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Rune

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Posts posted by Rune

  1. 27 minutes ago, edisonofsigmar said:

    Okey so we need to take into account what is the meta: OB, Tzeentch, Ogres, Slaves are top armies. 
    Most of them dont like mortal wounds so whole idea is to destroy opponents with MW. In some cases (slaves and ogres) we encounter deepstrike/teleport high speed. So we need to have some screen. 

    My main goal was to create an army that is very tough, does well on most of scenarios. 

    Flamesfire Phoenix is the best behemot in the game IMO, for sure in our army. Does 5 MW, screens and if he gets up when he dies our opponent is just f***ed. 
    Okey he isnt superb in terms of combat, but if he jumps onto enenmy he can stand there for ever. There are still 3 places and duality -> phoenix does similar job as morathi. Super tough. 

    Chariots of course -> its like super crazy retarded op unit. They should cost like 200 or more. 18 wounds. You invest 150 to have 18 wounds. You need to consider that people will try to kill your shooting. In hallowheart you have 60 wounds in all of your shooting units while it costs much more (if your using bridge and handgunners). 30 inches of shooting range is a lot. You dont need magic, bridge etc. 

    I dont really care about my general -> if he dies im happy because people dont kill chariots

    So I took the most mobile units and the most tough and hitting. To counter meta. Im running around shooting like maniac. 

    Example of a battle:

    Im playing OB with catapults on duality -> their best scenario. He goes 30 mortek on one and 10 mortek on second objective. First turn I focused shooting and phoenix poop on 30. It went all down. Next turn I took down second objevtice and blocked catapults with phoenixes. Next turns I shoot everything till table. 

    Most of games look like this: Opponent kills several chariots or is stuck into phoenixes and you shoot him till table. 

    We have counters of course: I guess seraphon on terradons could be HUGE counter and Idoneth deepkin, some slaves to darkness rosters. Except from that we destroy our opponents hard. 

    My newest roster - to counter seraphon a little bit: (im testing it still)

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

    Leaders
    Anointed of Asuryan on Flamespyre Phoenix (300) - Artefact: Thermalrider Cloak
    Celestial Hurricanum With Celestial Battlemage (280)
    Black Ark Fleetmaster (60) - General - Command Trait: Hawk-eyed

    Battleline

    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)
    3 x Scourgerunner Chariots (150)

    Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 190

    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

     

     

     

    • Like 1
  2. On 3/21/2020 at 3:00 AM, edisonofsigmar said:

    Hey! Its a huge compliment for me that you guys are taking a closer look to my list. Im open for brainstorm! 

    Yep. I didnt have time to paint it all on a good level. I lost to idoneth deepkin. One of the few counters

    PS. Im a liberator -> god help

    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. 15 hours ago, readercolin said:

    If I can make a recommendation - Drop some points somewhere to get a soulscream bridge.  Even with tempest eye +3" movement, your dudes may have trouble getting on target.  However, the soulscream bridge will allow you to dump 2/3 of your army 9" away from your opponent (remember, cities empowers this so the two sides of the bridge only have to be wholly within 24" of each other, not 12" - additionally you can put the bridge in front of your army, and can move any unit wholly within 6", effectively allowing you to move a maximum of 36" with it).  Swap your artefact to the Zephyrite Banner, and between the musician's and the Aetherguard Captain command trait you will have a 7" re-rollable charge coming off of the bridge. 

    Want to make things even funnier?  Grab 1 more mage (or swap one of yours out) for a battlemage from Ghur and you get access to Wildform, which gives you +2" to your run and charge rolls, bringing one unit down to a 5" re-rollable charge.  Alternatively (or in addition), Chronomatic Cogs can give you another 2" to run and charge rolls (cogs is better if you are looking at getting multiple groups into combat at once, but be aware it will affect your opponents as well).

    Not saying that you have to do these things.  However, please consider them for delivering your hammers to your target.

    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. 54 minutes ago, Mace108 said:

    Has anyone talked about or seen people using flagellants in a hallowheart list and giving them warding brand? I was thinking a unit of 20 could be a fun unit to take as a chaff wall to evocators on dracolines. I also thought that a stardrake could be a good unit to take as an tanking screen for the +1 to cast, ranged damage and can might be durable using the D6 heals spell. 

    Screenshot_20200309-170050.png

    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!

    • Confused 1
  5. 13 minutes ago, Trayanee said:

    Nice. I am glad they worked for you.  Never mind about the chariots as it may be better to not get used to them. I am expecting them to get pretty substantial bump in points in next GHB

    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)
    - Runesword
    Battlemage (90)
    Knight-Azyros (100)
    6 x Demigryph Knights (360)
    - Lance and Sword
    3 x Demigryph Knights (180)
    - Lance and Sword
    3 x Demigryph Knights (180)
    - Lance and Sword
    10 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.

    • Like 1
  6. 7 hours ago, Trayanee said:

    Maybe shadow warriors can combine what you need from revenants and sisters in one unit and help you lower drop count? Also scourgerunners are always a good option in cities.

    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: Hammerhal
    Anointed of Asuryan on Frostheart Phoenix (320)
    Freeguild General on Griffon (320)
    - General
    - Lance
    Battlemage (90)
    Knight-Azyros (100)
    3 x Demigryph Knights (180)
    - Lance and Sword
    3 x Demigryph Knights (180)
    - Lance and Sword
    3 x Demigryph Knights (180)
    - Lance and Sword
    20 x Sisters of the Watch (320)
    5 x Tree-Revenants (80)
    - Allies
    5 x Tree-Revenants (80)
    - Allies
    Hammerhalian Lancers (140)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 160 / 400
    Wounds: 101

  8. 12 minutes ago, Calebexnihilo said:

    Probably not in Hallowheart. After 3 games, I felt like I needed to lean into Hallowhearts strengths a bit more. More spells!! Although, the army is at the whim of the Arcane Channeling role.... and you WILL role a 1 when you need it most. Ha!

    I think my goal list adds a block of 30 Handgunners and more Sorceresses. Those tiny lady wizards are so good in Hallowheart. +1 from battalion. +2 from killing a Dark Elf. Then +D6 from arcane channeling.  I'll probably want to bridge the Handgunners and Hurricanum as the first strike. And then run and shoot with the darkshards.

    The Comet was def worth the points. It did a lot of damage to their back line support heroes.

    Gotrek did what Gotrek does. Kill lots! In Game 2 he held the middle of the board the entire game vs Slaanesh. People fear him... and rightfully so.

    I suggest using 30 Sisters instead of the Handgunners. Throw ignite on them and tear stuff up.

    • Like 1
  9. 5 hours ago, hughwyeth said:

    I would say being a "no-brainer" isn't a reason for a points increase. It's thematic and is the only hallowheart battalion. +1 to cast and unbind is good, but 220pts means no-one would take it. 

    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 Eye

    Leaders
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Eagles: Strike of Eagles
    Runelord (90)
    Runelord (90)
    - General
    - Command Trait: Hawk-eyed
    Warden King (110)
    - City Role: General's Adjutant

    Battleline
    30 x Irondrakes (450)
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    - City Role: Honoured Retinue (Must be 5-20 models)
    30 x Hammerers (360)

    Units
    5 x Tree-Revenants (80)

    Behemoths
    Celestial Hurricanum (220)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)
    Emerald Lifeswarm (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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+.

     

     

    IMG_20200221_000612.jpg

  11. On 1/23/2020 at 4:30 PM, Sapca said:

    Summoning and dispelling vortex can move you ~8-9" in hero phase (setup 1" away, get on, dispell, get 6" away). Incantor has ok attacks and flasks so... it works )

    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. On 2/18/2020 at 6:09 AM, Acid_Nine said:

    So if I may ask, what are some armies people have been having success with? I am looking to get more into caster heavy armies myself!

    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 Sigmar

    Leaders
    Celestial Hurricanum With Celestial Battlemage (280)
    Freeguild General (100)
    Battlemage (90)
    Knight-Incantor (140)
    - General
    - Command Trait: Veteran of the Blazing Crusade
    Lord-Arcanum on Gryph-Charger (220)

    Battleline
    30 x Freeguild Handgunners (300)
    20 x Freeguild Handgunners (200)
    20 x Freeguild Crossbowmen (200)
    - City Role: Honoured Retinue (Must be 5-20 models)

    Units
    5 x Tree-Revenants (80)

    Battalions
    Whitefire Retinue (140)

    Endless Spells / Terrain / CPs
    Soulscream Bridge (80)
    Umbral Spellportal (70)
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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.

     

    • Like 1
  13. 2 hours ago, readercolin said:

    Now that I read that more closely... why in the world did they split up the cast/unbind bonus between the Luminark/Hurricanum?  Just give it to both of them so that they both provide +1 to each, and if you are that worried about it, then make it so its within 12" of either?

    Anyways, I think that there are two ways to look at this.  The first is that you want to run the battalion so that way you can get a bonus on units that otherwise wouldn't have it.  The second is to get enough bonus's that you don't need to use the command ability, saving your command points for other uses in your army.

    In the first case, you would be wanting it to get small bonuses to cast and make casting a little bit easier in the early game, so that you can still get your spells off even when you roll a 1 on the command ability.  Then in the late game, if they are still alive, you might not want to use the command ability because you've taken damage/your MW sponge is dead, etc.  The battalion still lets you keep your consistency throughout the game.  I would say that if this is what you are doing, you are probably running a mixture of stormcast units and battlemages, and you might have decided to leave the luminark and/or hurricanum at home.

    In the second case, think about a sorceress.  Getting a +3 bonus to cast, do you even need to use the command ability?  What if you decide to run 3 sorceress's?  Sure, you are eating 3 bleakswords a turn to get your bonuses, but needing to roll literally anything but snake eyes to get off any of your Hallowheart spells means that you can save your command points for other things - like run and shoot with your darkshards, or run and charge with your Black Guard, or Hold the Line with a freeguild general.  It is very easy to be command point hungry with Cities of Sigmar, and despite having the Adjutant and Warden of the Flame giving you command points on a 4+, it can be easy to run out of them with Hallowheart.  But losing one of your biggest expenditures and starting the game with 1 more because of the battalion could give you the points that you need elsewhere in your list.

    Overall, after having thought about the subject a bit more, I'm inclined to think that the second way is what you really want to be looking for when deciding whether or not to run the battalion.  As you said - if you roll a 4-6 on the CA, a +1 is rather redundant.  And if you already have +1-2 to cast from other things, then the command ability basically says "Your spells go off, good luck unbinding that".  But, it costs a command point.  And if you want to spend the command points on other things, well, you need to find ways to either get more, or reduce expenditures.  So your list that is running a Hurricanum, Luminark, Sorceress, Battlemage and Incantor... you probably aren't running much else that demands the command points because of how much you have invested in your casting.  So drop the battalion, get more screens, and use your command points to buff your casting through the roof.  However, if you decide to change your list up because you want to spend those command points on other things, then consider running the battalion.

    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. 17 minutes ago, readercolin said:

    I think you want the battalion if you are running around with Wizards who aren't getting any bonuses to cast (ex. Knight-Incantor), or you are trying to maximally stack buffs without having to use their command ability.  So for example, here is a group of wizards who I wouldn't be too worried about bringing the battalion for:

    Hurricanum
    Luminark
    2x Battlemage

    Note here that if you keep everyone near your hurricanum/luminark, everyone gets a +2 to cast (+1 from Hurricanum, +1 from Luminark, both affect themselves and any other battlemages within 12" of them).

    However, here is a setup that I would bring the battalion for:

    Lord-Arcanum on Gryph Charger
    Knight-Incantor
    Sorceress

    Here, the Sorceress can buff herself to a +2, but the Knight-Incantor and Lord-Arcanum don't have any way of buffing themselves. Here, you can get the +1 to cast from being in the Battalion, and then you need to decide if you want to use the command ability as well.  If your Lord-Arcanum is perfectly healthy, then sure, but if he's not you might want to use the sorceress to cast sear wounds and get that to go off before using the command ability to buff the rest of your spells.

    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. 5 hours ago, EnixLHQ said:

    Thank you guys so much!

    So far I've got a magic-heavy approach to try to get a lot of MWs done at max range to try to nuke my deployment zone, a range-heavy configuration that will do more consistent damage, but have to deal with my saves and save-after-save, and a whole lot of info on how to deliver it.

    The Soulscream Bridge and the Umbral Spellportal will change his game drastically.

    Okay, last question before we see if he can nuke me this weekend: What do you guys do when it starts to go south on you? What tools do you have to correct mistakes or try to turn a bad game around?


    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.

  17. 7 hours ago, EnixLHQ said:

    There's no one list. I've had successes with a few crazy ones and a lot of standard ones.

    You can usually expect to see from me a Knight Shrouds on Ethereal Steed, Dreadblade Harrows as a general, a Guardian of Souls or a Spirit Torment, and a Vampire Lord, all supporting Chainrasps and Bladegheists.

    If I'm not feeling traditional, then I go in with the Dolorous Guard/ Forgotten Scions combo where the KoSoES is the general, buffed, and supported by the Hexwraiths who are the targets of all the increased attacks, and they screen some Chainrasps that camp objectives.

    Not to put a too fine if a tip on it, the usual issues against me are that my mobility means I'm on an objective early in any game, and he has to then remove me. Whatever my threat units happen to be, I'm not afraid to invest my CP into All Out Attack, All Out Defense, and more likely Forward to Victory, trying to land that Wave of Terror charge. I can be very aggressive, target squishy units like his crossbowmen, and take out the general.

    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.
     

    • LOVE IT! 1
  18. 9 hours ago, EnixLHQ said:

    Hey everyone, Nighthaunt player here sneaking into your thread. I've got a special request for you all.

    I want you to destroy me.

    My friend and I play 1500 point lists, give or take 20 points, and ever since I figured out my niche against him he's been unable to really fight back. We're going on some 6 or more games now where I've pretty much won by turn 2 or 3. And these aren't close calls, either.

    I want him to have fun, and it's not fun when you're staring down what you feel is an inevitable loss. And he's no slouch, himself, but he's just not been able to dedicate the time to research and experiment to the best of his ability. And that's not his fault, for reasons I can't really get in to. I want to give him a break in the form of a formidable list and a strategy that goes with it, and I'm hoping by asking the experts we can do this for him.

    Give me your best lists that tear apart Nighthaunt. Bring your A game. Target my heroes, deal massive mortal wounds, keep me away from your fleshy units, or whatever it is that gives you guys an edge over me.

    Make it hurt.

    What's your list?

  19. 4 minutes ago, Myrdin said:

    And they do get to Overwatch on the charging unit as well, which is not insignificant either as that pretty much equals to a whole round of shooting. With good rolls unit of 20 firing could theoretically wipe a Mawcrusha in overwatch no ?

    4 minutes ago, Myrdin said:

    And they do get to Overwatch on the charging unit as well, which is not insignificant either as that pretty much equals to a whole round of shooting. With good rolls unit of 20 firing could theoretically wipe a Mawcrusha in overwatch no ?

    Unlikely as they will be hitting and wounding on 3s. 

  20. 40 minutes ago, Maturin said:

    If you have the time, could describe your whole game ? Do you have pictures ? I'd like to understand how you weren't wiped out of the board T1 (Slanesh can charge T1, right ?). With the units you took, against a charging Maw Crusha+GG, you'd have been in a very bad shape.

    Wouldn't it be possible to just screen it out?

    Put 20 of the Handgunners up front and sacrifice them.

  21. 1 hour ago, Myrdin said:

    Just a quick question for my fellow CoS players, this time regarding the magic. 

    Being someone who up till this point avoided using endless spells like the plague. I came to appreciate them a little bit when paired with Hallowheart as it makes it extremely easy to pull them off, plus with the multicasting bonus you go for multiple per turn while still slinging your usual spell without a care in the world.

    Now this is where I am a bit confused, but which Endless spells can I pick ?

    CoS gets access to the Neutral ones (Vortex and Pendulum), and depending on the City you get to choose also Ghyran or Aqshy > Emerald swarm or Burning head.

    Since your city must be from one of the two realms, do you get the option to take them even if you are not playing with Malign Portents rules and are not using any Realm as your battlefield ?

    This is not an issue with army specific spells (example Beastmen get their 3 spells regardless of Realm as long as they pay for them), but since CoS does the whole thing differently I am a bit confused as how to go around this.

    Since I have to pay points for them pre-game, it means I can always take the 2 neutral ones and then one from Aqshy or Ghyran depending on the city correct ? So I cant bring spells from lets say Hysh or Ulgu, even if I pay points for them, if we are not playing in the realm of Hysh or Ulgu ?

    I am asking this in this thread, because I drafted some lists for Hallowheart that use bunch Wizards and endless spells, since this City is perfect for that, but found myself stumbling on the legality of this due to rules/mechanical part.

    Again, please forgive my question, if it sounds noobish, but as mentioned above. up till this point I have always, always excluded the Endless spells from my lists, regardless of which army I played, simply because I didnt like the idea of it (those who lived through 8th Ed WFB know just how OP magic used to be, and it left a bad aftertaste even now)

    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.

    • Thanks 1
  22. 1 hour ago, Nicholunch said:

    Whew! What a city! I just played my first game and it was awesome. So much fun! I'm a Tempest's Eye city mainly but wanted to try this one out. I saw some great ideas on your posts here and put together a list that packed a PUNCH! I was able to table Slaanesh by round 3. Things just went amazing.

    Take aways:

    The Hurricanum/Luminark combo was sweet! +1/+1 for casting. That 30" laser is nice, the buffs are nice, and the beefy wizards to mine for casting bonus is great. Gave the luminark the Aqshy artefact to regain wounds on d3 at end of Combat. Kept him at 0 the entire game. 

    List:

    Hurricanum
    Luminark - cleansing brooch
    Knight Incantor - general
    Battlemage - Chamon, HH artefact with all spells
    Battlemage - Hysh

    20 Handgunners
    10 Handgunners
    10 Longbeards
    20 Irondrakes

    Everblaze Comet
    Quicksilver Swords
    Umbral Spell Portals
    Soulscream Bridge

    Hallowheart Battalion

    Ran a total of 30 handgunners together to provide screens for my wizards. Ran 20 irondrakes and 10 longbeards with Hurricanum and bridges for a teleporting death squad. Ran 2 battle mages, 1 knight incantor, and luminark as my mage bunker with a comet, quicksilver swords, and spell portals. 

    Everything just worked out so good.

    Welcome to the other side mate! 

    Where can I find that artifact, seems to be different ones listed in 1d4chan

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