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Raffonerd

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Posts posted by Raffonerd

  1. 9 minutes ago, AdamR said:

    That's a lot of Staves! ;)
    Why the 10 Liberators? If you downsized to 5 and dropped the prosecutors that would allow for 9 Longstrikes instead.
    No Castellant? With the amount of rend about currently, I find that 4+rerollable doesn't cut it. Although that may just be me being unable to roll higher than a 1.

    I need only 6 to kill a spare of heroes here and there. 

    Castellant was an idea. But I'd like to test if i can kill enoght stuff with only raptor/comet. Maybe swithcing Prosecutors and Geminds for Dais and Castellant can be good also. I'm not totally sure about the stormhost too, maybe Tempest lords can be better. But I like the 6 raptor first turn re-deploy. This grants me to cover them (setting them in air if he starts) while keeping opponent heroes far away by deploying them very ahead.

  2. 9 minutes ago, Styr said:

    Quick question : GavBoomb are still playable ? Can someone help me with list and how use it ? 

    It is more or less. I have hard times against Skaven and Slanesh but you can do something:

    My last tournment list was this one:

    Warpstone win 2 - lose 1
    SCE Phoenicium
    Hammers
    Grifon 220
    Vexilor 120
    Gavriel 120
    Frost Phoenix 320
       
    Evo 440
    Prosecutors 90
    Liberators 100
    Liberators 100
       
    Sequitors 440
       
    Cp 50
       
       
       
    Total 2000

     

    Match ups were Skaven (lost - 10 -8 points, last turn verminlord 20" to burn my remote objective; won SCE mirror match against gavriel bomb; Legion of Grief hard magic list)

    At the moment I'm the best italian stormcast player. Anyway i suggest you to avoid gavriel/hammers and go for others stormhost (vindicators/tempest lords/anvils), which are less CP intensive.

  3. New Tournament new list:

    Allegiance: Stormcast Eternals
    - Mortal Realm: Ghyran
    - Stormhost: Celestial Warbringers
    LEADERS
    Lord-Arcanum (160)
    - General
    - Command Trait : Portents and Omens
    - Artefact : Hammers of Aurgury
    - Spell : Azyrite Halo
    Knight-Incantor (140)
    - Spell : Celestial Blades
    Knight-Heraldor (100)
    UNITS
    20 x Sequitors (440)
    - Tempest Blades and Soulshields
    - 9 x Stormsmite Greatmaces
    5 x Evocators (220)
    - 10 x Grandstaves
    - Lore of Invigoration : Speed of Lightning
    10 x Liberators (200)
    - Warblade & Shield
    - 2 x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 2 x Grandblades
    6 x Vanguard-Raptors with Longstrike Crossbows (340)
    3 x Prosecutors with Stormcall Javelins (90)
    - 1 x Stormsurge Tridents
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Everblaze Comet (100)
    Geminids of Uhl-Gysh (60)
    Extra Command Point (50)
    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 119
    LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 0/400

  4. Hi guys, 

    GW is preparing Orion to come out, so am I:

    Allegiance: Order
    - Mortal Realm: Shyish
    LEADERS
    Spellweaver (100)
    - Heartwood Staff
    Avatar of the Hunt (380)
    - General
    - Command Trait : Master of Defense
    - Artefact : Ethereal Amulet
    Loremaster (140)
    UNITS
    20 x Eternal Guard (260)
    10 x Eternal Guard (130)
    30 x Glade Guard (360)
    5 x Wild Riders (130)
    30 x Phoenix Guard (420)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Extra Command Point (50)
    Prismatic Palisade (30)
    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 118
    LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 0/400

    What do you think?

  5. 1 hour ago, Nizrah said:
    Could we make better list for 1250? Master class TO

    Allegiance: Stormcast Eternals
    - Stormhost: Anvils of the Heldenhammer
    Lord-Relictor (100)
    - General
    - Prayer: Translocation
    Knight-Incantor (140)
    - Artefact: Soulthief
    - Spell: Chain Lightning
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    9 x Vanguard-Raptors with Longstrike Crossbows (510)
    3 x Aetherwings (50)
    3 x Aetherwings (50)
    5 x Retributors (200)
    - 2x Starsoul Maces

    Total: 1250 / 1250
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 75

     

    Mmm Better azyros and 5 evos then incantor and Retributors. But depends on the meta that you expect.

  6. 29 minutes ago, TomParry84 said:

    I have two dispels and can kill any wizards that may cause me issues in turn 1/2 with the crossbows.

    I lost vs 21 terrodons, horrible list!

    The thing is more first turn endless spell. Cause if you have 1 incantor you can block it and kill the mage in your turn. 

    Without it, a lucky roll and you could have annoying problems. Anyway, they let you shot at 30" in hero phase or at 24"?

  7. 26 minutes ago, TomParry84 said:

    Went 4-1 at blood shed with this list last weekend:

    image.png.e1f4bac314f57e370ded3c05ccd8294c.png

    Was such a fun tournament! I am looking at maybe swapping out the evocators and heraldor for a Prime, but not too sure this list can cope with losing the bodies...

     

    Hi Tom,

    Don't you are to weak against heavy spell lists on turn 1/2? I would have played the incantor at least in 1x. Also skink don't allow you to use anvils ability. 

    I've been playing without aquilor and skink for: geminds incators 2x.

    Found the list very strong, but against heavy horde like a bit under. I thought to move into desolators + castellant and drop evo + heraldor and 1 incantor. Where did you loss?

     

  8. 11 minutes ago, l1censetochill said:

    Given the low model counts in our units (huge disadvantage in taking objectives) and gigantic base sizes, I think realistically we would need a universal +1 Attack and improved profiles (either 3+/3+ or 1 rend on Liberators, for example) on all models to have even decent offensive output. An allegiance ability that's in the same stratosphere as what the Bonereapers get, like +1 blanket save and +1 rend, would actually make our units formidable enough to do be scary without needing to rely on activation tricks and Gavriel.

    If we're not changing profiles, Liberators at 80, plus a max unit of 20/280, might actually be pretty good. A max size of 30 for models on 40mm bases is comically stupid.

    LCoSD at 460 would be far more palatable and might actually see play in some lists. Drakesworn should probably be 380 or 400. Lord-Celestant on Dracoth should be like 180 at most.

    While we're making wishlists, basically every hero we've got other than the Relictor and Azyros should have 20 points taken off their cost at a minimum, while some of the named characters are so over-costed I can't even comprehend what the designers were thinking. Vandus should be 200. Tauralons are like 80 points too expensive. Sequitors should never have gone up from 120, and Evocators and Ballistas were completely fine at 200 and 100. Judicators should be 130 maximum. Every single Paladin unit is complete garbage, and should have their points reduced by 40 across the board. Dracolines should be 240. Those costs would actually be aggressive enough that you might actually see non-shooting Stormcast lists competing for top tables sometimes.

    Or basically count as 2 models for objectives scoring.

  9. On 10/30/2019 at 3:25 PM, Maturin said:

    Libs are fine price wise, they're not that effective though, they fight poorly. Judicators are too expensive for battleline.
    Heroes are too expensive Celestant Prime and LCoSD in particular. Some heroes are useless for their cost.

    Like every tome. The good and the bad. Yes, but for 100 they are a "good" bline. At least using stormcast rules. 

  10. 38 minutes ago, Nizrah said:

    What would be fait cost for our units? Stormcast should get treatment like SM in wh40k (global +1 attack) or should get global +1 W or +1 sv. Its nonsens thats freepeople guard get the same sv as stormcast (4+)...
    If warscrolls not changed
    Lib - 80 ?
    LCoSD - 460 ?
    Drake Templar - 400 ?
    Vandus - 200 ?

    Lib at 100 are great man! 

    10 Wounds ts 4, RR 1, 2 aa with a Great mace. Stormcast units are overefficient for their cost. They just lack in number.

    The problem here is: how do you quantify mass, which is an unosservable dimension? Hard to cope with so. So, you will get always unbalances: SCE overpowered or SCE average/low average strong. Maybe they should change the "quantity discount", but i think that would increase SCE power to much.

    • Confused 1
  11. 1 hour ago, l1censetochill said:

    Don't get me wrong, the Stardrake is certainly a strong model in a vacuum. The question is, as part of a Stormcast army, is it 560 points good? Is it going to win more games for you than 20 Sequitors and a Lord-Castellant, or 9 Longstrikes and a unit of Aetherwings? In an army that's already so low model count, it's hard to justify taking it when it's mostly a utility piece that, despite being a 560 point model, still needs support (Lord-Castellant, for example) to do its job.

    And really, one of the big issues the Stardrake has is nothing to do with the unit's warscroll. The problem is that the Stormcast allegiance rules, synergies, and general way you're forced to build the army doesn't complement the Stardrake. The Terrorgheist is a great counter-example there - it's not just the warscroll that makes the Terrorgheist strong, it's that the Gristlegore allegiance abilities let it fight first and attack twice each turn, making an already-good model straight up ridiculous. Combine that with the availability of cheap battleline and double caster wizards that can also summon units and you've got a cohesive army. But the Stardrake... outside of just being a big, tanky model with decent shooting, we don't really have tools to build around it. Staunch Defender gets it to a 2+, sure, but it's also a a model that ideally wants to be moving and charging, and consistently keeping other units wholly within 9" is going to be tough. The Command Ability is okay, but Dracoths are so expensive that if you take a Stardrake and 6 Desolators you've spent 1160 points on 7 bodies. +1 to cast for friendly wizards within 18 sounds nice, but we have no access to double-casting wizards, the ones we do have are all too expensive, and our spell lores suck.

    So it's not necessarily a problem with the Stardrake. It's a problem with Stormcast as a whole not really being able to make good use of the things the Stardrake offers.

    Funnily enough, I do think Stardrakes might have a route to being reasonably competitive... in Cities lists. Tempest's Eye has an artifact that can give a Stardrake run & charge and always fights first, which combined with +3" move on turn 1 makes it an actual alpha strike threat. Living Cities can just give the Templar the Iron Oak Artisan command trait to make it always have a 2+ save and +1 to wound,  deepstrike it, then use the bow attack to give it a full move with the command ability to almost guarantee charges. Combine that with the availability of actual good, cheap bodies in Cities lists, and you might have something that can keep pace with the stronger armies. I think the model just fits in better with those armies than it goes in Stormcast, which is sad.

    As long as the Bull counts 1 in objective scoring he is useless.

  12. 11 hours ago, Nizrah said:

    Okay, i get a little bored with my shootcast anvils so i tried to make new competive roster: Here its goes

    Allegiance: Stormcast Eternals
    - Stormhost: Celestial Vindicators
    Lord-Arcanum on Celestial Dracoline (220)
    - General
    - Trait: Single-minded Fury
    - Artefact: Stormrage Blade
    - Spell: Azyrite Halo
    - Mount Trait: Pride Leader
    Knight-Heraldor (100)
    Lord-Castellant (120)
    Lord-Ordinator (140)
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces
    6 x Evocators on Dracolines (600)
    - 4x Grandstaves
    - Lore of Invigoration: Terrifying Aspect
    Celestar Ballista (110)
    Celestar Ballista (110)
    Celestar Ballista (110)
    Extra Command Point (50)
    Chronomantic Cogs (80)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 104


    If we get all our buffes on Cats they will have something like: 12 + 3d6 threat range , 3+ fullrerolls sv, 
    10 2+(reroll1)/3+(fullrerolls)/-1/d1, 17 2+(reroll1)/3+(fullrerolls)/-0/d2, 31 2+(reroll1)/3+(fullrerolls)/-1/d d3.

    Plus we have ballistas and a few sequitors to smash stuff.

     

    If you see on AoS short, this list is not new at all :)

     

    • Haha 1
  13. 5 minutes ago, Mark Williams said:

    I feel obliged to point out there’s another equally valid interpretation of the wording, and that is that the bonus does not activate until you have the opportunity to make a choice to move. Your interpretation is is an opinion until it’s FAQed, as is mine.

    Yeah. I think that GW will FAQ this soon. Also Sisters of the watch now has the same wording. While in the past they had in the shooting phase that was more clear to interpreter. From what I can desume from London GT lists the range is 30". Because Sam Saunders was playing without relictor. This means that he was not able to move raptors during the game.

    By that it would be clear that he was shooting from 30" (in either phases) and no from 24"

  14. 6 minutes ago, Kevin K said:

    Question on Longstrike Raptors' LongShot ability.

    When you use the Anvilguard ability to shoot in the hero phase, does it still apply?

    I know it has been discussed before but I couldn't find what the community consensus ended up as and I might be using it soon.

     @PJetski sayed that at the GT he was conviced that range is 30" if they don't move. So in Herophase they have range 30".

  15. 6 minutes ago, XReN said:

    You can, the rule itself doesn't specify what unit you need to have on the table except that it have to be yours, allied units don't use or benefit from being counted as "your units on the table", no reason to overthink it.

    True, but if you read on the core book it says: they are not included when working out your army's allegiance force .... and cannot use or benefit from your's army allegiance ability.

    I just want to be sure, cause in our tournament I've use what you have sayed before but they told me that was not legal.

  16. 53 minutes ago, XReN said:

    You roll your saves, than heal any wounds that were previously allocated, then allocate wounds from failed saves

    And by previously I mean from another source, you can't heal wounds allocated from different weapons of a single unit

    ouch, that sounds bad then. It's not simultaneous.

    How about allies and castellant's gryph?

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