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XReN

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Everything posted by XReN

  1. If you used scions on 6 units, whille having 5 on the table - you cheated Otherwise it's great to hear that you got a victory after getting alpha striked and with such a low body count
  2. Welcome! It all depends on how competetive you want to be, really. Because for casual games with friends this list will work just fine, maybe even too powerfull against some armies that aren't considered strong.
  3. Why would you ever want to dedicate units for protecting gavriel? As you mentioned, he is useless outside of the turn he delivers some melee units. Also, you seems to think that he is going to be used ONLY for evocators which is far from reality, I've won many games by tying up most of my opponents army with vanguard wing and I'm going to make my opponent choke on 20 sequitors whille I'm the one racking victory points. It also can be just him and 5 evocators, that is less than celestant prime, still deals a lot of damage, not going to handicap me if I wait for turn 2 or 3 and will get a guaranteed good charge because if my opponent is sitting in his deployment zone scarred to push on the objectives - that worth every single point and semi usefull artefact and lefts me with 1700 point for flexibility. Also the all-mighty cogs... As far as it goes you usually give your opponent a bigger favor by casting them and setting the for speed than you do yourself. I've won the game of Coallition of Death because my opponents casted cogs for us. So Me and my teammates got Orruk Megaboss, 2 units of brutes, 3 gore gruntas (with long charge bonus), 5 scioned retributors and 2 magmadrots into melee for the price of 30 vulkite berserkers that were slain 1st turn by two armies of undead, so we got our charges, inflicted a lot of casualties, got double turn and turned something that looked like a really bad position (we lost our most durable unit 1st turn against Legion of Blood, Legion of Nagash and Seraphon in 1000 points per player battle) into crushing victory with with score 18 to 12 in our favor and half of opponents frontline and support heroes dead by the end of turn 2. You are also overlooking the possibility of footslogging Gav with whatever hard hitters and he will be safe and will do his job as good as heraldor/translocation+cogs
  4. Try cogs+summoning units to tie up shooting units, but at this point format - there is not so much you can do against KO
  5. If it worked for you then fine, we all have serieses of great rolls, but I'm sticking to footsloging or Gav drop, because relible.
  6. Everything apart torpeding them with heraldor is a giant point dump (and Gav is not viable for Anvils) so You only get 11"+charge (spending CP 5/6 times for run rolls) to stay point effective, though it is not by any means bad, that's still a lot of points to take a unit from safety into combat and you still have to wait until next hero phase to throw additional activastion on.
  7. As I slowly approach my FEC waiting on sprues, I had a glance on this thread. Can't suggest the right size for magnets, but can give my two cents on magnetising, doing it with horrors is going to be far, far easier than kurnoth hunters that i did for my friend. So this is what i do to not mess up polarity: I stack my small magnets on big, telescopic one and work around that, so I prepare a hole for magnet in body and glue it in by poking stack of magnets in, then I live two magnets there, one of them glued and second on top of the first, after that prepare a hole in hand, drop some glue there and press it in position. That way you should get all your models right.
  8. I don't like the range on GHounds warning cry, you basicly need to work out your deployment around idea of using them. I'm still going to try them because the number of undeads, seraphon and other armies that can summon units (as well as dropping stormcasts) As for aetherwings - they are pretty good, I'm thinking of dropping a unit of raptors with 2-3 units of aetherwings to mess with opponents movement and feed him our battle pidgeons whille grabbing points and blasting enemy with shooting.
  9. Can't really agree on that, I happend to use a unit of 6 to amusing results as hero snipers. I belive double activation will effectively mitigate impact of look out sir when executing support heroes and give them enough damage to deal with elites/monsters. Also their headshots are not affected by modificators and with 18 shots a turn they can count for consistent damage deallers against very well protected targets. But still very pricey and I doubt spamming them on 1k.
  10. I'm a SCE player and I'm going to get Old Blood on Carno for CP-farm list to feed him with many-many aditional attacks
  11. As above, also the only "chamber battalion" you can fit in matched play is Vanguard Chamber
  12. Just passing by trying to make my friend who is new to AoS 1k points skryre list... Found your discussion on Spark working with shock gauntlets, as rules state: sometimes an attack can cause multiple hits that you have to roll to wound and save simultaniously, so that means all shock gauntlet hits from 6+ are part of ONE attack, the Spark tells us that we can increase damage characteristic of a weapon by 1 for single attack and not add 1 damage to the attack. So for me it means that all hits from single 6+ will benefit.
  13. Solid points, but there are some things to remeber Range on Judicators guarantee first turn shooting without wasting SotS slots in any scenario unless opponent backs up with his deployment Azyros is anothet tax distributed over castigators, so the point-per-wound difference decreases, also if you will be able to protect castigators it might be significantly harder to keep Azyros alive Then there is a new big factor for shooting: Look out Sir! Judicators can give me 4 4+/3+/-1/d1 and 1 3+/d6hits 3+/-1/d1 against little heroes, whille castigators get just 5 4+/3+/-2/d1 and 1 3+/3+/-2/d1 So your good rend does not matter if you can't hit the target Summarising all that with the fact that judicators are Battleline places classic over fancy ghostbuster grenadires, at least for me.
  14. Nope, just the fact that Aspirant wanted polearms UPD: maybe some more shooting protection from protectors can be nice
  15. For a 1000 points list this is something I would run: Allegiance: Stormcast EternalsLeadersKnight-Incantor (140)- General- Trait: Staunch Defender Lord-Castellant (100)Lord-Relictor (100)- Prayer: TranslocationBattleline10 x Liberators (200)- Warhammer & Shield- 2x Grandhammers5 x Judicators (160)- Skybolt Bows- 1x Shockbolt BowsUnits5 x Protectors (200)- 2x Starsoul Maces3 x Prosecutors with Stormcall Javelins (100)- 1x Stormsurge TridentsTotal: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 67 Previosly (1st ed) it was Lord Celestant, retributors and gryph hound instead of protectors and incantor, but since there is no more 5+ MW on paladins you can go with magic instead (also POLEARMS)
  16. It's all up to you, everything that is sacrosankt are solid choices, from blightwar there is not very much you can grab (longstrike raptors) and everything else is just weaker then new chamber, but can perform decent. Three of SCE main weaknesses are Bravery, Speed and Damage so you will need to focus on those, as well as having enough chaff and roadblocks to protect your heavy hitters (since you don't have a luxury of heavy-hitting roadblock that is 20 sequitors) and score objectives As for heroes Incantor and Castellant should probably be your go-to choices, Azyros now can buff melee, while Heraldor's buff is really good if opponent is trying to tie you down Maybe it's just my bad rolls, but I see a tendency to get heavy losses from battleshock. That is something to remeber about.
  17. Totally, same ETB miniatures are not really worth keeping in that numbers
  18. Ok, I'd like to hear from you how the game turned out.
  19. Maybe split Evocs (unless its really important to run a unit of 10) and take cleansing phallanx, getting aditional CP and taking artefact from Hysh to restore spent CPs on 5+, I belive you will benefit from that, since you are running a really CP-hungry list.
  20. Great!) I'm personaly more into tournaments and universal lists so I keep refusing challeges from local nurgle player who is super competetive untill I get a lot of sacrosanct done, so that's probably all that I can suggest right now.
  21. Depends on what you have, but I suggest you bringing Incantor to delay Blades of Putrification for at least a turn and some dedicated hero sniping unit like longstrikes, or even celestant prime to assassinate some of opponents characters. But don't take Venator for that, he is not gonna do ******.
  22. So, I totally agree on what PJetski suggested and want to throw some thoughts on running a pack of 12. Since 12 dracolines already have a lot of killing power I'd suggest taking relictor for divine light and castellant for warding lantern to boost their protection. And with 3 battlelines, Arcanum on dracoline and pack of 12 that is going to wrap up his 2k pts list, with some room for endless spell(s). If he is facing enemies so resilient or wisely placed that the dracolines cannot remove the right away - get the anvils of the heldenhammer stormhost and swing at the opponent one more time the next turn after the charge. Now I'll also suggest dropping 3 cats for heraldor and 2 ballistas, so the list will have at list some shooting and an ability to escape unnecesary fights.
  23. Hi there! The answer is no, you don't need to take endless spells to be good, but you probably want some defence against magic, so - knight incantor. If you would like to try epic malign sorcery shenanigans - get a box of SCE spells, the comet is nasty, the flying disk gives your wizard +1 save and another unbind roll, so good for defence, and hammernado just looks super badass.
  24. What is your experience with Hurricane Raptors? I might convert some from castigators with leftover bits from longstrikes and try them with justicar conclave to get a small bucket of dice.
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