TomParry84
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Posts posted by TomParry84
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My list I’m running right now and getting good success with is:
Anvils
Lord Aquilor
Relictor
Heraldor
Azyros
Skink star seer
2 x 5 libs
5 hunters
10 evocators
9 longstrikes
2 x 3 atherwings
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19 hours ago, jhamslam said:
That Vanguard Hunter unit seemed weird to me. Id rather have a celestian vortex or Quicksilver swords for horde clearance since most hordes you will see are Chaos now. with the exception of gitz
What is your list?
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16 minutes ago, Naem said:
How exactly is an Anvilstrike list defined actually?
Anvils stormhost with 6-12 long strike crossbows in it
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So I've been playing around and think this list may have some legs, thoughts and comments welcome!
Allegiance: Stormcast Eternals - Stormhost: Anvils of the Heldenhammer
LEADERS
Lord-Aquilor (180) Wind Runner, Deathly Aura, General
Knight-Zephyros (100) Soul Thief
Knight-Azyros (100)
Skink Starseer (160) - Allies
UNITS
5 x Vanguard-Hunters (110) - Boltstorm Pistols and Storm Sabres
5 x Liberators (100) - Warblades - 1 x Grandblades
5 x Liberators (100) - Warhammers - 1 x Grandhammers
9 x Vanguard-Raptors with Longstrike Crossbows (510)
6 x Vanguard-Palladors (360) - Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (180) - Boltstorm Pistols and Starstrike Javelins
3 x Aetherwings (50)
3 x Aetherwings (50)
2000 points
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19 hours ago, azoxystrobin said:
On the subject of Vanguard (hunters, palladors, zephyros, raptors etc) I was wondering; is there anything that could be done to make them at least viable?
Tactics, placing, spacing, target priority, artefacts, unit choices and even which Stormhost.
I have a load of Vanguard to paint up and this is a good opportunity to pick something that isn't Hammers of Sigmar.
So here are my thoughts on the matter, please feel free to tell me where I am wrong and/or missing something, because I probably am.
Hammers of Sigmar:
Abilities: +1 Bravery seems nice, but it doesn't make much difference.
Command ability: doesn't work on vanguard.
Command trait: Requires the general to be nearby, so it could be ok i guess. On the raptors at the back with a general to buff / protect them
Artefact: meh it's a tax.
TL;DR: Don't do much for Vanguard anyway, and Gavriel has better units to use his abilities on.
Celestial vindicators:
Abilities: Re-rolling 1's to hit on the charge is always nice especially on units that land within 7" of enemy units at the end of the movement phase so miss out on hero phase buffs. units that shoot then charge. Also for Palladors that can have quite a few attacks.
Command ability: Requires a hero nearby, but +1 attack is always nice.
Command trait: Could combo nicely with the artefact on a Lord Aquilor or a Knight Zephyros.
Artefact: Combos with the trait.
TL;DR: Could be a good choice, killy heros, and buffs that Vanguard usually don't get. This could be better on other units, but the point of this fruitless exercise is Vanguard units
Anvils of Heldenhammer:
Abilities: Re-rolling bravery tests yeah whatevs.
Command ability: Vanguards all have ranged weapons, some of them (raptors) even have good ranged weapons, so being able to shoot or pile in and attack during the hero phase is amazingly good.
Command trait: Nice I suppose if combo'd with something else that reduces bravery for a possible bravery bomb, because some things like spoopy spooks have high bravery but aren't actually immune to battleshock, so it might actually be useful. Then again 6" bubble is small.
Artefact: Dishing out mortal wounds is always nice.
TL;DR: Again, plausibly a good choice, but eugh I couldn't bear to paint black armour.
Astral Templars:
Abilities: +1 to hit is great for melee and shooting (longstrike raptors will like this) but only against monsters...
Command ability: Maybe a bit too specific, But will come in handy against a monster + hero keyword. especially if it's a zephyros with a sword of judgement! On the other hand if the case doesn't come up often, then that leaves CPs to do other things.
Command trait: It seems good, but is it really for Vanguard? One downside is that it's one use only, specifically at the start of the game, so which units start on the table and would require a 6" move before the game starts?
Artefact: A bit too specific to be consistently useful, but ok.
TL;DR: These are supposed to be the feral ones. Red armour, etched marking, battle damage, muck, exotic furs. Fun to paint but will there be enough monsters across the board to make it worth it?
I also wanted to ask about bataillons, but that could wait for later.
Thanks for all and any input.Palladors work in a Vindicators stormhost, the re-roll 1s on the charge makes them very viable and gives them what they lack. Could still do with comin down 20 points though.
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Palladors work in a Vindicators stormhost, the re-roll 1s on the charge makes them very viable and gives them what they lack. Could still do with comin down 20 points though.
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Thanks, the idea is to use the main core to tie up the main part of the opposition then use the palldors to go for objectives. They should be strong enough to take out most units left behind!
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Hello Everyone,
Want to try something a bit different, thoughts on this please:
Lord Arcanum on Gryph Charger (G): Wind Runner, Azrite Halo, Stormrage Blade 240
Castellant: 100
Heraldor: 100
Relictor: Translocation 100
10 Sequitors: Prime with Greatmace, 4 x Greatmace, 5 x Maul and Shield 240
10 Sequitors: Prime with Greatmace, 4 x Greatmace, 5 x Maul and Shield 240
5 Sequitors: Prime, 2 x Greatmace, 2 x Maul and Shield 120
10 Evocators, Tempest Blade and Stormstave, Celestial Blades 400
3 Palladors: Prime, Javelins and Boltstorm Pistols 200
3 Palladors: Prime, Javelins and Boltstorm Pistols 200
Endless Spell: Chronomantic Cogs 60
Wounds: 133
Extra Command Points: 0
Heroes: 4/6
Batteline: 3/3+
Other Units: 3
Total Points: 2,000/2,000
AoS 2 - Stormcast Eternals Discussion
in Stormcast Eternals
Posted
Lord Aquilor and relictor with translocation works for me everytime, jump around and shoot the characters whilst using meat shields to slow the grots down for a few turns