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rogue_michael

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Posts posted by rogue_michael

  1. The queue was in effect around 10am local time in the UK this morning. Think it's either a trial run of the system ahead of Dominion, or it's cos of the limited editions of the 40K books.

    I reckon they're gating the overall traffic on the site much, much lower than normal, so it's not necessarily that there's more people on the site than on a normal Saturday, just more than they want to let on right now for one of the above reasons.

  2. 1 minute ago, Marcvs said:

    Yeah but with the +2 you could use it 4 times to recast the comet every turn. Does the +2 to unbind apply to dispelling your own spells?

    It has an unbind and a dispel (no spell casts, but who cares for this), specifically with a +2 to both

  3. 11 minutes ago, Andrethegreat said:

    In the stromcast battletome  book it says on page 185 that Aetherwings can retreat and still charge later, in the same turn, is this the same rule that the gryph-hounds have, the darting attacks? If not, can someone tell how the Aetherwings swooping hunter works.    

    They work quite differently.

    Gryph-hounds have the special ability to retreat during the combat phase, after they've attacked. Ideally, this could be before the thing they're in combat with activates, so they don't get hurt at all.

    Aetherwings, on the other hand, can only retreat the same as any regular unit: in the movement phase, if they're within 3" of an enemy unit. However, what their ability lets them do is then charge later that turn, where most units can't charge (or shoot) in a turn where they retreated.

    So gryph-hounds: special get-out-of-combat. Aetherwings: special get-back-into-combat.

    It's worth noting that Watchful Guardians can also be used to get Aetherwings into combat without charging, where there's Raptors nearby and the distance rolled is enough.

  4. 13 minutes ago, Maturin said:

    The allies aren't part of the army, they're allies, that's why they can't have artifacts hence, they shouldn't count for the scions ?

    From the core rules:

    Quote

    Allied units are treated as part of your army, except that they are not included when working out your army’s allegiance, and can therefore be part of a different Grand Alliance or faction. In addition, an allied model cannot be the army’s general, and cannot use or benefit from your army’s allegiance abilities.

    So they're definitely part of the army.

    I think them not getting artefacts etc is from them not being able to "use or benefit from" the allegiance abilities.

    But I would say that for being taken into account during Scions they're not using or benefiting. They just exist. I think for them not to be counted it would need to be something more like "are ignored for the purposes of allegiance abilities".

    Further, I think the Scions rule specifying STORMCAST ETERNALS for the units that can use it but not for the units on the board is pretty telling.

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  5. @Turragor Is it possible you're thinking of this, from the Malign Sorcery Designer's Commentary?

    Quote

    Q: Sometimes an ability will allow a model to attempt to unbind a spell. Does this also allow them to dispel an endless spell?
    A: No. It will allow them to attempt to unbind the endless spell when it is cast, but has no effect on endless spells that are on the battlefield unless specifically noted otherwise.

    Which is to do with, say, artefacts that grant an unbind to a non-wizard, but not a spell cast. If so, Evokitties are fine as their warscroll specifies they get a spell cast (and an unbind) when they're a wizard. What spells they can then cast with it means they can't cast endless spells, but I can't see any reason they not be able to dispel instead of casting.

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  6. 8 minutes ago, Turragor said:

    I am 90% sure I read this in a designers commentary somewhere but units that can be wizards don't get a dispell right? Just a warscroll spell, lore spell (if applicable) and an unbind.

    I don't remember ever seeing that, to be honest. I thought it just took the opportunity to cast a spell, which you then use for a dispel instead.

    It wasn't what I was getting the ruling on specifically, but I got a ruling from the TO of the tournament I went to involving the extra spell cast evokitties get when they slow down time with the cogs, and part of that was that they still got their dispel (my question was with regard to them taking Blades stopping them casting any other spells) 

    (Obviously that's not a GW ruling, but an experienced opinion)

     

     

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  7. Just now, Jimbo said:

    Really wish we could have acquired enough space for everyone who wanted to come but it just wasn’t possible. 
    However, there are always drop outs so players on the reserve list should keep an eye out for notifications.

     

    jimbo

    Adding another 50% capacity was an amazing effort, don't think anyone can ask for more than that! Fingers firmly crossed for a couple of people realising they've got a holiday booked that it clashes with... 😁

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  8. 18 minutes ago, readercolin said:

    I like to keep the LAoCD nearby enough to get off celestial blades.  If I can get it in range for the pride leader buff, even better.  However, especially in the first turn, I'll frequently keep the LAoCD back a little bit so that way its less likely to get countercharged.  Also, don't be afraid to have them charge 2 units if you can get all the buffs off.  Fully buffed, a unit of kitties can put out ~72 damage on average to a save of -, or ~46 damage to a 4+ save.  If you are willing to drop Staunch Defender, I find they work especially well with Celestial Vindicators because they get to re-roll 1's to hit on the charge and you can command point to give them an extra attack (which can buff them up to ~92 damage to a save of -, or ~58 damage to a 4+ save).  This is usually enough to obliterate not 1, but 2 different units when charging if your opponent didn't screen properly.

    Excellent, thanks. This gives me a lot of good stuff to think on. I'd also made what I think was the mistake of putting Staunch on my LAoCD, which made me even more want to try to keep her in position for that, which really broke things. Won't be doing that again, regardless of what build I run.

    I'll see if I can make room for the 6 in the drake list, then. If I can't, do you think I go for something else entirely (I don't really have any other options built tbh and I'm not really in a position to add anything beyond the drake and the Castellant) or is the 3 playable in a pinch? I would probably be keeping Staunch for the drake castle (whereas I'd consider CV for my drakeless list).

  9. 15 minutes ago, readercolin said:

    Unless there is something that can remove them before I go, I always run them on the board.  This is because getting those spells off to buff them makes such a big deal in their damage output, I want them on the board so I can attempt to do so.  Additionally, I run with a Heraldor, and the run+charge means that they can pretty easily get anywhere I want them to be.

    Cool, ta. I went into my tournament planning to do that (also had a Heraldor), but ended up convincing myself to put them in the sky the first few games, which at least some of the time was a mistake. Then tried a board deploy and absolutely messed up the deployment, got them killed. Then was up against an old-rules KO clown car on Starstrike, so the sky really did seem like the best option there.

    I'll mull over going back up to 6, then, and committing to trying to do board deploys wherever possible. One thing with the run and charge was that I was conscious about leaving the LAoCD behind. Is that just par for the course, and if she catches up she catches up, but not something to prioritise?

  10. 1 minute ago, readercolin said:

    As someone who has been playing with 6 kitties for a year and a half now:

    3 kitties at 2k just don't do enough.  If your buffs don't go off or get dispelled, then they usually don't have enough offensive power to do more than eat a block of chaff.  If they do go off, then they can do a good bit of damage, but usually still not enough to handle a big block of the opposing force (with everything going off, they only deal ~20 damage to a 4+ save if they charge).

    Meanwhile, taking 6 means that they have enough damage to kill most smaller blocks on the charge even without any buffs.  When fully buffed, the only thing that can really survive their charge is a block of hearthguard berzerkers.  They also carry buffs better, as celestial blades is a great spell to cast on them, and they also benefit better from having a heraldor around to let them retreat/run and still charge.  As for getting them all on target, the only time I've experienced a problem there is trying to charge a single model (can only get 5 of them in contact to kill Gotrek).  Getting them all within 9" for pride leader?  That's a bit tougher.  But getting Celestial Blades off on the bigger group makes up for that in my experience.

    Ah ok, I was definitely committing to trying to get buffs up over getting everything in, which probably messed things up a bit. Maybe if I switch that focus around I'll be better off.

    Do you tend to run them in the sky or on the board?

  11. 7 minutes ago, schwabbele said:

    But don’t forget they cost a ton of points, and are hard to place- especially the wholly within 9“ from pride leader if you use a unit of 6. 

    however when they hit, they usually remove the threat from the table - or get durthud and fight last and lose half unit first 😂

     

    Yep I found 6 so very unwieldy. I struggle to imagine a situation where I could bring more than 3, maybe 4, to bear on the charge with Pride Leader up. I've had all of them in combat, but that was after being counter-charged 😅

    I actually think I might be able to get more done with 3 than 6, or at least closer to the same amount than half the amount!

  12. I ran a LAoCD and dracolines list at a tournament last month and really struggled to get things going. This is mostly on me as a player, I know, so I'm not ditching it like the list definitely doesn't work, but I'm happy trying something new. This is the list I ran:

    Spoiler

    Allegiance: Stormcast Eternals
    Lord-Arcanum on Celestial Dracoline (220)
    - General
    - Trait: Staunch Defender
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - Spell: Lightning Blast
    Knight-Incantor (140)
    - Spell: Stormcaller
    10 x Liberators (200)
    - Warhammer & Shield
    - 1x Grandblades
    - 1x Grandhammers
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    6 x Evocators on Dracolines (520)
    - 3x Grandstaves
    - Lore of Invigoration: Celestial Blades
    5 x Vanguard-Hunters (110)
    - Boltstorm Pistols and Shock Handaxes
    Everblaze Comet (100)
    Geminids of Uhl-Gysh (60)
    Chronomantic Cogs (80)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 102

    And I have a Stardrake on my painting desk. So I figured while I might not be going proper Starcast, I might as well join the conversation here :)

    Not had any particular thoughts on spells or mount trait yet. I think in an ideal world the dracolines would be dracothian guard, but dracolines is what I have. This is what I'm looking at at the moment:

    Spoiler

    Allegiance: Stormcast Eternals
    Lord-Celestant on Stardrake (500)
    - General
    - Celestine Hammer
    - Trait: Staunch Defender
    Lord-Castellant (120)
    Lord-Arcanum on Celestial Dracoline (220)
    - Mount Trait: Pride Leader
    Knight-Incantor (140)
    Knight-Incantor (140)
    10 x Liberators (200)
    - Warhammer & Shield
    - 1x Grandblades
    - 1x Grandhammers
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    3 x Evocators on Dracolines (260)
    - 3x Grandstaves
    - Lore of Invigoration: Celestial Blades
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 94

     

  13. 1 minute ago, jhamslam said:

    This reminds of some GT in 40k 5th edition. Exact same scenario.

    White Scars player deploys all his army of bikes in reserve. Tau player lines up Kroot using special deployment rules all along the edge of the board of the WS player.

    Round 1 begins, Tau players tells the WS player hes lost, calls a judge. Judge confirms, lots of salt generated

     

    ops.jpg

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  14. 11 minutes ago, Lucur said:

    You can simply cast Empower first, before the restrictipn from having cast an invigoration spell kicks in.

    Yes it's a sloppy attempt. As is the warscroll and the errata 😛

    Huh, does that work?

    I always thought the order didn't matter in cases like this: if A says you can't do B, but you've already done B, I thought that meant you in turn couldn't use A.

  15. I've seen mention a couple of times of using Cogs with Evocators (in my case on Dracolines) to grant them an improved save and to let them cast Celestial Blades and Empower in the same turn.

    But last night I was looking at the errata that allowed them to cast a spell from the Lore of Invigoration and I'm now concerned it doesn't work after all.

    Slow Down Time

    Quote

    The wizard manipulating the cogs can cast 1 additional spell in this hero phase.

    The Lore of Invigoration errata

    Quote

    Add the following under the title:  ‘Units of Evocators can know and attempt to cast one spell from the Lore of Invigoration. This is an exception to the rule that they cannot attempt to cast spells other than Empower. If a unit of Evocators attempts to cast a spell from the Lore of Invigoration, it cannot attempt to cast any other spells in that hero phase.’

    I feel like the intention of that last sentence of the errata was probably to make clear that you don't get to cast the lore spell in addition to Empower normally, but as written it seems like it would get in the way of the cogs rule and leave you with nothing to cast with that second spell cast (although you could still use that second one for a dispel, I reckon).

    My gaming group is kinda split on it, though.

  16. 3 minutes ago, Kimbo said:

    Hi! Quick question!

    Does the CA "Heroes of another age" stack in a way to shoot with, let's say, one unit of 9 raptors 2 times in the Hero phase (2 CP), then again in the shooting phase as normal? 

    Or can it only be used once per unit or something? Can't really find anything against it...

     

    Thanks! 

     

    I'm afraid it got an errata specifically to preclude doing that, yes

    https://www.warhammer-community.com/wp-content/uploads/2018/07/age_of_sigmar_stormcast_eternals_errata_en.pdf

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  17. 1 hour ago, Maturin said:

    I've got a question lads, how does Cycle of the storm really works ? Yesterday I was in the local GW, the manager was playing against a Stormcast.
    The manager gets three wounds on a unit of 5 sequitors. The SCE player was about to remove 1 and put a wound on another.
    I said don't forget your LACD's ability, you'll lose one, but one of the wound won't go to another sequitor, since one of them is used to kill the sequitor, who then is being revived, but then dies again. The manager said that it doesn't work that way, I don't remember exactly what he said.

    In any case, who's right ? Was the last wound used to kill the sequitor again, or was it transfered to another model ?

    You are right. The heal thing is instantaneous, so it goes remove wound, remove last wound but negate, remove last wound again. I think it's gone through like that somewhere, probably the designers' commentary

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  18. 14 minutes ago, Requizen said:

    Neither requirements are needed to use the Anvils CA. The "within 3 inches" and "made a charge move" requirments are for selecting a unit to Pile In in the Combat Phase,  telling you which ones are eligible.

    The Command Ability tells you to make the Pile In move and Attack, full stop. 

    The requirements are in the rule for picking an eligible fighter but again in the rule for when something can pile in.

    Makessense to me that being told to do it doesn't override that then not being possible, feels the same to me as being told I can charge a unit but presumably if I picked one that had run that wouldn't work (abilities to charge after running obviously notwithstanding)

  19. Hi folks

    I've got a fair pile of Stormcast that I've collected over the last couple of years, including just over 2000 points painted. I collect and paint the stuff I like, rather than what's good, and generally just play with that.

    But I'm considering going to some events so I'd like to optimise it a little bit, because as long as I stick to what I like and the list is fun to play, it'll be better not losing every game before I've even reached the table 😅

    Some friends suggested that building around the evocators on dracolines could be a good fit for me, so I've made a list I think I like the look of, that requires some painting but is largely what I've already got.

     

    Allegiance: Stormcast Eternals
    Mortal Realm: Ghur
    Lord-Arcanum on Celestial Dracoline (220)
    - General
    - Trait: Staunch Defender
    - Artefact: Gryph-feather Charm
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Knight-Incantor (140)
    - Spell: Lighntning Blast
    Knight-Incantor (140)
    - Spell: Stormcaller
    Knight-Heraldor (100)
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    5 x Judicators (160)
    - Skybolt Bows
    - 1x Shockbolt Bows
    10 x Liberators (200)
    - Warhammers
    - 1x Grandblades
    - 1x Grandhammers
    6 x Evocators on Dracolines (600)
    - Lore of Invigoration: Terrifying Aspect
    3 x Vanguard-Palladors (180)
    - Boltstorm Pistols and Starstrike Javelins
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 107
     

    I'm particularly wondering:
    A) If I'm best off without a Stormhost, or if there's one that makes sense here
    B) If I stay freeform, would I benefit more from Staunch on the Lord-Arcanum for the evocats or on a Knight-Incantor for the Liberators/Judicators?
    C) How to divide up my Judicators and Liberators

    Other feedback is welcome, and I do have some other heroes and units (but I'm not particularly interested in running shootcast or gavbomb tbh!)

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