Jump to content

Batch

Members
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Batch

  1. Damn the Steam Tank Doesn't seem like a meme anymore, D3+2 Damage at a 32" Thread range before buffs? And we can give it 2 shots? Amazing!
  2. Well looks like I should try NH again. Poor guys have been in storage for too long. Going to give this list a crack soon. Should be able to properly utilise the teleporting shenanigans Allegiance: Nighthaunt- Procession: Emerald HostKnight of Shrouds on Ethereal Steed (120)- General- Command Trait: Lord of the Host- Artefact: Pendant of the Fell WindKnight of Shrouds on Ethereal Steed (120)- Artefact: The Traitor Knight's BladeDreadblade Harrow (90)Spirit Torment (120)Reikenor the Grimhailer (160)- Lore of the Underworlds: Soul Cage10 x Hexwraiths (260)10 x Hexwraiths (260)30 x Grimghast Reapers (420)Black Coach (220)Deathriders (130)Chronomantic Cogs (80)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 111 Basically the idea is buff bomb, with my experience with Tempest Eye, with the help of the Pendant, Hexwraiths moving 15" should be able to get mostly anywhere turn one, pump the Knight of Shrouds CA into each and drop the Spirit Torment behind them before they go in. Have Reikenor drop the Cogs and that's 17" of movement son, run past them first maybe? The list is 6 drop so potentially give the first turn away, but it depends on the list. The Dreadblade is there as Tax, but he can be an objective grabber, the second Knight will be Deepstriking out the back with the Reapers, hoping we can get a 7" charge. Toss the Coach out like a Bay blade and just see what happens. I'm playing this unlike any other death army, I'm basically going to ignore healing mechanics because that's where things usually fail. Deal with the small fry with the large amount of attacks first and hope to guard against the brunt of the high rend elites/heroes
  3. Let's ask the real questions like what the hell are the base sizes for Hero Builder, its killing me. (Also I browse 4chan all the time for info, its usually pretty good, but if you think people are going to behave on an anonymous board you've got another thing coming, just move along and accept it)
  4. Speed isnt much of a problem when we have so much CP generation, Living City and the Endless Spell Bridge. Get those Dorfs close!
  5. So just go my Cogsmith and first batch of Irondrakes in, had this fellow for a while and decided to mess with what scheme I wanted for my Greywater, I think I'll roll with this, bit more regal. Wish it would stop raining so I can prime my Dorf bois up
  6. Always go by the Warscroll, the builder has a habit of having a tonne of problems, don't know if they fixed it yet but you can't even select a weapon for your Gyrocopters yet either
  7. If you need a rock solid wall Ironbrakers are what you want, buffed by the a Runelord no one is getting past. You want a gunline? Irondrakes then have a line or two of Longbeards defending them and giving them the reroll of 1 wounds.
  8. It's hard to say, and it really depends on how you want to run the army, you've got a lot of Dwarves, so do you want to run this as more combat heavy, or do you want to tank it out while your Artillery pummels the enemy. My first thought is maybe take out the Ironbreakers to free up some room for your speed. The most I can do is show you the list I'm building and you might get an idea. Runelord (90) Lord Ordinator (140) Generals Adjutant Cogsmith (60) General Trait: Seat on the Council Magnificent Macroscope Celestial Hurricanum w/ Battlemage (280) Steam Piston Plate mail Spell: choking fumes Battleline Irondrakes x 20 (300) Longbeard x 20 (220) Ancestral weapon w/ shield Freeguild Guard x 10 (80) Sword and shield Artillery Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Gyrocopter x 3 (180) Steam gun Battalion Greywater Artillery company (120) 2 Extra CP 116 Wounds 1990 Points So here I've got three lines basically 1. Gunline where I've got my Cogsmith and Ordinator supporting my Artillery from afar. 2. The Dorfs going down the middle, Longbeards to Tarpit and support the Irondrakes as well as the Hurricanum. 3. Gyros to go sit on an objective, and deal a decent punch to hordes before they definitely die. Also have a unit of Freeguild Guard to either Guard the artillery or hold a point in home territory should the play type call for it.
  9. Alright I find with Greywater you either invest in Artillery or Stanks, have both and you kind of lose direction. If I can make a few suggestions for this list. Lose the Steam Tank and replace the Volleys for Rockets, I doubt at times the Volley could reach all targets. So that being said you can lose the second Runelord or dedicate him to the big beefy line of Dorfs. Now I wont take anything else but make some suggestions. Hurricanum is really rather good to stick next to your Irondrakes, To get the most out of that battalion I suggest 4 Artillery pieces and finally you need some speed in this army so either Gyrocopters OR grab a wizard and take the Bridge endless spell, being CoS it's a 24" move and you can get your Hammers right up close.
  10. Now how about one that sends to Australia >.> Edit: actually I just looked, can these guys send GW products internationally? I couldnt see it anywhere, some websites have exclusions.
  11. Okay so it works like this to my understanding 1-4 units of Sylvaneth become living city, not allied 1-4 units of SCE become living city, not allied Both of these are separate so you can have up to 4 of each. Now IDK you can have as many units as you want as long as they dont go over the 400 point ally restriction.
  12. Kewl they look great by the way congrats, just not sure if suddenly we need to have models assembled differently because reasons....
  13. Hmm, just decided to check the base recommendations and it shows the crew as separate, curious GW show them all on the one base though.
  14. HOLD UP, the last one showed the Artillery with the crew and piece on the same base...what is correct these days?
  15. I agree for the most part but are KO able to shoot as far as 39"? And I think it depends how crazy your groups are with terrain, I dont think Line of sight will be that big of an issue.
  16. Alright been doing a bit more list building for a Greywater Army...I think I need to let go of my love of Steam Tanks Runelord (90) General Trait: Seat on the Council Lord Ordinator (140) Cogsmith (60) Magnificent Macroscope Celestial Hurricanum w/ Battlemage (280) Steam Piston Plate mail Spell: choking fumes Battleline Irondrakes x 20 (300) Longbeard x 20 (220) Ancestral weapon w/ shield Ironbreakers x 10 (130) Artillery Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Helstorm Rocket Battery (130) Gyrocopter x 2 (140) Steam gun Battalion Greywater Artillery company (120) 2 Extra CP 116 Wounds 2000 Points That double shot from the Artillery just looks damn Tasty. So a bit of explanation. The Artillery line has the Cogsmith and Lord Ordinator behind them, so of course with the Rockets you aim them all at the one unit for +1 and an additional +1 for the Ordinator and rerolling 1s with the Cog Smith. Now depending on how the map is placed I could even sit the Hurricanum next to them for the first turn for an extra +1, so potentially 24 shots hitting at 39" (an extra 3" if you wanna move em forward a bit) hitting on 2s rerolling 1s and wounding on 3s. Take out their big centerpiece with -2 rend and D3 damage each. Could be devastating. Send off two Gyros to nap an objective while the opponent decides how to deal with the rain of rockets. Down the middle we've got 20 Longbeards blocking way and letting out Irondrakes rain fire, if we get in a good position with a few things. The Hurricanum will follow them as will the Runelord. So provided if we get our Irondrakes in position a turn prior we get 40 shots at 16" hitting on 1s, ( +1 from the Hurricanum and +1 from the Greywater Command Ability) wounding on 3s rerolling 1s (Thankyou Longbeards) rend -2 (If the Runelord gets his prayer off) for only one damage a pop, but if we get 40 damage straight through then again. Devastating. 10 unit Squad of Ironbreakers for whatever the game requires, send them out the front, protect a point, or depending on the opponent they could protect the Artillery line.
  17. Kind of sad that Runelords didnt use the Duardin keyword in their Prayers to give the Overlords some extra rend, could you imagine
  18. So the Greywater Battalion. Is it worth it? Considering Line of sight is necessary for the rockets now?
  19. Just having some thoughts with these points for a Greywater Army, no idea what will be competitive but Steamtank Commander (250) Cogsmith (60) Cogsmith (60) Runelord (90) Hurricanum (no Wiz) (220) Gyrocopter x 2 (140) Irondrake x 10 (150) Irondrake x 10 (150) Steamtank (200) Steamtank (200) Hellblaster Volley Gun (120) Hellblaster Volley Gun (120) Hellblaster Volley Gun (120) Greywater Artillery Company (120) Thats 2000 on the nose with a whole lot of shooty, still need to go through the tome properly to see what artefacts and so on youd give. But it looks fun.
  20. So what seems to be the better choice atm? Volleyguns or the Rockets? With that new battalion for Greywater, if the Volleygun rolls a double (or hell messes it up twice with an engy near) does that mean it doesnt attempt to make the second attack that the battalion provides?
  21. Hol up, where are you getting points from?
  22. I bought a Mawcrusha last week in anticipation for this book. I thought theyd keep his one unique trait and make some slight changes, not utterly butcher him. I got burnt...
×
×
  • Create New...