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Rune

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Posts posted by Rune

  1. 30 minutes ago, Barbarian Borelord said:

    Sorry if this question has already been asked and answered, but I really need to know: 

    Arcane Channeling allows a wizard to sacrifice a number of its health to add that number to spell rolls of other wizards - OTHER wizards: does that mean that the wizard who made the sacrifice does not benefit from this?

    Yes

    • Thanks 2
  2. 57 minutes ago, Barbarian Borelord said:

    How would their anti-wizard bonus work against regular Lumineth units? Because as far as I know only the leader of a Lumineth unit (like a Steedmaster in Vanari Dawnriders) has the wizard keyword. 

    I have ordered these two guys and soon I'll be having a game against my brother-in-law's Lumineth army, so I need to know...

    The unit is definitely not a wizard. Only the model inside the unit. The unit is however not considered a wizard. 

    When using a unit of sentinels, you can for instance only unbind within 30" of the high warden. You can't measure from any other model in that unit. Which you could if they were wizards.

    Note that this is different than the wording on Sisters of the Thorn.

     

    To me, it isn't clear how this interacts in this case. 

    • Like 1
  3. 1 hour ago, adboyslim said:

    It means you have to setup the shrine in your territory with 12’ of the loreseeker who will be in ennemy territory so don’t apply to any scenario.  But why not! I guess I’ll keep it on my side to send Total Eclipse or stabilize other spells. But thanks for your input. We are agree it don’t worth to garrison it. 

    Shrine doesn't have to be setup in your deployment zone, just in your territory. Loreseeker doesn't have to be setup in your enemy territory, just not your own territory. So it will always be possible, even easy, to get the Loreseeker within 12" of the shrine.

  4. 2 hours ago, adboyslim said:

    Has anyone played enough game with shrine to discuss about it? I used it 3 times and I don't know what to think about it.

    I'm not sure it worth to keep a guardian. Ok, re-rolling 1 for sentinels is valuable but it was almost the only impact my guardian had on the game because he was too far from action.

    On some scenario we can set it at 6' from set-up zone (still in our territory) so in that case the hero will be quite close to fights, but I think it is very hard to protect him then.

    I think next time I'll just put one hero inside T1 to benefit of free CA on sentinels, and large re-roll for cast on T2 and will move him out of garrisoning on T2. What do you think?

    In none of the games I have had I have garrisoned a hero within it. I would only really do that vs 1-drop shootcast or vs OBR catapults. 

    As you say it limits the movement of your hero, and to be the benefit is not great enough. If you run a loreseeker, I would deploy the shrine where you expect to use the loreseeker, so he can benefit from the re-roll casting/unbinding.

    • Like 1
  5. On 5/17/2021 at 3:06 PM, adboyslim said:

    About Lone agent rule I really can't believe what I read ;) I need to review all the warscrolls to see if I can extract a sentence out of his context and use it as separate rule :)

    Please do provide something, I'd love to hear what you find.

    Abilities should be understood as written, since if they are not it's super speculative and open for misinterpretation. 

    A ton of abilities within Lumineth has abilities within abilities. These are not linked. It's a lore "feature" that provides several abilities. I'm not a fan that GW did it this way, but that's how they did.

    Here are two examples, just of the top of my mind:

    • Sevireth, his "Spirit of the Wind" ability reads: At the end of the shooting phase, this model can make a normal move of 12" but cannot run (it can retreat). In addition, this model can retreat and still charge later in the same turn.

    That is two "abilities" within one ability seperate by a full stop. The "In addition, this model can retreat...", is not linked to what's before the full stop. Sevirith can retreat in the movement phase as well and still charge in the charge phase. It's not attached to the 12" after shooting phase move.

    • Teclis "Discs of the Aelementiri" ability states: "In your hero phase, in addition to casting 1, 2 or up to 4 spells, this model can automatically dispel 1 endless spell (do not roll 2D6). In the enemy hero phase, this model can automatically unbind 1 enemy spell (do not roll 2D6)."

    That is two "abilities" within one ability. One provides him the ability to do something in his own hero phase, and something in the enemy's.

    In situations where the two sentences are related, then it has to say something like "in that way" or "that unit". Sevireth "Living Cyclone" is an example of that.

    Usually, GW starts the sentence with "In addition", when they are not related, but not always. It would have saved us this argument if they had though.

    Lone Agent is no different. One part says he can deploy >3" away from an enemy, another says he can take control of an objective if he is setup within 6" of an empty objective.

  6. On 4/6/2021 at 11:07 AM, Double Misfire said:

    The Loreseeker's objective shenanigans sure look like they have potential, but remember he can only hold onto the objective he starts the game next to regardless of enemy numbers.

    The rules for the Hurricanum pretty clearly state that you can't stack +1 to hit and +1 to cast buffs from multiple Hurricanums. :( 

    The Loreseeker holds on to any objective he is set up on. So you can reposition him with Soulscream bridge and the holds it like he would at the setup he does at the beginning of the game.

  7. 19 hours ago, harfyn said:

    This is great! I wasn't sure about the hurricane boys either - grabbed them for the list because I had the birds already, but feel like I'll end up swapping them out at some point down the line (they're 140, so easy swap for more greatswords, or shadow warriors, maybe). The Azyros is really cool - totally missed him looking for a SCE hero, and re-rolling ones is the best buff this list can get too since everything is hitting on 2's most of the time. I think I might fill this out with him and some greatswords, and then some guard for the third battleline and get me a full 20 body retinue.

    Thinking about Groups of dudes makes a lot of sense, thats super helpful - maybe something like this - 
    Luminark + eltharion + guard + Handgunners + general
    Loreseeker + an objective
    Hurricanum + azyros + greatswords + crossbows + birds

    I would not swap out the hurricane boys. Having access to deny charges with your aetherwings is very, very strong.

    • Thanks 2
  8.   

    18 hours ago, GrimDork said:

    A list I'm playing with in my head currently is

    Syar

    Teclis

    Cathallar

    Loreseeker - (Lambent light)

    10 x wardens

    10 x wardens

    20x sentinels

    20x sentinels

    Auralan legion

    Sanctum of Amyntok

    Twinstones

    Aethervoid pendulum

    3 drop 1990pts

    List is a toned down version of the 1 drop sentinel spam list from a while back. Loreseeker replaces need for spell portal to cast Lambent light, possibly deploying mid field to benefit from Teclis +1 to cast bubble. Alternatively, Loreseeker can be deployed aggressively in the backfield to cast the pendulum through opponents backline. I put Teclis in as well for the sheer utility of his casting efficiency and range of spells. If Teclis casts twin stones and then I hop back and forth between a unit and Teclis for casting, draining and charging the stones each time should be at ave +3 to cast.

    Obviously depending on who the opponent is may dictate the deployment and general tactics, but I think it's not bad for flexibility.

     

    I think variants of that list is probably the best potential candiate to go 5-0 at a tournament. It has the possibility to win all matchups, but alas very fragile and delicate. So it's not an easy ride.

    I would argue still using the Umbral Spellportal for Teclis AoE, or have the option of both Solar Flare + Lambient Light turn 1, as that is good against a lot of the meta armies (Tz and Seraphon).

    I would also argue Geminids are miles better than Pendulum. Their ability is much stronger and the range allows you to setup the Loreseeker at a safer distance (also within Teclis +1 aura).

    I would also consider going 30 wardens and 30 sentinels to give you more board presence. I'm not sure which is better though.

    • Thanks 1
  9. 20 hours ago, swarmofseals said:

    I haven't gotten any further games in with Hallowheart since last posting but should have much more time to test starting late this week.

    In the meantime, at least in theory I like my matchup against new Idoneth. I'm fairly confident that their new tools -- while good in the meta -- are not very good against my build. I'm very much not sure about DoK though. I suspect classic DoK is favored against me, but new melee snake builds I think I probably have a favorable matchup against. Morathi Blood Stalker builds are probably going to be a horrible matchup, but I would be surprised if that doesn't end up getting nerfed.

    Hehe you are such a tease. Nobody knows your list so hard to really use what you are saying for any good.

     

  10. 3 hours ago, swarmofseals said:

    Not keen on sharing the details quite yet but suffice to say I've been playing around with builds that are very different from the "classic" Hallowheart lists. No bridge here!

    I figured as much, bridge lists are for the most part dead. Supporting Phoenix Guards has been the approach lately. Keen to hear what's been working for you though, getting tired of running the same builds and out of inspiration.

  11. On 11/3/2020 at 5:11 PM, swarmofseals said:

    A few more game results --

    Against gore pilgrims Khorne on Forcing the Hand:  very lopsided in Hallowheart's favor. Not going to make much of this.

    Against 2x Mortek Crawler Mortis Praetorians OBR on Battle for the Pass: also lopsided in Hallowheart's favor, although some of this was a result of poor rolling from my opponent early in the game.

    I'm definitely not going to claim that the OBR matchup is easy based on the results of that game, but again I think it validated my impressions that the matchup is very winnable. I honestly never felt like my heroes were all that threatened. I'm sure he could have splattered my Sorceress but I could have lived with that.

     

    What's the list you are rolling with recently?

  12. 1 minute ago, Kramer said:

    Oh wow. Never noticed that! That’s amazing! Now I might even add him to the painting pile. 

    And it's once per turn. So you can also make an auto save in your opponents turn, and change a dice in your own turn.

    • Like 1
  13. 17 hours ago, Dankboss said:

    Min sized Demigryph squads and the Griffon can easily fight twice, and they're the ones you want to be doing it anyway. If the Greatswords are, then your opponent has seriously messed up XD. More often than not, I'm not fighting twice because nothing's left to activate against. Wings of Fire can let a Demigryph squad hop a target to ensure the opportunity.

    And I'd love to fit the Prime in, but the numbers just don't quite add up in this list. The Luminark would be the thing to go, possibly, but I need the toolbox it provides and when I start moving things around, the list starts getting messy and strays from it's intended playstyle. But yeah, the Prime is excellent, but that would leave me with just one hero on the board for maybe 2 turns, which is risky. Although, the whole reason I can survive with just 2 in the first place is battleshock immunity.

    I wouldn't drop the Luminark, it's a key piece. 

    Luminark and Prime together is pretty disgusting to snipe enemy heroes. It's entirely possible to kill 5 wound heroes turn 1.

    To me, it's more the screens Vs the prime.

    Something along the lines of 3 big heroes, 30 Greatswords, 9 demis and a unit of Aetherwings.

    But just thoughts. I'm going to try both things out :).

     

    In my iteration of your list I'm going to try changing the two units of Guards to a unit of shadow warriors and a unit of Aetherwings. To give more flexibility on missions that require that sort of objective grabbing, instead of using a unit of Demi's for it. Two banners less though, that's the price.

    • Like 1
  14. 22 hours ago, Dankboss said:

    I've tried massed infantry, gunline and target saturation (using all min sized units) but felt they lacked focus or were otherwise compromised too easily. My current build allows for half to be aggressive cavalry, and the other half to be a core of infantry.  I've certainly had the best results with my current list, in fact the last few games I've won before turn 2 is over due to my opponent conceding due to army losses/ the inability to respond to both threats at once. My regular opponent has played against this list numerous times using numerous builds with two armies, so it's going well for me so far.

    Do you see yourself often using the fighting twice ability? I'm usually running a Prime to benefit from the fighting twice, as I find it easy to get wholly within enemy territory. 

    I like the idea of Greatswords though. They are looking decent now with the discount.

  15. 1 hour ago, Dankboss said:

    So after 10 months of working with Freeguild of Hammerhal, I've now come up with my perfected Semi-competitive to potentially competitive list. I reckon it can go 3-2 at a tournament depending on matchups/ missions. It has a roughly 75% winrate vs StoD and so far a 100% winrate vs Tempest's Eye. Unfortunately I can't test against other armies due to the pandemic, but I go up against strong shooting or board control every game, both with high armor.

    The purpose of this post is to help other people with their lists, and not to improve what I already have.

    This list usually generates an additional CP a turn thanks to banners, 2 if I'm lucky, and combined with the 1CP from the battalion gives it a healthy number to work with. Note I do not have any retinues/ adjutants in this list, nor do I need one.

    Heroes:

    My list has just 2 heroes, however both are reasonably durable. The meta is not kind to single foot heroes with all the magic and shooting going on, and frankly, there are none that fit this aggressive list. I originally ran Saint's Blade on my Griffon, but found it to be overkill most of the time, so I've now opted for +1 save. The Griffon takes opportunistic high priority picks, but I try to reserve him for turn 2-3 if I can. His Knights will be doing most of the work, and so he needs to stay alive. Blood of the Twelve ensures consistency of damage.

    The Luminark is more valuable than the Hurricanum in this build, especially because I gave him Twinstone. I do not rely on its magic, but in the 50% of games I get to play in Hysh, it does become more reliable. In a single caster build, the Luminark does not need to juggle Wings of Fire with Cindercloud, thanks to Pha's Protection. While it's not a powerful caster, nor are its spells critical, it is a useful toolbox which has a spell for everything; an emergency hoard clear with Burning Gaze, durability with Pha's Protection, or mobility with Wing's of Fire. The Searing Beam of Light racks up good damage over the game and forces the opponent to move units in ways they wouldn't normally have to. This is also great for bullying small heroes. The Luminark is usually beside my Greatswords, and proxies as a Freeguild hero thanks to Twinstone.

    Core:

    My core consists of my 30 Greatswords and 20 Gunners. The recent points drop of the Greatswords put them back on the table, and in this build they are critical to the success of the Lancers. Through trial and error, I've discovered that Hammerhalian Lancers works best when there's a second big threat on the table, that being the Greatswords. They will blend whatever they touch, but actually serve as an extremely bright distraction, as if they're ignored they will annihilate a front line. When protected by a Luminark, they usually last long enough to do their job, and fight over objectives, but again, their purpose is to create breathing room for the Lancers.

    The 20 Gunners simply provide fire support, and in some circumstances, are used to screen. I do not have a Freeguild General in this list, as this list is too aggressive for standing still, and I find the game moves too quickly for him, and so he has no place in this list. Gunners are important for peeling stragglers off Demigryphs.

     

    Support Elements:

    Two units of 10 guard are my support in this list. They provide screens and objective holders. Note the reason I have 10 Halberdiers and not shields is because they're painted, and anything hitting either unit will destroy them anyway. (They're also Manann's Blades).

     

    The Hammer:

    My hammer is a minimum sized Hammerhalian Lancers battalion. I often deploy 1 unit on one side of the board, while 2 units work alongside my Griffon. One obviously won't be getting the benefits of the battalion, but some missions require the flexibility. I usually hide them in cover until they get the chance to charge, or against aggressive lists, I put out a screen to net fast units or stall them, and then counter strike. Sometimes, a bold unit sprinting up the center of the board with an At the Double can serve as a spanner and/ or distraction in the works, as they require a dedicated enemy unit to remove, and if ignored in favor of the main battalion, will be in a prime spot for later turns. The Lancers are great at coming from multiple angles, with the Griffon pinning targets while the Knights deliver the blow. They regularly run through 30 2+/3+ save Longbeards or StoD something with reroll saves and ward save. Their damage is great, and usually won't get bogged down unless caught out of position, which is another element which is critical to its success; positioning and foresight is the most important thing to consider when using this battalion, as it relies on them charging. This is why the Greatswords creating breathing room is so important, as without them, the opponent will just castle the side that the lancers are on. They can however fight better than most other cavalry off the charge, so a protracted fight is not always a failure. The goal of the Hammerhalian Lancers is to plow straight through a flank of the enemy, and to keep activating with Righteous Purpose to dig farther and farther into the center of the board. With good charge rolls and enough CP (which is likely), the whole battalion can be fighting twice, and carving through the flank. If multiple units are tagged they'll be causing a chain reaction of pile ins, blunted retaliations and 2nd activations that can win through causing the enemy's force to crumble frighteningly fast, while maintaining a strong infantry presence elsewhere on the board.

    Do be aware that in missions where the territories are smaller, you will need to be even more careful with your targets. Unfortunately, Hammerhal is weaker in these missions, but that's not to say they can't win. If playing the missions with full territory coverage, Freeguild of Hammerhal can be a very potent force.

     

    Weaknesses:

    Mortal wounds are a problem, and so the Luminark is important even just to save some wounds.

    Movement disruption is another weakness, such as Be'lakor, Khorne Daemon Princes and Endless Spell blocks, however Wings of Fire is a useful tool for these situations. I've become so used to these disruptions that they're rarely a problem for me anymore, and just add to the positioning game the Lancers need to play. With enough experience, they shouldn't be stopping you too often.

     

    Other Advice:

    This is a 6 drop list, so it's quite possible to decide who goes first. Unless the scenario requires a quick objective grab, aim to go second, even against a shooting army that wants to attack first. You need the opponent to move up first before you can commit to a Lancer charge. If they're not budging, throw your Greatswords forwards and bait them; they're a juicy target and open up areas to exploit if the bait is taken.

    Place your Demigryphs in cover during set up if you're concerned with alpha strikes; a 2+ save ought to keep them safe. Keep the Griffon safe at all costs. Use the Guard to create space.

     

     

     

     

    ywRtVwE.jpg

    Before I dig in I'd be interested to hear what other iterations you have tried and why you didn't like those as much! If you don't mind sharing.

    • Like 1
  16. 17 minutes ago, Frowny said:

    Im unsure how much hallowheart actually needs the whitefire retinue. The command ability already gives so much extra +to cast. You could drop that to get down shadow warriors. You already have quite a few drops so I'm not sure if will actually help you get turn order much. The artifacts also aren't that useful I think. I also think darkshards will be better than bleak swords for some minor shooting for you.

    The current core seems to be 

    Hurricanum, knight incantor, (2 of 3 of sorceress, battlemage, lord arcanum). 

    Most common spells-vortex, spellportal, comet, bridge, sometimes feminists or lufeswarm or something cheap.

    I think that's a wonderful auto correct. Geminids and feminists 😅

    • Haha 2
  17. 4 hours ago, spenson said:

    I'm preparing for a tournament in November. We don't know which battleplans will be used yet so it may be subject to change but I'm open to any comment/

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    LEADERS
    Anointed (100)
    - General
    - Command Trait : Warden of the Flame
    - Artefact : Whitefire Tome - Elemental Cyclone
    Sorceress (90)
    - Artefact : Agloraxi Prism
    - Lore of Whitefire : Sear Wounds
    - Hallowheart 2nd Spell : Elemental Cyclone
    Battlemage (110)
    - Lore of Whitefire : Ignite Weapons 
    - Hallowheart 2nd Spell : Roaming Wildfire
    - Mortal Realm : Azyr
    Luminark of Hysh With White Battlemage (270)
    - Lore of Whitefire : Crystal Aegis
    - Hallowheart 2nd Spell : Sear Wounds
    Knight-Incantor (120)
    - Lore of Whitefire : Roaming Wildfire
    -  City Role : General's Adjutant
    -  Hallowheart 2nd Spell : Warding Brand

    UNITS
    30 x Phoenix Guard (420)
    20 x Phoenix Guard (320)

    - City Role : Honoured Retinue (Must be 5-20 models)
    10 x Longbeards (100)
    - Ancestral Weapons & Shields
    10 x Longbeards (100)
    - Ancestral Weapons & Shields
    10 x Bleakswords (90)

    BATTALIONS
    Whitefire Retinue (140)

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Balewind Vortex (40)
    Umbral Spellportal (70)
    Ravenak's Gnashing Jaws (30)

    The goal is obviously to throw a ton of MW at the opponent while the phoenix guards rush the middle of the table to capture the objectives.

    I can cast 9 (10 with the vortex) spells each turn. The sorceress will stay in the back protected by her sacrifices bleakswords and will throw MW at the ennemy through the portal.

    The battlemage will sit on the vortex and try to use his spell+ roaming wildfire to hit as many units as possible.

    The longbeards offer a MSU tankiness and can dispell the gnashing jaws or any other endless spell if needed.

    The list has a lot of AoE mortal wounds and is quite tanky but will struggle getting to the opponent (for example if you need to burn objectives) and will have a hard time controling many objectives at the same time.

    I thought about adding some shadow warriors but I don't know how to make them fit in the list.

     

    What about adding Aetherwings? They are so strong for 40 points. Or Tree Revenants for 80.

    And if you want mortal wound spam, I'd also add an Everblaze Comet.

    And I'd probably ditch either the Annointed, as you don't need him for the battleline requirements, or a unit of Longbeards and then keep him as the general. 

    I'd also increase the 20 PGs to 30.

    I'd also ditch the batallion, or change the list so you have fewer drops. Batallion doesn't give you much here.

     

     

  18. 14 hours ago, swarmofseals said:

    Got another game in today, this time vs. a Hallowheart list:

    His list (approximate)

      Reveal hidden contents

    Anointed

    Luminark w/ battlmage

    Hurricanum w/ battlemage

    Knight-Incantor

    Battlemage (aqshy)

    20 Sisters of the Watch

    3x10 PG

    5 Sisters of the Thorn

    Extra CP

    Whitefire Retinue

     

    My list

      Reveal hidden contents

    Anointed on Frostie - general, ironoak artisan, spear of the hunt

    Hurricanum w/ battlemage - lifesurge

    Freeguild General

    30 Freeguild Crossbows

    4x10 Freeguild Handgunners

    3 Vanguard-Raptors with Longstrike Crossbows

    3 Aetherwings

    6 Morsarr Guard (allies)

    Extra CP

    Game Description

      Reveal hidden contents

    The battleplan was Shifting Objectives. Lots of buildings on the board ("bretonnian village" terrain setup if anyone is familiar with that option).

    I won the roll to choose the realm and chose Ghur as it seemed least likely to help my opponent.

    He deployed with each unit of PG in position to run forward and take an objective with basically everything else in the center (ish). I deployed with my Aetherwings on the left flank, my Longstrikes in the back center of my territory, the Morrsarr Guard center left and Frostie center right and a unit of handgunners in the center and on the right flank. The rest set up in reserve.

    He took the first turn, moved up and scored big the first two turns, but didn't really get to do any real damage first turn as his sisters and casters were all out of range. I dropped in my crossbows, hurricanum, general, and 2 units of handgunners and took his sisters and battlemage off the table on my turn 1 while moving up my aetherwings and morsarrs on the left and getting the phoenix stuck in in the middle. I kicked myself for not measuring after dropping in my hurricanum as it ended up at 18.1" from target, wasting those juicy storms of shemtek.

    I lost the priority roll and he took the first go in round 2.

    His spells did a lot of damage during his turn 2, taking out about half of my drop-in shooters and the freeguild general. He took the objectives back from me.

    In my second turn I re-took the left objective and took the center objective but failed to completely kill off the two units of phoenix guard there. My shooters finished off his hurricanum and damaged his luminark.

    I lost the priority roll again for the third round and he again chose to go first. At this point he was basically trying to hold on as long as possible as I was way ahead on the board. Between his turn and my turn I finished off the left unit of PG during his combat phase, shot off the remaining center PG and Luminark and began shifting to take the right objective. He charged my anointed with his anointed and knight-incantor and dealt a bit of damage but lost his incantor and a few wounds on his anointed. During my half of the round I charged the right objective with my phoenix and both dished and took a bit of damage.

    I won the priority on turn 4 and he conceded. At this point it was basically over as despite some major mistakes I was set to hold all three objectives for the remaining two turns, which would provide enough points to surpass him.

    Impressions and lessons

      Hide contents
    • The phoenix again performed nicely, dishing out some decent damage and soaking a ton of offense despite mediocre rolls.
    • The crossbowmen did a lot of heavy lifting damagewise while the handgunners did very little
    • The morrsarr guard rolled really poorly but got the job done
    • Longstrikes were fine but not efficient in this matchup, but that's fine -- they aren't here for this matchup.
    • The general plan of deepstriking the ranged package worked nicely against this opponent as it allowed me to get the drop on his Sisters of the Watch despite not having the first go. That said, the ranged package drops in quite far from the objectives if you drop behind your opponent in a single cluster. It probably would have been smarter to drop in the handgunners on one of the flanks with the general and the crossbowmen and hurricanum in the rear. This is not a favorable battleplan for the LC deepstrike ranged strategy. The biggest takeaway by far was that I need to be more thoughtful about my deepstriking instead of going for the most damage efficient play
    • Darkshards would have been preferable to handgunners in this matchup, but I don't think I needed the extra boost and I'd much rather have handgunners against melee armies.
    • Overall the matchup and battleplan combination felt very favorable. I think it might have actually been even more favorable against a typical ranged-focused Hallowheart bridge list. He would have been able to do heavier damage on turn 1 (probably taking out my MG or phoenix) but the counter attack would have been much more brutal and I likely wouldn't have been playing from behind on objectives.
    • Artefact choice on the Phoenix is interesting. Spear of the Hunt isn't bad, and I can definitely see a lot of value in being able to activate the phoenix and then the MG immediately, but the Chamon artefact would really make the Phoenix that much harder to kill. I definitely would have preferred the Chamon artefact in this matchup.

     

    "but the Chamon artefact would really make the Phoenix that much harder to kill. I definitely would have preferred the Chamon artefact in this matchup."

    Just a FYI you are limited to Ghyran as Living City. Which could be a fun addition, as it would heal you two wounds a turn then. Probably not what you'd prefer but it is decent.

  19. On 7/31/2020 at 11:58 PM, swarmofseals said:

    Yeah, in most of my lists I've been pushing 12-18 drops by being intentionally MSU. I've been trying hard to fit the frostie in there because of the new missions that heavily value leaders and the secondaries that revolve around heroes. It's not easy, and I don't really love it but I suspect in a tournament environment it may be really important. I just need to test it out, which I am hoping to get a chance to do on TTS now that I've got that.

    I don't know if 6 is really low enough to be worth it, but I'm really only looking to get there in a couple of specific matchups. A lot of armies I don't mind if they go first. Just gotta test those matchups if I can and see how it goes to get a sense of how worthwhile it is.

     

    Hit me up if you want to test some things on TTS! I'd love to theory craft with someone. 

    • Thanks 1
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