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Sleepa

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Everything posted by Sleepa

  1. Any thought to trying Quicksilver Swords and Prismatic Palisade as an alternative to Comet, to give you the 30 extra points to buy an extra CP? Anvils lists really want that banked CP for their command ability. I'd almost suggest going Hammers of Sigmar with this list, and swapping out your Castellant and Incantor for Gavriel and a Knight Vexillor. Then you could deploy your General, Heraldor, Kitties, and two units of Sequitors; while keeping Gav, the Vexillor, your foot Evos and your last unit of Sequitors in Azyr for the pincer deep strike. That would force your opponent to either deploy very far back, or very spread out, which could give you the opportunity to control the tempo of the battle.
  2. Oh yeah, the Cogs are absolutely about giving that reroll to saves in a list like this. What I struggle with, is that I have not once wanted to deploy my General and Evos far enough back to get them out of 30" of any enemy wizards. I've almost always wanted to deploy them as far forward as possible to threaten as much of the battlefield as I can with their range. I've tested Incantors and the Comet as well. Comet does some work no doubt, but aside from a few missions, the challenge I've encountered is that unless I go first, having my Incantor (or General) beyond 30" from opponent's wizards, has meant that I'm also out of dispel range for their spells! And I almost always want my Incantor further back than my General, as I get just nothing out of Pride Leader when my General is hanging back 31" away from the nearest enemy wizard. It's tricky. SC have some units/options that really make you feel like you're being pulled in two totally opposite directions (tactically).
  3. I agree with you on the defensive buffs! Honestly the reason I take a unit of six is so I can guarantee I will still have enough for a somewhat impactful charge if my opponent goes first and drops one or two with spells and/or shooting. I also don't mind the extra Lightning Arc dice added by the one or two I can't get in to that initial combat. I've had pretty good results getting 3-4 into combat at a time, and when I have to fight something particularly tanky; I like having enough that I can lose a few to retaliation, without crippling the unit. TL:DR; Kitties 5 and 6 are kinda just there as insurance. I've run two units of 3, and they DO work independently, but you usually only have defensive buffs for one. Id you could fit two Heraldors and two Castellants, you might have the makings for a stew on your hands. *Edited for grammar
  4. My current Dracoline list is somewhat similar to yours, but has a few differences; General LAoCD -> Pride Leader (This is just such a good trait. I know where you're coming from when considering alternatives, but I'm not sure I can give it up) Lord Castellant Knight Heraldor Lord Ordinator Battleline: I just really prefer Sequitors, and since I'm running a LA as my general, I'm definitely using them 5x Sequitors 5x Sequitors 5x Sequitors Artillery 4x Celestar Ballista Other: 6x Evocators on Celestial Dracolines Endless spells: Suffocating Gravetide (I had 20 points to spare, and Gravetide is occasionally ok at zoning some flanks) Extra Command Point -> I never have enough CP in SC armies. I almost always take this, since I haven't included a Battalion in the last 10 lists I've made. I've gone back and forth between Celestial Vindicators and Astra Templars. I've had better results with the Vindicators, but that was against a wider variety of non-competitive meta lists. Not sure if I'd rather have the +1 to hit Monsters from Templars for my Ballistas right now. Here's a question: How often are you able to resolve Cogs? I tried it in early builds, and I honestly never managed to get it off on the ONE turn window I had to do it. Dracoline Evocators generally need to get that charge and hammer a priority target very early in the game, and at that point it almost felt too late to try to resolve Cogs. It feels like such a 50/50 to successfully cast, and then even if you DO roll that 7; so many popular armies are equipped with powerful casters to go for the dispel. After three games (I know, not a material sample size), I just gave up on trying to resolve Cogs, and retooled my list (Took out a Relictor, and added a fourth Ballista + CP + Gravetide) I know Ballista are super RNG, but I like dropping them on an objective, and using them to draw my opponent in and dictate where the battle takes place. Bonus points if I can drop them into terrain that grants cover but doesn't obstruct LoS. I also usually have my general flank around my Draco Evos and try to hunt down support units. I usually don't get him into combat on that first charge, unless I'm playing Astral Templars. Then sometimes I can move her up enough with the Command trait advance.
  5. I imagine the YouTube Forum in the "Age of Sigmar Online" section is specifically for people to advertise batreps they want to share. Aside from that, you could try posting it in the faction forum for whichever armies you're batrep is showcasing. If it happens to be against the rules for those forums, the mods will let you know.
  6. Welcome! If you're the Log_Cabin_Gaming from YouTube, then let me just say; I love your videos man! You're a phenomenal editor, and your hobby cabin is a gorgeous play-space. Hope you keep rep'ing Khorne!
  7. @Roark Hey just curious about your Chaos Warshrine. I used to like it, but after the StD changes, I didn't think it was worth it in a Khorne army any more. I know it still counts as a Totem for reavers, and can still take a prayer since it's a priest, but since it's warscroll abilties only affect Slaves to Darkness mortals; do you think it's worth it in your list just to buff your Marauders/Chaos Lord? Oh, oops! Forgot to mention: I wouldn't take the Axe. If anything, you'd get more consistent MW output from trying to squeeze in another Slaughterpriest. The only auto-include are the Skulls. Icon can have uses too, if you want to control access to objectives and use it to block. The Axe is super inconsistent though, even with rerolls.
  8. Well I'll be damned! I stand corrected.
  9. You can't take battalions outside of those included in your allegiance. They occasionally add new battalions in White Dwarf magazine, or supplemental books, but as an example; you can't take a Sylvaneth battalion in any non-sylvaneth allegiance army.
  10. I'd suggest a different approach. I think adding a points-cost to subfactions would "round off" the top and bottom tiers as RuneBrush theorized. I think people would take the same armies, with slightly less inclusions to accommodate the points cost of the subfaction. I imagine most competitive players wouldn't really enjoy this, because they'd lose a little flexibility in the list-building stage. I also can't imagine GW would want to add a blanket points-increase to the most popular armies, because that just means they're going to sell fewer models. Balance-wise, I think a better solution would be to set dynamic points costs for ALL units in an army, based on the choice of subfaction. Granted, without using Azyr to build your army, this would mean a lot more work for players. GW could make it work with the now separately-printed points indexes released with the annual GHB publications. Even if this dynamic points change only applied to matched play, it would still be a fundamentally huge change to the game. It would however, almost completely solve the issue of internal army balancing. Want to run Petrifex Elite? Ok, maybe your non-unique heroes, crawlers and harvesters receive a 10% points deduction, but your unique heroes (except Katakros) and battleline suffer a 10% hike. I have no idea what kind of specific changes would be required bring the subfactions for each army (that has subfactions) in line with each other. With the disparity in power level between subfactions for some armies, I don't see how the introduction of a single faction point cost could ever hope to address the problem. I'd posit that imposing asymmetrical changes in the list-building phase is the only way to address the asymmetrical way that subfaction bonuses scale exponentially with some armies,
  11. Is there a consensus on what the better loadout is for Mighty Skullcrushers? I'm leaning toward Ensorcelled Axes for the increased hit chance, but I know people take Meatripper Axes on Reavers just for that -1 rend.
  12. I'm wondering if anyone has toyed around with allying a Mindstealer Sphiranx into their BoK armies. The dice-game ability seems like it could really increase the odds for MSU Khorne. If it can get in range, forcing your opponents best hammer to fight last for potentially two turns in a row seems like it could be a huge swing.
  13. Yeah, my concern with the Gav bomb is that most people have their Evos built with grandstaves, which are normally the statistically higher performer; HOWEVER, rerollable 3+ saves really push the math back in favor of Swords.
  14. I forgot to mention the other reason I suggested a Gav-Bomb. If I'm not mistaken, it gets around the debuff shenanigans OBR has with their spells, heroes and terrain piece. They have to cover all angles, and I've yet to see an OBR army that can screen every direction, once they move on objectives.
  15. I hate to say this but honestly; an Evo Gav-bomb might be a respectable approach to OBR. Their army is tough as nails, but without their MG bricks, they won't hold objectives very well. I'd imagine you'd definitely want swords vs them though, without that rend, a unit of Evos with staves would likely bounce right off a 20 or 30 brick of MG. Especially in Petrifex (which they... all... are? No idea but it's likely) Maybe drop a Heraldor in there as well, in case you need to peel off to try and gank a hero or Harvester as well. I know most people drop a Vexillor in with their Gav-bombs, so that's also on the table. I'm sure Longstrikes are the straightforward, safe choice to try deal with OBR saves, but I also suspect that Ballistas could put in some serious work too, especially since (I think) the math suggests that an Ordinator with 4 Ballistas can wipe at least one squad of Cavalos Deathriders each phase. Counting as single model also makes the Ballistas a little lest vulnerable to retaliation from the Crawler return-fire. The bonus cover save doesn't hurt either. Who knows though. I've never played against OBR, just theorized what I'd consider taking if/when I do. That being said, I don't own any Long-strikes, as I honestly like the potential ( admittedly hugely susceptible to variance) upside of Ballistas.
  16. Now that TLAs are 260 pts, the first one in any list is absolutely worth it. The second one does become a far more contentious choice, but even with worse combat output, they have a phenomenal unique spell, a fantastic command ability, and the additional utility of being a relatively durable body for any endless spells or other command abilities you want available to your frontline troops. As Trevelyan pointed out; Branchwraiths can die to a stiff breeze. There's no disputing the value a Branchwaith brings to an army, especially at such a low cost (I try to squeeze two in most lists), but they are ABSURDLY fragile. In my experience, taking either Regrowth or Verdurous Harmony on a Branchwraith is never a good idea, because they just won't survive if you try to keep them in range or LoS of anything you want to heal. Most opponents know that killing our Dryad factories is a top priority, especially considering how easy it is if we expose them. Before the points drop, I'd have hands down agreed that TLAs were a bad deal, and that a second one was never worth it. At 260, I still lament the fact they only have one spell/unbind, but the sheer versatility they bring to the table is hard to deny. I guess it doesn't help that AOS has not felt like a game where versatility is the optimal path to victory in quite a while. The meta hasn't been kind to Jack-of-all-Trades armies like ours. Thankfully I still have an absolute blast playing Sylvaneth! Easily my favorite army (Although admittedly the other two aren't super competitive either; Sacrosanct Stormcast, and Khorne Mortals) in AOS.
  17. I think Sylvaneth actually might have a better matchup against OBR than several other armies. We can use Wyldwoods to funnel their Mortek, and block LOS for their casters/crawler. Wyldwoods can also help with the MW attrition game, which is likely our best chance at neutering them enough to survive combat once we finally have to engage. We *can* run tons of chaff to keep our hero's out of combat, and free to focus on ranged harassment or magic. Shooting down their Harvesters and heroes is pretty essential. Drycha is actually awesome against them, because despite being fragile, she's a great turret for blasting Harvesters off the table. I think at least one TLA will start to be more of an auto-include in lists for the free woods, plus his spell, which helps play that ranged attrition game. I think the release of OBR does tip the balance back to Scythe Hunters as the hands-down more useful Kurnoth loadout, putting the scythe/sword debate to rest until something else shifts in the meta. Scythe Hunters are probably the most efficient point-per-damage ratio in our entire book against OBR, so a 6 (or 9) block is probably necessary if we actually want to fight them heads-up. It might be more correct to just plant trees everywhere and bunker down, trying to desperately play the objectives while mitigating losses. Against Kataphros, I think we throw trees between him and anywhere he wants to be. Short of jumping him with a 9-block of Scythe Hunters, I don't think he's going down in a match against Sylvaneth.
  18. Well I'll be damned. I had completely dismissed the SC battalions, since they are generally so inflexible on the number of units you can include and extend the bonuses to. Not to mention the points issues SC already have, fitting enough heroes and hammers into a list while trying to afford spells or battalions. If it's only the turn they deep strike, and they only have 18" range, then that's a 1,400+ point investment for one round of shooting that isn't even as damaging as Longstrikes? Geez... GW really needs to take another swing at these SC Warscrolls.
  19. Whoa! You gotta tell me how you can get 72 shots from 36 Castigators! No Condescending sarcasm intended. Is there something I'm missing? Everything I've seen indicates they only have 1 attack on their shooting profile, and I'm unaware of anyway to increase that. Is it somehow in Cities of Sigmar? I know you could double-tap with Anvils Command Ability, but they'd already have to be on the table in the Hero phase for that.
  20. Not with the Allegiance ability to move one unit per turn through Wyldwoods. I believe the ability says (Instead of making a normal move), which means that if a unit is not eligible to make a normal move, it is not allowed to choose to do move through Wyldwoods instead.
  21. I think you definitely need more troops, be it battleline or "other". If you bought two start collecting boxes, then I know that only gives you 32 dryads, 2 treelords, and 2 branchwyches to work with. I'd suggest cutting one branchwych in favor of some more bodies. If you're thinking about what to buy next; I expect you should be able to find some Kurnoth Hunters on the secondary market (Try to ask local players if there's a community buy and sell group on Facebook or something), or grab some more dryads and try to make those units of 20 instead of 10. The problem with units of 10 dryads; is they lose their bonus save the second you lose one model, and they quickly become vulnerable to battleshock tests. 20 is a big enough unit to lose a few, then grow back a few more with the Verduous Harmony spell. The list you drafted up does a lot in the hero phase, but will find itself dangerously susceptible to strong any strong melee unit. For example: If you have another friend new to the game with the Soul Wars box set, I could easily see a unit of Evocators cutting down your entire list on their own.
  22. So I think Glades are pretty much compulsory at this point. The army-wide buffs are just too good to ignore. If you need bonuses to charge then Spiteswarm Hive is an excellent choice. It pairs extremely well with Dreadwood. I drafted a janky wombo-combo list with no glade, Warsong and Everdew Vial. Haven't played a game with it because my second and third Durthus still need to get painted. Leaders: TLA Spirit of Durthu (General: Warsinger & Everdew Vial) Spirit of Durthu 2: Electric Boogaloo Spirit of Durthu 3: Revenge of the Durthu Branchwraith (with Spiritsong Stave and Throne of Vines) Battleline: 5x Spite Revs 5x Spite Revs 5x Spite Revs 20x Dryads Battalions: Outcasts Endless Spells: Spiteswarm Hive 1 Extra Command point 1980/2000 pts This was my version of an Alpha striking Slaanesh-style list. Deploy your army just close enough that your TLA can park a woods to set up the 4-Tree charge after your Branchwraith tries for Throne of Vines->Hive, you take your Hive triggers (hopefully no rolls of 1), then port your Monster Mash into and around the trees, and go for broke. Probably Folds to good screening, but has the potential to get luck with stomp redundancy. I'd never take it to a tournament, but I think it'd be hilarious to surprise someone with.
  23. Well that's kind of the problem; they're more of a support unit in an army that has objectively better support unit choices, and significantly fewer viable hammer choices. My opinion: Treelords are essentially a 200 point stomp that can jump through woods. I already have a hard time justifying 300 points for a TLA, which gives you a caster, a leader (with a great command ability), and a free guaranteed Wyldwood. I think both versions honestly need a points drop, since I seriously doubt GW is likely to revamp their warscrolls.
  24. Swords are awesome, no doubt. My experience has been very different though, where terrain combined with Wyldwoods has really hamstrung my sword hunters and neutered their potency over and over again for me. I've had more than one engagement where my opponents have tactically charge them in such a way that I can only attack with one (when I root down for rerolls), or used endless spells to funnel their pile-in routes so I could only attack with one or two. In contrast, Scythe Hunters always get to fight in two ranks, so they have outperformed my swords every single time I've ran both in a list. I also don't think 9 is the only size you'd want Scythes in. I'm pretty sure half the reason you see 9-blocks in competitive lists is so you can lose 3 models by the time they engage, and still put up impressive damage output on the swing back.
  25. Agreed that I wouldn't send a Branchwraith up with on or two groups of Kurnoths, but that's precisely why I suggested including an Arch-Rev. Gnarlroot gives you a glade that lets you flex the awesome Sylvaneth spell lore, encourages you to defend your heroes with troops, and has respectable command ability. Also agreed that 6 Scythe hunters could overkill most things at 1000 points, which is why in brackets I mentioned that really, any Kurnoth choices are fine in a 1000 point list. I personally think 6 Kurnoths would be more fun because it's all but guaranteed that they will make it into combat, and put some work in. One thing that I know new players get discouraged by, is having their hardest-hitting unit get whittled down to impotence before it can have their turn in combat. The player may absolutely find that a 6-hunter blob is overkill and not what they want, but I'd rather have them play one game and feel guilty about doing too well, than play multiple games with 3-hunters, and get discouraged that 1-2 can't overcome their opponents' big threats. I'm not sure I'd recommend a TLA in a 1000 point game. Or at all for new players. The TLA is so dependent on die rolls for both damage output and survivability, that I think it's more likely to feel inferior to any other monster a new player is likely to come up against. A new player is likely to want to play a TLA like a monster, and the TLA really isn't that kind of monster. I dunno, my two cents. Didn't Simakover say that their starting off point was a Looncurse box? I was also basing all my suggestions on that.
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