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Marzillius

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  1. I bring 2, I even said so, but what always happens is that one disrupts turn 1 and the other gets destroyed by shooting or magic and then I get doubled and destroyed.
  2. Just had a crazy game where my Drakesworn Templar essentially single-handedly wiped out an entire FEC army. He killed a wounded Terrorgheist, the majority of a 6-man Flayer unit, an another entire 6-man Flayer unit (hit bit through their coherency, destroying 2 of them automatically at the end of the turn), 40 Ghouls and an Archregent. I ran him with Stormlance as Celestial Vindicators and used both the command trait and the Stormrage Blade. 1820 points wiped out by this single 460 point model. Hilarious! On another note, is it just me or are Aetherwings just not that good? I use 2 units in my list and so far they've only managed to block an enemy charge in turn 1 and then the opponent gets a double and wipes me out anyway. Or they get shot to bits before they can disrupt since they're made of paper. They've never really performed like these amazing screens like everyone are talking about.
  3. I loathe the double turn. When you play against armies with fast units it just means that your entire army is going to die. If the opponent gets a double from turn 2 to 3 with armies like Idoneth, Slaanesh, Gristlegore etc you are just going to die unless you are 30 Hearthguard Berzerkers. There is nothing apart from doublescreens (which is easier said than done, and if they are screening your own combat unit and the opponent DO NOT get the double you're also bummed since the screen is now blocking you) that can prevent this. The best way to change this is just to remove the double turn and then change the missions. Make it like the ITC format in 40k where you score several of the points at the end of each battleround. For the people who doesn't know how this works: There are 4 main ways to get points: Kill a unit, Hold a point, Kill more units than your opponent and hold more points than your opponent. The latter two are scored at the end of the battleround which gives an advantage to the player that goes second since that player gets to dictate the scoring. This would make for a lot less frustrating play experiences.
  4. No I don't think so, the Tauralon isn't tough enough. With a Tauralon you don't have enough wounds to withstand most opponents damage output and the extra cast isn't good enough. Its mobility would be useful, but I value the durability and killing power of the Sequitors. Besides, having 4 foot wizards walking behind their massivt bodyguard unit slinging spells looks really cool. I would consider the Tauralon if you ran a Convocation list with ballistas and Ordinator.
  5. I've been playing around some more with a Grand Convocation list: LeadersLord-Arcanum (160)- General- Trait: Staunch Defender - Artefact: Ignax's Scales - Spell: Celestial BladesLord-Exorcist (120)- Spell: Lighntning BlastKnight-Incantor (140)- Scrolls of Power (Artefact): Storm Scroll- Spell: Chain LightningKnight-Incantor (140)- Spell: StormcallerLord-Castellant (120)Battleline20 x Sequitors (440)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits2 x Concussors (240)BattalionsGrand Convocation (130)Endless Spells / TerrainAethervoid Pendulum (50)Celestian Vortex (40)Everblaze Comet (100)Geminids of Uhl-Gysh (60)Purple Sun of Shyish (50)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 97 Here are some thoughts. I've played against Idoneth, Skaven and Flesh-Eater Courts and won them all except against FEC (which was extremely close, I only lost because he won last initiative roll and thus got 1 more point than me on Focal Points, his army was basically dead). The mainstay of the army is the 2+ save block of Sequitors who can tank and destroy almost anything that charges them. Unless you have a ton of mortal wounds or a ton of rend -2 attacks you're not going to kill this unit, and they are going to kill you. The exception is of course if several Terrorgheists charge them at the same time, then they're dead. I have Ignax's Scales on the Arcanum to make sure the Staunch Defender is not sniped. I've played around with the Storm Scroll as my second artifact, there are almost always 6 enemy units which would be good to hit with it; support heroes, monsters that can be degraded, small screens that could be softened up to get to the juicy stuff behind the screen. I've never been disappointed in the Storm Scroll, it always hits something useful. Having 2 Dispel Scrolls is godlike and wins games. The wizards are actually really good in combat. The Comet combined with Geminids is great for sniping characters and weakening the opponents army, making their charge into the Sequitors basically suicide. The Purple Sun has continually disappointed me, it has so far managed to kill 5 Ghouls, make a Stormfiend flee and killed 3 of my own Sequitors. When you have to move up and charge the opponents it just gets in the way and will probably kill you as much as it will kill the enemy. It should in theory be really good against Fyreslayers though, so it should be good to keep around. The Celesitan Vortex's range has not impressed me. It's mostly there to serve as a tool against shooting armies, but the 1" range on damage dealing is so bad, it's only a 21" threat range so it's not usuable in round 1. If you face a shooting army it just removes a spell from an opposing wizard as they will just dispel it before their shooting phase so the -1 to hit doesn't do anything. Maybe I should just run Quicksilver Swords to snipe Chaos heroes? The 2-man unit of Concussors are really good. They move up the flank and take lightly defended points. The enemy has to commit heavy damage to kill them as 10 wounds with 3+ save re-rolling 1s aren't going to be killed by some 4+ 4+ no rend attacks. The army lacks in mobility and objective playing, it deals heavy damage in the hero phase and combat phase and tanks charges like no one else, but without any teleports or fast units you just can't win the late game objective game against a faster enemy. I've been considering exchanging the Concussors and a spell for 3 3-man units of Prosecutors, but then you move up to 8 drops which is a major disadvantage compared to only having 6. How would you go about improving the mobility of the army without compromising the theme or the tanky Sequitor block?
  6. Allegiance: Stormcast Eternals - Mortal Realm: Aqshy LEADERS Lord-Arcanum (160) - General - Command Trait : Staunch Defender - Artefact : Ignax's Scales - Spell : Azyrite Halo Knight-Incantor (140) - Celestial Staves (Artefact) : Staff of Focus - Spell : Chain Lightning Knight-Incantor (140) - Spell : Stormcaller Lord-Exorcist (120) - Spell : Lighntning Blast Lord-Castellant (120) UNITS 20 x Sequitors (440) - Tempest Blades and Soulshields - 9 x Stormsmite Greatmaces 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers 2 x Concussors (240) BATTALIONS Grand Convocation (130) ENDLESS SPELLS / TERRAIN Aethervoid Pendulum (50) Everblaze Comet (100) Geminids of Uhl-Gysh (60) Purple Sun of Shyish (50) Balewind Vortex (40) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 97 LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ALLIES: 0/400 I came up with this list while trying to make a magic-based SCE army for variety's sake. I love my cavalry armies but sometimes you gotta do something else. Grand Convocation gives +1 to cast to all the wizards for the endless spell fiesta. Basically the Lord-Arcanum's CA allows you to move an endless spell an additional d6 inches, very useful for giving the Purple Sun or Geminids a little boost. The Incantor will cast the Balewind Vortex and then pop the Staff and cast Spirit Storm, dealing 2 MW to every enemy unit within 24", alternatively casting Chain Lightning on some hero 30" away and giving them d3+1 MW and 2 MW to everyone around them on a 4+. With the Comet and the Geminids on the same turn you can realiably kill a lot of heroes over 2 turns. The Sequitors will have 2 + save with all the armour buffs and Azyrite Halo, making them tough as nails against everything but Skarbrand and the Gristlegore clowns. Liberators hold points and Concussors charge into some small-medium tough units and hopefully take some objective or something. Overall a lot of mortal wounds and not half-bad tanking and melee capability. What do you think?
  7. Dracolines really don't need CV, they hit like a train just with Pride Leader, the Arcanum's CA and Empower. I prefer Staunch with Dracolines to increase their staying power. The 8 Desolators however do not need Staunch, and the extra CP is used on the CV CA to make sure they kill what they touch. As they are 8 they will rarely all get to attack the same target, and thus you want each Desolator to hit hard enough. Having 8 of them also makes it a lot more difficults to remove their 2 bonus attacks, if you run 6 you just need to kill one and those attacks are gone. I really like the idea of a Templar though, that +1 to hit from the bow is really useful, and makes a -1 to hit debuff a lot less worse. Maybe I should add a Templar, remove some other stuff for anti-screen shooting. Maybe it's not the best, but I want to make an 8 man Desolator unit work.
  8. I think a Desolator deathstar could be really legit now. I'm thinking this: Lord-Arcanum on Gryph-Charger (general) Lord-Castellant Knight-Heraldor Knight-Venator 5 Judicators 5 Judicators 5 Sequitors 5 Sequitors 8 Desolators 1940p, 1 Extra CP I picked the Venator because he's fun, but maybe the Azyros is better. You could also take an Incantor instead, but then you lose the extra CP. I would probably run this as Celestial Vindicators to buff the Desolators even further and give them a re-roll 1's to hit without having to take the Azyros. The Desolators in this set-up would be ridiculously tough (2+ save re-roll 1s with Cycle and potential healing) and hit ridiculously hard (averaging something along the lines of 47,5 damage vs 3+ save with re-roll 1s, Vindicators CA and Celestial Blades).
  9. Time for another tournament report, this time I came at 8th place out of 48. I ran this list: Allegiance: Stormcast EternalsMortal Realm: AqshyLord-Arcanum on Celestial Dracoline (240)- General- Trait: Staunch Defender - Artefact: Ignax's Scales - Spell: Azyrite Halo- Mount Trait: Pride LeaderLord-Castellant (100)Lord-Ordinator (140)20 x Sequitors (400)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers6 x Evocators on Dracolines (600)- 3x Grandstaves- Lore of Invigoration: Speed of LightningCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 129 Game 1 vs. Grand Host of Nagash, Focal Points. He ran Arkhan, an Etheral Zombie Dragon Lord, Prince Vhordrai, 80 Skeletons, a Necromancer and 5 Dire Wolves. I got to go first, siezed the centre with my buffed up Sequitors and moved the Dracolines ready to pounce. He charged 40 Skeletons and the Dragon into the Seqs and killed like 2. Then I won priority. I charged the other Skeleton unit with the Dracolines and rolled very poorly, only killing 25 Skeletons. The other Skeleton unit was almost wiped. The Ballistae come down and blow up Arkhan. Vhordrai charges into the Dracolines and kill a lot. His Dragon rolls double 6 on his mouth's d6 damage (that hurt). The attrition war turns against me, but one of my 5 Libs manage to sneak to one of his objectives, giving me a solid lead on points. In the last turn he manages to get some points back and eventually I win 12-8 (max 20). Game 2 vs. Idoneth Deepkin, Total Commitment. He ran Volturnos, 2 Wizards (one of which an Archmage), 6 Ishlaenn, 6 Morrsarr, 2 Allopex, 10 Thralls and a Leviadon. He turn one charges his Ishlaenn into my Dracolines and doesn't kill any. Dracolines hit back and kill 3, the other 3 flee on a 6 on his battleshock test. In my turn the Dracolines kill the Morrsarr and then the Leviadon rolls like a god and kill 4 Dracolines. On the other side of the battlefield one Ballista kills his 10 Thralls over a couple of turns and eventually takes his objective there. Then the Sequitors make combat and mop up the rest of his army. I win 18-12. Game 3 vs. Khorne, Three Places of Power. He ran Gore Pilgrims and Murderhost? A Bloodthirster that lets you pile-in 6", 3x 10 Bloodletters, Skarbrand, Skulltaker, 2 Priests, a Bloodsecrator, 10 Reavers and 5 Warriors. He takes first turn and spreads the screen so that the Ballistae can't rapid fire into Skarbrand or the Bloodthirster, but he takes no points. On my turn I move up and take the center point with my Dracolines and Arcanum, the Sequitors a bit behind. The Ballistae and Ordinator deep strike onto the point furthest away from the big daemons and they combined with a Dracoline charge kills the Reavers and both his Priests. He gets initiative and two Bloodletter units pile their way into my Dracolines and kills 4. Skarbrand deletes 5 Libs and the Sequitors, but he still takes no points. On my turn I kill the rest of his characters except the big daemons. On his turn Skarbrand fails his charge and the Thirster fails to kill my Arcanum, the thirster then promply dies. In the end he only has Skarbrand left, and I have like 20 points to his 3 (from a summoned Herald holding a point for 2 turns). I only win 15-5 because of tournament-specific secondaries that we tied. Game 4 vs. Gristlegore, Total Conquest. He ran 2 Terrorgheist heroes and 3 Terrorgheist Battleline, and Cogs. The game was a complete joke, he rolled really well on his turn 1 charges and killed all the Sequitors with 2 Terrogheists and 4 Dracolines with 1 Terrorgheist, none of which was the general. I can't win after this, we just talk the secondaries out and I lose 4-16. Games like this demoralise me, it took 20 minutes and I didn't even get to actually play the game. Game 5 vs. Sylvaneth, Scorched Earth. He ran two Battalions, Household and Gnarlroot. It's basically 60 Dryads, Alarielle, a Tree Lord, two Branch-characters and 5 Tree Revenants. He takes first turn and teleports Alarielle to one end of the Battlefield and teleport-conga 30 Dryads into my deployment zone. In my turn I charge the Dryads with my Dracolines and wipe them all. I then get double turn and charge into the second Dryad unit, killing 17-20 of them (I couldn't get all the Dracolines into combat). The Sequitors have moved up and managed to charge his Alarielle-summoned Dryad unit and kill them, taking and burning their objective. The Ballistae roll like ****** and fail to kill Alarielle with two turns of shooting. On his turn he moves some dudes around, Alarielle rolls a 1 and can't do anything. The Dryads die on combat to the remaining Dracolines (who are taking a pounding from awakening forests). He then gets double turn and manage to take and burn 2 of my objectives, Alarielle kills the last Dracolines. Alarielle dies from Sequitor and Arcanum melee. I manage to take his last two points and burn them. In the last turn he fails to take my last point and I win 12-8. So it went pretty well, I'm still very impressed by the sheer killing power of the Dracolines. The Sequitors always deliver (except vs Skarbrand and FEC). The Ballistae were a massive disappointment again. Their damage output is so swingy and unreliable, I don't like it. I won't run them anymore, I miss my 6-man unit of Palladors. The tournament made me hate the current meta though. There are Gristlegore players everywhere and I think their Terrorghesists are insanely OP. The mouth attack is faaaaar too strong to be on a model that can attack twice and only costs 300 points. The game vs FEC made me wonder why I play Age of Sigmar. I used to praise it's balance over 40k, but after FEC and Skaven it's a complete farce compared to 40k. This will probably be my last AoS tournament for a while, back to 40k it is.
  10. Tournament report time! I played in a 30 man tournament this weekend. I finished at 6th place. I played this list: Allegiance: Stormcast EternalsMortal Realm: AqshyLord-Arcanum on Celestial Dracoline (240)- General- Trait: Staunch Defender - Artefact: Ignax's Scales - Spell: Thundershock- Mount Trait: Pride LeaderLord-Castellant (100)Knight-Heraldor (100)Knight-Incantor (140)- Spell: Azyrite Halo20 x Sequitors (400)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces5 x Judicators (160)- Skybolt Bows- 1x Shockbolt Bows5 x Judicators (160)- Skybolt Bows- 1x Shockbolt Bows6 x Evocators on Dracolines (600)- 3x Grandstaves- Lore of Invigoration: Celestial BladesEverblaze Comet (100) Game 1 vs. Gloomspite Gitz: He played something like 40 Stabbas, 20 Stabbas, Skragrott, 10 Fanatics, 15 Bounderz, a Manglerboss and some Shamans and chaff squigs. Mission was Total Conquest. He moved 20 Stabbas onto an objective and Hand of Gorked 40 Stabbas 9" from my Dracolines and then deployed his Fanatics. They failed the 6" charge and then they all the Fanatics and Stabbas died from Dracoline and Sequitor melee. His Manglerboss killed 2 Evocators and then got killed by them next turn. The Sequitors tanked on the objective. Then it just ground on with me winning the objective, at the end he only had Skragrott left with like 2 wounds. Win 14-6 (max win is 20 points, max loss is 0). Game 2 vs. Skaven: He had a Warpseer with 4+ reroll save and 2x 5+ FNP, a Deciever, 60 Clanrats, 2 Cannons, a Bombardier, 40 Plaguemonks and a Hellpit Abomination. Mission was Three Places of Power. I took first turn and deepstruck my Heraldor onto the second objective and dropped the comet. This combined killed the Bombardier and wounded his cannons a lot. He tentatively moved and killed my Heraldor with the cannons. I won initiative and killed the cannons and took the center and a side objective. He cast Warp Lightning Vortex on the side objective. The Dracolines charged and killed 40 Clanrats. In his turn his Hellpit killed half the Sequitors and then promply died on the return attacks. The explosion killed my character holding the center though, sadly. I won initiative again and the Dracolines killed his Warpseer who was attempting to steal my side objective. I won initiative and the Dracolines charged off and killed his Plaguemonks. I think he won initiative then and killed my side hero with his Deciever, then he got killed by the Dracolines. After this extremely bloody battle it all ended in a draw of 10-10. Very good game! Game 3 vs. Flesh-Eater Courts: Gristlegore, great. 3 Terrorgheists (of which 2 were heroes), 20 Ghouls, 3 foot heroes and the Royal Court battalion with Ethereal Amulet on the general. Battle for the Pass. I megabuffed my Sequitors to a 2+ save and then sat on my home objective trying to bait him in. I messed up and moved my Dracolines too far up. On his turn he buffed up and moved up. He cast Cogs with turned out to benefit me A LOT in later turns. I then won initiative and gave him the double turn. He charged in, killed the Dracolines and killed half the Sequitors. Then the Seqs hit back and killed the non-general Terrorgheist. Then I got a double turn and retreat-charged off with the surviving sequitors onto one of the side objectives. The remaining heroes on my objective killed another Terrorgheist. At the same time I kept putting random wounds onto the general. I then won initiative again. I killed his general with some shooting and took his point with the remaining Sequitors. I now control all points in round 3. Then he starts hitting back and takes some points for himself. He takes a lot of secondary points and eventually win 8-12. But I'm very happy with such a small loss against the cheese that is Gristlegore. Game 4 vs. Legions of Nagash: He played Nagash, Neferata, 40 Chainrasps, 10 Dire Wolves, a Vampire and 4 extra command points. Mission was Escalation so Nagash and Neferata had to deploy 24" away from the middle line. I got first turn. I pushed up the Sequitors and the Judicators took the side objectives. In his turn the Chainrasps charged the Sequitors who also got -2 to hit from Overwhelming Dread through the spellportal, so nothing much happened in that combat. I won initiative and charged the Dracolines into Neferata and demolished her. Then the Seqs started killing the Chainrasps. The dogs took one of the side points off the Judicators. Nagash then charged the Dracolines and I rolled awful saves and half of them died. Then I messed up and charged Nagash with the Seqs and rolled abysmally. Then we just duked it out in the middle, but I had racked up a lot of points by then and won 12-8. But I could have won by more if I had played better. Game 5 vs. Skaven: He had 2 Cannons, a Bombardier, 60 Clanrats, 40 Stormvermin, a Warbringer, a Screaming Bell and a Clawleader or something like that. Mission was Starstrike. I deployed out of threat range of the cannons and gave him first turn. He threw out the Warp Lightning Vortex which didn't do a lot. I then dropped the comet and some Judicators which once again turn 1 deleted the Bombardier. I moved up all my stuff. I got double turn and the Dracolines killed 40 Clanrats. In his turn he killed 1 Dracolines with the cannons. He got double turn and a cannon died from the comet pulse. The other cannon killed another Dracoline, and the Warbringer charged into them. The Stormvermin charged the Seqs who had 2+ save and Azyrite Halo. The Stormvermin had Death Frenzy. They attacked and killed 3 Sequitors, who hit back and killed 18 who attacked back. Then we remembered Azyrite Halo and the Stormvermin took a total of 14 MWs (I rolled a lot of 6s to save). Those 14 then hit back and recieve 5 MWs back. They attack and recieve 3 MWs back. And they all die. They basically killed themselved with the Death Frenzy. The Dracolines killed his Warbringer and the Screaming Bell. We call it and I win 20-0. Overall impressions: Very happy with the Dracolines, they're a hidden gem in my opinion. 2+ save Sequitor tanks are extremely strong. The comet is bad in a lot of matchups. Judicator Stormbolt Bows roll a lot of 1s to hit. Gristlegore is disgusting vs Stormcast with few screens and little shooting.
  11. No, not if you have only one +1 save buff on them. If you have the lantern and staunch and get wounded by a rend -1 attack you would heal on 6s again. Against rend -2 no heals.
  12. To do bouncing mortal wounds you cast Azyrite Halo from a wizard on the Sequitors, fairly simple. To heal on 6s you put the Warding Lantern ability from the Lord-Castellant on them, then they heal on 7+ (which means 6s heal since you also get +1 save from the lantern). To further improve this you have a general with Staunch Defender with them, or put them in cover.
  13. I put this post up earlier this week. I've since revised the list based on feedback I recieved from you guys. This is the new version: Allegiance: Stormcast Eternals- Stormhost: Astral TemplarsMortal Realm: HyshLeadersLord-Arcanum (180)- General- Trait: Dauntless Hunters - Artefact: Godbeast Plate- Spell: Azyrite HaloLord-Castellant (100) Lord-Ordinator (140)Knight-Heraldor (100)Battleline20 x Sequitors (400)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits4 x Fulminators (480)War MachinesCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 130 I'm a bit unsure about the footslogging Arcanum. He's a lot worse than the Gryph-charger mounted one since he can't keep up with the Fulminators who are very nice with Cycle of the Storm (which I have a tendency to forget about, so maybe it doesn't matter too much). Otherwise the plan is mostly the same, but with one more Ballista to ensure the kill on a Gristlegore general, or any other monster really. Almost every monster in the game will die in turn 1 to this list. The Hysh spell that you gain access to is also very useful with the Fulminators, and with 4 Ballistas it will work out very well of course. Either the Sequitors or the Fulminators will get the lantern on them depending on the match-up and who will go where. The list is worse in close combat in comparison to my first list, but hopefully that will be mitigated by the enemy's best combat unit being destroyed before they get there. The Heraldor does however make it possible to turn 1 charge with the Fulminators or even the Sequitors if you roll a 5/6 on the run roll, and you can of course just spend a CP to make them go 6. The main thing I am unsure about is the size of the Fulminator unit. Should I split them into two units of 2 instead of having the big 4-man unit?
  14. Won't I be able to choose whether or not I make the Dauntless Hunters move after my opponent has decided who goes first? I'm looking at the rules but I can't see any reason for why I would be forced to make the move before who has first turn is determined. However, the point about the general defense buffing himself makes sense. But if he takes first turn he will move up the board, probably into range of Vengeful Illumination, which on average deals 13 wounds to him with one defense buff up which is close. If he gets both defense buffs off it's going to be tough.
  15. I'm going to be running this list in a couple of tournaments this spring: Allegiance: Stormcast Eternals- Stormhost: Astral TemplarsMortal Realm: HyshLeadersLord-Arcanum on Celestial Dracoline (240)- General- Trait: Dauntless Hunters - Artefact: Godbeast Plate - Spell: Azyrite Halo- Mount Trait: Pride LeaderLord-Castellant (100)Lord-Ordinator (140)Battleline20 x Sequitors (400)- Tempest Blades and Soulshields- 9x Stormsmite Greatmaces5 x Liberators (100)- Warhammer & Shield- 1x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x GrandhammersUnits6 x Evocators on Dracolines (600)- 3x Grandstaves- Lore of Invigoration: Celestial BladesWar MachinesCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 129 In one of the tournaments you get a pre-determined spell from the realm you choose for your army, and for Hysh it's Vengeful Illumination which gives +1 to hit for shooting attacks against an enemy unit. Pretty good with Ballistas. This list is otherwise designed to counter the FECCERS and specifically the Gristlegore general which my usual cavalry-based lists can't beat in combat. Instead I deepstrike down with the Ballistas (which I still don't actually like) and blow him off the board turn 1. Almost every other army in the game also runs monsters, so they will be useful in almost every matchup to remove a lynchpin unit immidiately. In later turns I can light up important units with the spell and hit them with the Ballistas rapid-fire mode on a 3+. The Sequitors will most often deepstrike along with the Ballistas to screen them from the opponent's melee units. The Dracoline Evocators will almost always get a turn 1 charge off with the Astral Templar trait, and they hit like a runaway freight train when buffed by Empower, the Pride Leader Arcanum and her command ability. I will miss Staunch Defender in almost every matchup, but I think it's worth it to get a favourable matchup against FEC.
  16. Do people still use the Everblaze Comet? I've been considering a list with two wizards and the comet, and two units of Judicators. That should be great for picking off support heroes. If you go second the comet comes down, takes 2-3 wounds off every hero. Then the judicators drop down and mop up the remaining wounds. If any survive the comets aura can kill them at the beginning of the next battle round, as the wounds happen before they can dispel the comet (which is in itself a pretty bad idea). The rest of the list are 6 Dracolines, 20 Sequitors and a bunch of my own heroes (CastelIant, Heraldor, Incantor and Dracoline Arcanum) as vanilla Stormcast with Staunch Defender. Is this worth it do you think?
  17. That's absolutely disgusting. I guess every Flesh-Eaters army runs this? What do we do against it? My only idea is a Ballista drop, because that thing seems basically unbeatable in combat.
  18. What is it that makes the AGoTG so good? I'm a bit out of the loop.
  19. Sure, but they you're sinking even more points into a unit cluster that will lose you the mission. 5 Liberators are not enough screen. 10 might be, but then you have 640 points there. Sure, game 1 I killed a Lord-Castellant and a bunch of Evocators and a lot of wounds off a Stardrake. Game 2 was Total Commitment so RIP, but they killed like 20 Tzaangors over the course of the game. Game 3 they killed Crypt Flayers that just came back all the time, so nothing happened basically. Game 4 they killed 60 Freeguild troops. Game 5 they took 10 wounds off Nagash and then spent the rest of the game in combat with 30 Grimghast Reapers. Also, firing one shot with them is bad for the points you pay. The Ordinator is only really useful if you're inside 18" of something. Firing 1 shot with each Ballista is not worth 440 points. Having one or two Ballistas firing away a shot across the table is alright, but not the entire Ordinator supported battery.
  20. I played 3 Ballistas and an Ordinator in a tournament last weekend. They were a continual disappointment. I deep striked them along with the Ordinator within 18" of a priority target and usually took it out or heavily damaged it (they do hit really hard). But then they usually get charged by some chaff and have to shoot at them for the following 2-3 turns. Or they just get killed if they are outside of cover. Then they are soooooo slow and clunky. Only 3" move and each unit counts as only one model, so once they're deployed they aren't going anywhere, and they can't hold objectives very well. I found them to be a complete liability not worth 440 points. Use maybe one or two Ballistas as fire-support, but don't use an entire Ordinator battery. Not worth it.
  21. Has anyone managed to get the vanilla Lord-Arcanum on Tauralon to work? It seems like it could be very durable with the 6+ mount trait and Staunch Defender, and it is the best spellcaster in terms of number of spells and dispells. But what do you run with it to make it efficient? I've been trying to fit it into a cavalry army but I haven't come up with anything yet. Maybe it could be good with some Stormhost I haven't thought of. What do you think?
  22. I've been thinking about something I've been unsure about. What do you people usually do with the free Gryph-Hound you get when you take a Lord-Castellant? I've not found ways to make it useful yet.
  23. I see, how do you deal with really annoying screens like Skinks? And if you are Haloing a unit of Sequitors, isn't it better to run a 20-man unit, so the enemy has no choice in attacking the un-haloed unit. This also saves 80 points. Also, do you hit the Dracolines with the Lantern, or a unit of Sequitors? And I forgot to ask, how do you equip your Dracoline Evocators? I'm going to build my two boxes tomorrow and I'm still unsure how to go about it. 3 with Grandstave and 3 with Tempest Blades maybe? Which weapon does the Prime have?
  24. I really think this is cool, how many games have you played and how did the Dracoline Evocators do in most of them? Do they all die eventually, or do they just crush the enemy's most important unit and then you basically win? I play a lot of cavalry lists myself, but only with Dracoths and Palladors, and if I come up against Legions of Nagash I just die because their debuffs are so strong against Stormcast cavalry. I would think the issue would be even worse here. And another completely unrelated question to anyone: When is a Lord-Ordinator useful for his +1 to-hit buff? When you have 2 Ballistas? 3? Is it ever worth taking him over another Ballista?
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