Jump to content

Nos

Members
  • Posts

    1,164
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Nos

  1. If you’re not playing at top level though then playing armies with flavour and character is straight forward. If you just play AOS to win then that’s a straight jacket of your own invention because as a game it’s imbalanced and prone to gimmicks and abuse, precisely *because* it’s designed to prioritise flavour and character over balance.
  2. Kharadron placed very highly in the biggest AOS tournament in the world and came within inches of beating the winning Khorne army with 3 Bloodthirsters which suggests people probably need to just play them better
  3. No problem happy to help. Hope your army does well but more than that I hope you have fun and that your opponents do and are fun to play as well. As long as everyone enjoys it, as with most things, that’s the main thing!
  4. Apologies you’re quite right. Never taken a LA on foot only ever done the Dais with Incantor so wasn’t a consideration. As you say it would be pretty spectacular! Obviously it’s situational re what to do with Sequitors but without any buffs to movement, most objectives being held by model count and most armies having the ability to summon/teleport/deepstrike then straying more than 6” away from more than one of your objectives is a pretty massive risk. You don’t want to lose a tight game because your Sequitors are 7 inches forward and someone has snuck in 5 bloodletters 2 inches away from the objective or whatever. Obviously Sequitors have the capacity to trade well with a lot of things and push the enemy off an objective as well, but danger is that you fail a charge, get stuck, and you’re neither contesting one or holding one. In which case you have 240+ points which are essentially worthless for a turn. The main thing you have to watch in that situation though is that the “aggressive” unit dosent get swamped on its advance. Against most armies that shouldn’t be an issue but against fast movers they can leave an objective while still being better placed than you to either pile in to a fight or get back and defend. But that’s why I suggested the Ballista and Lord Ordinator in reserve, it should give must opponents pause for thought in leaving an objective as it can do damage without being move or charge dependent. Good pinning unit.
  5. If you wanted to go for two Ballistae I’d be tempted to sack the Castellant for a Celestant, March him and his half of the Sequitors up the table and then when you’re within charge range drop the two Ballistae within 9” of the target unit, or, if they’re within 18 inches of your original objective, drop them there. They will be shooting on 5’s but between 8 shots with them, D6 MW shots with war cloak, LC and 10 Sequitors hitting on 2 and re-rolling misses there’s not much going to be left standing after that. Next turn you can run up the ballista with a CP if you dropped it on that side of the table and then you have the rest of the game to shoot 8 shots at anything while your Celestant Sequitor unit can threaten another objective or go back and camp the one at base. If you give your LA Dais instead of Pendulum then you’ve a good chance of getting 2 dispels, and also the 12” fly means you can get them around nice and easy with a 2+ save. If you were to say give them Celestial Blades as a spell if you get that off you gurantee whatever you cast it on will make a big mess. With a Castellant and General with SD you’re basically committing yourself to defence, in terms of making the most of what your army has. Nothing wrong with that but you’re unlikely to win games by waiting people out. You’ll be hard to kill but most AOS games prioritise sacrifice for objectives over keeping units whole but static.
  6. Click “edit” 😉 Your 20 Sequitors are hella strong but 5 Sequitors and 5 Evocators are easy to chip away with MW and spells. Against numbers you’re never going to win objective battles, which are most battle plans. If I line up against that then I just take my biggest objective taking unit to the smaller group and just keep a small group in place to snipe the one held by the bigger one. Either you lose the weakly held one or you lumber over your massive unit to enforce that point and I nick the one the big unit was guarding. If you’re going with LA as general I’d go Lord Arcanum Castellant 2 x 10 Sequitors Then work out with the remaining 240 points what else your plan is. Two units of 10 Sequitors requires most factions a lot more than 480 points of enemy models to clear with any speed. 5 Evocators is strong but only if they get to charge with their full compliment. That’s unlikely to happen if you try to run them across the table without the aid of a Heraldor, but if you drop them in you have no way of ensuring a charge. On top of that you’re also missing out on their ability to cast a buff spell for at least one turn which is a big part of their value. At this level if you keep 200 points off the table for several turns and fail to Make a charge, that’s going to be pretty damaging against a good opponent. Even in that instance you need to pretty much wipe their target in one turn as without a hero to buff their movement/charge they’re going to be pretty much confined to whatever table quarter they land in for most of the battle, so you need to make sure they can confidently cap an objective for several turns. If you’re intending to Scion in without a buff then it’s a gamble basically. There’s a part of me which wonders if it wouldn’t be better to take a LO and Ballista. It’s another gamble like the Evocators but is more tactically flexible, as you can deploy them pretty much anywhere and gurantee a return, and if it pays off at 1000 points you could easily wipe a unit or two, or cause so many casualties that you can just walk your Sequitors up the field and push them off their objectives . LO battleshock aura is big at 1000 points. Also if you give him sword of Judgement with 6 attacks he has an excellent chance of killing heroes and monsters. If any of the scenarios are Total Commitment expect to struggle. Army is cumbersome with nothing to help it make those vital charges.
  7. If you dont want to stick them on Cat horses then Heraldor and taking second usually gets them in by turn 2.
  8. Proxying. It’s literally just a female LA on a Dracoline. There is nothing in how the model is equipped in respect to weapons or equipment or such to cause confusion. In fact the only thing that would “make” her Astreia rather than just any other LA is painting her in Hammers colours. Also she’s basically pointless to take in a non-Hammers army due to her CA affecting only Hammers.
  9. If you want MW against Hordes give Stardrake Smouldering Helm which inflicts MW on a +6, so buffed with Castellant and Staunch Defender that’s a +4. Give him shield and any re-rolled ones which are subsequently saved also do a MW. After a certain point it means a horde basically kills itself when it attacks you. Running the list as is you have very little MW output or damage in general to be honest. 2 Comets (not guranteed) and a Stardrake and Prime missile attack are attritional damage instances but at 2000 points in the current meta they’re unlikely to do anything decisive. Remove the Stardrake from the equation and it’s quite a flimsy army for Stormcast to be honest, your battleline aren’t going to last against any considered attack and even if it dies it will be quickly outnumbered from an objectives perspective, and the Prime for all his damage output is easily killed as well. Rule of cool as always, if you like it or fancy playing it then that’s always the most important thing! But if you’re after advice on making an army that can be competitive then I think the only strength this has is the mind games aspect. Tie up the Stardrake with some chaff and the rest is easily dispatched.
  10. They’re overcosted at 300 for 3 I think but 600 for 6 feels good value somehow, the extra 6MW dice is big. It’s the LA synergy though that makes them so powerful, 2+ hits on the charge, 4 D3 Damage attacks per mount and Scroll of condemnation letting them wound on a 2+ For their first charge, plus if Empowered they get to re-roll those too. Then 12 shots at MW’s. They’re vulnerable if trapped in combat but with that much damage that’s unlikely to happen. Basically if you pick one thing that absolutely needs to die as long as it dosent have 35+ wounds or ridiculous saving potential it’s pretty much a done deal.
  11. Looking forward to more representation from both. Of course with three essentially new armies hitting the meta what little balance there is is probably going out the window but it’s going to be fun! Glad I kept my FEC start Collecting set. Although doubt that I’m going to find the enthusiasm to paint all those derpy wee guys anytime soon.
  12. I thought about Fulminators initially when thinking of a cavalry army but they’re in a weird place. They’re well suited to staying in melee with their defensive abilities but they’re poorly suited in respect to their weapons which are literally three times better on the charge, but their movement of ten is often just enough to keep them from charging fast enough to be reliable line-breakers. They’re prone to MW’s obviously as well due to coming in a two model 5 wound each unit. My thoughts were to treat them as a hedgehog Stardrake proxy spearheaded by a Celestant on Dracoth and use them as an anti-horde unit. Give Celestant Staunch Defender, Thundershield and Lightening Hammer, with Pack Leader. 5 potential D6 Damage is nice for free 👍🏻 Unit of 4 Fulminators with Azyrite Halo defends on 3+ on the turn they charge 2+ against ranged, and deals MW’s on a 6. Celestant re-rolls 1’s and causes MW’s on 3+’s. If he rolls a 6 attacking the unit can’t pile in either. Next turn you lose the damage from your lances but your save is now 2+. If you can keep a horde tied in place like that and have it spine itself while you target it elsewhere with damage to break through its weak points /play around it that’s a strong position to be in. I’ve not tried it myself but It’s the conclusion I came to as to how they can best serve their purpose and utilise their skill, in theory. That’s 720 points. If you have Sequitors and you’re wanting to field both them and Paladins then the minimum extra spend is 300 for Liberators, giving you 980 points for other stuff. You could make your general Lord Arcanum and just have three units of Sequitors and forego the Liberators, but then you lose Staunch Defender on your Celestant. It’s also 240 points more.
  13. Apologies. I meant in one phase. You’re quite right.
  14. Mine have 3 and 3. Rule of cool again. I have no idea if it’s “best”, I didn’t arm them with this list in mind. But it works so far. I blew up the screening units against me with magic and trumpet in both games , they were only small though so didn’t have to do much to remove the 3” zone of control. Against a bigger screen you would have to think about using the Dracolines as a flanking unit rather than a line breaker. But they have massive range so that’s not an issue. And it’s not like they have to charge turn 1 either. They have a level of combined mobility and killing power that most armies simply don’t have. You could easily just hang everyone back in your deployment zone, counter charge the biggest threat when the enemy comes for you with the Dracolines, and still have excellent capacity to run over one of their objectives afterwards and hold it or run for the next one. The reason I didn’t set up one big blob of Sequitors was to split the enemy basically. That was a risk because I was banking on a 240 point unit with buffs holding out against a lot more than that, but Sequitors are ludicrously tough to shift and it worked. One eventually died in one game but I was ahead by then. If you have 20 Sequitors holding an objective then sure, you’re holding that one without question, but the other one has probably gone. And again with Dracolines I can easily and decisively respond to either flank if it needs it. Most armies dont have the capacity to bring that much damage that much quickly on something that isn’t a monster or hero, things which have degrading profiles. Basically it works because it’s the sum of its parts and more. The defensive set up is very defensive. The offensive set up is very offensive. It’s flexible.It has no gimmick that disables it other than the enemy just straight up killing your stuff. Not really Turn or drop dependent. 3 spells base. 3 dispels and one auto dispel base. Strong MW and rend output. I forgot it’s 40 points short of 2000 as well so throw in some triumphs or Endless Shenanigans if you want. I’ve taken Dais on both occasions just to add another Dispel and to facilitate the Incantor to kamikaze in to important fights with Spirit Flasks.
  15. Just two so far, Sylvaneth and Nighthaunt. I wouldn’t want to charge it into a LON skeleton blob but there’s not many things you can charge into one of those with any army right now. Probably why they keep coming top. Suspect Gloomspite might have the same going for them once the meta settles as well. What I think the Dracoline are great as are anti-elites. Usually you dont want to line up your best unit against their best unit, it’s a waste of their potential. You want to target heroes or objective holders while trapping their best units with chaff. Thing is though that for the reasons I stated above Dracolines cause so much damage on the charge, and with a Heraldor and re-rolled charge they have so much range, that they’re ideally placed to kill well armoured but small units, screened heroes, or glass cannon types. In my two games they annihalated Kurnoth Hunters, Durthu, Ghrimghast and Spirit Host before they could hit back then cleaned up the backline. Rest of both armies had nothing that could shift a Lanterned or Azyrite Halo’ed unit of Sequitors flanked by the Liberator screen with SD in sufficient time to claim enough points. The best thing about is that you get more than one charge with your death unit. You can quite feasibly destroy two expensive units on either side of the board from each other in as many turns if you’re lucky. No one-drop- Gav-Bomb we’re-here-guys- oh-the-rest-of -the-battles-over-there-now-oh-well. And unlike Gav Bomb it’s hard to screen against. Again I’m not claiming it’s foolproof but at this stage I think with practice I’d fancy my chances with it competitively against most match ups at present. No idea on the Ordinator sorry! I like to play as many different models as possible so would always veer towards LO and one Ballista due to rule of cool.
  16. Used this list twice this week. It’s uh, good. Castellant, SD, 100 LA on Dracoline, Pack Leader, Scroll of Condemnation, Thundershock Incantor, Azyrite Halo Heraldor 2 x 10 Sequitors 3 x 5 Liberators 6 Evocators on Dracoline, Celestial Blades Inspired by a Total Commitment experience and being sick of having to walk places, and my LA on Gryph Charger being a bit dull to use. Everything can set up on the table if required. Sequitors and Castellant hold objectives. Liberators screen or can be used to grab/tidy up enemy objectives. Because: With Heraldor you can run and charge your Dracolines and almost certainly will not get charged if you placed them sensibly, while also very unlikely to fail charge yourself. With Pack Leader your 6 Dracolines are hitting on 2+ and, if you need it, with Scroll of Condemnation they’re also wounding on 2’s, which, if they’ve empowered themselves, they can also re-roll. With LA Command trait Their mounts have 4xD3 Damage -1 rend attacks a piece on the charge if you use . You then get 12 Dice for MW’s. That’s not including any of your leaders attacks. Because your leader is in the thick of it they’re ideally placed to cast Thundershock, Storm Lance, Arcane Bolt to pile up the wounds and mess stuff up, or just mystic shield the cats. Cycle of the Storm keeps the unit topped up and is great value on a 5 wound model. On top of all the damage you’ve done you reduce bravery minus 1 for Battleshock. If you still need to get rid of the enemy next turn, retreat and charge and do same again. Alternatively if you’ve messed them up/killed everything (likely) retreat/run and charge somewhere else, repeat. So long as you’re not charging into a tarpit-why would you-they can obliterate pretty much anything so long as you charge. They’re an absolute no nonsense charge of the Light Brigade Cavalry Unit. It feels awesome. Drop liberators in to claim objective/tidy up, or if safe from summoning risk, move up your Sequitors. In most scenarios 3 objectives will win you the game, and you have a rapid response Kitty unit to sway the fight elsewhere if your Sequitors are struggling. It’s hella fun. Only tricky bit is ensuring Heraldor is safe/close to sound the charge. Giving him one of the Liberator units as a screen and running both has sufficed so far. General placing needs some thought if he can’t keep up with the run and charge as well but it’s nothing major unless you’re trying something insane.
  17. It may not be “the point” but even in the event that it was it would be an entirely understandable course of action to take. Bottom line, irrespective of the sites ethos or whatever, the owner of it is free to do as they wish, at any point. This is coming from someone who got banned over something that seemed ridiculous from my perspective but regardless I never objected to it or otherwise or brought it up etc because it’s not my site. Owner can do as they wish.
  18. Less about money they make, more about the money they will lose if they get sued for hosting information which GW deem commercially sensitive. Its perfectly understandable.
  19. Can only use it once per phase. So you only ever get one attempt, and you also can never restore more than one unit max per turn. So if a unit of 5 Libs and 20 Sequitors died that turn, don’t make the mistake of thinking you get a go with each.
  20. Comet also isn't reliable. Heraldor dosen't guarantee a massive charge but he guarantees you the ability to attempt one within which re-rolls are still a possibility. Comet is two dice, all or nothing.
  21. Sureheart lists are regarded as pretty tedious if not a gimmick outside of tournaments because as popularly used it tends to be a case of dropping him with 20 Evocators, so a potential of 40 MW’s without even considering the attacks of the unit itself. Putting nearly half your army’s value into one action in which you almost certainly win or lose the game, in every game, is something that many people consider to be pretty tedious though. You show up, you do your thing irrespective of literally anything else that happens, in every scenario that permits reserves. Yawn. You could explain to a ten year old how to do that. It’s a pretty boring way to win in any circumstance. But then so are many of the most competitive lists right now, so I guess it’s all relative. However with effective screening a good opponent can make your 900 point blob isolated and useless in many circumstances. It’s perfectly possible to use Sureheart to secure a decisive charge for a less nuclear option without making the game predictable though. 100 points for a very good chance of a charge on drop, a decent combatant, with -1 to hit in combat due to Scions, with any strong offensive unit is always going to be useful. And in which scenario you’re not literally splitting your army in two to perform it either.
  22. Any list where I have to paint another 40 anything is not a list that *l*can get behind however So many robes
  23. Played Total Commitment tonight against Nurgle. Basically spent two hours watching each other. It's really hard to take objectives on the other side of the board when you have to just like..walk there. Definitley inspired me to get those Dracolines built.
×
×
  • Create New...