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XReN

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89 Celestant-Prime

About XReN

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    Protector
  • Birthday 04/13/1997

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  1. XReN

    AoS 2 - Flesh-eater Courts Discussion

    Incorrect, only 10 ghouls per SC
  2. Probably most estatic thing will be to buy a case from case making company, it might even offer some customisation options. Hand cut foam trays will work, but I personaly decided to go other way, since I'm a lazy person therefore my trays turned out pretty rag-tag So magnets it is, I use those now because they give me more space and can fit almost any of my models (I even managed to put terrorgheist in quite a small plastic box thanks to magnetised wings)
  3. XReN

    Awareness of the Old World?

    Was Chaos presented in the realms before, well, Age of Chaos? If so, where is it mentioned?
  4. XReN

    Awareness of the Old World?

    Yep I guess I've mistaken, it also states in the new battletome that sometimes they fight alongside their distant descendants, so they must have been born in the realms.
  5. Kharadron Overlords maybe? Every single one of their units shoot and they have great models
  6. XReN

    Awareness of the Old World?

    Anvils of the Heldenhammer stormhost is fully made of souls of warriors from the Old World
  7. Definetly morale mechanics, forcing a unit to get lost of objectives would be much more interesting than making it take more casualties, also overrun would be cool. I'm familliar with FB only by playing few games in the 8th edition so not much to add
  8. XReN

    AoS 2 - Stormcast Eternals Discussion

    I guess we can end here. It's just a fact that support heroes and cautious playstyle worked for me better than LCoD at this point level.
  9. XReN

    AoS 2 - Flesh-eater Courts Discussion

    Now I'm really thinking of taking 30/10/10 ghouls, so I can properly screen and also be able to prevent bravery loses with 1 CP if something touches them 1st turn before I even started bringing in new ghouls and casting Unholy Vitality
  10. XReN

    AoS 2 - Stormcast Eternals Discussion

    Dracoth is too expensive for 1k points and too easy to kill right away, whille not contributing to your army anything exept his fighting power which is mediocre. Vandus - same deal, can be usefull even without going into the fight, but cost more and dies faster, whille also forcing you to get really under performing trait and artefact and that 1 attack buff can be taken from other source. Difference is that even with Vandus attack buffs you will not survive the grind against a propper hoard army, whille being absolutely defenceless against any type of behemots (like zombie dragons) which are faster then you and hit like a train. You really want at least castellant in your list
  11. XReN

    AoS 2 - Flesh-eater Courts Discussion

    Yeah, I listed my casualties, when you have up to 24 dice to res, it's hard to lose units. Usually when they double teamed something - they did it from flanks, to cut opponents manouverabiliti, when not charging something they stayed behind the screen, and 2nd game I didn't even bothered to move ZD anywhere close to the enemy, he just stayed in the middle of the army, giving everything hit rerolls and ward saves as I played objectives game
  12. XReN

    AoS 2 - Flesh-eater Courts Discussion

    So i won the tournament I've been talking about, first time playing FEC, the tourney was small, just 6 people, because there was big 40k team tournament at the same weekend 1st game against nighthaunt with lotsa grimgast reapers and chainrasps, mission - better part of valor, my opponent made a mistake and left 1 objective unguarded, so I sent 10 patroling ghouls there, whille others held the charge from reserves (he got one unit in with 10" charge so attacks in charge phase helped him to slaughter 20 ghouls) then i just started the grind to victory. 2nd game vs seraphon (dodged the bullet of kunning rukk, our local champ. He was topped by sylvaneth that I faced in the final) mission - starstrike (not sure, the one from GHB17 with 3 comets), got 2 comets falling on my left flank that I swarmed with ghouls and it ended with time break with me controling 1 comet, whille in position to regain controll over the other and score 8 to 6 in my favor. 3rd game, escallation against sylvaneth dreadwood with Allariel and 12 scythe kurnoths, survived the initial charge from both medium tree people and their queen, killed almost all kurnoths by double king charge from the flanks, got double turn, tied up Allariele, sterted to mop up the rest of kurnoths, whille king on terrorgheist was freed from combat due to casualties removal and started to rampage through the backfield whille summoned flayers and one unit of ghouls liberated flank objectives, by turn 3 kurnoths and goddes have been dealt with and it was obvious who is the winner here. Extremely durable army, lost 20 ghouls 1st game, 20 ghouls, ghast courtier and terrorgheist 2nd game, 20 ghouls and ghast courtier 3rd game (maybe due to the fact that my opponents have been unfamilliar with the army) And here is my list: Allegiance: Flesh Eater Courts- Delusion: Crusading ArmyMortal Realm: UlguLeadersAbhorrant Ghoul King on Zombie Dragon (440)- General- Trait: Magestic Horror - Artefact: Doppelganger Cloak Abhorrant Ghoul King on Terrorgheist (400)- Artefact: Miasmatic Blade Crypt Ghast Courtier (80)Crypt Ghast Courtier (80)Battleline20 x Crypt Ghouls (200)20 x Crypt Ghouls (200)10 x Crypt Ghouls (100)Units6 x Crypt Horrors (320)BattalionsGhoul Patrol (180)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 114
  13. XReN

    AoS 2 - Stormcast Eternals Discussion

    Ignore this Vandus nonsence. This list will be stomped by practicaly anything, no extra CP to stack Vandus CA, no Save buffs, only 2 heroes with 3+ save. There is not that many missions where you will get the chance to counter charge objective wise, usually it will be mid table fight over objectives and you are not winning those with 4+ saves. If you are willing to give up staunch defender - just go celestial vindicators, same +1 attack, just unstackable, but gives you rerolls on the charge, better trait and weapon (then HoS) And you really should not consider bringing dracoth lords on this point format, except if you know that you will have to fight for the objective with him, therefore you MUST have staunch defender and some protective item. This is my 1k list changed to field retributors Will work with Celestial Vindicators as well, I have never felt lacking instruments to win with this type of list Allegiance: Stormcast EternalsMortal Realm: AqshyLeadersLord-Castellant (100)- General- Trait: Staunch Defender - Artefact: Obsidian Amulet Lord-Relictor (100)- Prayer: TranslocationKnight-Heraldor (100)Battleline10 x Liberators (200)- Warhammer & Shield- 2x Grandhammers5 x Judicators (160)- Skybolt Bows- 1x Shockbolt BowsUnits3 x Prosecutors with Stormcall Javelins (100)- 1x Stormsurge Tridents5 x Retributors (220)Total: 980 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 67
  14. XReN

    AoS 2 - Stormcast Eternals Discussion

    Retributors and Prosecutor - feeling you, they have been my first love in AoS, have 15 of ones and 24 of the others Celestant - remember, he must be in combat himself to pop his CA Lantern healing - correct, gets better with Staunch Defender and cover, gets worse from rend For relictor's prayer I'd reccomend 2 choices - Divine Light (choose any unit, goes on 3+, gives reroll 1s to hit against enemy unit or 6s agains yours) for defence, Bless Weapons (unmod 6 - additional wound roll) for offence (I belive that due to wordings won't do anything for retributors) Other: Azyros, finally buffed to being usefull and become AMAZING, give reroll hit rolls of 1 against enemy units within 10" on both shooting and melee all phases (will do wonders to sequitors) and once per game can dish out AOE MWs; Vexilor - reroll charges and rus bubble, can throw comet (blast of D3 MWs with 2d6" radius at I dont remember what range smtg about 24") or teleporting friendly unit from one point to another (9" away) both effects are once per game and you only get one of those on each Vex; Incantor - solid wizard, amaizing auto dispell ability, situational but VERY devastating self explosion gear (like Arcanum's) I find decimators absolutely incredible, but rarely have place for them in my lists, but they are terrifying to 1w low save hordes. Protectors are solid on paper, rarelly use them, maybe I've been unlucky - but they never fulfilled their role of monster hunters in my games. For paladins star soul maces are great, most of the time my decimators have been able to deal with hordes with just 3 axes and then go pulverise anything tanky with maces Celestial Vindicators have rerolls of 1s to hit when charging, CA +1 attack on unit, not stackable (basicly best damage amplyfier for retributors), compulsory command trait: +1 damage on hit roll of 6 (or something like that), compulsory artefact of power: in the combat phase you can choose to lower your save by 1 to get 2 attacks. A note on liberators and sequitors: Since vanguard wing is not a thing anymore (almost) and celestant's CA is when he is in combat only you can run libs with swords and be dandy. Swords on sequitors are better than maces mathematically and gap increases with buffs.
  15. XReN

    AoS 2 - Stormcast Eternals Discussion

    Everything changed dramatically with the new battletome, battalions are almost irrelivant at this point. If you dig swords and retributors - you are welcome in chambers of Celestial Vindicators stormhost, those guys are true fanatics, chanting prayers and warsongs in battle to guide their hatered for chaos. Also have decent rules, not max competetive though and amazing color scheme. Now units, retributors always been overpriced and they also being completely outperformed by Evocators (but since last ones can wield swords you are still be going with Vindicators theme) and robbed of synergies with Bless Weapons prayer and Celestant's CA. Prosecutors really beg for discount, we pay a lot for their outstanding mobility that they don't really have much to do with, at best you can utilise them to tie enemy shooters for a turn or mess with opponents pile in by charging them in far end of enemy unit whille your heavy hitters do their thing from the front. Liberators are solid, always been that way, but hit like wet noodles, upgraded double weapon rule won't help an ounce and it's really painfull when you take lots of casualties on big unit and then some run away, these guys are just your battleline, that could be used as an anvil. Everything else you mentioned is solid and already have been commented accuratly. For heroes you always want your gentelmen's set: Lords: Celestant on foot, mounted on dracoth, Castellant, Relictor, Arcanum on gryph charger (on foot if you want minimum points spent to have seq in battleline, on dracoline if you run dracolines (though he perform good on its own) on taularon cuz cool model and his possibilities are yet to be explored) Knights: Azyros, Vexilor, Heraldor, Incantor
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