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Wars

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Liberator

Liberator (1/10)

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  1. The Battletome rule was FAQ'ed as I posted earlier. I think it's pretty clear as per the Warscroll and the FAQ that Evocators can only cast a total of four spells.
  2. No, they cannot. As per their warscroll and the FAQ just released they can only cast Empower and the three spells under the Lore of Invigoration (Terrifying Aspect, Celestial Blades and Speed of Lightning). None of those are endless.
  3. Quick rules question about Evocators. Now that we have clarification that Evocators can cast spells from the Lore of Invigoration, can a unit of Evocators cast Celestial Blades on itself? Relevant section of the Celestial Blades rules: I haven't done the math, but if they can then there's an interesting comparison between +1 to wound (Celestial Blades) vs. re-rolling failed wounds (Empower)
  4. Quick question: can a unit of Evocators cast empower on itself? Edit: Yes, they can. I just read the rules again.
  5. I'd appreciate any feedback on the below list for a 1000-point game. === Allegiance: Stormcast Eternals Stormhost: Hammers of Sigmar LEADERS Lord-Arcanum on Gryph-Charger (240) - General Command Trait : We Cannot Fail Artefact : God-forged Blade Spell : Celestial Blades Mount Trait : Keen-clawed Gavriel Sureheart (100) UNITS 10 x Evocators (400) 5 x Liberators (100) -Warhammer & Shield - 1 x Grandhammers 5 x Judicators (160) -Skybolt Bows - 1 x Shockbolt Bows TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 62 === My plan is to deploy the LAoGC, the Liberators and the Judicators on the board and scions in Gavriel and the Evocators first turn to charge the enemy in their deployment zone. Hopefully by using a command point to activate Gavriel's ability (+3") the charge will succeed. Regardless, the Evocators tie up the enemy while my other forces deploy to secure objectives. I'll move my LAoGC up to support the Evocators as soon as possible. Problems I anticipate: the usual problem of not enough units for SCE as well as the chance of a failed Evocator charge. I briefly considered swapping LAoGC and Gavriel with Astreia and a Knight-Vexillor but I'm not sure if it's better.
  6. As far as "official" stances on painting SCE, GW had this to say (emphasis mine): Otherwise the general consensus appears to be that as long as you are clear with your opponent about what rules you are using, you can paint them however you want. The only possible exception may be if tournament rules state otherwise (but that will be up to the individual tournament). In my opinion, paint them however you want. You are going to spend many hours painting, so pick a scheme you like. And re the Hammers of Sigmar command ability - yes. However, remember it only applies to units with the "Redeemer" tag (@AdamR is right!) and you'll need to spend a command point to activate it. As awesome as it sounds, if luck is against you then you've wasted a command point.
  7. Hi all. I've just started a SE army and I wanted to ask everyone's opinions on what I should think about for a 1000 point starting force. I've read everyone's lists and strategies for 2000 point armies but I was wondering how much of that translates to 1000 points. To be clear, I'm not looking for an army list (although I'll happily take one). Instead, I'm looking for SE specific suggestions like: fewer larger units vs more smaller units, infantry vs cavalry, how much ranged to take, is it worth taking a 'big' general or is it wasted points? Things like that. I'd really appreciate any advice anyone can offer about general strategy and tactics.
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