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martinwolf

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Everything posted by martinwolf

  1. I have played the following list on the weekend against the new Slaanesh with a Gluttos, Sigvald and a bunch of the mortal units. We played Starstrike. I think I was favoured with the scenario thanks to Scions of the storm and the unit of Shadowstalkers but I really enjoyed the list and got the win in the end. 10 Evocators coming down from Azyr can still do a lot of work even in 2021. Just thought I'd put this here for some positive vibes. Still hoping for a new battletome soon, pls. Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar LEADERS Lord-Arcanum on Gryph-Charger (200) - General - Command Trait: We Cannot Fail - Artefact: God-forged Blade - Spell: Celestial Blades Lord-Castellant (120) Knight-Heraldor (100) Gavriel Sureheart (120) UNITS 5 x Sequitors (120) - Tempest Blades and Soulshields - 3 x Stormsmite Greatmaces 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces 10 x Evocators (420) - 5 x Grandstaves - Lore of Invigoration: Speed of Lightning 6 x Evocators on Dracolines (520) - 4 x Grandstaves - Lore of Invigoration: Celestial Blades 9 x Khainite Shadowstalkers (100) - Allies ENDLESS SPELLS / TERRAIN / COMMAND POINTS Extra Command Point (50)
  2. Do you get to summon Dryads without the Throne/Stave combo? Or is it just not needed in your list/playstyle? List sounds cool and relatively straight forward. I like that! But I wonder how you get Durthu and the Hunters into fights without taking too many damage on their way without Spiteswarm Hive (and Dreadwood) or a second failsafe wyldwood from a TLA.
  3. Oh, that's awesome, I'll come and have a look, thank you!
  4. Hey everyone! I continue to be intrigued by Stormcast because of the low model count, no faction terrain shenanigans and relatively straight forward rules without being a simple run forward and fight army. I know they are weak currently. I already have a small collection so the following list is partly build on that. I know the hot ****** back in the day when playing Sacrocant was Gav, 10-15 Evos on foot and 3-4 Ballistas with Ordinator, but I’d like to bust out the Evos on Cats. (I already own 10 on foot.) Anyway, any thoughts? Allegiance: Stormcast Eternals- Stormhost: Tempest LordsLeadersLord-Arcanum on Celestial Dracoline (210)- General- Command Trait: Bonds of Noble Duty - Artefact: Obsidian Amulet - Spell: Azyrite Halo- Mount Trait: Bounding LeapLord-Castellant (120)Knight-Heraldor (100)Knight-Incantor (120)- Artefact: Patrician's Helm - Spell: Azyrite HaloKnight-Incantor (120)- Spell: Celestial BladesLord-Exorcist (90)- Spell: StormcallerBattleline10 x Sequitors (240)- Tempest Blades and Soulshields- 5x Stormsmite Greatmaces5 x Sequitors (120)- Stormsmite Mauls and Soulshields- 3x Stormsmite Greatmaces5 x Sequitors (120)- Stormsmite Mauls and Soulshields- 3x Stormsmite GreatmacesUnits6 x Evocators on Dracolines (520)- 4x Grandstaves- Lore of Invigoration: Celestial BladesBattalionsGrand Convocation (130)Endless Spells / Terrain / CPsEverblaze Comet (100)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 103
  5. With mostly having played the Nomad Prince as general I sadly have to agree. I did it because I didn't really have another great monster hero and wanted to play as many Wanderers as possible. But I think command points are really a problem because the battalion isn't really good or at least doesn't really play into the whole deepstrike shooting playstyle, which is a shame. So you are stuck with only buying a CP and that's it for the whole game. Maybe it's just me, but I actually do use the strike and melt away ability a lot, even for normal units. I like it to much a 20 woman block of Sisters of the Watch for example so they can sit still the next turn and fire at full capacity. It also helps to get away from the table edges and onto objectives, if they are relative close to the outer parts of the table. And it's always good to have a spare CP for an important inspiring presence. Sure, adjutant is only 50/50 chance each turn, but at least it's something. Don't know. For me it feels bad wasting the cities abilities, but it also feels bad to have these amazing CT and Artefact on the Nomad Prince, who then doesn't die, but also doesn't really do damage. 120pts is also not cheap. His CA is actually pretty amazing because it's a bubble not a "target one unit" ability, but then again I feel like going from 3+ to hit to 2+ to hit with the Sisters is not suuuuch a big difference, especially if you already have the Azyros nearby for rerolling 1s to hit. If you have him close to your more traditional battleline like Eternal Guard, you actually almost never need the CA because you want to stand still and not pile in with the EG anyway because of their buffs and then they already hit on 2s. Sometimes I run a 20 block of Wildwood Rangers and have them hitting on 2s and maybe get the NP in combat at the same time so both benefit from the +1 to hit. A lot of rambling, sorry. It's difficult. I really really really miss a Wanderers/Wood Elf archer hero. I wish they would have kept at least the Waywatcher hero. Loved them loads.
  6. These are different heros/warscrolls, the one with the Bow is the Knight-Venator, he doesn't provide the reroll 1s to hit. He is more of a once per game do damage kind of guy.
  7. Thank you a lot for your "essay". I read it all and am agreeing with a lot. I play Living City a lot too and mostly with Wanderers and Sylvaneth units + a Knight Azyros. In my last game I played with two of them because they are so cheap, fast and provide so much to every part of my army. And he isn't super easy to kill and against Chaos he as good output with the lantern as well. Not sure if I will continue to play with two, but it's definitely worth a try. I've played with a big block of 20 Sisters of the Watch most of the time with 10 oder 20 Shadow Warriors for deep strike support anywhere on the table but it seems to me Shadow Warriors are better in theory than in practice. So I tried out more Sisters, one big block and multiple small 10s. Was a cool skirmishy playstyle. my comment is a bit all over the place. Looking forward to hear more from you. If you want to share good performing lists I would like that a lot.
  8. Popping Shadow Warrioirs into Wyldwoods is cool, I was thinking about trying that out recently, too. But I guess it’s only viable with 10 man squads and the old Wyldwoods so that you can position the models along the edge so that they can see out of the woods. Otherwise most of the unit can’s shoot because of line of sight. As soon as a model is more than an inch into the wood you can’t see out of it, unless the target you are shooting at is flying. But generally I think that’s a very cool thematic list and I’d like to see it on the table, especially because you want to use all the Wanderers models! Now that I think about it, I’m 99.99% sure you can only drop one free Wyldwood per game, even if you have two Treelord Ancients. Have a close look at the wording.
  9. @Marcvs Thank you very much for the detailed explanation. Sad, but it makes sense rules wise. At least I don't have to do the single rolls any more.
  10. Hello! I recently played a game with Stormcast and used the Lord Castellant and his Warding Lantern ability on my own unit so they get +1 to save (rolls) and heal on a roll of 7+, so effectively they heal on a roll of 6. So far so good. I put that on a unit of Sequitors, each 2 wounds, obviously. Here is how we played it and I'd like to know if that's correct or what your opinions is: We rolled each save roll individually, I fail one, a Sequitor gets wounded, I fail another one, Sequitor dies, I fail another one, Sequitor gets wounded, I save one, the last wounded Sequitor heals, I fail one, he gets wounded again. And so on. It was a bit tedious (I also had reroll failed saves and azyrite halo on them, so a lot going on), but I think that's the correct way to do it. Otherwise you could either only heal one time at the end, IF a model is one one wound and you rolled a 6 with all the save rolls. So that seems really really bad as an ability. Or you could roll all dice at the same time and cancel out each 6 and a failed save. But this way it's way better for the Stormcast player than rolling one after the other. Because if you roll one after the other you sometimes roll a 6, could heal, but no model is wounded. Any thoughts?
  11. Oh, the white/blue one is mine. Thanks for the kind words. 😊
  12. @daveboy I love you wood elves so much. I really need to get me a box of Namarti Reavers for converting. Could you tell me from which kit you got the quiver?
  13. Sadly you can't use Vesperal Gem for casting Verdant Blessing, it's not technically part of the lore. But you can always reroll charges for a CP with the Kurnoth Hunters because they are always in range of command abilities because of their Envoys of the Everqueen ability. So as long as a hero is alive somewhere in the battlefield, that hero can make them reroll the charge.
  14. Hello everyone! I was wondering, has anybody tried running multiple units of Tree Revenants? Either 5-man squads or maybe even bigger units like 10, 15 or even 20? They have absolutely no defense, but with their teleport and rerolling dice mechanic, they should be a thing the opponent has to look out for, no? 5-man squads can do mostly nothing, but I was wondering if bigger squads could be worth it. Their 32mm bases and 1" reach are a problem, but then I remembered that they can pile-in 6", so maybe that negates the weakness of the big bases a bit? I haven't tried anything other than a 5-man squad as a teleport threat, so these are just some thoughts.
  15. @etag. I think those are from the old Glade Guard kit, from the small fairy-like creatures. Those:
  16. Your work is just simply stunning. I love everything, but especially the (wood) elves. 😍
  17. Did you follow any instructions/tutorials for the build of the table? If so, I'm very interested.
  18. @Trevelyan @Landohammer Thank you both for the explanations and tips. 👍🏻
  19. Hello! I have only played a couple 1000pt and 1250pt games and one thing that is really turning out to be a problem is line of sight for spells. I constantly have some of my own wyldwoods blocking line of sight for spells. I know that probably gets better with more practice but I feel like Wyldwood shouldn’t block LoS for Sylvaneth units. It makes no sense to me, that a Branchwych can’t target a unit of Dryads with Verdant Blessing while both are inside the Wyldwood, but 2 inches apart. 😕 Is it just me as a new Sylvaneth player or is that something you struggle with, too?
  20. If you haven’t seen this, here you can get pretty much all the rules: https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar#City_Allegiance:_The_Living_City_.28Ghyran.29 I played my first 1250pt game yesterday against Nurgle for some narrative flavour. I just put in the list what I had, so not really tailored. We played the one battleplan where only heros and battleline take objectives which made it hard after going second. Was a close game, but I lost. I think Living City can be awesome and there are a lot of options, but I think I have to play a lot of games to get good. My list was: Nomad Prince General with Iron Oak Artisan Command Trait and Spear of the Hunt artifact Sorceress with Life Surge spell (didn’t cast it, only use her build in spell which is awesome, used my Spellweaver model) Knight-Azyros, sadly only ally, but he is amazing 20x Eternal Guard 10x Sisters of the Watch 5x Wild Riders 3x Kurnoth Hunters with Swords 10x Shadow Warriors (used my Glade Guard models) Command Point
  21. I’m really happy, too. Only thing a bit disappointing in my eyes is the battalion, I don’t think I’ll run 3 units of Wildwood Rangers. But we’ll have to see. I’m looking forward to 20 SotW deep striking with a Nomad Prince, shooting 41 arrows on 2+ and then walking away after. Will cost me 2 command points to do, but it’ll be awesome. I’ll use my 20 Glade Guards as Shadow Warriors too. They are aelves with bows and cloaks, I think that’s a perfect stand in. Maybe I add some swords to their hips or backs so they are even closer to their rules loadout.
  22. My guess is that Wanderers find a home in the Cities of Sigmar book and that’s the end. It would be sad, but if it means we get new updated Warscrolls, the army might even be playable against other AoS armies solely with the Wanderers Allegiance. The Kurnothi feel like “Wood Aelves” AoS Style to me. It’s where GW is going. They clearly want to get away from the classic (high fantasy) elves. Look at Idoneth, DoK (Snake Ladies). Maybe we get classic high elves in form of the rumored Tyrion Light Elves someday. I personally just wanted my beloved Wood Elves back since I started to get back into the hobby around a year ago but I‘m finally realising that’s not going to happen. I will keep collection Wanderers, I think that’s the closest I can get and I will enjoy it but I hopefully can now also focus and enjoy other things in AoS not constantly worry about what’ll happen. That’s the worst. If the Kurnothi will become an AoS faction I think they could be fantastic. I like the models, the style. Even though they are not the Wood Elves I longed for. But I don’t really see them merging with Wanderers.
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