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Raffonerd

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Posts posted by Raffonerd

  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. 1 minute ago, Maturin said:

    2) Instead of setting up a STORMCAST ETERNAL unit on the battlefield, you can place it to one side and say that it is set up in the Celestial Realm as a reserve unit. You can set up one reserve unit in the Celestial Realm for each unit you have set up on the battlefield. At the end of your movement phase, you can set up one or more of the reserve units in the Celestial Realm on the battlefield, more than 9" from any enemy units. Any reserve units in the Celestial Realm that are not set up on the battlefield before the start of the fourth battle round are slain.

    I would say yes, since it's not written in the allegiance that the units must be SCE ones. BUt allies do not benefit from army's allegiance, so ... ?

    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.

    8 minutes ago, relic456 said:

    The goal is to get the Aetherwings within 3" of the eels, since you can't declare a charge if you're within 3" of an enemy model.  

  6. 37 minutes ago, PJetski said:

    Their Rend-2 attacks don't matter because the eels never get to attack anything besides Aetherwings. It seems like you still dont understand how Aetherwings work.

    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. 10 minutes ago, Coolwood said:

    Tbh I think you are just arguing for the sake of it now. @PJetski has provided very clear explanations of how to use that deployment and the birds to good effect to counter pretty much every scenario and army in the current meta. 

    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. 17 hours ago, Forrix said:

    Honestly, I think Wild Riders are best in Hallowheart as they get access to an easily cast +1 wound spell that you can give to SotT who can keep up with Wild Riders. And since Hallowheart is in Aqshy you could also get the +1 wound and charge spell too depending on how your local group plays (mine generally says you can take a realm spell from the realm your army is from in place of a battletome spell).

    Also phoenicium. If they die the fight again.

  9. 11 hours ago, PJetski said:

    Deployment is key. You want your dispel scrolls in range of wizards with spells that can threaten your Longstrikes and you want to wait to drop Longstrikes until near the end (but plan ahead so you dont run out of room).

    If there is any kind of threat of a turn 1 charge I use a castle deployment. If I don't think my enemy will come that quickly I tend to make sure I deploy Longstrikes within 30" of some kind of useful target. I have a picture here from my last GT (sorry it's blurry) where I was playing against a deepkin Soulscryer list on Duality of Death. You can see the Aetherwings on both flanks ready to intercept the outflank charge, with Liberators on either side just in case. Then I put my Evocators and Longstrikes in the center of that pile, knowing deepkin have no way to pile in and attack again.

    Against Slaanesh or FEC I would make sure the Evocators are behind the Liberators, possibly even out of range of a double tap to ensure their safety. Ideally you want to have the Evocators within 3" so they can pile in during the enemy turn, then use the anvils CA to pile them in during the hero phase immediately, but that's only useful if you can be sure that they won't hit your Evocators with their second pile-in. It's fine to lose Aetherwings and Liberators if it means you can fight first with Evocators later.

    Against DOK I would put my Evocators further up because they are a slow melee army and can't stop me from fighting first on the charge. 

    I'm not sure how to do a formal write-up, but I'm always willing to answer specific questions. I'll go through and compile all my posts from this thread into a single blog post that people can link to (Follow the link: https://shiftingobjectives.blogspot.com/2019/10/anvilstrike-tips-faq-updated-oct-25-2019.html)

    IMG_20190720_094720.jpg

    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).

  10. 6 minutes ago, schwabbele said:

    Lucky roll... it’s a dice game... 

    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. 

  11. 1 minute ago, schwabbele said:

    This is the key message here, many ( me included ) are way to focused on turn 1/2 carnage game endings. 

    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.

  12. 6 minutes ago, PJetski said:

    I run 2 units of Aetherwings. If you position your army in a single group then you only have 2 flanks to worry about.

    There are 5 rounds in the game, you really only need to be on the objectives on 3 on those 5 rounds to win. Deploy in such a way to avoid the turn 1 deep strike. If they dont come on the table in turn 1 then you can wipe out whatever they left and control the board yourself.

    You are building and playing this list wrong my dude

    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. :) 

     

  13. 1 minute ago, PJetski said:

    No, they don't.... read my post.

    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.

  14. 6 minutes ago, PJetski said:

    How to completely avoid any kind of outflank charge with Aetherwings:

    1. Deploy your army tight and put aetherwings on both flanks of your army. 

    2. Put Liberators as a secondary screen behind the Aetherwings, but make sure these Liberators are 4" from the Aetherwings frontline of the Aetherwings

    3. The enemy drops into play >9" from your Aetherwings in the movement phase

    4. At the start of the enemy charge phase move your Aetherwings move.

    • If you roll average (7+) then you can move your Aetherwings within 3" of the enemy unit - now they can't declare a charge at all and spend their combat phase fighting some throwaway birds
    • If you roll low (3-6) then move the Aetherwings away from your enemy. If you did this correctly, there should be no units within 12" of the enemy - now they can't declare a charge at all and they spend their combat phase doing nothing.. Consider doing this even if you roll 7+, as you can keep your Aetherwings alive and use them again later.
    • If you roll a 2 then move the Aetherwings back towards the Liberators but position in such a way that they can't fit their models between the Aetherwings and the Liberators. They can charge you, but they will spend their combat phase fighting only Aetherwings. 

    There are other parts to consider, like how they can fail their charges and how to position a counterattack unit like Evocators based on the enemy weapon range.

    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.

  15. 7 minutes ago, XReN said:

    This implies that aetherwings haven't moved AT ALL, explain

    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.

  16. 40 minutes ago, Lucur said:

    How do they suck against flying? Flying units can't charge when an aetherwing unit moves within 3" at the beginning of the fight phase. If the come in on the flank they can't move and get to make a 9" charge, where they should only have chaff in range.

    Even while you can only shoot the closest model, deepkin are so fragile and low count, i don't see the problem.

    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.

  17. 9 minutes ago, PJetski said:

    How is deepkin "erasing" anything? Why do you not have Liberators and Aetherwings in place on your flanks to guard against the deep strike charges? If you dont know how to block deep strike charges then youre really going to struggle to make this list work.

    Witches can take the objectives on turn 1 but if theyre sitting in the middle of the board then you have a shooting gallery in front of you. Focused fire from Longstrikes and Evocators can wipe out a block of 30 witches easily. You can easily take one objective back on turn 1 taking almost no casualties, use Aetherwings to block their counterattack and do it again on each turn.

    Anvilstrike has zero problems against Deepkin and DOK. Are you playing without Aetherwings?

    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).

  18. 11 minutes ago, Maturin said:

    About that, would you care to make a "guide" to how it needs to be played ? I played Anvilstrike at 1250 points, brung 2 5man libs, Celestant Prime, Spellweaver, 9 lognstrikes, 2 units of birds, against IJ. At the end all I had lefts were birds, longstrikes, and I decimated his whole army. Won at objectives too, but did a stupid mistake so I gave the victory to my opponent : I didn't have my Longstrike unit wholly in the range of a hero or general.

    How do you use translocation ? Do you keep Longstrikes in the sky ? if so, against what list (shooting list I assume) ? Etc :)

    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.

    17 minutes ago, PJetski said:

    I havent had any problems with the 90 Witches lists, or even the 160 Plague Monk lists. Once you kill their key support heroes the infantry bricks start to run away in droves.

    I wouldn't say it "barely" counters FEC/Slaanesh - Anvilstrike is the hard counter to any melee army. 

    I'm not sure why you would consider Deepkin a counter? They get tied down by birds and Evocators cut through their whole army like butter.

    If you think Anvilstrike relies on turn order rolls then you are not building it properly or not playing it properly 🤷‍♂️

    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".

  19. 3 hours ago, PJetski said:

    rbase thinks Stormcast are a mid tier  army at best. The res

    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.

     

  20. 4 minutes ago, kore5022 said:

    You can't fight first with the rider and then fight with the mount later. 

    It fights as one model and due to the relic it fights first on the charge 

    If it's like this i'll move into living city asp. :)

    My painted phoenix finally has it's space.

    • Like 1
  21. 11 minutes ago, SwampHeart said:

    Affects the mount for the purpose of fight first on the charge (which is what really matters) - the bonus rend for the rider's Halberd is just icing. 

    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.

  22. 30 minutes ago, chord said:

    Yeah people really hate SCE,  I'm convinced its why GW makes the SCE units so lousy compared to the newer armies.   

    Hope we get a new book soon that really fixes things and at least gives us internal balance.

    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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