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crkhobbit

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Everything posted by crkhobbit

  1. A terrain piece gives a "free" buff to the army just like any other faction or allegiance ability. But it restricts it to a specific location on the board. We are not missing anything by not having a terrain piece.
  2. Good feedback. Shadow Warriors would be great - they're on my to-get list. Would be nice just to have something that can get around the board, just like the bridge. I had a Vortex, and then dropped it for some reason in the list building process and then forgot about it. I think it would help the list. There's a few times where there just isn't anything I can really cast due to range. I hate spending a hero slot and 100 points on an anointed, but the PG are just so good. One game had a -1 to be hit realm spell that I stacked with Pha's Protection to make them -2 to be hit. Opponent really struggled to get any damage through. Another game, they protected my objective while standing in cover with Mystic Shield. I ended that game with only one PG dead. Definitely have some room to play with the endless spells. I might split the PG into two units of 10 to get the shards up to 40 and use them with the Bridge and Ignite Weapons. 80 attacks at 3s & 3s. I'll get a Hurricanum eventually.
  3. I played two games with this yesterday. Won against Nighthaunt and Seraphon. I don't own a Hurricanum/Luminark yet. Against Nighthaunt was Three Places of Power. He got an early lead because of his mobility. But then I tabled him and controlled two objectives to surpass on points. Second game against Seraphon was the one with two objectives that you just flat win the game if you control both at the beginning of the round. There was an opportunity where if I rolled a 27 on 6 dice for Rind the Winds Aetheric, I would have stolen the game early. But I didn't roll a 27, so he had the chance to dump tons of bodies to protect his objective in future rounds. It became clear that I couldn't clear his objective and take it. And he was unable to remove the Phoenix Guard from my objective, so it was going to go to kill points. Allegiance: Cities of Sigmar - Mortal Realm: Aqshy - City: Hallowheart LEADERS Knight-Incantor (140) - Spell : Lore of Whitefire - Warding Brand (Hallowheart Wizard) - Hallowheart 2nd Spell : Elemental Cyclone Lord-Arcanum on Gryph-Charger (220) - Artefact : Agloraxi Prism - Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard) - Hallowheart 2nd Spell : Roaming Wildfire Sorceress (90) - Artefact : Ignax's Scales - Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard) - Hallowheart 2nd Spell : Ignite Weapons Battlemage (90) - Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard) - Hallowheart 2nd Spell : Elemental Cyclone - City Role : General's Adjutant (Must be 6 wounds or less) - Mortal Realm : Hysh Battlemage (90) - Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard) - Hallowheart 2nd Spell : Roaming Wildfire - Mortal Realm : Azyr Anointed (100) - General - Command Trait : Famed Spell-hunter UNITS 20 x Phoenix Guard (320) - City Role : Honoured Retinue (Must be 5-20 models) 30 x Darkshards (300) 10 x Darkshards (100) BATTALIONS Whitefire Retinue (140) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Everblaze Comet (100) Aethervoid Pendulum (50) Emerald Lifeswarm (50) Geminids of Uhl-Gysh (60) Prismatic Palisade (30) Purple Sun of Shyish (50) Umbral Spellportal (70) I brought the Palisade to help block charges and ranged attacks. It helped a little bit, but ultimately could be cut. I never cast the Sun. I usually didn't want to, and the one time I did, I failed the casting roll. It was late game, going to kill points tie breaker, and I didn't want to risk losing another hero for the CA bonus because the Sorc was dead and the LAoGC had 2 wounds currently allocated. The Pendulum is occasionally amazing, but most turns does nothing. Lifeswarm is pretty gross with Phoenix Guard. Portal with Elemental Cyclone killed 24 Chainrasps turn 1 in the Nighthaunt game out of a unit of 40. Comet killed a couple more, and he had to spend a CP to keep them from running. Darkshards do a surprising amount of damage just from sheer weight of shots. I need to start using the dice rolling app for them. Should also try to set up Ignite Weapons for them. I'm considering dropping the Sun and Palisade for a Bridge. The hero phase is kinda draining playing this list. But it's fun. There are still times where I feel like I have wasted casts and no good spells, so theres some optimization that can be done just with spell selection, turn optimization. And things like when to use a cast to dispel an endless spell. The two dispels from the Anointed is nice. Also learned that casting the Comet at full distance and then not moving up means that I won't get to cast it the next turn because it will be out of dispel range.
  4. If the paragraphs were in different boxes with different ability names, I'd be on your side. But they're not. They're all part of the same ability, and are required to be treated as such. Your assertion requires the disregard of context. To ignore context is to willfully misunderstand. But since you want a solid answer, I'll try again. In this scenario, you're saying he gets +2 attacks at the end of your opponent's movement phase. Why then? Opponent's movement phase isn't mentioned on the entire warscroll. So where did you get that trigger from? Did you get it from the first paragraph? Of course you didn't. Not only are you ignoring it, but it says your movement phase. Did you pick the end of the movement phase because that's when things usually come out of reserves? Of course you didn't. Because that happens at the end of your movement phase and no ability in the entire game allows you to deploy at the end of your opponent's movement phase. So why does it happen then? You don't have a rule that says it happens then. So it doesn't. He's still in reserves at the end of my hero phase, right? Does it happen then? Of course not - there isn't a rule that says it happens then. He's still in reserves when I successfully make a charge roll. Does it happen then? Of course not - there isn't a rule that says it happens then. Does it happen at the end of your movement phase after choosing for him to remain in reserves? Of course it does - that's what the ability says. Hopefully that clears it up. If it doesn't, then I recommend contacting GW for further clarification.
  5. I'm considering this for a local this weekend. If I take the hysh mage, it's 4 sources of -1 to hit to help with maintaining board presence/control. Or I can take ghur mage for wildform, which is comical with the dracs+heraldor. Currently leaning towards hysh for Pha's. 160 LA 120 castellant 100 heraldor 100 Relictor 90 battlemage, ghur or hysh 100 Liberators 130 Seqs 440 Seqs 520 Dracs 180 Decimators 60 Geminids I'm thinking my plan is to deepstrike the big seq block, and then a turn 2 charge with the dracs with good target selection. They can charge turn 1 with wildform no problem, but then a lot of times you're putting 600 points into a 60-100 point screening unit. Not sure what stormhost I'll pick if any. Any suggestions? No idea what the meta is going to be. Probably diverse.
  6. New paragraph in the same ability - this gives it context. Just like in a book, a new paragraph doesn't mean a new chapter. It's just separation for readability. The box for that ability is drawn around that whole section, so it would be nonsensical to pull one sentence out of it and argue that it means something different than what it says within its context. Within its context, it reads: At the end of your movement phase, choose. Option 1, this happens. Option 2, this different thing happens. That paragraph out of context doesn't even have a qualifier/trigger. So it doesn't even work. "If this model remains in reserve, add 2 to the Attacks characteristic..." When? You do not have the opportunity to choose any other time than when it says you do in the previous sentence, so you do not get the benefit of choosing an option. There is no "when" in that paragraph when taken out of context. So we can only imagine that paragraph working out of context one of two ways. Either he gets +2 once and only once ever (which we know from the FAQ to be incorrect), or we imagine triggers for it that don't exist. I assume the trigger people are imagining is at the end of your opponent's movement phase. That trigger does not exist anywhere in this ability's text. So it would be equally logical to assert that he gets an additional +2 for every phase, every dice roll, every second the game proceeds - because he "remains in reserve" for that dice roll as equally as he remains in reserve for your opponent's movement phase. That would be infinite attacks, and obviously nonsensical. So the only way the argument for getting the bonus on your opponent's turn works is to use the context of the previous paragraph's "at the end of your movement phase" and then extend that to something that is never said by replacing "your" with "the". Put another way: it does not say you get extra attacks for remaining in reserve on your opponent's turn. And no ability in the game does something that the rules do not say it does. The assertion that it works on your opponent's turn is completely baseless. RAW, it absolutely happens on each of your turns. And he gets +2 for each time you choose to keep in reserves. He would not get extra attacks any other time. And the only way to argue otherwise is to ignore context and ignore the rules. Thank you for coming to my TED talk. I promise to be warmer in the spring.
  7. Read the card again. It only triggers when you choose to keep him in reserve. That decision is only made in your movement phase. It's not "every turn". It's "at the end of your movement phase". The FAQ just clarifies that it happens on each of your turns. Edit: I re-read what I wrote, and it may sound a little cold. Didn't mean it that way, just trying to be very concise and factual.
  8. My comment was in response to taking them in living city.
  9. Of course I'm serious. They're expensive. And doing half damage makes them doubly so. Even in Anvils, they haven't really been cutting it in the meta lately. And I've certainly never seen them in a competitive list that wasn't Anvils.
  10. I don't think Longstrikes are worth their points without the ability to shoot twice.
  11. Worded another way, they need to take time to aim to get the range bonus. They haven't had time to do that yet in the hero phase.
  12. What about the Temple battalion now? Lots of points, but lots of MW, too, and low drops.
  13. Anvilstrike with Dracs and LAoCD was already a thing about a year ago. No reason to not revisit. I know using the LAoCD with the dracs can be a bit awkward, but it's good when you can get it going. Other things fighting first is still a problem.
  14. I think I like a Ghur Battlemage better than Cogs for this since you only have one unit that you're trying to get in their face with. About the same cast requirement, but your opponent doesn't benefit from it. You really only need that speed buff for the alpha strike. Then the mage can shield, bolt, or stand on an objective. After that, I'd either upgrade 2 units of libs to seqs, or grab some skinks for bodies.
  15. If the Drakesworn is 420, that reduces the battalion by 120...
  16. I've already been taking the kitties just for the mobility. With a heraldir and wildform, they can charge wherever.
  17. They must have some archaic content management process because it should take all of 10 minutes to have uploaded everything. Some things are up in other languages, but no SCE yet
  18. It's not a move. It's a set-up. One of the faqs says a set-up is not a move.
  19. Ordinator hit buff works in combat phase, also. Them ballista knives get work done.
  20. Anvils aren't generally best. Anvils in combination with certain units/sizes/playstyle is possibly the best Stormcast list. For your list, I wouldn't choose a Stormhost. I would just take the Staunch Defender warlord trait, and maybe Ignax's Scales for the artefact on your stardrake.
  21. Can you ru Can you run it as a LConSD? There was a list that got 8th at BrisVegas that I thought was cool. He had LAoGC and more seqs instead of libs, but points changed so: 180 LA on foot 120 LCastellant 560 LC on SD 440 Seq x20 200 Libsx5x2 440 Evo x10 60 Cogs
  22. Looking at Decimators for a Warrior Brotherhood list. Using my MS Paint skills, looks like if they pile up a horde unit with 25mm bases 3 rows deep, a single Decimator can get up to 13 attacks pretty reasonably. For only 6 Decimators, that's about 35 damage after saves vs something with a 6+. Then you've got ~4d3 from the Starsouls. This list works really well in my head. Can't wait to get a practice game or two in.
  23. You can use the command point to shoot. Resolve the shooting. Then teleport. Then move phase, then shoot phase, then shoot their normal. You cannot teleport in between using the CA and resolving the CA.
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