Jump to content

martinwolf

Members
  • Posts

    85
  • Joined

  • Last visited

Posts 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. :D 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)

    • Like 1
  2. 1 hour ago, Landohammer said:

    Branchwraith (regrowth and stave)

    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. 8 hours ago, Lucur said:

    @martinwolf
    you may want to check the dracoline thread, there's a lot of good talk on Kittycators (my preferred SCE list, too).

    The choice boils down to how much of a deathstar you want the cats to be and what you takf to support them. I personally run Castellant, Heraldor and chronomantic cogs to get tanky cats. Sometimes i run 15 Sequitors, someties i run ballistae with Ordinator. Not like there's much to run these days ;)

    Oh, that's awesome, I'll come and have a look, thank you!

  4. 1 hour ago, Juicy said:


    - 4 casters+ everblaze comet. I like this as i feel this is how you want to run a comet. Cast dispel. Lord arcanum with 2 incantors provide a solid caster/dispel unit with the grand convocation. You might be interested in dropping tempest lord for Celestial warbringers.
    - or go celestial vindicators to buff up the charging cats with attacks and rerolls 1 to hit.

    Weakness 
    - few bodys with lots of points in heroes. You dont have much to cover the board and the 6 evocats cannot be everywhere.
    - the objective games where you have a lot of objectives like 5+ are going to be a pain to hold you own objectives while taking the others. Atm your anvil is 10 sequitors. If you can somehow make that unit bigger like a unit of 15/20 then it has fighting potential. A unit of 10 is solid against most weak stuff but against a real treat it suffers. 20 can feel unwieldy but its mainly used for meat. And to be able to handle some losses. 
    -Missing some board coverage mainly.
     

    Really good points, thank you for the feedback!

  5. 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 Lords

    Leaders
    Lord-Arcanum on Celestial Dracoline (210)
    - General
    - Command Trait: Bonds of Noble Duty  
    - Artefact: Obsidian Amulet  
    - Spell: Azyrite Halo
    - Mount Trait: Bounding Leap
    Lord-Castellant (120)
    Knight-Heraldor (100)
    Knight-Incantor (120)
    - Artefact: Patrician's Helm  
    - Spell: Azyrite Halo
    Knight-Incantor (120)
    - Spell: Celestial Blades
    Lord-Exorcist (90)
    - Spell: Stormcaller

    Battleline
    10 x Sequitors (240)
    - Tempest Blades and Soulshields
    - 5x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    6 x Evocators on Dracolines (520)
    - 4x Grandstaves
    - Lore of Invigoration: Celestial Blades

    Battalions
    Grand Convocation (130)

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103
     

  6. 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.

    • Like 2
  7. On 1/7/2021 at 11:39 PM, Kiekeboe said:

    Ok hear me out. Thinking outside the box here. Living City is the only army where you can deepstrike a Luminark of Hysh. What about a list with 4 Luminarks (buying/painting these makes me uncomfortable, but that's besides the point) where you put all 4 in reserve -> deploy them alongside your opponent in your first turn -> unleash hellfire along 30" lines basically obliterating whatever you want. You still have 1000 points spare to form something of a backup plan or second wave. Or use those points to add insult to injury by adding a Celestant Prime to take out what's left standing for example.

    Would this win games? Or is just a bit too gimmicky? I'm sure it won't make you any new friends but as I said, thinking out loud here. Would certainly turn heads if you bring it to a tournament.

     

    Unrelated to Luminarks: I've been playing a ton of Living City over the past few months and would like to post my findings. I've gotten loads of really useful info from this forum/thread so I'd love to give some back. (Keep in mind, all of it is anecdotal, it's just what I've experienced in ~15+ games testing different lists)

    • Drakesworn templar, while expensive, has a place in specific lists in Living City. As a general with a 2+ save because of Ironoak Artisan he can be a real nuisance for opponents who lack mortal wounds. Throw him in a flank where he can occupy a chunk of your opponents army and they'll spend 2-3 turns getting rid of it while you score objectives elsewhere. His damage profiles are terrible, don't ever fight 1 on 1 (monster)battles with him. His bite is great, my most recent game I played against a unit of 6 Varanguard where he survived their double activation and then ate the middle one, breaking coherency causing the opponent to have to sacrifice half of the unit.
      Also plays well with a unit of 4 fulminators/concussors, situationally giving them +1 to hit.
    • Living City is hands down the best place for Sisters of the Watch. While it's true that 20 irondrakes with a runelord deal equal or just a bit more damage, the dwarves just require way more setup and a move or bridge to get them where you want them. Deepstriking units of 10 sisters and taking out key targets is extremely useful. When my main deepstrike comes down on let's say the right side of the board, I just love plopping down 10 sisters on the other end of the board. The opponent has to send something over to deal with them while they're also dealing with your big deepstrike. Meanwhile you're also moving your main anvil up the board to start scoring points.
    • Don't feel bad for not using the deepstrike. Yes this is a defining features of Living City but a poor deepstrike can leave your army out of position and immediately lose the game. I started out with lots of Durthu games because in Living City he's a god (ironoak artisan + spear of the hunt) where in Sylvaneth he's just mediocre to poor now that ghyrstrike is gone. I would deepstrike him with 4 concussors and shoot+move+charge everyone in. This would destroy whatever they landed in but Durthu would just spend the next 3 turns walking to his next target, wasting his potential because he's just so damn slow and had to start his journey at a table edge and enemies just stay away from him. 
    • My best performing armies generally consist of 3 main forces. First is a strong anvil backline (things like 6 kurnoths/30 Eternal Guard/20 Phoenix Guard) that protects your wizards/hurricanum/squishies. Second is a main deepstriking force consisting of a strong leader unit with a shooting profile (Durthu/Drakesworn templar) on ironoak artisan/spear of the hunt and supported by another unit that can shoot and fight well in melee like Concussors. And third are my filler deepstrikers like MSU sisters of the watch, shadow warriors, Celestant Prime, or other things that drop down and mainly cause a distraction that has to be dealt with. Having a strategy like this in mind really helps with list building because we all know how complex list building can get with all the options the Cities book gives us. 
    • Strike then Melt Away is brilliant, but very situational, and has to be kept in mind when list building. Let's say you're going for a strategy with a strong deepstriking general, this means you're forfeiting General+Adjutant command points. Which also means you can buy the one CP and you're down to 1 per turn after that. If you're doing the Templar+Concussors deepstrike for example, you're burning both your CP in turn 1 to guarantee the charges/positioning so you better pray that your unit of 30 EG isn't in need of a battleshock skip. Strike then Melt Away is a wonderful tool for an initial alpha strike but it's also a great way to burn your CP and hurt yourself later on. Use with caution. For example on an Alarielle to zoom her 32" across the board, dropping 20 dryads midway and charging some big unit on the other side of the field, they won't see it coming.
    • People say that Hurricanum in a cities army is an auto include. I can see why because a +1 to hit bubble, +1 to cast (to battlemages), and a 3D3 mw ranged attack is nothing to scoff at, but at 280 points you can - depending on your game plan - absolutely leave it out of your lists. If you're running a serious deepstrike list you'll find that most often the deepstriking units won't be getting the +1 to hit. You also won't often be running battlemages now that they're 110 points, so that's a +1 to cast it's only giving to itself. Most of the times it's giving the +1 to hit to a big block of battleline it's hiding behind, in my case I prefer playing with Eternal Guard, who already are on 2+ to hit when not moving, so that's a waste. In my lists it usually ends up being a 3D3 mortal wound cannon with a cast in the hero phase. There are better ways to spend 280 points.
      Next to the Hurricanum auto include you often see Knight-Azyros taken as well. He's generally quite useful in my lists as with his 12" move and small base it's easy for him to keep up, he's also easier to position because he has to shine his light on the enemy, instead of keeping friendlies within range. He's also a good candidate to join deepstrikes because you can set him up with enemies within lantern range and you can use him to cast the Strike then Melt Away from.

    I originally came here to spew the 4 Luminark idea but it somehow turned into this essay... I'm going to continue playing Living City until Sylvaneth gets a proper book so I'll no doubt be back with updated findings at some point. Next up on the menu is testing out the phoenixes and I'm currently building 3 Gyrocopters to do a deepstrike+bombing run and see if they stay alive long enough to get use out of their steam guns. Learning about Living City continues!

    Thanks if you made it all this way! The sheer unit variety in the book must make for some wildly different experiences among players, I'd love to hear yours.

    Cheers,

    Thank you a lot for your "essay". :D 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. :D 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. 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?

  10. 4 hours ago, Kramig said:

    Since I am unlucky too, I use vesperal gem for casting. I would also suggest to teleport kurnoth together with a hero, so that they can use a command point for reroll charge 

    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.

  11. 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.

  12. 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?

  13. 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
     

  14. 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.

    • Like 2
    • LOVE IT! 1
  15. 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. :D 

    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.

    • Like 2
×
×
  • Create New...