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Raffonerd

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  1. Another topic to clearify: The castellant heal ability is applied in simultaneity with the wound application or you must have already a wound assigned to the model in order to apply? Which example should I apply: Case 1: 4 wound to be applied on a Dracoth with 0 wounds . I roll 2 6 and 2 2. Dracoth exit combat with 0 wounds applied. Case 2: 4 wound to be applied on a Dracoth with 0 wounds . I roll 2 6 and 2 2. Dracothexit combat with 2 wounds applied. Case 3: 4 wound to be applied on a Dracoth with 1 wounds . I roll 2 6 and 2 2. Dracoth exit combat with 3 wounds applied.
  2. If you check in GA19 they say that allies don't count for allegiance abilities btw. It's tricky.
  3. Guys, I need an help on SCE rules: 1) Castellant "creates" a Gryph on the field. This counts as a single drop in deployment. After if, in order to apply the allegiance ability i should count 1 or 2 units on the fields? I suppose 2, but no sure. 2) Does allies counts for the units on field for allegiance ability? Thanks in advance. NB: SCE is still good in competitive, don't worry.
  4. Guys, I've understood. If you roll less then 7 it's hard to cope anyway. That's the point. I missed that part in the corebook, but it was not necessary during my tournament . Because if he rolls let's say 8 + 3 he engages libs and with shock can go throug with pail in. Anyway one can go around this first turn charge in a lot of ways.
  5. But they have +3 to charge, so you have to roll at least 7. You are playing coin flip here. But yes, i didn't got this point. Good to know. A lot good.
  6. Maybe i'm missing something then. You are 1" behind lib. If he selects with scryer the liberators and chages them? Ok you can move. You go ahaed of them? They fly above you. If you stay there 1 model would be 1/2" to liberators for sure. So he will kill them before combat e rush into raptos/evos.
  7. Not arguing. I mostly agree with him. Just pointing out that, if you find a good opponent, this list is not so "easy win stuff". Cause it rely on statistical results more then others lists. Like in places of power if you don't get the double turn you cannot win the game with this list. Because you do damage only in your turn and you don't have mass on objectives.
  8. New option guys; Phoenicium Anoited Frost 320 Bmage 90 Anoited Frost 320 SoT 130 Phoenix 420 Eternal Guards 260 Liberators 100 Wild Rider 130 Wild Rider 130 Emerald 50 Cp 50 Totale 2000
  9. Also phoenicium. If they die the fight again.
  10. Any good list for SCE avoiding anvilstrike list? Like something more Hammers oriented?
  11. I'm assuming you won the side roll. Which is not usually done (50%). Second, the boat near you is set badly. Should be parallel to the long hedge. Third if he happers with scryer left hedge, run with 2 wheels units to objective, charge liberators, shock them to death, pail in with one unit, he will luckily kill half evocators and engage raptors. With it he starts scoring in the middle. Why azyros is on the floor??? In my opinion i would have set evos and raptor behind 4". In this situation having 6 desolators would have been better, because they wont suffer much rend -2. Anyway, in general anvilstrike is pretty easy to use if you understand it. You don't set stuff in air and you set up in order to hit turn one something. Because if not they let you start and if relicotor can't move you are done if they double turn. About matchup, i agree on the fact that you suffer hard magic list. I think Tzeench/Sylva (also supposing cities), but never tryed against them cause of they unpopularity. The problem on that is that you can set your list to be better against deepstrike or better against magic. Like me, i had incantors and 1 birds. But you can use 2 birds and 1 incantor depending on the meta you think there is. Read the report. Congrats first, second I agree in most of the points. Last tournament i had 1 spellweaver and 1 incantor, but it was a bad choice. I should have done 2x incantors. Also the second predatory spell could be very usefull, cause when i've been setting up geminds i had the game. (I let even the opponent the turn to move geminds). That is a game changing stuff. Places of arcane power is s bit unbalanced. I've lost there against dok cause they won initiative and scored the second time (3 first turn, 4 second turn. Game over).
  12. True, but on average lists that have a great mass (or table control) are ahead. Because, yes this list have a great fire power but you have to avoid to much stuff to get to victory. Like in the last game i had 3 citadel woods on the table, korne scenery. Never got a double turn, he got some lucky rolls, ecc... you struggle. The only thing that i've got is that 6 desolators would have been wide better then 10 evocators 5 games over 5. https://aosshorts.com/gt-finals-report-2019/#more-7163 like Sam Saunders's lists.
  13. This is not the point. The point is that you struggle agaist "lucky" roll. As long as everything goes as it should this list is good. If something goes non statistically you are dead. In early game. If they let you start and they double turn as example, ecc. Other lists (slanesh fec skaven) don't suffer this. They go straight to win.
  14. Dunno guys, maybe people that plays this list in international events don't know how to play it. That's why they can't win 5 in a row. (I've done 3 -2 with this list, one lost by "listing" cause I've thougt about a different meta (I was thinking to a more spell oriented meta), one by totally bad luck. If we could have repeted that game 10 times I would have won 9 over 10). I.E. I screened with birds 10 unit guys, they charged by 11 avoiding them.
  15. They can enter from any border. Or you have 3 units of birds? I think that all these tactis works on paper. When you play and you don't get the double turn it's hard to come out from this. Cause in the meanwhile you are losing table control to screen stuff, ecc.
  16. Liberators dies without move with shock. So they easy overcome them. Wings rely on roll. So if you roll bad you are dead. If there are sceneries like a boat covering them you are dead. It's really hard to get out from them (rely on relicotors roll). Also sylvaneth dread wood can do this even more easily with 6 kurnoth. This means it's not a bad list or whatever, but it's far from beeing a top tier. Slanesh/fec or skaven doesn't care about all these rolls to survive.
  17. Basically, scryer chooses one unit and give +3 charge. If you are near with wings he chooses them, they charge with 1 model birds and the others goes 2d6+3 on raptors. At the start combat they kill birds and then they pail in on raptor (nearest model). Rember that 1 model must end charge near birds, the others goes against raptors. 3" pail in + range 2" you are always dead. (they usually have units of 9 wheels so can reach 15" of extension from birds. Unless you roll 12" with 2d6 it's impossible to don't get charged. if you are far from raptors they choose raptors and they go straight with flying over them.
  18. They charge at 6 the birds (+3 by scryer). Combat start, use the eltric shock on birds, pail in on raptor with 3", range 2. You die by rend and aa. Gone.
  19. One unit. But against flying they su... bro. You are counting to much on 2d6. Which usually is a losing game incoming. Btw the thing is that in some missions you cannot rely on massacre points. In those you are going to lose in the end. (i.e. Places of power).
  20. Forgot sky. Heroes needs to be on focal point dislocated. You shot, pray, move to another hero, shot again. Or, pray shot, shot. Btw pray is not a must in this list, as long as you have a tanky front. I play regular 2k points as GT are done guys: 2k points minimum 7 scenery x table (should be 10 but depends on how many tables we have. With 30+ table is not so easy to have 10 sceneries). Deepkin with scryers enters the 2nd/3rd turn and erases you. Witches same. He starts, run first turn. You kill 30 witches or heroes (depend on mission), then e grab objectves. (still 60 witches plus stuff on field). Then, if you lose initiative with run and charge you can mostly stop them without desolators. More or less the same against korne. Btw, if you win the roll you win the game. Ok, but: it's not "sunday everyday".
  21. Anvils is strong only against top tier lists (mainly monsters list). If you fight 90 witches you will see that if you dont win double turn early you have lost automatically. You have to bring in desolators which are a huge cost to tank the front line. By the way, it's not that bad but it's far from top tier. You counter barely those FEC/Slanesh and get stomped by deepkin, Dok. On the other side, slanesh has no authomatic loss againt anyone. It only has authomatic win against some lists, which is far better. In the end, Anvils relays on turns to much in my opinion. If you have double turn at the second, you have won authomatically. If you don't get it in a game or if you opponent has it, you have more or less lost.
  22. If it's like this i'll move into living city asp. My painted phoenix finally has it's space.
  23. This point is not so clear about this. Because phoenix says: artifactes affects only anoited attacks. So, this excludes affecting the mount with everything: strike first too.
  24. Because meta needs changes. Also business, they need to sell new stuff. Btw SCE are not that bad. Anvil and hammers are still competitive.
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