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TomParry84

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Posts posted by TomParry84

  1. 1 minute ago, jhamslam said:

    Anyone have any experience dealing with gloomspite gitz with Anvilstrike? Gonna be facing tons of grots with the fanatics that block LoS in the shooting phase

    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

  2. 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

  3. 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.

    • Like 1
  4. 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 StormstaveCelestial 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

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