SchleuderMann2
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Posts posted by SchleuderMann2
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Has anyone tried Gotrek with the heal narcotic? It's a fun imagination having him under the influence of hard drugs just smashing enemies
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21 hours ago, Scurvydog said:
Broken Realms will provide some new rules for some factions besides the Lumineth, like the case for the Morathi book last time. The Morathi book actually had some new allegiance abilities (bad ones though) for Stormcast and Slaves to Darkness, while also new warscrolls for multiple Idoneth Deepkin units (why sharks are everywhere now).
The Teclis book was announced to have something for Nurgle, Flesh Eaters, Cities and OBR besides all the new Lumineth stuff. The box sets above represent the new battalions, which was the case last time as well. As the OBR box has 10 kavalos and a liege and they are shown as Stlliarch lords both in the picture but also the new box art, it goes to show that they are the focus for whatever is for OBR in that book, and Stalliarch are frankly quite bad. We also already got a battalion with 1 liege and 2 units of kavalos in the battletome, so it seems a bit boring and odd to include this.
You could do something like this:
Allegiance: Ossiarch Bonereapers
- Legion: None
Nagash, Supreme Lord of the Undead (880)
Liege-Kavalos (200)
- General
- Command Trait: Ancient Knowledge
- Artefact: Helm of the Ordained
20 x Mortek Guard (260)
- Nadirite Blade and Shield
20 x Mortek Guard (260)
- Nadirite Blade and Shield
10 x Mortek Guard (130)
- Nadirite Blade and Shield
3 x Immortis Guard (180)
Umbral Spellportal (70)
Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 85
Running no legion to get the +1 RDP trait and the +1 hit 12" aura on the liege. Immortis guard to help Nagash and the Liege play aggressive and not just die instantly to an alpha either.
Thank you
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Hey folks,
I have recently bought Nagash and want to play him in OBR with a bunch of mortek guards. What possibilities are there for this kind of lists? I often play against Nurgle, sersphon std and tzeentch. Thanks in Advance👍
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leaves at least only 3 arcane bolt for nagash ...
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can someone tell me why arkhan and nagash can have 3 spells from the lore? I see it in many lists but cant find it
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nice list all in all for a 1000pt hallowheart list which deals its damage by its mages it is very good. You could however let ozt everblaze because you can argue that in 1000pt battles its better to have 10 more bodies on the table
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yeah, this is the typical experience when playing against seraphon ;(
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yeah i think the pistoliers or handgunners will perform better, but if you are not going to play super competitive prosecutors shalll be fine too
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On 2/6/2021 at 2:20 AM, FabulousRex said:
So I'm a long time 40k player, getting into AoS with my spouse. . I like the feel of Old Hammer, so this is my place! Some of the new stuff is pretty cool, however.
So, among the Stormcast stuff, Prosecutors are looking very thematic and rad for Tempest Eye. But they actually seem pretty great on paper as well. 15" Fly and 3+ save on T1 is pretty solid defensively. The Javelins are 4 dmg 2 shots for only 90pts. You can trivially make that unit 2+ hit and wound at range 18". Seems like a great Single Unit to add that doesn't need much support, and can keep your Hurricanum screened.
The Hammer guys are really intriguing to me, though. With a Heraldor, you can rocket these guys across the table for a t1 charge from a chunky survivable unit. If you can get a Ghyran mage to boost them with +2 run and charge, you're looking at a 20" + 4d6 charge range. You can even shoot with the hammers for a CP if you want!
For a super aggressive army that's supporting them with Gyrocopters and Scrourgerunner Chariots, I think they can be pretty great as a push unit to gun up the enemy and slow them down in their own deployment zone.
Thoughts? Worth my cash?
i propose to try prosecutors before you buy them since they normally are seen as sce´s worst unit. to capture objectives they are fine though. The rest seems pretty decent
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I guess it´s possible, however greywaters first turn double shooting will be just easier to win with i think.
Greywater also gives plus 3 range so the plus 3 move from tempesteye is not as big an advantage
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yeah, but nevertheless they "use" the command ability
if they are on the field
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15 hours ago, Nizrah said:
Okay! It's time for little battle raport and thoughts. Yesterday I player 12 normal tournament with this list:
Allegiance: Stormcast Eternals
Leaders
Lord-Arcanum on Tauralon (280)
- General
- Command Trait: Staunch Defender
- Celestial Staves (Artefact): Staff of Azyr
- Spell: Chain Lightning
- Mount Trait: Steel Pinions
Lord-Ordinator (140)
Knight-Azyros (100)
Lord-Relictor (100)
- Prayer: Translocation
Battleline
5 x Sequitors (120)
- Tempest Blades and Soulshields
- 3x Stormsmite Greatmaces
5 x Sequitors (120)
- Tempest Blades and Soulshields
- 3x Stormsmite Greatmaces
5 x Sequitors (120)
- Tempest Blades and Soulshields
- 3x Stormsmite Greatmaces
Units
3 x Evocators on Dracolines (260)
- 2x Grandstaves
- Lore of Invigoration: Terrifying Aspect
3 x Evocators on Dracolines (260)
- 2x Grandstaves
- Lore of Invigoration: Celestial Blades
Artillery
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)
Endless Spells / Terrain / CPs
Geminids of Uhl-Gysh (60)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 113
I ended only 8 out of 12 with 1 major win vs CoS, 1 minor loose vs Giants and 1 major loose vs DoK.
I wanted to tell you about some bullshits I encountered:
I loosed a game vs giants because it was Battle for the pass. He in his first turn kicked his OBJ OUT OF HIS ZONE AND I COULDN'T SCORE IT FOR 4. This means he could score it for 2 and still score mine for 4. Which also means max points I could score was 7 while his was 10. This is absolute ****** and this level of inteference into the scoring system absolutly shouldn't have placed. Not talking about a fact that playing SCE with very limited number of models vs Giants which counted for 3x more models that I have in roster isn't pleasant. His list was 6x small and 2x big. Each small count as 15! While big I think for 30 or 40... I would win this if not this stupid ****** with scoring.
Third game vs DoK. Oh boys. Remember whan teleporting shootcast list was universaly hated by everyone? His list was basicaly shootcast 2.0^2. Better, faster, stronger, without drawbacks... Block of 20 shooting snake with free teleport in hero phase while we have to take relictor and roll this damn 3+... Block of 20, cost less than out 9 and is much tougher... And his entire army has 6+ ward and -1 to hit in shooting. Did I tell about what absolute bonker new Morathi is? Just lost of words after this game...
What I liked, what I don't liked:
Liked:
LAoT is amazing. Super tough with good utility and amazing combo with balistas. Make my day.
EvoOCD are super because they don't need much support due to empower and self builded charge reroll. Drop them from the sky on the enemy back and enjoy.
Dislike:
Relictor: Look -1 to hit is cool and I could do -3 on 1 unit if I really wanted but I just ducking can't roll this 3+
Next time i will change relictor for 2x Aetherwings for bonus mobility and save 20 pts for Triumph. This will also allow me to stash everything into Azyr.I think it is an nice list, which has some potential. However it is Stormcast, so I guess nobody can expect it to do well against the new top tier armies
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in my battletome it is not especially written that my general has to use endless legions at the end of the movement phase. Therefore i thought it is in the hero phase when he can use this CA. Is there maybe an Faq that i miss?
ok never mind, it was faq`ed long time ago...
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i think some ranged power is better here, maybe 2 Units of 5 judicators?
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not sure if this fits to your imagination of a mortal list, but some sort of carry archaon (bloddsecrator, plus to hit and safe, reroll safes with warshrine, double attack because reapers of vengeance) with some reaver and warriors to hold objectives is always fun
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that is really nice since it actually makes it much more probable that resummoned units directly make the charge
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another quick question, do units that are revived still count as a part of a battalion? I guess not, but the german rulebook doesnt state it clearly. Would be really nice if yes, because revived deathmarch units could move 4" so that only 5" charge would be needed
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It was because of the enemy, i played against him before with other armies and back then he ran 3 Stonehorns/Thundertusks that were always really scary.
Luckily picking decrepify was a great choice, i managed to debuff his stonehorn twice, each time with a 9+ cast so -2 to wound and Damage It was very fun to see my graveguard surviving that long against a stonehorn... Normally though i would prefer on of the more common spells.
Artefact choices were again made, considering the enemy army with no missile weapons... I most often play against Tzeentch/Seraphon where i would give my Vlord the 4+ aftersave since he wants to go closer than 8" and it also reduces skink mortals and the -2 to hit to my necromancer. That would result in some nice -3 to hit because of careful sir ( I dont know the exact word, myy english is not as good). Additionally its possible to place the necro out of range of teleporting mw skinks and against bastis i dont need no shooting phase mw safe
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Played my First Game with LOS today against BCR and I must say I am quite happy with the results.
My List was
Allegiance: Legion of Sacrament
Leaders
Necromancer (130)
- Lore of the Deathmages: Decrepify
Wight King with Baleful Tomb Blade (120)
- Mount: Steed
- Artefact: Black Gem
Vampire Lord on Zombie Dragon (440)
- General
- Deathlance & Shield & Chalice
- Command Trait: Mastery of Death
- Artefact: Azyrbane Standard
- Lore of the Vampires: Vile Transference
Battleline
40 x Skeleton Warriors (280)
- Ancient Spears
10 x Skeleton Warriors (80)
- Ancient Blades
10 x Skeleton Warriors (80)
- Ancient Blades
Units
15 x Black Knights (360)
30 x Grave Guard (360)
- Great Wight Blades
Battalions
Deathmarch (150)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 144His List was about
Allegiance: Ogor Mawtribes
- Mawtribe: Bloodgullet
Leaders
Frostlord on Stonehorn (400)
Butcher (140)
- Cleaver
Slaughtermaster (140)
Battleline
12 x Ogor Gluttons (400)
- Clubs or Blades with Iron Fists
Units
8 x Leadbelchers (320)
8 x Ironguts (440)
Battalions
Goremand (140)
Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 139
Hegave my first turn so i ran and charged the knights 25" into his gluttons and killed them with vanhels and lord of bones. They died but hey, we can revive and ogors not. In his turn he destroyed my 40 skeleton and 30 grave guard... but in my turn i could bring back knights and GG (720 pts for 2 CP) My Vampire Lord killed in several combat phases his iron guts and GG killed leadbelcher and handled his Frostlord since the necro could debuff him twice with a 9+ .
Point wise i won with little difference but i the end i had only lost 20 skeletons and the wight king while he was tabled.
So although my list has no standard hard hitters like 30 reapers or morghast, its quite fun because u can revive so much and have enough models to hold objectives
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ok thank you, this would possibly have been too strong anyway...
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On 11/17/2020 at 3:00 PM, Juicy said:
We kind of knew this part already but this doesnt say it cannot be the general and get command traits like that. It just avoid irondrake shooting twice on anvils of the heldenhammer etc etc
I am sorry but I do not understand, it is written there that this rule allows you to use a sce hero to issue a command ability of the sce book (anvils ability) to a CoS unit ( Irondrakes) What do i miss there ?
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3 hours ago, PJetski said:
Shooting has been the meta since 2nd edition began, you guys are just catching up now
I don't know, activation wars was more about who has more tools to fight first in melee phase
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1 hour ago, jhamslam said:
On a side note, im not enjoying how good shooting has become. I understand its part of the game, but i started playing this because i wanted to get away from 40k. And despite enjoying the double turn mechanic, getting double turned by a shooting army is just game over.
I totally agree, however meta is changing quick in my opinion. I remember last year when it was all about surviving heavy melee Lists from fyreslayer, slaneesh, fec, khorne and Obr. Probably (hopefully) in a year or so there will be a totally different situation
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3 hours ago, PJetski said:
Dracoths were already good in Astral Templars, but now you can give them Staunch Defender too
Astral Templars
Frostheart Phoenix - General: Staunch Defender, Artefact: Mirror Shield
Lord-Castellant
Lord-Ordinator
Knight-Incantor - Spell: Celestial Blades
1x6 Desolator
3x5 Liberator
4x Ballista1980/2000
Hmm maybe ballistas arent the best choice here, you don't get to deep strike or use the 5" move command trait if you take Staunch Defender
Yes without pregame movement Ballistas will be way too slow. Anyway I expect this mechanic being faq'ed and then it will be quite a possibility I think
AoS 2 - Settler's Gain (Broken Realms: Teclis) Discussion
in Cities of Sigmar
Posted
those are sneeky lists for sure:)
However i tried the obvious list with teclis+ spellportal
since I did not find settlers gain in warscrollbuilder i couldnt give the units its artefacts
freeguild general was general with plus 2 attacks ( is that even possible or is it only for collegiate arcane?)
and hurricanum had the chamon artefact
Allegiance: Cities of Sigmar
Leaders
Archmage Teclis and Celennar, Spirit of Hysh (660)
Knight-Azyros (100)
- City Role: General's Adjutant
Celestial Hurricanum with Celestial Battlemage (280)
Freeguild General (100)
- General
Battleline
30 x Freeguild Crossbowmen (300)
20 x Freeguild Guard (160)
- Halberds
- City Role: Honoured Retinue (Must be 5-20 models)
30 x Freeguild Crossbowmen (300)
Endless Spells / Terrain / CPs
Umbral Spellportal (70)
Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 117
I played against seraphon with 80 saurus warriors in battallion, 2 oldbloods, slann and skink chief on stegadon.
The game went really good for me, i had first turn in round 1 and 2 and in round two my 120 shots on 2+ reroll 1 and 2+ killed with battleshock 70 warriors. In the mean time teclis two heroe phases + hurricanum attack were enough to kill his slann and 1 hero. I feel that the magical protection, that teclis offers allows me to play units that are otherwise to vulnerable to magic mortal wound spam as geminids etc. however this list has absolutely no mobility except azyros and teclis which both prefer to not be in melee with all those heavy hitting monsters running around. except the lack in objective scoring units, I really like the list.
Possibly it plays more like hold own objectives and shoot everything from the table