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Auric Runefather On Magmadroth 260
Auric Runesmiter On Magmadroth 200
Auric Runesmiter 80
Battlesmith 80
Grimwrath Berserker 80

30 Vulkite Berserkers 330
15 Auric Hearthguard 300
10 Hearthguard Berserkers 200
5 Hearthguard Berserkers 100

Allied Ironweld Arsenal
Cannon 180
Cannon 180

1,990 points

Runefather as general for hearthguard Battleline

Runesmiter can tunnel a unit as situation dictates

Cannons for early long ranged threat and to take attention from main army.

What do you think?

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1) units within 6 of general pile in a further 3

2) units within 12 of general dont take battle shock tests (!!!!)

3) once per game general can pile in and fight again immediately

4) reduce rend on general by -1

5) +1 damage to attacks on roll of a 6 to wound 

6) once per game can get enhance effect on a rune on a 5-6.  

 

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1 hour ago, James Ramsay said:

 

1) units within 6 of general pile in a further 3

2) units within 12 of general dont take battle shock tests (!!!!)

3) once per game general can pile in and fight again immediately

4) reduce rend on general by -1

5) +1 damage to attacks on roll of a 6 to wound 

6) once per game can get enhance effect on a rune on a 5-6.  

 

Where did you see these?

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4 hours ago, The Jabber Tzeentch said:

Auric Runefather On Magmadroth 260
Auric Runesmiter On Magmadroth 200
Auric Runesmiter 80
Battlesmith 80
Grimwrath Berserker 80

30 Vulkite Berserkers 330
15 Auric Hearthguard 300
10 Hearthguard Berserkers 200
5 Hearthguard Berserkers 100

Allied Ironweld Arsenal
Cannon 180
Cannon 180

1,990 points

Runefather as general for hearthguard Battleline

Runesmiter can tunnel a unit as situation dictates

Cannons for early long ranged threat and to take attention from main army.

What do you think?

Scrap the Cannons and go with 3 Boltthrowers for the same price! 

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 Artifacts;

 

-1 to hit wearer if neither him or enemy charged

+1 to wound vs monsters

+6" Command Abilities

Roll a Dice for every enemy unit wounded by a weapon, 3+ = mortal wound bonus

Auto Unbind within 18"

16" Throwing Axes, D3 Damage (replaces normal ones)

 

 Enjoy

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2 hours ago, The Jabber Tzeentch said:

 


Bolt throwers are legacy dwarfs though so they are not legal allies.

Also I have two cannons and no bolt throwers.

 

Good point! Compendium dwarfs probably don't have the dispossessed or ironweld key words, that'll be something to keep in mind

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7 minutes ago, Tubs said:

What's everybody's faveourite Alligeince ability rune?

Id have to be picking the extra rend or 4" movement. 

Vulkites that move 8"! Vulkites with -2 rend! Yes please

The great thing is you dont need a favorite cuz you can use all of them lol youll have to be tactical on when to use them thou as most games probably wont last long enough to use them all

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5 minutes ago, Malakithe said:

The great thing is you dont need a favorite cuz you can use all of them lol youll have to be tactical on when to use them thou as most games probably wont last long enough to use them all

It's a seriously strong alliegence ability on paper! Something to match the power of blood tithe and destiny dice

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Discussion time...after seeing the Greyfyrd Lodge I came up with this to start:

Potential list:
 -Greyfyrd Lodge - 100pts
  -Warrior Kinband - 90pts
   -Vulkite x 30 - 330pts Pick/Shield
   -Vulkite x 30 - 330pts Pick/Shield
   -Vulkite x 10 - 120pts Axes
   -Vulkite x 10 - 120pts Axes
   -MagSon - 240pts
  -Lords of the Lodge - 90pts
   -Runefather - 80pts
   -Runemaster - 80pts
   -Battlesmith - 80pts
   -HB x 5 - 100pts
Total: 1760pts

This is what I consider the 'real minimum'. I think every list going forward will have a minimum of 2 full Vulkite units. And if your going to rock the Warrior Kinband in any form your going to take the MagSon as well and make him the general. I made this list without considering all the new traits/toys due to being too lazy to hunt down all the leaks again lol

But at 1760pts there is some wiggle room in there. I was thinking of a MagSmiter for some double droth action and buffs. Both droths follow behind the full Vulkites to spit hot MW to combine with the MW from the shield charge. 1960pts total.

Another thought would be to up the HB to 10 to make them more useful then add in another hero to bring that total to 1940pts. But that felt like a waste.

Or 10 more Vulkite and and a hero for 1960pts

Yes the super battalion is expensive but consider what you get...a one drop Fyreslayer list. Say that out loud and let it sink in. How many factions can now do one drop lists? How many factions can do one drop lists that have SCE Vanguard deployment built in?

Oh forgot to add...4 artefacts as well. So theres that.

Edited by Malakithe
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10 minutes ago, Tubs said:

I like the way this list is headed! I'd swap the magson for a son on foot as general and grab a magsmiter if you want a droth in your list

Na...rule #1 of Warrior Kinbanding...you always take the MagSon as general for that amazing 3 dice charge. Combined with the Vulkites ability to reroll a charge dice. 

But yeah, lots of room to improve or change it up. I could drop the droths, make the footFather the general, up the HB unit to make them a super killy escort for the footFather. Give papa the pile in trait then youll have HB piling in at 8" with a double combat phase. Which = dead everything

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