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Galamund

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Judicator

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  1. Hey all! I play a Cities army and want to incorporate some mobility into my slow gunline. I want to make a more Cities-themed version of the Soulscream Bridge, using the Bolt Action Stone Bridge miniature to do so. I don’t like the idea of “good guys” traipsing across a horrifying causeway of blood and bone! But, I want to respect my opponents and have my proxy be entirely consistent with the size of the proper model. What is the base size of the Soulscream Bridge? 90x120 it looks like, or is it rather one of those “custom” Endless Spell bases? Thanks so very much! All hail the God-King!
  2. I use a Hurricanum with Ignax's Scales nearby as the 'nexus' of the Channeling, so the General isn't in any risk (from those MW, at least). I then cast Sear Wounds on the Hurricanum from another Wizard to keep it topped up. I've got 4 wizards so I don't feel like I'm hurting too badly for the number of unbind/dispels I can attempt, but being able to Dispel the Comet a 4+ on 2d6 means I can slam it back down almost every turn.
  3. Has anyone tried out taking a Knight-Incantor with Famed Spell-hunter and an Everblaze Comet? I've run it in a few games and I'm pretty reliably able to cast and dispel the Comet every turn (probably 75% of the time) and slam the table with MW. I thought the Comet was an overpriced Endless Spell when I played SCE, but given how you can cast it at +d6 and dispel it at +3, I think it gets far more of an opportunity to earn its points back. Thoughts?
  4. Hey all, I am wanting to run a very competitive CoS army. I've got tons of old Empire minis and think I can build a hell of a gunline. HEROES: General (General, Drillmaster) Cogsmith with Grudgeraker Battlemage (Adjutant to the General) Celestial Hurricanum with Battlemage BATTLELINE: 40 Guard with Halberds 20 Handgunners (Long Rifle) 20 Handgunners (Long Rifle) 20 Crossbowmen ARTILLERY 3x Helstorm Rocket Batteries Greywater Fastness Battalion This gets me to 1920 points. The plan is to have the Halberd Guards be the outer screen, with the missile troops behind them as a second screen. Behind that I'll park the Hurricanum and the triple Rocket Batteries. Using the Battalion, the Rocket Batteries fire twice on T1, giving me 18 shots hitting on 3s RR1s. This does about 10-12 wounds to a model with a 4+invul, and so it has the potential to alpha-strike almost anything off the table at 39". The 60 missile troops can be hitting on 2s wounding on 2s relatively easily, rerolling 1s from the General's Drillmaster, with either rending shots from the Handguns or larger plain volleys from the Crossbows to clear chaff and light infantry targets. The Wizards do Wizard stuff (Greywater has decent spells imho) and the Hurricanum pours MWs into targets. I've also got 80pts to spend on Endless Spells, too. As I see it, this list's weakness is mobility and board control. So far to remedy that I've been thinking of dropping the Crossbows for 2x10 Shadow Warriors to pop up and hold objectives, etc. Aside from that, I'm moving huge blocks of troops at a slow march at best. What other weaknesses do you think this has? Am I deluded in thinking that shooting alpha strikes can work in AoS? Or am I using too much of a 40k mindset and overestimating the power of shooting in this game? Thank you so much for your thoughts! FAITH, STEEL AND GUNPOWDER!
  5. I am very, very interested in this subject. I ran 3 before and really liked them and want to continue doing so. They're FAR more durable now, since your crew can't get sniped away by a stiff breeze. That balances out the substantial loss in damage output. d6 was swingy but when it worked, it worked. The loss of Ignore LOS is actually worse I think, since they're now a harder unit to use. I was thinking of using them in a pure gunline Greywater Fastness list. 3 of them in the Battalion with a Cogsmith (required for the Battalion) and a Hurricanum (auto-include unit now imho) nearby give a hell of a alpha strike: 18 shots hitting on 3sRR1 on the first turn at 39", which does 10-12 wounds to something with a 4+ invul save. With a bit of luck it can one-shot a KoS!
  6. They should be 180pts, or should be 3+ save and 3 attacks at 220. It's tragic since I have 10 beautifully painted ones sitting on the shelf, as I am sure most of us do too.
  7. I think that's a superb list. It's roughly close to what I've been playing since 2.0 and I've had so much luck. I'd say you're on the right track. I am particularly pleased to see the exact same suite of 4 heroes that I'm using, except I'm taking Solbright instead of the regular LAoGC since I had to lose 20pts from my list. How are you finding them? The LAoGC is compulsory for Sequitors as Battleline, and the Castellant is also compulsory (imho) if you're taking 20 Sequitors. Gavriel is the sleeper hit of our codex... but how are you finding taking the Knight-Incantor? If you're using Realm Rules (and the massive added spell list) I think she gets so much better, and having the auto-dispel is so good against that big pivotal debuff on your 20-block of Sequitors. As for spells, Azyrite Halo on the LAoGC to cast on the 20-block of Sequitors is the most "bang for your buck" - I find I get like 3-5 mortal wounds on big mobs attacking me, and that's waaaay more MW than any of the other spells. Aside from that, I usually play with Realm Rules so I'm more often casting random realm spells than SCE ones. My only thought is to make sure that you have enough units who can cast Speed of Lightning, so that no charges are failed if it can be avoided.
  8. Definitely improved, but I just find basically every Stormcast unit to be too expensive to be used disposably just to inflict a few wounds on a target that will be all over them immediately. Especially since they're best against hordes with low saves. I fear they couldn't kill enough of whatever they land near in order to clear their LZ and be safe!
  9. You are absolutely on the right track, so I'd sure vote for both those configurations... but let's see what others say. Judicators with Skybolt/Shockbolt Bows have the ability to keep back and hold backfield objectives, which for 160pts is a more useful role than suicidal deepstrikes 9" from the enemy. Evocators with staves are absolutely bonkers - 2" is a massive bonus for 40mm based models, and D2 is so good against the vast majority of foes.
  10. Greathammer is 100% better on the Prime. In terms of the Blades, if they're sufficiently buffed they are better than the Mauls, I think most would agree to both those points. The question is, as far as I'm concerned: is it worth all the bloody effort to convert 11 of 20 men in giant unit, and also reliably buff them with Empower and Celestial Blades, to be worth the physical effort of effecting the conversion? They get an extra attack then, but you can't always depend on getting those casts off.
  11. This makes me feel very clever indeed, since this is very similar to a list I used in the last three games I've played. I really, really like it. Let's speculate though - why take the Skinks? Also, why no Cleansing Phalanx? Gavriel is a CP-hungry hero so taking a Battalion to fuel his deepstrike tactic seems almost compulsory to me.
  12. By Sigmar's Hammer man, shut up! Shhhhhh. Haha, don't go suggesting points increases for the units we desperately need to be competitive! I struggle to overcome Nagash lists, or Death generally, as well as well-built Tzeentch or Nurgle lists. Even other Order lists, with Kroak or Witch Aelves are scary. We don't need nerfs If the goal is to make older units better, which I concur is a good thing, I would agree with some other posters suggesting that most older units (Paladins especially) should go down by 20-40pts. But putting Evocators and Sequitors up in points is heresy against Azyr's Throne as far as I'm concerned. Those units are costed appropriately given the stuff we have to face. The solution is making other options appropriately costed, not drag everything into the realm of over-costed irrelevance (like our poor Retributors).
  13. I agree they're all terrible and I certainly wouldn't volunteer to use them. However, sometimes this is unavoidable (playing a random opponent and you don't want to launch into a tirade about how they're awful or try to convince them not to play with them, or if you're in a tournament) so I want to discuss how to adapt to this unfortunate new world we find ourselves in.
  14. Thanks so much man for the thoughtful and detailed reply. Really like to see that on these forums. I thought Chamon is interesting for the ignore rend. I like having -1 on rend for so many units (Sequistor Greatmaces and Judicators in particular) against various common troops. While I fear people rending our good SCE armour down, I think there are a lot of scenarios where I need -1 rend and rely on it to just cut through enemy chaff. Is putting the enemy on a 6+ really worth putting our troops on a 5+? Aqshy is also tough since I play against a lot of Chaos Dwarves a lot and they're even scarier in Aqshy, since their big sorceror lord gets +1 to cast in that Realm. I agree that's not as much of a problem if you're not fighting Dawi Zharr from FW. I recognize this is local to me only and not people generally... but facing 3 Magma Cannons that do 3d6 MW at 18" has traumatized me. What other thoughts do we have on this topic?
  15. I don't mean this to turn into a criticism of those rules! I personally don't like them, but I want to focus on being positive and upbeat about this change to Matched Play and instead try and find a way to minimize their impact. I want to accept and adapt to this new reality.
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