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The_Yellow_Sign

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Everything posted by The_Yellow_Sign

  1. Skyfires should almost always be used in a big unit of 6, rather than split up into MSU's. They count on going first in combat, and with the way alternating activation works in AoS, you need to have them in one group if you're planning to make the most of them. Also, the Tzaangor Shaman is one of the best heroes in the book, so taking him is absolutely not a tax. Just do the math to see how effective Skyfires are in melee. With their rerolls, deal 2.534 wounds per model, before saves, and most of that damage (1.5) is at rend -1. 6 Skyfires are getting you 15.204 wounds before saves if they go first, and 9 of those wounds are at rend -1. Against a 4+ save, that's 9.102 wounds dealt on average after saves. If you shoot first to soften up your target, you are easily wiping many monsters and heroes off the board. You might not drop Alarielle at full health, but if she's already injured, you have a pretty good shot. In the Doom & Darkness battle reports they finished off Nagash, who still had a decent chunk of health left. For comparison, 10 Bestigors are dealing 10 wounds before saves on the charge against a generic unit (not assuming order or 10+ models), or 6.67 if they did not charge.
  2. Skyfires are already good---you don't need any special shenanigans to make them work. I recently won a tournament with Beasts of Chaos using mostly Enlightened, Tzaangor Shaman, Skyfires, Ungor screens, and a Shaggoth. Skyfires' ranged damage is lower on average compared to a block of 30+ Raiders, but their ranged output is very spikey, and has incredible 24" range. The great thing about Skyfires is their amazing speed and good melee output when activating first. Their profile doesn't look that scary until you activate them before the enemy and they reroll everything. A unit of 6 Skyfires charging will wreck many dedicated melee units and heroes. They are excellent at taking objectives that your opponent has not fully committed to. Essentially, just think of them as a ranged cavalry unit, like Dragoons, and use them appropriately. Ranged cavalry lacks the fire-power of rank-and-file infantry, but has great maneuverability and if needed, can easily charge down undefended units and wipe them out, because you're still riding a massive powerful animal at speed.
  3. I think you really need some shooting: either Raiders or Skyfires. It will allow you to remove screens or target key units behind the screens.
  4. Yeah Enlightened with rerolls are amazing now! I ran a unit of 6 in Beasts of Chaos recently and won a local tournament. I hid them behind an Ungor screen and after my opponent deleted the Ungors I would just pile-in and annihilate whatever was hiding there. I easily deleted an entire unit of Witch Elves with just the spear attacks, and deleted two (lightly wounded) Treelords in one phase, even with -1 to hit from one of their stomps going off. Skyfires are still actually pretty good, even after the nerf. Their shooting is kind of inconsistent, but they're surprisingly good in melee for a ranged unit, as long as they strike first.
  5. I won a 1000 point tournament recently with Shaggoth spamming hailstorm. Such a good spell!
  6. Ungors should only be in blocks of 10 or 40 as a general rule. In a unit of 10 use blades, and in a unit of 40 use spears. Raiders are also best used in units of 10 or 40, though some argument could be made for 20 or 30 depending on the points in your list.
  7. Yeah in my experience even getting 15 guys with 32mm bases into combat is not guaranteed, depending on how spread out your opponent's unit is, and how well you roll to charge. I can't see 30 guys getting into combat in any realistic scenario. And Ungors with Spears will outdamage Gors for this reason: way more attacks.
  8. Looks great! Would love to see some more angles. What bits did you use other than the Ghorgon?
  9. I really hope there's no more Sigmarine stuff for years and years. They already have the largest choice of models, and all are new plastic. Literally every faction deserves something new before Stormcast.
  10. I think it looks fine, but I personally dislike slashing polearms like glaives and halberds being used one-handed with shields in fantasy because I know that it doesn't make sense from a martial or biomechanical point of view. And I can't think of any historical example of them being used this way.
  11. If you're planning on getting into melee from Ambush, I think you should swap one of your Bray Shamans for a Tzaangor Shaman, since that will give you a much better chance of getting Cogs off.
  12. Tzaangors are also pretty efficient in terms of points/wound. 180 points gets you 20 wounds.
  13. How do Slaughterpriests give the Bullgors +2 to hit? I looked at the Warscroll, but I don't see any abilities that give bonuses to hit: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slaughterpriest-en.pdf
  14. Yea probably best used as a screen and to grab objectives. They do have a fairly large footprint because of their base size.
  15. Ungors have 25mm bases, and 1" is 25.4mm, so you can always attack over the Ungors even if they don't get wiped out. It's a pretty common tactic to have a small unit of chaff in front of a hard-hitting unit like this, but Enlightened are perhaps the best at taking advantage of this because of their rerolls to hit and wound if attacking after an enemy unit.
  16. Like in the battle video, you can charge your Ungors into base to base contact, and just clip the witches with your Enlightened unit, bringing only one Enlightened into 1/2" range. And if the witches are the ones charging, you are always able to position your Enlightened behind the Ungors so that they can pile in against the witches while staying out of range of the witches' attacks.
  17. Enlightened have 2" range on spears but their beaks and disks have only 1" range on their beaks and disks. You can still attack over the Ungors since they have 25mm bases, but any unit that is worth sending your Enlightened against will wipe the 10 Ungors easily. Also, even with rerolls Cygor's Boulder is pitiful against wizards that benefit from Look Out Sir: averages 1.62 wounds before saves.
  18. Raiders are really good ranged units in a block of 40, and groups of 10 with blades make cheap and fast chaff. Groups of 40 with spears are a bit more situational, but they are pretty cheap and have reasonable damage output if you keep them near your herdstone. Ghorgons are better than Cygors atm, since Cygors got a huge nerf from Look Out Sir. They should have given them an additional +1 to hit vs wizards to partly compensate. I'm hoping Cygors get a points drop to 140 or so in the next GHB.
  19. He only needs to get 1 model within 0.5" to complete the charge. The rest of the Enlightened hang back a little bit further, within pile-in range but out of range of the witches. Witches are stuck attacking Ungors, which they easily wipe out. Once the Ungors are deleted the Enlightened pile into the free open space and take advantage of their rerolls.
  20. I actually like Allherd, especially in low points games. With a Battalion and Aetherquartz brooch I've managed to summon a turn 2 Chimera in all 4 games I've played with them so far.
  21. Yeah they're ridiculous with the rerolls. They're still good without the reroll, but the reroll just makes them into an absolute blender.
  22. Yeah I kind of feel the same way. The Tzeentch disks and stuff are too ornate for my tastes. What I'm doing is just using the Malagor model for my Tzaangor Shaman. Works great since it means he gets to fly again like back in the old days, and he actually fits much better on a 40mm base than a 32mm anyway. If you look at the picture of him in the battletome, GW actually stuck him on a 40mm as well.
  23. If you're focused on ambushing with melee units, Cogs is pretty much mandatory. Get a Tzaangor Shaman to make it more likely that your Cogs spell goes off, because a casting roll of 7+ has a 58.33...% chance unbuffed.
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