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Juicy

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Posts posted by Juicy

  1. 41 minutes ago, Joffre said:

    So, I have a pretty competitive local scene, which is what I built this list around. A few things, first, 50 points to play with, what to do? I love the synergy between the eternal guard, nomad prince and sisters of thorn, if warding brand and armor of thorns go off, the EG have a chance to do 2 MW per damage taken. looking for any feedback, thanks!                                                                                                                                                                                                                  

    List Name: Hallowheart Allegiance: Cities of Sigmar - City: Hallowheart

    LEADERS:

    Celestial Hurricanum with Celestial Battlemage (280) - Artefact: Agloraxi Prism - Lore of Whitefire: Roaming Wildfire - Hallowheart 2nd Spell: Warding Brand

    Battlemage (110) - Lore of Whitefire: Sear Wounds - Hallowheart 2nd Spell: Ignite Weapons - City Role: General's Adjutant - Mortal Realm: Hysh

    Battlemage (110) - Lore of Whitefire: Elemental Cyclone - Hallowheart 2nd Spell: Crystal Aegis - Mortal Realm: Ghur

    Battlemage (110) - Lore of Whitefire: Roaming Wildfire - Hallowheart 2nd Spell: Ignite Weapons - Mortal Realm: Azyr

    Nomad Prince (120) - General - Command Trait: Famed Spell-hunter - Artefact: Whitefire Tome - Elemental Cyclone

    Luminark of Hysh with White Battlemage (270) - Lore of Whitefire: Crystal Aegis - Hallowheart 2nd Spell: Sear Wounds

    UNITS:

    30 x Eternal Guard (330)

    5 x Sisters of the Thorn (130) - Lore of Whitefire: Elemental Cyclone - Hallowheart 2nd Spell: Ignite Weapons

    5 x Sisters of the Thorn (130) - Lore of Whitefire: Elemental Cyclone - Hallowheart 2nd Spell: Roaming Wildfire

    BATTALIONS:

    Whitefire Retinue (140)

    ENDLESS SPELLS: 

    Balewind Vortex (40)

    Geminids of Uhl-Gysh (60)

    Emerald Lifeswarm (50)

    Umbral Spellportal (70)

    max 3 endless spells

  2. You cannot heal wounds with the lantern if there are no current wounds on the model.

    lib with 1 wound takes 3 wounds you first heal your lib to full health when you rol that lantern save and the. He dies to the remaining 2 damage. If you had al those libs on full health and you take 3 damage the. You got 2 dead liberator and 1 liberator on 1 health

  3. 14 minutes ago, whispersofblood said:

    So. I've spent the weekend thinking, reading and listening to various podcasters. Here are my thoughts on this episode of the roulette wheel that is battletombs.

    I think the media on this release was horrible, which didn't help set the expectations of customers and reviewers. I think besides the strong/weak discussion there is a question of accessibility. I don't think the HoS book is very accessible. 

    There is a mappable playstyle, it's just hidden beneath layers of units which don't seem well suited but it's there. The book is going to be contentious for a long time similar to LRL there are going to be some players who do quite well and many who do quite poorly.

    Rob @ HWG said on stream they are worse Ironjawz. And, he is 100% correct if you play this army like am army that wins the game by choosing targets and charging. It will be quite poor for you: the units just aren't packing an IJ level of punch or the level of combat tricks you would need to pull that off.

    The faction is a movement heavy army which will require a lot of delicate precision(lol) to take advantage of. Now I can completely understand that isn't what a lot of players wanted, nor the experience they enjoy or are even capable of pulling off. But, it seems that is what GW think HoS should be doing.

    I'll post a proof of concept list shortly but I just wanted to get some thoughts down first. 

    ill agree, i dont think this army is point click delete but more an army that engages on flanks and try to be engaged while not getting deleted or delete the enemy unit. But engage long enough to send more body's. I dont think aos has an army that plays like the new slaanesh does. It feels as a whole new concept. Im not sure its strong and its sure not an easy army to master. As far as i can see there is no insta win button here. Where DOK is such an easy army to play and an easy army to do good with i think slaanesh is an army that you need a lot of games with the understand what it can do.

    • Like 1
  4. 3 hours ago, Poryague said:

    Not surprising dok are a very synergistic army. The units and aligience abilities  feed of eachother very well and is very cohesive 

    Slaanesh not so much there are interesting builds that could be done but points will hamper things. 

    I did watch both battlereports but lets be real here. Both battlereports where with old slaanesh lists in mind.. so doesn’t really say anything. Both times the list wasnt really competitive minded where the dok lists where just flat out stronger. When i looked at both list entrys i already knew that dok got a walk in the park purely because of list construction. Just give it some time and we see more and better slaanesh lists.

    • Like 2
  5. On 2/5/2021 at 6:25 PM, Archibald said:

    Has someone tried something like this? With the new FAQ it seems possible to field a Celestent on Stardrake in the Slayers Battalion...

     

    Allegiance: Stormcast Eternals
    Mortal Realm: Chamon

    Leaders
    Lord-Celestant on Stardrake (500)
    - General
    - Celestine Hammer
    - Command Trait: Staunch Defender
    - Artefact: Plate of Perfect Protection
    - Mount Trait: Storm-winged
    Lord-Castellant (120)
    - Artefact: Mirrorshield
    Knight-Vexillor (110)
    - Meteoric Standard
    Lord-Relictor (100)
    - Prayer: Translocation

    Battleline
    5 x Liberators (90)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (90)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Judicators (140)
    - Boltstorm Crossbows
    - 1x Thunderbolt Crossbows
    5 x Judicators (140)
    - Boltstorm Crossbows
    - 1x Thunderbolt Crossbows

    Units
    10 x Protectors (340)
    - 4x Starsoul Maces
    5 x Decimators (170)
    - 2x Starsoul Maces

    Battalions
    Skyborne Slayers (180)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 117

    its sure cool but, To buff the lord celestant on stardrake with the lantern he needs to start on the board. I still feel like the lord celestant on stardrake wont do much in the skyborne slayers battalion. When i played the lord celestant on stardrake i always felt he needed MW protection and cannot played well without staunch defender+ lantern buff. In skyborne slayers this means you need to drop him on the board or gamble for the double turn. If you drop him with the battalion at 5 inch and charge him in. he doenst have that +2 armour save (1 from lantern 1 from staunch) and probly dies in combat pretty fast.

    outside the battalion we could already let him engage turn one with a knight heraldor so the advantage is pretty much lost. 
    i would still play the les martin style over this if i want to go competative with a stardrake.

  6. 1 keep the double turn, love this mechanic
    2 Move and shoot = -1 to hit
    3  better protection for low wound heroes. Something like convert wounds to nearby units if this hero is within 3 inch of a unit with 5+ models.

    4 for the player who goes second let them have something. Like we do with the endless spells or objectives. 
    5 better balance team.. Like come on. Most of us could make this FAQ with very little hours of work.

    6 personaly i never liked to play with realm/terrain rules al that much. Yes i played it on tournaments but for me it can be optional.

     

    • Like 1
  7. 3 hours ago, martinwolf said:

    Hey everyone! I continue to be intrigued by Stormcast because of the low model count, no faction terrain shenanigans and relatively straight forward rules without being a simple run forward and fight army. I know they are weak currently.

    I already have a small collection so the following list is partly build on that. I know the hot ****** back in the day when playing Sacrocant was Gav, 10-15 Evos on foot and 3-4 Ballistas with Ordinator, but I’d like to bust out the Evos on Cats. (I already own 10 on foot.) Anyway, any thoughts?

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords

    Leaders
    Lord-Arcanum on Celestial Dracoline (210)
    - General
    - Command Trait: Bonds of Noble Duty  
    - Artefact: Obsidian Amulet  
    - Spell: Azyrite Halo
    - Mount Trait: Bounding Leap
    Lord-Castellant (120)
    Knight-Heraldor (100)
    Knight-Incantor (120)
    - Artefact: Patrician's Helm  
    - Spell: Azyrite Halo
    Knight-Incantor (120)
    - Spell: Celestial Blades
    Lord-Exorcist (90)
    - Spell: Stormcaller

    Battleline
    10 x Sequitors (240)
    - Tempest Blades and Soulshields
    - 5x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    6 x Evocators on Dracolines (520)
    - 4x Grandstaves
    - Lore of Invigoration: Celestial Blades

    Battalions
    Grand Convocation (130)

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103
     


    - 4 casters+ everblaze comet. I like this as i feel this is how you want to run a comet. Cast dispel. Lord arcanum with 2 incantors provide a solid caster/dispel unit with the grand convocation. You might be interested in dropping tempest lord for Celestial warbringers.
    - or go celestial vindicators to buff up the charging cats with attacks and rerolls 1 to hit.

    Weakness 
    - few bodys with lots of points in heroes. You dont have much to cover the board and the 6 evocats cannot be everywhere.
    - the objective games where you have a lot of objectives like 5+ are going to be a pain to hold you own objectives while taking the others. Atm your anvil is 10 sequitors. If you can somehow make that unit bigger like a unit of 15/20 then it has fighting potential. A unit of 10 is solid against most weak stuff but against a real treat it suffers. 20 can feel unwieldy but its mainly used for meat. And to be able to handle some losses. 
    -Missing some board coverage mainly.
     

    • Like 1
  8. 2 hours ago, baiardo said:

    Thank you for the detailed resume, always needed to understand better the game, personally I like the aesthtic of the gryph-dog, hope they could see more interaction and maybe some points reduction?

    Yeah, make an efficient "horde" army with 40mm minis could be  fun to see!more libs for all!

    the dogs did great in all games. People find them anoying to deal with. Killing power of a wett noodle but the perfect screen.  I really hoped that gryphounds would drop to 100 atleast but sadly that didnt happen.

    • Like 1
  9. 18 minutes ago, baiardo said:

    I'm happy you have a good response from liberators, they're a big rubber wall!

    In stormkeep you're playing also the lord veritant+gryph hounds and some judicators?

    i did lots of list for 5/10 games then changing it up. Trying to make it work. But remember my local meta is pretty competative.

    Astral templars
    30 liberators
    20 xbow judicators
    stormkeep patrol

    won 6/10.  Trick here was to alpha strike the liberators in then shoot stuff with the xbows. with the astral templars you can move al these 50 bodys in place pretty easy.

    did change it up to Anvils of the heldenhammer and translocation on the knight veritant together with a knight vexillor to alpha 20 judicators on 1 flank. Shoot then translocatie to the other flank and shoot again.  If anything survived i could teleport with the vexillor.  won 2/5. Wasnt really my style to play since im more of an Melee kind of player. But my opponents liked it. Al games where very close. The games that i lost with anvils where against deepkin double turtle and 2 times daughters of khaine. Morathi just nuked 21 wounds a activation against the libs. Problem i had also was getting a lord castellant in range. Where with Astral templars i could do it easy. But the damage output of 2 activations 20 xbow judicators is sweet.

    Changed the list to 
    anvils
    30 liberators
    9 longstrikes

    played some games with the stormkeep patrol and some without it. Both felt oke but i did really miss the redeploy. With the 9 longstrikes i felt i could just redeploy on an objective and not alpha in and shoot stuff with the 9 longstrikes. The damage of 9 longstrikes is enough to keep players from moving within range. 

    played 3 games and won them all. But these opponents where less hardcore lists so 3 games isnt enough to really advise it yet.

    My love would be 60 liberators with astral templars but lost 5 games in a row with it against idoneth and daughters. Somehow i cannot make it work just yet.

    hope it helps.

    • Like 1
  10. 5 minutes ago, baiardo said:

    Thank you!!

    Super useful advice!!!

    When I'm comfortable using that models it's a good upgrade the prime-celestant or is best investment a block of 30liberators or other 6raptors?

    30 liberators is something im loving and trying to make work. Right now im on a 50/50 winrate. Its hard because this block just doenst do any damage and to get the best use out of it you want to go stormkeep. The problem i have is moving the block around.  The stormkeep list with 30 liberators and 9 raptors with anvils plays really well. I feel its not stronger then our vanguard auxillairy chamber but still strong.

    • Like 1
  11. 49 minutes ago, Thanos-se said:

    I have one question about Hammers of Sigmar's command ability "soul of the stormhost". If the unit is destroyed in 2nd turn, can I use the command ability in the remaining turns to bring back the unit???OR if the roll fails I can't use it in third or fourth hero phase?

    turn the unit is destroyed. 

    • Thanks 1
  12. 1 minute ago, baiardo said:

    Thank you!!

    Super useful advice!!!

    When I'm comfortable using that models it's a good upgrade the prime-celestant or is best investment a block of 30liberators or other 6raptors?

    -Right now the Longstrike raptors are soo strong. They play super nice. The damage output is good and the range is insane. At 170 points raptors are really strong and i cannot think of any player that doenst love these guys.
    -Celestant prima. I love him but he is hard to use. There are some people who play him to shoot mortal wounds at 24 inch just as some kind of range unit but i never liked it. I always brought him in to steal the win late game and take over an objective. But still i wouldnt advice him for newer players because he can be pretty underwelming. This dude does around 12/14 damage turn 3 so that isnt a lot. You wont be smashing big units with it. He dies to anything that looks at him. 

    • Like 1
    • Confused 1
  13. 12 hours ago, Lord Krungharr said:

    Does one have to take 15 Protectors in this battalion?  My tome is still on order, though I saw on 1D4chan.org that they also had 15 protectors in the battalion.

     I have some dudes I could convert to decimators and protectors.

    i would look to much at the 4chan stuff. Some errors there and im not sure who is writing it. But from experience i would start with atleast 10 protectors. 
    Most succes i had with 10. That being said. 15 do very well in this battalion and some guys even doing games with 20 protectors. 

    For this battalion a strong base is something like this

    1-lord celestant  ( this guy is mostly there to spend cp els he is tax)
    2x5 liberators ( objective holders) you can bump these up if your going to go with the stormkeep theme. I feel 15 with a lord castellant are decent for homebase protectoin.
    2x5 Judicators   i love the xbows but the bows are more populair. My reason for xbows is the output to kill screens. My meta plays with a lot of screens. And screens counter this battalion hardcore.
    1x10 protectors <- damage dealers of this battaloin. max out the maces and put them on the front.
    1x5 decimators <- tax and bodys to protect your protectors. This is my meatshield unit. Even against hordes they suck. Why? rend -1 and 1 damage attacks wont do enough in current meta.

    stuff that has great synergie with this battalion is a knight vexillor for redeploy and a celestant prime. I won games by bringing down the prime turn 2/3 on a flank and then turn 4/5 teleport him to the other flank. 

    Still this battalion can struggle a lot against people who played against it. But first timers are in for pain;)

    • Like 1
  14. 12 hours ago, Evantas said:

    If you want to transit eventually to 'Skyborne Slayers' (please see the forum topic), yes you can go this way as protectors are a core unit there. 

     

    This 100 %

     

    20 hours ago, baiardo said:
    Allegiance: Stormcast Eternals

    Leaders
    Lord-Relictor (100)
    - General

    Battleline
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield

    Units
    10 x Protectors (340)
    5 x Decimators (170)
    3 x Prosecutors with Stormcall Javelins (90)

    Battalions
    Hammerstrike Force (120)

    Total: 1000 / 1000
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 76

     
    I've been in the game for some months now and want to play test some list ideas with my friends, how do you see that list?
    Also, the only unit I miss are the protectors, is a safe bet take them?
    I like the dracothian guard but doesn't seem to a have a lot of play, too expansive for what they do or what?
     
    Cheers!

    For just this list you have a few things that are pretty much point wasted.
    -Hammerstrike battalion does nothing really for your paladins since most of that damage comes from starsoul maces and you be removing non starsoul mace guys first. Saves 120 points for more bodys
    -decimators are pretty bad. Slow movement and even in skyborne slayers they underperform. My advice drop them for another free 170 points.
    -Liberators  give the prime a grandhammer.
    -lord relictor with translocation or divine blessing is pretty strong at 1000 points but if you want to make paladins work look into these 2 heroes i write down below.
    -if you go with 10 protectors try to invest into a lord castellant to buff them to a 3+ save. Then invest into a knight heraldor to bump that speed with run and charge.
    -The main problem your list has is. Its slow and no range treat. You can counter this by taking 3 longstrike raptors=170 points. They are solid in 1000 pts.

    • Like 1
  15. My nr1 rule with sce is dont believe the internet;)  some units like gryphounds that absolutly suck if you ask any one on the web are pretty decent on the table. They just need -20 points and we be al over them.  Aos stathammer is a nice to to use for damage output units like judicators and/castigators to see that damage. Because both are underperforming right now outside there battleline pick/specific rule. Just try both versions with or without the battalions and see what you like about them and dont.

    • Like 3
  16. castigators can be great if you use them with the soulstrike battalion. Max them out and bring the pain when you drop them from the sky. I would argue that castigators and judicators are both pretty bad but against certan meta the castigators rend can be great!.  For competative try to skip both in favor for longstrike raptors. a unit of 9 longstrikes plays soo well as a shooting unit compared to anything els we got.

    • Like 2
  17. 10 hours ago, Nizrah said:

    Allegiance: Stormcast Eternals
    - Stormhost: Celestial Vindicators (maybe stormkeep?)

    Leaders
    Lord-Celestant on Stardrake (500)
    - General
    - Celestine Hammer
    - Command Trait: Single-minded Fury
    - Artefact: Stormrage Blade
    - Mount Trait: Storm-winged

    Battleline
    5 x Judicators (140)
    - Skybolt Bows
    - 1x Shockbolt Bows
    5 x Judicators (140)
    - Skybolt Bows
    - 1x Shockbolt Bows
    10 x Liberators (180)
    - Warhammer & Shield
    - 2x Grandhammers
    10 x Liberators (180)
    - Warhammer & Shield
    - 2x Grandhammers

    Units
    5 x Decimators (170)
    - 2x Starsoul Maces
    15 x Protectors (510)
    - 6x Starsoul Maces

    Battalions
    Skyborne Slayers (180)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 136

    What do you think about this version? 

    To get the most out of the stardrake you want to go staunch plus castellant buff. Sadly the castellanr buff goes of in the hero fase. Makes it pretty anoying to alpha the stardrake in. And without both buffs he dies super easy

  18. 8 hours ago, Marcvs said:

    Still, to counter my own previous complaint :DI have a 1k points TTS tournament incoming and I think a 1-drop stormkeep patrol with 30 libs in astral templars might actually have legs

      Hide contents
    Allegiance: Stormcast Eternals

    Leaders
    Lord-Veritant (110)
    - General
    - Command Trait: Dauntless Hunters
    - Artefact: Godbeast Plate
    - Prayer: Divine Light

    Battleline
    30 x Liberators (480)
    - Warhammer & Shield
    - 6x Grandhammers
    5 x Judicators (140)
    - Skybolt Bows
    - 2x Shockbolt Bows

    Units
    6 x Gryph-Hounds (120)

    Battalions
    Stormkeep Patrol (130)

    Total: 980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 94

     

    With the 6" move and the charge the libs can spread out on multiple objectives and then manage them with the losses. At 1k points I would also be less scared about battleshock in case the veritant gets sniped. The gryph hounds (+the bonus one) and judicators will provide some measure of backboard presence

    Yeah works really well. Im doing some 1250 on tts with astral templars and 30 libs. Love it.  Funny thing is. At these point levels 30 libs in your fase turn 1 is pretty scary

  19. 55 minutes ago, Marcvs said:

    I have actually had decent success with my SBS list against IDK (like 50-50 so far), but don't make me think of what they got out of BR because the comparison makes me so sad :(

    yeah, at first i thought YES this is what i wished for. But then i looked more closely at the new stormkeep rules and damn. So much missed potential again.

  20. I feel you on this. I did a pretty decent amount of games trying to win with stormkeep patrol. I did win some but when im up against a player who i played before i always lost the match. This is a problem with skyborne aswell. Once you know whats coming you can do something about it. But with skyborne you have the power to set up for the double. With patrol you set yourself up for a double against you. This is whats hurting me in my local meta. Because often i did find myself with no characters in range for the battleshock pass. And libbies underperform greatly without the lord castellant buff. Our local tournament got canceld but we got this big dutch tournament coming on the 27th. I wanted to go stormkeep but i feel i just cannot compeet. Not even with the 9 longstrike/30 liberator build. That felt the most succes version i tryed. 20 juds was decent but lacked damage and range in the end. But after the FAQ our local players trying some lower point games to have some fun because its pretty sad that the local seraphon, idoneth and dok players are walk over you this ez.  :(

     

  21. 17 minutes ago, Marcvs said:

    hammers is not the worst of choices if you go big on liberators. the problem is to still have heroes alive for when you need to use the CA :D

    yeah true, i remember when i used to play a lord celestant with staunch defender a lot. Its the nr-1 target that gets shot.

    hammers and libbies. Super sweet when you get that 5+ off but in the meta where i play there is just to much point click delete 5/8 wound character at range. 

    you trying some stormkeep games? 

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