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Duck1986

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  1. Hi, So I'm weighing up Flamespyre vs Frostspyre and I guess it comes down to how much use I'd get out of the Wake of Fire mortal wounds ability. It triggers on a 2+ for a unit they make a normal move over - does this include retreating?
  2. Thanks for the suggestions @zilberfrid! Unfortunately I'm restricted for this tournament in a week to what I have spare that is not on my list (20 Greatswords, 2 cannons, a volley gun, rocket battery, battlemage, Knight-I cantor, 5x liberators and 5 x retributors) - but moving forward I agree some mote cavalry would be ideal for this role Guess it depends on what goodies CoS drops for us
  3. Hi guys, a few weeks ago I posted that I was thinking of making a competitivr debut, and I have indeed bought my ticket for one at the end of the month. So last week I played a match with a list that I'm planning on taking. It worked well at nearly shooting my Khorne opponent off the board, but encouraged a very static play-style (not helped by the battleplan). My main thought is whether to replace the Hurricanium with a Luminark and then add in a unit of 10 Greatswords who arent tied to a Great Company that can follow my Griffin, Outriders and second General on Warhorse up the field to try and get some objectives. I think moving forwards I'd potentially invest in some demigryphs for this role but not wanting to add any further financial investment into this army until after the book. Here's my list (2000 points on the nose) Freeguild General on Warhorse, General - Indomindable, Sigmarie Weapon and Shield, Stately war banner. Freeguild General on Warhorse. Sigmarite weapon and shield. Freeguild General on Griffin. Greathammer and shield. Artefact: Armour of Meteoric Iron.* Celestial Hurricanium with Battlemage 1st Great Company: 20 Freeguild Guard with Swords and Shields 30 Crossbowmen 10 Handgunners (marksman with long-rifle) 2nd Great Company: 20 Freeguild Guard with Swords and shields. 20 Handgunners (marksman with long-rifle) 20 Handgunners (marksman with long-rifle) Other: 5 outriders
  4. Hi there, I did try searching for this but couldnt find any results - apologies if it's been asked! If I run my handgunners up the field on turn 1 and then get charged in my opponents turn, are they able to activate their piper "Stand and shoot" ability despite the fact they ran? The wording states that "if an enemy unit ends its charge within 3" of a unit that includes any pipers, they can signal their unit to stand and shoot. Each model can then shoot it's missile weapon at the charging unit" Likewise, if playing in a Great Company and they are offering support to another unit and meet the criteria, can they still shoot? The wording states "as if it were its shooting phase" This also then leads to the next question, which is "Steady Aim" - if I move in my turn and then am offering support to another unit in my opponents charge-phase through Great Companies, can I add 1 to hit rolls? The wording is "So long as its unit did not move in the preceding movement phase and there are no enemy models within 3'' of it's unit" I'm leaning towards the answer being that the unit is unaffected by the move and runs it made in my movement phase, as it's my opponents turn and the wording states that I can do it and doesn't mention my turn's impact?
  5. Thanks @zilberfrid, those are nice points, especially the fact that the General on Griffin becomes unsupported. I'm a bit limited currently on those models you've suggested, but they are something I may look to build towards with future purchases as they look awesome from looking at them. I do have a Knight Incantor, so may try and work him in as he can automatically dispel something which is always a bonus! I like the list you've suggested @Slackest_Dorf! I notice that the largest difference really is the adding of handgunners and removal of Greatswords. Greatswords on paper seem an awesome melee unit, but is the opinion of the community to concentrate on shooting with the Great Company abilities? Does make sense! As I have 40 handgunners currently, do people find it better to have several smaller units of handgunners as opposed to a blob of 30, which has decent to-hit enhancers? Thanks everyone! Ed
  6. Hi folks, First post for a little while. After a couple of years of playing casually against a select few armies (Dispossessed, mixed-Destruction, mixed-Death and Khorne), I'm thinking about being brave and losing my tournament virginity in a local 2k one-day 3 battle tournament. Having never played competitively, and also not faced a lot of the other armies out there before, I'm not expecting to place highly, but also would like to at least give my opponents a decent battle! (Fearing turn one annihilation by something I totally didn't account for!) Here's what I'm thinking! Freeguild General on horseback, sword and shield - stately war banner. General, Indominable. Freeguild General on Griffon, Greathammer and shield. Armour of Meteoric Iron Freeguild General with sword and pistol Gunmaster with longrifle Battlemage Freeguild Guard x20 - sword and shield - Great Company Freeguild Crossbowmen x 30 - Great Company Freeguild Handgunners x30 - Great Company Freeguild Greatswords x10 Freeguild Greatswords x10 Cannon x1 Freeguild Outriders x5 Points 1930/2000 (330 points of allies) Extra command-point with the extras? Does this seem okay as an all-comers list? I was going to go with more artillery but realised I didn't have any dispelling ability so took the mage instead. I also have an additional 20x Guard with swords and shields, Knight Incantor, Cannon, Helblaster and Rocket Battery, 20 handgunners amongst others that could be swapped in if they'd work better. Feedback appreciated
  7. Quick question on scaling... I have an older style metal bloodthirster. My friends that I play against are quite accepting of what we bring to the table (half the models are still on square bases) so I've had no issues playing him, we're just a bit generous on who is in range to attack if somethings on the wrong sized base, and he's still big enough for LOS to not really be an issue. For competitive play which id like to attend at some point, I understand he'd need putting on the right sized base, but as he's quite a bit smaller than the current design of bloodthirster, would he be accepted? He's similar to this one Cheers!
  8. Hi all, I was just wondering if anyone has played as Stormcast in Skirmish 2019? I usually play Freeguild or Khorne in AOS, but as my group are wanting to try out a few skirmish matches soon, I felt it was a good time to bring out the few Stormcast units that I own, which could never field a full AOS army, so Skirmish should be perfect. I have a Knight Incanator, Liberators, Retributors, Castigators and some Gryph-hounds, but my group are pretty happy with play-as if it's the same base-size and rough silhouette for LOS. My main concern is the 250 Renown limit for matched play. Once you throw in a hero, there's not much room for manoeuvre. As I'm likely to be playing against Dispossessed or Death single-wound hordes, I wish I could take the Knight Incanator as his Spirit Storm spell could wipe out huge chunks of them within 18", but then I'm limited to only a few models on the board against what will seem millions. I do play as Deathwatch in 40k Kill Team though, so am used to being outnumbered with more elite troops, but in KT you have an extra roll to decide if it's a flesh wound or out of action, so it's probably a slightly easier ride as it's not necessarily the end on reaching 0 wounds! So has anyone got any lists that they've used and feedback to go with them?
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