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SchleuderMann2

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Posts posted by SchleuderMann2

  1. 11 hours ago, Thugmullet said:

    How did Gotrek go in your games?

    Also Hallowheart has a great horde killer spell in its lore. I would consider dropping purple sun and going the portal instead and you'll have it in your toolbox to really extend on some spell ranges.

    This list looks fun to play.

    Well he performed extremly well. Far too strong for really casual games. He just runs straight forward and every enemy monster which wants to smash my soft magic core has to pass him or some screened flanks. He is way too tanky to die but even his profile struggles to beat through all these ultra tanky monster heroes. Regarding the spellportal, I have had very few games where I really missed the anti horde spell. It has so specific targets whereas the sun deals so much damage activating twice per battle round (tbf I often rolled very lucky when deciding if the sun became wild)

  2. On 7/13/2021 at 11:11 AM, SchleuderMann2 said:

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    - Grand Strategy:
    - Triumphs: Bloodthirsty

    Leaders
    Gotrek Gurnisson (435)
    - Allies
    Lord-Exorcist (95) in Warlord
    - Hallowheart 2nd Spell: Ignite Weapons
    - Lore of Whitefire: Sear Wounds
    Battlemage (115) in Vanguard
    - General
    - Command Trait: Veteran of the Blazing Crusade
    - Artefact: Whitefire Tome - All Spells
    - Hallowheart 2nd Spell: Warding Brand
    - Mortal Realm: Ghur
    - Universal Spell Lore: Levitate
    Celestial Hurricanum with Celestial Battlemage (280) in Warlord
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Hallowheart 2nd Spell: Sear Wounds
    - Lore of Whitefire: Roaming Wildfire
    Sorceress (95) in Warlord
    - Hallowheart 2nd Spell: Elemental Cyclone
    - City Role: General's Adjutant
    - Lore of Whitefire: Crystal Aegis

    Battleline
    10 x Dreadspears (90) in Vanguard
    - City Role: Honoured Retinue (Must be 5-20 models)
    20 x Freeguild Crossbowmen (210) in Warlord
    - Reinforced x 1
    10 x Freeguild Guard (85) in Warlord
    - Spears
    10 x Freeguild Guard (85)
    - Swords and Shields
    10 x Freeguild Guard (85) in Vanguard
    - Swords and Shields

    Units
    5 x Evocators (225) in Vanguard
    - 2x Grandstaves
    - Spell1: Universal Spell Lore: Flaming Weapon

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Purple Sun of Shyish (70)
    Soulsnare Shackles (65)

    Core Battalions
    Vanguard
    Warlord

    Additional Enhancements
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 435 / 400
    Wounds: 109
    It is not the most competitive list, however I think it will do quite well. Most of the damage will be made by gotrek who gets healed 2d3 per turn and if needed gets fly or plus to rum and charge by the battlemage. Evocators with +1 to damage and reroll wounds can get dangerous too. 20 crossbowmen are there for unleash hell (2attacks then ;) ) and the soulsnare shackles should block the front where gotrek not is

     

    I have played this list and found some things to improve. The most important thing in my games was that this list doesn't even know what mobility is. Also evocators are not optimal. My improved list would be this: 

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    - Grand Strategy: Hold the Line
    - Triumphs: Indomitable

    Leaders
    Gotrek Gurnisson (435)**
    - Allies
    Celestial Hurricanum with Celestial Battlemage (280)
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Hallowheart 2nd Spell: Roaming Wildfire
    - Lore of Whitefire: Sear Wounds
    Battlemage (115)*
    - General
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Hallowheart 2nd Spell: Sear Wounds
    - Mortal Realm: Ghur
    - Universal Spell Lore: Levitate
    Sorceress (95)*
    - Hallowheart 2nd Spell: Ignite Weapons
    - City Role: General's Adjutant
    - Lore of Whitefire: Crystal Aegis
    Lord-Exorcist (95)*
    - Hallowheart 2nd Spell: Warding Brand
    - Lore of Whitefire: Ignite Weapons

    Battleline
    30 x Freeguild Crossbowmen (315)*
    - Reinforced x 2
    10 x Dreadspears (90)
    - City Role: Honoured Retinue (Must be 5-20 models)
    10 x Freeguild Guard (85)**
    - Halberds
    10 x Freeguild Guard (85)*
    - Halberds

    Units
    3 x Demigryph Knights (175)**
    - Lance and Sword
    3 x Aetherwings (45)**

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Chronomantic Cogs (45)
    Purple Sun of Shyish (70)

    Core Battalions
    *Warlord
    **Vanguard

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 2 / 4
    Allies: 435 / 400
    Wounds: 112
    Drops: 11

  3. On 8/13/2021 at 4:55 AM, Gemzo said:

    If your were going to run that without Gotrek, what would you use his points for?

    He seems amazing, but doesn't take seem to thematically fit with a magic heavy list.

    Well you could exchange him for a drakesworn templar. He costs a bit more but it is possible to make him fit. He would then get 5+ ward and also be quite tanky. He also give all your other caster +1 to cast. However he has a other role. Gotrek is there to kill the biggest and toughest enemies or prevent them to come to the middle objective. The drakesworn has literally no offense profile itself and deals it damage by eating important models and dealing some mortals against battlelines here and there

  4. Yesterday I played Hallowheart against sons of behemath. My list was gotrek, a hurricanum with 20 crossbowmen, some other wirzards with endless spells and some guards. His list consisted of 2 big giants and 6 little ones. Although the matchup was almost perfect for gotrek, I have to say that he feels much stronger then last edition: cheaper, Ms, spell for flying, spell for monster, aod, aoa, and so much healing. I think right now the only possibility to handle him is just to kite him if that is possible...

  5. Allegiance: Cities of Sigmar
    - City: Hallowheart
    - Grand Strategy:
    - Triumphs: Bloodthirsty

    Leaders
    Gotrek Gurnisson (435)
    - Allies
    Lord-Exorcist (95) in Warlord
    - Hallowheart 2nd Spell: Ignite Weapons
    - Lore of Whitefire: Sear Wounds
    Battlemage (115) in Vanguard
    - General
    - Command Trait: Veteran of the Blazing Crusade
    - Artefact: Whitefire Tome - All Spells
    - Hallowheart 2nd Spell: Warding Brand
    - Mortal Realm: Ghur
    - Universal Spell Lore: Levitate
    Celestial Hurricanum with Celestial Battlemage (280) in Warlord
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Hallowheart 2nd Spell: Sear Wounds
    - Lore of Whitefire: Roaming Wildfire
    Sorceress (95) in Warlord
    - Hallowheart 2nd Spell: Elemental Cyclone
    - City Role: General's Adjutant
    - Lore of Whitefire: Crystal Aegis

    Battleline
    10 x Dreadspears (90) in Vanguard
    - City Role: Honoured Retinue (Must be 5-20 models)
    20 x Freeguild Crossbowmen (210) in Warlord
    - Reinforced x 1
    10 x Freeguild Guard (85) in Warlord
    - Spears
    10 x Freeguild Guard (85)
    - Swords and Shields
    10 x Freeguild Guard (85) in Vanguard
    - Swords and Shields

    Units
    5 x Evocators (225) in Vanguard
    - 2x Grandstaves
    - Spell1: Universal Spell Lore: Flaming Weapon

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Purple Sun of Shyish (70)
    Soulsnare Shackles (65)

    Core Battalions
    Vanguard
    Warlord

    Additional Enhancements
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 435 / 400
    Wounds: 109
    It is not the most competitive list, however I think it will do quite well. Most of the damage will be made by gotrek who gets healed 2d3 per turn and if needed gets fly or plus to rum and charge by the battlemage. Evocators with +1 to damage and reroll wounds can get dangerous too. 20 crossbowmen are there for unleash hell (2attacks then ;) ) and the soulsnare shackles should block the front where gotrek not is

     

  6. 7 minutes ago, JonnyTheKing said:

    Yeah I agree, but what I’m getting at is with more smaller units that need more reinforcement points to reinforce to a level able to deal with these threats it may increase the power level of certain units who have a harder time getting countered now 

    I agree with you. I have often played full buffed Archaon in Reapers of Vengeance and right now i cant think of anything that would stand a Chance against him now that units all in all will be smaller

  7. On 4/12/2021 at 8:23 AM, Agent of Chaos said:

    @Sharklone its pretty messed up and has me feeling there is no point bringing khorne to a tournament I'm attending in a few months. 

    Best guess for handling Lumineth is an anti magic army. Wraith of Khorne bloodthirster as the general of a Reapers of Vengeance army gives you 2 unbinding rolls at +2 so maybe a chance of unbinding one of teclis' autocast on 10 spells (if the natural 8 comes up, all the better).
     

    Fill your battleline with flesh hounds and take 3 x slaughterpriests so you at least have heaps of unbinding attempts. Hexgorger skulls are an absolute must to get amongst their lines given they have so many wizards. The reapers artifact is great for making at least one hero near impossible to kill with magic.

    If you can work a battalion in there then a daemon hero could take Crimson Crown so at least one command ability can go off without needing CP.

    Of course none of this does anything against their archers who dont need line of sight. At least with all your unbinds you might prevent them from casting the spell to do mortals on 5+ to hit. 

    I think Archaon should perform quite well too. With potentially skulls secrator and reapers bann it isnt too unprobable to bann the mortals on a 5+ And Mortals on a unmodified six will naturally be rerolled against him. Against spells he  has at least 1 4+ ignore if not 2 ( Tzeentch Wrashrine buff) and if any mortals go through he has a 4+ mw safe. 

  8. 2 hours ago, Neil Arthur Hotep said:

    The reason I have not yet looked super closely at Teclis builds is that I'm not completely sure yet what spells he actually gets. Correct me if I'm wrong, but I think he just gets his warscroll spells and maybe one spell from the spell lore, right?

    If that is the case, what are you actually casting through the spell portal? Just Searing White Light?

    Doesn't spellportal anyway only allows you to cast one spell through it? In both of my games i did not cast other spells with teclis than his warscrollspells. Hurricanum with plus 2 can cast portal more than 30" away in furst turn and teclis (who is in 30"for the case opponent wants to go first) casts his 2 spells with 12 since they are soooo important that i really want to have them because even no buff bans can sometimes roll a 11+

    • Like 2
  9. 4 hours ago, Marcvs said:

    small points here but you can't take the artifact from chamon (as the city mut be from Hysh, so you can only take the rr1s to hit artifact) and, in the absence of an FAQ, the general can't take that artifact either -the city's artifacts are only for collegiate arcane heroes.

    As for the list, maybe a soulscream bridge might be useful to add mobility to your castle? in case, it might be worth sacrificing the azyros to test it

    Although 830 points for one model is quite muchi really like it since it also forces your opponent to go first if they dont want to get hit by 83 liitle arrows

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