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Lucur

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Everything posted by Lucur

  1. I prefer some stupid instances of gamey-ness to oblong discussions about the grad of visibility of units. I really rather bite the bullet there. Then again, tip of the bow to heel of the boot shooting does suck in a big way and people pulling that stuff should be shunned
  2. She also doesn't have points in the warscroll builder.
  3. 1) Translocation can fail, you're screwed if it does and your Xbow Judis are on the board. 2) you need a hero to use the CA and be wholly within 9" Good luck with 20 big boi bases ^^ 3) after the Alphastrike... let's face it, you got nothing. You won't even habe something in range of the Judicators in the shooting phase without moving. There is a reason the "regular" Anvilstrike runs Aetherwings and Liberators as chaff. If you go full ham you can't contest objectives in the slightest. You can't block off faster monsters.
  4. That, too, is correct. Also, even if the pile in range of a unit was increased by rules or spells, unless specifically stated otherwise, units are only eligible to pile in when they are within 3" of an enemy model. Just checked, the Anvils CA doesn't even need enemies within 3. Could we actually just use the CA for a 3" move towards the nearest enemy in the hero phase?
  5. I'm pretty much on the fence about this matter. In general, i think it would be healthy for the game if it had more nuance than a d6, say a d10 or d12, to give more room for differentiating armies and characters' skill. Eg it makes no sense for a Stormcast to have the same save as a Greatsword, gamewise a 5+ would be too weak and a 3+ across the board for SCE would be bonkers. Then again for damage rolls i absolutely despise the swingy rolls. The aforementioned rule from 40k (d6, but minimum 3) is pretty much the most elegant way besides fixed numbers.
  6. I use the two storey GW one atm, as that was a present by the missus, but i intend to switch to a magnetic one asap. The foam just is too fiddly with all the modern fine, spikey bits. And i don't even play Chaos, he. Considering models sliding on a metal sheet, you can always take a slice of foam and glue that to a magnet to prevent bumps. I saw that on a Kickstarter somewhere, along with several sheets for sideways fixation and other funny ideas for dice and stuff.
  7. After my last painting burn out i realized i need variety to keep on painting. I no longer paint units, i paint models. I always keep a handful of things on my to do bench, right next to my desk. I keep paints, brushes and water at hand. If i don't feel like painting i'll play a game or watch a video. Sooner or öater i'll see the models and feel the urge to do something. Even if i only do the base coat on one armor pa el or some such, i've done something and got on with stuff. I will hold reckless painting sessions until 2am at other times, when i really feel the itch. As a full time jobber, husband and father, free time is at a premium and there is enough work in there with every day stuff. No need to make the hobby a chore, too. I guess what i wanna say is roll with the punches
  8. Kittycators are a far greater investment and not as competitive. Keep in mind that Evocators on foot require a way of delivery or a reason for your opponent to come after you. In that regard Cats are easier to handle. I just think that it's just fine to invest another 300 points to make sire your 600 points of Kitties get to do what they want. They are squishy after all and can't be ignored duento their output.
  9. I run 6 Kittycators with a Lord Arcanum on cat, too, but my list is quite different. I believe in bulking out the cats with defensive buffs so they survive the inevitable counterstrike after obliterating their first charge. That's a Lord-Castellant and the Chronomantic Cogs (+1 cast and reroll, of course) for me. I also run a Knight-Heraldor, as it increases the chance of a first turn charge, allows to retreat and charge so the cats don't get bogged down in protracted melee without their bonus damage. For Stormhosts i tried Hammers, Anvils and Celestial Vindocators, the latter having the largest impact. Hammers: The 6+ fnp is nice plus the chance to revive a unit of Liberators or a 20 blob of Sequitors is huge late game. Anvils: Pretty bad as you never get the charging bonus on the cats, and kittys rely on theor actual melee damage as opposed to foot Evos which rely on the MW. Vindicators: Powerful due to reroll 1s (cats hit on 2s) and +1attack for rider and mount is far better than just +1 on the mount from Lord Arcanum. This allows a unit of 6 to obliterate 2 units at once if you get a solid charge, plus snipe a support character with jazzhands. Feels far more impactful than the other two. As for what of the rest of the list should be, i like a 20 blob of Sequitors, they make good use of Castellant and Heraldor once the cats are gone or too far away, and are a credible threat on their own. In my next attempts i'll go for three ballistae and Ordinator for a change though. I also think a Knight Incantor is mandatory, it can operate the cogs after the cats did, auto unbind and suicide bombing with flasks is a good trick to have. Imo Dracolines make a good 2nd tier list. Against the top contenders it's pretty uphill (i struggle the most against Skaven, FEC depends on positional play and getting the charge with FEC having more threats, didn't face any Slaanesh or crazy Sisters list yet) against anything else it's a solid and fun game for both players according to my experience. Wall of text out
  10. Iirc there was an FAQ that stated you can't heal wounds that would be suffered from the same set of saves. I'll have to check when i'm home, but i'm pretty sure you can only heal damage previously suffered, not during that phase.
  11. Knight Incantor, Knight Heraldor, 2×5 Judicators, 10 Evocators would be my first idea. Because everyone loves some Evocators, right? ^^
  12. Gavriel only works on Hammers of Sigmar units, so you'd have to switch to SC allegiance and the Hammers Stormhost. I'd rather reserve CP to reroll the charge and live with the minor risk of failing a 5" charge twice. I also think (from theory ) Celestial Vindicators is nuts with skyborne slayers, if you get two CP (which you should with a battalion unless you rerolled a charge) you can utterly bomb a target. Reroll 1s on charges, +1a on the CT plus the warscroll ability of the Lord Celestant is pretty sweet on those Protectors.
  13. Just put them in the main body or split them into two squads, if you want to use Anvils the latter is not a smart idea.
  14. Spearhead only allows for minimum sized units IIRC. That should answer that question
  15. As Maturin said, i assumed two MW on average, as well as them standing still for the extra attack (same for the hurricanes).
  16. Here's my account of shooting: unit (points) - wounds caused vs 4+sv - wounds/point Hurricane Raptors (140) - 3.75 - .0268 Ballista in 18 (110) - 2.59 - .0236 JavelinProsecutors (90) - 2.07 - .0230 Longstrikes (170) - 3.78 - .0222 Xbow Judic (160) - 4.67 - .0292 BowJudic (160) - 2.48 - .0155 Castigators (80) - 1.20 - .0150 Ballista in 36 (110) - 1.30 - .0118 Hammer Prosecutors (90) - 1.02 - .0113 Palladors pist+jav (180) - 1.22 - .0068 Palladors jav (180) - 0.89 - .0049 4 ballista + ordinator (580) - 15.56 - .0268 3 ballista + ordinator (470) - 11.67 - .0248 Note i included unit leaders for these minsized units, some units don't scale linearly when taken in larger groups. I also assumed Prosecutors outside 9", values are halfed when within 9" ofc.
  17. Photographing is forbidden at my workspace don't worry, i'll find ways B) it's also not like a huge revelation, those numbers have been around this thread before. It's just a major pain to find something in here with all the talk. Maybe we need something like a separate "resource" thread for SCE, where solid info won't be lost in debates and opinions?
  18. I'll be back at the office tomorrow, i'll quote stuff from there. Can't straight up upload it from work due to security and all, but i'll figure out a way
  19. I have one at work, hurricanes are top of the lot against sv4+ and worse, followed by ballistae and crossbow judicators, if memory serves. PJetski had a spread sheet, too, iirc.
  20. I was toying around with a Justicar Conclave with 9 Longstrikes and 2×3 Hurricanes. Funilly enough, Hurricanes and an Incantor get -2 to run and charge, can in some cases prevent a charge without sacrificing aetherwings. I think doubling down on teleport isn't a good decission, sinks too many points in a list that already lacks table presence. Also i think 2 Incantors are a musthave to shut down that 1 spell you can't allow to go off, even on a double turn. They also make a nice suicide bomb into hordes or clustered units with their flasks afterwards.
  21. There is a style of list coming up with the latest points changes, containing 6 Desolators. I didn't hear of any major successes so far sadly, but i think it's on the stronger end. I'm far from trying that out myself though, budget is tight and i want to build some skyborne slayers before i get to any extremis models ^^
  22. Skinks are inbetween a meat shield and fast objective grabbers. Their high move and the ability to retreat from combat make them very useful to play for objectives, they got cheap numbers of bodies and thus a larger footprint. I'm not sure how valuable they are after the price hike.
  23. They never were, they were Order battleline. Allies cannot tick the battleline box, therefore, for skinks to be battleline, you can either play Seraphon or GA Order. Stormcast allegiance would be lost.
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