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Maturin

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Posts posted by Maturin

  1. Hey guys,

    Do you think that list is viable for a 1250 points tournament ? I wanted three things : a one drop army or two at max, a mage that could go along the cavalry to support them and a way to make every single dice counts, so max re rolls or +to hit.
    I think I got what I wanted. But is it strong enough in an alpha strike ? I would have liked to get the Cogs for +2 to charge distance but that would mean no re roll to hit for 1 with the Azyros bubble (Incantor + thermal rider cloak+cogs 220 points). The sisters can participate in the shooting phase too, and not being in danger melee.

    Allegiance: Cities of Sigmar
    - City: Hammerhal
    Mortal Realm: Aqshy
    Freeguild General on Griffon (320)
    - General
    - Shield & Greathammer
    - Command Trait: Blood of the Twelve
    - Artefact: Ignax's Scales
    Knight-Azyros (100)
    - Artefact: The Twinstone
    - City Role: General's Adjutant
    3 x Demigryph Knights (180)
    - Cavalry Halberd
    3 x Demigryph Knights (180)
    - Cavalry Halberd
    3 x Demigryph Knights (180)
    - Lance and Sword
    5 x Sisters of the Thorn (130)
    - Lore of Cinder: Cindercloud
    Hammerhalian Lancers (140)

    Total: 1230 / 1250
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 64


     
  2. 1 hour ago, Marcvs said:

    Right, my adventure in the French League with the StormKroak list has ended with a defeat at the hand of the Tzeentch conflagration+changehost (and 20 pinks) list.

    The battleplan was Shifting Objectives and (unfortunately) confirmed my previous analysis.

    I was pretty happy of the deployment I had come up with when preparing the game. Of course I was too tense to take a screenshot at the beginning but you can more or less see it here (only the celestant, the small heroes and the LoC had moved). In practice my objective was to: 1) deploy everything out of the 27" threat range of flamers, 2) screen with the liberators so that he could not TP the 20 pinks and engage the stadrakes with a destiny dice charge (so they were 3.1" behind the libertors line), 3) place my wizards outside unbind range.

    20200601222627_1.jpg.ecf53946656bf9b40307f597f608bb9b.jpg

    In this situation my opponent at least had to consider what to do and he choose (wrongly, IMHO) to give me first turn. I could deploy a good amount of magic, although after the everblaze comet he used the splitting of pinks to get into unbind range for kroak (he unbound one spell). I killed 4 flamers, the exalted flamer and the changeling, did 6 wounds on the LoC and moved the buffed lord celestant to take the 3 pts objective. I had one unit of liberators in reserve but I decided against using it to get one VP. Not that it would have mattered because...

    In his turn he moved up the 20 pinks, used the destiny dices for the charge and placed them to cover two objectives. He also had two 1s in his pool so at the end of the turn there were 20 pinks again in addition to the blues generated in the meantime.

    20200601225040_1.jpg.cf12f583b43fd228b6f8f2a8da56928e.jpg

    3pts objective shifted to the left (controlled by the pinks + brims). He won priority and gave me the initiative. I was already convinced that this was over (quite hard to do 100 wounds before points difference becomes too large), tried to see what my turn would bring but now the LoC was in unbind range so I couldn't kill it. Another 1 in the destiny dices meant no battleshock losses + more pinks. I retreated the celestant, dropped the liberators to try and grab the right objective, failed the charge, rerolled, failed and decided I could not win this. The opponent was very gracious and had very nice words about the list and managing to get this far with stormcasts :D

    With a similar t1 and a different battleplan I think I would have had at least a bigger fighting chance. Oh well, I am starting another league this week :D

    I think this this is where a Stardrake Celestar combination could have done wonders. T1, you could destroy his LOC if you do not fail your rolls :)
    Merci for the batrep !

     

  3. 2 hours ago, Django said:

    Sounds like a great use for the command points in this list. As I understand it is very impotant that Celestant Prime kills whatever he charges into since he is quite vulnerable (maybe a bit less if close to the staunch defender but still). So rerolling those ones could be really imporant to get 5 or 7 wound rolls depending on when he enters the battle.

    What do you think about the Comet, how much support in terms on wizards is needed to make proper use of it? Im thinking about running 2 incantors (or 1 incantor + lord arcanum on foot), the downside obviously being that the model count goes even lower.

    1 : Staunch defender onmy kicks in if you haven't charged. Careful.
    2 : That's too much. If I was to take two mage, I'd rather take to incantors.

  4. 13 hours ago, Django said:

    Unfortunately I’ve already ordered my stardrake, but I’d guess you’ve already painted your drake and I really want to paint it. But thanks anyway :)

    Nah, there was a guy selling in my coutnry, a LCoSD and 6Dracoths for 140euros. Unpainted/magnetized.

  5. 14 minutes ago, Turragor said:

    I second this, the Prime with rr to hit arriving on r2 or 3 can make ppl sweat.

    Though when you have only the comet + a drake, it's always good to know you can do 3MW for sure in a random radius! Tough choice.
    The psychological impact of a non yet arrived Prime is hilarious though. It makes people do mistakes!
    But as mine always disappoint me melee wise, I tend to play him as a mobile MW artillery.

    @Django I can have a pretty sweet deal for you for a Stardrake+Dracoths if you're interested. PM me.

     

  6. @DjangoI'll add that while 6 evocators on kittens are the best size when you take them, they hit hard in MELEE only. They have no range attacks.
    Meanwhile you could field 4 fulminators for 480points, boasting a massive 3+ save, hard  hitting on charge, since you're not going to be at 2000points you might be able to get the free rerolls to hit, use a Cp for the Stardrake's ability giving them reroll to wounds. That's in MELEE. Because they can actually shoot a mini comet! range 12, hits on 4+, D3MW per model. They're not wizards but in my opinion, if you want to field a cavalry unit instead of a drake, Dracothian guards are the real deal. They're closer to the idea of blasting from afar before engaging.

    Where are you from mate ?

    Allegiance: Stormcast Eternals
    Mortal Realm: Aqshy
    Celestant-Prime (340)
    Lord-Celestant on Stardrake (500)
    - General
    - Celestine Hammer
    - Command Trait: Staunch Defender
    - Artefact: Ignax's Scales
    - Mount Trait: Storm-winged
    Knight-Incantor (140)
    Lord-Castellant (120)
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Liberators (100)
    - Warhammer & Shield
    4 x Fulminators (480)
    Everblaze Comet (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 85

  7. 36 minutes ago, Marcvs said:

    I am also wondering about the sequencing of Cavernous Jaws and the splitting from Horrors. So far, my tzeentch opponents have always maintained that I first have to resolve the three bites and splitting only happens afterwards. Meaning that I cannot try and break coherency unless I am eating brimstones. So far I have accepted this, but I might try to propose a different interpretation on the basis of the wording of Cavernous Jaws ( "For each bite") which suggests that each bite resolves independently.

    I"ve always rolled three dices but one at a time only. I choose this mini, I roll. Alive ? I continue on him. Dead ? I choose another one. That's why I usually like to act with the dragon last, if his units can't outright kill me. So I can try to break his unit apart :)

     

    13 minutes ago, Turragor said:

    You pick the target and roll - if its above wounds stat on warscroll the target is slain. Removed right away. & Pinks split when slain. Then you would repeat.

    I mean they will prob challenge (because it means they've to play so much more carefully) and itll then need TO (or FAQ). But it is a sequence. It ends. Then you can do it X times.

    Sorry I do'nt get what you mean here what do you think they'll complain about.

  8. 23 minutes ago, Marcvs said:

    Though I am very happy with the outcome, I know that this was a lucky matchup. To prove the point, in the 1/8 round I will meet a pretty classic Tzeentch list in Eternal Conflagration + Changehost (and 20 pinks). Having already played against a similar list I have a better understanding of things to watch out for, but still, the teleport + auto charge (with destiny dices) of the pinks in t1 + the board control will make it extremely difficult for me to come out of my deployment zone. At least he has no Gaunt lol

      Reveal hidden contents

    Tzeentch - Change Coven: Eternal Conflaguration

     

    LEADERS

     

    Lord of Change (380)

     

    - General

     

    - Command Trait : Coruscating Flames

     

    - Artefact : Aura of Mutability

     

    - Lore of Change : Tzeentch's Firestorm

     

    Fatemaster (120)

     

    - Artefact : Shroud of Warpflame

     

    The Changeling (120)

     

    - Lore of Change : Treason of Tzeentch

     

     

     

    UNITS

     

    20 x Pink Horrors of Tzeentch (400)

     

    6 x Flamers of Tzeentch (240)

     

    3 x Flamers of Tzeentch (120)

     

    3 x Flamers of Tzeentch (120)

     

    1 x Exalted Flamers of Tzeentch (100)

     

    10 x Brimstone Horrors of Tzeentch (60)

     

    10 x Brimstone Horrors of Tzeentch (60)

     

     

     

    BATTALIONS

     

    Changehost (180)

     

     

     

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS

     

    Prismatic Palisade (30)

     

    Geminids of Uhl-Gysh (60)

     

    Libs on your flanks ? If Drakes are bogged down, they'll only be for a short time, since you can fly away ?

     

  9. I think you should try the chameleon skinks if that makes you able to squeeze in the vortex.

    17 hours ago, Marcvs said:

    yeah, I am coming to the same conclusion. I mean, a completely different list (including a templar and dracoths maybe) seems feasible, but no starcast lookalike

    Templar + Dracoth would be totally fine in a Living City list. The only problem I see is that a competent player with a horde list could deny you entry by the rear and side, or at least not his side.

  10. 48 minutes ago, Marcvs said:

    yeah, I am coming to the same conclusion. I mean, a completely different list (including a templar and dracoths maybe) seems feasible, but no starcast lookalike

    Templar + Dracoth would be totally fine in a Living City list. The only problem I see is that a competent player with a horde list could deny you entry by the rear and side, or at least not his side.

    • Like 1
  11. 1 minute ago, Marcvs said:

    Yeah, difficult. I mean, 1 dragon + castellant is feasible, maybe even incantor too but then you must have a lot of handgunners MSU :D

    They won't be effective they need a general + Hurricanum and will die like a breeze.

  12. I'd like to try something like that one day :

    Allegiance: Stormcast Eternals
    Mortal Realm: Ulgu
    Drakesworn Templar (420)
    - General
    - Tempest Axe
    - Command Trait: Staunch Defender
    - Artefact: Sword of Judgement
    - Mount Trait: Storm-winged
    Lord-Celestant (100) Doppleganger cloack or artifact on castellant
    Lord-Castellant (120) Talisman of the watcher
    Knight-Incantor (140)
    5 x Judicators (160)
    - Boltstorm Crossbows
    - 1x Thunderbolt Crossbows
    5 x Judicators (160)
    - Boltstorm Crossbows
    - 1x Thunderbolt Crossbows
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Decimators (180)
    - 2x Starsoul Maces
    5 x Protectors (180)
    - 2x Starsoul Maces
    Skyborne Slayers (190)
    Everblaze Comet (100)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 102



    Ulgu is one of the best realm for artifacts geared toward attack! Lots of combinations possible.

  13. Space marines have access to cheap and always essential characters that give an aura to hit and wound. We're stuck with the celestant for +1 to hit (the LCoSD should it too btw), the Azyros who's meeeh since he has to get into enemy lines and a spell, that we first need to cast.
    We're not very efficient poster boys :D

  14. 1 hour ago, Turragor said:

    I think I could well add both, they are strong in different ways. Starcast w/ 6 deso and kroak versus Starcast w/ 6 deso and prime

     

    The only beef I have with the deso list is that lacking the Comet you're not 100% sure to One shot the opponent's puny heroes.
    But what I like is that you still have the Swiss army tool that the Prime is with his 3 guaranteed MW + when the desolators hit, they hit hard! Plus they synergize well with the drake. The only downside is that the castellant has to choose whether to shine on the drake or deso. Depending on what you're facing, that can be a problem.

    46 minutes ago, Naem said:

    Thank you very much, that makes the thread even more helpful :)

    I also do like to play Starkitties with Stardrake, Prime and 6 Evocators on Dracolines plus Comet, Castellant and Exorcist.

     

    Alternatively I liked the list with Incantor, Ordinator and 4 Ballistas instead of the Kitties. In that list I found the enemy to often be to distracted by the Dragon thread to deal with the Ballistas and getting shot to pieces. Kind of a distraction Carnifex :)

    Seems interesting. The only beef I have with the balistas is they're unreliability. 4 of them + LO is too much to be unreliable.

    • Like 1
  15. Nope.

    I don't remember what I played actually. Maybe :

    Allegiance: Order

    Leaders
    Lord-Celestant on Stardrake (500)
    - Celestine Hammer
    Lord-Castellant (120)
    Celestant-Prime (340)
    Knight-Incantor (140)

    Battleline
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Liberators (100)
    - Warhammer & Shield
    5 x Liberators (100)
    - Warhammer & Shield

    Units
    6 x Desolators (600)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 95

     
    • Like 1
  16. 2 hours ago, Turragor said:

    Ok I added some of my lists, anyone want to recommend their own list or any starcast variant for first post?

    I don't remember all the variations I tried, but there was one with 6Desolators and it packed quite the punch too.

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