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XReN

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Everything posted by XReN

  1. Ballista drop seems to be as good as you can get when dealing with Nagash, try to hold out until you know where he is placed, before doing your ballistas, It might be better to safely shoot him at 30" distance with double shooting from Anvils than droping in, if he will have first turn and ability to make 18" scion deny zone. And if not sure - split it up with 1 ballista on the table, to have a of crippling him turn 1 and 2 ballistas in reserve
  2. You always roll all your preventive abilities
  3. I was just being funny, that's all Also they aren't the only ones who don't need to roll. SCE have Evocator's arch lightnings and Paladin's SS Maces and many other ways to deal MW without hit rolls. Also there is offensive magic, prayers and other stuff. GF Charm is by far not the best artefact, it's just great on 4+ monsters and foot characters who does not heve better defence options For monters with 3+ it will be Etherial amulet which is insane and it's introduction is one big mistake. For SCE Star Drake Ignax's Scales is the best, because of the best saves in the game And that was only defensive options, somebody might even throw out defence and go offence with blade of judgement, runeblade (as well as it's ulgu collegue) and ghyrstrike. It might be the best defence option for FEC, not the best realm artefact
  4. Skaven Skryre Warpfire Throwers & Warp Lightning Cannon crews: <Hold my beer> :D
  5. Fair enough, still taking any named character makes it much better.
  6. Why don't you ask Bdp5? ) I know that hammers are pointless and I don't care why people would run them without Gavriel, maybe going with the painting scheme?
  7. I highly doubt that Staff of Focus is legal to be used with endless spells, because they are slightly different things than normal spells, so in our local SCE chat we decided not to use it like that, until something changes. And even if it does work with endless spells, the wording means +1 MW total, not +1 on each succesfull roll from Swords or Hammernado
  8. Looks really nice together! Hope Sigmars enemies with fall under volley after volley of crossbow bolts How do you find all this shooting perform with and without Azyros buff? (I have a ton of different crossbow infantry and feel like it's time to paint Azyros at last)
  9. This list will do against most non competetive opponents, but will get bullied by anything with decent shooting/mortal wounds output/melee monsters (like beastclaw), large numbers Two main problems with your list are: it's fragile as hell and full melee. And those can work together, but not when it is the properties of whole army. Sure, try it if you have all the models, if not, I'd suggest dropping dracolines along with phalanx, getting cogs to take most of staff of focus with two spells, building up sequitors to maybe 20 man and getting 2x5 judicators, or 2x10 seq and 5 juds. Also lord castellant would be great. Maybe smtg like that: Allegiance: Stormcast Eternals- Stormhost: Hammers of SigmarLeadersLord-Arcanum on Gryph-Charger (240)- General- Trait: We Cannot Fail - Celestial Staves (Artefact): Staff of Focus- Spell: Chain LightningKnight-Incantor (140)- Spell: ThundershockKnight-Incantor (140)- Spell: Azyrite HaloLord-Exorcist (140)- Artefact: God-forged Blade - Spell: Lighntning BlastLord-Castellant (100)Battleline10 x Sequitors (240)- Stormsmite Mauls and Soulshields- 5x Stormsmite Greatmaces10 x Sequitors (240)- Stormsmite Mauls and Soulshields- 5x Stormsmite Greatmaces5 x Judicators (160)- Skybolt Bows- 1x Shockbolt BowsUnits5 x Evocators (200)- Lore of Invigoration: Celestial BladesWar MachinesCelestar Ballista (100)BattalionsGrand Convocation (130)Endless SpellsEverblaze Comet (100)Chronomantic Cogs (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 100 Here you have some shooting, improved defence due to lord castellant and cogs, remeber that you can use cogs with evocators to get them reroll of all save rolls as well as ability to double cast Empower if you want Also check out Black Blade's thread on SCE magic for some ideas and experience
  10. If I had 40 to 60 spare points I might take them over building up liberator unit
  11. Man, if you find anything, for god sake tell us about it! I tried to make some myself with blue stuff and putty but it all failed on the last step - casting copies of it, the blue stuff misplaced every single time I tried to make a copy (I managed to roughly transfer Knights Excelsior symbol on shoulder pad with hammer symbol removed)
  12. Also check out Black Blade's topic on SCE magic if you haven't done it yet, I've found it very informative, since I'm somewhat slow to paint all the new goodies and still haven't played new chamber
  13. Absolutely, most decent choices will be Castellant (basicly he is must-have) Judicators with bows as third battleline, pushing one unit of evocators up to 10 or just dropping phalanx and reshuffling everything a bit. Howhever 20 sequitors are somewhat unvieldy, probably a choice that worth trying. So maybe something like LAoGC Incantor Castellant 20 or 10 sequitors 5 or 10 sequitors 5 judicators 10 evocators And then whatever you feel like adding
  14. 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
  15. 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.
  16. 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
  17. Try cogs+summoning units to tie up shooting units, but at this point format - there is not so much you can do against KO
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
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