Fundre
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Posts posted by Fundre
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Hey guys,
Rules question, billowing ash spell from the firebelly has a aura effect of 12". If I place the firebelly on a balewind vortex, does the aura effect of billowing ash increase by 6" or not? My game group is arguing it only effects the casting range of spells but I disagree
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Another amazingly simple fix for Mournfang would be a 3+ save?? Alternatively just let them hit on 3s... both would make the 140pt price tag much more worthwhile
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9 hours ago, Charleston said:
Hej guys,
I just came back from my first two games with the new book and it was a blast Finaly Ogors feel fun to play again. It were 2 games against OBR around 1k points. I´ve won the first game within minutes as I could freely charge and destroy his hammer in the first turn, followed by a doubleturn to swipe it up. The second game was harder, with my opponent using his motrek guard as screens as it shall be and I was really in a trouble to keep his stalkers at bay. Both very fun games I really enjoyed. Now it got me even more tinkering in how to proceed with my BCR. I love the monster-charge rule and would love some healing, so a Huskard on Thundertusk seems valid to me. But what then?
I am also looking at the battalions and honestly they confuse me a lot. There are two Battalions with the same requirements that benefit Stonehorns, and the one for Thundertusks requires 3 Thundertusk riders, which seems a lot.
Any recommendations?
Add butchers, they are amazing.
As for a batallion, i think it is key to making ogors very competitive. I'd recommend the Eurlbad for a Stonehorn heavy build -
Quick question and apologies if this has been answered.
The spell blood feast adds 1 attack to melee weapons. Does that include gulping bites? for example, would iron guts thus each get 4 attacks with great weapons as well as 2 attacks with bites?
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I have not been this excited for a battle tome in a loooong time!!! I think they've done all the right things to bring our fatty's back to a competitive level
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28 minutes ago, AdamR said:
Ballistae.
I have room in my list for 3 but no Ordinator. Are they ever worth taking without the LO? Or just a constant source of disappointment?
Really only find 3 or 4 ballistae with ordinator worth while. but thats at least 470 to 580 pts and when you get neat 500pts you need to build around that
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can't wait to see what that book holds!
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35 minutes ago, Alfascozzesi said:
That’s interesting. As you don t have to declare who you are charging as long as you are within 12” of an enemy unit can you roll and get for instance 30” with Gav as above and then move / charge to another unit further than 12” away?
Yeah thats exactly what i did. Morathi was within 12 of 3 units in t4. so they could declare charges, i had enough bonus move to get to all the objectives he was holding and won through sneaky shenanigans. One unit charged 32"
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5 minutes ago, AxolotlQuestions said:
Something to watch out for - regardless of Gav's ability you still need to be within 12" of an enemy unit to be able to declare a charge.
Yes, I am aware. I had 2 units that were outside of 12 which couldnt charge.
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2 minutes ago, Raffonerd said:
What about this one?
Hammers
Arcanum 220
Vexillor 120
Gavriel 120
Relictor 100
Castellant 120
Evo 220
Evo 220
Sequitors 130
Sequitors 130
Sequitors 440
Phalanx 120
Cp 50
Totale 1990
Very similar to my list. I find that you do want one big unit of evos. Try get one unit to 10 and maybe drop 5 seqs...
Another thing, the phalanx's empower only works on 2 seq units. I run 2 x 10 seqs to get the best chances of empower and other buffs. my 3rd battle line is 5 seqs- 1
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11 minutes ago, schwabbele said:
Hahaha nice one 😊
It gets better. I did that turn 3.
In turn 4 I had 7CP cause I kept getting my CP back so I made 30"+ charges to win the game .
Played against DoK, the mission was 1st one in BRB, 4 objectives and you win once you controll all 4
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Hi guys,
Another rules querry please...
I'm running hammers of sigmar with the phalanx and my 2nd item is the aetherquartz brooch.
In the game I have 2 CP. I deepstrike with GAV and some untis. Charge phase I burn 1 CP and add 3" to my charges near GAV. Then I roll for the brooch and get the CP back. I burn the CP again and add 3" more. I roll for brooch and get CP back again. I end up doing this 5 times in a row adding 15" to my charges.
Clearly my opponent was not impressed and said this was not legal...
Is this legal? I know GAV's ability stacks but is there something wrong with the way I used the CP?
Thanks for reading
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9 minutes ago, XReN said:
Cities can't ally with SCE, so no. You can take SCE only per "Stormkeeps" battle trait as part of the City
Thanks again
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Hi guys,
I don't know if this has been asked but can you take stormcast allies in your cities lists if you wanted to take more SC than the 1/4 allowed?
For example is this list lega?
Allegiance: Order
Leaders
Freeguild General (100)
- General
Celestial Hurricanum With Celestial Battlemage (280)
Cogsmith (60)
Battlemage (90)
Lord-Castellant (120)
- Allies
Lord-Ordinator (140)
- Allies
Battleline
10 x Freeguild Crossbowmen (100)
10 x Freeguild Crossbowmen (100)
10 x Freeguild Crossbowmen (100)
Units
20 x Sequitors (440)
- Stormsmite Mauls and Soulshields
War Machines
Helblaster Volley Gun (120)
Helblaster Volley Gun (120)
Celestar Ballista (110)
Celestar Ballista (110)
Total: 1990 / 2000
Extra Command Points: 0
Allies: 260 / 400
Wounds: 135
3 cities SC
2 SC allies -
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4 minutes ago, XReN said:
It does count as "a unit on the table", it goes in the same "drop" as Lord Castellant/Veritant
So it's one drop but allows an additional unit in the sky? Sorry for being daft here...
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Can anyone tell me if the gryph hound that you get to set up with the castellant counts as a unit deployed for scions of the storm? Like, does the gryph hound allow one more unit to stay in reserve in the heavens in addition to the castellant? And does it count as a "drop" for deployment?
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Thanks @soots That helps a ton
And thanks for sharing this.
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On 10/14/2019 at 4:54 AM, soots said:
Did my own efficiency ratings for decent units
Damage = unsaved wounds per100 points (doesnt say if rend or mw, but does include wounds)
Rend0 = (lower better) Relative defensive value against rend 0 (value for each wound per point) (Rend1 and Rend2 with their rend respectively)
Blue = melee ratings. grey is missile ratings.
(a few assumptions made - e.g. typical unit size to get bonuses, typical loadouts etc)
Melee Conclusions:
- You pay for rend and mw
- Cost for movement is effectively ignored. Dwarfs do not get a discount for mv4 vs elven mv6. Saw this with Skaven. IMO big oversight
- Pistoliers > gryphon knights at nearly everything. Better defense, better move, better offense.
- Eternal guard (rated at standing still) is possibly the most efficient unit in the game if it does not charge.
- Corsairs with a fleetmaster are at around Plaguemonk output.
- Sequitors are amazing.
- Melee elites. imo. . id go executioner/blackguard. The sorcerer character is a near must include, and their ca makes darkling units charger farther than cavalry (basically 14" + D6 with CAs). Especially with the synergy from the sorc who will be +2/3 to cast you can get a bridge off easier for alpha striking.
- There are a few alpha striking SC units that i didnt include. They have very poor efficiency from my last review
Missile Conclusions
- Shooting efficiency is similar to melee. This is the first game ive played that does this. Scratch that, first army. I wasnt expecting this. Usually doing ranged damage involves a greater cost. It will be feasible to not take in any melee at all considering you can shoot in combat and we can msu. Everyones gonna hate us
- Hurricanum is a near must include. Every unit benefits. and it doesnt have the "Wholly" requisite. 2 May even be worthwhile to cover more area and do some crazy character sniping.
- Crossbowmen vs darkshards has been discussed to death. Corsairs are more efficient, but i dislike the 9" range because thats guaranteed charge range whereas 16/24 isnt. I dont like stand and shoot crossbowmen, let alone sisters/irondrake with shorter range for obvious reasons (maybe in living city with a guaranteed range drop to alpha enemy off table)
- Ballista is the most efficient -2 shot we have.
Can you please give me a little more explination as to how this chart works? Thanks
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On 10/11/2019 at 6:03 AM, kreossjmw said:
Hey guys! I need some advice on CoS! With the new Cities of Sigmar book, I can finally bring my old Empire models out from storage! I'm want to use Greatswords as a mainstay of my list because I love their model. What do you guys think of them? I heard they do good damage but are expensive. Here is my 2k list.
Leaders
Freeguild General (100)
- General
- Trait: Blood of the Twelve
- Artifact: Saint's Blade
Battlemage (90)
- Spell: Wings of Fire
Battleline
30x Freeguild Greatswords (420)
30x Freeguild Greatswords (420)
3 x Demigryph Knights (180)
- Lance and Sword
3 x Demigryph Knights (180)
- Lance and Sword
20x Freeguild Handgunners (200)
- Long Rifle
20x Freeguild Handgunners (200)
- Long Rifle
20x Freeguild Handgunners (200)
- Long Rifle
Total: 1990/ 2000
Mortal Realm: Aqshy
City: HammerhallThe plan is to play defensively and whittle down the enemy with my handgunners. The general will be buffing the Handgunners, making them hit on 2+/2+. The Greatswords will act as my defensive line with the Demigryphs as flankers. I'm thinking changing the Handgunners into Crossbowmen instead due to the range and extra shots. I'm also debating on maxing out the Handgunners by exchanging the Demigryphs. What do you guys think?
That looks really solid. Some speed with the demis, lots of shooting and solid line troops. I would maybe take some crossbows in stead of gunners cause crossbows have better range as you mentioned. keep 20 gunners though as no one will want to charge them...place crossbows behind them
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What is Skyborne Slayers? I've seen it mentioned, I might just be daft but I can't seem to find it in thr SCE BT
EDIT: I found it.. I'm just a dumbass
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Hi all,
I have a tournement coming up and I'm wanting to try a gav bomb phalanx for the first time.
Leaders
Lord-Arcanum on Gryph-Charger (220)
- General
- Trait: We Cannot Fail
- Spell: Azyrite Halo
- Mount Trait: Aethereal Stalker
Lord-Castellant (120)
Lord-Relictor (100)
- Prayer: Translocation
Gavriel Sureheart (120)
Battleline
10 x Sequitors (260)
- Stormsmite Mauls and Soulshields
- 5x Stormsmite Greatmaces
10 x Sequitors (260)
- Stormsmite Mauls and Soulshields
- 5x Stormsmite Greatmaces
5 x Sequitors (130)
- Stormsmite Mauls and Soulshields
- 3x Stormsmite Greatmaces
Units
10 x Evocators (440)
- 5x Grandstaves
5 x Evocators (220)
Battalions
Cleansing Phalanx (120)
Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 118My game plan is to deploy the Arcanum, relictor, castellant, 10 seqs and 5 evos in a small castel/bunker on my table edge somewhere and then teleport 10 buffed seqs up and combine with 10 evos and gave in a massive strike. Then drop 10 seqs at my bunker and repeat. i have 5 seqs to drop later for objectives.
Any comments and crit would be appreciated. Also, what item should i take as the 2nd one?
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My last question then...
If castellant gives the sequitors +1 to save roll and the sequitors fight a -1 rend opponent, do those modifiers applied after wards negate oneanother?
Warscroll Builder Update
in Age of Sigmar Discussions
Posted
This has probably been asked for but here goes again...
Please can warscroll builder be updated to allow for the 2 spells for butchers and slaughter masters if they are from the bloodgullet tribe?