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Apologetic Canadian

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  1. Given the limitations of the starter set (and most likely the warband box), has anyone found a decent way to convert the odd Legionary or other model into a Drillmaster? A lot of posts I've glanced over have suggested that Drillmaster x3-4 and Legionary x3-4 are the "go to" 1,000pt competitive list, but with only one Drillmaster per set, that seems like it would be an expensive undertaking unless there's a good conversion guide out there.
  2. Hello everyone, I'll be joining the Sylvaneth wagon (not made from lumber, I swear!) soon. I think I can figure out the list building enough on my own; however, one thing that I am wary about is the model count I should have on-hand for summoning. Would anyone happen to have a brief rundown of what units are best to have extras of, and how many? For example, I know Dryads are a fan favourite to summon, but how many would be a good amount to have on the side in a realistic matched play battle of, let's say, 2000pts? All help is appreciated!
  3. Two things: One, thank you for this thread. I'm new to Age of Sigmar (although I have nearly two decades in Warhammer and Warhammer 40,000) and I'm still trying to get the swing of how everything works, so having a breakdown helps me a lot. Two, who can take the spells, exactly? I have the book in front of me, but while the Spell Lores say Wizard or Priest under the applicable tables, the actual entries for each unit never mention that they may take one spell from <x> -- it confuses me a bit, as with previous experience it's normally stated that "Among the spells here, this model may have up to <x> spells from the <y> lore." Again, thanks for the good work!
  4. Hello, I've been building SCE up over a small amount of time and I'm trying to figure out how to branch out. I run Astral Templars (I love their colours for some odd reason) in a heavy Sacrosanct style. My group is not tournament-meta level, but we still like to give one another a good fight when possible. I've currently been running something along the lines of... I'm wishing to branch out and even replace things if necessary to hit a strong 2,000pt army list. As it stands, I've noticed that movement is troublesome to the point of me having to survive the charge before I get chance to dish out the hurt, but everything seems to have strong staying power and the Evocators buffing up Sequitors. Any suggestions? Maybe adding in another hero or two for aura support, or increasing squad sizes/removing certain squads? As a follow-up, what are folks doing for additional Stormsmite Greatmaces in their squads? They're a touch rough to come by and I actually grabbed a few "Easy to Build Sequitors" to get cheaper Greatmaces. Thanks in advance for any replies.
  5. What's the consensus on Castigators and Palladors? I've seen a lot of talk on Sequitors and Evocators in lists, so I can already tell they have some powerful options - some write-ups on the others would help a new SCE player out a lot. edit: I'd love someone forever if they could give a write-up on basic kits for units, to be completely honest. Unlike the Fyreslayers I gave to a friend for his SCE, I'm not used to having a few dozen selections in the book... I'm used to the same 90 naked dwarf models. The SCE units really have me scratching my head on what is good and what may be a trap for my wallet.
  6. Hello, I'm coming into Stormcast Eternals after originally being a Fyreslayer player. Needless to say, there's a big difference between a handful of troop options and the absolutely overwhelming amounts of entries the Stormcast Eternals seem to have. I could use a hand in understanding where to go from what I'm receiving, and also what to avoid if at all possible (let's be honest - every book always has a 'trap' unit). It seems I'll be accepting the Stormcast side of the Tempest of Souls box, as well as the Stormcast portion of the Souls War list (with a few extra Sequitors, all sadly with the mauls and not swords). Essentially, for those who don't want to look over the context of all those boxes, it seems I will be receiving: Lord-Arcanum on Gryph-charger Lord-Aquilor on Gryph-charger 2 Knight-Incantor 5 Evocators 8 Castigators 16 Sequitors 2 Celestar Ballista Where may I go from here? The original idea I had was to be more of the sturdy setup, using healing and saves and naturally stickiness to deal with my opponents, but I'm not overly sure if that is even possible. Any advice is good advice for me right now!
  7. Hello everyone! Some friends and I finally decided to pick up Age of Sigmar again; however, we've run into two rules we needed clarification on that came up in our game. One can apply to any match, while the second applies specifically to multiplayer matches (so three or more armies on the table). For the 3'' Pile-In, can a friendly unit that was not charged for combat, but is within 3'' of an enemy unit/model in combat, move 3'' and make its attacks as normal? It seems very similar to Heroic Intervention from Warhammer 40,000; however, being able to do that as any unit most certainly left us puzzled. In a multiplayer match, how do units activate in combat? As an example that came up today, Player A charged into Player B and Player C's units. While Player A was able to take their first combat, Player B then responded... and we didn't know if Player C would activate and have it go back to Player A, or if it would go back to Player A right after someone retaliates. We also weren't sure how it would continue if the combat went into the next player's turn - will Player A and Player B activate and fight again in Player B's turn, but Player C waits until their turn for Player A and Player C to activate? Does everyone involved in a combat, regardless of whose turn it is, activate in the combat phase? Needless to say, the confusion from #2 made us decide to, for the moment, give up on multiplayer games until we have a better idea on how to handle things. Anyway, your responses and guidance are greatly appreciated.
  8. I keep seeing mention of the Vulkite "horde" rule no longer being thing. I've looked online and I'm unsure what exactly has changed, or rather, what the "Vulkite horde rule" is actually referring to. Did they remove Berserk Fury from Vulkites?
  9. I've been looking to get back into Age of Sigmar after myself and my friends abandoned ship at the initial release. I know, not the greatest thing to admit, but the lack of points and... well, I'm sure you all understand. Anyway, I'm a lover of all things Duardin, so the Fyreslayers stuck out to me immediately. I've been slowly figuring out how they play as I look over what I plan to purchase, and one list stood out at a recent event that I had planned to build toward; however, reading through this thread, it seems like there's some mixed signals on what the lists uses. The list is as follows: It's certainly an expensive list and is downright mean to play against, but I see a lot of people leaning away from the Hearthguard Berzerkers in favour of Auric Hearthguard. Would that make a Top 8 list, such as the above, a bit invalidated in the eyes of others here, or does it seem to accomplish a job and do it fairly well when analyzed?
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