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Rune

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Everything posted by Rune

  1. Best melee infantry will very likely continue to be Phoenix Guard. Ranged you can use dwarfs, as Irondrakes are pretty good and you can also use a unit of Longbeards. For other cities, Greatswords might be interesting now.
  2. I believe the "unless stated otherwise" as seen in the core rules is important here. Twin Stones for instance say friendly units wholly within 12", which includes itself. So you will get the buff for all of the profiles on the hero + mount. An example where this is not stated is Ironoak Artisan command trait in living city. That says "this general", which excludes the mount.
  3. Hard to say at this point. Depends what other changes comes about. Depends also on what other meta changes there are. Everblaze comet against Tzeencth/Seraphon is great for instance, but not worth its points against Orruk lists. It could mean a more close combat focused Hallowheart list. Phoenix Guard and Phoenixes. Lifeswarm, Geminids, Palisade would be good endless spells for that. But if other points drop, it could still mean bridge + portal + Comet. With shooting heavy lists.
  4. Naa sorry. If you ally one in, it will still have the Stormcast keyword, and thus break the limit. You can't have more than 1/4.
  5. Tempest Eye in my opinion. They can charge across the table turn 1, when they have a Knight Heraldor with them. 12 base move + 3 T.E alligience + 6 run + 1 T.E alligience + a rerollable charge + . That is on average 29". What is great is that they will then benefit from the +1 to save rolls from the T.E bonus, since they will get in combat turn 1.
  6. Rules question: Would you say that the Lord of Change can eat an endless spell whenever in the hero phase, or only at the start? There is this FAQ on the Night Haunt banshee: Q: I have a question regarding the Myrmourn Banshees ability ‘Spell-eaters’ and its interaction with endless spells, specifically the part of the rule which reads: “Once in each of your hero phases, if this unit is within 6" of an endless spell, this unit can attempt to dispel the endless spell in the same manner as a Wizard.” Can this ability be used at any time during the hero phase? A: No, it must be used at the start of the hero phase (as Wizards can only attempt to dispel at the start of the hero phase). Probably yes, LoC can do it whenever, as it's not stated to be in the same manner as a wizard. But what do you guys think was the intent?
  7. I much agree, and cheers! The comment was in regards to my Phonecium list that plays a bit differently. But I agree in most settings it'll be no issue.
  8. Oh my god I did not realise that was the wording on the Frosthearts warscroll. You just ruined my Phonecium list. Thanks though
  9. Simon Hall came 11th in Cancon without having a list focused in shooting nor magic. Instead he focused on aftersaves on 4+ and combat (letting Prime fight twice). Exactly some of the things you are saying CoS does not have access to. With some tweaks, his list can easily provide -2 to hit and -1 to wound as well, from Phas, Cinder Cloud and Frost Phoenix. Allegiance: Cities of Sigmar - City: Hammerhal Anointed of Asuryan on Frostheart Phoenix (320) - General - Trait: Blood of the Twelve - Artefact: The Twinstone Celestial Hurricanum With Celestial Battlemage (280) - Spell: Lore of Cinder - Wings of Fire (Hammerhal Wizard) Battlemage (90) - Spell: Lore of Cinder - Wings of Fire (Hammerhal Wizard) - Mortal Realm: Ghur Celestant-Prime (340) 30 x Phoenix Guard (420) 10 x Freeguild Handgunners (100) - City Role: Honoured Retinue (Must be 5-20 models) 10 x Freeguild Handgunners (100) 10 x Shadow Warriors (110) 10 x Shadow Warriors (110) Soulscream Bridge (80) Extra Command Point (50) What his list DID have that the list in question here does not, is quite some points invested in hero assisination (Hurricanum, Shadow Warriors, Prime and to a certain extent Handgunners and bridge. Which armies are good at fighting after death? Chaos Marauders with a Chieftain has won tournaments for instance. That's not widespread, but one unit that provides a synergy. If you want to go entirely combat I would find another spell-caster, to provide the -1 to hit bouble. Possibly a unit of Sisters of the Thorn can act as both a great unit(due to their large footprint) for Cinder Cloud and to screen the backside of your army for deepstrikes. Another idea is to get a unit of Tree-Revenants to help you out with objectives. Then I would swap out the Flamephoenix for the Frost, for the -1 to wound bubble. And give him the Twin Stones artefact, to give your Phoenix Guard a +2 to hit, and your Demigryphs +2 to hit when they are not charging. As well as a centerpiece for enabling healing. I think you'd have a great army, only major issue as I can see it is getting something behind the enemy lines to kill off the enemies 5 wound heroes.
  10. What do you mean when a list isn't competitive? That it'll go 0-5 in a recognized tournament? That it can't go 5-0? It's a funny phrase to be honest, at least I don't really understand its use. You can make 4-1 lists that does not have particular shooting or magic. But I agree that a list works best if it has something to threaten the small heros.
  11. Those guys in the podcast are mistaken. You cannot throw endless spells through the portal like they are describing. 1) can't throw endless spells through portals like a normal spell 2) you CAN move a predetory endless spell close to the portal, which will teleport it to the other side. But it will finish its move on the first portal, thus it's ability will effect that area, and not where it teleports afterwards.
  12. Soulscream Bridge 30 shooters (personal preference SotW) 20 additional Phoenix Guards Perhaps a unit of Tree Revenants Perhaps a Nomad Prince and an annointed (for different lists) Edit: didn't notice that it was 1k list. Honestly don't know then
  13. Hehe all right. Fair enough. I think from a pure list building perspective, specifically in Living City I would prefer Greatswords. The Runelord buffs in the hero phase, so won't get that on the initial charge. Warden king sure, but that's 110 points and a the battleshock immunity again will not be there round 1. I'm going to toy around with a Cogs list with Gotrek and Greatswords though. Gyrocopters or even Gyrobombers are interesting. Gyrobombers would be able to bomb twice. By also bombing on their extra move done by the command ability
  14. Good point. I'd have to play-test it. It doesn't have an extra command point, the one listed is from the batallion. So I'd have to either do as I suggested (or you).. Or not have the batallion, but I like the idea of it. Cheers man!
  15. Edit: I realise the chieftain is not part of the batallion. I would split the 40 marauders to 2*20 to make it 9 though. 20-40 marauders will serve as the big screen, wouldn't mind them to die if someone alpha strikes me. It's only 4 drops though so usually I'll get to decide the flow of the game thanks for the feedback!
  16. Hey guys! List feedback please. Made this list up today. It's super close to a list I posted earlier from SAGT, just with some small changes. Allegiance: KhorneMortal Realm: UlguLeadersBloodsecrator (120)- Artefact: SpellmirrorChaos Lord on Karkadrak (250)- General- Command Trait: Berzerker Lord- Artefact: Dimensional BladeChaos Lord (110)- Reaperblade & Daemonbound SteelSlaughterpriest (100)Darkoath Chieftain (90)Battleline40 x Chaos Marauders (300)- Axes & Shields20 x Chaos Marauders (150)- Axes & Shields20 x Chaos Marauders (150)- Axes & Shields20 x Chaos Marauders (150)- Axes & ShieldsBehemothsChaos Warshrine (170)Chaos Warshrine (170)BattalionsBloodmarked Warband (180)Endless Spells / Terrain / CPsHexgorger Skulls (40)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 155 3 drops. Chaos Lord begins with two 5+ FNP, and a +6 from the Warshrine. Ignores spells on a 5+ from the Spellmirror if close to the secrator. Marauders fight when they die from the Darkoath Chieftain, and everything can fight twice from the Chaos Lord.
  17. Without the 4+ aftersave it'll die quickly and it's a hero to use generic command abilities from. I definitely think it's worth it, but if you want you can spend those 100 points elsewhere. With the Phoenix (alas better with Hero) you got two good melee units, and a shooting unit in the back. I don't think you'll crumble later in your turns. It's already three threats. Phoenix can definitely make work, and has to be dealt with. One benefit of having fewer big units is that it increases the value of your buffs. Heralder, Phas Protection and command abilities. A good reason to use them in Tempest Eye is to let them cross the table too. Another good reason is activations. Imagine two units of 3 going at it, you only get to swing with one, and then your opponent can focus the other. But you can definitely go with 3, if you prefer. I just think it's better with 6, but you should test both
  18. And that's totally cool, which is why I also begun with asking if you were looking for something purely dwarven. I've tried quite a few dwarf heavy lists, I really really wanted the Hammerers to work great, but been struggling with that. One of my favourite lists does include 30 Irondrake, 10 Longbeards , a Gyrocopter and a runelord though. You can do this, and it's probably equally strong. I would pair the Hurricanum with the evocators though. Sometimes you'll be in range of both though. Allegiance: Cities of Sigmar- City: Tempest's EyeLeadersCelestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Aura of GloryRunelord (90)- General- Command Trait: Hawk-eyed- Artefact: Patrician's HelmAnointed of Asuryan on Frostheart Phoenix (320)Battlemage (90)- Lore of Eagles: Strike of Eagles- City Role: General's AdjutantKnight-Heraldor (100)Battleline20 x Irondrakes (300)10 x Longbeards (110)- Ancestral Weapons & Shields10 x Longbeards (110)- Ancestral Weapons & ShieldsUnits6 x Evocators on Dracolines (520)Endless Spells / Terrain / CPsSoulscream Bridge (80)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 108 Absolutely a risk to the bridge not going off. But the 100% benefit of a bridge in this list, is that it forces the opponent to screen far up. If they don't, the shooters can bridge in far too close to the vulnerable backline. So the opponent has to screen far up, granting the evocators a charge. If the bridge isn't in the list, the opponent will give you the first turn and go 6" deep in deployment. Loosing TE bonuses, doing nothing turn 1 and risk a double turn against you.
  19. Another quick take on taking Evocators could be something along these lines. If you want to go with the dwarves you can sub out the Handgunners, Crossbowmen and General for 20 Irondrakes, a Runelord, 10 Longbeards with 110 points to spare. But then you need Hawk-Eyed to get your wound rolls to 2, and lose out of another command trait. You also get less damage, less range, fewer models but better saves. Allegiance: Cities of Sigmar- City: Tempest's EyeLeadersFreeguild General (100)- Artefact: Patrician's HelmBattlemage (90)- Mortal Realm: HyshAnointed of Asuryan on Frostheart Phoenix (320)- General- Command Trait: Swift as the WindCelestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Aura of GloryKnight-Heraldor (100)Battleline10 x Freeguild Handgunners (100)10 x Freeguild Handgunners (100)30 x Freeguild Crossbowmen (300)Units6 x Evocators on Dracolines (520)Endless Spells / Terrain / CPsSoulscream Bridge (80)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 118 You've got a lot more damage turn one than 20 Irondrakes will bring - running or not. And the turns to come those Freeguild units will also do more damage, though at the cost of a command point from the Freeguild General. Your screens are weaker much though, as that's the job of the Handgunners, and you are more dependent on the bridge going off. On the split side, it's going to be impossible to screen turn 1 for your opponent. Since you both got a threat that runs up the table, and one that teleports in with 24" range. You've got battleshock immunity from your artifact, so you don't have to worry about not having an extra command point for inspiring presence. You can use the one you get for the Freeguild Generals ability. You do not have to take Hawk Eyed, as you'll be wounding on 2s anyway. Which means you can use one of the other command traits to either support your Evocators or buff the Phoenix. The Phoenix will support your Evocators with a -1 to wound aura, and with the command trait it gets to fight first. That means you'll have a lot of shooting and both your Evocators and Phoenix getting to swing before your opponent. Depending on how your opponent sets up you can either have the Hurricanum use Aura of Glory and support the Evocators, or you can have the Hurricanum support the shooters and instead cast Soulscream Bridge. The battlemage can then use their spell to give your Evocators Phas Protection as well, so they are -1 to hit, as well as the -1 to wound from the Phoenix. If your Hurricanum supports the Evocators, it'll obviously be the battlemage casting the bridge. - basically a choice of going offensive or defensive with your Evocators, which can be evaluated after deployment
  20. Hi, What sort of feedback are you asking for? I've seen you have made a lot of posts, and it isn't really clear to me what you are asking. Perhaps this can get me started Are you looking for an entirely dwarf themed army, or are you for instance willing to bring Freeguild units? Are you looking for a very competitive list that fares well at tournaments, or rather something that suits your local meta, or is it entirely just a list for fun? If you want a tournament list, then look at the top tournament armies. OBR, Tzeentch etc. Consider how it is to play against your list rather than just math-hammer. Lets say I am playing Bonereapers. I give you turn one, what do you get out of that? If you want a local meta list, think about the same, just against the lists in your local meta Something that I immediately thought about your list is that if the opponent sets up their army far back in their deployment zone, and gives you turn one (which will happen often with your high number of drops) you'll get almost nothing out of turn 1. And that negates the whole reason for going Tempest Eye. Usually if you have a high drop army, you need to be sure you can get something out of turn 1. That's just even more important if you are playing TE. If you take a soulscream bridge, and something with long range (such as Crossbowmen/SotW), you force your opponent to screen up the front of their deployment zone, since you have to teleport 9" away from them, and that's how they'll save their heroes in the back. If their opponent uses an expensive screen, that's great, you can to shoot at that and charge it with your Evocators. If your opponent uses a cheap screen, your shooters can clear that out easily (since the cheap screen will usually have bad armor save), which gives your Evocators opportunity to charge after the screen is gone. I'm not a fan of the Warden King, you can get battleshock immunity through an artifact thus imo not worth the investment.
  21. Scourgerunner spam is definitely the strongest of the two. If you enjoy winning, but not having particularly interesting games then go for that. To me, It's not fun for you or the opponent. It's the same unit 18 times. Has no particular interactivity. Played it a few times on Tabletop Simulator though, and it absolutely crushes. Not something I'd invest in building though.
  22. This list won a 50 man tournament in Copenhagen back in February. His list had also won another tournament in Sweden. It's good. Definitely viable.
  23. Unless I'm terribly mistaken you can't make Skarbrand faster because he is a named character. They cannot have command traits - nor artifacts.
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