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Tempest Eye Discussion


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23 minutes ago, MetaphoricDragon said:

a lot  of list I see here are dwarf or free guild focused, but if I were to be looking at Tempest's Eye from a largely AelvesAelves/Dark Elves perspective,  what would y'all recommend?

Totally. Tempest Eye's got a pretty great set of allegiance abilities in that they're very cosmopolitan and make everything better.

Phoenix Guard are a popular CoS unit, and all the Dark Elf stuff bar Drakespawn Knights seems pretty recommended. I'm sure there are people who use more aelf units than me who can elaborate on this.

Edited by Double Misfire
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51 minutes ago, MetaphoricDragon said:

a lot  of list I see here are dwarf or free guild focused, but if I were to be looking at Tempest's Eye from a largely AelvesAelves/Dark Elves perspective,  what would y'all recommend?

Dwarf and human lists are more popular, but there are some great things TE can do with Aelven perspective.

1. Scourgerunner chariot horde. Used to be plain broken before the price hike they got in latest GHB, but even now, it's very strong. Extra speed and durability in turn 1 makes you pretty much control the start of the battle. Hawk Eyed trait is great for any shooting list, and this certainly is one.

2. Drakespawn knights (they used to be terrible, but got way cheaper). extra speed and 2+ armour on turn 1. Access to Aura of Glory, which works great for any high quality-low volume attacks such as their lances. Re-roll charges for free with zephyrite banner around. They do require some support to do actual killing, though, they're more of a mobile anvil unit. Both drakespawn chariots and scourgerunners have been used to great effect here.

3. Darkshards. Combination of extra move, bonus to run and command underlings gives them 33' threat range in the first turn, so they can shoot at basically anything you might want to make 50 saves (because, with a full unit, hurricanum buff, hawk eyed and re rolling 1's to hit either for a CP which we get a lot of, or from Azyros, that's how much it'll be.)

4. Black Guard/Executioners. Extra move, run and charge (with access to a re-roll) can easily grant them a 1st turn charge. Also, aura of glory combined with inspire hatred.

5. Fleetmaster and aura of glory give corsairs 6 attacks each. I'm not saying it's a viable tactic, but the bucket of dice it requires is hilarious. Oh, and that corsair horde can be made immune to battleshock.

6. Shadow Warriors are thematically appropriate and work great unsupported. Good to get some table presence when your main force remains under hawk eyed/hurricanum/aura of glory/inspire hatred blobs.

7. You can have a dreadlord that always fights first. If you're not going for a shooting army, it's a good thing to have.

8. And let's mention Wanderers as well. Sisters like hawk eyed, wild riders like 1st turn move and save boost.

9. Phoenix Temple units are good in any city. Same here.

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On 11/7/2020 at 5:52 PM, MetaphoricDragon said:

a lot  of list I see here are dwarf or free guild focused, but if I were to be looking at Tempest's Eye from a largely AelvesAelves/Dark Elves perspective,  what would y'all recommend?

My list is 12 Scourgerunners and 40 Shadow Warriors lol, it used to be 15 Scourgerunner but they rightfully so went up in points (Seriously they were way to cheap before and now they are a good price).

I know you wanted more Aelves and less Horses most likely. But this is my list;

Fleetmaster - General, Hawkeye
Fleetmaster (adjutant and for missions)
Hurricanum  - Patrician's Helm
Hurricanum 
Scourgerunner Chariots x3
Scourgerunner Chariots x3
Scourgerunner Chariots x3
Scourgerunner Chariots x3
Shadow Warriors x10
Shadow Warriors x10
Shadow Warriors x10
Shadow Warriors x10 Honored Retinue 

EDIT: PS, I'm thinking about removing Hurricanum's for Morathi in new City lol.

Edited by Maddpainting
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On 11/7/2020 at 2:52 PM, MetaphoricDragon said:

a lot  of list I see here are dwarf or free guild focused, but if I were to be looking at Tempest's Eye from a largely AelvesAelves/Dark Elves perspective,  what would y'all recommend?

honestly? i think there is some legs in Wanderers in TE.  That first turn +1 save, the +1 to W for shooting.  I haven't given it a test (pandemic and all) but a block of EG and then SotW behind them poses a threat for objectives.  The EG will get their bonus save because of the TE ability, SotW can be hitting and wounding on 2s with rr1s for to hit. (with a Hurricanum and Nomad Prince you could get SotW sniping on 2s still.  You can also run and shoot.  Getting up that mid-board control suits this idea I feel.  

It isn't top tournament competitive but we haven't yet seen a serious meta shift from Sons of Behemoth whom Wanderers have a couple good counters for (Rangers to start).  

Would I recommend you start this way?  no.  I have been collecting WE for 33 years so I have the stuff and I don't play CoS to win but to use what I own and convert what I have to fit what will help.  I am not running out and buying the best units.  

Also,.. TBH Phoenix guard are good everywhere.  point for wound they are undoubtable a great choice always.  

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  • 3 weeks later...

Hi, im a new player looking for feedback.

This is my first attempt at a Tempest Eye list.  Its a 1500pt core that leaves 500pts for fun stuff in bigger games 

 

Allegiance: Cities of Sigmar
- City: Tempest's Eye

Leaders
Celestial Hurricanum with Celestial Battlemage (280)
- General
- Command Trait: Hawk-eyed  
- Artefact: Patrician's Helm  
- Lore of Eagles: Aura of Glory
Black Ark Fleetmaster (60)
Sorceress (90)
- Lore of Eagles: Strike of Eagles
Sorceress (90)
- Lore of Eagles: Celestial Visions
Anointed (100)

Battleline
20 x Darkshards (200)
20 x Darkshards (200)
10 x Freeguild Guard (80)
- Swords and Shields

Units
30 x Black Ark Corsairs (240)
- Vicious Blades & Wicked Cutlasses
10 x Phoenix Guard (160)

Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 121

 

I envisage a moving castle:  the hurricanum is surrounded by the Phoenix Guard and Annointed; flanked  by darkshards and sorceresses.  Corsairs are a  chaff / murder line in front and the guard shield the rear.

i already have the corsairs and a unit of darkshards.  So, im very keen to work these in somehow. 

🙏🏻 

 

Edited by Kirby
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On 12/7/2020 at 7:54 PM, Tizianolol said:

What about a list with pistolers and dradlord? Something that mix melee damage and ranged attacks? Do you think guys a temlest eye list have to be shooting only or melee only to be competitive?

I'd say the classic pistoleers, outriders and general griffon in the battalion is what you want. The griffon synergizes much better with the pistoleers than a dreadlord would and it can both shoot and melee pretty well, although does lean toward shooting

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Relatedly has anyone thought about the new sharks in tempests eye? They seem very well suited to abuse the no piling in since so much of their damage is in the shooting phase. Charge a different target but leave 1 model within 3 inches of a 2nd unit that's been better. Now they can't pile in on your turn, and on theirs can either call back (bit can't charge) or can finally pile in but get only 1 or 2 models in range. 

Also the rend 2 bites seem reasonable as well.

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14 minutes ago, Frowny said:

Relatedly has anyone thought about the new sharks in tempests eye? They seem very well suited to abuse the no piling in since so much of their damage is in the shooting phase. Charge a different target but leave 1 model within 3 inches of a 2nd unit that's been better. Now they can't pile in on your turn, and on theirs can either call back (bit can't charge) or can finally pile in but get only 1 or 2 models in range. 

Also the rend 2 bites seem reasonable as well.

They seem decent to me as well. 
mostly cool, but decent. 
 

what would you combo it with though? 

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  • 3 weeks later...
22 hours ago, MetaphoricDragon said:

Is there play for an Artillery based Tempest's Eye list, like a Hawkeyed Lord Ordinator?

Interesting concept, honestly. Use the extra speed to make sure you're in range of whatever you want, make sure you include gunhaulers as, arguably, better artillery units than native CoS guns... An interesting concept. Might work. You can make your helstorms 2+ (re-roll 1's) / 2+ no problem.

Just bear in mind that handgunners are, point for point, much more effective when it comes to damage dealt. The advantage you have is range, so you must capitalise on that to make it worthwhile. Without gunhaulers you're likely better off with Greywater, but it's still worth trying out.

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Latest list (themed to be sorta AoS Bretonnian with miscellaneous / mercenary aelven back up)

 

LEADERS

Sorceress, General, Hawk-eyed

Sorceress, Adjutant

Lord (actually Lady) Arcanum on Tauralon

Lord Aquilor, Patrician's Helm

 

UNITS

10 Corsairs, handbows

10 Darkshards (Adjutant goes here)

10 Executioners, Honoured Retinue (General goes here, obviously)

10 Freeguild Crossbowmen

10 Freeguild Handgunners

10 Shadow Warriors

2 Fulminators (Aquilor hangs out with these)

3 Evocators on Dracolines (Arcanum hangs out with these)

10 Doomfire Warlocks (allies)

 

Not a duardin in sight...!

 

 

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  • 3 weeks later...

So I'm a long time 40k player, getting into AoS with my spouse. :). I like the feel of Old Hammer, so this is my place! Some of the new stuff is pretty cool, however. 

So, among the Stormcast stuff, Prosecutors are looking very thematic and rad for Tempest Eye. But they actually seem pretty great on paper as well. 15" Fly and 3+ save on T1 is pretty solid defensively. The Javelins are 4 dmg 2 shots for only 90pts. You can trivially make that unit 2+ hit and wound at range 18". Seems like a great Single Unit to add that doesn't need much support, and can keep your Hurricanum screened. 

The Hammer guys are really intriguing to me, though. With a Heraldor, you can rocket these guys across the table for a t1 charge from a chunky survivable unit. If you can get a Ghyran mage to boost them with +2 run and charge, you're looking at a 20" + 4d6 charge range. You can even shoot with the hammers for a CP if you want! 

For a super aggressive army that's supporting them with Gyrocopters and Scrourgerunner Chariots, I think they can be pretty great as a push unit to gun up the enemy and slow them down in their own deployment zone. 

Thoughts? Worth my cash?

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Hello! I am exploring other factions while I wait for an update to my main army. I appreciate Cities of Sigmar's versatility and the following list is both enjoyable and surprisingly competitive.

The intent is to use the speed of the Darkling Covens to maximize Tempest Eye's first round movement and protection buffs. With adjutant, artefact, and spell, the list has three ways to get additional command points on the first turn. With these options in play, I hopefully have at least two command points on my first turn. These are allocated to run and charge my maxed-out units of Executioners early in the game, supporting each with one of my two Sorceresses on Black Dragons. Benefitting from Blood Sacrifice, the Sorceresses on Black Dragons attempt to cast Aura of Glory and Mystic Shield on their respective target. These forces take the center objectives and/or engage the opponent's core threats.

Meanwhile, the general casts Balewind Vortex and, if successful, I place it as far forward as possible towards the center of the table.  This permits the general to hopefully first cast Celestial Visions each turn while then being able to cast Word of Pain on an opposing unit anywhere on the battlefield. The Irondrakes either move forward for a first turn of shooting (should I gain enough command points to permit early use of Rapid Redeploy) or instead screen the general and remain in Honored Retinue's range. The unit of Black Guard is likely the beneficiary of the Battlemage's Wildform spell, either locking down backfield objectives, engaging opponent's alpha strikes, or positioning itself to countercharge during the following turn.

I look forward to your thoughts on the list. Thanks for the conversation!

Allegiance: Cities of Sigmar
- City: Tempest's Eye
Mortal Realm: Aqshy

Leaders
Sorceress on Black Dragon (300)
- Darkling Sword
- Lore of Eagles: Aura of Glory
Sorceress on Black Dragon (300)
- Darkling Sword
- Lore of Eagles: Aura of Glory
Sorceress (90)
- General
- Command Trait: Hawk-eyed
- Lore of Eagles: Celestial Visions
Battlemage (110)
- Artefact: Seerstone Amulet
- Lore of Eagles: Strike of Eagles
- City Role: General's Adjutant
- Mortal Realm: Ghur

Battleline
30 x Executioners (300)
30 x Executioners (300)
20 x Black Guard (260)

Units
20 x Irondrakes (300)
- City Role: Honoured Retinue (Must be 5-20 models)

Endless Spells / Terrain / CPs
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 138

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On 2/6/2021 at 2:20 AM, FabulousRex said:

So I'm a long time 40k player, getting into AoS with my spouse. :). I like the feel of Old Hammer, so this is my place! Some of the new stuff is pretty cool, however. 

So, among the Stormcast stuff, Prosecutors are looking very thematic and rad for Tempest Eye. But they actually seem pretty great on paper as well. 15" Fly and 3+ save on T1 is pretty solid defensively. The Javelins are 4 dmg 2 shots for only 90pts. You can trivially make that unit 2+ hit and wound at range 18". Seems like a great Single Unit to add that doesn't need much support, and can keep your Hurricanum screened. 

The Hammer guys are really intriguing to me, though. With a Heraldor, you can rocket these guys across the table for a t1 charge from a chunky survivable unit. If you can get a Ghyran mage to boost them with +2 run and charge, you're looking at a 20" + 4d6 charge range. You can even shoot with the hammers for a CP if you want! 

For a super aggressive army that's supporting them with Gyrocopters and Scrourgerunner Chariots, I think they can be pretty great as a push unit to gun up the enemy and slow them down in their own deployment zone. 

Thoughts? Worth my cash?

i propose to try prosecutors before you buy them since they normally are seen as sce´s worst unit. to capture objectives they are fine though. The rest seems pretty decent

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I see what you mean, Prosecutors just don't have enough Cowbell on the charge. Especially compared to Skywardens or Endriggers. The only unique thing they bring is a super long range 1st turn charge, via the Heraldor. My plan was to pick on squishy support heroes with the Prosecutors, and basically put a medium sized unit directly in between the opponents lines, to block movement. So, a suicide unit.

Would the KO flying options work better for only 10pts more? 

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7 hours ago, FabulousRex said:

I see what you mean, Prosecutors just don't have enough Cowbell on the charge. Especially compared to Skywardens or Endriggers. The only unique thing they bring is a super long range 1st turn charge, via the Heraldor. My plan was to pick on squishy support heroes with the Prosecutors, and basically put a medium sized unit directly in between the opponents lines, to block movement. So, a suicide unit.

Would the KO flying options work better for only 10pts more? 

There could be some game to this actually.  Envision them as a screen for a fly high Gunhauler (precise placement without run rolls) with a unit of Endrinriggers and/or Endrinmaster to place the group in solid shooting/counter charge range.  Could be nasty.  So yes they could be viewed as cheap high movement sacrificial lambs.

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But once you are going for cheap sacrificial movers, Aetherwings are much cheaper, and the new DoK warband is better. Both are also sturdier with more wounds per point, even against no rend attacks. 

They also compete with things like 5 pistoiiers who are basically the same speed, but exchange fly for +4 wounds, much more damage and better synergy with the rest of the rest of your common units.

Not saying that the value of fast moving screens to protect your hard hitters isn't great, but they aren't the ones you want to be using for this role, I suspect. 

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I started off looking for something that could escort my Anointed on Frost Phoenix General with Swift as the Wind. But now I'm looking hard at the Knight Heraldor. Him and the Sorceress are the ONLY Run and Charge peices we have, which is odd.

Probably better to slingshot high value things like Concussors or Fuliminators to wreck face. Demigryphs are available for cheaper, but Run and Charge adds alot more threat range.  A Frost Phoenix giving -1 to wound on super killy stuff sounds better. :)

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14 hours ago, FabulousRex said:

Probably better to slingshot high value things like Concussors or Fuliminators to wreck face. Demigryphs are available for cheaper, but Run and Charge adds alot more threat range.  A Frost Phoenix giving -1 to wound on super killy stuff sounds better. :)

Evocators on Dracolines go even further, can re-roll charges as well. 

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