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Starfyre

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Posts posted by Starfyre

  1. I don't really see why anyone would angry, upset or how anything is awful.

    No-one has seen all of the new rules for SCE yet.
    No-one has seen all the new rules in 3rd edition yet.

    There's some wicked new models, offering loads of choice and variety how a player, new or old, chooses to build their SCE army. 

    It's pretty obvious there's a new battletome coming and of course the rules and warscrolls for some/most existing units are going to get an update. I mean, Broken Realms is just an exercise in test and learn IMHO. 

    All Dominion offers is an alt cover, a discount and you have to get the other army as well. Everything will be available separately.

    The chariot is boss, I personally don't like the helmeted head of the Lord-Imperant, looks smaller than the unhelmeted version. 

    • Like 1
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    • Haha 1
  2. 1 hour ago, umpac said:

    While true, a Kipper or 30 Daemonettes have much larger impact in such games as a single 12pt summon is 33-34% extra points. A note on the first list is that Shardspeaker debuff doesn't work with shooting so I don't think you'll get much mileage out of it in that list. I'd drop it for maybe 20 marauders to screen if needed or ambush with Lurid Haze or the Masque if you want 2 characters.

    I like both lists but I think the 2nd is stronger. Godseekers can generate a ton of DP quickly can be staright up busted at 1000pts. If you plan on making the army 2000pts eventually then you should get a 1000pt force that builds towards that larger army.  these two 

    Great feedback, thanks!

  3. Any thoughts on an effective 1000 point list? I'm finding it somewhat difficult to fit stuff in. I normally play(ed) against semi-competitive DoK, Sylvaneth, COS and StD and we definitely don't have a shooting meta in our group.

    I was thinking maybe building around the Contorted Epitome and using magic and ranged to generate DP and then summon units in to support. Something like:

    INVADERS    
    LURID HAZE    
    The Contorted Epitome 210
    Feverish Anticipation, Oil of Exultation
    Shardspeaker 150  
    Blissbarb Archers 160  
    Blissbarb Archers 160  
    Blissbarb Seekers 180  
    Iron Golems 70  
    Geminids 60  
      990  

    But then I was thinking maybe at this points level the archers were a bit of trap and I'd be better going off with aiming to dish out loads of mortal wounds, with a small hardy core of of chaos warriors to fulfill battleline so I can fit all the other goodness in. Something like:

    GODSEEKERS    
    Bladebringer on exalted chariot 250
    Speed-chaser, Enrapturing circlet
    Bladebringer on seeker chariot 190  
    Chaos Warriors 90  
    Chaos Warriors 90  
    Slickblade Seekers 200  
    Blissbarb Seekers 180  
      1000  

    The downside at 1K is less units to generate as much DP from as quickly.

    Not sure if these would be effective though. Any thoughts?

  4. By and large GW seem to have stopped doing new plastic kits to replace existing plastic kits - Chaos Warriors and Chaos Knight aside. And then that was weird because the existing kits are fine, like, if you’re going to update chaos models, do the marauders - between the marauder horsemen, 6 different cultist sets, ‘marked’ marauders like blood reavers, kairic acolytes and the Darkoath heroes and warband - surely the sculpts already exist. 

    Also eldar banshees, still plenty of aspect warriors to go at. plastic ranger in black stone fortress, again surely the sculpts exist!

    But there’s more money in doing new armies than expecting all seraphon players to upgrade their saurus or Skinks to new sculpts. 
     

    I think the reveal will be:

    - lumineth

    - AoS campaign book

    - scions of the flame 

    - psychic awakening + Fabius 

    - a new specialist game 

    Dont think sons will get a look in until after Lumineth hit pre-order.

  5. 1 hour ago, Turragor said:

    I think this one is nearest the Starcast spirit (though I like the idea of including paladins chip damage in the mix - for when hand to hand combat starts :P):

    I like double incantors. The purple sun and geminids give you an endless spell to cast without dispelling a comet (is the points cost for comet at 1500 what puts you off? I'd guesstimate that you might be right, especially when it eats up 1 cast). I do feel like the purple sun might be tough. It's a 6 " range then 9" move and that's v close. Your Drake won't like that if you win an initiative roll and decide to go first.

    Which banner has the vexillor got? Meteoric?  I could make use of the meteoric standard option, instead of the Heraldor, in some lists hmm. It's a bit indiscriminate as its all units (but you'd use it r1) and it doesn't rely on being wholly within 18" of a terrain piece. Often I'd lose a heraldor being aggressive.

    Thanks for the response! Yeah, I know some prefer Evocators,  but I like retributors and decimators for melee - stormsoul maces are usually a reliable MW chip, and celestial vindicators trait with retributors can be good fun.

    Yeah, it was the points cost that put me off, that and I hadn’t considered it was a bit more moveable than I realised if you use the scroll to dispel it. I can see the threat of it.

    I also had fun with geminids, so kinda of wanted to keep them in.  Either the -1 hit or -1 attack would mess with the goblins heroes considerably. The range of purple sun is indeed a concern, but figured it may do more damage to the horde of stabbas than the comet?

    Vexillor has the Pennant for movement shenanigans. But maybe not necessary and I could try a Heraldor, could be more versatile overall. 

    Mildly concerned about the durability of the liberators and skinks in holding the objectives - but that’s because I’ve not played a list like this before and normally rely on an immovable wall of10 seqs with Staunch Castellant. Having the ability to reposition the drake to counter threats to the rest of my army seemed wise.

  6. Found this thread motivating to try something new beyond my normal tried and tested selection. My local meta is changing as my opponent's have new armies so was looking to freshen it up.

    Last night I faced off and beat an StD army, with had plenty of saves to negate mortal wounds. He wanted to play 1300pts (random I know) so I took the basic principle of what you've talked about and applied it  - though I don't own a Stardrake (yet).

    Allegiance: Stormcast Eternals
    Mortal Realm: Aqshy

    Leaders
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: Staunch Defender
    - Artefact: Ignax's Scales
    - Mount Trait: Ethereal Stalker Spell: Azyrite Halo
    Lord-Castellant (120)
    Knight-Incantor (140)
    - Spell: Lightning Blast
    Knight-Incantor (140)
    - Spell: Chained Lightning

    Battleline
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace

    Other Units
    Retributors (200)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)

    Total: 1270 / 1300
    Extra Command Points: 0

    Man the Sequitors were blunted and more squishy when taken in 5's, but I figured the re-rolls to and/or save when make them more durable than liberators. But first time using Geminids and throwing MWs here, there and everywhere was fun between the three wizards and the Retributors.

    We're about to go into a new 1500 league, so this was a test to see how the overriding principle of MW chipping worked. My first opponent is a Gloomspite player, likely fielding as a minimum a Loonboss on Manglersquig, Skragrott, 40 Stabbas, 10 loonsmasha fanatics, scuttletide, sneaky scufflers, a squig herd and possibly something else now the points cap has gone up from 1250 to 1500 for our games.

    So, inspired by your lists, I was looking at either of the following - one that adopts the LCoSD, and one that expands on the above - have you tried Starcast at smaller points levels, what are your thoughts?

    Expanded list:

    Allegiance: Stormcast Eternals
    Mortal Realm: Aqshy

    Leaders
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: Staunch Defender
    - Artefact: Ignax's Scales
    - Mount Trait: Ethereal Stalker
    - Spell: Azyrite Halo
    Knight-Vexillor (120)
    Lord-Castellant (120)
    Knight-Incantor (140)
    - Spell: Lightning Blast
    Knight-Incantor (140)
    - Spell: Chained Lightning

    Battleline
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace
    5 x Sequitors (130)
    - Stormsmite Maul & Shield
    - 3x Stormspite Greatmace

    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers

    Other Units
    Retributors (200)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)

    Total: 1490 / 1500
    Extra Command Points: 0

    -------------------------------------

    Stardrake list:

    Allegiance: Stormcast Eternals
    Mortal Realm: Ghur

    Leaders
    Lord-Celestant on Stardrake (500)
    - General
    - Celestine Hammer
    - Trait: Staunch Defender
    - Artefact: Shardfist Pelt
    - Mount Trait: Storm-winged
    Knight-Vexillor (120)
    Lord-Castellant (120)
    Knight-Incantor (140)
    - Spell: Lightning Blast
    Knight-Incantor (140)
    - Spell: Azyrite Halo

    Battleline
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers

    Other Units
    Skinks (70)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)

    Purple Sun of Shyish (50)

    Total: 1500 / 1500
    Extra Command Points: 0

    What do you think?

  7. Played against an opponent last name fielding a StD army and he had a question regarding his Chaos Lord on Karkadrak.

    This model is equipped with Rune-etched plating, allowing a 5+ to negate a mortal wound. He was also marked as Chaos Undivided and his Aura of Chaos gives him (and other units around him) a 6+ to negate a wound or mortal wound. 

    His question was does he get to use both if he suffers a mortal wound. I said yes, if he failed the first and the MW wasn't negated, then he had another crack, because they are 2 different abilities and they stack.

    Presumably that is correct, but just wanted to check for his peace of mind.

  8. Considering starting Bonereapers and we tend to play at 1250pts, so put this together as a starting point. Feedback would be welcomed, not purchased anything yet!

    Allegiance: Ossiarch Bonereapers
    Legion: Petrifex Elite


    Leaders
    Liege-Kavalos (200)
    - General
    - Trait: Mighty Archaeossian
    - Artefact: Godbone Armour
    Mortisan Soulmason (140)
    - Lore of Mortisans: Arcane Command

    Battleline
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield
    5 x Kavalos Deathriders (180)
    - Nadirite Blade and Shield

    Units
    6 x Necropolis Stalkers (400)
    - Spirit Blades

    Endless Spells
    Bone-tither Shrieker (30)

    Balewind Vortex (40)


    Total: 1250 / 1250

    Feels to me like the units of 20 guard and 6 Stalkers could be broken down into 2 units if required, otherwise unit count might be an issue.

  9. 22 minutes ago, Sunraeteam said:

    True, this is not a conversation for the table. Its a good thing we are not in a game, but in a discussion forum arguing the finer points of warscrolls and fictional plastic monster soldiers. @:-)

    Debating finer points is fine, but the wording is really really clear, there literally is no debate.

    The wording explicitly says you have to have 9 or more pink horrors to cast the Channelled Pink Fire spell.

    Therefore if you have less than 9 you cannot cast it. 

    it’s not an ability to cast the spell, the core rule you’re referring to does not apply.

  10. Scenery and endless spells... it's like, at one point, every army was getting them. Very few don't. This is why it feels slightly strange when one army doesn't get one (or either, in the case of the Kharadron Overlords). There's an expectation set - I was adamant that the Slaves to Darkness would get one, the big chaos ring from Chaos Space Marines could have even been made with the option to be used for both armies, but I was surprised when they didn't. Again, given how armies like Khorne and Fyreslayers have been given their own versions of endless spells, surprised that KO don't get an equivalent. 

    For me, it's so much as it's losing out by not having them, it's an expectation being set initially to then not being carried all the way through, that makes it surprising there isn't an option. 

    Whether an army gets scenery or endless spells or not is not a question of fluff or rules. Scenery and endless spells are simply up-sells for hobbyists. Some may already have everything for their collection, so releasing a piece of scenery and endless spells is simply a way to get them spending some more money. For newbies, it increases the average cost of an army. The rules and fluff are simply made around the models that are going to be released. 

    I'm pretty excited to see the Tzeentch preview this week after the good stuff in the KO one. 

    • Like 1
  11. 4 minutes ago, Forrix said:

    I really like them but I'm waiting to see how the rules are and what the rest of the kits they hinted at look before reaching a decision (they'll be a 2020 army for me anyways thanks to painting backlog). The 4 armed guys fall flat for me so as long as I can build a coherent and semi-competitive army without them I think I'll be good (please god don't let them be the "Eels" of this release).

    I'm a little concerned about the catapult. It looks great but I have to wonder at the viability of a gigantic ranged siege weapon in an army that doesn't seem to have access to cheap chaff (outside of allies but mandatory allies are a pet peeve of mine from an army design standpoint). Maybe the foot soldiers won't be too elite but then they look busy enough design wise I'm not sure I want to paint more than 20 or 30 of them tops.

    The troops look ideal for Contrast to me, if one was so inclined. So much bone! I imagine they paint up quite speedily.

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  12. The Mortarch is awesome, but I'm not keen on the foot-troops. They look shorter than they should be, which I think is because the bones are so thick. This is massively emphasised on the Mortarch model, the standard bearer looks stumpy next to the longer form of the Mortarch and the other 3 models on the base. A fraction taller and I think they'd be great.

    I also don't like the heads and faces of the foot troops, in particularly the straight-out Joker smiles. I wonder if there's alternative versions of these, or more heads with helmets like the one dude has, or the horsemen.

  13. On 3/15/2019 at 12:09 AM, xking said:

    "Stormkeep"

    A stormkeep is basically a castle though.

    I reckon we'll see a scenery piece alongside either Forbidden Power or maybe a new Battletime/supplement - either a Lightning rod or a Statue like in the background of the battletome front cover. Possibly to give us some form of Summoning rules perhaps.

  14. 19 hours ago, Nos said:

    Other thought is why the 3 Dracolines? 6 with a LA on a Dracoline with the CA is a real blender, but 3 is frequently underwhelming. You also have to consider that a big part of Evocators is the MW output and they only produce 6. Also with two separate units of Evocators you’re going to have to survive a WE round of combat against one of them meaning you’re likely to lose some before they attack and electrocute.

    With all that in mind: I’d go 10 Evocators for the 500 points you currently have allotted. With Sureheart to get the charge in you’ve got however many attacks you can get from pile-ins plus a guaranteed 20 MW rolls before any of them get attacked. That’s probably going to finish most of the Aelves off if not all of them.  They’re going to be -1 to hit in the turn they drop so even if you don’t finish them all off you shouldn’t lose many,

    With the 100 points saved you could take an Azyros to drop alongside for re-rolling ones, and then get some free MW’s in the next hero phase with his light.

    Or if you *really* want to roll the dice on the cauldron, take a Venator, and use the Star Fated Arrow on it. No room for a luck stone if you’re taking Hanmers so it’s a total gamble but it could really cripple the cauldron and if not you can plink away at stuff otherwise.

    Short answer is I'm experimenting with stuff I haven't used in the past.  Traditionally mine is a very defensive list, but it was all bought before Soul Wars and I've not used the Sacrosanct stuff. Some gamer friends of mine have set up a mini league between the four of us to get to know our armies better, with a view of maybe doing Throne of Skulls at the end of the month. So we're trying different 1000 point lists out against each other. I lost my first game against Kharadron by a single victory point on the last turn, so I'm keen to improve on that, hence posting.

    Agreed, 6 Dracolines with an LA would be ideal but not feasible for this points size. This morning I actually decided to try the list you suggested and see how it goes, but you may well be right about the 10 evocators because of the considerable amount of mortal wounds they could do. I'll consider experimenting with the Dracolines another time. I've yet to have had any luck with the Azyros yet, but first time for everything.

    Thanks for offering your thoughts.

  15. Neat feedback, thanks everyone.

    ' Leaving you with 1 Incantor, 5 Judicators and 5 Liberators to stand against a death blob of Witch Aelves as they run across the table at you. '

    This is a concern if I'm honest. What I've seen is that he screens the cauldron on one side with warlocks, and the other side and front witch aelves, so you can't really charge the cauldron. The strategy was going to be to drop Gav and the 2 units of Evocators 9" from the witches, and batter them to reach the cauldron probably the following turn - or if the attacks do enough damage and I'm in range, given how clustered the units are together, direct the MWs straight at the cauldron. I figured there wasn't much that's more hardhitting at this points value than a concerted evocator attack like this in the SCE army.

    The worry of course is that the evocators don't finish the unit off (about 20 models I think he fields in the unit), leaving the evocators open to counter-attack.

    I know the Judicators and Incantor  can't reliably finish the cauldron off, but taking a few wounds off it (thought going to switch to Staff of Focus as you suggest to work in tandem with his spells, that's a great shout) to reduce it's movement and range of bloodshield seemed worthwhile, and the potential to reduce some of his supporting units helping the evocators.

    Your's is an interesting list, with the sequitor blob it feels more tanky, but feels like the damage output is less. That said, I've fielded evocators on foot for 2 games in a row now and both times they died quickly, so maybe it's worth trying out.

    Much to think about.

  16. 9 hours ago, Naprapaten said:

    If you want to use gavriels CA you have to take the hammers of sigmar stormhost. So you are stuck with we cannot fail command trait and god-forged blade as artefact

    Was using the old warscroll... 😖 Thanks for the assist.

    Is it better to swap to Hammers of Sigmar, which kinda makes my list a bit tougher, or swap Gavriel for a Lord Celestant on foot or Lord Castellant with Gryph-hound to deepstrike with the evocators, and rely on forward to victory as a failsafe for failed charges? Lacking the extra 20 points for a Vexillor.

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  17. On 3/9/2019 at 10:15 AM, AdamR said:

    Click the "reveal hidden content" tags!

    Thanks, lol. Read the whole post, didn't even see those tags......

    I'm playing a 1000pt game against DoK this week. I'm pretty sure I'll be up against Slaughter Queen on Cauldron of Blood, Hag Queen, Bloodwrack medusa, Witch aelves, Doomfire warlocks and Khinerai Heartrenders.

    I was thinking of running:

    Allegiance: Stormcast Eternals
    - Stormhost: None

    Realm of Battle
    - Shyish

    Knight-Incantor (140)
    -
     General
    - Trait: Consummate Commander
    - Spell: Chained Lightning
    - Artefact: Goblet of Draining
    Gavriel Sureheart (100)
    5 x Judicators (160) with Skybolt Bows and Shockbolt Bow
    5 x Liberators (100) with Hammers and Shield, Grandhammer
    5 x Evocators (200)
    - Spell: Celestial Blades
    3 x Evocators on Celestial Dracolines (300)
    - Spell: Terrifying Aspect
    1000 points

    With the DoK all bunched up around the Cauldron of Blood, strategy was to deepstrike Gav and the 2 units of Evocators and use the command ability to get the charge (with Consummate Commander hopefully giving a bonus CP to use for Forward to Victory for the re-roll if it's required), whilst the Incantor, and Judicators target the Cauldron as a priority.

    Alternatively, swapping Consummate Commander for Staunch Defender to create a more secure centre and holding off on deepstriking until turn 2 to generate the 2nd command point.

    Anyone have any thoughts on this?

     

  18. On 3/6/2019 at 1:09 PM, Karragon said:

    So I attended Sheffield Slaughter just over a week ago and GW Heat 1 this last weekend. I went 3-2 at both with Stormcast and just thought I'd put my thoughts down after facing a variety of different armies over the 10 games/2 weekends.

    To Sheffield I took:

      Reveal hidden contents

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar
    Lord-Arcanum on Celestial Dracoline (240)
    -
     General
    - Trait: We Cannot Fail 
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Lord-Castellant (100)
    -
     Artefact: God-forged Blade 
    Knight-Incantor (140)
    -
     Spell: Azyrite Halo
    Knight-Heraldor (100)
    5 x Sequitors (120)
    5 x Sequitors (120)
    5 x Sequitors (120)
    10 x Evocators (400)
    6 x Evocators on Dracolines (600)
    Chronomantic Cogs (60)

    Game 1: Total Commitment vs Fyreslayers

    Despite regularly playing against Fyreslayers this was one of the toughest games of the weekend, my Dracolines literally bounced off his wall of half naked dwarves killing a grand total of 3 on the charge to be promptly shot to pieces by magma pikes. The game was a slow grind won perhaps more by luck than great generalship. My opponent forgot that gryphounds can retreat after attacking despite it happening the previous turn and I retreated onto one of his objectives, that might not have won it but 5 sequitors coming back to life to take his other objective sealed the win for me. I killed a grand total of 860 points but was effectively tabled. MVP of the match was the knight incantor, a 3 MW arcane bolt followed by a suicide charge with vial took out the allied Celestant Prime.

    Game 2: Focal Points vs Beast of Chaos

    My first time playing against BoC. Their endless spells were annoying and a turn 1 charge by bullgor put some serious hurt on both sequitors and dracolines. A failed charge by deep striking gors? bestigors? gave my Dracolines a chance to retreat from the bullgors and charge them to take out the whole unit in one go. This was the only battle where I felt the evocators on foot pulled their weight. Despite various shenanigans on the flank to try and slow/bog them down they ground their way through everything in their path to secure that objective. Sequitors just refused to die, a lone prime left alive in every unit ended up taking out the last of the bullgors and 10 or so ungor. A solid victory this one with me not only tabling him but killing everything he summoned as well for a loss of 380 points.

    Game 3: Escalation vs Legion of Sacrament

    The only game of the weekend that I felt was unwinnable. Arhkan + 90 grimgasts. There's not much I can say against about this. Dracolines did manage to chew through a unit of them and keep him from bringing them back for another turn. I am just yet to find an answer to grimgasts, even 30 of them is a problem for me, 90 is just ridiculous.

    Game 4: Places of Arcane Power vs Slaanesh

    Another first for me facing Slaanesh though I was fairly aware of what they did I still underestimated the killing power of daemonettes especially when in large units. Dracolines failing their turn 1 charge left me exposed to counter charges and a 6" pile in from an exalted greater demon took out both my general and artifact carrier, it did bring him within 3" of the evocators though and they made quick work of it, MWing it off the board in a single round. Before being summarily obliterated by daemonettes. Various other foolish mistakes on my part followed. Incantor blowing her vials put enough wounds on herself and a dracoline to let a keeper of secrets finish her off and reduce the dracolines to 1 which I remembered too late meant they were no longer a wizard so could no longer hold the point. Game ended with a victory for Slaanesh; I killed 1390 points and lost 1940 so very very bloody.

    Game 5: Better Part of Valour vs Legion of Nagash

    As this army was led by Nagash I was expecting an uphill struggle. Dracolines did what dracolines do though and tore through grave guard and zombies alike to secure the central point, despite Nagash's presence. Evocators chewed through spirit hosts to take the right objective at which point my opponent agreed victory was mine. We played on for kill points though. Despite killing all the Dracolines, most of the evocators and my general, Nagash eventually succumbed to sequitor great maces and was slain. 1480 kill points for 980 losses, these numbers I think were a little bit inflated by the knowledge that I'd won turn 2 and our decision to just go for kills.

     

    GW Heat 1

    After Sheffield I decided to alter my list. I hadn't felt like the evocators on foot had pulled their weight at all so I dropped them in favour of more sequitors. What the list ultimately ended up looking like was:

      Reveal hidden contents

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar
    Lord-Arcanum on Celestial Dracoline (240)
    -
     General
    - Trait: We Cannot Fail 
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Lord-Castellant (100)
    -
     Artefact: God-forged Blade 
    Knight-Incantor (140)
    -
     Spell: Azyrite Halo
    Knight-Heraldor (100)
    20 x Sequitors (400)
    10 x Sequitors (240)
    5 x Sequitors (120)
    6 x Evocators on Dracolines (600)
    Chronomantic Cogs (60)

    Game 1: Shifting Objectives vs Troggherd

    A fun but very brutal game leaving a total of 7 models on the board at the end of it. Hand of gork put a big unit of rockgut troggs 9"s from my dracolines but they failed the charge and then promptly all died to dracoline claws. 4 rotguts managed to kill or rout the big sequitor unit in a single round but the objectives shifted in my favour to give me a solid, if somewhat bruising, win.

    Game 2: Places of Arcane Power vs Beast of Chaos 

    My first experience against Battletome Tzangor and a perfect example of "fool me once" with the enlightened's reroll ability allowing them to kill all the dracolines in a single round. Despite that it was a close game, by the end he had 1 character left capable of holding the points with a single wound remaining. Some of his characters died to the "wrong thing" which meant I didn't cap the points till the following turn.  A couple of dice going a different way and I think this one was winnable.

    Game 3: Starstrike vs Stormcast

    20 evocators and 4 ballista made up the bulk of this army. I was very foolish in this game but also very very lucky. I forgot, or didn't notice he had a heraldor. I moved my dracolines up to 17"s away from his evocators, perfectly safe I though till they were 5"s away with a rerollable charge...which they failed. I won priority and not wishing to look this gift horse in the mouth I promptly charged in with the dracolines and killed 14 of them, the rest ran to battleshock though they did hurt the dracolines in the process, who were promptly finished off with ballista fire. All 3 objectives dropped down one side of the board, shielded from LoS of the ballistas by a massive piece of terrain (realmscape feature limited shooting and casting to 18"s as well), I dropped 30 sequitors on them and camped there for the win. Also if anyone ever doubted it, sequitors are better than liberators in a 1v1 fight every time.

    Game 4: Better Part of Valour vs Deepkin

    This was a very back and forth game and it did come down to turn 5 to find a winner, probably my favourite of the weekend. Dracolines turn 1 charged across the board and took out 6 eels, a counter charge by 20 thralls killed the lot of them, oups. 6 eels and Volturnos crashed into 10 sequitors with Azyrite halo on them. The eels basically mortal wounded themselves to death as I rolled bucket loads of 6s to save (but couldn't hit for toffee). Volturnos, on 1 wound remaining finally killed the last sequitor on turn 3, who promptly came back on the opposite flank, thanks Hammers. A knight incantor charged Volturnos and popped a vial to finish him off. At this point, there's 2 burnt objectives, 1 on each side and score is all even. I made my first mistake here, a unit of sequitors had dropped down near the incantor to help hold the objective from some allied Khinari but they weren't close enough, they should have tried to charge Volturnos or failing that I should have burnt the objective. On the other flank, the resurrected sequitors failed a 4" charge that would have given most likely given me control of that objective (10 seqs vs 10 reavers). He moved the khinari forwards to take the objective and burnt both of them. Victory at this point was his...I did get some retribution by clearing off the reavers, khinari and a turtle but too little too late. 1480 kill points for 1280 losses. Another game that was winnable.

    Game 5: Border War vs Ironjawz

    This game was brutal and not in a good way. Opponent took first turn and moved up but couldn't charge me, Dracolines and sequitors charged on my turn. Dracoline claws alone took out 10 brutes and the arcanum killed a mega boss. Sequitors whittled down some gore grunters for maybe 1-2 deaths. I got the double turn, dracolines charged another unit of brutes, his mawcrusher and warchanter. Brutes and warchanter both died, mawcrusher survived with a couple of wounds remaining. 30 minutes into the game with 8 models left in his army and 2 kills, my opponent conceded.

     

    Overall I'm much happier with the heat 1 list, all the games felt more controlled and less seat of the pants than Sheffield sometimes had. I don't think I'll be using evocators on foot any more though. I'm not convinced they're worth the points, after their initial hit they often die or are left too far away to contribute further. I also didn't feel like the 20 man unit of sequitors was any better than the 10. I'll probably drop it in favour of 3 units of 10 for next time. I also think I need to be less aggressive with the dracolines, everything they touch turns to dead but they often die or get bogged down after that, being deep in the enemy deployment and too far from heraldors or castellants to help. My final thought is that I think we've got the tools to win (grimgasts aside) and I don't think we're in as bad a place as recent statistics make it look. A little more luck or a better player than me could, I feel, have won 3 out of the 4 games I lost.

     

    Some nice feedback. What list did you run? Sorry, looked through but couldn't find it!

    • LOVE IT! 1
  19. 22 hours ago, PJetski said:

    I don't have the book on me right now, but there is a section in the core rules called "Reserves" that states setting up a unit does not count as moving for rule purposes.

    Judicators that enter play through Scions of the Storm (or get set up through Translocation, or a realm spell etc.) do not count as moving so they would get +1 attack that turn.

    Nice one, thanks!

  20. Question: If you deepstrike a unit of Judicators in the movement phase as per Scions of the Storm, for the purposes of Rapid Fire, does the unit count as having moved or do they get the +1 attack?

    As the wording says 'set-up' a unit in the movement phase, I assume it's not a move and you do get the extra attack but would be useful to get some validation.

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