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Rune

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Everything posted by Rune

  1. Hans anyone tried running Flagellants instead of Guards as their screen on the mage castle? Buffed with warding brand they have two times 50% chance for dealing mortal wounds when they die. I'm thinking use the Soulscream bridge and just get them right in there. With the knight-incantor as general, they also count as battleline. (Warding Brand: Cast on a 6, target a friendly unit wholly within 18" and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound.)
  2. It's 3 to 6 wizards in the battalion. All wizards in the battalion will get the bonus to cast and unbind. So if you can fit 4-5 wizards in there you'll get more out of spending points on the battalion. The list I am running with has 1 battlemage, 1 sorceres, 1 Celestial Hurricanum, 1 Knight-Incantor.
  3. You can't just use a smaller model instead of the correct one to hide your unit. Besides, if it was a dwarf, the general would still be targetable. Also how does Ironbreakers get in range on turn one?
  4. Thanks both of you! I agree to the greatswords, honestly probably just because I haven't played with my painted guys yet I subconsciously added them. Makes for an easy change to 20 guards. Might drop the comet for 5 Pistoliers or 10 Handgunners too. Cheers again!
  5. Feedback on the following list please. Low on wounds, all of them are high armour though. I suspect this might be very vulnerable to mortal wounds. Any suggestions for changes? Allegiance: Cities of Sigmar - City: Hammerhal LEADERS Luminark of Hysh With White Battlemage (270) - Spell : Lore of Cinder - Cindercloud (Hammerhal Wizard) Freeguild General on Griffon (320) - Runesword - Artefact : Saint's Blade (perhaps Ignax scales instead) Freeguild General (100) - General - Command Trait : Blood of the Twelve - Artefact : The Twinstone Knight-Incantor (140) - Spell : Lore of Cinder - Wings of Fire (Hammerhal Wizard) - City Role : General's Adjutant (Must be 6 wounds or less) UNITS 6 x Demigryph Knights (360) - Lance and Sword 3 x Demigryph Knights (180) - Cavalry Halberd 3 x Demigryph Knights (180) - Cavalry Halberd 10 x Freeguild Greatswords (160) - City Role : Honoured Retinue (Must be 5-20 models) BATTALIONS Hammerhalian Lancers (140) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Emerald Lifeswarm (50) Everblaze Comet (100) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 92 LEADERS: 4/6 BATTLELINES: 4 (3+) BEHEMOTHS: 2/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ALLIES: 0/400
  6. Played the following 2000pts list of Hallowheart vs Legion of Nagash today. Basically tabled him on turn 2, by when he surrendered. Slightly different list did the same to Gloomspite Gitz last week. Hurricanum Knight-Incantor Battlemage Battlemage Freeguild General 40 freeguild guards 30 Handgunners 20 Crossbowmen 5 Pistoliers Soulscream Bridge Geminids Everblaze Comet Balewind Vortex Only thing I would change is Balewind to Shackles.
  7. It means the first thing you said. As an example of something that is OK: - 1 unit of arkanauts - 3 units of long beards You can, however, also do this: - 1 stormkast unit - 1 Kharadron - 2 Cities of Sigmar units
  8. I think your list might be a little all over the place with the synergies. If you want the moving melee castle I would probably run this army as Tempest Eye or Hammerhal Perhaps you want more wizards to benefit from your battalion Hurricanum is great with a lot of shooting, you don’t have that much. I would not make the greatswords your retinue. That is an expensive sacrificial unit. Eternal Guard is probably even better at the role your sequitor is filing, if you have the models You have a lot of drops and a lot of battleline units Your list might work just fine. I’m a noob, so don’t take my advice too much to heart. Perhaps go check the city specific forum threads for inspiration
  9. You can’t spread out your wounds like that
  10. Quite similar to what I had thought. Played mine in a casual game yesterday, and the opponent didn’t stand a chance. Is that game available as a stream somewhere?
  11. Haha, I don't have any so haven't included any yet - but I'll expand on it this weekend. I'll send you a copy
  12. I'm testing my new list this Saturday. Don't have any duardin or aelves. I've just got the dudes with the feathers. Going with just three wizards, however, buffing one with a Balewind, which will still give me 7 spells a turn. It's a shooting list with the soulscream bridge. Turn one I am casting the following spells, buffing my own dudes and nerfing his. Also casting Hold the Line from the general and the volley command ability (re-rolling 1s) Warding Brand Knight-Incantor Cast Phas Protection Battlemage Cast Crystal Aegis Hurricanum Cast Comet Knight-Incantor Cast Soulscream bridge Battlemage Cast Geminids Hurricanum Turn two it is time for the damage spells: Cast Balewind Vortex Battlemage Cast Elemental Cyclone Battlemage Cast Roamind Wildfire Battlemage Dispel comet Knight-Incantor Cast Comet Knight-Incantor Cast Geminids Hurricanum Crystal Aegis Hurricanum WarscrollBuilderList (7).pdf
  13. Quick note to your list. You can't make the longbeards your honoured Retinue as they have to be between 5-20 models.
  14. Sorry for bugging. As I know you said you just got destroyed by a Hallowheart list - but can you share what his list was roughly made out of? EDIT: In regards to the Spell Portal, you can only cast 1 spell per turn through it. Was it really that destructive with only one spell going through it?
  15. Just to add to my previous post, I've made a simple excel sheet that calculates the average damage and defense of units. It is by no means perfect, but if someone is interested I'd be happy to share. This is an overview based on it so far:
  16. Absolutely agree with that statement, when I said that the sword does the most damage it was against my weighted average. It's definitely dependant on the situation. Thanks for highlighting that. Fyi the damage seen here is a weighted average on: 4+ save is weighted 3* 3+ & 5+ is weighted 2* 1/2 and 6+ is weighted 1* With so many things ignoring rend 1 the hammer is my overall favourite option. If the sword's rend is ignored it is significantly worse than the hammer.
  17. I ran the numbers, on an average of different armor saves. There is no "Ignore -1 rend" in these calculations, keep that in mind. Conclusion on that is the sword does the most damage, however, it does less if the enemy ignores -1 rend. The hammer is probably the best overall, but it really doesn't make a huge difference either way. The Lance is the worst, as it's only as good as the hammer when it charges, not even better. EDIT: added a link as the picture seems small https://imgur.com/a/J7CF8Jx
  18. Just thought I'd add that the wording for Piper's (Now stand and shoot) has changed. It now says: "Once per turn, when an enemy unit ends a charge move within 3" of this unit and there are no other enemy units within 3" of this unit, this unit can shoot" So now, if the Handgunners are already in combat they cannot shoot, and they also have to shoot on the first charging unit. So you can charge then with a low value unit to soak the ability
  19. After playing today and failing I thought of a different list. I don't own any phoenix temple units unfortunately, and I would also like to have a list that worked without. It's 6 drops, which in the games I have played so far would give me mostly turn one. The two battlemages and Knight-Incantor is setup together in the middle with the 40 guards in front. The Hurricanum is setup together with the handgunners slightly to the side. Got the pistoliers and demigryphs together on one flank for point grabbing. Turn one I spellportal and soulscream bridge to strike their leaders. Hopefully killing some in turn one. I also shackle their melee units to give my handgunners some time. Questions: - I'm not sure who to make my Arcane Channeling battery. As I plan it, the Hurricanum is not with the other mages so can't be that unit. Got it as the Knight-Incantor right now, but then he doesn't get the buff for the comet. On the other hand the Battlemages seems a bit weak as a general - The Retinue situation is a bit similar. I was thinking of holding some hand-gunners back near the mage-battery, but perhaps those should be swapped for other units? EDIT: I thought of lowering the 40 guards to two groups of 10 (since I need 3 Battleline) and removing the 10 handgunners. By doing that I can add another unit of Demigryphs, make 10 of the guards Retinue, and change the Quicksilver Swords to Emerald Lifeswarm.
  20. I've given up on the battlemage on pegasus. The amount of units I have at my disposal is pretty small. What do you guys think about this list? I'd like to hear your ideas before I go out and make the purchase. Battlemage on Griffon - 300 points Luminark of Hysh with mage - 270 points Battlemage - 90 points Knight-Incantor - 140 points Freeguild General - 100 points (for hold the line) 40 Freeguild Guard - 260 points 20 Freeguild Handgunners - 200 20 Freeguild Handgunners - 200 Battalion (Whitefire Retinue) - 140 points Everblaze Comet - 100 points Emerald Lifeswarm - 50 points Umbral Spellportal - 70 points Geminids of Uhl-Gysh - 60 points There are other endless spells like the Balewind Vortex that I think could be great. Perhaps I should give them a second thought.
  21. Looking at bringing a Battlemage on Pegasus from The Empire into my Hallowheart army. I don't understand how the alliance rules works, but will I essentially be able to give the Battlemage on Pegasus the Halloheart city abilities - or does that only count on allies such as the Stormcast Eternals?
  22. Hi all, I reached out to a Facebook group in hopes for an answer. I got one, but I would like to have your input too. People playing tournaments with Free Peoples must know this I assume. This weekend was my first game. I played Free People, and I had a Great Company of 40 guards, 30 handgunners and another 10 handgunners. There were different interpretations of the great company rules. Will I be able to do both 1) and 2) in the image below? https://imgur.com/a/7I2x6ef My understanding was that the unit as a whole had to be fully within 12" of the entire other unit. Not on a individual model level. That would mean that 2 lines could support eachother way further than 12'', as long as they were lined up as pictures in 2). Others understood it as all models in the unit had to be covered by 12'' of all models in the other unit. So only supporting 1) Just a FYI I have browsed the forums. There was a question on this in the AoS 2 - Free Peoples Discussion but that post was locked before the person got an answer.
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