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Rune

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Everything posted by Rune

  1. So if you aren't really depending on Hawk Eyed, have you thought about Living City? You'd have a much easier deployment, able to move after shooting, healing 1 wound on all your chariots and phoenixes each turn and having much better spells. Also agree the phoenixes are great. Mostly people opt for the frost phoenix though for the -1 wound aura. I think I'll try and test one of each. Also thought just 10 guards would serve as a retinue, making the hawk eyed more likely to stick
  2. Mind telling us a bit about how your list plays out? Just curious as there are for sure some interesting choices in there. Specifically the Flamespyres. What's their role? Only 5 MWs only a fly by seems a lot to pay for 300 points, so I guess they are doing something else as well. Doesn't your general just die loosing Hawk Eyed on everyone? Seems fairly crucial for the damage output, though perhaps just relying on the damage from the MWs on 6s? Love to hear how a game plays out - just pick any game you played.
  3. Not saying your advice isn't bad. It is good! Any army that can screen you won't be benefiting from the bridge much though.
  4. Flagellants only deal mortal wounds when they flee, not when they die. So you need to have a lot of them flee to actually deal damage. Not sure it's worth it Give it a try!
  5. I don't own the models and don't see me buying them so won't be an issue anyway. Ended up doing further amendments to my list, and it's now this: Anointed of Asuryan on Frostheart Phoenix (320)Freeguild General on Griffon (320)- RuneswordBattlemage (90)Knight-Azyros (100)6 x Demigryph Knights (360)- Lance and Sword3 x Demigryph Knights (180)- Lance and Sword3 x Demigryph Knights (180)- Lance and Sword10 x Shadow Warriors (110)10 x Shadow Warriors (110)5 x Tree-Revenants (80)Hammerhalian Lancers (140) Can swap the Tree- Revenants to up the battlemage to a Knight Incantor for the survivability and auto dispel + a Balewind Vortex (which I don't see being used very often, but can't see the 40 points being used better elsewhere). Also lowers the drop count to 6.
  6. Don't have the scourgerunners available. But I did what you suggested with the Shadow Warriors and it worked wonders. Got the win today ❤️
  7. What do you guys think of the following Hammerhalian Lancers list. Anything better at shooting than the 20 SotW? Allegiance: Cities of Sigmar- City: HammerhalAnointed of Asuryan on Frostheart Phoenix (320)Freeguild General on Griffon (320)- General- LanceBattlemage (90)Knight-Azyros (100)3 x Demigryph Knights (180)- Lance and Sword3 x Demigryph Knights (180)- Lance and Sword3 x Demigryph Knights (180)- Lance and Sword20 x Sisters of the Watch (320)5 x Tree-Revenants (80)- Allies5 x Tree-Revenants (80)- AlliesHammerhalian Lancers (140)Total: 1990 / 2000Extra Command Points: 1Allies: 160 / 400Wounds: 101
  8. I suggest using 30 Sisters instead of the Handgunners. Throw ignite on them and tear stuff up.
  9. I've played a lot of Hallowheart, and the latest build I'm not using the batallion. Depending on your build you don't need the extra command point, and the artifacts are not very strong. So I agree. While many builds benefits from the batallion to lower the drop size, it's definitely not a must. I think it's at a good place.
  10. Okay so I thought I'd write a list for these clearly OP Hammerers. Allegiance: Cities of Sigmar- City: Tempest's EyeLeadersCelestial Hurricanum With Celestial Battlemage (280)- Lore of Eagles: Strike of EaglesRunelord (90)Runelord (90)- General- Command Trait: Hawk-eyedWarden King (110)- City Role: General's AdjutantBattleline30 x Irondrakes (450)10 x Longbeards (110)- Ancestral Weapons & Shields10 x Longbeards (110)- Ancestral Weapons & Shields- City Role: Honoured Retinue (Must be 5-20 models)30 x Hammerers (360)Units5 x Tree-Revenants (80)BehemothsCelestial Hurricanum (220)Endless Spells / Terrain / CPsExtra Command Point (50)Emerald Lifeswarm (50)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 122 The idea is to have the Hurricanum (with no wizard) and the Rune Lord General hang out in the back to support the Irondrakes. One Longbeards supporting them too. The Hammerers is the real hammer here. Getting 3 attacks hitting on 2s wounding on 2s rerolling them all, 2 rend, mortal wounds. That kills 40 Mortek Guard that re-rolls saves and has a FNP on 5+.
  11. You can't do that. Dispelling happens at the start of the hero phase, so you are not able to cast it and then dispel it again unless I am terribly mistaken.
  12. This is a modified list of another that I've had great success with. I'm pretty sure this one is better, but I haven't play tested it as much: Allegiance: Cities of SigmarLeadersCelestial Hurricanum With Celestial Battlemage (280)Freeguild General (100)Battlemage (90)Knight-Incantor (140)- General- Command Trait: Veteran of the Blazing CrusadeLord-Arcanum on Gryph-Charger (220)Battleline30 x Freeguild Handgunners (300)20 x Freeguild Handgunners (200)20 x Freeguild Crossbowmen (200)- City Role: Honoured Retinue (Must be 5-20 models)Units5 x Tree-Revenants (80)BattalionsWhitefire Retinue (140)Endless Spells / Terrain / CPsSoulscream Bridge (80)Umbral Spellportal (70)Everblaze Comet (100)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 108 6 drops. Lord Arcanum spell, or Elemental Cyclone or Hurricanum spell through the portal. Two threats in both spells and shooting, which is at 2/2 even when Handgunners are engaged. Decent objective grabbing with bridge, Tree-Revenants and the Lord Arcanum.
  13. Thank you so much for your perspective. You are very right that I have purposefully build the list so I don't have any other crucial command abilities to use. I'm going to try without the batallion today and see how it goes. Cheers!
  14. Thanks for the reply! Just a correction, you wouldn't get +2 to cast from Hurricanum and Luminark as the Luminark only adds +1 to unbind. I'm running with Hurricanum, Luminark, Sorceress (alone with bleakswords probably anyway), Battlemage and Knight-Incantor. So a bit of a mix between your two examples. I can see your point with the KI not getting the extra +1 to cast being bad, but is that worth 140 points? It's low odds to just get +1 from the CA. On the other hand, if I roll 4-6 then +1 is often just redundant. The reason I am asking is because I have often found myself with too much to cast. And that extra 20 dudes in front just means your enemy will take another turn to get to you. (Just a specification, the command ability has to be used at the start of the turn, so no sear wounds and then using it. That would take a full battleround to setup). What if it is: - Whitefire Retinue vs Geminids + 10 Guard
  15. Am I crazy for not wanting to use the Whitefire Retinue? I know some people rate it highly. I've decided to not optimize for low drops as it is punishing me on many battleplans. I'm not able to hold objectives and have a screen if I need to use 2 small units to hold objectives. Thus I am not getting the benefit of having a low drop army regardless. +1 cast/dispel, and Artifact (Pretty useless ones, not had one that gave an impact), and Command point, and Prismatic Palisade vs. 10 Handgunners, and 10 Guards I've got a sorceress with Bleakswords whos always at +2, and a Hurricanum/Luminark combo to give themselves and my Battlemage +1/+1. I don't really think I need that extra +1 to cast much.
  16. If it's caused by a melee weapon yes
  17. I don't know what list he is going for, but if he is going for mine, then split the sorceress out with the bleakswords on one side alone, and the rest together in the middle. The sorceress deployed on the edge of deployment zone if he then uses the balewind 1" into the neutral zone, adding the size of the base and the 6" his spells has 29" range. The rest are grouped, SCE wizard has a 36" range on the comet, spell portal unlimited, and with the bridge he should be able to get his 30" handgunners in range too. If the spells fails. He should play conservaly, just get what he can out of it but don't overcommit.
  18. Now I haven't played against Nighthaunt, but with that many low wound heroes that are crucial for your army to work I would just think that would be AMAZING to play against. Most of those heroes need just statistically 6 wounds taken to die (correct me if I am wrong). Most battleplans he can choose to go second, but if it's something like shifting objectives I'd guess he would have to go first as you can sit on all 3 objectives. SCE Wizard with a comet will deal 3-4 MWs to a hero or two before you can do anything. Put a Sorceress on a balewind with roaming wildfire and Word of Pain that's on aveage 4 MWs more, one of those has a 50% chance to deal more to other nearby. Chain Lightning can be cast through a spell portal from a Hurricanum if more hero damage is needed, if not, elemental cyclone would offer more. Add 2*30" handgunner shots on top of that. That adds up to about 12 wounds, easily more. A lot of that is AoE, so that could easily take out a couple or three of your heroes. Sorceress Hurricanum Battlemage Lord-Exorcist (would prefer a Knight-Incantor but can't do it on the points) Handgunners 30 Handgunners 10 Bleakswords Whitefire Retinue Everblaze Comet, Umbral spellportal Soulscream Bridge Balewind Vortex 1500 points on 4 drops There are many ways to go about it honestly.
  19. Wouldn't it be possible to just screen it out? Put 20 of the Handgunners up front and sacrifice them.
  20. It's in the expansion books. Forbidden Power Endless spells. I don't have the book here, but see what it says under "New Endless Spells": https://aosshorts.com/forbidden-power-age-of-sigmar-supplement/ Malign Sorcery: also in the book, but check 1d4chan https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Malign_Sorcery
  21. You don't have to limit yourself to realm specific endless spells. All your wizards can cast all the endless spells from malign sorcery (and forbidden Power). Only one endless spell per wizard Per turn though. Other endless spells requires a wizard with specific keywords. Such as SCE endless spells can only be cast by SCE wizards.
  22. Welcome to the other side mate! Where can I find that artifact, seems to be different ones listed in 1d4chan
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