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Maturin

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Posts posted by Maturin

  1. Just now, Mattrulesok said:

    In a shooting meta is there any play in protectors? - 1 to hit vs shooting, units behind count as in cover. Evocators or sequitors in cover vs ranged with a 3+ save rerolling 1s, 2+ with a Lord castellant

    But they're so slow. They can be useful in Skyborne slayers, but otherwise you'll have to consider them as a palisade for your more important units.

  2. 5 minutes ago, SorryLizard said:

    Oh, that's handy.

    Wouldn't be able to use their 'move in the enemy charge phase' ability without bringing a unit of longstrikes/hurricanes but as cheap suicide units to trigger the army ability they could work. The timing is in the opponent's hands though.

    You could if you bring Vanguard raptors. But I don't see the point. 

  3. 15 minutes ago, SorryLizard said:

    Does the special ability that triggers on dying have to be a cities unit?

    Could I ally in some Stormcast to get Aetherwings and forcibly throw those into the enemy to fight and die for 40pts?

    Sounds kind of perfect there. Easy piloting, resilient to curb stomping but probabl wont take me to high pressure zones in upper tables :)

    You don't have to ally SCE. They're COS too. You can take 1 unit of them for three nonSCE COS units you take. So If you want only 1 unit of Aetherwings, you can just take them.

  4. 2 hours ago, SorryLizard said:

    Wizards raising them from the dead. Is that via the Lifeswarm?

    From the sounds of it I'd want 2 units of 20 Phoenix Guard as the core (might try and hunt down some of the old White Lions models for one unit to add some variety).

    Are handgunners a common support unit? Or is it more of a 'pick something with shooting' choice and any of the units would do the job?

    Yes.
    Solid core. Not invulnerable but very very solid.
    Nope. It's just that I played a Hallow Heart bunker list that day. If you want to be able to use the ca, you need something that will die and you won't care about it. 80/100 points max units are perfect for that. You've got lots of choices. Depends on what you own.

  5. 25 minutes ago, SorryLizard said:

    Hi!

    I'm on the hunt for a second AoS army (first: Stormcast 'cos they were in the AoS2 starter) as a project for next year and was wondering if you could share your insight and experience with the Phoenix Temple City.

    Phoenix Guards are the BEST infantry in the Order alliance. There can't be no question to that, even with the 20 points increase. 20 PG are already quite resilient, but 30 of them won't go anywhere soon (unless you're THAT unlucky with dice).
    4+ 4++ 2 attacks each, rend -1, 2" range. They're just too good.
    If you bring wizards to raise them back from the dead (you should) you can bring max 6 of them a turn. I did that in a HH army, my opponent wasn't  amused. He focused the 2*10 handgunners right behing my PG with the shooting attack then some of his melee attacks, so he pretty much wiped them, but the PG tanked his remaining charging MAwcrusha attacks and Goreguntas. In my turn, PG got resurrected, Sisters shot, Hurricanum shot and GG and MC were gone :)

  6. 3 minutes ago, Juicy said:

    Yeah this settup ill make 30 libs 2 plus rerolling 1 armour save. Battleshock immume and hitting with 6 grandhammers for killing stuff. Main focus is roadblock style with resurrection focus from the priests.  While the protectors are there for a bit of damage and van damage stuff over the heads of the liberators while the ballistas are killing stuff. Park this on objectives and farm vp. Atleast in theorie that is the plan

    I didn't see the list. Yes libs would bé 2+ if he can stack all of them inside 9 inch of the castellant. Still, they won't be able to move. If your opponents wants to avoid grandhammers, it's easily zone. No?

    And you can't Make a Line, if you do, you're 3+

    • Like 1
  7. 2 minutes ago, Forehead said:

    I don't have much experience with SC so I'd be really keen to find out how you get on. In particular I want to see if Liberators are useful with the allegiance buff.

    40mm base 1" reach, even with 3+, it's not great. When you want to resurrect you can only bring one a turn.
    In sce list libs are taking at minimum size as core tax

    • Like 1
  8. 2 minutes ago, SentinelGuy said:

    The Warpriest is cheap, can resurrect, heal, deal mortal wounds, and has a hound for added backfield protection.

    Even the weak Liberators get a buff from the Lethisian Defenders rules.

    What do you think? Worth a go?

    He will bring back at max 1 liberator a turn, that's not what I would call a resurrection.
    Those resurrects are only good on very tough 1W models lke PG.

  9. 38 minutes ago, Marcvs said:

    3 drops, a (relatively) survivable behemot, some battlelines and some damage. What does it do? Not much :D

     

      Hide contents

     

    Built mostly trying to play around with battallions. The thunderhead brotherhood doesn't do much in fact so it could be swapped out. A castellant might be more useful than the Azyros, but then I would loose the dais and I like the mobility it provides. Of course fitting in a comet would also be interesting. One could also leave out the azyros/castellant for the comet (and 2 drops) but I think the lantern of the tempest is really useful these days

    Yeah, there are more interesting battalions if you want to do a 2 drop list :). Warrior Brotherhood for instance + Tauralon. We really need a decent battalion including either 3 juds or 3 libs units.

  10. 5 minutes ago, Tizianolol said:

     

    if you build liberators with doble hammer you got exploding 6s without prayer, and you can give prayer only on Judicators.  The question is : why no one play liberators dual wield?:) 

    If you play narrative battles or against a friend, make a wizard with the anvil of apotheosis, take the -1 to save rolls spell for 1 enemy unit, then 10 libs with paired warhammers would be worth it.

  11. 6 minutes ago, Tizianolol said:

     

    if you build liberators with doble hammer you got exploding 6s without prayer, and you can give prayer only on Judicators.  The question is : why no one play liberators dual wield?:) 

    My guess would be because they've got no rend and the only weapon worth benefiting from the rule, the grandhammer, doesn't.
    Don't forget they're reach 1", so you can't have 30 liberators hitting at the same time + BIG PHAT BASE.

  12. 1 minute ago, Tizianolol said:

    if you build liberators with doble hammer you got exploding 6s without prayer, and you can give prayer only on Judicators.  The question is : why no one play liberators dual wield?:) 

    You're not replying in the correct thread.

  13. 18 minutes ago, Tizianolol said:

    @Maturinthat seems strong. Now with point drop so you think that battlion can be competitive? Maybe a block of 10 liberators and 15 judicators seems a good force to deal with it! 

     

    The only thing you have to do is to try it :). I'd personally go for 20 juds, 2*5 libs, since the libs are a tax. Anvil of heldenhammer for double tap, take a very hard anvil unit from another book if you want to protect the juds and heroes.
    Offensively, liberators aren't really interesting. Plus you can't cast the prayer on both juds and libs at the same time.

  14. Just for fun, I'd like to try that :

     

    Allegiance: Stormcast Eternals
    Knight-Incantor (120)
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield
    12 x Vanguard-Raptors with Hurricane Crossbows (560)
    9 x Vanguard-Raptors with Hurricane Crossbows (420)
    6 x Vanguard-Raptors with Longstrike Crossbows (340)
    3 x Aetherwings (40)
    3 x Aetherwings (40)
    3 x Aetherwings (40)
    Vanguard Justicar Conclave (120)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 107

     
  15. 3 hours ago, Tizianolol said:

    Guys in Vanguard Wing battalion, if i play doble hammers liberators with exploding 6s, one 6s to hit explode in 1 attack more with +1 damage too? Thx!:)

    Yes. Lord Relictor with Bless weapons = 6 to hit = +1 hit on target
    Vanguard Wing trait 6 to hit =  +1 Dmg

    You roll a 6 : One normal hit at D2 + One exploding hit at D2. Best unit for that is judicators. They've got rend unlike liberators, and they've got Shockbolt bows (D6 hits). When you roll a 6, you've then got yourself 7 hits at D2.

  16. 2 hours ago, Nizrah said:

    @Maturin Have you tested it? Do you actualy menaged effectivly fly over and over with tauralon? 

    I tried a 20PG unit against IJ backed by 2*10 Handgunners during a 1500game a few month ago. It survives thé charge of a Mawcrusha and a 6man GoreGunta unit, but hé had shot thé Handgunners behind. I then raides 6of them. You should have Seen his face( COS HH). So even in an SCE liste it Can bé powerful, especially with th -1 to be hit. Concerning thé Tauralon, I didn't play it yet because of the Covid. Maybe you could try on-line ?

  17. Allegiance: Stormcast Eternals

    Leaders
    Lord-Relictor (100)
    - Artefact: Soulthief
    - Prayer: Bless Weapons
    Lord-Arcanum on Tauralon (280)
    - General
    - Command Trait: Deathly Aura
    - Celestial Staves (Artefact): Staff of Azyr
    - Spell: Azyrite Halo
    - Mount Trait: Steel Pinions
    Lord-Exorcist (90)
    - Spell: Lightning Blast

    Battleline
    5 x Liberators (90)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (90)
    - Warhammer & Shield
    - 1x Grandhammers
    20 x Judicators (560)
    - Skybolt Bows
    - 4x Shockbolt Bows

    Units
    20 x Phoenix Guard (320)
    3 x Prosecutors with Stormcall Javelins (90)
    - 1x Stormsurge Tridents
    3 x Prosecutors with Stormcall Javelins (90)
    - 1x Stormsurge Tridents
    3 x Prosecutors with Stormcall Javelins (90)
    - 1x Stormsurge Tridents

    Battalions
    Vanguard Wing (140)

    Endless Spells / Terrain / CPs
    Emerald Lifeswarm (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 118

     
  18. 5 hours ago, Scurvydog said:

    That is an option, a lord relictor could also be handy, maybe with divine light to really mitigate major threats to the stardrake, which is primarily MW abilities and effects, such as 6 to hit hearthguards with poleaxes doing 2 MWs or similar units.

    After facing KO a few times, I am also pondering Protectors to help keep the other key heroes alive...

    If you take protectors you'll have to drop 5 Libs. What would you protect with them ? Heroes ? If so yeah, they're quite useful.

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