Jump to content

That Guy

Members
  • Posts

    402
  • Joined

  • Last visited

Everything posted by That Guy

  1. So, a few thoughts on this list: Aventis by himself can definetly be a power house. He is pretty okay in combat, Very strong in the hero phase(with good placement you can litterally set an entire army on fire if you know what I mean), but unless you want sequitors as battleline in your list, don’t take him as general. He is a named hero and therefore may not take a Warlord Trait nor Artefacts. So by taking him as general you waste your Warlord Trait. So at least make your ordinator the general in this case. second: Aventis Firestrike is a Hammers of Sigmar exclusive character, unless you play Hammers of Sigmar, you cannot use his command ability on your units, So if your idea was to up your longstrikes wound rolls by one, while also using the Anvils CA, well i’m sorry, you can’t. However you can include him though, you just can’t use his personal CA on your units. And he also can’t channel the Anvils CA. So if they take down your Ordinator. Your Anvils CA, is gone. third: As for warlord traits and artefacts. By picking a stormhost it means that you are bound to take the stormhosts trait, which is Deathly Aura for the Anvils. Your first artefact must also be the stormhosts artefact, which is Soul Thief, and only the ordinator can have both on your list. Conclusion: personally i think Aventis within this list not a very good pick. He will blow up things, but won’t help you in any other way. You are a bit light on bodies, so you definetly need something to help you with that. With your list a lord arcanum is not necessarily needed, but it is definetly an option(on mounts or not). With this many ranged options, not seeing a Knight-Azyros surprises me. Do know without evocators/incantors/arcanums, you shall be vulnerable against magic heavy armies. I do think this list needs a bit of work, but you can definetly work towards something with 500 points.
  2. Oh, what did you decide on? The comet or the birds?
  3. Yeah, I do think so. Or you run a heavy Hammers of Sigmar alpha list. I also think that a staunch defender list focussing heavy on sequitors and evocators can take the huge blow thrown at us between Gristlegore, Bloodthirsters, and VLoZDs. People think they are truely that overpowered, but stack staunch with lantern and cast the Arcanum ability, and you have this re-roll everything unit with a 2+ save, healing on 5's vs no rend and 6's vs 1 rend. On top of that hitting back as a truck. But yeah, I think it's either being very heavy focussed on range backup, or on ranged damage dealing. I agree.
  4. Not mandatory, he will be valuable on your turn 2, in which he can lantern the evocators to a 3+ save with heals on a 7+. This will be a 3+ re-roll 1 save vs shooting. But he is indeed interchangeable if you don't feel you need the added defense. Your choice to replace him can be a good one. Do what you prefer. I also changed the list myself. Currently this is my final Fabrication: Allegiance: Stormcast EternalsMortal Realm: Man of Mystery Stormhost: Anvils of the Heldenhammer LeadersLord-Aquilor (200)- General- Trait: Deathly Aura- Mount Trait: WindrunnerLord-Castellant (100)Knight-Azyros (100)- Artefact: Soulthief Knight-Incantor (140) - Lore of Invigoration: Azyrite Halo Battleline5 x Liberators (100)- Warhammers - Grandhammer5 x Judicators (160)- Skybolt Bows - Shockbolt Bow 5 x Judicators (160)- Skybolt Bows - Shockbolt Bow Units 10 x Evocators (400) - 5 x Grandstaves - Lore of Invigoration: Speed of Lightning 9 x Longstrike Vanguard-Raptors (540) Total: 1900 / 2000Extra CP: 2Allies: 0 / 400Wounds: 107 Explanation: Fielding the battleline units. Also fielding the incantor with the Raptors. That's 5 units fielded. Keeping the Aquilor, Castellant, Azyros and evocators in the air. The Incantor can trigger the Raptors shooting twice ability in the first turn and can protect the raptors with the spells. If you face an alpha strike list you can ward yourself with the azyrite halo and be ready to go all out with the Spirit flasks putting the battlelines in harms way in case of an extreme case. Later on the Azyrite Halo might actually be of use close towards evocators. When you have the chance you drop down the evocators in place, castellant, azyros and aquillor. Turn 3 and 4 is when you want to strike ultra hard with this list. Casting Speed of Lightning on the evocators to engage a charge, boosting the evocators with the lantern in turn 2 and trying to get the charge off, again you shoot twice with your raptors. Either your raptors are now in danger and you need to swoop in and use an extra CP to pick them up and relocate them with the aquilor. But you still get to shoot twice. Now in turn 3 is where you can start being explosive. You probably still have at least 1 extra CP and your raptors should be save now either by having them re-located or by just being defensive enough. Now you can use the Anvil Command ability twice. Once for the evocators and once for the raptors. If you had 2 CP left, you could do the same in turn 4. If not you are back to just the evocators or just the raptors.
  5. I mean... let's not forget the -2 rend on the long strikes and the 2 mortals that you hit when you roll that unmodified 6. Not to mention just the straight up 2 damage. But yes, 240p more expensive than 9 longstrikes, that is for 3, for 4 it's 140P cheaper. But let's not forget that if you take the longstrikes, you will enable them with the anvil ability. And this makes them explosive more effective than the ballista's. Let's just face it here. When you include ballista's the anvil CA, will always be focused on a close combat unit. The ballista's are a backup unit, a better one than long strikes. When you include long strikes, you write your list to anvil CA those and use your melee as a shield for them, be it through mobility or just screening. 2 different lists. The one from above here includes evocators and longstrikes. You are actually able to enable both CC and the Longstrikes in this one. So I almost feel like dropping the Aetherwings by 1 unit or even in a whole for the 1950 or 1900p. Might enable the list to have 1 enormously explosive turn, were the longstrikes shoot twice and the evocators fight twice. Almost like using Gordrakk's CA in a destruction list.
  6. With the Aetherwings you will have more drops, but also more units to put in the celestial realm, their synergy with raptors makes them great closeby objective holders, and with closeby I mean around 30" away. The moment your raptors start to be in danger you can bring them wholly within 18" of them and use their Watchful Guardians ability to move a 2d6" in your opponents charge phase. this way you can move them infront of your raptors block of the path towards them. Next turn you'll swoop in with your aquilor riding the Winds Aetheric, having the Windrunner mount trait means you roll 7D6" movement with the Aquilor, you rush to the Raptors and activate your command ability at the end of your movement phase. Although like I said you need to know what you are doing, because by doing this you use your Command Point which you would normally use to double shoot. Alternatively you can drop the second Aetherwing unit after all and have the 50p for an extra CP after all as a backup for this emergency Swoop in and out move. The single aetherwing would have a harder time to screen in that case, if at all. This list is rather hard to nail down to what is perfect. You see you can free up 100P by dropping 2 aetherwings or the lord castellant and have 2 extra CP with which you could both make the Evocators and Raptors act twice in 1 turn. Evocators can attack twice, Raptors can shoot twice. all while you have your CP that you gain from your turn to keep for a swoop in. Instead you could choose to drop 1 aetherwing unit and have just 1 extra CP as either a back up swoop in or to do the twice attack trick for both the evocators and raptors 1 turn. Alternatively you can drop the Lord- Aquilor after all and go for the Lord-Relictor. Keeping him near the the Raptors for example for a translocation for them. that will be a 1 time heroic sacrifice, because your relictor will be left to the dogs, unless you have backup for him too. The Comet can severely mess with a magic heavy army and force them to move out of their deployment zone, than you can catch them with your evocators. Let me remind you about the Stormcast Eternals FAQ though. Anvils is FAQ'ed so that you can only use the CA once on a unique unit, but using it on both the evocators and raptors in a single turn, is definetely possible
  7. This, BUT there's a variation in which you use the Anvils CA for an alpha strike with Sequitors/Evocators and have a lord-ordinator with 3 ballista's as backup. Same concept except you transfer the CA to close combat.
  8. It's 1 of the Stormcast Eternals Battle Traits. For every unit on the battlefield you can keep a unit in reserves and deepstrike them 9" away from enemy units on the end of any of your movement phases. This can keep your crucial units protected until you strike them in. It's also good to do when you plan a turn one alpha strike because of the second Battle Trait Shock and Awe, which gives you during YOUR turn in which you strike a -1 to hit debuff for the enemy that fights back in your turn. Which means that retaliation is minimal during that first turn. In the list that I posted, He could for example, field both Aetherwing units, the liberators and both judicator units and the Lord-Aquilor. That's 6 units fielded. Than he can keep the Castellant, Incantor, Azyros, Evocators and Raptors in the celestial realm. The only thing that sucks, is that the castellant can't immidiately use his lantern if you strike him, because you strike him at the end of the movement phase, while his lantern activates in the hero phase. A Relictor with translocation can solve this, but.. it could fail, and I think having this security for the Raptors with the Aquilor.
  9. The Celestial Realm... and with the Aquilor he can keep rushing all over the field and Command ability them away out of danger, this list is a kiting list and hard to play. I don't think it automatically loses. You need to have your target priorization on point though. Like you said, the list is fragile, it will crumble if not executed well. Perhaps dropping the Evocators down to 5 and add in more Sequitors/Liberators could help. But... Evocators in 10's are very very solid.
  10. Pretty solid list! It's a bit light on bodies and everything depends on your longstrikes and evocators doing well. since the longstrikes are this important in this list, I think going with the Lord-Aquilor is the way to go. with the points left you can either add another unit of aetherwings and screen the raptors, or you drop the aetherwings in a whole and take the Everblaze Comet endless spell. Allegiance: Stormcast EternalsMortal Realm: Man of Mystery Stormhost: Anvils of the Heldenhammer LeadersLord-Aquilor (200)- General- Trait: Deathly Aura- Mount Trait: WindrunnerLord-Castellant (100)Knight-Azyros (100)- Artefact: Soulthief Knight-Incantor (140) - Lore of Invigoration: Celestial Blades Battleline5 x Liberators (100)- Warhammers - Grandhammer5 x Judicators (160)- Skybolt Bows - Shockbolt Bow 5 x Judicators (160)- Skybolt Bows - Shockbolt Bow Units 10 x Evocators (400) - 5 x Grandstaves - Lore of Invigoration: Speed of Lightning 9 x Longstrike Vanguard-Raptors (540) 3 x Aetherwings (50) 3 x Aetherwings (50) Total: 2000 / 2000Extra CP: 0Allies: 0 / 400Wounds: 113 EDIT: By default it's better to have Speed of Lightning always on the Evocators, making the them and all around them re-roll charges.
  11. This is maybe a silly question, but for the competitive scene and even just store gaming and the everchanging meta, how do you guys do it with painting, once it comes to specific stormhosts....? I for example am a Hammers of Sigmar collector and paint my miniatures accordingly. Now say i would want to try Anvils, how would you go about it? Start an entire new force?
  12. Don’t we all since the beginning of Age of Sigmar? Khorgorath a Monster that is able to go in packs of 1-6 models being effectively 8 wounds each and pack quiete the punch(pun intended). Being forced to a single pose model that used to be only available in the starter of AoS and now only available in a start collect. It’s beyond me that there’s not even a seperate box available for this unit. By now you would expect them to release a multi pose kit of at least 2 in 1 box, but no. Very questionable choice by GW.
  13. I’m doing fine with the GW Crusader case. When packing a monster or shrine, i leave 1 tray out, so that they have some room. Alternatively maybe check out KR Cases or Battlefoam.
  14. Mostly the Stonehorn beastie in combat and the Yhetees. Thundertusks aren’t that strong in combat. Of all the riders, the only one that does damage in combat, is the Frostlord unless you play and Eurlbad. The rest are hit or miss in combat. Mournfang do “decent”, but do often need to hit buffs from ally butchers and/or braggoth’s beast hammer, which restricts lists again. Frost Sabres are decent but very squishy. Ofc every unit has their merits. Frost sabres are great for initiative and forcing your opponent to activate on them, when doing yhetee bounding leap shenanigans. Yhetees do tricksy stuff and are strong in units of 6+, also they have good synergies with thundertusks, mournfang are tanky, can do a lucky pistol shot, can sometimes surprise in damage when things go well and charge reliable. Beastriders overall aren’t a great choice and often it’s better to upgrade to a hero version, obviously for some battalions you can’t. Hunter is in a bad spot at the moment, but needed if you want to run a skall, or use frost sabres as battleline if you make him your general. Thundertusks aren’t great in combat, but can instant blast heroes or armoured units with 6 mortal wounds on their first 2 wounds, which means you need healing to be succesful(coming back on that later). Stonehorns are beasts in combat, but their stone skeletons are nerfed and your most scary opponent are now units with lots of 1 damage attacks. As for riders, like i said beastriders don’t do a lot, but can give a double ranged attack. Frostlords are the best on stonehorns, who survive longer and want to charge, unlike on Thundertusk, who prefer not to charge(FoTT is a pretty schyzophrenic unit, but does give the 3+ save). In fact a FoSH is probably our best unit. Huskards on the mammoths do different things per mammoth. The huskard on stonehorn allows you to attack with a nearby mournfang immidiately after he attacked. Mostly good in the Eurlbad, but that’s it. And like i told you, huskards don’t fight well in combat, the stonehorn does though. Unless you take the Eurlbad. Huskards on Thundertusks are great, especially with more of them. They want to stay on range with the frost blasts and blood vulture attacks and use their Blizzard speaker ability to heal their wounds back up so that they can blast with 6 mortals consistenly. Alternatively they can buff yhetees for example with re-roll wound rolls of 1.
  15. I wouldn't be too scared. They are priced accordingly and on the competitive scene, about 20-30% of the lists include them. Yes their bloodfury ability is scary and their Crimson Haze is really good, but also a double edged blade. They require a lot of skill if you truely want them to make their points worth. The general consesus is, throw them against a combat monster, or elite unit and let them punch themselves, while this is effective... honestly you can use them so much better as a force multiplying unit and have a secondary role as a counter attack unit vs these above mentioned units. For this, you need knowledge of the game and be great with positioning. I respect anyone that plays wrathmongers and makes the most out of them, but them needing a nerf? I highly disagree.
  16. Lol, i just realized, i had this exact list saved in Azyr. That might actually be the ultimate list. Using both the giant cave squig speeds as the potential of the cogs/cauldron, gives the list 5 sources of mobility boosters, actually 6: 1. Battalion move re-rolls. 2. Cogs Move + charge. 3. Squig Lure run + charge, 4. Giant Cave Squig Loonboss. 5. Voice of Gork. 6. Hand of Gork. but I do see the merit of having a movement boosted mangler too. It will have a re-rollable 3d6 move and with a possible squig lure and the voice of gork.... or even a hand of gork teleport. Let’s just say that a mangler out of nowhere with +2 attacks to all it’s attacks and having +1 to hit on the charge for it’s balls and chains is nothing to frown at. That’s some massive rending attacking cannonball out of nowhere. It will also take the heat off Gordrakk a bit, since this mangler will have to be respected even more because of all this. Boingrots can battleshock, this thing can’t, absolute murderous. Which now makes me realize how powerful.... it is to have the hand of gork spell available to us through the arachnacauldron. The voice of Gork bellows in the hero phase, he only has to hit 1 of the battalion units to activate it for all of them. You can than teleport a unit behind enemy lines or even on a flank and have a 3d6” charge on 9” distance. In the worst case scenario you can CA re-roll charges. You should! Pull it off.
  17. I wouldn’t say Gore Pilgrims is necessarily done. True, other battalions/no battalions at all will now be explored more, since you can get the re-rolls from the altar, but don’t forget gore pilgrims also includes the Widening the Rift ability, increasing the bloodsecrator aura by 6” for each priest nearby. Now put those on top of an altar and you have your 2+ and 4+ save secrator and priests within a possibly anti magic overlapping aura(secrator anti magic and altar). Yes 1 of the re-rolls for the prayers might be useless now, but don’t underestimate +18” to the secrator aura. On top of that, Gore pilgrims still allows you to be anywhere on the board, opposed to just on the altar.
  18. Yeah, my bad. I didn’t even consider, they’ll run fast though. If not in combat.
  19. Alright, so what we can do is... 2 things. Aim for a turn 2 charge like with the troggoth list. Summoning the cauldron turn 1. Moving everyone a bunch and carefully plan so that we can’t be counter charged. Than turn 2, eat the mushroom. Hand of gork your shaman in position, summon the cogs, slow time, cast squig lure. And make a glorious charge. Even being able to probably jump over entire ranks of your enemy, or you speed up time. And don’t squig lure, and take the +2 move and +2” charge army wide. That might even be better. From turn 3 onwards you have a 2 spell shaman in position that can change the cogs to slow down time in order to achieve that and cast two of the moonclan spells, teleporting units around or himself, Itching Nuisance, lot’s of damage. The only thing i fear for is the HP of the shaman. You might want to tap some damage on another of your units, like gordrakk or a boingrot unit. The other option is turn 1 charge. Cast the arachnacauldron, eat shroom squig lure. Turn 2 you can slow down time. teleport and cast a supporting spell. Sadly by doing so, your cogs will now be behind you and from turn 3 onward you will revert to a 1 spell shaman, which means, you gotta make it count where he teleports to(you would basically be abandoning your cogs than). EDIT: Alternatively try to summon the cogs first. And set it to speed up if you succeed. Go for the alpha strike. Than in turn 2 you can slow time, summon the arachna cauldron, hand of gork. And eat the mushroom. To either squig lure your failed charges, or cast a supporting spell for 1 of your units. Again it means abandonding the cogs. Or keep it on speed up. Cast the arachnacauldron, eat a shroom. Teleport and have 1 spell ready for turn 3 onward, this time you have 1 less spell in turn 2, but by abandoning the cogs it keeps running on speed up time, which means you permanently hold your +2” movement and +2” charge. That can be a rather good tac too. We are all about charging ofc.
  20. I love to see someone finally using the overtyrant for his great ability to give utility. I do think you got something going here. This list will shatter against magic heavy armies, but anything else, it will be pretty strong against. I feel i would prefer a 3rd Huskard on thundertusk for the 3rd heal, instead of having the 3+ save, but that’s personal preference. With that you free up 60p to insert a Balewind Vortex for the madcap shaman. 5+ save and +6” range for the mushroom, on top of that he’ll be able to cast 2 spells a turn now. You can Quicksilver swords or shackles or keep 20p left for a possible triumph roll. You can cast the mushroom and his own spell in the same turn(next turn) or use a realm spell. I also made my own wizardless version of this minus the overtyrant as well, including a bunch of arrowboys and some Orruks. bumping this list up to 150 wounds of Bonesplitterz and Greenskinz and adding some ranged punch to it: Allegiance: DestructionMortal Realm: HyshLeadersHuskard on Thundertusk (360)- General- Trait: Big and Brutish- Artefact: Lens of Refraction - Blood Vulture Huskard on Thundertusk (360)- Blood VultureHuskard on Thundertusk (360)- Blood Vulture Battleline30 x Savage Orruks (300)- Stikkas10 x Savage Orruks (120)- Chompas10 x Orruks (80)- Choppas Units 30 x Savage Orruk Arrowboys (420) Total: 2000 / 2000Extra CP: 0Allies: 0 / 400Wounds: 187 Explanation: Rank 1 Savage Orruks and Orruks. Rank 2. Arrowboys that target down monsters and anything else. Rank 3, 3 bundled up Huskards that blast the enemy ranks with 18 mortal wounds a turn. For a bit of magic defense we put in the lens of refraction, that lowers a spells damage by d3 depending on which thundertusk or arrowboys is targeted. Than with 3 heals. We try and keep the thundertusks topped up. 3 x Blood Vultures on assassination duty. The list will not have the -1 to hit debuffs as much as the original list, nor will it have the other utility options of the overtyrant, but it will add 37 wounds to punch through and a solid gunline of arrowboys, that bumps up the ranged punch of the army, by a lot.
  21. Yeah, definetely. You can only have 1 unique endless spell on the battlefield, but you can have multiple different ones.
  22. I just read your squig list, i’m sorry I missed it before. I think you got something going in there with the arachnacauldron and the squig lure and other moonclan spells. Although I think the shaman will die fast because of it. Perhaps we can turn it even up a notch, by swapping out the fungoid cave-shaman and put in a madcap shaman. Hear me out: get rid of the malevolent moon, swap the fungoid cave shaman for the Madcap shaman and open up 60p that way. Now include the chronomantic cogs in the list. What we do is summon the cauldron, eat a mushroom and summon the cogs, this gives us +1 to our cast to summon the cogs. Either speed up time and work with that, or slow down time with the cogs for the additional spell, which would be squig lure. With Ignax’s scales on the madcap shaman we can turn him as sturdy as the fungoid shaman is, but now we also have a cogs on the field for 2 spellcasts a turn, or 2” extra movement and 2” charge. Your troggoth list is amazing as well in my opinion. I like the turn 2 potential of the army. Moving the troggoths up having summoned the cauldron turn 1. Than in turn 2. Eat the mushroom for an additional spell, than use hand of gork on the fungoid, and point blank summon that mighty mork mushroom in the entirety of their army, while you either approach more with the troggoths or voice of gork them into them. EDIT: Also above my troggoth list, i wrote one including the much overseen Loonboss on Giant Cave Squig. This beastie can give us +3” movement for a CP at the start of the movement phase for all units wholly within 12”. By bundling up your bounderz around him you can have 45 bounderz going with possible +6” in the hero phase, re-rollable 2d6” +3 in the movement phase and a 3d6” charge. EDIT 2: I assume in your squig list, you go for the shaman as general? Perhaps big and brutish?, giving him that 5 wounds total.
  23. You didn’t include the cauldron though. Now i’m curious to why not?
  24. You can definetely have that opinion and I agree a wizard does have some merit, but with just a 1 spell wizard I don't think adding 2 endless spells will be that effective. I think your inclusion of the Mighty Mushroom is a rather interesting one since you can force your opponent to come out of their deployment zone, while your troggherd await them eagerly. I think by getting rid of the Malevolent Moon, you can at least upgrade 2 orruk groups into Gitmob Grots, or keep 50p left over and start off with 2 extra CP, which you can than combo in with the Troggboss CA + Gordrakk CA. Or the Gordrakk CA + Re-roll charge on top of fishing for the Triumph. The army isn't fast and hasn't fly, but 3 man troggoth units, can definetely get somewhere with their 6" move and a possible extra 6" from the destruction move. I don't think your aiming for a turn 1 charge here. I think you are aiming to carefully bring your troggoths forward and than do the Strike.
  25. Hmmmmmm in that case Rockguts might actually be a very solid pick with their heavy hitting high rend attacks. And ofc dankholds. The normally better fellwater troggoths might actually be more of a misser here. Still effective, just.. less? And ofc their Dankhold cousins would do amazing here. Perhaps: Allegiance: Destruction Realm: GhurLeadersGordrakk, the Fist of Gork (580)Dankhold Troggboss (300) -General -Trait: Wild Fury -Artefact: Gryph-Feather Charm Battlelines20 x Gitmob Grots (100) 20 x Gitmob Grots (100) 20 x Gitmob Grots (100)Units:3 x Rockgut Troggoths (160) 3 x Rockgut Troggoths (160) 3 x Rockgut Troggoths (160) 3 x Rockgut Troggoths (160) BattalionsTroggherd (180)Total: 2000/ 2000Allies: 0 / 400Extra CP: 1Wounds: 135 Explanation: Troggherd will allow the entire list of troggoths to get the 3D6" Charge +2 attacks. Rockgut Troggoths make the best out of the +2 attacks with their high damage, high rend attacks. 1 unit will go to 12 attacks of 3+ 3+ -2 3 damage! That's a possible 36 Wounds out of 1 unit of 3, with a very solid statline. 2 of which on average will add an extra damage. In the god mode you roll 12 x 6 meaning the maximum damage potential here could be 48 wounds. Of course this is very unlikely. With 4 seperate units you have a chance to have 4 x a 50% chance to hit with your boulder attacks. Alternatively maybe run 2 x 6 for the higher chance of actually hitting boulders and generic CA abilities affecting a bigger unit. Wild Fury makes the Troggboss an absolute troggboss with the +2 attacks and wild fury, he can be rather.... explosive.
×
×
  • Create New...