AverageBoss Posted August 23, 2016 Share Posted August 23, 2016 Going to my first AoS tourney this weekend. I have a list mostly planned out. Looking for general feedback, as well as opinions on what I should spend my last 100 points on. Leaders Lord Celestant (100) Lord Castellant (100) Knight Vexillor (200) Knight Venator (120)Units Judicators x 5 (160) Judicators x 5 (160) Liberators x 5 (100) Paladin Retributors x 10 (440) Concussors x 2 (280) Tempestors x 2 (240) 1900/2000 Thinking that I will fill out the last hundred in with either 5 more Liberators or 3x double hammer Prosecutors. Unless anyone here has other ideas. As far as other models I have available not in the list above: 4x Stardrakes (1x Celestant + 3x Templars) 1x Celestant Prime 1x Knight Questor 2x Knight Heraldors 2x Knight Relictors 15x Liberators 2x Tempestors 2x Desolators 9x Double Hammer Prosecutors 1x Gryph Hound I could get away with using my non-Tempestor Dracoths (6 of them) as Celestants on Dracoths if needed. Link to comment Share on other sites More sharing options...
rokapoke Posted August 23, 2016 Share Posted August 23, 2016 The Knight-Questor could be a pretty solid addition. Without any enhancement he has a 3+ rerollable save, so he's pretty hardy on the battlefield. Link to comment Share on other sites More sharing options...
kozokus Posted August 23, 2016 Share Posted August 23, 2016 I wound't add a questor i admit i do not like the rules and find him rather inutile. In the configuration you take adding 5 liberator is probably the best thing to do. For my part i would have done something like this : Celestant prime 360 Lord castellan 100 Vexilor 200 2 Judi 320 1liberator 100 10man retributor 440 2Xtempestors 480 That is 2000 but maybe the best thing to do is to swap a tempestor and a judicator for a liberator and a concussor, but that is 20 points left. Or Bring da drakesworn temple formation and crack the table + 4 liberator Link to comment Share on other sites More sharing options...
Forgebellows Posted August 23, 2016 Share Posted August 23, 2016 I think 5 liberators is your best bet here. They are stronger than most chaff and if you arm your primes with a grandhammer, you can get a 2+ 3+ pretty easily with lay low the tyrants and a +1 to hit from the celestant. Link to comment Share on other sites More sharing options...
AverageBoss Posted August 23, 2016 Author Share Posted August 23, 2016 I see alot of people talking good about the Celestant Prime, but I just can't seem to bring myself to put him on the table. I just have trouble seeing the upside of paying almost 400 points for an 8 wound model, that won't impact the table until turn 3 (when most games I have played have already been decided). I really do want to like him though. As far as my list options, I should probably mention that the lists I feel most threatened by that I might face this weekend include 2x Sylvaneth lists w/ Alarielle. One goes more infantry heavy, the other more monster heavy. Both seem to have tons of rerollable 2+ or 3+ saves with tons of healing. The 3rd is an Achaon chaos list. Archaon is just scary from everything I see. Also I always have a hard time deciding between Fulminators and Tempestors . Fulminators can do obscene damage, but that -1 to hit on an enemy can be a life saver. Link to comment Share on other sites More sharing options...
Nico Posted August 23, 2016 Share Posted August 23, 2016 Quote The 3rd is an Achaon chaos list. Archaon is just scary from everything I see. Prepare to be disappointed.... Link to comment Share on other sites More sharing options...
Forgebellows Posted August 24, 2016 Share Posted August 24, 2016 14 hours ago, AverageBoss said: I see alot of people talking good about the Celestant Prime, but I just can't seem to bring myself to put him on the table. I just have trouble seeing the upside of paying almost 400 points for an 8 wound model, that won't impact the table until turn 3 (when most games I have played have already been decided). I really do want to like him though. The ability to drop him wherever you want him and delete a unit is powerful, especially in a objective focused game. He can change the tide of battle leaving the enemy without a firm standing. Link to comment Share on other sites More sharing options...
kozokus Posted August 24, 2016 Share Posted August 24, 2016 The point is to make him charge the turn he came into play. You can put him 9" away from the ennemy and attempt a charge. Yes making a 9 on your charge roll may be difficult but remember that once a turn yu can change one result of one of his dice for the one you want. So you only have to make at least one "3" or more on two dice (if you missed your charge roll). Link to comment Share on other sites More sharing options...
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