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FractalRain

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FractalRain last won the day on December 21 2017

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  1. It is a good list! The only suggestions I have would be to flush out with some cheaper models to help you with objective grabbing missions and to make it harder for others to out-activate you-so a couple more arkanauts could help. The arkanauts with volleyguns are quite nasty, so adding more of those are nice! The light skyhook is fun, but that minimum range can be tricky. You could add an endrinrigger and then just run with one skywarden and one endrinrigger, rather than two skywardens.
  2. I too got the box and assembled the dungeon terrain components. I think everything has great detail and the dungeon rules certainly make the game bloodier in many respects and add some interesting elements tactically. I got two games in on Sun and had a great time!
  3. Cool map shared by the Warhammer Age of Sigmar Facebook team!
  4. More info! https://www.warhammer-community.com/2020/10/15/warcry-lore-scions-and-shadowstalkers/?utm_source=Twitter&utm_medium=Twitter&utm_campaign=AoSWarcry15Oct2020&utm_content=AoSWarcry15Oct2020
  5. Nice! Yes, that artwork is awesome. I've seen people use aelf heads (just have to hide pointy ears if you don't want them) to good effect. Victoria Miniatures sells lots of heads for 40k, and they might have something you like for Cypher Lords. https://victoriaminiatures.com/
  6. I lack any of the Tzaangor Enlightened or Skyfires, so my 1k list (920 pts) has been: 1 Arcanite Leader -glaive/shield 1 Arcanite with bird 1 Arcanite with scroll - very nice ranged attack 1 Arcanite with glaive/shield 1 Arcanite with sword/shield 2 Tzaangor with two hand weapons 1 Tzaangor mutant 1 Tzaangor champion with 2-handed weapon 9 models fits the sacred number Tzeentch! Overall it does alright. I have numbers and all the Tzaangor have 15 or 20 wounds and move 5. All the Arcanites have ranged attacks or can melee, but the one with the scroll has a great ranged attack and is perfect for the generic quad. The Tzaangor champ is also a beast. The 2" range on the 2-handed weapon and glaives is helpful at times and adds a little flexibility.
  7. Well, you certainly can, but I did end up getting a 2nd box so I could covert a few to include more Mirrorblades with glaive and Mindbounds with double-bladed sword -I really like the 2" reach. My 1k list is: my 1k list is Thrallmaster, Luminate, 3 Mirrorblades with glaive, 2 Mindbound with Double-Bladed Sword, and 1 Mindbound.
  8. But that is why we have endrinriggers and skywardens! And most of the rest will have guns to reach out and touch people.
  9. Yes, I played with them in Champion Mode and it was just fine. You may get injuries and there are some artifacts which can heal those in the treasure charts. Otherwise, it really depends on the injury roll, just like any other warband! I found the Grundstock Thunderer sergeant was still good for me and I went with mostly shooting, but took one arkanaut with skypike for melee, along with an endrinrigger with standard build. My warband build is above, but I'll repost here for convenience: Thunderer Leader -good stats and can use the bird Double -175 Skywarden - 2" melee is nice and no minimum range on pistol -mobile -200 Endrinrigger -slightly better melee and no minimum range on pistol -mobile -205 Thunderer with aethercannon - great damage-dealer -175 Arkanaut with skypike - 2" melee, but no range - helps block and clear models within 3" of the shooters -85 Arkanaut with volleygun - low Str, but many shots! -105
  10. It is certainly a concern of mine and that is what I'm hoping to find out. I played against LoN and he had 10 models (and brought back 3) and I won, but it was defensive and easier for me. I also played 3 games against Daemons of Tzeentch and tied 1 and narrowly lost 2 others. The ability for the Pink/Blue Horrors to split is tough to deal with - you have to focus fire and kill them, because if you leave them wounded, they can split . So as I learn how best to use my KO, I'm hoping to find out what strategies will work best vs the larger numbers!
  11. I'm currently running this list: Thunderer Leader -good stats and can use the bird Double -175 Skywarden - 2" melee is nice and no minimum range on pistol -mobile -200 Endrinrigger -slightly better melee and no minimum range on pistol -mobile -205 Thunderer with aethercannon - great damage-dealer -175 Arkanaut with skypike - 2" melee, but no range - helps block and clear models within 3" of the shooters -85 Arkanaut with volleygun - low Str, but many shots! -105 Though only having 6 models can be tough as you'll be out-activated, two balloons is worth it for mobility and almost everyone can shoot. Will likely add more Arkanauts with volleyguns as I get a territory, but having some low-cost Arkanauts may be helpful for controlling objectives and having activations.
  12. The Cypher Lords' strengths are their mobility and number of attacks. I really like the 2" reach weapons so my 1k list is Thrallmaster, Luminate, 3 Mirrorblades with glaive, 2 Mindbound with Double-Bladed Sword, and 1 Mindbound. You always want to run your Luminate and Thrallmaster in different sections, as they both can use the Shadowy Recall ability, which can be very useful. Also, there is a good tactics blog out there somewhere and not to self-plug - we just did a Dogs of Warcry podcast covering Cypher Lords: https://www.podbean.com/media/share/pb-8mwzt-d08f5a?utm_campaign=au_share_ep&utm_medium=dlink&utm_source=au_share&fbclid=IwAR206ihDtkwzn9NCpK7zCCqj3la7KrFmCBN59ryAm0FkWCVf9rP9qxtm10Q
  13. True - that would work well. Previously, I always used Skywardens as mobile fire support and Endrinriggers were my melee heavy-hitters with a Khemist buff. Now that ships are more desireable, Endrinriggers seem even more important for repairing, so having them with some ranged support makes sense so they can stay close to the ship. Definitely need to get more games in to try out variations and strategies!
  14. Yeah, I think Skywardens have a place with their mines! Helps against flying units (which can prevent us from Flying High and then shooting the same turn) and you can use them for hit and run attacks with those Timed Charges - charge in, then retreat and every unit within 3" gets D3 mortal wounds on a 4+. No guarantee, but could be a useful tactic!
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