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Molt

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Posts posted by Molt

  1. I'm thinking of what lists to try first and think that CoS got some pretty nice combos with the new edition, if i didnt oversee anyting from stopping them:

    Hallowheart + Arcane Tome:

    makes the bearer a wizard and hallowheart gives another cast. Could be nice on for example anointed on foot or phoenix to create a very tanky wizard with 2 casts.

    edit: "Flaming Weapon: Casts on a 4+ and improves the damage of one of the casters weapons by 1. " Seems quite good in conjunction with the above to make phoenix more killy.

    Actually, with the wording on the frost phoenix "This model can included 1 Anointed armed with a Great Phoenix Halberd. If it does, this model has the Hero keyword.However, if it does, any command traits or artefacts of power only affect attacks made by the Anointed."

    Currently it should be possible to use flaming weapon on the phoenix talons, as it is neither command trait nor artefact, which would be insanely good and probably not intended. Still very good to buff up the hellbeard attacks and get an easy proc of the + save for phoenix.

     

    2 gyros in grand battery core battalion:

    Gives a free Unleash hell, which might be quite nasty on gyro actually, as after the charge probably quite a few foes are in range of the steam gun. Also pretty hillarious imo!

    Super tanky phoenix stuff:

    Frostheart Phoenix can Heroic Recovery every herophase, which heals on average 1.6 wounds per phase. Normally not very killy, he can use stomp for mortal wounds or roar to disable command points. As healing is generally great value on the phoenix, i think he will be super obnoxious. 

    For phoenix guards it might still be worth it to run a big blob of 30 and try to get rally off, which is pretty awesome value on these guys. Might be too expensive though. Also a very good target for the hold the line objective.

     

    Did you find any other nice combos yet? :)

    • Like 3
  2. 35 minutes ago, ProbablyBalthus19 said:

    Thank you for the replies. I can certainly drop the battlemage if needed. Just figured as Hallowheart their spells are pretty important. I also don't have a sorceress or darkshards sadly. I could definitely add a gyrocoptor as I have one, or 10 more irondrakes.

     

    I like to go with pistoliers in hallowheart, at least 10. The buffs (ignite weapons and hurricanum) does wonders on them and turns them into monsters with their potentially 8 attacks. Together with the hurricanum, they are a nice mobile tag team. The same goes for gyros i guess, but i prefer the pistoliers, as they have also good wounds for their price.

    You probably could also go with tempest eye, but i think hallowheart is still good value. The magic protection is nice and an extra spell on the hurricanum and potentially one cast on an non-wizard character is pretty good, even if you dont bring additional battlemages.

  3. 10 hours ago, readercolin said:

    Honestly, it was probably nerfed because that is the only mage that you would really run multiples of.

    Think about it.  If you bring a sorceress, you get an ok spell and a potential for a +2 bonus to cast.  However, bring a second sorceress, and you get... the exact same thing, and the +2 to cast is going to cost you another model again.

    Meanwhile, if you bring a battlemage, you get a spell, and you can get a +1 from a hurricanum.  However, if you bring a second battlemage, you can get another completely different spell, and it isn't costing you anything extra to continue getting your +1 from the hurricanum.  This means that if you are running multiple wizards, it really pays off more to run multiple battlemages over multiple sorceress's.

    On top of all of this, you can say that you can always run a stormcast wizard instead.  However, stormcast units come with a tax, you can't just toss another one in.  Yes, the first unit is generally a free-roll, but getting the 2nd stormcast unit starts to get a little costly, and a 3rd one gets really expensive with the number of drops that you will have to run.  This introduces a tradeoff for them as well.

    So what you get is a unit that you can benefit from running multiples of going up in points so that they cost a little more to do so.  20 points more for a sorceress generally isn't going to make a significant impact, just because you are going to run 1, maaaaaaybe 2 at most.  20 points more for a battlemage matters though, because you are much more likely to run 2-3 of them.

    I think in Hallowheart you rarely can  go lower than 8 units, and for only 10 points more Knight Incantors are just so much better than battlemages. So currently i will probably just go for 2 Incantors, Hurricanum and a sorceress. Even the Lord-Arcanum is an option now, although probably still too expensive.

    I think it sucks, because i liked the gimmicky battlemage spells, which i felt were nowhere close to being too strong, especially compared with the hallowheart city spells. Sure 90 points for 2 spells was quite good before, but i don't think magic-heavy hallowheart was too strong in the first place. Seems a bit off to me. Especially as the hurricanum was untouched, which i was almost certain of getting a point increase.

    • Like 1
  4. Hi,

    i started building a free peoples army (returned to warhammer after around 18 years :D).  Im currently at 1000 points with the following list:


    LEADERS
    Freeguild General (100)
    - General
    - Command Trait : Indomitable
    - Stately War Banner
    Freeguild General on Griffon (260)
    - Shield & Runesword

    UNITS
    30 x Freeguild Guard (240)
    - Halberds and Shields
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Handgunners (100)

    TOTAL: 1000/1000 EXTRA COMMAND POINTS:0 WOUNDS: 88
     

    its shame to not get the 40 Guards, but that was the only way i saw to fit in both Griffon and a great company with enough crossbows.  For the Griffon im debating if i give him the Runesword together with the Sword of Judgement artifact (D6 mortals on a 6+ hit against monsters and heros) or hammer and some tank item. Thoughts?

     

    My plan to expand is the following list:


    LEADERS
    Freeguild General (100)
    - General
    - Command Trait : Indomitable
    - Stately War Banner
    Freeguild General on Griffon (260)
    - Shield & Runesword
    Freeguild General on Griffon (260)
    - Shield & Greathammer
    Luminark of Hysh With White Battlemage (240)
    - Allies
    Knight-Azyros (100)
    - Allies
    UNITS
    40 x Freeguild Guard (280)
    - Halberds and Shields
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Greatswords (140)
    ENDLESS SPELLS
    Soulsnare Shackles (20)
    TOTAL: 1900/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 147
    LEADERS: 5/6 BATTLELINES: 4 (3+) BEHEMOTHS: 3/4 ARTILLERY: 0/4
    ARTEFACTS: 0/1 ALLIES: 340/400

    My thought was, that the main block should be able to hold the middle, while the griffons can go hunt down main targets and enemy objectives.  The knight azyros seems quite nice in free peoples as it works well with the griffons (4+ for D6 with the Swords and the command ability) as well as shooting (especially the unreliable luminark...). The question i have is: Do you think there is enough damage output and bodies or is it necessary to go for a second block of crossbows?

  5. 16 hours ago, Malakree said:

    @Mayple Personally I'd drop the manglers for another 40 stabbas, that unit of 60 is just so damn good at everything. Then split the Boigrots into 10x10x10 to let you be more flexible with the power and harder for your opponent to tie down in combat.

    This is a Mangler (on the charge) vs 10 Boingrots (on the charge) and yes I realise I'm STILL being biased against Manglers.

    graph.php?q=r:335:4:d6:m002;r:236:7:d3:mgraph.php?q=b:0.5:10:1:0;r:435:40:1:m002

    I suspect this is more a case of the Boingrot bounders being the real standout unit of the book. It's such a great allrounder when combined with the Loonboss on Cave Squig/Squig Rider Stampede at a fantastic price.

    Such a horrific list to try and deal with. If you can get 3 Boingrots, one from each unit to charge within 1" of something you average 22.5 mortals onto it. Yes the Loonboss on Mangler is here, I'm not arguing against it for theme lists, I think we can all agree that for Theme lists the Themeboss becomes amazing.

    Very interesting statistics! Especially nice is the reliable mortal wounds output of the Boingrots. Without having tried either of the two options, i still think there is some arguments for the Mangler:

    1) If you end up getting charged the damage output of the mangler should be much higher compared to the boingrots. In general it should be possible to get charges off (even more if you have the bad moon) but if your opponent gets a double turn, or plays it smart by throwing some cheap unit between to soak up the mortal wounds it can easily happen.

    2) The boingrots have terrible bravery, so bigger units are weak to magic and shooting. Somewhat equalized by the higher number of total wounds though.

    3) If you decide on the loonboos on mangler, you can give him the Fight another day trait, charging in and then retreating. Seems like a super fun and strong combo.

    4) If you go heavy on the squigs, i think there should be a threshold of squigs when the command ability of the loonboss justifies the cost and the loss of mortal wounds on the charge.

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