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Ravinsild

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Posts posted by Ravinsild

  1. 1 hour ago, Malakree said:

    On the CP front, what CA's are you using? Turn 1 you pop for waaagh! points, that's covered by the battalion CP. What other CA's are you using, you shouldn't be properly engaging until turn 2 at which point you will be 2+/2+. Don't forget aswell that charging with a unit of 10+ ardboys gives you 2 waaagh! points, proper use of charges from units/support heroes can be really crucial for building up the last few points to hit 20.

    With this point in mind... might it be worth, assuming for now I playtest the list I've drafted up for the moment, dropping the 1 CP for 50 points to bring me to 2,000, and instead buying the Emerald Lifeswarm endless spell to resurrect some dead Ardboyz? Thoughts or opinions on running that spell over 1 CP? 

  2. 9 minutes ago, NikitaCrab132 said:

    Hello boyz! What do you think, is it normal list for semi-competive level? What can I change? 

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - General
    - Command Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat

    Battleline
    15 x Orruk Ardboys (270)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers

    Behemoths
    Rogue Idol (400)

    Battalions
    Ironfist (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 141
     

    IMO it looks rock solid. I've heard the Rogue Idol is very powerful, Wurrgog seems good (haven't gotten a chance to playtest), I know for a fact in my own experience 6 Gore-Gruntas fully buffed with Warchanter on the charge can pretty much delete anything in the game and blobs of Ardboyz seems to be the default...so looks good to me. You got the teleport hand, 2 big threats, some blobs. Seems to have all the basics. Looks good to me. 

    Ardboyz with shields get 2 6+ FNP and 4+ save, pretty hardy, pretty durable. They can hit hard too, especially with Warchanter buffs. 

    You got access to the Hand of Gork spell via Weirdknob so that's powerful as well. Only question is why Kunnin' Beast Spirits? Why not Breath of Gork to fly him around and position him, or the one that makes an enemy unit take D3 MW and Fight last?

    • Thanks 1
  3. 26 minutes ago, Malakree said:

    No the double WC is mandatory for buffing up the 2 threats. A buffed cabbage will go through huge blocks as will a buffed unit of 15 ardboys.

    I've played with the wurrgog/wardokk and they just don't do enough.

    So in your personal opinion the personal Warscroll spell of the Wurrgog, the 4+ chance for a CP, the access to the Bonesplittaz lore and the fact it grants 1 guaranteed Waaagh Point (whereas the weirdknob gives nothing) isn't enough? 

    With your list it looks like I'd generate the same amount of Waaagh Points worst case scenario (10) but I'd have to really really clamp everything close together to get 50 orruk models wholly within 18''. 

    4 for the Warchanters, at worst 1 for the General, and 5 if I use the Ere We Go CP and can fit all 50 models in, which this list has exactly. The other list with the Wurrgog has a few less bodies, but more CP to spam the CA and it's a bit easier to fit the units in. IDK tbh. OTOH it's a 2 list event so I can bring 2 different lists. 

     

    EDIT: Keep in mind I have about 3 months to prepare. I've only got 3 Gore-Gruntas, 10 Ardboyz and a Megaboss on Foot (who isn't even in these lists) painted. So I still need to paint at least 25 Ardboyz, 3 Gore-Gruntas, 25 Ardboyz, a wizard of some nature and a Maw-Krusha and I don't even own any bonesplittaz stuff. 

    Due to covid 19, how long would it take to even get the Bonesplittaz units, and how many? 30? Would I be removing Ardboyz? I own about 80 Ardboyz, 30 - 35 Brutes, 12 Gore-Gruntas, 6 or so Warchanters, 4 Weirdknobs, 2 Maw-Krushas... I own 0 Bonesplittaz. With shipping and so forth how long would it take to even assemble Bonesplittaz. 3 months SOUNDS like a lot of time, but I'm an excruciatingly slow painter ;-;

    One last edit: Is Hand of Gork so monumentally required? If I've got 2 sources of Mighty Destroyers that's quite a bit of movement as it is. Also if my game plan is based around a spell that could be dispelled, or simply failed to cast...then am I screwed? How much chance should I put into my game plan over guarantees? If I can plan to just not need it isn't that better than relying on it and it failing?

  4. 1 minute ago, Malakree said:

    To be honest I started using it more because some of the UK tournaments are starting to ban realm artefacts. I do really like it though, it makes him just so damn killy and moves the melee potential from the fists, which degrade, to the choppa which actually gets better. Generally I try to hold him back to hit something important or go through something especially tanky.

    For me the big thing BWIJ need is bodies/wounds. In the modern meta I'd say 150 is the min wounds you need to hit.

    I honestly don't see how I could possibly squeeze anymore into my list though. I mean I could drop that unit of 15 (?) Ardboyz or 10 maybe for some kind of savage orruk, but are they cheaper? can I get more for less? What's even good? What's the difference between moarboyz and just regular boyz? I know literally nothing about Savage Orruks. I don't know what's like the Ardboyz equivalent. 

  5. 22 minutes ago, Malakree said:

    Big Waaagh! is better than pure Ironjawz. The 6++ save alone is worth so much in the modern mortal heavy era, the fact you can also get +1 to hit/wound makes Ironjawz just disgraceful, more than one opponent has questioned the fact all my stuff is on 2+/2+. I've been playing some TTS with a new list recently and it's been doing really well, I'm currently 4-0 with an extra undecided game (was probably slightly in his favour) and I've used big waaagh! at tournaments earlier in the year.

    This is my current list. 

      Reveal hidden contents

    Allegiance: Big Waaagh!

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Brutish Cunning
    - Metal Rippers -3 Rend
    - Weird Un

    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)
    - +1 cast


    Battleline
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)
    30 x Savage Orruk Arrowboys (360)

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 173

    If I was going to replace the 30 Arrowboys it would be with another 20 Ardboys, the bodies/wounds are just so crucial at the moment, I'd also probably swap the weirdnob artefact for Ignix scales on the Ardfist warchanter since Kroak is so prolific at the moment.

    The key thing is you want AT LEAST 1 source of Mighty Destroyers in your army, either Brutish Cunning or an Ironfist. If you go the Ironfist route it should be a unit of 6 GG's.

    Yeah, I've pretty much found that 6 gore-gruntas with Ironfist is a staple in my army that will never change. 

    The rest is flexible, so I took the essentials (MK, Warchanter) and filled with Ardboyz. I found the Wurrgog Prophet to be quite a great Warscroll. The Savage orruks have never appealed to me, tbh. My list might be on the weaker side but I just can't seem to fit anymore Ardboyz in haha. 

  6. 3 hours ago, Arkahn said:

    2 warchanters is always a good idea, especially with 6 GGs and a MK but we really need a way to handle big blocks like pink horrors, CoS infantry, skinks... so our best answer is the Wurrgog prophet and imo the weirdnob Shaman w/ HoG is almost mandatory within a big waaagh list with mainly IJ units and it open to many tricks with 6 GGs Ironfist ! 

    About MK, I always run your second choice in big waaagh, amulet is sooo valuable, flamers is -1 in conflagration so your waste of brutish cunning is a bad idea imo and now there is too much -2 rend around, petrifex morteks, salamanders, few cavalery... 

    Maybe you can consider 30 savage orruks with a Wardokk as a big tarpit ? As a bonus he can give  +1 to cast to your Wurrgog prophet ! 

    I don’t own any Bonesplittaz and I’m not really into that side of the army. 
     

    ive just found myself really struggling trying to run pure Ironjawz with the Ironjawz allegiance abilities so I thought I might try to run Ironjawz as Big Waaagh to see if they do any better haha. 

  7. 10 minutes ago, Sttufe said:

    You order has been delayed, get back to you soon!

    My mixed Duardin has progressed quite a bit, I think I have reached about 1k Kharadron, 500 Fyreslayer, and 500 regular ol' dwarfs (points of course). Basically each's SC plus a couple addons for the Kharadron (soon to be 1.5k). I think I might add either an 5x Berzerkers or a NAvigator, probably the navigators coz the Fyreslayers is smallest. no conversions yet, but I want to do some pretty heavy stuff for the FS, and maybe the Dispossessed as well.

    Do you work for Scibor? Lol 

     

    • Confused 1
  8. Allegiance: Big Waaagh!
    Mortal Realm: Shyish

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad
    - Artefact: Daubing of Mork
    - Mount Trait: Weird 'Un
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Wurrgog Prophet (160)
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry

    Battleline
    15 x Orruk Ardboys (270)
    - 2x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 2x Gorkamorka Banner Bearers
    10 x Orruk Ardboys (180)
    - 2x Gorkamorka Banner Bearers
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 134
     

    I've created this list for an event called Nashcon, which is a 2 list event. 

    A secondary list I've considered is the same as above except I'd swap 1 of the Warchanters for 1 Weirdknob Shaman for access to The Great Green Hand of Gork and grant him the Shaman's Skullcap artefact.  

    I've got 3 versions of the Megaboss on Maw-Krusha I am not sure what to do with. One is Ironclad + Daubing of mork, Weird 'Un, which I think may well be extremely effective against Changehost, as, from what I remember Flamers of Tzeentch and Horrors do not have rend, so that's a 2+, 6+++ (Daubing of Mork), 6+++ (Laugh at 'Em), 4+++ vs Spells (Weird 'Un.) 

    One version would be something like Brutish Cunning, Ethereal Amulet, Weird 'Un for Mighty Destroyers access (free move, free fight, etc... very powerful), Unable to be hit with rend vs high rend things like a Rogue Idol, or many type of Calvary on the charge which get -2 rend, any Duardin near runepriests, etc.. and 4+++ FNP vs Spells. So that's 3+/6+++/4+++ vs spells.

    The last version I've considered is the all out killer, just forsaking all defense for FULL MURDER with like Brutish Cunning, Metalripper's Klaw, Mean 'Un, which would give him Mighty Destroyers, -3 Rend on his Choppa and +1 damage to the mount, combined with Warchanter for like 3/3/-3/2 and 3/3/-2/4 profile on offense. 

    Thoughts or opinions? 

    Turn 1 it seems I can get around 10 points (2 per Warchanter so 4, 1 for Wurgog Prophet, 1 (worst case) for general, 4 if I use the Command Ability and have at least 40 models wholly within 18'' of the Megaboss, which seems doable with screening properly as it were.) Of course I could get more if I have Brutish Cunning and get a turn 1 charge to gain an extra for having a hero in combat. 

    Turn 2 I can for sure get up to 20, especially as I have 3 blocks of 10 (or more) Ardboyz who will probably be able to make a charge by this point, plus all the heroes, plus having at least 1 hero in combat. 

    I think my list is pretty solid. Any feedback for my first list? Any suggestions for my 2nd list?

  9. You know, the regular old Dark Elf Assassin didn't make the cut as an Archetype. If one were to homebrew such a fellow (I think they're male only? Male followers of Khaine, whereas females become Witch Elves?) what do you suppose it's Archetype ability would be? I'm really not sure! 

    Perhaps: Strike from Shadows: When you attack from being hidden you may add +1d6 to your dice pool. 

    Anyone else have any other cool suggestions? :) Also what do you think about stats? Body 4, Mind 2, Soul 1? Perhaps? 

  10. 2 hours ago, Kaleun said:

    I really like the list of @Ravinsild and it reminds me of one of the Tournament winners with a Tempests Eye list of Dezember 2019

    https://www.belloflostsouls.net/2019/12/aos-list-of-the-week-the-tempests-eye-sees-victory.html

    looks very competitive! I would like to show you my first iteration of that list with a dark aelfen vibe, some conversion ideas etc. etc.

    What do you think? Still competitive (3 instead of 6 Dracolines)?

     

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye
    Mortal Realm: Aqshy
    Celestial Hurricanum With Celestial Battlemage (280)
    - Artefact: Patrician's Helm
    - Lore of Eagles: Aura of Glory
    Sorceress on Black Dragon (300)
    - General
    - Witch Rod
    - Command Trait: Hawk-eyed
    - Lore of Eagles: Aura of Glory
    Sorceress (90)
    - Lore of Eagles: Aura of Glory
    - City Role: General's Adjutant
    30 x Black Guard (420)
    30 x Darkshards (300)
    10 x Executioners (130)
    3 x Evocators on Dracolines (260)
    5 x Khinerai Heartrenders (90)
    - Allies
    Emerald Lifeswarm (50)
    Soulscream Bridge (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 90 / 400
    Wounds: 120

    I think this looks fantastic! I love dark elves! 

    • Like 1
  11. 14 minutes ago, Emmetation said:

    We're almost there. Also, its actually a holiday here today so folks are off work

    Happy Holiday! (I don't know what Holiday it is but I hope you have a nice one :) )

    I am looking forward to the rest of the week!! I am going to for sure pre-order the special edition and dig into the PDF ASAP. We have like 8 people in one of my groups planning to play so I've linked them this news already. 

    • Like 2
  12. I took basically all of April off. This month I am aiming a bit low, but hopefully I can do more. 

    I'd like to get 1 Dark Elf Linemen done for Blood Bowl.

    I'd like to finish the Ardboyz I got halfway finished with.

    I'd like to build and paint the stuff I got from Forbidden Power (Soulscream Bridge mainly).

    I'd like to paint my Emerald Lifeswarm.

    I'd like to build and paint these cool little objectives from a box I got from Games Workshop awhile ago. 

    If I can get all that done I'd say it's been a good month, but who knows! Maybe I can find the will and energy to go beyond that.

  13. 5 hours ago, EccentricCircle said:

    One important thing to remember is that all the races in warhammer were historically really racist. This is true in a lot of fantasy settings, where there is mutual distrust between Elves and Dwarves, and Elves generally consider themselves above everyone else. However Warhammer always took it to an extreme. This is less true now in the Age of Sigmar setting, but in the Old World it would have been seen as abhorrent for the elves, dwarves and humans to even consider mating outside of their own species. Warhammer was also, at least traditioanlly always more "low fantasy" with the implication that if they are in fact different species, they shouldn't be able to reproduce (or at least not breed true). This is something that a lot of fantasy and sci fi settings tend to gloss over, but in the real world is literally the definition of "species". You can get things like Mules and Ligers, but they can't become their own races.

    Now, how this applies to Age of Sigmar is a bit of an open question. The setting is a lot more high fantasy, the races live together in relative harmony compared to what used to go on, so while there is still rivalry on the scale of what we see in other settings, its not as pronounced as previously. Thus its entirely possible that things would work very differently now, although to my knowledge GW have never commented on it in AoS books. It's not a topic that gets featured much to start with.

    I’m reading the Gotrek books and Felix has referred to Gotrek as an alien multiple times. Like he’s a completely and unfathomably different being altogether that he will never truly understand or get. 
     

    So yeah I think they are like completely separate in every way possible. 

    • Like 2
  14. 36 minutes ago, Rune said:

    And that's totally cool, which is why I also begun with asking if you were looking for something purely dwarven. I've tried quite a few dwarf heavy lists, I really really wanted the Hammerers to work great, but been struggling with that. One of my favourite lists does include 30 Irondrake, 10 Longbeards , a Gyrocopter and a runelord though. 

    You can do this, and it's probably equally strong. I would pair the Hurricanum with the evocators though. Sometimes you'll be in range of both though. 

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye

    Leaders
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Eagles: Aura of Glory
    Runelord (90)
    - General
    - Command Trait: Hawk-eyed
    - Artefact: Patrician's Helm
    Anointed of Asuryan on Frostheart Phoenix (320)
    Battlemage (90)
    - Lore of Eagles: Strike of Eagles
    - City Role: General's Adjutant
    Knight-Heraldor (100)

    Battleline
    20 x Irondrakes (300)
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    10 x Longbeards (110)
    - Ancestral Weapons & Shields

    Units
    6 x Evocators on Dracolines (520)

    Endless Spells / Terrain / CPs
    Soulscream Bridge (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 108

     

    Absolutely a risk to the bridge not going off. But the 100% benefit of a bridge in this list, is that it forces the opponent to screen far up. If they don't, the shooters can bridge in far too close to the vulnerable backline. 

    So the opponent has to screen far up, granting the evocators a charge.

    If the bridge isn't in the list, the opponent will give you the first turn and go 6" deep in deployment. Loosing TE bonuses, doing nothing turn 1 and risk a double turn against you.

     

    If I can ask, why an Anointed in Frost Phoenix specifically over say, just the frost Phoenix alone? The CA has no syngery and the 4+ save is well good, but if it’s literally just there for the auras it has... why not just take the bare naked Phoenix? 
     

    I had also had a list with 6 Evocators but I think I got gun shy seeing how sparse my list was and thinking “oh its scary to put all my eggs in one basket” although I’ve not crossed it off my list of potentials. 
     

    I guess it’s extremely binary this list? Either it does the job turn 1 or it doesn’t? A bit alpha strike? 

  15. It's entirely possible that being stubborn and sticking with a Dwarf majority/primarily list is a detriment in my desire to at least nominally compete in my meta where everyone is constantly preparing for tournaments and running hardball lists often with the most competitive factions....but I just don't like Elves or Humans that much in Cities and I think Dwarves look cool and have cool warscrolls. 

    So maybe I'll be the punching bag of the group and maybe that's ok. 

    @Rune My intentions have been to use as many Dwarf warscrolls as possible and then supplement those warscrolls to bring out the best within them, and to compliment them as best as possible, such as very long range shooting (Artillery), or speed (Gyrocoptors, Calvary) to supplement their weaknesses in addition to universally useful support pieces (Celestial Hurricanum which also brings magic for even greater support). 

    So building the best possible Dwarf army I can, whether that is Tempest Eye or another city and using whatever supplements them to the greatest degree without compromising on mostly using Dwarves because I think they're just really cool and have amazing lore. I love the old world dwarves, and I love the AOS Dispossessed. 

    I guess, to use an analogy, I am trying to squeeze as much juice as humanly possible out of THESE oranges, rather than simply using a different fruit, like say grapes or apples or lemons. 

    • Like 1
  16. 1 hour ago, Rune said:

    Hi,

     

    What sort of feedback are you asking for? I've seen you have made a lot of posts, and it isn't really clear to me what you are asking. Perhaps this can get me started

    • Are you looking for an entirely dwarf themed army, or are you for instance willing to bring Freeguild units?
    • Are you looking for a very competitive list that fares well at tournaments, or rather something that suits your local meta, or is it entirely just a list for fun?
      • If you want a tournament list, then look at the top tournament armies. OBR, Tzeentch etc. Consider how it is to play against your list rather than just math-hammer. Lets say I am playing Bonereapers. I give you turn one, what do you get out of that? 
      • If you want a local meta list, think about the same, just against the lists in your local meta

     

    Something that I immediately thought about your list is that if the opponent sets up their army far back in their deployment zone, and gives you turn one (which will happen often with your high number of drops) you'll get almost nothing out of turn 1. And that negates the whole reason for going Tempest Eye. Usually if you have a high drop army, you need to be sure you can get something out of turn 1. That's just even more important if you are playing TE.

     

    If you take a soulscream bridge, and something with long range (such as Crossbowmen/SotW), you force your opponent to screen up the front of their deployment zone, since you have to teleport 9" away from them, and that's how they'll save their heroes in the back. If their opponent uses an expensive screen, that's great, you can to shoot at that and charge it with your Evocators. If your opponent uses a cheap screen, your shooters can clear that out easily (since the cheap screen will usually have bad armor save), which gives your Evocators opportunity to charge after the screen is gone.

     

    I'm not a fan of the Warden King, you can get battleshock immunity through an artifact thus imo not worth the investment.

    I think it’s because my posts had sort of been scattered. 
     

    To answer your questions: What am I looking for? A primarily Duardin army that can win something like 1 out of 5 matches in a tournament. 
     

    My local meta IS the meta, there’s extremely competitive lists with some of the top players that have placed consistently well at Nashcon and beat some of the best players in the world. It’s Ossiarch Bonereapers, Sylvaneth, Changehost Tzeentch, Ogor Mawtribes, Orruk Warclans, Slaneesh, Flesh Eater Courts and more. 
     

    I pretty much was looking for a reasonable core of only Duardin and then what would supplement them best. I’ve looked at Artillery lists (Greywater Fastness) using both Artillery and Gyrocoptors and I’ve looked at Kharadron for extra shooting and pretty much been trying to crunch numbers to figure out what kind of Calvary works best. 
     

    The list provided can be tweaked to drop the Heraldor (or maybe the Lord-Arcanum? But he’s a great wizard with great abilities) to include a SoulScream bridge which I had been building around and then decided why not try it out without one and then see if I need it later. 
     

    One of the reasons I like the Warden King IMO is that I know eventually my opponent will get into my screens and break through. Behind my screens are Hammerers and Irondrakes. The Warden King gives battleshock immunity so my screens last longer and then I can grudge the enemy unit and, get off aura of glory from the supporting Celestial Hurricanum and then smash them with Hammerers. This way my army has 3 threats: Hammerers, Irondrakes and Evocators. 

  17. 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...

     

     

    F9586CCD-3D94-4CE1-B738-D9D11B4E5589.png

    4D9976FD-7A2B-4DC3-BD23-3AAC8ED63306.png

    0775AA93-BB95-4A48-8BB7-89E37BCFF203.png

  18. Hmmmm


    580 points get me: 
    1 Knight Heraldor (100) granting 1 unit the ability to run and charge 
    1 Lord-Arcanum on Gryph Charger (220) who can cast Aura of Glory (+1 to melee attack profiles), Cycle the Storm (a slain SE can return with 1 wound) a spell to heal wounded SE for D3 or D6 wounds 
    3 Evocators on Dracolines (260) 

    Or 

    1 Knight Heraldor 
    4 Fulminators

    Turn one using Aura of Glory on escort hero, Celestial Hurricanum, Command Point to re-roll 1’s in combat

    Turn 1 moving 17”-22” inbuilt Re-Roll Charges 5 wounds apiece 3+ save rr1 vs Shooting Attacks (missile) for Evocators
     

    Vs Turn 1 moving 14”-20” 5 wounds apiece 2+ save rr1 vs all for Fulminators however does have a 12” shooting attack not accounted for in the graph below because assuming running and charging and you can’t run and shoot. Unless I spend another CP for the command ability from TE. 
     

    Slower, more risky, tougher and harder hitting vs faster, still hard hitting, inbuilt self support and more support heroes

    The second graph was me deciding the Stormcast Element is entirely separate from my Dwarf Element. Essentially just sending it out as a missile without a Celestial Hurricanum. Just purely throw the Heraldor buff on it, The Lord Arcnum Escort and the Evocators isolated as their own separate thing, or the same scenario for the Fulminators in order to leave the Celestial Hurricanum with my Dwarf block. 
     

    The third chart is basically the same as the second except what if I sent the Celestial Hurricanum with the Fulminators to cast aura of glory but no CP’s or anything just assuming I’d save them for something else. 

    088FB823-C31F-4FD6-8AF1-758D671F8C84.png

    FFA8065A-FE71-4CCB-999E-83CEB853CFC2.png

    A2A4CA50-94CC-4CE4-8A3F-F58EBA8CEA9E.png

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