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mmimzie

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Everything posted by mmimzie

  1. I saw skip trying to prove you are out of line of sight and give them the -1 artifact if your gonna take the knight incator+comet. I'm not saying the incantor is bad, i'm saying the knight+comet is fragile as is a lot in a small package that a lot of armies can deal with. IF you take the comet you have to consider how you are going to protect the incantor, you don't want 240pts to be the vulnerable, and your proving it by telling me how you need to protect the model, which... is my point.
  2. This army is easily that shooting army, or that is to say the whole cities book. More so tzneetch and skaven can put out this level of damage on the first turn. This army along 30 sisters of the watch will mence most heros and can be boosted up the table using the soulscream bridge allowing them to count as stationary for double tap. 30 dark shards with ignite weapons can easily rock a knight incantor, geting run and shoot potentially moving 13" 15 with wild form and shooting from 16" out if in hollow heart you could get ignite weapons.
  3. I'm of the opinion that if you bring a general on foot they can also do this job. Honestly any one with ignax scales can do it as a D6 from even at 4 hp isn't super likely to kill your wizard. WIth all the healing hollow heart has access to you don't nessarily need the luminark or a big target to hit. That said a pheonix with annoited made wizard via the artifact makes a decent target as he has that +4 wound ignore.
  4. It's not a sucide if you have 4 wounds remaining. The sucide is the melee attacks you are likely about to take back. I think maybe if you take the incantor i wouldn't take the comet. As you have to think of the incantor as starting to cost 240 pts if you bring the incantor, as he's the only wizard who can that comet. If your incantor get shot off the table your comet also dies. You'd want to make the incantor the general for protective retinue and take the artifact for ignax scales to protect against dying to spells or the artifact for the extra -1 to hit to save you from shooting.
  5. Should the main cities of sigmar thread be moved there?? Might drop visibility for new folks interested in starting the army. Abit darned if you do, darned if you don't edit: Also living city is still out there in the wild.
  6. I think if you run phoenix guard and phoenixs you're almost required to then take the emerald lifeswarm. The D6 revive will pay for itself with the first roll most of the time. As for the knight incantor+ comet. I'm on the fence with that one. We do have the lumincark and the azyr battle mage with roaming fire that can shoot 2 back to back d3 aoe spells. That both bring abit more to the table, heck if you want long range bring a balewind vortex to put the azyr battle mage on to bumb him to a 24" range (+3-4" for the extra range you can get for setting him up closer via the vortex). While the luminark can't be dispeled when shooting it's 30" laser and can repoition 6-10". Edit: i guess the commet gets alot better if you bring the command trait that lets you unbind endless spells on with +3. Hmmmm
  7. I don't think that CA is worth the CP. Appart from that honestly any retinue can work well with 5 to 6 wizards likely you'll have a wizard throwing around seer wounds or the life swarm which is one of the best empowered endless spell so getting them back up is no problem. From that lets say you have a 5 wound wizards and do 6 damage, likely you just need to throw 2 or 3 die at trying to block the damage. WIth the healing as long as the wizard lives with one 1 wound you can likely fully heal them easily. From there pheonix guard aren't the best targets as i believe they are 160 pts for 10?? That means with a +4 save they are the same as an 80pt unit with 10 models. Flagellents and free guild guard are 80 pts so can do the job just as well. I do think with hollowheart endless spells will be a big thing as base line you can ignore the damage on a 5+ and with a spell make that a 4+. I think that the main concern is to see if battlemages are affected by the restriction of where you are from. I don't think so as that rule specifics strictly malign scorcerys and the artifact there in.
  8. Tzneetch doesn't really go summoning crazy off spells. It's more about them killing thier own models. With 5 hollow heart wizards even if you are 100% successful they'll only get a blue horror squad out of your efforts.
  9. So note that is no specific definition of "every spell has a range and that range is the first range mentioned on the warscroll, every other range is different." As such the balewind vortex and spell portal both can be used to extend the range of cyclone.
  10. @Thiagoma I think i would bust one of the phoenix guard units to 2x 10 man. This would give you a screen from alpha strike, and more units to jump on objective or whatever. You'd still have the 20 man units to buff up and send in to kill stuff, and the 20 man unit will be safe getting covered by the 10 man blocks. My list idea: Sorceress (general w/battleshock immunity aura & -1 to be hit by shooting) (ignite weapons/reflect damage) Sorceress (eldrich protection/Cyclone) Battlemage (adjunct) (wildform) (ignite weapons/seer wounds) Battlemage (chain lightning, chain fire ball, cyclone) Whitemage of Luminark w/Ignax scales 20xDarkshards (retinue) 20xDarkshards 30xBlackguard 6xMorrsarr Guard Burning head Balewind Whitefire retinue 2k pts Scales let you cheat the command ability some. Sorc is general for CP generation and to provide the sorc some additional durability. Darkshards can act as screens, but can also get buffs to be come deadly. Luminark because big laser. Blackguard and morrsarr guard allow for quite abit of clean up, and are oppressively fast with support. Morrsarr guard are fast with need for little support.Both can get some great buffs for staying power and the +1 to wound (battle mage) and reroll 1s (burning head skull). I had considered emerald life swarm, but i don't have enough good targets in this list.
  11. And that the darl shards have a longer effective range. The pistols and such aren't the real draw its all the sky hooks as it's about killing the target you want to kill not the one you are barely in range to kill. If i wanted to math all the ranged units damage id also add in all there melee damage too. Im also not saging the company are bad, but just better than darkshard as a blanket statement isnt true. The company gets better if you break a soul scream birdge or other buffs, and the company is better against stuff with a 3+ save or better. Also dark shards will likely have to move for every shooting they do.
  12. Stictly speaking this isn't true Company with a unit of 40 with sky hooks getting thier bonus against a monster with a 4+ save: (only showing sky hook damage here) .029 wound/pts (this include khemist cost) Darkshard with no help against the same thing: .033 wound/pts That said likely you might bring a sorc, but the sorc will most likely be more for black guard, and any help to dark shards would be a secondary effect. Darkshards can easily be a staple unit that you bring a big squad and hit with +1/+1 and give reroll hits and wounds if you want it to be a back bone to your army. Or a battle line where you bring 10/10/20 using the 20 to buff up with +1 to wound so that you can snipe characters early in the game, and the other 10 as a screen that can also do decent damage. Darkshards are no joke.
  13. Not only does 2" range set them appart it makes them just plain better from a pure math point of veiw as it's basicly +50% damage when compared to units like great swords/hammers. If you think of the units fighting in 10 man ranks, your going from 20 attack to 30 with that 2" range. Than as you say the ability to throw CP into these guys to make em faster make them about as speedy as morrsarr guard. They have a natural +1 to run/charge and you can cast wildform on them to give them another +2. WIth a auto run 6 CP these models can move 15" and have a +3 charge roll. In hollow heart you can give them +1 to wound and bring burning head to provide reroll 1s to hit. They also get really nice milage off of emerald life swarm, since they are so pricey per wound 1 cast pays for the empowered swarm.
  14. Morrsar guard on the charge are at .0461862, with lightning .05795098 . Ishlaen are at .03492063 remind morrsarr guard are good because of speed, burst damage from the mortal wound thing, and they have a low surface area to points ratio which lets you get more of your points into combat at once. For instance a 6 man morrsarr guard unit (as you know) will likely always get to fight with all 6 models against most targets. A Demigryph knight you will likely just get 4 and maybe squeeze in 5 models into combat. Just due to base size difference, and even more so when you take into account speed.
  15. It's not so much actualy if you look at the numbers it rates about the same level as dark shards or shadow warriors, with similar levels of draw backs, and needs for support.
  16. Im thinking of going hollow heart. I havent looked closely at the points but: Sorceress general: battle shock immunity aura, -to hit against shooting Battlemage ghur Battlemage hysh: adjunct Battlemage: chamon Sorceress 40x darkshards 10x free guild guard 10x free guild guard 10x free guild guard 6xmorrsar guard 30x blackguard Burning head Quicksilver swords Purple sun Geminids Thinking of adding a hurricanum for bonus to cast for the battle mages. Black guard are very fast, with wild form and a commandabout from the sorc they get a potential 15" move and +3" to charge. Morrsar are just another quick killy unit that dont hit as hard but don't need as much support. That said they can be buffed with hallow heart spells to boost thier punch. What do you folks think, should i bring the hurricanum? Maybe different endless spells?? Like palaisade, shackles, and gravetide??? Not feelingthe gemnids for the price. Maybe the luminarch kill laser??
  17. i dont know which realm the thermalrider cloak comes from or any of the realm artifacts as i general just limit myself to one and don't gotta think about it, but each city is limited to what realm artifacts they can take. Depending on what city they are from. There is abit of a question about if the battlemage can take whatever spell they want or if the city will force you to take one. Looking at the rules i don't think it matters but we don't know for sure.
  18. Yeah the battlions are take it or live it. The white flame one which is most interesting to me, lets you get +1 to cast for all the wizards if they a near by, but the command ability they have can already get you up to like +6 potentially. That said it could take 3-5 drops off the top of your army. I do wonder how battlemages will work with being in cities. The way i'm hearing the rules i feel like they still can pic thier own realm?? Seems like it needs and faq
  19. good because hallow heart wizards are going to be nuts!!, command abilityl ets you roll a die, and your wizard takes that much damage, but every wizard within 12" gets that that much added to thier cast. ALso each hallow heart wizard gets +1 cast per turn. ALso allies confirmed. stormcast, slyvaneth, and KO are limited to 1/4th your army.
  20. Interesting the way i see the army is it's 1-2 units lead by thier specific character. As most buffs are single unit or pretty range restricted. The way AoS works, outside of shooting you want big units doing big things, and thus you aren't likely 2 have 2 units of great swords side by side all trying to swing into the same combat, more likely you''ll angle to just have 1 great sword squad with shooting support. I think you have modules and you can kinda plug and play the army. 1 sorc with attached blackguard or dark shards as offensive units able to move quickly and hit hard. Battlemage (hysh or ghur) with attached eternal guard or free guild (depends on points which will be better, right now it's looking eternal guard) as a cheap but huge screens that can take a punch. As you say you can take the greatswords with your hero, but i just don't see the rangeds working out in your favor to have 2 big great sword units running around trying to stay wholly within that hero. So i see it as detachments with some mixed synergy between them. Not to mention some of the syngeries need CP to work, and thus you might quickly find yourself CP starved.
  21. I like the new wild form makes those charges a lot better. Combine with the the sorc who can make a unit run and charge, and now you have easy cogs.
  22. I think the darkshard look amazing. Combine with run and charge from the sorc and potantially auto run six, they have so much reach. Can put 10 wounds on a hero just about anywhere on the table. More would if they arnt getting look outsir.
  23. Darkshards arereally good now. 4+,4+ baseand only needing 10 models to acfivate +1 to hit. Also no 3" restriction. Free guild muscians are better and i think all muscians giving +1 to run and charge rolls.
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