GAs. We know Shyish has some cities populated with ghouls and vampires, for example. And IIRC one of the Silver Towers in Chamon had a whole city built around it.
  9. That makes sense. I think they're even slower than Liberators, and I feel like Libs are too slow the few times I've played them. I forget how fast aelves are.
  10. I'm not sure I'm actually using the Knights for what most people would actually call a defensive strategy. I don't use them to hold objectives, though they can do that in a pinch. I mostly use them for ranging in front of my army, and engaging enemy forces long enough to for my slower foot troops (Black Guard and Executoners) to move up and charge. So they do often get in a first charge (though sometimes things don't work out and they get charged instead). Now maybe that's what Dark Riders are supposed to be doing, but so far in my games they die too quickly to actually keep the enemy in place long enough to get my elite foot units into charging distance. (The speed boost from Decanter of Egos might change this, will have to test it, but that is a DC artifact, so not relevant to Anvilgard.) On a slightly different tack, we have spoken a lot about druchii, and mentioned Stormcast, but there are other Anvilgard options we haven't really spoken about, like the Devoted of Sigmar. The Excelsior Warpriest is only 80 points for a 3+ prayer that heals D3 wounds, or deals D3 mortal wounds to a Chaos unit. I played one of these alongside my Treelord for a while and he did quite well. Good support for Dragons/Hydras/Dracothian Guard. I've also used a Witch Hunter to terrorise the local daemon players. They can put out a lot of wounds against daemons or wizards, but their saves are pretty low, and anyone sensible will target them early, so I'm not sure how viable they are. The Warrior Priest is interesting. His attacks are not particually great, but he can be mounted, and if you give him a shield, he has a 3+ save, so if you want a mounted hero that's not on a behemoth, he is something to consider. His prayers only work on Devoted units, but he can always drop them on himself. We also have access to Dispossesed units, but I don't know much about them. Irondrakes look like they might be useful due to their ranged attacks having rend, but we already have access to Judicators who have that and longer range...though the Irondrakes can put significantly more shots if they don't move.
  11. I find that, unless I retreat, it's unlikely I'll get to charge more than once anyway. By the time I kill the unit I charged, other stuff has charged into the knights. I dunno if maybe I should use them more as a flanking unit, keep them back till my Bleakswords are engaged and then charge in from the side?
  12. You have to charge with them if you want them to actually hurt stuff, but I find they're fast enough to grab objectives, and, barring lots of mortal wounds or high rend, tanky enough to hold them. It would be nice if they got dropped in points. They are a little expensive. Shadowblade Dark Riders are cheaper and faster, but tend to die horribly and don't deal more damage. I don't have much experience with the Freeguilds or Stormcast cavalry so can't speak to their effectiveness.
  13. Can they put together a Kharadron Start Collecting Box without it being prohibitively expensive? I suppose they could do something like an Aether Khemist, an Arkonaut Company and a Grundstok Gunhauler.
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