Jump to content

Ravinsild

Members
  • Posts

    1,299
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Ravinsild

  1. So here’s a chart comparing the Warscroll self contained with no buffs save what is on the Warscroll itself. 3 Evocators (260 pts) vs 6 Demigryph Knights with both loadouts (360 pts) Vs Vanguard-Palladors with both load outs (360 pts) This assumes a charge in all cases seeing what would happen if I played them aggressively like Gore-Gruntas and just shot them ahead of my army. So then I was like okay basically the same across the board adding in manually about 3 mortal wounds from the Celestial Lightning Arc So then I was like well how do 3 Evocators (260) fare against 4 of all the Drake riders dudes (Concussors, Decimators, Fulminators and Tempestors) 260 (3 Evocators) vs 380 (Demigryph and Palladors) vs about (Decimators and Tempestors) 400 to (Fulminators and Concussors) 480 points So then I was like ****** it it takes basically double unit size to really compete with Evocators so what if I went the whole hog and spend 520 points on 6 Evocators on Dracolines and they ****** on everybody
  2. 3 Evocators unbuffed and unsupported save for their own warscroll drastically outperforms Demigryphs. In fact 3 Evocator on Dracolines is so powerful it competes about on par across the board with 6 Demigryph Knights w/ Lances and Halberds as well as 6 Vanguard-Palladors which are basically literally even with 6 Demigryph knights both loadouts.
  3. I am using essentially all Scibor Miniatures. I am using the actual carriage for the Celestial Hurricanum, but I am replacing the horses drawing the carriage with bears and I am replacing the humans wizards on the balcony and back with Dwarf Wizards. https://www.sciborminiatures.com/pow.php?absol=1&co=i/sierpien_2010/big/war_bear_2_01.jpg https://www.sciborminiatures.com/pow.php?absol=1&co=i/sierpien_2010/big/war_bear_3_01.jpg https://www.sciborminiatures.com/pow.php?absol=1&co=i/2018/big/dwarf_wizard_2_01.jpg https://www.sciborminiatures.com/pow.php?absol=1&co=i/2017/big/dwarf_wizard_01.jpg As for the Lord-Arcanum upon Gryph Charger, he shall henceforth be: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2018/big/dwarf_wizard_on_war_bear_01.jpg The three (for now, possibly 6) Evocators on Dracolines shall be as follows: The Leader: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2016/big/dwarf_lord_on_war_bear__2_01.jpg Guy with a Granstave 1: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2010/big/dwarf_general_on_war_bear_p_01.jpg Guy with a Grandstave 2: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2014/big/dwarf_on_war_bear_1_p_01.jpg I ended up adjusting my list as follows: Allegiance: Cities of Sigmar- City: Tempest's EyeMortal Realm: AqshyLeadersWarden King (110)- General- Command Trait: Hawk-eyed- Artefact: Seerstone AmuletRunelord (90)- City Role: General's AdjutantRunelord (90)Celestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Strike of EaglesLord-Arcanum on Gryph-Charger (220)- Lore of Eagles: Aura of GloryKnight-Heraldor (100)Battleline10 x Longbeards (110)- Ancestral Weapons & Shields10 x Longbeards (110)- Ancestral Weapons & Shields10 x Ironbreakers (130)20 x Irondrakes (300)10 x Hammerers (140)Units3 x Evocators on Dracolines (260)- 2x GrandstavesEndless Spells / Terrain / CPsEmerald Lifeswarm (50)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 113 In this way I can experiment with the Heraldor and simply walk up the board turn 1 or even run (and still charge w/ Evocators AND still shoot (Command Ability of TE) with Irondrakes even if it's just the 1 shot each). 7'' on 24'' distance between deployment can move in pretty deep and I don't necessarily *need* to see action turn 1 per se. And/or I can add the 3 other Evocators at a later time and/or drop the Herald guy for a SoulScream bridge. I have a decent core and I can plug and play from here to find what works best for me.
  4. Thanks! Honestly I’m not too familiar with Stormcast Heroes so I was thinking I guess... in my mind the army would play as two halves? The castle which is dropped via SoulScream Bridge and the mobile hammer/strike force that’s mostly independent. I figured a quick hero would be beneficial as an escort and provide sustain/buffs as that Lord Arcanum on Gryph Charger can bring one back to 1 wound and I would have either the healing spell he’s got or emerald lifeswarm to keep the hammer in the game. I even considered a regular Ghur mage on foot for simply Wildshape to grant +2 to charge rolls but essentially have the two halves as independents as possible. ill look into this Heraldor fella and see if I can squeeze him in one way or another.
  5. Yeah I was looking at the Frigate. I just don’t think Kharadron bring enough to table since I’m not wanting to run a Kharadron force but rather a strong regular Disspossessed/Duardin/Old Dwarves list with a complimentary supplement. I guess the whole point of the list is to run as many Dwarves as possible but still be effective and win and supplement with units who shore up their weaknesses and provide something they don’t innately have.... like speed. And magic.
  6. My entire army is 3rd party miniatures so for my part I’d be running them as Dwarves on Bears with a RunePriest on bear. I have no love for Stormcast but I have reviewed many options overall. As I said, Demigryph Knights, Grundstok Thunderers, Gyrocoptors even, and yes Gunhaulers. It appears to me to be a most effective hammer even dropping down to 3 in order to pick up a unit of Ironbreakers to fortify my screen and a unit of Hammerers who do about as well as the Evocators with the right love and attention that gives me 3 deadly hammers spread out and so not all my eggs are in one basket. I suppose I shall see how this pans out for me.... my only real desire was to make a winnable army with the majority of it being actual Duardin Warscrolls even if I’m subbing every model for Dwarves including the mages.
  7. Allegiance: Cities of Sigmar- City: Tempest's EyeMortal Realm: AqshyLeadersWarden King (110)- General- Command Trait: Hawk-eyed- Artefact: Seerstone AmuletRunelord (90)- City Role: General's AdjutantRunelord (90)Celestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Celestial VisionsLord-Arcanum on Gryph-Charger (220)- Lore of Eagles: Aura of GloryBattleline10 x Longbeards (110)- Ancestral Weapons & Shields10 x Longbeards (110)- Ancestral Weapons & Shields20 x Irondrakes (300)Units6 x Evocators on Dracolines (520)- 4x GrandstavesEndless Spells / Terrain / CPsSoulscream Bridge (80)Emerald Lifeswarm (50)Total: 1960 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 103 So this is the list I think I finally came up with. At this point I'm wondering if I ought to stick with Tempest's Eye or possibly go Hallowheart since I've now got 3 wizard units, and apparently the Evocators themselves may take a spell from the spell lore, in which case I think I might take Eagle Strike on them to harass from ranged if needed. I looked at possibly bringing an Aether-Khemist with 10 Grundstok Thunderers, a Freeguild General on Griffin with 6 Demi-gryph Knights, a Lord Celestant on Dracoth with 4 Fulminators, Decimators or Concussors, but by and far the most damaging thing is these Evocators on Dracolines. I considered the Lord Arcanum on Dracoline, but I think the healing spell might be more beneficial than merely +1 attack on the paws, especially since I can cast Aura of Glory WITH my Lord-Arcanum. I feel as though the extra casters and raw power of the Evocators is a major boon over simply Demigryph Knights w/ Mounted General or Grundstok even if they'd be at -2 to hit in melee. Turn one would be something like roll 4+ for Seerstone, roll 4+ for Adjutant. If I get extra command points, wonderful I'll probably spend one to auto-empower my Evocators, if not then I'll probably just bank it. Might need it for my Warden King's no battleshock ability. Might need it to spend on Volley Fire to re-roll hit rolls of 1 in the shooting phase. Spells going off would be Aura of Glory, empowering my Evocators and the Soulscream Bridge. Cast Soulscream Bridge and try and fit 20 Longbeards, 20 Irondrakes, a Celestial Hurricanum, a Warden King and 2 Runelord wholly within 6'' around the bridge to castle on an objective. Then use my fast moving Evocators and the Lord-Arcanum upfield to smash into enemy lines. Hopefully the objective is within range of my Irondrakes so I can also shoot, like to clear screens or destroy a clutch support hero. I could drop the Soulscream bridge and just run or even walk people turn one. That gets me about 120 free points, with which I'm not sure what to do. Unless I also dropped 3 Evocators. That'd leave a gap of 380 points for.... more Dwarves such as Ironbreakers for Screening or 20 hammerers for a 3rd hammer, or perhaps a Luminark of Hysh to grant all a 6+ FNP, or something else... Pros of Tempest Eye: +1 to save rolls bringing my Irondrakes and Longbeards to at least a 3+ turn 1 then depends on what or may not target them to as powerful as a 2+, my heroes to a 3+ or 2+ respectively, and my Evocators to a 3+ rr1 vs shooting. 15'' on Evocators and Lord Arcanum turn 1 +1 to wound rolls for my Irondrakes Spell to add +1 to attack rolls for melee weapons which jacks up my Evocators to absurd levels Adding +1 to run rolls for even greater mobility in the late game when objective snagging I can run and shoot with my irondrakes for 1 command point if absolutely required. Cons of Tempest Eye: Only 1 Spell cast per Wizard means I must carefully consider my spells. I can't Empower my Evocators if I choose to cast Emerald Lifeswarm, Soulscream Bridge and Aura of Glory all on the same turn. No 5+ FNP vs magic so enemies like Nagash, Tzeentch, even Skaven could put in a lot of work turn 1 with a magical alpha strike The +1 to wound rolls spell effects everyone, not just ranged units, whereas the command trait will only ever work on essentially the Irondrakes and could never help the Evocators A lot less healing in general Pros of Hallowheart: 5+ FNP vs magic (especially useful vs Tzeentch) 2 casts per wizard (I'd have at least 3 wizards) I can take mortal wounds to add to casting rolls so POSSIBLY even Tzeentch can't shut me down Warden of the Flame is the same as the Seerstone from TE for a 4+ gain 1 CP Whitefire Tome allows the bearer to have ALL of the spells which means: Lord-Arcanum Could cast Sear Wounds AND it's own healing spell to keep Dracolines alive, especially with that Storm Ability to revive 1 at 1 wound Can add +1 to wound rolls instead of using the command trait from TE A much more deadly magic phase Ability to cast Sear Wounds AND Emerald Lifeswarm to heal 2D6 Wounds overall to replace lost HP from the command ability to add to casting Ability to improve my screens by either granting them mortal wounds on unsaved save rolls and then revive with Emerald Lifeswarm, or grant them a 4+ FNP vs magic A deadlier Magic Phase able to ****** out tons of mortal wounds Cons of Hallowheart: No +1 to saves turn 1 means I am squishier to alpha strike No +3'' to movement and no +1 to run rolls and no running+shooting means I am generally slower which can hurt on large maps with many objectives for instance Scorched Earth with 8 objectives total spread out over the whole map No spell for extra attacks, although it would only lower the overall damage by single digits like at max 6 or something No automatic +1 to wound rolls on my Irondrakes and powerful dispellers, like Khorne, other Dwarves, Tzeentch and Nagash might shut me down Powerful dispellers and unbinders might shut me out so I gain very little from the allegiance abilities
  8. Lindybeige on YouTube has many historical videos and talking about how medieval weapons function and such. Very entertaining and educational.
  9. He is advising me that it’s infeasible to send 20 Irondrakes, 10 longbeards for a screen, celestial Hurricanum and a support hero or two all over via a Soulscream Bridge and that I need to be prepared for the charge on my opponents turn as my screen will instantly die and then so will my Irondrakes. He is saying sending just 10 Grundstok Thunderers and an AetherKhemist with a Celestial Hurricanum will be much more survivable at 4+ 2 wounds each with a -2 to be hit within 3 inches. OTOH he runs kunnin rukk and 100 Arrowboys as well as a fully buffed Rogue Idol... and my friend plays Tzeentch (Changehost). There’s also Ogors and Skaven and Idoneth Deepkin In my local meta plus other like Sylvaneth and Ossiarch Bonereapers. Also every single one of them has shooting which does not provide any negatives to hit the Thunderers. Edit: There’s also not really any room in the list for an Ironclad and once I finally found a way to fit it in it wasn’t worth it because it’s movement speed was halved due to having 11 Dwarves.... so I might as well continue with the SoulScream Bridge plan.
  10. I mistyped and meant to write Tempest’s Eye. He is advising me that it’s infeasible to send 20 Irondrakes, 10 longbeards for a screen, celestial Hurricanum and a support hero or two all over via a Soulscream Bridge and that I need to be prepared for the charge on my opponents turn as my screen will instantly die and then so will my Irondrakes. He is saying sending just 10 Grundstok Thunderers and an AetherKhemist with a Celestial Hurricanum will be much more survivable at 4+ 2 wounds each with a -2 to be hit within 3 inches. OTOH he runs kunnin rukk and 100 Arrowboys as well as a fully buffed Rogue Idol... and my friend plays Tzeentch (Changehost). There’s also Ogors and Skaven and Idoneth Deepkin In my local meta plus other like Sylvaneth and Ossiarch Bonereapers. Also every single one of them has shooting which does not provide any negatives to hit the Thunderers.
  11. So are any of the Kharadron Overlord units worth taking in TE? Someone is trying to convince me 10 Thunderers is better than 20 Irondrakes... I think they have some merit but I’m not fully convinced
  12. Someone has been advising me to include about 10 Grundstok Thunderers in my Greywater Fastness list. what’s the best loadout for these boys? 1 of each weapon they can have?
  13. As long as I can play what amounts to the Dwarf Slayer in Vermintide 2 I'm good It's looking like that'll be the Doomseeker.
  14. Pretty sure I plan on going for a Space Wolf Blue(Grey?) color scheme accented with white. White fur cloaks, maybe Silver or Gold trim, and just like cool light colors, whites, light blues, silvers, golds, etc. Polar bears for the Bear Cannons and Bears pulling the Celestial Hurricanum. I'm replacing the human wizards with Dwarf looking wizard/runepriests. The only GW model for Dwarves is the Cogsmith, and that's cuz I got him in Hammerhal Warhammer Quest. The only non-dwarf is the Lord-Ordinator. It will take some time to paint 50 Dwarves, plus about 6 leadership models plus the carriage and 6 bears...
  15. I've done went and done it now. Paid about $480 due to Scibor's sale to grab my planned Dwarf Army at a large discount.
  16. Yep! As far as I can tell they seem to just have a miner squad and crossbow squad though?
  17. Well, the first list I conceived would be rather simple: Warden King: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2018/big/dwarf_lord_nurgrok_01.jpg RunePriest: https://www.sciborminiatures.com/en_,shop.php?art=3347 Cogsmith would probably be Games Workshop. I don't know about the Lord Ordinator, might keep him Stormcast. Hurricanum would be the carriage. Replace the wizards on it with the following models: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2018/big/dwarf_wizard_3_01.jpg https://www.sciborminiatures.com/pow.php?absol=1&co=i/2017/big/dwarf_wizard_01.jpg Replace the Horses with the follow: https://www.sciborminiatures.com/pow.php?absol=1&co=i/sierpien_2010/big/war_bear_3_01.jpg https://www.sciborminiatures.com/pow.php?absol=1&co=i/sierpien_2010/big/war_bear_2_01.jpg Longbeards become: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2018/big/dwarves_lion_guard_04.jpg Irondrakes I'll either use GW sculpts or I'll use these: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2015/big/dwarves_cannoneers_set_03.jpg Hammerers I am also debating between official GW and/or these: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2015/big/dwarves_iron_hammers_04.jpg And last but not least for the 4 Helstrom Rocket Battery I'd run these: https://www.sciborminiatures.com/pow.php?absol=1&co=i/2017/big/dwarven_cannon_01.jpg My TE list is a bit more complicated to figure out.... so I kind of just like this list for now even if it's not the best. It's simple.
  18. Scibor Miniatures has Cannons on top of BEARS as well as Ballistae on top of Bears. I know nothing for the organ gun or the grudge thrower though I've been looking for alternate GW sculpts for Hammerers and Irondrakes. Scibor has some, but their bears are tucked into their armor and it sort of makes them look like eggs, so if it comes down to it I'll get GW's models, but I'm open to anything that could work if anyone has suggestions.
  19. trying to pick between two lists which I'll detail in a different post.
  20. Yeah that boat is huge and looks pretty tough to paint and build LOL! I kind of struggle with big projects like that so I figured the biggest centerpiece would be the Hurricanum. I think Demigryph Knights look really strong (I did the maths and even with 0 support 6 can put a hurt on something), 4 Fulminators can crush things. I don’t really like the feel or Aesthetic of KO which is kind of why I forgot they existed. Things I had been looking at were sparse human supplements but converted to be dwarves, Stormcast Eternals, Fyreslayers (because I love the old Slayers modes), and that’s kind of all I had been perusing as far as Dispossessed supplements. I had very strong considered 6 Gyrocoptors in 2 teams of 3 for objective getting in addition to screen clearing. I think I’d been looking at Calvary because Scribor Miniatures has dwarves mounted on both rams and bears that I think is ultra cool and I might have been looking for any excuse to use them. As far as back line MSU objective grabbers I had considered just plain old Ironbreakers as they won’t totally fold should a unit be sent to contest, in addition to even doubling down on my “shield wall” front line protection and getting the Stormcast Eternal with the +1 to save rolls lantern and either Liberators or Sequitors (re-roll all saves) and plant them out front for a super beefy wall that would take serious commitment to chew through. I even considered possibly bringing the flying lantern guy with the Fulminators to at least let them re-roll 1’s to hit for a modicum of support, or even the Demigryph Knights. Id still like to pursue an Artillery Greywater Fastness list if for nothing but the sheer uniqueness of it, but I think an alternate Tempest Eye list would suit me well. I had considered Hallowheart but finding the room to bring more wizards just to make anything out of its traits was too difficult.
  21. 1) That makes sense, I'm used to about 30 Ardboyz of Screening split into 2 sets of 15, so 2 sets of 10 Longbears feels right. I also prefer MSU because moving too many models at once annoys me and I'm a slow painter, so I like to keep as tight a list as possible. 2) That makes sense. Runelord General does complement being stationary well. I figured I'd maybe be castling and planting my Warden King for battleshock immunity? IDK 3) Yeah I don't even know tbh. I was just looking at quick moving hard hitting Calvary and checked out Gyrocoptors, Demi-Gryph Knights, Cold-One Knights and Fuliminators so I'm not super attached to them or anything. More like just picked them because I don't have any heroes fast enough to support them so I figured they ought to be a self-sustaining unit that can just hit flanks or clear screens or even just quickly snag objectives. I read Dwarves are complimented by very fast moving elements. 4) Quite literally I just don't know enough about Kharadron Overlords to have remember them lol. I don't know what's good or bad or what anything does with them.
  22. Luckily I have a lot of practice screening against pretty potent shooting (Tzeentch Changehost can teleport those Flamers anywhere without a roll or anything), and I've learned to screen out my best stuff more than 18'' by surround them with a huge wall of ArdBoyz that inevitably get shot instead. I think the Lord of Change's magic and the Flamers of Tzeentch are the BIGGEST threat in the Changehost army, and they each have an 18'' range (Further than my Irondrakes, but much less than 39'' of Artillery). Bonesplittaz my friend typically tries to clear screens with Arrowboys, but they've got an 18'' range so won't be clearing on turn 1 more than likely. He likes to clear screens with his Arrowboys to make room to hit stuff with the Rogue Idol fully buffed. I think even going second he hasn't really got anything that can touch my Artillery, but I could snipe his Wardokks and Wurgog Prophets well enough to cripple any army synergy. Against Ogors they've got some shooting too, but it's pretty bad and never seems to actually hit. Their main threat is how tanky they are and how hard they hit up close, but naturally deposing leaders makes things start to crumble....except Stonehorns. Those are so so hard to kill... Tyrants and Butchers, however, not so bad. The two Ogor players like to screen with battleshock immune Gnoblars or put them on objectives. Sylvaneth might hard counter me though, because their trees block LOS and he likes to hide in trees. Granted he can't reach me with his stuff being about 18'', but he can spam trees on the objectives and hide in the trees and make me have to charge into the trees and I don't think 1 unit of Hammerers can carry a game like that and the Artillery is basically useless and so is the Irondrakes. I've got a lot of Chaos players in my group, at least 2 Khorne players, 1 Slaanesh player, 1 Tzeentch player and Tzeentch is the most threatening to my Orruk Warclans for sure. There's also 2 Nurgle players, but one seems to be going into Skaven + Nurgle and the other just runs normal nurgle. I know they've run the 3 Greater Unclean ones with the casting list before, and one has at least 40 plague monks. Aside from that it's been awhile since I've played them. We do have Ossiarch Bonereapers player but I haven't had the (mis?)fortune of playing him yet, although I've heard nasty things about how OP they are. I also regularly spar against an Idoneth Deepkin player who can guarantee fighting Turn 3, and move something like 27 inches Turn 2 with being able to add 3 to movement (moving I think 17) adding maybe +1 to run and running, or maybe he auto gets 6's to run or something, then can charge. Massive threat range turn 1, but turn 1 nothing really except positioning. Still, Eels are terrifying.
  23. So I guess change the city, and run something more akin to this? Allegiance: Cities of Sigmar- City: Tempest's EyeMortal Realm: AqshyLeadersWarden King (110)- General- Command Trait: Hawk-eyed- Artefact: Seerstone AmuletRunelord (90)- City Role: General's AdjutantRunelord (90)Celestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Aura of GloryBattleline20 x Longbeards (220)- Ancestral Weapons & Shields20 x Irondrakes (300)20 x Hammerers (280)Units4 x Fulminators (480)Endless Spells / Terrain / CPsEmerald Lifeswarm (50)Soulscream Bridge (80)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 106 Where I could replace the Fulminators with say, Demi-Gryph Knights or Gyrocoptors for an element of fast support much like Gore-Gruntas, which hit super hard and clear screen or outright destroy key pieces?
  24. 4 Rocket Batteries is only 520 points though which is roughly 1/4th of my army, still a lot, but less than 700. Unless you mean 520 + 120 for the battalion and then +60 for the Cogsmith? I'd been looking at Gyrocoptors though because they actually go fast, they super cheap (80 points!!) and have nice shooting and the bombing ability. So maybe drop 2 Rocket Batteries for 2 Gyrocoptors (or 1 unit of 2?) if I want to stay Greywater, or take the whole thing down (Battalion, Rocket Batteries, etc..) and go Tempest Eye? I was actually interesting in martial + ranged and I genuinely thought Artillery was more of a threat than it apparently is. I had used the AOS math tool to figure any enemy within 16'' would be taking about 50 wounds (4+ save) between my Artillery and my Irondrakes (and the Ironbreaker pistol and bomb...and cogsmith rifle, etc...) I really thought a rock solid shield wall (Ironbreakers maybe even buffed with Ancestral Shields and Mystic Shield) covering a battery of artillery and Irondrakes could pretty much tear most things apart. Right now I play Orruk Warclans too so you say things are expensive that to me are quite cheap, haha. I'm used to small armies with a big punch (Fully buffed Gore-Gruntas can wipe almost anything in 1 go). The most cheap thing we have is 110 points so i saw people calling a Warden King expensive and I was like ??? he's dirt cheap and everything else is about the same or cheaper! There's no Megaboss on Maw-Krusha centerpiece hogging 460 points, look at all these free points!! lol However I notice my Orruk Warclans lose to Tzeentch and Bonereapers and many armies pretty badly as I run them pure Ironjawz. I do want to try BIG WAAAGH for the 6+ FNP, but the Runelord prayer attracted me to them, and Ironbreakers with a bit of help can be as tough as ArdBoyz and a bit killier to boot! Then of course Ironjawz has 0 ranged threats (1 shooting attack from maw-krusha, and I don't run big waaagh and don't have any arrow boyz and Orruk Warclans don't have artillery anyway) so I was like....if I can have just as killy Ironbreakers as ArdBoyz, and Hammerers are essentially as powerful as Gore-Gruntas....then put a ton of shooting overtop of that! I can maybe shoot a Lord of Change before he does that Infernal Gateway spell and deletes a ton of my units...or really blow up his screen of pink horrors to open the way for my Hammerers to actually put a dent on the LOC from AFAR (Artillery, Irondrakes) so by the time they get there it's not 40+ wounds of constantly regenerating bubble gum all shooting a ****** ton Not to mention how tough Ogor Mawtribes are, especially a Stonehorn! My 6 fully buffed Gore-Gruntas put like 2 wounds through on a Stonehorn guy and he just destroyed them the next turn. Well maybe with Dwarves I could shoot it and force it to charge my shieldwall who can hopefully not all completely die and keep shooting it and then fight it. I feel pretty hamstrung by lack of options in my Orruk Warclans, so I was really attracted to Dwarves because they have really good shooting, and COS can bring Stormcast Eternals whose artillery I knew was good, COS had artillery, amazing dwarf shooting and also apparently a ton of magic so I could participate in all 3 phases of the game instead of essentially putting all my eggs in 1 fight phase basket that's withered away by enemy magic and shooting and loses to attrition pretty bad.
  25. So you would recommend more infantry, a soul-scream bridge and dumping Artillery in order to pick up Gyrocoptors? Or rather, I suppose, what's the best city to support an all-dwarf army? I was going to swap out the crew on the helstrom batteries and the human wizards to be dwarves as it were, and I'm really trying to play essentially a dispossessed army, either that or chaos dwarves (for the artillery and shooting [fireglaives] with a bit of punch [dragon ogors]). Again, having not played Dwarves, I thought their playstyle was to hit them from really far away to make them come to you (Artillery), then hit them in the mid-range (Irondrakes) even worse, bubble up with a shield wall of Ironbreakers to absorb charges and the like, then swing back with Hammerers and crush their nasty charge unit (like for instance a 6 block of Gore-Gruntas, or 40 plague rats, or an Idol of Gorkamorka).
×
×
  • Create New...