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Rune

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Posts posted by Rune

  1. Just now, ProbablyBalthus19 said:

     

    Well that settles that :D I'll keep using my hurricanum and battlewizards/knight incantor for now and start building up my duardin.

    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. On 7/2/2020 at 7:49 PM, ccconner777 said:

    I have a rules question. Normally per the core rules a weapon type artifact can only affect a weapon of a hero and not the hero's mount attacks. However, since the twin stones artifact creates a bubble of +1 to hit for melee attacks by all friendly hallowheart units, it isnt really directly affecting an attack profile of the bearer as a normal weapon artifact. So, it would seem to me, since the artifact is creating an area buff that applies to all hallowheart units within the aoe, and not directly buffing the hero's attacks like a weapon artifact, this would bypass the normal mount restriction right? The +1 to hit would also apply to the griffin attacks on a freeguild general on griffin?

    I guess the same question could apply to the aggressive general and blood of the twelve command traits too. Since these command traits or artifacts create an aoe buff that affects all hallowheart units in range then the bearer of the artifact would have that effect applied not as a result of being the bearer of the artifact, but rather as a result of being a unit in range of that effect and therefore would be treated like any other unit?

    I figure this must be something that has been deliberated on and decided right? It would seem so odd if these aura buffs would apply to a nearby freeguild general's griffin but arbitrarily wouldnt apply to the griffin being ridden by the bearer just because they are the bearer. I feel like the core rule is intended for artifacts that are weapons and command traits that refer to the physicality or strength of the general themself as opposed to saying an aura of effect created by an artifact or command trait can't affect the bearer's mount. Would someone let me know if there is an faq or errata somewhere that answers this question? 

    I see the core rules faq that says an artifact cant affect the bearer's mount. Its a very general statement, so i guess unless there is a more specific faq somewhere that says otherwise the answer to my questions is no. Just sems so bizarre to me that auras like that will affect all mounts except for the bearer's. Makes me want to throw an artefact like that on a fast moving cheap hero just to follow around a behemoth leader, but thats probably not worth it

    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. 16 hours ago, japaricio said:

    With the latest news Hallowheart armies must adapt to new times... Battlemages may go up in points (still not sure until the pdf is out), but today someone posted images of endless spells, and soulscream bridge is up from 80 to 100 points (an we will only cast 3 endless spells).

     

    Any thoughts?

    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. 15 hours ago, Nasrod said:

    Hey folks. I just inherited 6 Evocator on Dracoline from a great friend who didn't need them. I don't have much interest in a full Stormcast army, but I would love the excuse to get a Cities list started. The sheer amount of options available has me overwhelmed though. 

    I would love some opinions on where these fantastic sculpts would be best utilized within the Cities of Sigmar book. 

    Thanks!

    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.

  5. 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?

  6. 9 minutes ago, Rahatlin said:

    If your general rides frosty,  Ironoak Artisian will grant model +1 permanent save, not relaying on sucessfull cast, which can be very not reliable leaving your phoenix with +4 save. Instead you can have wizard around that if cast will bring down his Save to +2. 

    If you need something to keep up with your phoenix Sisters of The Thorn are great - but i ussually have phoenix following my anvil within aura range so movement of wizard was never an issue

    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. 

  7. 1 hour ago, Aelfric said:

    Unfortunately, it does not grant the Wizard keyword which means he is not a Wizard, just a hero that can cast a spell.  Thus he would not trigger the +1 save ability.

    Oh my god I did not realise that was the wording on the Frosthearts warscroll. You just ruined my Phonecium list. Thanks though

  8. 5 hours ago, readercolin said:

    When I say competitive, I generally am looking for a list that can go at least 3-2 in a tournament with a half-way competent pilot.  If you can do that with a halfway competent pilot, as you get better it gets easier to take that same list, or that list with a few small tweaks  to a 4-1 finish, or maybe even have things go right enough to pull off a 5-0.

    As for making a 4-1 list that doesn't have decent shooting or magic, I agree that other armies can do that.  I don't agree that Cities can pull that off.  Without any widespread ASF or ASL shenanagins, it just can't compete in melee against the top armies.  Additionally, the armies don't have widespread -hit/-wound mechanics, to neuter the opponents offensive attacks, and they don't have widespread durability in either cheap hordes or save after save.  Lastly, they don't have widespread fight-after-death to enable them to still get their damage in even if they are killed for it.

    What DOES the cities do well?  Shooting and magic.  The rest of their shenanagins are good to support the cities in that, but if you are wanting to run a list that isn't relying heavily on shooting or magic, you are leaving one of the most powerful resources that they have behind, and your list is going to suffer from that.

    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. 

     

    On 5/23/2020 at 11:54 PM, Heaven_lord said:

    Hey, what do you think of this list (found on YouTube) for competitive play ? Seems really cool and diverse.

    Thanks a lot !

    Screenshot_2020-05-22-12-18-49-92.jpg

    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.

     

    • Like 1
  9. 8 hours ago, readercolin said:

    Looks like a fun list.  Not competitive though.

    Cities greatest power is its shooting.  Its second greatest power is probably its magic (even outside of hallowheart).  It is REALLY hard to convince me that you can have a competitive list that is looking to mix it up in melee while ignoring most of the cities strengths.  Additionally, there are a lot of armies out there that are better in melee, and have supporting pieces that massively increase their power.  Not having ways to remove those pieces is... a good way to lose the engagement.

    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.

  10. 21 hours ago, Popisdead said:

    I'm listening to this while working.

     

    Which if you can, while working away is worth it.  Just to hear or catch other tidbits.  Also now I want to read The Children of Hurin :S

    Also this could maybe help you https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Malign_Sorcery#Ghyran cause it shows you realm artifacts you may not be aware of.

    valid point.  It doesn't look like you can move the portals after cast?  But does look like you can launch Endless spells through them.  Might be (surprise) utility there.

    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.

    • Like 1
  11. 17 hours ago, NinjaBadger7 said:

    Hey all :)

    I've started work on a Hallowheart army whilst in isolation and wanted some help with getting a rough 1000pts list up and running.

    So far I own/will own soon:-

    • Battlemages x 2
    • Sorceress x 2
    • Phoenix Guard x 10
    • Freeguild Guard x 10
    • Darkshards x 10
    • Freeguild Handgunners x 10
    • Hurricanum x 1
    • Shadow Warriors x 10
    • Sisters of the Thorn x 5
    • Knight-Incantor
    • Lord-Arcanum
    • Malign Sorcery
    • SCE Endless Spells

    Any ideas on the must have units? 

    I'm thinking of a Battlemage, Sorceress + Knight-Incantor for the heroes + Shooty units for battleline, then some Phoenix Guard for some resistance. Then maybe a few endless spells to round it off?

    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

  12. 54 minutes ago, Landohammer said:

    Short answer, because I already own 30 Hammerers lol. (i rebased them from an old WHF army).

    Long answer: In a vacuum, I think Greatswords are probably just flat-out better, which is fair, since they are quite a bit more expensive when you take 30. 

    But when you add character support, (which you are probably bringing anyway) then the line begins to blur a bit. The General buffs the Greatswords by quite a bit but a Warden King or Runelord do a better job while also triggering battleshock immunity. The +1 attack from the Warden King is particularly devastating.

     

    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

  13. 18 hours ago, Landohammer said:

    Hey guys, I got in a practice game with my Living City list this weekend and I wanted to share the results of each unit. My opponent had an aggressive Cities list full of Demigriffs.

    Hammerers- These guys are insane. I deepstriked them near an objective turn 1 and they killed everything in sight. They were eventually killed by Greatswords but not before wracking up many VPs and kills.

    Gyrocopter - Killed 25 Flagellants and then charged a Hurricanum lol. Admittedly Flagellants are particularly weak to Gyros but any horde infantry with low saves should be terrified of these guys. This is an insane amount of threat for a 70pt unit.

    Hurricanum - Did work. Duh

    Darkshards - Died quickly but did their job as screens and objective campers. Can't complain

    Wildwood Rangers- I deepstriked them in a bad area so they spent most of the game chasing stuff across the board. To be determined. 

    Evocators - Murdered some demigriffs after Darkshard ate the charge. These guys continue to be a solid jack of all trades. 

    I won the game 20-15. I was very impressed with how the Living City performed, (especially with Dispossessed units) so I may be adding more of those where points allow.

    Why Hammerers over Greatswords?

  14. 31 minutes ago, Grimrock said:

    You need a slaves hero with mark of khorne and 8 units of slaves with the mark of khorne. Since the darkoath can't take a mark he can't qualify for the battalion. 

    Personally I'd prefer to keep the 40 man unit because it will keep its rend longer. If you lose a single model from the 20 man units your damage drops off significantly, but the 40 man unit can take a solid hit and still be a real threat. Screening will help, but if all you have is 20 man units then I think you might drop off in the later turns of the game. Although I guess that's something you can easily tinker with later while you're playing it. 

    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!

    • Like 1
  15. 20 minutes ago, Grimrock said:

    @Rune your main problem is the list is currently illegal. Your battalion needs one more slaves unit with the mark of khorne. I think the least disruptive method to get one would be dropping the extra command point for a chaos spawn. That would make for a good blood sacrifice target as well if you are taking it. Other options might be to drop the slaughter priest and grab either a slaves hero or a unit of marauder horsemen, or you could drop a unit of marauders and take marauder horsemen and a chaos spawn. 

    As for the list itself, I'm not really sure. It certainly packs a punch, but it's lacking resilience and heavily reliant on the darkoath bubble if you get alpha struck. You'll have to be really careful about screening your marauder units to make it work. 

    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: Khorne
    Mortal Realm: Ulgu

    Leaders
    Bloodsecrator (120)
    - Artefact: Spellmirror
    Chaos Lord on Karkadrak (250)
    - General
    - Command Trait: Berzerker Lord
    - Artefact: Dimensional Blade
    Chaos Lord (110)
    - Reaperblade & Daemonbound Steel
    Slaughterpriest (100)
    Darkoath Chieftain (90)

    Battleline
    40 x Chaos Marauders (300)
    - Axes & Shields
    20 x Chaos Marauders (150)
    - Axes & Shields
    20 x Chaos Marauders (150)
    - Axes & Shields
    20 x Chaos Marauders (150)
    - Axes & Shields

    Behemoths
    Chaos Warshrine (170)
    Chaos Warshrine (170)

    Battalions
    Bloodmarked Warband (180)

    Endless Spells / Terrain / CPs
    Hexgorger Skulls (40)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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. 2 minutes ago, Ravinsild said:

    If I can ask, why an Anointed in Frost Phoenix specifically over say, just the frost Phoenix alone? The CA has no syngery and the 4+ save is well good, but if it’s literally just there for the auras it has... why not just take the bare naked Phoenix? 
     

    I had also had a list with 6 Evocators but I think I got gun shy seeing how sparse my list was and thinking “oh its scary to put all my eggs in one basket” although I’ve not crossed it off my list of potentials. 
     

    I guess it’s extremely binary this list? Either it does the job turn 1 or it doesn’t? A bit alpha strike? 

    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 :)

    • Like 1
  18. 2 hours ago, Ravinsild said:

    I guess, to use an analogy, I am trying to squeeze as much juice as humanly possible out of THESE oranges, rather than simply using a different fruit, like say grapes or apples or lemons. 

    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 Eye

    Leaders
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Eagles: Aura of Glory
    Runelord (90)
    - General
    - Command Trait: Hawk-eyed
    - Artefact: Patrician's Helm
    Anointed of Asuryan on Frostheart Phoenix (320)
    Battlemage (90)
    - Lore of Eagles: Strike of Eagles
    - City Role: General's Adjutant
    Knight-Heraldor (100)

    Battleline
    20 x Irondrakes (300)
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    10 x Longbeards (110)
    - Ancestral Weapons & Shields

    Units
    6 x Evocators on Dracolines (520)

    Endless Spells / Terrain / CPs
    Soulscream Bridge (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 108

     

    1 hour ago, Gwendar said:

     😉A Soulscream Bridge in CoS is an easily read 1-trick pony that any experienced player will shut down for you by not allowing you to make good use of it. It's a main reason I stopped using it in my Skaven lists, and while it has more viability here in CoS, I think it should be used more as a utility later on than something that will net you a goal T1. I know that isn't your biggest point of contention or anything with your decisions, just wanted to add another point that using it comes with learning to gauge the risks involved.

    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.

     

    • Like 1
  19. On 4/28/2020 at 4:37 PM, Ravinsild said:

     

    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 Eye

    Leaders
    Freeguild General (100)
    - Artefact: Patrician's Helm
    Battlemage (90)
    - Mortal Realm: Hysh
    Anointed of Asuryan on Frostheart Phoenix (320)
    - General
    - Command Trait: Swift as the Wind
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Eagles: Aura of Glory
    Knight-Heraldor (100)

    Battleline
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)
    30 x Freeguild Crossbowmen (300)

    Units
    6 x Evocators on Dracolines (520)

    Endless Spells / Terrain / CPs
    Soulscream Bridge (80)

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

    • Like 1
  20. On 4/28/2020 at 4:37 PM, Ravinsild said:

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye
    Mortal Realm: Aqshy

    Leaders
    Warden King (110)
    - General
    - Command Trait: Hawk-eyed
    - Artefact: Seerstone Amulet
    Runelord (90)
    - City Role: General's Adjutant
    Runelord (90)
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Eagles: Strike of Eagles
    Lord-Arcanum on Gryph-Charger (220)
    - Lore of Eagles: Aura of Glory
    Knight-Heraldor (100)

    Battleline
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    10 x Ironbreakers (130)
    20 x Irondrakes (300)
    10 x Hammerers (140)

    Units
    3 x Evocators on Dracolines (260)
    - 2x Grandstaves

    Endless Spells / Terrain / CPs
    Emerald Lifeswarm (50)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 113

    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.

    • Like 1
  21. 28 minutes ago, Arkahn said:

    Hello guys, I want to start a TE list and I need to know your pro & cons between the scourgerunner chariot list and the aetherguard windrunners list. 

    And which one is the best overall ? 

    Thanks ! 😉

    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. On 4/23/2020 at 3:24 AM, 123lac said:

    Hallo friends,

    I currently have Arkhan as well as Nagash and I was looking through the Legions of Nagash roster and thought to myself...these old models kinda suck.

    But luckily I can use both of these heroes in the bone daddies army.

    So is anyone able to tell me if there is a viable build for Ossiarchs that includes both Nagash and Arkhan? Or should I be building a list around one or the other of these heroes?

    Thanks!

    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.

    Screenshot_2020-04-27-01-29-26-539_cn.wps.xiaomi.abroad.lite.jpg

    • Thanks 1
  23. 15 hours ago, theDon said:

    i am thinking of to change the slaughterhost to Bloodlords to get more mobility on skarbrand and the two 1st strikes on the bloodthirsters. (Bloodlords artefact + tyrannts of Blood)

    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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