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Marzillius

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Everything posted by Marzillius

  1. I've been experimenting with lists since the points dropped of course, and I've been considering 10 man Judicator units with crossbows. They are only 280 points now, and they do put out a whole lot of shots vs infantry units. A 10 man unit with 2 Thunderbolt Crossbows has 32 shots and 2d3 MWs against any infantry. Supported by an Azyros, and having 2 units, you can deepstrike down anywhere on the board and cripple a weaker flank. I came up with this list: Lord-Castellant (Staunch Defender, Lantern of the Tempest) Knight-Azyros Knight-Incantor (Azyrite Halo) Knight-Incantor (Celestial Blades) Celestant-Prime 5 Liberators (Hammers/Shields, 1 Grandhammer) 10 Judicators (Boltstorm Crossbows, 2 Thunderbolt Crossbows) 10 Judicators (Boltstorm Crossbows, 2 Thunderbolt Crossbows) 6 Desolators Desolators has been a favourite unit of mine during the last year, and they just got even cheaper. Very nice. Since there is no Stormhost that synergises with the list I just go with Staunch. Now they can tank everything except Skarbrand. The Lantern also really mess with Lumineth archers, as long as you scroll their innate spell. It's assuredly not competitive, but hey, there are no major tournaments right now. We might as well muck about and experiment until a new book arrives.
  2. The worst part is he doesn't even have 2 unbinds, only one. Despite costing 320. He's kind of an ****** unit, but the thinking is that if the opponents melee unit comes close and gets bound up with Aetherwings, then you can move the Tauralon over them and get +1 to hit with the Hurricanes and more importantly Ballistas. The problem is that even with his 14" move the enemy needs to be within 8" for it to work (you need to move the 3" that you have to stay out of twice). So I don't think it will work. But I'm curious about taking this kind of full shooting list to a tournament just to see how it goes. A 2-3 army maybe, 3-2 if lucky with matchups. But that's pretty true for any Stormcast list that you can come up with lol. Did anyone see the latest Honest Wargamer stats? 38% winrate for Stormcast, that's pretty sad.
  3. Yeah, if the Hurricanes go down you have to CA a Ballista instead. But if the Hurricanes go down you are probably going to lose anyway. I also don't like the 10 Evocator unit. They hit real hard sure, but then they all die since they're made of tissue paper. 4+ save is nothing in this meta. So why even fight in combat at all since Stormcast are really not on top of it at all? Another way to play the list is to run a foot Arcanum instead and have 2 10-man Sequitor units, then you could punch away weaker units from objectives while the shooting units mop up the opponent's heavy hitters. But the Tauralon is so cool!
  4. Shootcast? I laugh at your shootcast and present the real shootcast. No, but for real, what do you think about this list? Switching around all the damage into shooting could probably wreck some melee only armies. Ironjawz, Slaanesh, Fyreslayers etc could probably have some real trouble with this list unless you lose all priority rolls. Also I want to use the Tauralon for once, it's a cool model. The Hurricanes are worse than Longstrikes but they are the ones I built since I'm a special snowflake. What do you think? Allegiance: Stormcast Eternals- Stormhost: Anvils of the HeldenhammerLeadersLord-Arcanum on Tauralon (320)- General- Trait: Deathly Aura- Artefact: Soulthief- Spell: Stormcaller- Mount Trait: Steel PinionsLord-Ordinator (140)Lord-Relictor (100)- Prayer: TranslocationBattleline5 x Judicators (160)- Skybolt Bows- 1x Shockbolt Bows5 x Judicators (160)- Skybolt Bows- 1x Shockbolt Bows5 x Sequitors (130)- Tempest Blades and Soulshields- 1x Stormsmite GreatmacesUnits9 x Vanguard-Raptors with Hurricane Crossbows (420)3 x Aetherwings (50)3 x Aetherwings (50)War MachinesCelestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)
  5. Here's a small write-up of an RTT I attended this saturday. Maybe it isn't fun reading about a Stormcast player getting stomped, but could be interesting anyway. I ran a fun cavalry list with 6 Desolators and 6 Dracolines, LAoCD, Heraldor, Castellant, Cogs, CP and the compulsory 15 Liberators. Game 1 vs Seraphon, Focal Points: I played against this guy on Krigsluntan too, really good guy! Our last game came down to the last priority roll, and this was no different. He had a Shadowstrike Cohort, Kroak, Cogs and Gotrek basically. I castled up to prevent the Ripperdactyls from ripping the Dracolines a new one and moved the castle up. Failed to cast Cogs. In his turn Kroak did some mortal wounds. I got priority. Failed to cast Cogs. The Dracolines ran up and charged his Skink screen while the Desolators went the other way to secure one of my own points. The Skinks are teleporting everywhere as usual and just taking all the objectives. I hate it. In his turn he did a bunch of mortals again and killed my general. Then Gotrek failed his charge and I won priority which ment the Dracolines were free to charge and kill Kroak. Then it goes downhill as Gotrek one-shots the Dracoline unit and eventually kills the Desolators. Then if he wins priority for turn 5 he will win a major, if I win he will win a minor. I roll a 1 and get a major loss. Whelp. Game 2 vs Khorne, Starstrike: He had Skarbrand, a BT who gives 6" pile-ins, Gore Pilgrims, a Skull Cannon and a Soul Grinder. He places Skarbrand in a very exposed position so I decide to turn 1 charge the Dracolines into him, because I know from experience that if he gets to hit first I will die. So I fail to cast Cogs, but go through with the plan anyway. Then I fail the 6" re-roll charge. So now my Dracolines are just standing there. Great. Skarbrand if course makes mincemeat out of them. I win priority and move the Desolators and Arcanum in. Between the two of them they manage to kill Skarbrand, the BT and 10 Blood Warriors, basically securing the flank. In his turn he does essentially nothing, the Soul Grinder even takes more wounds than it deals in combat with 5 Liberators. I win priority again and the Desolators prepare to assault his altar with all the characters around it. Unfortunately, I fail the 6" re-roll charge AGAIN. This leaves the Altar open and allows him to summon another Blood Thirster which proceeds to mop the floor with the Desolators as I fail almost every single save for three straight combat rounds. It's looking dire, but it's all about round 5 in Starstrike, and the Gryph Hound from the Castellant delivers. He charged it with 10 Blood Warriors but hit with the BT first in the phase, which let me retreat with the Hound and steal his objective, netting me a major win. Game 3 vs Stormcast, Total Commitment: Here I played against @Turragor and his Starcast list. He opened up with his mortal wound bombardment which was underwhelming, apart from that it killed my general. In my turn I managed to charge my Desolators against his Gryph Hound which he had placed ahead of his army and then pile in into the Celestant Prime, essentially slingshotting my unit using the Hound. The Desolators fail to kill the Prime, which hits and wounds all his attacks and I fail my saves, killing 2 Desolators. I get a double turn and charge my Dracolines into a Drakeswon Templar. The Dracolines whiff hard, dealing only 2 MW with their lightning attack leaving the Templar on 3 wounds left. He only gets 1 bite attack, aims it at the middle Dracoline and rolls a 6, killing half the unit so only 2 remain. At this point I just concede, there is no way I will win with only 6 hard hitting models left against two Stardrakes, one of which will attack me in his hero phase since it's Anvils. If only the general hadn't died, then both the Desolators and Dracolines would have been fully buffed, and then the Prime and Templar would have died with no casualties from me. But good game none the less! Me and @Turragor talked a bit about the nature of Stormcast being prone than other armies to whiffing. That was really true for me this tournament. We're just not reliable at all. I also didn't manage to cast Cogs a single time the entire tournament. I have been keeping track. Out of the 14 attempts across 2 tournaments I have ever made to cast Cogs I have succeeded 1 time. Once. On a spell that goes off on a 7+. That's about a 0,0003 chance of happening. Nice. I'm not bitter at all.
  6. Won't the Hekatos be immediately brought back by the Reaper's ressurections? And the Stardrake, even if it eats the Hekatos, will just be killed by the Morteks the turn it goes in anyway.
  7. Eyyy, it's my exakt list that I played in my second to last tournament. If you look in my posting history you will find a tournament report using this list. I would use the extra 80 points the list has gained on an additional CP. It's nice having the additional one to be able to make the run roll on the Dracolines into a 6, and with 30 points left over a triumph is highly likely as well.
  8. Well, no, but then you don't get to shoot in the hero phase at all (you would if you cast Translocation on them first). And against some armies you need them on the board to move Aetherwings so you don't get alpha struck round 1 by Ironjawz/Slaanesh/FEC etc. But if I plan on scioning them then maybe I won't need to use the Vexillor who is otherwise mandatory. It could possibly be a thing, I'll try making a list.
  9. I mean, they are not specifically mentioned in the FAQ, but I would presume that they wouldn't get their "don't move" bonus either as Longstrikes now don't, and their bonus is 3 extra shots per Raptor.
  10. Man, that really sucks for me. Longstrikes lose 6" of range with this FAQ, but my Hurricane Raptors lose 33% of their damage in the hero phase and 17% damage output over all.
  11. I like Battle for the Pass, since the increased distance between the armies make turn one charges unlikely and less impactful, and early double turns less impactful too. I also like Duality of Death. I basically like all the "weird" deployment zone ones.
  12. I also played at Krigsluntan, I ended up at 18th place out of 92 and was the best performing Stormcast player. But that's also because I didn't face the most cheesy lists either. I'll write up a small tournament report here. I played the following list: Allegiance: Stormcast Eternals- Stormhost: Anvils of the HeldenhammerMortal Realm: AqshyLeadersLord-Castellant (120)- General- Trait: Deathly Aura- Artefact: SoulthiefLord-Relictor (100)- Prayer: TranslocationKnight-Incantor (140)- Spell: Celestial BladesKnight-Vexillor (120)- Pennant of the StormbringerBattleline5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits3 x Aetherwings (50)3 x Aetherwings (50)3 x Aetherwings (50)6 x Desolators (600)9 x Vanguard-Raptors with Hurricane Crossbows (420)Endless Spells / Terrain / CPsExtra Command Point (50) Match 1 vs Skaven: Focal Points. He played 80 Plague Monks, 60 Clanrats, 3 Ratling Guns, a Screaming Bell, a Plague Furnace, 15 Acolytes and an Arch Warlock. He made a big mistake in his deployment, putting the Acolytes inside a big piece of Overgrown terrain. This ment I couldn't shoot at them, but I went up next to the terrainpiece with my Desolators, meaning his Acolytes couldn't get within 1" of them, and thus couldn't shoot themselves. The Hurricanes melted a Monk unit, and then he charged my Desolators with a Clanrat unit, so I could pile into his Acolytes with them. They died. The Acolytes that is. Then it was just clean-up. I lost 3 Aetherwings and won a Major and scoring all secondaries (which were 4 agendas in all games). Match 2 vs Tzeentch: Starstrike. The loathed Changehost with I hate playing against. He alpha-struck my army with a bunch of spells round 1, in my turn I achieved both my secondaries and then conceded. I was not going to win that stuff, and I don't want to play against Changehost anymore. Lovely bloke though! Major loss but with achieved secondaries. Match 3 vs Seraphon: Battle for the Pass. Thunderquake Cohort list with Lord Kroak. One of the tightest games I ever fought, but it was only close because I played like a human garbage can. I got first turn, failed Translocation and didn't want to use the banner yet so I did nothing. He moved up and did like 1 wound to a Desolator. He then took the double turn and managed to kill a Desolator. Not a very good double turn. Then I moved up and charged into his Dinosaur castle, killing the Astrolith Bearer. Then I got the double and shot his Engine of the Gods to pieces, which enabled me to kill the Bastiladons. Here I made the game-ending error, forgetting to pile in my Desolators into his home objective, so I missed 4 points. He then teleported Kroak behind my objective and took it with summoned skinks. Then a bunch of failed dice rolls happened for me, which allowed him to take my point again in round 4. Then it came down to the initiative roll for round 5, the one who wins the roll will win the game. I lost it, and lost the game. I damn will remember pile-ins to take objectives from now on. Match 4 vs Ogor Mawtribes: Blood and Glory. Thunderbellies list with three Stonehorns of different varietys and 12 Mournfangs. He took first turn and moved up, in my turn I built a fortress of Liberators and Aetherwings around my Hurricanes and Desolators. I shot 3 Mournfangs to death with the Hurricanes. He got initiative but had to fight birds and Liberators and nothing juicy. In my turn I killed his Frostlord, Huskard and Mournfangs with double Heldenhammer CAs and regular shooting/fighting. Then I got the double and reduced his army down to 2 models, at which point he conceded. Max win for me. Match 5 vs Gloomspite Gits: Total Conquest. 120 Stabbas, 3 Shamans, Skragrott, an Arachnarok and a Mangler Squig Loonboss. I got to go first and killed half a Stabba unit with the Hurricanes since it was out of range of his Loonshrine and he had no CP, so they were not battleshock immune. In his turn he magiced two Hurricanes away and fought birds and Libs with his two monsters. I won initiative and killed both monsters with the remaining Hurricanes, and charging the Desolators into a 60-man Stabba unit standing by his Loonshrine. It took them 5 combat rounds with the -1 to hit from the netters, but they killed them to a man eventually and took one of his points. He then got a double turn and killed all my Hurricanes, and taking one of my points. But I had held that point one turn longer, and basically all his stuff was dead. So I was leading by a point he would never get, so he conceded. Major victory with 3 secondaries scored for me. It went very well I think, and will hopefully spark some discussion about the merits of Hurricane Raptors. The Hurricanes are technically better than Longstrikes against all targets (apart from 2+ save) and are HUGELY better against horde units. Their shorter range means they are not good at sniping heroes since a good player can just deploy a screen >9" away from their hero, and now I can't shoot them. But they are better at shooting down regular old units than the Longstrikes are, and if all your units are dead what are you going to buff with your heroes? Longstrikes will probably be nerfed to, but Hurricanes will probably not, so Hurricanes will probably be the next meta-pick for Stormcast. They are also extraordinarily good at killing Gotrek. The Desolators are just flat out better than Evocators are too. Of course the Evocators are cheaper, but with the points that the cheaper Hurricanes open up, Desolators are the better choice. They can take a beating, they are faster and their MW output is ranged. They were the definitive MVP of the list. For instance, vs Gloomspite a unit of Evocators could never have destroyed that 60-man Stabba unit, since they can actually be killed by the Stabbas. My 2+ reroll 1 save Desolators literally cannot be killed by no-rend attacks, and could thus wade happily though Stabbas and Plague Monks alike. The Vexillor is unfortunately mandatory if you run Hurricanes. If you fail Translocation the Hurricanes can't shoot round 1, so the Vexillor is there to teleport them in the end of the movement phase so they can at least shoot in the shooting phase. If I didn't have to take him I would rather take an Azyros, but I can't unfortunately. As a side-note, the event was won by a Syll'Eske host list which generated a gorillion depravity points. He literally had 163 depravity in his last game apparently. That ****** has to be nuked from orbit by the rules team, what were they thinking?
  13. Check out my list on the previous page, it has a similiar idea going on. It would be interesting to hear your thoughts on it.
  14. This is the new list I'm considering for an upcoming Grand Tournament. It's a special snowflake variation of Anvilstrike, since I love cavalry and I like the feel of the Hurricane Raptors (it's basically a light machinegun crossbow, how cool isn't that?!). Allegiance: Stormcast Eternals- Stormhost: Anvils of the HeldenhammerLeadersLord-Castellant (120)- General- Trait: Deathly AuraLord-Relictor (100)- Artefact: Soulthief- Prayer: TranslocationKnight-Incantor (140)- Spell: Celestial BladesKnight-Vexillor (120)- Pennant of the StormbringerBattleline5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits3 x Aetherwings (50)3 x Aetherwings (50)3 x Aetherwings (50)9 x Vanguard-Raptors with Hurricane Crossbows (420)6 x Desolators (600)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 117 Issues that I see is that if Translocation fails you will not be able to shoot with the Hurricanes in your first hero phase. Longstrikes can usually fire into some screens or something at least if the prayer fails. If Translocation fails the Vexillor can at least make sure you can fire at full effect in the shooting phase, which is important. You can also maybe use the Volley Fire CA in this case, since you didn't use any CP in the first hero phase. The Desolators are a juicy unit as well. They're twice as fast as the usual 10-man Evocator unit and fights a lot harder, and can take a serious beating with the Lantern from the Castellant. There is also not any room for an Azyros, which kinda sucks. Also no fast or tanky heroes, so hero-scoring scenarios will be harder than what I'm used to. What do you think? 3-2? 4-1? Worse? Any obvious ways to refine that I'm missing?
  15. People tend to take first turn to get on the objectives first, giving them a lead. I agree that this is probably not the wisest thing to do against my list, but many people, even highly competitive and highly ranked tournament players, tend to have a gameplan in mind that they stick to on autopilot. And it often involves going first. If they give me first turn (which happened 3 times out of the 5 games) I often hold the Evocators back for a turn and not do a suicide run into their screens. Unless the opponent has units which is similarily fast and destructive in close combat this usually works out. I mean, if I stay back on my first turn, what are they gonna do? Stay back as well and potentially waste a double turn? They will move up and take objectives and pray that they win initiative, which is from a pure statistical standpoint not the correct move to do. If they don't win initiative their screens will probably be dead from Ballista fire and their belly is now open to the cat pounce. Whatever your opponent does with deciding who goes first it often plays right into your hands either way. @PJetski Yeah it's a shame that people get stuck on the same ideas, but that's the meta I guess. There is always room for innovation in places where people aren't looking. I've been playing Dracolines exclusively for half a year now, and I looove it. I do have another new list for a massive GT in mind though since I like variation. I'll post it for feedback later.
  16. @PrimeElectrid I would not drop those two. 3 Ballistae is just not enough, the fourth makes or breaks the battery in my experience. You use Cogs to slow down time so that the Evocators can cast both Empower and Celestial Blades on themselves and gain re-roll saves. With Pride Leader on the charge with the Vindicators battle trait they will kill anything they touch bar other Stormcast Units with a 1+ save with re-roll. The save re-roll from the Cogs then protect them from the counter-charge so that they will survive and continue ruining your opponents day. The Incantor and CP isn't worth losing this. The Desolators need less support, they don't need an Arcanum, Heraldor and Cogs to make them work. A Heraldor and a Drakesworn Templar is useful for them, but not 100% necessary. They're thus easier to slot into a list over the literal 1000 point package that the Evocators are. @Lucur I often don't need to get to their deployment zone round 1 to charge them, because the opponent always out-drops you and will take first turn, so you can often just charge a little bit to get into combat. I most often used the Heraldor to retreat and charge so that the cats don't get bogged down. But I think you are misplaying, it seems like you use the Evocators as a missile that will do a lot of damage, but of course get destroyed in the process. I think it's better to invest into their survivability rather than over-extending them. But yeah, 20 Sequitors are great, especially with Celestial Vindicators where they can get +1 attack. Juicy stuff!
  17. No I actually forgot to take photos, I always do. I get too caught up in the game. When not playing Anvils, the Ballistae battery is the best shooting unit you can run. They're actually not bad, I'm just consistently unlucky with them. I love cavalry so I would probably run an Aquilor and Vanguard-Palladors instead of the Ballistae. They are also very good when playing Celestial Vindicators and the Aquilor makes better use of their trait and artifact to act as a sort of assassin. The list also becomes a lot better at the objective game, but worse against Slaanesh. @Lucur I would not run the Sequitors in this case since they compete with the Evocators for the Castellant's lantern. If you play your movement right they will pretty much always be in range of the lantern. The comet and Incantor would really augment the list though, but not enough I feel.
  18. Time for a tournament report! I played the following list: Allegiance: Stormcast Eternals- Stormhost: Celestial VindicatorsLeadersLord-Arcanum on Celestial Dracoline (220)- General- Trait: Single-minded Fury- Artefact: Stormrage Blade- Spell: Azyrite Halo- Mount Trait: Pride LeaderLord-Castellant (120)Lord-Ordinator (140)Knight-Heraldor (100)Battleline5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits6 x Evocators on Dracolines (600)War MachinesCelestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)Endless Spells / Terrain / CPsChronomantic Cogs (80)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 111 Game 1 vs old Ironjawz: Focal Points. I screen my Dracolines using the Liberators, the Ballistae battery is in the sky. He teleports a 20-man unit of Ardboyz into the Liberator screen turn 1, along with some Goregruntas. A Mawkrusha boss charges the Castellant's free Gryph-Hound to kill it with a MW charge and then charge into something else. However, he only does 3 mortal wounds, so I save it using the Cycle of the Storm, meaning his entire Mawkrusha is wasted fighting the Gryph-Hound. The Evocators kill some boyz, and in my turn I retreat-charge them using the Heraldor and wipe the boyz. I fail to cast Cogs though, and the Ballistae fail to kill the Mawkrusha, leaving him on 1 wound. My screen is dead, and I have no re-roll save on the Evocators, so now I need the double turn. Luckily I get it and wipe his army down to 5 models at the end of round 2. Max win for me. Game 2 vs Legion of Grief: Starstrike. Standard Dreadblade Harrow list with a bunch of ghosts. He takes first turn and summons most of his army from gravesites 9" away from my Liberator screen. He makes 2 of the charges and kills like 8 Libs, I kill some ghosts back. Then I retreat-charge the Evocators and kill 20 Harridans and 12 Myrmourns. The Ballistae kill a Knight of Shrouds. I get the double, the Evocators kill 20 Bladegheists, the Ballistae a Guardian of Souls and a bunch of Myrmourns, and the Arcanum another Guardian and nearly another Knight of Shrouds. I now cover 3 of the gravesites and there is a massive terrainpiece preventing charges from the fourth. Now it turns sour, because the 1-wound Knight of Shrouds managed to kill my Arcanum against all odds, freeing up a Gravesite. He teleports the Harrow in, summons a bunch of stuff back, then he AGAIN makes two 9" charges, sandwiches the Evocators and kill my entire army bar the Ballistae. It was all decided on a few strange dice rolls. Epic loss for me. Game 3 vs Gloomspite Gitz: Places of Arcane Power. List with 60 Stabbas, 40 Stabbas, 20 Shootas, 10 Fanatics, Snufflers, an Arachnarok, Skragrott and some spellcasters and a Loonboss. He lets me go first, I fail to kill the Arachnarok with the Ballistae and take no points. On his turn he moves up and takes a point with the Arachnarok. He gets the double and sends the Fanatics into the Evocators. They roll really badly and I make a bunch of saves, so only 2 die. He also roll snake-eyes on the 40 Stabbas to charge the Gryph-Hound which is standing on an objective, which lets me move up and take the point without charging him. Then the Evocators are let loose and kills half the Goblins. I manage to sneak my Arcanum past his screens to slay his hero holding the middle, taking it for myself. At the end of turn 5 a single Liberator Prime manages to liberate Skragrotts brains from his skull, giving me the win. Game 4 vs Flesh Eater Courts, Blisterskin. Blood and Glory. 2 Terrorgheists, 30 Ghouls, bunch of Horrors and Flayers and 2 Courtiers. I get first turn, buff up the Evos and establish a massive Liberator screen and shoot 5 wounds off a Terrorgheist with long range with the Ballistae. Then he goes, charges a Terrorgheist and the ghouls into said screen. Of course kills them, but draws the Evocators behind into the combat as well. The Evos obliterate the Ghouls and halves the Terrorgheist. Then I win the initiative, retreat-charge the Evos into the other Terrorgheist while the Ballistae finish off the wounded one. Then it's just clean-up until I hold all four points in round 5. Max win for me. Game 5 vs Tzeentch, Change Host. Scorched Earth. The nightmare match-up. He gives me first turn, halves the move of the Evocators using the Changeling so they fail their turn 1 charge. The Ballistae kills a unit of Pink Horrors.. In his turn his magic is lackluster (fails infernal gateway, rolls 0 6s on the Purple Sun, Pendulum deals 1 MW etc). I get priority and the Evocators smashes a flank, burning one of his objectives. Then a torrent of blue horrors show up and lock down the entire battleline, which I have to fight my way through. I win priority again, and the Evos burn another of his objectives. It is now looking dire for him, so he charges the Lord of Change into 8 Libs and the Ordinator. He whiffs his attacks and I get him down to four wounds. I get the Arcanum into combat with the LoC as well, but then he gets EXTREMELY LUCKY. He saves five 5+ saves and three 4+ saves in a row and lives with 1 wound. Then summons a whole load of Brimstones into my backline and burns all my objectives. Incredibly frustrating way to end a tournament. In the end we draw. I end up at 9th place out of 36 with 3-1-1, which is actually quite alright. I only managed to cast Cogs in game 4, I failed to cast them 9 times in a row after that, and then 2 times again in the Tzeentch game. So I succeeded in casting a 7 cast spell once out of 12 tries. That has to be some kind of world record. I love playing with the Dracolines however, they are pure murder machines. If you point them at something when they have gotten their buffs off, that thing will die. The Ballistae disappoint again, they were always a wound off killing important targets. This is the third tournament in a row where they disappoint me. I will let them sit in the shelf for a loooong time now.
  19. A question to the people who play Anvilstrike: Do you often put the Longstrike unit in the sky? Is that like the default tactic, or something that you rarely do? I'm considering a list with 9 Hurricane Raptors instead of Longstrikes since I want to be special, but their shorter range would encourage scioning them more, rather than relying on the Relictor's 3+.
  20. Allegiance: Stormcast Eternals - Stormhost: Celestial Vindicators LEADERS Lord-Arcanum on Celestial Dracoline (220) - General - Command Trait : Single-minded Fury - Artefact : Stormrage Blade - Spell : Azyrite Halo - Mount Trait : Pride Leader Lord-Castellant (120) Knight-Heraldor (100) Lord-Ordinator (140) UNITS 6 x Evocators on Dracolines (600) - 3 x Grandstaves - Lore of Invigoration : Celestial Blades 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers WAR MACHINES Celestar Ballista (110) Celestar Ballista (110) Celestar Ballista (110) Celestar Ballista (110) ENDLESS SPELLS / TERRAIN Chronomantic Cogs (80) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 0 I'm considering running this list for a tournament in two weeks. Basic gameplan is to soup up the Dracolines to kingdom come so that they run and charge, +1 attack, hit on 2s re-roll 1s, wound on 2s with a reroll, +1 save and reroll saves. Making them basically cats of destruction. At the same time 4 Ballistae will mulch up screens, monsters or other elite units. I will probably lose to Slaanesh and any army that can alpha strike me round 1 before I get my defenses up. At least those are the ones that I know that I will lose to. I'm aiming for 3-2. Thoughts or suggestions?
  21. It would be something, but if you play Cities of Sigmar allegiance with Stormcast units you won't get Scions of the Storm, so your ballistae will only be firing one shot each until someone moves up to them.
  22. That's a pretty cool list for 1250! The change I would make is switching the Relictor for a Castellant. The Castellant is really important for making the Concussors survivable. With both him and Staunch they're immune to -1 rend which is huge.
  23. Total Commitment is indeed the worst mission. It's not like Stormcast and Nighthaunt are running around the tournament scene smashing every opponent. Far from it. Of Total Commitment is a thing then there should be missions where summoning is banned, where you are not allowed to fight twice and where Death has not 6+ shrug. It's just stupid to have a mission that only penalises two armies. Other armies that can teleport, like Seraphon and Hand of Gork han still do their movement tricks, it's only Stormcast and Nighthaunt that get shafted.
  24. The thing is the rule for later publications only say "units", it doesn't mention "warscroll battalions". It's probably intended that the battalions are supposed to be legal but due to a rules technicality they aren't.
  25. I'm not saying to literally adopt 40k ITC missions into AoS, I think they are boring and flavourless, but if you remove the double turn mechanic you could balance it out by making some scoring happen at the end of the battleround.
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