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Raffonerd

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Everything posted by Raffonerd

  1. I'm into this. The fact is: Do you need a magic protection? You have to take teclis. If not, maybe he's not worthy. Because reliable cast doesn't mean the spell will go for sure (unbind) and it's profile is pretty weak. Anyway, i think that he is playable as long as you use it as a bait for the enemy. Bait in the sense that, even if he gets wounds, his casts remains the same. So, can be pretty worthy. Or let's waint to see the karadron nerf In the end, I'm more into Ilathia then the other nations.
  2. I agree with you guys. The thing is that if you can get turn 1, and you cast protection + ethereal on Teclis (without syaing cogs or even a worse mystical shield), he will survive turn one for sure. Which is not granted for Alarielle. Plus, not in every mission he can be hitted that hard to die first turn. If that happens, and he survives, a double turn can easily wipe out the opponent. (think about a KO going all in and leave Teclis with 2 wounds, he goes double turn, cast 8 spells + cac/shooting, you have won that). So, it's pretty risky also for you opponent. If he does not goes all in, you can try to cast protection + ehtereal and try to save him.
  3. I like it, maybe with a Cathalan for bravery. I think is goint to be the all-rounder list.
  4. Yeah, the problem with Teclis is: Ok, great spells but it needs to start first and use his twice cast to become Ethereal and have FNP 5+. So, more or less he becomes useless in order to survive. Alarith is good only if you pick Ymetrica. Which means that, if you pick Alarith, ignore rend -2 is so benefical that you can't avoid to get it. So, in the end you go for: Ymetrica + knights maybe (some dispells and 1 cathalan for bravery) Full vanari with a lot of sentinels. (maybe 2 drop high risk teclis or 3 drops with riders).
  5. Yes, seems good. The problem can be the first turn fire or teclis or beeing second to sit on objectives.
  6. I think it will be the competitive T1 list. More I think about them more I see only 2 options: 1) Battalion (with Avelanor) + Teclis 2) 2x Battalion 20x2 x2 Hammerers Both with 2 drops and heavy infantry + great command abilities. The rest is more or less "fried air"/good sculpt. About beeing slow, yes, you are slow. But you can use the speed and start first. Send all to the objectives and camp there moving others by 4" if you need space. You have -1 hit (avelanor), reroll save, after save with teclis, ignore rend -2. You die turn 3? ok, fine. I got the scores. If they come to fight you you have command to increase AA and a good amount of mortals. If you don't kill you score again by moving them. Easy peasy. If you don't score turn one? No problem, I charge second turn and I start push you away. I will score. You have a terrible amount of wounds (2 battalions or teclis with after save is crazy. If you calculated effectively, you have more or less 150 wounds with ignore rend -2).
  7. I think that this is they way 2 go. The only problem that is see is that you could have problems against heavy orde army. I will try to improve endless number (8 cast and just 1 endless?), and the knight number (at least 10 to have a 30" charge with a full buffed unit). I'm more focused on: 2 battalions Knight + Legion (3 drop list), with more endless.
  8. Depends, btw TE or Hammerhall (if you use arcanum also you can spam +1 aa to them and make them do 2 combat phases)
  9. Better idea that I think is to use helmless heads. Cause the model is pretty much compressed, so maybe it's not good to develop it in height.
  10. Guys, they way to play is to spam Alarith without teclis. The rest is nothing or casual gaming . PS: I love the knight models
  11. My Hammerhall, tryed a couple of games and it's pretty solid. What do you think? Allegiance: Cities of Sigmar - Mortal Realm: Ghyran - City: Hammerhal LEADERS Anointed of Asuryan on Flamespyre Phoenix (300) - General - Command Trait : Blood of the Twelve - Artefact : The Twinstone Anointed of Asuryan on Frostheart Phoenix (320) Anointed of Asuryan on Frostheart Phoenix (320) Knight-Incantor (140) - Lore of Cinder : Wings of Fire UNITS 30 x Phoenix Guard (420) 10 x Eternal Guard (130) 10 x Eternal Guard (130) 5 x Sisters of the Thorn (130) - Lore of Cinder : Cindercloud ENDLESS SPELLS / TERRAIN / COMMAND POINTS Extra Command Point (50) Geminids of Uhl-Gysh (60) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 101 LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 3/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ALLIES: 0/400
  12. Competitive High Elfs of Hammerhall Allegiance: Cities of Sigmar - Mortal Realm: Ghyran - City: Hammerhal LEADERS Anointed of Asuryan on Flamespyre Phoenix (300) - General - Command Trait : Blood of the Twelve - Artefact : The Twinstone Anointed of Asuryan on Frostheart Phoenix (320) Anointed of Asuryan on Frostheart Phoenix (320) Knight-Incantor (140) - Lore of Cinder : Wings of Fire UNITS 30 x Phoenix Guard (420) 10 x Eternal Guard (130) 10 x Eternal Guard (130) 5 x Sisters of the Thorn (130) - Lore of Cinder : Cindercloud ENDLESS SPELLS / TERRAIN / COMMAND POINTS Extra Command Point (50) Geminids of Uhl-Gysh (60) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 101 LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 3/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ALLIES: 0/400
  13. I think the list is good. And yes, I prefer SoW instead of Drakes in LC. Plus I will change general trait with +1 TS on the phoenix and spear to fight at start of the combat (or you can put it on durthu if you keep him). Remove Emerald as you don't use large size units and remove 1 between durthu and fulminators as long as your "charge" will be calculated and you can't spend more then 1 cp for that. Better to have the battlemage on the luminarch, for the cost difference it worth. I've done a big tournament with LC with this list ending 3 - 2. Tournament was before Tzeench FAQ. Won against Ossiark, FeC, Skaven; lost against Tzeench and Deepkin. Prince 120 Heraldor 100 Anoited 100 Bmage 90 Evo 440 Tree Revenants 80 Phoenix Guards 320 Sisters of Watch 160 Sisters of Watch 160 Sisters of Watch 160 Sisters of Thorn 130 Sequitors 130 Total 1990 What I've missed was Anoited on Frost for sure, and maybe 30 PG. Prince is totally useless as Bmage (for their cost). Plus I think that 20 SoW can still do their job.
  14. Comet, then swap 5 sequi for 5 lib and getting the CP.
  15. I will do: Tempest lords, drop 5 sequitors for 5 liberators and insert relictor (traslocation) and extra cp. Perfect storm list.
  16. Point of attenction LVO had old Tzeench and KO. Also I saw only 1 CDL list and I didn't like it.
  17. The problem is re-roll save here. Is not a sacrifice. This is the Dracoline way to play. It depend on what style you want to play. Dracolines need to hard charge and go for 60 wounds (which means erase the opponent quickly). Anvils is epic in 5 turns (10 shotting phases). I think that they are both competitive, but to play dracoline you need to use the command ability to overcome their inefficiency. (Btw I think that Dracolines' list is even better then Anvilstrike by now).
  18. You are still missing a lot of stuff: 1) Anvils command: more efficient with on foot evocators 2) Evocators counts as 10 model and cost 80 points less 3) they all have range 2". If you want to go dracolines you need Larcanum+mount trait+ Cps (T lord or Vindicators).
  19. True, maybe a dual kit from Vanari. I think also swardmaster are included. So 2 infantry kit, 1 double knight kit, and we hope for beasts.
  20. I suggest you to change item on the prince. Use +1 aa to all Sylvaneth.
  21. The fact is that you need some lucky to win a tournament. If everything goes average the chance of winning is more or less 0. Plus, as shooting happens in your turn, you are able to modify the strategy in charge phase to overcome negative outcomes or positive outcomes. Anyway, this is not the element to focus on. The fact are: 1) you cannot rely on buffs, the opponent can remove the buffers 2) They have more range, best stat for shoters 3) Stand and Shot, if you opponent is good you wont have the chance to delete his stuff in shooting so having at least one chance to shot is very important. (in example, you can delete chaff without beeing engaged in cac in your turn.)
  22. This is algebric speaking. You still not counting the positive deviation buff of SoW. (As you get lucky Mortal on 6 effect will increase more damage in respect to other units in comparison). Anyway, you have pointed out for the basic concept that I've been trying to explain from like 2 months in the forum so Good Job!
  23. This can be true but if you encounter also variance SoW will be better then this, because as you get lucky on 6 your damage will rise better then dwarfs damage. Working on means is not statistically a good stuff. On top of this Ethereal stuff always exist in this game. In the end, SoW has 2" more in range. That can make the difference for large units coming out from hidden paths.
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