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Louzi

Looking for pro players! (Fyreslayers)

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Hi,

I received several packs of fyreslayers as birthday present. I am not a tournament player, but intend to :)

Now I rly need input of all the pro players in this forum playing tournaments. I know, that the Fyreslayers are not top tier. But how you guys would build an army for tournaments? I cant find any fyreslayer lists that are under the best 20 players of a tournament :(

So, I am looking at you Ben Curry, Terry Pike, Russ Veal, Les Martin or what your names are, plz give me some input to make those little cute slayers sucessful :)

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Not a pro tournament player, but if you look at the most successful Bloodbound lists you're gonna want to start taking other races wizards and warmachines. ;)

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I am also really interested in this topic.

The lists I have seen people taken to tournaments (posted on internet) and done ok seems to revolve around this core setup.

1 Runefather on Magmadroth (general)/ (or Runefather on foot (general) plus a Runeson/Runesmiter on Magmadroth)

2 Runesmiters (to try to mitigate the slow movement by tunneling units)

1 Battlesmith (walking with the Vulkites)

30 Vulkites with shields (to act as an anvil)

10 Hearthguards (or 15+ Vulkites)

10 Hearthguards

…then you have 500p left to add some Auric Hearthguards and Grimwrath Berzerkers or another magmadroth.

But I don’t really think we have found the best way to play Fyreslayers yet.

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You think Bloodbound is the same as fyreslayers? I am open mind, but at least I want to know what are the good fyreslayer units/combos before I add other factions.

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Not a pro but I have a couple list ideas I've been to sing around...

Lords of the Lodge:
Runefather 
Runemaster 
Battlesmith
Hearthguard Berzerkers ×20
Vulkite Berserkers ×30
Vulkite Berserkers ×30
Runesmiter
Grimwrath Berserker 

Shields for both Vulkite units. Lots of potential mortal wounds. One Vulkite will tunnel for objectives or block a charge. 

The issue I see is only 3 real combat units. The Runefather will be shoulder to shoulder with the HB and Battlesmith will follow. I like the idea of a 5" pile in plus double combat for the HB. The Grimmy will try to get surrounded. Runemaster will play area denial.

Or this...

Forge Brethern:
Runesmiter on Magmadroth 
AH×5
AH×5
AH×5
Runefather 
Runesmiter
Battlesmith 
Battlesmith 
Vulkite ×25
Vulkite ×25
HB ×10

So the minimum workable battalion. I say that because the entire thing 100% relays on the Runesmiter staying alive. Best way to do that is give him more wounds and aoe mortal wound output. The good thing is you can space out the AH 10" then give the buff another 15" So there is a very wide range. 

Battlesmiths will follow the melee up. HB stay with the Runefather. Foot Runesmiter carries a unit of Vulkite. That's about it I think.

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On 9/27/2016 at 10:02 AM, Louzi said:

You think Bloodbound is the same as fyreslayers? I am open mind, but at least I want to know what are the good fyreslayer units/combos before I add other factions.

If you want super competitive you might want to make  a GA since we lack magic and unbinding. Though we can do pretty good solo (and that's how I've played since they were released) :) as long as you're cool with staying solo Fyreslayers. We have almost no presence at UK tournaments that I've heard of--one at Warlords and some other one. Though those players are on the FB group I'd suggest looking through the lists there and ask this question if you don't find what you need in the current discussions.

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Just curious how you deal with the special ability of hearth Brethen? Can I caste 3 times of +1 save? Can I caste them on same unit?

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4 minutes ago, Aeonotakist said:

Just curious how you deal with the special ability of hearth Brethen? Can I caste 3 times of +1 save? Can I caste them on same unit?

Yes you can, it is an abillity not a spell. One common house rule is to not let a warscroll be affected by the same abillity more than once. In that case you need to put it on 3 different warscrolls. You can combine this ability with mystic shield if you want.

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14 minutes ago, Andreas said:

Yes you can, it is an abillity not a spell. One common house rule is to not let a warscroll be affected by the same abillity more than once. In that case you need to put it on 3 different warscrolls. You can combine this ability with mystic shield if you want.

The I would even say Fyreslayer an above everage list. they can easily beat most melee list with unbreakable infantries and really good mid range damage dealer. 

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14 minutes ago, Aeonotakist said:

The I would even say Fyreslayer an above everage list. they can easily beat most melee list with unbreakable infantries and really good mid range damage dealer. 

Yes you could make large slow infantry units that will not die. The problems they face is that even if the units dont die: 
1) they are slow and might not score objectives
2) their leaders will die easier and they are needed for the buffs


Have a look at the youtube-video from Warlords where Fyreslayers faced Bloodbound, the first game on saturday. What happened is like you said, one unit took the charge of the entire bloodbound force and almost didnt take any casualties, (above average luck with the dice I think :P), then countercharge and smashed the bloodbounds. But after that they cound not move and capture the objectives. Fyreslayers won but it was a minor victory.

Edited by Andreas

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19 hours ago, Malakithe said:

I think for the single purpose of capturing objectives that tunneling is key

 

 I'm not so sure. He's 100pts (plus a Hero Slot) plus whatever unit he's tunneling with being put outside of your buff bubbles. It's a very risky proposition in my opinion unless you go all in with it and tunnel more or less the entire army.

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He does some buffing as well. Tunneling is the only movement options fyreslayers have except for the magmadroth. So the ability to pop up behind the enemy or capture/contest is crucial. 

Keep in mind fyreslayers aren't stormcast. You can't go all in with teleporting. One block of Vulkite will block anything in the game or you could use a good size of auric hearthguard to pop up and shoot at a monster or gun crew. 

Now if there was points for Underborers or Subterranean Fyrestorm that would open up a huuuuuge load of options

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Quote

The I would even say Fyreslayer an above everage list. they can easily beat most melee list with unbreakable infantries and really good mid range damage dealer. 

True - shame the meta is all gunline.

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So...after scanning all the internet, there isnt ANY existing competitve fyreslayer list out there that can win games in a tournament.

That makes this thread even more important.

I have made a few games with proxies now. And I understand why nobody is playing them on tournaments: Fyreslayers are weak. I mean REALLY weak.

I thought they are like Khorne: straight forward, all in, alot of dmg. WRONG.

negative:

- slow

- low damage

- no scary hero or monster option

- no high rend or good mortal wounds

- no magic

- no good battalions or not worth it

positive:

- tanky

- good in holding objectives

- Runesmiter

Well, I am sitting now on a bunch of boxes, ready to paint. But I rly doubt I can do a tournament army with them.

The only good thing about them is the Runesmiter. If you take him with 30 Vulkite Berserkers or 20 Auric Hearthguard, I think thats good in capturing enemy objectives in turn 4 or 5. 10 Hearthguard Berserkers and a Battlesmith maybe not too bad in holding your objectives. But doing a mono 2000 points fyreslayers army? I rly dont know how to do it.

 

 

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I am doing a tournament next weekend with a Fyreslayers only list where I will be tunneling 20 Vulkites and 20 Auric Hearthguard so that is pretty much all in on tunneling. I'll get back to you how it worked.

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2 hours ago, Louzi said:

 

negative:

- slow

- low damage

- no scary hero or monster option

- no high rend or good mortal wounds

- no magic

- no good battalions or not worth it

positive:

- tanky

- good in holding objectives

- Runesmiter

Yes and no. Slow, very. But the balance to that is tanky. The use of movement blocking and tunneling doesn't full solve it but Fyreslayers aren't Stormcast. What other full melee armies have super movement and deepstriking? Ok aside from destruction lol but even they would slam against the Vulkite wall and bounce off.

Low damage and no mortal wounds is wrong. 30 Vulkite with shields on the charge will straight delete any unit. Even double axes to reroll hit generates a ton of dmg. Units of 10+ HB will murder a ton as well. 

Yes to the monster/hero one. The magmadroth is no comparable to other combat monsters. It's sole purpose is to suicide aoe mortal wound bomb. The only good combat hero is the Grimwrath and that's only when surrounded by multiple units. The Runefather on foot when escorted by HB can tank decently but that's it. 

I agree with the lack of battalions. That one is bad. Death has almost no battalions either. 

Fyreslayers have huge disadvantages. Almost all the lists out there are the same. Blocks of Vulkites have to be 30 to be effective. Battlesmiths have to follow everyone and there are only 2 workable battalions. But then again most stormcast lists, every destruction list, and bloodbound are exactly the same so...yeah...once everyone else get allegiance abilities maybe there will be some change. Or GW changes the points cost and unit size for Vulkites.

Build your endless Vulkite walls 30 strong and weather the storm! I've seen the Warlords game of a wall of Vulkites take a full bloodbound charge and toss them aside. I've heard of a full shield unit one shooting glottkin on a charge. 

Get that Ur-Gold!

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3 hours ago, Louzi said:

So...after scanning all the internet, there isnt ANY existing competitve fyreslayer list out there that can win games in a tournament.

That makes this thread even more important.

I have made a few games with proxies now. And I understand why nobody is playing them on tournaments: Fyreslayers are weak. I mean REALLY weak.

I thought they are like Khorne: straight forward, all in, alot of dmg. WRONG.

negative:

- slow

- low damage

- no scary hero or monster option

- no high rend or good mortal wounds

- no magic

- no good battalions or not worth it

positive:

- tanky

- good in holding objectives

- Runesmiter

Well, I am sitting now on a bunch of boxes, ready to paint. But I rly doubt I can do a tournament army with them.

The only good thing about them is the Runesmiter. If you take him with 30 Vulkite Berserkers or 20 Auric Hearthguard, I think thats good in capturing enemy objectives in turn 4 or 5. 10 Hearthguard Berserkers and a Battlesmith maybe not too bad in holding your objectives. But doing a mono 2000 points fyreslayers army? I rly dont know how to do it.

 

 

WHHA??

slow - OK. tunnel at least 2 units, 25-30 vulkites can charge on round emerging, and/or a hero or magmabomb :)  Low damage: depends but each infantry can do 2dmg, with Heathguard flaming option to be a mortal wound. Magma bomb does do better bleeding mortal wounds (and tail lash) than straight output but pukes D3-D6 mortal wounds. (run Great Chain formation from Godbeasts and puke twice/shooting phase) Today 2 slaughterpriests prayed me in and I bleed to kill them both and Skarbrand then. :) Magmabomb puts out our mortal wounds but hearthguard today dealt no less than 5 mw each activation, and Lords of Lodge formation doubled that. wiped juggernauts off the face of the "earth." But battletome formations are not as good as RGW. If you want magic do GA Order. Just something we accept playing solo Fyreslayers, or GA if you want to win a GT :) Oh, also Grimwrarths are great and if you roll ****** like me get a buff re-roll on them. You could potentially deal 36 dmg a turn if your dice are on fire.  Biggest...we have ward saves on our fighty troops. HUGE! Stave off mortal wound chuckers and endure.

I can't disagree more that this is doom and gloom and hope you give them a try since you own them and worry not about a powerful net list.

Edited by Veterannoob
lots of additions

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Hey,

dont get me wrong: I love fyreslayers for their look and their background story. That's why Iam looking to make a strong army. In my opinion, the first step is to be honest and be aware what they can and what they dont. I think you blandish alot.

Today I played vs Death. He had a Mournghoul and I wasnt able to kill that beast. I mean it: There is no unit in my army that can deal with it. Our capability to deal mortal wounds is low.

Movement: Other armies havent good movement, too. Especially Destruction. But because of their alligiance they become the fastest armies out there. Stormcast come from heaven. Skaven have powerful shooting. Sylvaneth teleport. Khorne hits like a train when they are in combat and they have good cavalary (and super scary monsters like Skarbrand, which can deal with something like a Mournghoul).

I am no beginner in Age of Sigmar. My other armies Stormcast, Khorne, Sylvaneth.

After ~ 7 games with fyreslayers I am searching for a way to play them at their best. I think the way to play them is:

Split your army in 2 pieces: A very tanky bulk which secures your own objectives and a bulk with runesmiter which gets enemy objectives. I think thats the way to go. In this case the bad movement isnt that important. Now I have to think about a concrete army composition.

Feedback still welcome!

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24 minutes ago, Louzi said:

Split your army in 2 pieces: A very tanky bulk which secures your own objectives and a bulk with runesmiter which gets enemy objectives. I think thats the way to go. In this case the bad Now I have to think about a concrete army composition.

Feedback still welcome!

This is my attempt to do just that list

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2 hours ago, Louzi said:

Hey,

dont get me wrong: I love fyreslayers for their look and their background story. That's why Iam looking to make a strong army. In my opinion, the first step is to be honest and be aware what they can and what they dont. I think you blandish alot.

Today I played vs Death. He had a Mournghoul and I wasnt able to kill that beast. I mean it: There is no unit in my army that can deal with it. Our capability to deal mortal wounds is low.

Movement: Other armies havent good movement, too. Especially Destruction. But because of their alligiance they become the fastest armies out there. Stormcast come from heaven. Skaven have powerful shooting. Sylvaneth teleport. Khorne hits like a train when they are in combat and they have good cavalary (and super scary monsters like Skarbrand, which can deal with something like a Mournghoul).

I am no beginner in Age of Sigmar. My other armies Stormcast, Khorne, Sylvaneth.

After ~ 7 games with fyreslayers I am searching for a way to play them at their best. I think the way to play them is:

Split your army in 2 pieces: A very tanky bulk which secures your own objectives and a bulk with runesmiter which gets enemy objectives. I think thats the way to go. In this case the bad movement isnt that important. Now I have to think about a concrete army composition.

Feedback still welcome!

I agree with being honest and this is of course all in good friendly fun :) That's why I tell someone who wants to win a GT make Fyreslayers as a GA. Mournghouls are tough as ******, I beat mine with a charge of 25 vulkites w/double axes and 4+ ward (though naturally all 25 couldn't fit at once) since dealing mortal wounds wasn't doing it. And I certainly don't doubt you. But I do hope it works out for you. I probably sounded hyped up since i was coming home from an all-afternoon super fun match w/my Fyreslayers :)  

Edited by Veterannoob
typo

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3 hours ago, Andreas said:

I am no fan of your lists, sry.

I think you have to play at least 30 Vulkite Berserkers to make them perform at their best. That said, I doubt 3 x 30 Vulkites is a good option for competetive games. IF you want to stick with the Warrior Kindband (I dont like this battalion much), you should go all in with 3 x 30 Vulkites and a Runeson on Magmadroth.

For me: I have to make the Runefather or the Runemaster to my general, because of the battleline issue.

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1 hour ago, Louzi said:

I am no fan of your lists, sry.

I think you have to play at least 30 Vulkite Berserkers to make them perform at their best. That said, I doubt 3 x 30 Vulkites is a good option for competetive games. IF you want to stick with the Warrior Kindband (I dont like this battalion much), you should go all in with 3 x 30 Vulkites and a Runeson on Magmadroth.

For me: I have to make the Runefather or the Runemaster to my general, because of the battleline issue.

No worries. But I am not running the Warrior Kindband, I am going for the first list. I know I should have 30 Vulkites, the problem for me is that I dont have points for it without dropping a magmadroth which I of course could.

But I would like to discuss the cons and pros of having 15 vulkites istead of 10 hearthguard. Both have effectivly 20 wounds (the vulkites a little bit less), both does the same damage against most units. The differens is if you want to pay 40pt more for 5 more bodies that can capture objectives, +1 save in combat and a reroll one dice on the charge. For me since I want to use the runesons command ability it is a simple choice but what do you think in general? I am not sure.

Edited by Andreas

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For me the con is the ward save mainly. 25-30(haven't tried 30 yet) that ward Save at 4 to weather attacks is huge 

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