Rusted Weapons Posted December 29, 2016 Share Posted December 29, 2016 Can the smiter use runic empowerment even when the units underground therefore popping up with RR wounds? Or does under the ground mean off table and as such abilities can't be used until they've tunneled up into play? Link to comment Share on other sites More sharing options...
Rusted Weapons Posted December 29, 2016 Share Posted December 29, 2016 Also with a reroll battleshock ability, do you need to accept whatever the reroll is or take the better roll of the two tests? Link to comment Share on other sites More sharing options...
Aezeal Posted December 29, 2016 Share Posted December 29, 2016 accept reroll Link to comment Share on other sites More sharing options...
Andreas Posted December 29, 2016 Share Posted December 29, 2016 26 minutes ago, carrigher82 said: Can the smiter use runic empowerment even when the units underground therefore popping up with RR wounds? Or does under the ground mean off table and as such abilities can't be used until they've tunneled up into play? No, but you can use the grand ritual of awakening to mitigate that if a model in the unit popps up within range of the Runesmiter on Magmadroth. 22 minutes ago, carrigher82 said: Also with a reroll battleshock ability, do you need to accept whatever the reroll is or take the better roll of the two tests? You have to take the reroll. Link to comment Share on other sites More sharing options...
Karl Posted December 31, 2016 Share Posted December 31, 2016 Good evening, so I'm sat around gluing some Beserkers together and daydreaming about lists when I came up with the following. In my head it looks and feels pretty nasty but I've yet to play a game with Fyreslayers. What are your thoughts please? Leaders Auric Runesmiter on Magmadroth (220) - Latch axe & Fyresteel Throwing Axes Grimwrath Berzerker (100) - Fyresteel Throwing Axe - Artefact: Relic Blade Auric Runesmiter (100) - Latch axe & Fyresteel Throwing Axes Auric Runeson on Magmadroth (280) - General - Wyrmslayer Javelins & Fyresteel Throwing Axes - Trait: Reckless - Artefact: Quicksilver Potion Battlesmith (100) - Fyresteel Throwing Axes Auric Runesmiter (100) - Latch axe & Fyresteel Throwing Axes Units Auric Hearthguard x 25 (500) - Magmapike - Fyreslayer Battleline Vulkite Berzerkers x 25 (400) - Handaxes & Throwing Axes - Battleline Vulkite Berzerkers x 5 (80) - War Pick & Slingshield - Battleline Vulkite Berzerkers x 5 (80) - War Pick & Slingshield - Battleline Battalions Warrior Kinband (40) Total: 2000/2000 Smiter for the aurics and smiter for the beserkers. Runson for the 3d6 charge. Two Magmadroths because I think that would look cool on the table. Link to comment Share on other sites More sharing options...
Rusted Weapons Posted January 3, 2017 Share Posted January 3, 2017 Ok so two games in, one minor one major victory, im sure this will be short lived but so far so good. Ive played stormcast and yesterday beastmen using two skaven catapults (OUCH!!!! ON INFANTRY!) So yesterday inspite of turn one having one unit of 25 vulkites blown apart losing 11 and the other losing 8 I still managed to hold an objective and contest the other giving me a 14 - 5 win on Gifts from Heavens. I pushed up two magmadroths into the boards centre for their quick fire shooting ability which was nice, the magmadroths also seem to get peoples attention, they just look like a threat and thus get attacked, which both of mine did by two large infantry units. In spite of having two large chaff units around them it still took them forever to kills the units, whittling them down for three turns and slowly losing their wounds. This was a great distraction. I quickly learnt my lesson re the catapults 31" range and moved my infantry back out of range. I tunnelled next to one with x10 aurics and blew that up, the next round they took out a unit of hounds also, 11 wounds - the RR wounds from smiter and the +1 to hit makes this unit punchy!!! So far two games in ive found ten of these guys to hit hard! I played Sylvaneth prior to Fyreslayers and the widely loved Kurnoth Hunter bowmen didn't do this damage ever! Two Battlesmiths on table were great ensuring almost everyone every turn got the re-rolls. I took the father on foot for his 5" pile in which helped a lot also with the Vulkites with double axes wiping out a unit of 15 bows quickly. I just felt the synergy was good, didn't even get to using my quicksilver potion. I know doom is to come especially witnessing first hand how things like those catapults decimated me from range in a heartbeat and also woirrying how long it took the two droths to churn through units of glorified chaff...they just don't hit hard enough and the volcanic blood hitting on less wounds than you suffered is just poo to be frank, was useless until I nearly got wiped out then of course it hits after you've suffered nearly all your wounds! One question though, would the droth still pump out the wounds if slain in that same phase? It seems like it would right? Blood would still spurt as it died. Anyways im a content Fyreslayer Lodge owner for now, heres my list: General - Father on foot, Reckless Command Trait Smiter on foot Two Battlesmiths x10 Auric Hearthguard (Tunnelling) x 25 Vulkites Picks and Shields x 25 Vulkites Double Axes Son on Magmadroth - Quicksilver potion Smiter on Magmadroth 2000pts on the button. I liked this list but wanted to take Grimwrath in place of father and have Son on Droth as General but then I lose the battleline for Aurics so that was a bit Meh but other than that, chuffed to bits. Link to comment Share on other sites More sharing options...
Karl Posted January 4, 2017 Share Posted January 4, 2017 15 hours ago, carrigher82 said: 2000pts on the button. I liked this list but wanted to take Grimwrath in place of father and have Son on Droth as General but then I lose the battleline for Aurics so that was a bit Meh but other than that, chuffed to bits. Only the runemaster makes aurics battleline and only if he is also your general, the father makes Hearthguard Beserkers battleline, you only have two battleline unit's above. Also it's early and I've just woken up but I think that above comes to 1900pts. Sorry if I've missed something. Link to comment Share on other sites More sharing options...
Rusted Weapons Posted January 4, 2017 Share Posted January 4, 2017 My bad - plus x5 Hearthguard Bezerkers who sat and looked pretty for the most part. Link to comment Share on other sites More sharing options...
Nico Posted January 4, 2017 Author Share Posted January 4, 2017 Quote No, but you can use the grand ritual of awakening to mitigate that if a model in the unit popps up within range of the Runesmiter on Magmadroth. Yes. Also rather unusually the Grand Ritual doesn't have a time constraint (other than once per game), so you can do it at any point (e.g. in your movement phase rather than your hero phase or in an opponent's turn e.g. in an emergency or if they go first). It's still an aura projected around the RSoMD. It's what makes the RSoMD by far the best of the 3 Magmadroths. Link to comment Share on other sites More sharing options...
Nico Posted January 4, 2017 Author Share Posted January 4, 2017 Quote Good evening, so I'm sat around gluing some Beserkers together and daydreaming about lists when I came up with the following. In my head it looks and feels pretty nasty but I've yet to play a game with Fyreslayers. What are your thoughts please? Nominative determinism strikes again! Karl with a "K" - you champion! That list is quite similar to one I used recently. I don't see the value of the Grimwrath Berserker. I don't favour 5 wound heroes that aren't buffing characters/Wizards. I would just get more Runesmiters and use them to tunnel up the RSoMD (see the post above regarding Grand Ritual of Awakening) - he can pop up in the movement phase, use the once per game ability in the movement phase (or the start of the shooting phase or whenever). I would consider pointing out the fact about the Grand Ritual of Awakening at the start of the game so they don't moan at you "Fyreslayers so OP" when you do it. The Runesmiter can then buff something else once he has popped up. Alternatively, you could use it to pop up the RSoMD instead (at the cost of losing his command ability), he can then shoot and maybe make a Reckless charge. I wouldn't go for the Runesmaster as General and the 3 Aurics as Battleline unless you're doing a bunker list. Link to comment Share on other sites More sharing options...
Karl Posted January 5, 2017 Share Posted January 5, 2017 On 04/01/2017 at 0:36 PM, Nico said: Nominative determinism strikes again! Karl with a "K" - you champion! I had to google that... ? I'm glad there is a phrase for it I see the merits of of another smiter to tunell the smiterdroth and think I would certainly give it a go but the rule of cool says I should take the Grimwrath Beserker. I was considering dropping 10 aurics in favour of some poleaxe hearthguard that can run around with the Grimwrath. Would also give me the flexibility to run a list based around lords of the lodge and the fore brethren battalions withouht having to buy 10 more aurics, certainly initially anyway. Of course this is all mere speculation as I have yet to play a game with them. Would love to have it done for SCGT this year. Started painting 20 dual hand axe wielding vulkites last night. Link to comment Share on other sites More sharing options...
Karl Posted January 5, 2017 Share Posted January 5, 2017 On 04/01/2017 at 0:26 PM, Nico said: Yes. Also rather unusually the Grand Ritual doesn't have a time constraint (other than once per game), so you can do it at any point (e.g. in your movement phase rather than your hero phase or in an opponent's turn e.g. in an emergency or if they go first). It's still an aura projected around the RSoMD. It's what makes the RSoMD by far the best of the 3 Magmadroths. I'd never considered "in an opponents turn".... Link to comment Share on other sites More sharing options...
Nico Posted January 6, 2017 Author Share Posted January 6, 2017 It's very much an emergency measure (e.g. if you know he would die that turn). Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 8, 2017 Share Posted January 8, 2017 Don't know how I've missed this thread for so long! Just read through most of it, some great evolving ideas in here, many I've tried out myself over the past year. Fyreslayers are definitely a hard army to play and however you build your list you need to be sure of your plan and commit to it entirely. Most games I've lost with fyreslayers are due to getting excited and making bad decisions. The current 2000 list I've built to with much playtesting is:Auric Runesmiter25 Vulkite Berserkers+ War-picks & Bladed Slingshields10 Vulkite Berserkers +War-picks & Bladed SlingshieldsLords of the Lodge• Auric Runefather +Reckless+Relic Blade• Auric Runemaster• Battlesmith +Pheonix Stone• 15 Hearthguard BerserkersForge Brethren• Auric Runesmiter On Magmadroth +Pheonix Stone• 5 Auric Hearthguard• 5 Auric Hearthguard• 5 Auric HearthguardSeems quite low on the infantry at first but I've been cutting down unit sizes to be very efficient to what you need. More than 15 Hearthguard is almost always overkill I have found. The general plan of the list is to try and go second, push toward a main objective with your full force buffed with armour saves and reroll, and have the 25 vulkites tunnelled to react when needed. When you are in a strong position tunnel in your reserves on an easy objective and charge your Hearthguard in to the strongest enemy unit, also fire off your reroll to wound bubble buff. They will pile in twice, and if then use your +3 to turn roll and you should get the second turn about 80% of the time. Main tip is don't waste your droth and heroes on the wrong targets. The Magmadroth can do very well with an armour buff against the right unit(large, weak units). Bulk of the damage should come from the Hearthguard Berserkers, then the auric Hearthguard and Vulkites if they're lucky. Depending on situation don't tunnel if you don't have to. Or just tunnel the small unit of 10 on to a very easy objective. The vulkites could also be 20/15 rather than 25/10 if I fancy it. Link to comment Share on other sites More sharing options...
Nico Posted January 8, 2017 Author Share Posted January 8, 2017 Quote Don't know how I've missed this thread for so long! Just read through most of it, some great evolving ideas in here, many I've tried out myself over the past year. We've been Magmic Tunnelling. I see where you're going with you list. What concerns me a lot is the idea of going second and finding your Battlesmith, Runesmiter and Battlesmith sniped turn one (before the Battlesmith gets his aoe reroll saves bubble out). Sylvaneth with Kurnoth Hunters dropping into the middle of a Wyldwood (or just sniping from 35" away or artillery are serious issues. Alternatively, the Kurnoths/artillery can shred the 5+ save Aurics units and kill your save buffs that way (and delete 300 points in a flash). Hiding the Aurics at the back might help, but then they will be out of range for much of the game with movement 4 and you waste the points that way. Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 8, 2017 Share Posted January 8, 2017 Generally I'll keep my Aurics behind the line and although they could be picked off they tend to be ignored in such small units. The Runesmiter get most of the attention. I wont lie the first turn is the worst but if when you make it through without much loss you're in a dominating position. It also slightly relies on either people not knowing enough about the army to prioritise or just plain old target saturation. The only things worth concentrating on are very hard to kill. I also play with a lot of terrain so can hide foot heroes pretty well from LoS Link to comment Share on other sites More sharing options...
Nico Posted January 14, 2017 Author Share Posted January 14, 2017 So with Kairos Nerfed in one respect, Lords of the Lodge is (a) less likely to be unfairly comped; and (b) more precious as a once per game way to rig an initiative roll. Link to comment Share on other sites More sharing options...
Gengis137 Posted January 15, 2017 Share Posted January 15, 2017 Hy guys! After a lil break playing the smelly tailed monks of the realms (and having great fun 1 shooting stardrakes with only 15 of these lil walking bubos) I'm back in righteousness as I'll soon be the owner of more than 2k of naked punk heads!! Including 2 magmadroth, which are, to be said, the main reason I want to play those guysThat and the grimmy cus I'm fluffySo I'll have 2 magmadroth (1 smitter and 1 son?), 30 vulkites, 30 hb, a berserk, a battlesmith a runeson and father 2 smitter on footI mainly gonna play narrative so will certainly go for lord of lodges but still I need your expertise on how to divide all that and use it ! ( mainly against bloodbound as I'm gonna play balance of power with them with a friendEnvoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Gengis137 Posted January 15, 2017 Share Posted January 15, 2017 Btw quick question about the after-tunneling chargeIf I set up let's say a runeson on droth with reckless trait and a unit of hbWhen I charge for those units, I throw 3 dicesBut can I rr those three thx to the reckless ? That'd makes it impossible to missEnvoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 15, 2017 Share Posted January 15, 2017 2 hours ago, Gengis137 said: Btw quick question about the after-tunneling charge If I set up let's say a runeson on droth with reckless trait and a unit of hb When I charge for those units, I throw 3 dices But can I rr those three thx to the reckless ? That'd makes it impossible to miss Envoyé de mon iPhone en utilisant Tapatalk No you cannot as you arrive in the movement phase and that ability activates in the hero phase. Link to comment Share on other sites More sharing options...
Gengis137 Posted January 15, 2017 Share Posted January 15, 2017 Good point Envoyé de mon iPhone en utilisant Tapatalk Link to comment Share on other sites More sharing options...
Karl Posted January 16, 2017 Share Posted January 16, 2017 On 15/01/2017 at 9:48 PM, The Jabber Tzeentch said: No you cannot as you arrive in the movement phase and that ability activates in the hero phase. Are you sure? The ability reads as it lasts hero to hero phase and when fyreslayer units are within 10 inches of the runson when they charge they can roll 3 dice. The unit doesn't have to be within 10 inches in the hero phase only in the charge phase to be effected by the command ability. Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 16, 2017 Share Posted January 16, 2017 7 minutes ago, Karl said: Are you sure? The ability reads as it lasts hero to hero phase and when fyreslayer units are within 10 inches of the runson when they charge they can roll 3 dice. The unit doesn't have to be within 10 inches in the hero phase only in the charge phase to be effected by the command ability. Ah sorry! My bad. For some reason I thought he was tunnelling in. Greatest apologies. Link to comment Share on other sites More sharing options...
Karl Posted January 16, 2017 Share Posted January 16, 2017 24 minutes ago, The Jabber Tzeentch said: Ah sorry! My bad. For some reason I thought he was tunnelling in. Greatest apologies. He is tunnelling. I read it as, as long as a unit is within 10 inches of the runeson in the charge phase then the unit can roll 3 dice. If the unit doesn't have to be within 10 inches of the son in the hero phase to benefit then it doesn't even need to be on the table. It's the charge phase when the unit is effected not the hero phase. The son just activates his bubble then which lasts to the next hero phase. Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 17, 2017 Share Posted January 17, 2017 7 hours ago, Karl said: He is tunnelling. I read it as, as long as a unit is within 10 inches of the runeson in the charge phase then the unit can roll 3 dice. If the unit doesn't have to be within 10 inches of the son in the hero phase to benefit then it doesn't even need to be on the table. It's the charge phase when the unit is effected not the hero phase. The son just activates his bubble then which lasts to the next hero phase. yes I though the runeson was also tunnelling. What you're saying is fine I'm happy with that. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.