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Mark Williams

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Posts posted by Mark Williams

  1. 35 minutes ago, 123lac said:

    That's a lot of sequitors!

    Anyone finding success with dracoline mounted evocators?

    I regularly play someone who is running 12 of them plus a lord arcanum on one. They are very strong, but only upper mid tier in my estimation. His games seem pretty binary. If he plays someone with poor stopping power, he just runs them over unchallenged. But when he faces an army with high attacks, he gets overpowered. The main issue is they are basically 100% assault, so they do amazing until they hit something that’s better at assault than them, or something that has a lot of shooting. We’ve had a lot of talks with each other about how to make the list stronger, but basically the crux of the issue is the cats are expensive so the model count is low, but there aren’t many good choices to replace them with that are stronger, except basically just swapping them out for foot evocators. Honestly I think the unit is in a weird place. Not quite as good as dracoths imo, so mostly just take them for visuals.

    • Like 2
  2. 1 hour ago, hughwyeth said:

    Guys quick question- I recall a small narrative snippet about a Anvils of the Heldenhammer character who is always escorted by the ghosts of his former self. I can't find the story though- i assumed I read it in the SCE battletome? Anyone know what I'm talking about? I really want to make a model for my force with this dude at the head, but want to re-read the snippet! THanks

    Pg 41, middle column, Lord-Celestant Ossiach Vanderghule.

    • Thanks 1
  3. 40 minutes ago, PJetski said:

    What do you guys think about the Ballista "core"? 

    4x Ballista, 1x Ordinator, 1x Azyros

    Dropping into play to fire off 16 shots at 4+rr1... expected 22 wounds at Rend-2. Is it worth 640pt?

    It’s quite strong but beware of Nighthaunt. Also, make sure you kill whatever you land close to, or you’ll lose it.

    • Like 1
  4. 1 hour ago, Rachmani said:

    So, I got the Stormcasts from the Soul Wars Box lying around and they've kinda grown on me. 

    Are there good (good is enough, doesn't have to be super duper good) Sacrosanct only lists that incorporate the full range of the new models?

     

    I can’t make you a whole list but yes you can make a pretty awesome army with the soul wars models as a core. I’d get a box of seqs, a box of evos, a lord ordinator, and another ballista to start with.

  5. 25 minutes ago, PJetski said:

    Depends on what you're fighting. Ballistas are great against Stonehorns and Saurus, but rubbish against Nighthaunt.

    Hurricanes are really good against units that ignore Rend like Nighthaunt, or have low saves.

    That is seriously a terrible list for so many reasons, and using hyperbolic examples like this is not a good way to prove your point.

    If you took it literally, then yes you’ve missed the point, and I’m sorry I didn’t make a better case. I have played with a similar list for a few months now and my win ratio is near 8:1, and even when losing I’ve tabled my opponents before game end. It’s not a perfect list, no, but that was never my point to begin with. My point it that the unit feels a bit too powerful for its points cost to me, and I stand by that opinion. It’s strong enough that you can sort of bumble around with it and still wipe people off the board.

  6. 2 hours ago, AdamR said:

    Looks good until you face something 2+ rerolling, like buffed sequitors or liberators. Or a stardrake. Then all of those shots together are doing 2 and a bit wounds!

    6 times “2 and a bit” is enough to kill the star drake before it kills much of anything in return. As for the liberators, just shoot something else first then hit them later. Prioritize other targets or just land and shoot over their heads at whatever things are buffing them, then finish them a turn later.

  7. There’s an advantage in being small, relatively low point squads, in that you can spread out a little and avoid losing everything in a single round. You say 6-7 wounds like it’s something to scoff at. 4 squads focusing into a single area 1-shots almost everything in the game...

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar
    Knight-Azyros (100)
    5 x Judicators (160)
    - Skybolt Bows
    5 x Judicators (160)
    - Skybolt Bows
    5 x Judicators (160)
    - Skybolt Bows
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)
    3 x Vanguard-Raptors with Hurricane Crossbows (140)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 95
     

    Spread your back units out a bit so that your opponent can’t get to them all in one assault. Drop a Knight Azyros and 6 units of raptors in front of something and see what happens. You’d probably table most opponents with this army by round 2... if your opponent doesn’t die of boredom watching you roll dice first...

    Edit: I’m not saying take this exact, literal list. I’m just saying if this dumb list I threw together in 5 minutes has a greater than 75% win rate out of the gate, think about what you could do if you actually put some thought into it. Your opponent might claim an objective bases victory, and maybe you need to think about how to defend against that, but damage-wise it will automatically kill most every army out there before the game ends. Anyone who gets within range and doesn’t kill you in a single turn will lose everything in the following one.

    Edit 2: I just did a practice roll against nagash and 2 morghasts, which is basically my benchmark for how much damage an army can put out these days. The morghasts die end of turn 1, if you get a double turn Nagash dies around the 5th set of raptors in the beginning of turn 2. If you lose priority then it depends on what he attacks or whether he chooses to flee (smarter choice). But either way you basically put him in a situation where he lost board control in a single turn.

    People would learn to counter it eventually but it forces your opponent to play cat and mouse with you. If they bulldoze forward expecting resilience to save them, they’ll lose by default.

    • Like 1
  8. 13 minutes ago, XReN said:

    What is your experience with Hurricane Raptors? I might convert some from castigators with leftover bits from longstrikes and try them with justicar conclave to get a small bucket of dice.

    Honestly they feel almost overpowered, and I silently wonder if an entire army of them would be broken.

  9. 9 minutes ago, XReN said:

    How crossbow juds perform in the new edition? I loved to use them with Vanguard Wing in small games and they shredded infantry to bits, and in 2000pts games I usually used them to push on far, not too guarded objectives quite well

    It’s basically just volume of dice. At a certain point you get past good or bad luck and averages take over. Also it’s about being able to focus attacks into a small area with very little actual movement. You can only get so many guys in base to base, especially with the size of sce bases. My army is about half and half shooting and assault. The shooting arrives via scions. Ground units defend.

    • Like 1
    • Thanks 1
  10. The key to facing death as an sce player is to go almost completely over to shooting. You must eliminate heroes and nagash before you even attempt to start killing summonable units. My army is composed of crossbow judicators, crossbow raptors, and ballistas. You have to start killing the non-summonable units immediately on turn 1, and honestly it takes a bit of luck sometimes too. You start the game out losing basically, and with heavy shooting you basically at least have a chance to turn it around. That’s the only advice I’ve got.

    • Like 4
  11. Edit: I see what you are saying now. I was under the impression that attacks were resolved one at a time, and that damage was allocated before moving on to the next attack.

    So basically what you are saying is that the only way the heal triggers is if a unit or model starts with a wound existing at the time saves are made for one group of attacks against it.

    Example, a unit of liberators with 1 wound remaining.

    Attacks are made, save rules are made. 3 6s are rolled for but 3 wounds are allocated. The initial wound is healed, then 3 wounds are allocated - 1 lib dies, 1 remains with 1 wound.

    • Like 1
  12. My interpretation of the rules is that attacks happen one at a time. Each attack represents a sequence of events, happening one after the other. You only combine rolls together if it doesn’t affect the outcome. However the lord castellant affects the outcome and forces you to resolve them one at a time. The book to me clear indicates this is how you do it.

    example 1: I have a hero with no wounds, you do 5 wounds. 

    Roll 5 dice in sequence.

    6 (healing effect ignored, save made)

    1 (failed save, 1 wound allocated)

    3 (save passed)

    6 (save passed, 1 wound healed)

    2 ( save failed, 1 wound allocated)

    End result: 1 wound taken 

     

  13. 50 minutes ago, DJMoose said:

    How exactly did that work?  Deepkin Allegiance abilities would only affect Deepkin units. So they should not benefit from the Tides or anything like that, unless I am missing a special ability that would actually grant Deepkin abilities to non Deepkin.

    I suspect he’s talking about using scions with evos, gavriel, and vandus. Basically gives you the same “trick” as deepkin using soulscryer, volturnos, and eels.

  14. 1 hour ago, Drofnum said:

    If he's bringing them on the table turn 3 just push your stuff into the middle of the table out of charge range, rack up as many points as you can while he sets up his first 2-3 turns and you negate his turn 3 advantage.  Then hold objectives til he kills you off of them.

    Wont work on every battleplan but on about 80% of them it will.  I've played against a similar list before and just avoided them for 3 turns holding objectives and left a small expendable unit on my home objective, which is all that died.

    Yes, that's what I do when I face them. It doesn't always work however simply due to the mission or terrain or whatever. You do the best you can, but it's not like they are easy to deal with even after turn 3 is over. Most of my own big power play moves have already been played by turn 3 as well. there's some mild utility in trying to hold everything back until turn 3 and hoping to force IDK to go first so that you can counter with a similar tactic, but I find that's pretty dicey against models with that many wounds.  I generally find it's better to try to hit them first and let them try to counter early on, or spend 2-3 turns letting you hit what they have on the table.

  15. 50 minutes ago, Future said:

    As a Sylvaneth player do you mind sharing your list. How you played to get so far and what you think went wrong on the final table?

    Speaking as an opponent to Sylvaneth, one of the main reasons I lose to them in tournaments is that no one locally plays them, so I usually don't really know what they do or how they work. Their rules catch me off guard as my normal tactics don't work. There's a bunch of "Gotcha" moments where I wasn't aware of something and essentially walk into a trap of some kind. I've been trying to play a variety of armies lately in order to diffuse the number of times I get "caught out" by something like this, but it still happens as it's very difficult to play every combination of every army. I also find that Sylvaneth are pretty meta breaking in the sense that they can often dish out a lot of damage in a very short amount of time compared to some other armies that I'm used to. I've seen them tear through a fyreslayers army in a few turns, when normally that army would be pretty resilient against most other armies. I think it's just a classic case of, "meta breaking" army to  a certain extint. I think DoK are a big impervious to these types of armies due to the fact that they dish out so much damage in short time frames. Basically these sorts of "glass cannon" armies are doing very well in the meta right now.

  16. 2 hours ago, Nerdkingdan said:

    Why larger Ishalean units?    3 man units are rather effective.

     

    He’s bringing them onto a table edge via soulscryer. Local player in my area does almost exact same area except 2 units of morsar and volturnos. He spends first three turns getting cogs onto the board, then the unit hits turn 3 with +5 to charge, uses eel flight to hop past blocking units, daisy chain into the heart of your army then apply 12 eels worth of mortal wounds to the bed stuff in your army, then volturnos blows 3cps and they kill whatever is left.

    Eel squad size is irrelevant. It’s just a brute force game over move most of the time. The only counter is attempting to kill whatever is on the board by turn 2, and also spreading out so that you don’t lose too much when the wrecking ball hits. Highly mobile, alpha strike, horde armies, with extremely high damage output have the best chance to counter. Not many of those...

  17. 30 minutes ago, DJMoose said:

    What success have you all had with Endless Spells? What works well? What doesn't? In a recent tournament I tried using the Aethervoid Pendulum and discovered that you can't really rely on it to scoot across the board (as it only moves when you cast it and then between battlerounds). I made some mistakes with it's placement and it ended up doing a bunch of nothing, where I should have used it like a shotgun and plopped it down right next to a unit in combat with my Medusa. That's just my 2 cents.  I am going to try out the Quicksilver swords in my next battle as it has quite a long casting range. While the Chronomatic Cogs seem like a no brainier for a close combat army like the Daughters, I do not like the fact that the spell itself cannot move. I want my Medusa to be moving forward with my snakes and not hanging back. What do you all think?

    I see a lot of people using Cogs, they just set it to the movement buff then forget it.

    I have also seen people doing really well with the twin balls of energy that are linked. You can pass it over a lot of units and do a lot of mortal wounds if you use it in the right place. However, I've also seen that spell bounce back and wipe out the attacking army....

     

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