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Televiper11

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What do you all think about this list with the new point changes? I may have ordered 50 Pistoliers models :). I honestly think it's hot fire. It's a 2 drop.  It's got some weaknesses but it seems powerful and super fun to play. I think it has legs. It would be a tough list to navigate perfectly but with some practice I think it could be a good list. 

 

Allegiance: Cities of Sigmar
- City: Tempest's Eye
LEADERS
Freeguild General on Griffon (320)
- General
- Command Trait : Hawk-eyed
- Greathammer & Shield 
- Artefact : Patrician's Helm
Celestial Hurricanum With Celestial Battlemage (280)
- Artefact : Seerstone Amulet
- Lore of Eagles : Aura of Glory
UNITS
15 x Freeguild Pistoliers (300)
10 x Freeguild Pistoliers (200)
10 x Freeguild Pistoliers (200)
5 x Freeguild Pistoliers (100)
5 x Freeguild Pistoliers (100)
5 x Freeguild Pistoliers (100)
1 x Grundstok Gunhauler (130)
1 x Grundstok Gunhauler (130)
BATTALIONS
Aetherguard Windrunners (120)
TOTAL: 1980/2000 WOUNDS: 144

Edited by Warbossironteef
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26 minutes ago, Warbossironteef said:

What do you all think about this list with the new point changes?

I hope your general has a shield because it's not listed and it's a very bad life choice to run him without it.

As for the list, it could use some outriders, it's hard to get that many pistoliers in range and outriders can still do some shooting while sitting on the objective closer to your side of the field. Apart from it, it's my favorite kind of TE list ; )

And you have 20 points leftover, consider Suffocating Gravetide. It's not of much use to you as a spell, but hey, if it's either taking it or wasting 20 points, it's basically free, and also, its base is huge. You are faster than most of your opponents, having a mobile movement blocker of this size benefits you much more than them, so you might as well. Worst case, you'll never cast it.

Edited by dekay
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He does have a shield. Opps! Good idea about Outriders

 Maybe ill switch to 2x5 man Outriders. I think they also randomly have 1 higher bravery too. Any tactics or tips for using this many pistoilers? 

2drop means youll get to decide based on matchup whether you go first or second. I imagine ill be going 2nd a lot to try and go for double turn.

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16 hours ago, Frowny said:

If you put a kharadron hero with hawk eye in a frigate, does it still give off the aura of +1 to wound? From the frigate hull I assume.

Yes. Garrisoning a Frigate or Ironclad is the same as garrisoning terrain.

From the core rules "The range and visibility to or from a garrisoning unit is determined to or from the terrain feature instead. A garrisoning model can attack and be attacked, cast or unbind spells, and use abilities, but cannot move."

And from the Frigate/Ironclad warscroll" This model can fly, and can be garrisoned by up to 25 (or 15) friendly Marine models even though it is not a terrain feature"

I think it could be pretty good, but just the ships by themselves don't really have a ton of firepower for their points, so you probably want to throw a few Thunderers on board too or have some Endrinriggers to hitch along. Requires you to have 12 total units in your army, but I think it could be fun.

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Have people discussed the value of 6x Endrinriggers in Tempset Eye? I think they are a strong fit in a Aetherguard Windrunners army.  They would be your Countercharge unit and sit behind your Hurricanum and Griffon. Most games you'll be focused on the middle of the board, trying to keep your units in range of buffs. With fly, their high rend and ability to double their extremely reliable melee attacks I think they are a perfect fit. They also have a few decent long range options. The do make your list a 3 drop.

What are your thoughts on Endrinriggers?

 

Allegiance: Cities of Sigmar
- City: Tempest's Eye
LEADERS
Freeguild General on Griffon (320)
- General
- Command Trait : Hawk-eyed
- Greathammer & Shield 
- Artefact : Patrician's Helm
Celestial Hurricanum With Celestial Battlemage (280)
- Artefact : Seerstone Amulet
- Lore of Eagles : Aura of Glory
UNITS
15 x Freeguild Pistoliers (300)
15 x Freeguild Pistoliers (300)
10 x Freeguild Pistoliers (200)
5 x Freeguild Outriders  (100)
5 x Freeguild Pistoliers (100)
6x Endrinriggers, 1xSkyhook, 1x Grapple - 200
Aetherguard Windrunners (120)

Chronomatic Cogs -80
TOTAL: 2000/2000

Edited by Warbossironteef
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21 hours ago, Warbossironteef said:

Have people discussed the value of 6x Endrinriggers in Tempset Eye? I think they are a strong fit in a Aetherguard Windrunners army.  They would be your Countercharge unit and sit behind your Hurricanum and Griffon. Most games you'll be focused on the middle of the board, trying to keep your units in range of buffs. With fly, their high rend and ability to double their extremely reliable melee attacks I think they are a perfect fit. They also have a few decent long range options. The do make your list a 3 drop.

What are your thoughts on Endrinriggers?

The problem with bringing endrinriggers is that you have to ask "what do they really bring for me".  If you are looking at a countercharging unit, you could bring 10 pistoliers instead, which can deal more damage in just their shooting phase than the endrinriggers can in melee - and that isn't even counting shooting after charging.  If you were bringing a gunhauler that would let them re-deploy around the board, I could see an argument for it, as you can move them to wherever they are needed, even if they had just been sitting in the backfield till then.  But since your list isn't bringing a gunhauler, it becomes much more difficult to justify the unit.

Overall, I just don't think that endrinriggers justify their points in a cities army.

Edited by readercolin
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1 hour ago, readercolin said:

you could bring 10 pistoliers instead, which can deal more damage in just their shooting phase than the endrinriggers can in melee -

Haven’t done the math. But that doesn’t sound right. 🤔

EDIT: 

having done the math. Your statement is an exaggeration or im missing something. 

KO:

1020237401_Screenshot2020-08-06at18_08_02.png.0f2d230a59469ab9960b3dcc2f80f81a.png

 

1957794707_Screenshot2020-08-06at18_07_58.png.cd8b2f860b23e6a6e9194b6f9785ebd5.png

 

Edited by Kramer
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The shooting attack for pistoliers and endrinriggers (assuming no special weapons) is almost the same. For 100 points you get:

  • 5 Pistoliers with 2 shots each that are 4+/3+/-1/1 that can fire on the charge
  • 3 Endrinriggers with 3 shots each that are 3+/4+/-1/1 that have 3" more range

In close combat, the endrinriggers rend and d3 damage makes a pretty big difference though.

  • 5 Pistoliers get a total of 22 attacks which average 2.3 damage vs something with a 4+ save
  • 3 Endrinriggers get a total of 4 attacks which average 3.7 damage vs something with a 4+ save (50% more damage)

Overall, if those same two units shot in the shooting phase, charge, and then do melee against a target with a 4+ save:

  • Pistoliers average 6.7 damage (assuming no buffs or debuffs)
  • Endrinriggers average 5.7 damage (assuming no buffs or debuffs)

I think there are 3 scenarios where you could get some good use out of Endrinriggers over Pistoliers:

  • Countercharging over a screen of infantry (since they can fly)
  • In range of the +1 attack spell (they are the perfect target since they have only 1 attack base, but it's a really good attack)
  • As a mobile shooting platform teleporting around with a Gunhauler and maybe a Flying Endrinmaster w/Hawk Eye (if the rest of your army is slow or not ranged). Might be good to give them the special weapons there.
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5 hours ago, Kramer said:

Haven’t done the math. But that doesn’t sound right. 🤔

EDIT: 

having done the math. Your statement is an exaggeration or im missing something. 

My mathhammering:

Save	Riggers-Melee	Riggers-shooting	Pistoliers - shooting	Pistoliers - Melee
2+	2.83		2.33			2.22			1.43
3+	3.81		3.33			3.33			2.86
4+	4.80		4.33			4.44			4.29
5+	5.78		5.33			5.56			5.72
6+	5.83		6.00			6.67			7.15
-	5.89		6.00			6.67			8.58

This comes from the riggers being in a group of 6 with 1 skyhook, 1 grapnel, 4 rivet guns, 4 saws (including leader) and 2 gun butts.

The pistoliers are a 10 man squad, with all of them getting in shooting attacks and melee attacks (arguments can be made about not getting all 10 in, but that isn't represented in these numbers).

Note that this means that against a 6+ save, a unit of riggers that shoots + charges is going to deal an average of 11.83 damage, while a unit of pistioliers who shoot, charge + shoot, and then melee will deal 20.49 damage.

It is possible that you were getting higher numbers because you had your full squad loaded out with saws, not with the grapnel launcher/skyhooks.  By doing that, the shooting damage of the riggers is unchaged at 6+ save (though at 5+ and better saves you can knock the .33 off the shooting damage from the table above), but the melee damage jumps from 5.89 to 7.78 before saves.  If you were finding my statements to be hyperbole, this is probably the reason why.  However, I was trying to keep the loadout of the original person who suggested bringing riggers.

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Putting aside who's "right", I think all your math and discussion is useful so thank you. It's less of a mathhammer question in my head vs  how do I see my army playing and what role do the Endrinriggers fill.

Pros (mathhammer doesn't show) over Pistoliers: 

  • They fly. Even though pistoliers are fast, they still dont have the same mobility flying gives you.
  • Ability to snipe characters. In range of buffs, 24 inch (36 inch threat range)2 attacks at +3 +2 -2 rend flat 3 dmg. Potential to spike 6 dmg or finish off small heroes chipped by Battlemage. 
  • Slightly tougher  4+ armor save 
  • Higher bravery (not to be overlooked)
  • High rend - some long range and some melee - are they the best long range shooters or OP melee powerhouse? No, but my list has very little high rend. If you keep them in range of buffs and can get the spell off they can definitely pack a punch for their points. When you get the TE spell off, 9 attacks at +3 +2 -2 rend d3 dmg isnt bad. High quality attacks also scale well with rerolls to 1 and this army usually generates decent CP.
  • Very situational, but ability to prevent retreats
  • Griffon and Endrinriggers can team-up to fight monsters and heroes. (again only high rend in my army)

In general they can do some things that Pistoliers can't. Pistoliers are awesome, it's why I'm bringing 50 of them, but they are kind of one dimensional and lack high rend.

I'm hopefully going to get 2 Gunhaulers one day and I think for me the decision will be between the below options:

10x more Pisotliers vs 6x Endrinriggers vs 2xGunhaulers. It seems like a tough decision and im not sure what's right. 

Edited by Warbossironteef
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Honestly, if you want to bring endrinriggers, I would look to bring 1 gunhauler/frigate/ironclad.  This adds an entirely new dimension to what they can do, and gives them a solid place in your army that can't really be replicated by pistoliers.

Firstly, the boat gives the whole KO contingent Fly High, allowing them to re-position to anywhere on the board.  This means that you can be nearly constantly threatening the backfield, forcing your opponent to keep units back or potentially lose objectives.  It also allows you to quickly re-position to threaten one side of the board and concentrate your firepower there.  Without Fly High, you do still have a 12" movement range, but that still isn't anywhere near the same type of mobility that fly high allows.

The second thing that the boat gives you is additional long range damage.  Give a gunhauler a drill cannon, and have the 2 long ranged weapons on the endrinriggers and you have a very strong hero-sniping block.  Frigates and Ironclads don't have quite the same range, but do come with significantly more firepower which kind of makes up for that.

Overall, I would happily take a gunhauler + 6 riggers over 15 pistoliers, as an added dimension to the threat that your army can give.  However, I wouldn't take 2 gunhaulers, or a single frigate because then you are stuck in a position where you need to completely wipe an opponent off of an objective, rather than just mostly off of an objective, and they just don't quite have the firepower to pull that off, which drastically reduces the backfield threat that the KO units pose.  6 riggers on their own also don't really add enough as a new dimension to how your army can threaten the board, as they are more or less just "more of the same" with a highly mobile threat, even if they do get to add Fly to their threat and the pistoliers don't.

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On 8/7/2020 at 12:13 AM, readercolin said:

The pistoliers are a 10 man squad, with all of them getting in shooting attacks and melee attacks (arguments can be made about not getting all 10 in, but that isn't represented in these numbers).

Haha okay that I believe. You just said:

On 8/6/2020 at 4:53 PM, readercolin said:

t, you could bring 10 pistoliers instead, which can deal more damage in just their shooting phase than the endrinriggers can in melee - a

That they do more damage in JUST their shooting phase than endrinriggers in a combat, I couldn’t believe. That’s not true. 
Although it’s closer with the grapnel and skyhook, which I missed in the conversation. 👍

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I decided to cheat on my Living City today and got a game in with Tempest Eye. The latest JustPlay podcast talked up the virtues of Ironbreakers and convinced me to give it a go. I apologies deeply to JustPlay but I still have no idea which voice belongs to which person, but I think it was Ian that proposed a list with a buttload of Ironbreakers, some Longbeards, a unit of Irondrakes, and a bunch of Runelords plus maybe a Warden King.

I changed this core into the following:

Spoiler

Knight-Azyros - General (Hawk-eyed, Patrician's Helm)

4x Runelord (one is adjutant)

2x30 Ironbreakers

30 Longbeards (shields)

30 Irondrakes

10 Freeguild Pistoliers

5 Freeguild Pistoliers (retinue)

I wanted to get a little more counter-punch and mobility out there as the list as constructed is very slow after the first turn.

I played a game against KO on Places of Arcane Power in Aqshy. I don't know his list exactly but it was something like this:

Spoiler

Barak Urbaz

Admiral (Cunning Fleetmaster)

Khemist (Spell in a Bottle)

Navigator (Svareg Stein Illuminator Flarepistol

Ironclad (Last Word)

2 Frigates

2 Gunhaulers (one has Breath of Morgrim)

10 Arkanaut Company

10 Grundstok Thunderers

5 Grundstok Thunderers

Grunstok Escort Wing

Everblaze Comet

Extra CP

I knew I was going to get smashed by the comet if he took the first turn, so I pretty much let that happen, deploying in an arc along my frontline. He took the first turn and hit every single unit with the comet, but the damage wasn't too bad. He took both side objectives, but his shooting failed to do very much damage against my excellent armor. He took the 10 pistoliers off the board but aside from that the damage was minimal.

I took the center objective and pushed down toward one flank with 30 Ironbreakers, a Runelord, and the Irondrakes while I pushed most everything else up at the other flank. He couldn't really afford to give me the runaround as he needed to keep his heroes on the objectives in order to hold them. Despite having to move my Irondrakes they took 10 off the Frigate in the first turn.

He won the priority roll and wisely chose to take the next turn. He moved as far back as he could and managed to kill 2 Runelords and a bunch of Longbeards with his shooting, but they held strong due to the Patrician's Helm. In my turn I kept pressing, destroying the Frigate with shooting while preparing to charge in. He ran out of time so we had to call it at this point, and it seemed like a very likely victory for me. We checked the priority roll for the next turn, which I won. I would have taken the frigate flank's objective that turn while continuing to hold the center. He figured that the best case scenario for him would be to disgorge a lone hero from the Ironclad, and then fly high, landing in range to kill the hero in the center. That would have led to his Ironclad getting wrecked by Irondrakes, however, and allowed me to all but certainly take the other flank on my turn 4. That would have left him at 9 VP to my likely 15. If he managed to snipe out both my remaining Runelords though he could have possibly forced a tie at 9. Overall though I'd say my dice rolls were pretty strong in comparison to my opponent.

Overall the list felt very strong even though my offense was rather blunted.

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Interesting list. I think dwarves go pretty well in tempest eye both to get up the field and since +1 sv is great on a 3+.

For your list there I might

1. Drop or split up some longbeards. They are best for grumbling, which you get at 10 anyways. 2x 10 would give you better coverage. You already have ironbreakers for linemen. 

2. Swap one runelord for the dwarf lord. Big bubble of battleshock immunity, and the +1 attack can be strong as well.

3. Exchange patricians helm for something else, possibly the seer stone amulet to use your new command ability. Dwarf lord does battleshock immunity better.

4. Consider dropping the knight azyros. You now have another way to get cps for rr1s if you need. At minimum, give the new item to someone else so you don't lose as much if he's sniped.

5. You now have about 200 pts to play with and haven't really lost anything critical. You still have 5 dispels, battleshock immunity and have only list 11 bodies. Maybe consider something else fast so you don't fall behind on objectives, or a 2nd block of irondrakes

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Does anyone have any experience of dark elves in TE? Been thinking about building a more melee-focused list and came up with this. All feedback welcome.

Allegiance: Cities of Sigmar
- City: Tempest's Eye
Mortal Realm: Aqshy
Dreadlord on Black Dragon (300)
- General
- Lance of Spite & Shield
- Command Trait: Swift as the Wind
- Artefact: Incandescent Rageblade
Celestial Hurricanum With Celestial Battlemage (280)
- Lore of Eagles: Aura of Glory
Sorceress (90)
- Lore of Eagles: Celestial Visions
Knight-Azyros (100)
10 x Freeguild Handgunners (100)
20 x Darkshards (200)
20 x Executioners (240)

10 x Drakespawn Knights (260)
2 x Concussors (220)
6 x Endrinriggers (200)
- 2x Grapnel Launchers

Total: 1990 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 127

Coven infantry core for bodies and high mobility turn 1 threats. Darkshards provide ranged support and cp farming

Dreadlord with swift and rageblade should make him really scary in combat. 

Drakespawn knights move with the hurricanum and dreadlord. Benefitting from his command ability and providing some survivable bodies.

Executioners and concussors for speedy mortal wounds with azyros rerolls to increase 6s.

Endrinriggers for high rend threats and flying charges

Handgunners for battleline and to sit on home objectives

Is this list competitive at all? Where would it struggle?
 

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6 minutes ago, Leemer said:

Does anyone have any experience of dark elves in TE? Been thinking about building a more melee-focused list and came up with this. All feedback welcome.

As someone who likes the darkling part of TE, few suggestions:

Darkshards. I own 40 of them and several of my lists included them all. I really like them as a unit, but to be good there needs to be a lot of them, best near the hurricanum and with Hawk Eyed general. Without that they're very underwhelming. Alternatively, small unit of 10 is great as well, because they're a sacrificial unit for the sorceress and can still do some harm while camping with her. And you'll not have much use of their potential mobility, because the Sorceress is much better off using her command ability on Executioners instead.

20 with no hawk eyed and hurricanum supporting the front line will likely disappoint you. I'd consider dropping half of them. That gets you extra 100 points and, guess what, you could really use those points because...

Executioners! I kinda liked them before the update, now they're even cheaper! However! For just 60 points more, you could have 30 of them, and, really, why not? Cheap as they are, without their horde discount they're usually outperformed by other elite infantry options we have. But if you run 30, now we're talking!

And if you swap 10 darkshards for 10 executioners, you still have 50 pts leftover. And as you have neither the battalion or adjutant, you could really use that extra command point you could buy for this. Both Executioners and Drakespawn can potentially charge in 1st turn. Executioners need a command point to do that (sorceress'), drakespawn need a command point to fight effectively (dreadlord's ability). Celestial visions is a great spell, but you can't really risk it not going off, because you'll lack CP in the opening turn.

Also! Rageblade is pretty fun, but if I may suggest an alternative: Zephyrite banner. You have multiple units capable of long range charges. You can give them all a free re-roll with proper positioning. It's much more utility than making an already killy character a little bit more killy.

Apart from that, it seems like a very fun list to play ; )

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I'm planning a list based around the athergaurd  windrunners, with a bunch of pistoliers and some outriders.  However, even though competitively it would probably be strongest just maxing out the battalion, I can't bring myself to actually paint that many cavalry, so need something else for my owns anity. Besides the griffon and a hurricanum, what else is good with a lot of pistoliers and some outriders?

Currently thinking a freeguild general (to buff the outriders), a unit of 3 gyrocopters (to clear hordes) and /or a big block of infantry (pheonix guard, eternal guard, ironbreakers or greatswords maybe- to hold the middle and give me something to pivot around with my mobility).

What compliments that best?

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On 8/11/2020 at 6:56 AM, Frowny said:

Interesting list. I think dwarves go pretty well in tempest eye both to get up the field and since +1 sv is great on a 3+.

For your list there I might

1. Drop or split up some longbeards. They are best for grumbling, which you get at 10 anyways. 2x 10 would give you better coverage. You already have ironbreakers for linemen. 

2. Swap one runelord for the dwarf lord. Big bubble of battleshock immunity, and the +1 attack can be strong as well.

3. Exchange patricians helm for something else, possibly the seer stone amulet to use your new command ability. Dwarf lord does battleshock immunity better.

4. Consider dropping the knight azyros. You now have another way to get cps for rr1s if you need. At minimum, give the new item to someone else so you don't lose as much if he's sniped.

5. You now have about 200 pts to play with and haven't really lost anything critical. You still have 5 dispels, battleshock immunity and have only list 11 bodies. Maybe consider something else fast so you don't fall behind on objectives, or a 2nd block of irondrakes

Just to respond to your specific points:

  1. The Longbeards are a big block like this because I wanted three big blocks of infantry and couldn't quite squeeze 3x30 Ironbreakers and 10 Longbeards. I'm not too worried about coverage as I really only care about buffing the drakes.
  2. This is definitely a consideration, but the Runelord buffs are a huge part of the power of the army. Having an extra +2 unbind is also really nice. The oathstone and command abilities are both very solid though, although in my experience with this kind of build so far the oathstone is difficult to use in many battleplans. Oathstone doesn't help if your opponent goes first and has an alpha strike, and you often move quite far forward with your infantry blocks on the first turn. Since you have to use the Oathstone in the hero phase and then can't move after it can be quite hard to position despite the larger bubble.
  3. I'm definitely against this and wouldn't do it even if I included a Warden King. I wish I could have more mobile battleshock immunity that doesn't cost CP. The ability to protect a couple of units on the first turn when you don't have a CP if going second is huge.
  4. This is certainly a consideration. His rr1s to hit is pretty secondary, to be honest. I mainly take him to have a cheap but tough hero that can be highly mobile after the first turn for the battleplans that favor leaders. Having 4-5 leaders already is nice, but the Runelords are very slow after turn 1.
  5. see below

________________

Got another game in today, this time I took this list:

Spoiler

4x Runelord (1 adjutant, 1 general with patrician's helm and hawk eyed)

Hurricanum w/ battlemage (aura of glory)

3x30 Ironbreakers

10 Longbeards (retinue)

30 Irondrakes

I was up against the classic Gavriel 20 evocator drop SCE list featuring Kroak on Total Conquest. We ended up playing two different branching paths. I took the first turn in order to set up a full screen and take 3/4 objectives in force. Initially, I made a mistake leaving a small gap in my screen that I could have fixed  not realizing quite how far he could charge. He got the double turn into turn 2 and rolled a total of 5 CP from Kroak over 2 turns, giving him 7 CP to exploit that gap. I figured that the game would be unwinnable at that point, so instead I fixed the screen and we played on from there. He was able to easily crash in and delete a unit of Ironbreakers, but the return volley from the Irondrakes killed 13 evocators and he conceded from there.

Pretty split on whether I should run the Hurricanum or 20 drakes (along with a minor change or two to the rest of the list to fix the points). The overall damage output is almost identical. The advantage of the Hurricanum is that I can snipe characters much more easily, while the advantage of the 20 drakes is that I can cover more ground with my ranged fire.

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Got another game in today with the same list against Zaitrec Lumineth. Teclis, cathallar, Light of Eltharion, 20xwardens, 10xwardens, 5x dawnriders, 2x10 sentinels, Aethervoid Pendulum and Geminids. Battleplan was Starstrike.

I won't go into all the details, but the matchup felt reasonably miserable. The dice were pretty favorable to me overall except in where the objectives landed (which was bad but not horrible), but beyond that the list struggled. I got up the table quickly and smashed his wardens, hoping to ride my Ironbreakers to keep the VPs flowing. The problem is that once the heroes die (which Teclis is very adept at doing, he had all my heroes dead by the end of the third turn) the large units fall apart pretty quickly even though they are reasonably tough.

It may be that the battleplan was the problem for me, though. Starstrike really weights the VPs toward the end of the game, so it's much easier for an opponent who is playing from behind to come back. On a more normal battleplan it might have been easier for me to get an early lead that would have been difficult to overcome.

Overall though I can't say that I like only having one competent offensive unit, especially when it's hard to reposition.

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Am I crazy or would something like the below be super fun and pretty powerful? It lacks large units for holding objectives but it has some pretty powerful parts to it. The Ironclad is the central piece. You can give it -1 to hit from the Battlemage and be super aggro with it first turn. The Prime also pairs well with it. Those two can go anywhere on the board and take out most things. Endrinriggers do some decent shooting and keep your Ironclad healthy.  

Min units of Pisotliers & Outriders for screening. They are battleshock immune as long as the Hurricanum is alive and close. Other weaknesses are lack of wounds and if the Hurricanum goes down, they small units of horses are easy to take out. Maybe you have to forgo the utility of the Endringriggers so you can beef up your model count with 10 more horses. 

 

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
Battlemage (110)
- Mortal Realm : Hysh
Celestant-Prime (300)
UNITS
5 x Freeguild Pistoliers (100)
5 x Freeguild Pistoliers (100)
5 x Freeguild Pistoliers (100)
5 x Freeguild Pistoliers (100)
5 x Freeguild Outriders (100)
5 x Freeguild Outriders (100)
6 x Endrinriggers (200)
- 2 x Aethermatic Volley Guns
- 2 x Drill Launcher
BEHEMOTHS
Arkanaut Ironclad (480)
- Main Gun : Great Sky Cannon
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Prismatic Palisade (30)
TOTAL: 2000/2000 WOUNDS: 114

Edited by Warbossironteef
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I have been thinking about the same kind of thing. +1/+1 to hit and wound on an ironclad seems awesome. I was trying to squeeze the battalion in there as well, since I think it helps the pistoliers a lot.

Alternatively, it almost seems like an arkonaut admiral or arkonaut squad to go inside the ironclad. 10 arkonauts are quite good with the +1/+1, with so many cheap but weak shots 

I was considering

General on griffon-patricians helm, hawkeyed

Hurricanum with battlemages, some artifact.

10x pistoliers

5x pistoliers

5x pistoliers

10x arkonauts.

Ironclad

3x gyro copters

Aether guard windrunners.

 

I like the idea of just running up the ironclad t1. A 2+ save is very sturdy, and with an average 16.5 inch move it gets in range to unload with even the arkonauts on t1. 

I love the gyros too. 21 inch move +s6 turn one means they could roast a hoard with almost no recourse.

It might be better dropping the battalion like you did though. The griffon doesn't seem super great here. Maybe some infantry to hold the backfield. Or more pistoliers like you have. 

I agree with others that I'm not sure endriggers are necessary and are quite expensive. Your 6 endriggers are barely sturdier than 10 arkonauts and actually shoot less shots at range while costing twice as much.

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Yeah the battalion is super good, but like you, I think for 320 the Griffon isnt worth it. Being a 3-4 drop is definitely a big bonus though. I have 60 pistoliers/outriders to paint so Im going to test out some lists, albeit against myself due to the pandemic lol.

In my head the Ironclad is going to be the focal point of the army and the Endrinriggers are great at keeping it alive and healthy enough to  Fly High. They might not be worth it in the end and maybe 10x more horses, 3xgyro copters would be better.

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Tried another game against Zaitrec Teclis.

Lists:

Spoiler

3 runelords (1 general, hawk eyed, patrician's helm; 1 adjutant)

1 warden king

hurricanum with battlemage (aura of glory)

3x30 ironbreakers

30 darkshards

20 darkshards (retinue)

3 aetherwings

 

_____________________

Teclis

Light of Eltharion

3x10 sentinels

2x10 wardens

2x5 dawnriders

spellportal, geminids, aethervoid pendulum

This time we played Knife's Edge, which seemed like a much more favorable battleplan for me than the last game. His rolls were also much better though, and he won another relatively close game. I definitely liked the mobility of the Darkshards over the Irondrakes. Overall the matchup is still extremely miserable though given their ability to easily kill most or all of your heroes by the end of their second turn. Not sure there is any way around that though as there's no reliable way to kill Teclis early that I can think of.

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