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Luke.w

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Everything posted by Luke.w

  1. I always run 30 phoenix guard in my CoS army. You could even take two blocks of them if you wanted. They fight in three ranks because they are 2 inch (51mm) range with 25 mm bases. They become extremely killy against most targets and very efficient defensively at effectively 7 points per wound with their 4+ ignore. Never dissappointed taking them, just get them on the table before the next points update!
  2. Given that knights of the empty throne have 2 pages, and seem to be varanguard focused, it would make sense that they have 1 page dedicated to the 7 circles of the varanguard, but cannot have Archaon as the general because they are defending the Varanspire whilst he is away. Hopefully this is where the real Varnaguard power is. Having the hero keyword gives them access to artefacts. Let that sink in for a second.
  3. Given that Slaanesh is kept in Uhl-Ghysh which is between the realms of light and shadow, I could definitely see Malerion's forces getting involved in defence of Slaanesh's prison. This would be a nice time to release the shadow aelves faction to unite with Tyrion/Teclis
  4. I think it most likely that Tyrion amd Teclis will be leading a united force as per the High Elves of old. Tyrion was always a great warrior and tactician and so fulfilled the commander role, whilst Teclis had the political guile and ambition that his younger brother lacked but without the stature and fighting prowess to lead from the front. They complemented each other and it would be weird to have them lead separate factions.
  5. You aren't missing anything. Some people are just unreasonably salty that we didn't get a spells/terrain equivalent and using this to support claims that GW don't care about KO, despite Orruk Warclans receiving the same treatment and are now a very strong faction. At release KO were and ambitious force at a time when GW lacked the rules mechanics to make them worl that they have now. Hopefully the design team gets it right this time.
  6. I think the list has some nice things going for it, but in CoS Hallowheart I like to try to include some damaging endless spells. particularly pendulum as its path is so predicatbale and the range boost for CoS is nice. the lifeswarm is also one to consider with phoenix temple units.
  7. yeah that could work for sure. try it and tell us how it goes. at 1000 you are less likely to have a phoenix and could be tight for points so they may prove a better option in this case
  8. they are by no means bad, but as a melee unit to build around, the phoenix guard just far outshine them
  9. black guard are less efficient than phoenix guard, especially when using a phoenix and using emerald lifeswarm for regen. dreadspears and bleakswords are decent chaff and not much more. darkshards are pretty efficient, especially after they now hit on 4s
  10. Fairly optimized Hallowheart list: Anointed on Frostheart Phoenix 320 Celestial Hurricanum with battlemage 280 -Ignax's Scales -Sear Wounds -Elemental Cyclon Battlemage; Hysh 90 -Roaming Wildfire -Warding Brand Battlemage; Ghyran 90 -Ignite Weapons -Crystal Aegis Sorceress 90 -Sear Wounds -Ignite Weapons Knight-Azyros 100 10 Freeguild Guard 80 10 Freeguild Guard 80 20 Phoenix Guard 320 3 Vanguard-Palladors 180 10 Shadow Warriors Prismatic Palisade 30 Umbral Spellportal 70 Aethervoid Pendulum 50 Gemenids of Uhl-Gysh 60 Emerald Lifeswarm 50 2000/2000 Thoughts? The plan is to sit back 12-18" from the enemy and throw spells into the backline. Phoenix temple units provide a solid, healing wall and the layers of debuffs should neutralise most melee threats. the guard can chaff the flanks whilst the palladors and shadow warriors can pick-off weakened support and grab objectives.
  11. That 40k stuff was announced a few weeks ago, the CoS and the warclans were announced 2 months ago and the only official update we have had is a bunch of Last Chance to Buy with no warning.
  12. He is actually effectively 24 wounds with a 4+ save, as his 3++ blocks 67% of damage. He also reduces damage of incoming attacks to one so this makes him more tanky against other heroes that do multiple damage etc. His average damage per combat phase is 33 wounds against a 4+ save. Im not saying he is necessarily worth 520, particularly with that 4" move, but with the right delivery systemhe can certainly be effective with little support
  13. How about this for a reimagined anvils list: Stormhost: Anvils of the Heldenhammer Lord-Relictor 100 -Deathly Aura -Translocation Knight-Incantor 140 -Speed of Lightning Knight-Azyros 100 Celestant-Prime 340 5 Liberators 100 5 Liberators 100 5 Liberators 100 9 Longstrikes 510 6 Vanguard-Palladors 360 3 Aetherwings 50 3 Aetherwings 50 3 Aetherwings 50 2000/2000 All feedback is welcome!
  14. You have starsoul maces doing 2 'attacks' each. They only get one roll for MW
  15. Hearthguard berserlers at 120 for 5 is gonna be ridiculous
  16. An 'anvil' is a highly durable unit that can soak up the hits fron the enemy but does little of the damage in your army whilst a 'hammer' hits hard but is usually fairly fragile.
  17. Im hoping that there will be a 'defenders of the realm' type book with a lot of the stuff from the remaining non-battletome order factions. This coukd be an improvement over what firestoem was trying to be with particular allegiance abilities for alligning to one particular city with a smaller unit roster
  18. The real impact I see is the fact that the MWs spill over in the target unit - guaranteeing 24 damage
  19. What is everyone thinking in terms of new top tier lists for Khorne? Still gore pilgirms? Tyrants of blood? Mulitiple battalions? Would be interesring to hear some thoughts.
  20. Here's what I am thinking for a list. Bloodthirster of Insensate Rage 280 -slaughterous Thirst -Halo of Blood Wrath of Khorne Bloodthirster 320 -Blade of Symmetry Skarbrand 400 Bloodsecrator 140 -Talisman of Burning Blood Slaughterpriest 100 -Bronzed Flesh Slaughterpriest 100 -Killing Frenzy 10 Bloodreavers 10 Bloodreavers 10 Bloodreavers 5 Wrathmongers Gore Pilgrims 140 Tyrants of Blood 140 Bloodlords The Bloodthirsters are all super killy. The WoK gets +1 damage. Insensate rage will be target for +1 to hit and save from slaighterpriests for more reliable damage and survivability. All the bloodthirsters rr 1s to hit now from the new locus allegiance ability. They will also rr 1s to wound against heroes/monsters from being bloodlords. The WoK can also dispense rr to hit with command ability and this can be used on multiple targets in key combats given that you start with 2 extra command points. The bloodsecrator is carrying the talisman for +1 to run and charge for a bit of speed when needed. The Insensate Rage has +4 movement and rr charges to ensure he can get into combat on key turns. Once in, he will ummediately pile in and attack. This will activate the tyrants of blood ability which lets the WoK and Skarbrand immediately pile in and attack. This also comes into effect on the enemy's turn so that even if you are charged, you can still hit really hard. The wrathmongers provide +1 attack in a small bubble. These will sit near skarbrand for two reaons. It will prevent enemy units from encircling the big guy and give an extra attacj on carnage. The aim is three attacks on carnage for guaranteed 24 mortal wounds on enemy unit of choice. These can be spread into multiples of 8 which is nice for killing squishy heroes in the backline. The list is 3 drops so most of the time you can choose to let the enemy go first. The list is not that fast and skarbrand isnt angry until battle round 2, so thats when it looks to engage. With 30 bloodreavers, chaff should not be a problem.
  21. Im definitely considering just such a list. When u say he had that before, do you mean his rage mechanic because before it just gave him rerolls etc. And he only got to high attacks and 1+ carnage when he had actually taken 13 wounds. Tyrants of blood may be really strong with skarbrand in the mix
  22. What do we think of Skarbrand's new warscroll? For those who don't know, if he is not in combat for at least one phase in the battle round, he is treated as having taken 13 wounds on the damage table for the next battle round. This is a huge buff imo. Carnage goes to an immediate 1+ and slaughter to 9 attacks. With access to reroll hits from WoK, Skarbrand is a real threat. Also no need to hit with carnage any more and although it is mortal wounds applied now, they spill over within the enemy unit. With bloodsecrator that is a gauranteed 16 mortal wounds + slaughter. He is still fragile as anything and slow, but if screened correctly I think he can be a real powerhouse.
  23. I love taking swords. I would only ever take them in a unit of three as in the unit of six the range of the scythes comes into play, but in a unit of three do more damage against 4+ save or better, and are going to be more effective against things which ignore rend (e.g. nighthaunt)
  24. Thanks, maxxing the weirdfidt definitely seems the way to go. The golden toof sounds like a good idea. I also like the sound of the boss skewer as it is more reliable (not dependant on the megaboss getting into combat and killing something, hence more protective against shooting damage early in the game. With the brutes in two units of 5, the best target for the warchanter will most likely be the MBMK. Since he is already survivable with Ironclad, I may consider using the sword of judgment on him to pump out mortal wounds in hero fights.
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