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Asamu

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48 Lord Celestant

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  1. Either that circle is slightly off-center and should be a bit to the right from where it is, which pulls another skink or two in and a couple of witch elves out, which actually does put it in the Seraphon control (Seems there are 12 in for both in the picture), or the objective marker was slightly out of place, in which case, they would have measured from the marker, and the Seraphon player was in control. Either way, I don't think you can really call it a mistake or take that away from the player; the seraphon player would have adjusted his movement a bit to get more models in if he had been measuring perfectly. That said though, yeah, If the game goes all 5 rounds, the seraphon army gets wiped, and as long as DoK can take 2nd turn in at least 1 more round, they'll almost certainly win the game. Also, in round 2 when he teleported the skinks to the right; if he didn't roll the 5/6 to move after teleporting, and then also roll well on the charge, he couldn't have scored on round 2. Luck was a huge factor in the game. I do think Seraphon can be competitive even as things stand (Especially with Razordon spam), but it doesn't have the consistency or resilience of lists like DoK or Nagash. In the interview, the seraphon player even admitted winning the event involved a lot of luck. I don't mean to take anything away from the player; obviously, takes a great player to win a huge tournament like that, just that it's not 100% skill or the strength of the army. It takes a good army, a good luck, and excellent play to win any event. He took a lot of risks when he needed to, and they paid off because the dice went his way at crucial moments.
  2. I didn't suggest changing the trait; just the artefact, because the one you had listed is for battleshock immunity, which you didn't need with a warpseer and furnace. Master of magic is great in the list to get spells off a bit more reliably. More more warp power is a bit unreliable, but it's a massive buff, and you can at least get the +1 from being near a gnawhole.
  3. Not much else you can do with that model selection list wise. It's not ideal, but you should still be able to win games with smart play. Screen for with the clanrats; just get the unit as wide as possible to cover the most area. and put your shooting behind it. Keep the monks protected as well if you can, and try to get a charge off when they're buffed by the furnace. Take more-more-more warp power on the Warlock engineer. For the artefact, I'd go with a Suspicious stone on the warpseer for the 4+/5++/5++, Vigordust injector on the engineer for +1 to hit with the stormfiends, or the Liber Bubonicus on the furnace to double prayer the monks so they can do more damage on the charge. The Plague furnace and Warpseer command ability already give battleshock immunity. Suspicious stone is going to be the most reliably good choice. Bring Warpgale instead of plague on the Grey Seer; cutting enemy charge rolls in half is extremely powerful, and you can cast it turn 1 with the balewind from outside of dispel range. Now you can do it twice on different units, or do both on one unit to reduce their charge roll by 3/4 (Halved twice - this needs an FAQ; currently, I see no reason why it wouldn't be allowed) to make a 3" charge a 12" charge and do d3+ d6 mortal wounds. If the enemy list only has 2 main threats, this lets you dedicate everything else on one of them. Aside from that, it's going to be about target priority and objectives you don't have a ton of bodies, so controlling movement with your spells (Warpgale, Dreaded Warpgale, the Warp Lightning Vortex, and Vermintide) and killing off the main damage threats with shooting are going to be key. You can put out a lot of mortal wounds to pick off key heroes with the warp lightning cannons. What are the stormfiends equipped with? Ratling Cannons, Shock Gauntlets, and Windlaunchers are probably best (windlaunchers because the range lets you do some damage turn 1; warpfire projectors are better if you can get at least ~10 models in range, so if you're expecting to play against DoK, you'd probably want them instead). The 3 Stormvermins buffed with a spark (+1 damage w/ shooting), More-more-more warp power (re-roll hits and wounds), and a vigordust injector (+1 to hit/charge) put out ~22 damage with their shooting on average with that set up, and you can do it twice if they don't take damage beforehand. If you take windlaunchers, you probably want that one to be the first to die.
  4. I'd drop the cannons or one of the 3x stormfiends, an engineer, and lifeswarm for 3x20 clanrats to screen and a grey seer for warpgale so you can cut movement/charge distance in half on a priority target. As long as you don't receive charges from the bloodcrushers, they aren't a huge threat. Once the clanrat screen goes down, you can charge in with the stormfiends to lock things down. The big unit can delete 1-2 units per turn with shooting as long as you get some buffs off. If you drop the cannons and lifeswarm for 3x20 clanrats, you're left with 120 points which can be used for the grey seer. As is, you can likely delete any single unit with the cannons and windlaunchers in each shooting phase, assuming you buff the 6x stormfiends with everything you can; ratling cannons can delete another each shooting phase once they get close enough.
  5. Seems the Seraphon and Fyreslayers Battletomes are both no longer being distributed by GW. This should be a pretty good indication of an update coming for both soon-ish. http://www.lustria-online.com/threads/new-rumor.22495/page-21
  6. Eh, they're pretty good for 300-400pt monsters really. They don't degrade much, they're super fast with 14" flying move, and they can cast spells, regenerate, and have a decent shooting attack. Skarbrand is fairly slow, can't regenerate wounds, and only has a 4+ save; he's pretty easy to kill with shooting or by running something faster into him and striking first. The other BTs are actually weaker than a Terrorgheist/ZD in combat, are slower, degrade harder, and don't regenerate. It's pretty fair imo.
  7. They still have the blades in addition to staves; they just don't get re-rolls to hit without a corruptor nearby using the command ability, where 2 blade monks always get re-rolls to hit. The bonuses giving extra attacks apply to both weapons, so the 2+1 attacks becomes 4+3. In a unit of 40, they're also getting +1 to hit and wound, so 3+/3+ for the blade, and 3+/4+ for the staff; the other prayer gives re-rolls to wound, and the Verminlord corruptor command ability gives re-rolls to hit. Additionally, 6s to wound cause 2 damage instead of 1, so they do attacks*chance to hit*(chance to wound + chance that wound roll is a nat 6): 4*8/9*10/9+3*8/9*4/4 = ~6.617 This is probably the highest damage per point of any unit in the game, and the buffs aren't hard to get off. The warpstone tokens rule allows Grey Seers to roll 3d6 to cast a spell instead of 2d6. If they roll a 13, the spell is cast automatically and can't be dispelled, but the grey seer dies. Otherwise, you remove 1 of the dice (always the lowest) and use the remaining 2 for the casting roll.
  8. So... Plague monks with woe staves with both Furnace prayers (+1 attack and re-roll wounds) and the Verminlord corruptor command ability (Re-roll hits) make 7 attacks and average ~6.6 damage apiece on the charge. Hard to beat 40 plague monks doing an average 264 wounds in one combat phase, and making a second attack for each model that dies if death frenzy went off (with the warpstone token rule and +1 from a gnawhole, it should go off ~80% of the time, and on a 10+ over 50% of the time). 20 buffed plague monks is still enough to kill basically anything they touch, and it's not hard to get a lot of models in with 25mm bases. With gnawholes, you can teleport alpha strike on the first turn, and with cogs, it's a 6+ to charge instead of an 8+. You might not get the re-rolls to hit from the verminlord, but they probably aren't needed anyway. Allegiance: SkaventideMortal Realm: Ulgu or HyshGrey Seer (120)- General- Trait: Master of Magic- Lore of Ruin: Death FrenzyPlague Priest on Plague Furnace (180)- Artefact: Liber Bubonicus Plague Priest on Plague Furnace (180)Verminlord Corruptor (260)- Artefact: Sword of Judgement or Aetherquartz Brooch40 x Plague Monks (240) - Woe-stave40 x Plague Monks (240) - Woe-stave40 x Plague Monks (240) - Woe-stave40 x Plague Monks (240) - Woe-stave10 x Plague Monks (70) - Woe-staveCongregation of Filth (160)Chronomantic Cogs (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 223 This list has 4 drops; all of the plague monks and the 2nd furnace are part of the battalion; though it may be worth cutting the battalion to bump the small unit of plague monks up to 40.
  9. Blowpipes usually; it makes them a threat earlier, and they don't need to enter charge range to shoot vs slower units. I like clubs so they can fight if needed to get that bit of extra damage out, but most people go with shield + blowpipe.
  10. 2 battalions (Starbeast Constellation and Bloodclaw Starhost) have the same "Strategic Mastery" ability, which was made useless in 2.0 due to the addition of command points. In the latest errata/FAQ, the Starbeast Constellation was given an errata to grant an additional d3 command points from strategic mastery instead of the previous effect, which just allowed the use of command abilities, for heroes in the battalion if within 20" of the Oldblood, even if they were not the general. Should the Starbeast Constellation errata be used for the Bloodclaw Starhost as well? I would assume it was intended to given the battalion cost, as otherwise it's just a more expensive and worse Sunclaw, but would like something a bit more concrete from the community until GW gets around to giving it an errata or printing a new Seraphon Battletome.
  11. Until an FAQ/errata says otherwise, yes, as you only choose a target after the spell is successfully cast. Though some would probably rule it as a failure due to the lack of a legal target, and the selection of a target not being optional in the spell. Spell is cast successfully -> check targets -> no legal target -> spell cannot complete. Currently there's no clarification one way or the other, but the spellcast was successful and generated the point before even checking for targets, and there is nothing negating that success; the spell is just unable to take effect. A simple change adding the word "may" to target selection rules would make it always work, while adding an exception stating that if there are no legal targets within range of a spell, it is treated as a failed cast would do the opposite.
  12. Unless there's way better battalions for Retributors, Evocators are pretty much strictly better. Their regular attacks average the same amount of damage, but evocators do an average 1 mortal wound per model in the unit on top of that, which more than compensates for the lack of starsoul maces, and the unit can cast and unbind spells (and if their spell goes off on themselves, their damage ends up higher than Retributors). Also they're 20pts cheaper.
  13. Asamu

    Archaon lists aos2

    Nurgle, Khorne, and Slaanesh are all good. With slaanesh you can get a second attack/pile in, loads of depravity points to summon things, and extra attacks. With khorne you can get extra attacks, run + charge at +1 to each, + 3" to run/charge, re-roll to wound, + to wound rolls, and/or + to saves. With Nurgle you can get extra attacks, a 5+ invul, run + charge with extra range, + to wound rolls, -1 to be hit, and healing. Khorne and Nurgle give the best chance for deleting enemy lords/heroes with slayer of kings. Khorne gives the most reliable and greatest mobility, Slaanesh gives probably the highest overall damage output, and Nurgle lets you keep him alive the longest. Slaanesh gets a lot out of running him with the depravity points summoning; him dying generates 19 depravity points, and slaanesh has a lot of good command abilities. Running him with a keeper or two, and a chaos sorc lord, with just the minimum spent on battleline so you can max your heroes, is probably going to be at least somewhat competitive, as even in the worst case, you'd get ~2 "free" keepers of secrets in a game. I can't really see Archaon as an optimal choice for Nurgle. They have so many great options already, and really don't need him, though Plaguetouched is still fantastic at 160pts and does a lot for helping to keep him alive. Khorne is similar - why bother with him when you can get everything you need without him? By contrast, Slaanesh might be at its most competitive by including him because of how their summoning works and their lack of great battalions. Having Archaon and 3 keepers running around all attacking twice in every combat phase is a pretty terrifying prospect, and that's 46 depravity points if they all die, which is just shy of enough for 2 more keepers not accounting for any damage they cause to multi-wound models. I think he's at his worst in Tzeentch lists compared to the others, as his command ability is mostly wasted and he doesn't really contribute to their summoning. Destiny dice with Slayer of Kings is neat and all, but really isn't that great, considering you can get him to only needing 2 5+ rolls on 5 attacks with re-rolls of 1 to hit and wound with Khorne or Nurgle (you could actually get it even lower with nurgle by using plague priests to increase wound rolls on the target and the cycle of decay +1 to wound).
  14. Allegiance: Kharadron Overlords - Barak ZiflinArkanaut AdmiralAether-Khemist10 x Arkanaut Company10 x Arkanaut Company 10 x Arkanaut Company 6 x Endrinriggers3 x Skywardens5 x Grundstok ThunderersArkanaut Frigate Grundstok Gunhauler Grundstok Gunhauler Grundstok Gunhauler Grundstok Escort Wing Total: 1950/ 2000Allies: 0 / 400Wounds: 108 Pretty sure Rob had this. One of the heroes had the item that gives them the ability to attempt a dispel every turn.
  15. A Fangs of Sotek list, which is sunclaw + a slann and an oldblood carno + whatever, placed highly at London GT - 3rd place or so; the formation is pretty excellent, with the carnosaur bloodroar improvement and extra movement on the first turn. The list was 2x40 saurus, 10 saurus, 40 skinks, Slann (Vast intellect, Rectrices), Oldblood Carno (Blade of Realities), Sunblood (Light of Dracothian), and a skink priest.
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