Gengis137 Posted February 8, 2017 Share Posted February 8, 2017 Ups sorryEnvoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted February 8, 2017 Share Posted February 8, 2017 Yes, I would have 30 tunneling Aurics with lords of the lodge every tournament game. 120 shoots 3+ 3+ rerolling rend -1 that is 72 -1 rend wounds hitting pretty much what you want before the opponent can do anything. What's left the vulkites can deal with. You don't get the to wound reroll on the turn you tunnel though which drops it to 53 wounds through. Still pretty decent and should be able to wipe off any large hero or unit. 560 points is a pretty bit investment though considering how easy it can be taken out. I would probably also tunnel a unit of shield vulkites to form a defence around them. Edit: exactly 1000 points for 30 Vulkites, 30 Auric and 2 Runesmiters. Not bad. Link to comment Share on other sites More sharing options...
Gengis137 Posted February 8, 2017 Share Posted February 8, 2017 Why 120 shoots? The double turn?Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted February 8, 2017 Share Posted February 8, 2017 Why 120 shoots? The double turn?Yes the double turn, using the Lords of the Lodge Battalion to get +3 to the turn roll. Link to comment Share on other sites More sharing options...
Tubs Posted February 8, 2017 Share Posted February 8, 2017 Has anyone ever tried a Bravery bomb? I had success with it in a small game the other night. Idea is running multiple Runefathers and a Runeson or two -1 Bravery for the Runeson - 2xD3 from the Runefather, Focus auric and Droth fire on a single unit or Something like Pole axes that can reliably remove a couple models and watch them flee to battleshock Thoughts? Link to comment Share on other sites More sharing options...
Andreas Posted February 8, 2017 Share Posted February 8, 2017 1 hour ago, The Jabber Tzeentch said: You don't get the to wound reroll on the turn you tunnel though which drops it to 53 wounds through. Still pretty decent and should be able to wipe off any large hero or unit. Yes you do. ☺️ A runesmiter on magmadroth is a must include in my book just for this reason. Link to comment Share on other sites More sharing options...
Andreas Posted February 8, 2017 Share Posted February 8, 2017 2 hours ago, The Jabber Tzeentch said: 560 points is a pretty bit investment though considering how easy it can be taken out. I would probably also tunnel a unit of shield vulkites to form a defence around them. Yes. I use to tunnel an equal amount of vulkites just to put in a ring around the aurics. But maybe lords of the lodge puts this in another perspective. You might be able to catch up with guys running from your backend and use the other tunneling unit in another mission. Have to play test that. Regarding the points. It's expensive but you pretty much got it for free with the points reduction comparing to my previous list. ? Link to comment Share on other sites More sharing options...
Andreas Posted February 8, 2017 Share Posted February 8, 2017 2 hours ago, Gengis137 said: Btw would you say that every unit of auric can give an extra +1 to the save in a forge brethren batalion ? And would it be stackable? I'd say yes but I need confirmation ^^ Envoyé de mon iPhone en utilisant Tapatalk Yes, seems to be the consensus. Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted February 8, 2017 Share Posted February 8, 2017 Yes you do. [emoji5] A runesmiter on magmadroth is a must include in my book just for this reason.I find that's a bit of a waste for a one use ability and the extra runesmiter to tunnel him. I like to keep him where he can buff most of the army and often try to aim before the opponent gets their double turn so they have it for two turns [emoji16] Link to comment Share on other sites More sharing options...
Andreas Posted February 8, 2017 Share Posted February 8, 2017 7 minutes ago, The Jabber Tzeentch said: I find that's a bit of a waste for a one use ability and the extra runesmiter to tunnel him. I like to keep him where he can buff most of the army and often try to aim before the opponent gets their double turn so they have it for two turns I dont tunnel him. I run him up and string the aurics so they hit the buff. It's worth it IMO. The rest of the army will have a lot of rerolling wounds anyway, (I run one runesmiter on magma and two on foot), this is the one that counts. Try it and see what you think. I posted a picture of the exact setup I try to achive some pages ago. Have a look at it to see what you think of my strategy. Link to comment Share on other sites More sharing options...
Andreas Posted February 8, 2017 Share Posted February 8, 2017 On 2016-11-18 at 11:22 AM, Andreas said: To add some more tactics to the thread regarding the alpha strike (to new players). This is (I think) is the optimal first turn alpha strike setup if it is possible. You might choose not to try to get the aurics within range of the battlesmith if that means you lose a lot of attacks being out of range from the target. Here is the picture. There is of course other ways to play fyreslayers. But this worked resonable well for a list that is now 1600pt. ? Link to comment Share on other sites More sharing options...
Tubs Posted February 9, 2017 Share Posted February 9, 2017 6 hours ago, Andreas said: Here is the picture. There is of course other ways to play fyreslayers. But this worked resonable well for a list that is now 1600pt. ? How do you work this with the Lodge? Charging with the vulkites would open your aurics back up to counter ganks, or do you move the vulkites to axe distance and let them charge you? Link to comment Share on other sites More sharing options...
Andreas Posted February 9, 2017 Share Posted February 9, 2017 1 hour ago, Tubs said: How do you work this with the Lodge? Charging with the vulkites would open your aurics back up to counter ganks, or do you move the vulkites to axe distance and let them charge you? I would in general only charge if I can do it without risking the Aurics. But there are a lot of situations where you want to go for it, maybe you have to kill something that is wounded that heals or of course maybe you need to take an objective. Link to comment Share on other sites More sharing options...
Nico Posted February 9, 2017 Author Share Posted February 9, 2017 I'm extremely excited by the points changes. Time for some Magmapike to the face! If you charge the Vulkites in, then you can probably form a thin orange line that pins their entire army (other than units that can fly and can move over 12" (which might be able to fly over the line without having to run to clear it without a helipad). Even the Runefather becomes viable at the new cost (the one on Magmadroth for the reroll saves of one Command Ability and his ability to distract attention from what really matters). Link to comment Share on other sites More sharing options...
Gengis137 Posted February 9, 2017 Share Posted February 9, 2017 For a tanky unit of 30 vulkites you'd say pikes or axes? With shields ^^Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Nico Posted February 9, 2017 Author Share Posted February 9, 2017 Always Shields and I would go for the rend of the picks. If the 3+ on the axes was on the hit roll, then the axes might be worthwhile (as there are so many -1 to hit debuffs out there and hardly any -1 to wound debuffs). Also with rerolls to wound, the 4+ to wound is up to a 75% shot anyway (which is a huge improvement, bigger than the buff from 2/3 to 1-(2/3)^2. Link to comment Share on other sites More sharing options...
Gengis137 Posted February 9, 2017 Share Posted February 9, 2017 I was tending to that too, thanks for the confirmation!Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Gengis137 Posted February 9, 2017 Share Posted February 9, 2017 Btw since the 4+ on vulkites is so good I tend to avoid charging with them, is it viable to you?Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Nico Posted February 9, 2017 Author Share Posted February 9, 2017 Take 30s and charge in, do the 5 mortal wounds. Chop chop. In that single activation you can do a lot of damage before they get to do anything. Link to comment Share on other sites More sharing options...
Gengis137 Posted February 9, 2017 Share Posted February 9, 2017 Even if their main role is shielding for the auric?Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Nico Posted February 9, 2017 Author Share Posted February 9, 2017 They just aren't going to kill the whole unit (5+, possibly rerollable, 4+ ward for the whole phase irrespective of casualties, rerolling battleshock due to Order hero nearby) unless you're charging into pre-buffed Bullgors or some other chainsaw. Especially good to do it if you're about to get the double turn (with Lords of the Lodge for +3), then you can dump the impact hits; chop up; and then the next turn you get to do the axe throws from both them and the Aurics behind! Also you might get a hero near the juicy target for the +1 to hit buff on the Aurics! Link to comment Share on other sites More sharing options...
James Ramsay Posted February 12, 2017 Share Posted February 12, 2017 New points means tunneling horde armies are viable maybe ? 3 variants I'd like to try - any comments? list 1: Runesmiter Runesmiter Runesmiter Runesmiter Runesmiter 30 berserkers 25 berserkers 25 berserkers 20 auric hearthguard 20 auric hearthguard List 2: Runesmiter Runesmiter Runesmiter Runesmiter Runesmiter 30 berserkers 30 berserkers 5 berserkers 25 auric hearthguard 25 auric hearthguard list 3 Runesmiter Runesmiter Runesmiter Runesmiter 30 berserkers 5 berserkers 5 berserkers 25 auric hearthguard 25 auric hearthguard 25 auric hearthguard all 3 rely on berserkers shielding the hearthguard who shoot key targets. Having the option to alpha strike or go for that double turn where the damage massively increases is nice . List 1 has more bodies, and lots of ward save berserker bodies but much less shooting. List 2 is a bit of a hybrid, 2 of each block and a 5 man to come up late game List 3 has a ton of shooting especially on the double turn (easy to do 100 wounds with -1 rend) but only 1 berserkers shield, with 2 5 man units that have to deploy and hold backfield objectives. Which do fellow-slayers prefer? Link to comment Share on other sites More sharing options...
Andreas Posted February 12, 2017 Share Posted February 12, 2017 A actualy think nr 3 is best in a filthy skyre way. But for a strong and still fun list to play I would take nr1 (or nr2) and change it slightly to only tunnel two vulkite units and add a battlesmith and a runesmiter on magmadroth to go with the vulkites starting on the table and use the awakening ability when the aurics pop up. Link to comment Share on other sites More sharing options...
Veterannoob Posted February 12, 2017 Share Posted February 12, 2017 While I get the appeal of an all-tunnel army I'm not a fan and reserve that only for a skaven list which does that. Not fun for me at least. That said, tunneling 3 units can be very nice. Most i've ever tunneled was 2x25 vulkites and a Magmabomb. If I deploy my Lodge with enemies that can pop up adhering to more than 9" away I do my best not to give them room. Opponents usually leave me just enough room to conga a bubble on the table edge Just my own personal Jes...I mean, opinion. Link to comment Share on other sites More sharing options...
James Ramsay Posted February 13, 2017 Share Posted February 13, 2017 Cheers guys I do like list 2+3. Think it's between them. List 2 has the smith and double vulkites to be annoying on objectives and road block. 75 hearthguard is dirty though! Link to comment Share on other sites More sharing options...
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