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Haldawe

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  1. Sadly the bloodstroker buff applies at the start of the movement phase, unless you conga line back to him, it will be imposible to buff the unit after the teleport
  2. Nevermind then, you are correct. Makes it a bit less useful
  3. Varanguard batallion lets you have each unit be from a different circle than other units if you wish if you have the Archaon "clan", or lets you choose one if you are in a different one, like Cabalists. Still, have to say which circle at list building, not in the deployment.
  4. The new battletome has about 666 ways of controling the Battlefield with spells, comand points, unit skills, etc, so many that it seems mindblowing to me that I have yet to see a list going about that, controling the game more that killing everything. Gonna put a list of everything (by memory) that can do something like that bellow, and see if we can come with a brew or a monster: • Be'Lakor "can't use this unit" for a turn skill - do it on the deathstar of the opponent on a critical turn and can win you the game alone • Reduce movement tricks - Khone Daemon Prince CP; 18" half run/charge - Wispers of Chaos spell; 12" 6+ MW per model, anyone dies you don't move - Reamscourge Rapture ES; 9"+9"+ cabalists ritual, D3 MW halve movement. Speaking of Cabalists, - Cripling Pain Cabalist's spell; 18" D3 MW, reduce M as MW dealt • Gain movement tricks - Mask of Darkness Necr... i mean, StD spell; teleport anywhere - Chaos Marauders; 2+ 9" charges, comboes with above spell and Ravagers' summoning • Fight last (to abuse our fight twice with impunity) - Binding Damnation spell; 12" fight last - Mindstealer Sphiranx skill; 12", fight last, mindfuck opponent's mind first, then their unit (throw a "Im gonna use X number" in there for extra points) Lasty, but not least, • Archaon the Everchosen's CP, you choose who begins the round about 75% of the time A list abusing these surely won't make you a lot of friends, but I get the feeling the games would feel way more strategical, as the heroes/units to do this are not cheap, thus leaving less room for anvils/hammers Anyone already toying with a list around this idea? Made a game with some of it? How did it go? Happy new year BTW
  5. Will depend on the map but you will have trouble moving out of your deployment zone. Also I would recommend using Hysh's Lens of Refraction relic on the gunsmith so the cannons cannot be sniped that easily with magic. As long as you get objectives that do not force you to move out you should be fine.
  6. You are casting the spell, so friendly refeers to your units.
  7. You can make the Bestigors do 1rst turn charge as well, 6" movement + 3" Shaman +6"+1 running command point and standard + 4" cogs = 18" moved and +2 to charge
  8. The new warscroll allowing to put the charge an automatic 12" makes me moist. Also, I drop him on 1rst turn to go all Sephirot on the enemy heros, so the extra attack is really welcome. As for the new wording on the sceptre... I would still roll one for each unit separatelly
  9. For the Castigators they have the same points on GHB and the Soul Wars, and the costs for reduced units is less efficient than the normal squad (140/200 for 3/5 evocators)
  10. Either list 1 or 2. I would prefeer the 1rst, as the 2nd has 2 really big units which are the obvious threats of the army, and could be debuffed (for example geminids) or targeted without muchmagic defense units (for example the incantor's dispell scroll).
  11. Since the spoilers I have been thinking about an AoE mortal wounds list, using a Celestian Prime on 1rst turn as a meteorite-cannon (hi auto 6" radius D3 mortal wounds), the actual Everblaze comet endless spell and the Stardrake's rain of stars. At 2000 points the list would be something like: Drakesworn templar with the artefact of death that ignores rend Celestial Prime Lord-Arcanum on foot as general 2x Knight-Incantor Lord-Exorcist 3x Sequitors Everblaze comet Grand convocation batallion Either Celestial Warbringers for +1 to cast CP or none for Staunch Defender and another artifact, all 4 wizards have 2+ to cast (Drake and batallion), Drake can get mystic shield and tank normal wounds, get healed with Lord-Arcanum, tons of AoE with frasks/spells... little body count though, but might be fun. Might be better without the Grand convocation battalion and the extra wizards for more bodies. Another one would be a mele-based army with the Evocator-Sequitors batallion: Lord-Arcanum on gryph-charger Knight-Incantor 10 Sequitors x2 5 Sequitors 2 Evocators Lord-Relictor with Translocation 2 Ballistas Chronomatic cogs (for speed) Evocators battallion Maybe tempest lords to spam CP on the auto-Evocator spell so make the Sequitors reroll everything.
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