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Knight of Ruin

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  1. I just ordered 2 boxes of hearth guard and a start collecting. Trying to figure out wether to go warrior kinband, auric hearthguard or HGB heavy. What are the differences in playstyles? I also dont see many mixed lists. Is it effective to run a little bit of everything?
  2. I agree that math is more reliable and something i consider too. But just rolling out gives me a feel what to expect when i actually play. That is why i roll several scenarios multiples times. Law of averages will dictate that after a few times i will have seen outliers in my favour, against me, and a few average showing. Regarding other shooters. I have not looked at any others because i want a duarding style force. I'm open to units i cant get as dwarf, like wizards, but i can get shooty units so dwarf shooty unit it is
  3. @swarmofseals That is pretty much what i said. But as i also said in my disclaimer: not using math. I was just rolling dice. And as mentioned in my previous post, i need to do the thunderer scenario over to make sure i used the right values.
  4. I either typed it wrong or i also rolled wrong. I will re-roll the thunderer scenario tomorrow. Not sure about the use of double runelords for the same unit. Sure makes the irondrakes melt anything with armour, but they are already doing that. I did play with a runelord on my hammerers, and a runelord on the irondrakes, for -2 rend in all the places You are right. I had assumed that the bridge counts as a move for the turn, thus counting as moved. I will give this some more thought. That said for now i have mostly been playing with cogs, as i can move up across the whole board, and it also affects gotrek if i want to bring him. So far i am planning on atleast a unit of hammerers and a unit of irondrakes/thunderers. If they both go over the bridge they are both near the same spot on the battlefield, maybe too many points in one space?
  5. So i have rolling some dice the past 30 minutes to see the difference between: Group a: Khemist + 20 Gunstock Thunderers Group b: Runelord + 20 irondrakes In both cases the Hero has Hawk Eye command trait. Some theory: Buffed by the khemist, the Thunderers get 3 shots at 3+/2+/-1/1, at 18" while able to move. Furhter enhanced by Rapid Redeployment Command ability, to also run and shoot! In Tempest Eye, this means at minimum: 7" move + D6 + 1" Run + 18" shooting range, for a minimum threat range of 27". Add Cogs and we sit at minimum 29". If you take the Bridge endless spell you extend this by another 24". This gives Thunderers enormous value to move up and delete a unit around a middle objective. Group B has the benefit of the torpedo and additional rend from the Runelord. The unit is ovarall also 110 points cheaper, which can accomodate some longbeards to re-roll 1's to wound! ( i did not take that into account in the following observations). The biggest downside is that they need to stand still to get their 2 shots. However, this group does have a 2+ save against shooting on the first turn! Scenario: Move up the board and shoot at a 10 man sequitor/liberator (2 wounds 4+ save, re-rolling 1's) unit. Because of the law of averages, i did the scenario 4 times for each of the groups. Observations Group A: Pretty much deleted the unit of sequitors each time. 62 shots at, 3+ to hit, 3+ to wound is really deadly, and the khemist can add an additional 3d6 shots to that once he gets in range. In each of the 4 rounds i noticed that a lot of the saves were made. I can imagine that anything with a 5+ save or worse will just be evaporated without second thought, and that is after the movement of the unit! Group B with moving: With moving, the unit killed 5-6 sequitors every round. The rend at -2 means only saving on 6's, and the torpedo flat out ignores the save! T Group B without moving: This unit wiped out the sequitor unit with ease, and still had 3-6 wounds spare after shooting. For fun: I wanted to see if a Group B becomes better with a Hurricanum, and i was rather dissapointed. For 220 points, i only got like 1-2 extra hits. Now, if you get your hurricanum to also buff other units, it becomes worth more, and is worth more also with more shots (i.e, Group B standing still, but Group B already annhilates heavily armoured units at that point...). Conclusion: Irondrakes are better than thunderers IF standing still OR shooting at units with a 3+ save or better. Thunderers are better than irondrakes if the unit is required to move, or against weak hordes with a 5+ save or worse. Disclaimer: There is no math here, just dice rolling. I did attempt to account for the Rule of Averages by doing each scenario multiple times, and i do not feel the dice were overall against me, or in my favour.
  6. If the hurricanum doesn't buff the sorceress, i would replace the sorceres + chaff for the hurricanum with battlemage to cast cogs on a 6+. I don't think Gotrek is competitive with Cities. Seraphon provides skinks for hordes, that can also be resummoned, and the synergy is just generally easier to provide in Seraphon lists than in Cities. That said, i love Gotrek, i dislike Seraphon gameplay (mostly the summoning) and the hidiously old models. Cities can also branch out in Kharadron Overlords and SCE, something i have always wanted, but never wanted to start with a large force immediatly. Cities allows me to dip my toes
  7. I have been thinking a lot about tempest eye, and the potential for movement shenanigans. This is what i found: - First turn +3 Move - Always +1 Run - Chronomatic Cogs +2 move/charge - Mucisians +1 run/charge - Wildform (Ghur Battlemage) +2 run/charge - Command Trait +1 to Charge rolls for units wholly within 12. - Command Ability: Rapid Redeploy (run and shoot) - Command Ability Sorcerers - Artificat: Re-roll Charges wholly within 12" of bearer Now, this leaves us with a few choices. Black guard can suddenly move 11" run 5"-10" and then charge 7"-17", re-rolling the charge. for a total of 23"-38" threat range. But black guard can only get +1 attack from hand of Glory, and +1 to hit from nearby sorceress. Since the sorceress needs to keep up, she needs to be on a dragon. No problem normally, because you can then take a sorceress on foot and take some darkspears as support, shadow warriors for remote objectives, and scourgerunners for harassament. But i want Gotrek, and feel that a dragon is too expensive, and also that i need multiple threats to make sure Gotrek makes it to its destination. I do think that if you are not running Gotrek, the Dark Elves do this tactic better due to the sorceress command ability. Enter Hammerers and Iron Drakes. For this setup, i will not use the Command Trait for +1 to charge, but rather use the Hawk Eyed trait. Allegiance: Cities of Sigmar - City: Tempest's Eye Mortal Realm: Aqshy Gotrek Gurnisson (520) - Allies Warden King (110) Runelord (90) - General - Trait: Hawk-eyed Sorceress (90) - Spell: Lore of Eagles - Aura of Glory (Tempest's Eye Wizard) Battlemage (90) - Spell: Lore of Eagles - Celestial Visions (Tempest's Eye Wizard) - City Role: General's Adjutant (Must be 6 wounds or less) 20 x Irondrakes (300) 30 x Hammerers (360) 10 x Darkshards (100) Chronomantic Cogs (80) Extra Command Point (50) Total: 1790 / 2000 Extra Command Points: 1 Allies: 520 / 400 Wounds: 88 This list has the following Idea Irondrakes in the middle, gotrek on one side of the irondrakes, Hammers on the other side. Runelord, Sorceress, and Battle Mage need to linger between the hammerers and Irondrakes to provide the buffs. I can no longer run and charge, but i now don't have just 1 threat that moves up the board. There is now 3 really hard hitting units that the opponnent has to think about. Sorceress sacrifices the darkspears to cast cogs on a 5+ Hammerers will gain Wildform from the battle mage and runs (thus move 13+D6). Irondrakes get Rapid Deploy Command ability (thus moves 9+D6 for a total of 25+d6" threat range). Gotrek will run aswell for 6" + D6 in Turn 1 this means the Irondrakes will most likely light up their first target with 1 shot each, -2 Rend (from runelord), and 2+ to wound (hawk eyed). in turn 2, the Irondrakes can stand still, and shoot twice! in turn 2, the Hammerers can charge (13"-23" threat range), and gain Warden King Command Ability, Aura of Glory, for 4/3+/3+/1 each. Gotrek will either be able to just charge, or not charge in until turn 3, that depends how aggressive combat units have been towards the Irondrakes. I still have 210 points left. I can either demote the darkspears to bleaksword, and add the Celestial Hurricanum without battle mage. This will provide +1 to cast on the sorceress, and +1 to hit on Irondrakes and Hammeres if i place it right. Making both units a lot deadlier, and casting cogs on 4+! However, i can also add in 2-3 Gyrocopters or scourgerunnners, endrinriggers, or shadow warriors for some harassment and remote objective scoring. What do you all think? I personally think that Tempest Eye is very interesting and that you can build some fun stuff with this city!
  8. Hey all. Im wondering what people think of Olynder and Reikenor?
  9. Can try to cut the base from mdf or plywood (dimensions must be somewhere on google). Then find some trees you like, or make your own. Place them on a base similar to 32 or 40mm bases from gw, in which you can plce a wide but thin magnet. Place a similar magnet on the base and you can then place and remove trees as you feel like. Which also means you can start cheap and upgrade later. I intend to do it this way, but also model rocks and sand etc. Not much of a tournament player tho, so i dont casre if it isnt 100% accurate. Needs to look good and practical enough for games. Mind the more rocks and stuff ok the base, the less practical.
  10. Bolter and chainsword has quite reliable rumours. Mostly concerning humanity (good and evil), but occassionally also other factions.
  11. Gutrot Spume, leader of the Poxmarked
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