Jump to content

TheGrimKnight

Members
  • Posts

    38
  • Joined

  • Last visited

Posts posted by TheGrimKnight

  1. 2 hours ago, swarmofseals said:

    I don't think Cities can take Lumineth as allies. You can use 1 in 4 Lumineth units in Settler's Gain but that's it.

    EDIT: Krondys is 600, so he is a huge chunk of the list

    ah I always assumed you could as the list builder on the their site has them as allies. I may have also miss read it as well. 

  2. 2 hours ago, swarmofseals said:

    @TheGrimKnight Another thing you can consider for Bretonnia is using them as Soulblight Gravelords. A lot of the units match up pretty well with equivalents in SBGL, you just run into trouble with the big monsters which will probably require conversions.

     

    Just to give a second opinion though I don't quite agree with @readercolin re: Drakespawn Knights. He's superficially correct -- they don't do much damage and their speed isn't quite what you'd hope. But I think he is overstating their uselessness by quite a margin. I've had them used against me pretty effectively.

    In small units they are an excellent screen. They are cheap, will actually hold against anything but a pretty big hammer, and are fast enough to get out of the way of your own hammer units if you need to get through your own screen. 5 cav bases also provide the most area coverage for a screen.

    For objective play you want them in a unit of 10 more likely. You will probably have 2-3 that won't get to fight, but you aren't counting on them for offense anyway.

    As far as speed goes, 10" is a huge difference when compared to a 4-6" move like you get from infantry. In most battleplans you can easily get all 10 models onto a center line objective on turn 1 without running. With an average run roll you can get them passed the midline, and with a lucky run roll or At the Double you can actually block most if not all of the objective.

    This brings me to what I think is probably the best home for Drakespawn Knights: Tempest Eye. In Tempest Eye the extra +3" of move means that you can reliably block objectives on turn 1 with these guys and they get a 2+ save on the first turn which will really delay your opponent in shifting them.

    On top of that, they actually become pretty punchy with Aura of Glory. Drakespawn Knights have a pretty pathetic .0664 WOR (weighted offense rating, a measure of offensive efficiency that can compare damage across rend types) when charging. Add in Aura of Glory and it goes up to a very respectable .1374.

    Aura of Glory has been very hit or miss though as the only reliable caster in Tempest Eye is the Sorceress, who isn't fast enough to keep up. Enter Krondys, who not only can cast Aura of Glory reliably but is a beast in combat himself and has a huge base to project that aura.

    I think a Drakespawn Krondys list in Tempest Eye could have some decent legs, at the very least as a solid tier 2 list.

    thanks for the write up! I'd probably like to stay order/cos for the army, I was originally making them the mercenary Boood knights till that got taken away. I've normally stuck to hallowheart for the little extra magical resistance but I may try tempest eye. I'm unsure how many points krondys is to take a chunk out of the list. but I'll definitely look into him, I liked his model anyways. I was going to use 10 dawnriders as allies and then 10 drakespawn knights. as you say, they are decent priced heavy armored units. 

     

    thanks again!

  3. 3 hours ago, readercolin said:

    I've used them.  They are utterly terrible.

    The problem with the Drakespawn Knights is that they hit like a moist towellete.  Pillow fisted just doesn't say enough about how little damage they do.  This wouldn't be the worst thing in the world though, if you could get them into position well enough that they could keep an opponent off of objectives.  But they are sooooo slow.  A 10" move is generally going to be enough to get them ONTO an objective, but the fact of the matter is that as long as they are only counting as 5 models, they are only going to hold that objective if they can maneuver in such a way to completely prevent an opponent from being in the zone... which they don't have enough movement to actually accomplish.

    Literally the only thing that the knights have going for them is the fact that they are rocking a 3+ save, and if you force your opponent to actually have to go through that 3+ save, they aren't devoting those resources to a unit that actually matters.  At the same time though, it isn't like you really are going to want to spend resources buffing their saves, because the only tools that we have to do so are all out defense and mystic shield.  I mean, I suppose you might use all out defense if nothing else is in combat, but that is basically the only case where you would.

    In general, if I was considering running Drakespawn knights, I would look at them long and hard, and ask myself if they were really worth it over dwarven ironbreakers, or Eternal Guard.  Ironbreakers give you the same 3+ save, but do so with 10 models for objective holding, and can run to be about as fast as drakespawn can without running.  Eternal guard are rocking a 4+ save, but they get +1 to saves, hits, and wounds if they stand still, and also have a 6" move over the ironbreakers 4".  On top of that, you can bring a ghur battlemage to give +2" run/charge, which is going to make a significantly greater impact on the infantry than the knights.

    Overall, drakespawn knights just have too low of a starting point that they have to work from to make them worth it.

    thanks! I really just been trying to find the best way to use my bretonnia knights. I made some "grail knights" to use as realm lords Dawnriders allies. 

  4. I havent been able to test must out yet, has anyone used drakespawn as a highly mobile tanky unit? they have a base 3+ save and with save stacking they could be hard to move. also in HallowHeart they have protection against spells. their damage is pretty lackluster sadly though. 

     

    any thoughts on them? 

  5. I thought about settlers gain, but I like the magic abilities of hallowheart. it's the closest I think to blessings of the lady for me. 

    again i used third party for the infantry, but here is a picture. 

    20210902_231100.jpg

    20210830_212824.jpg

    • Like 2
  6. 7 hours ago, Mandzak-Miniatures said:

    That would be awesome, just like the old world.

    If Bret was still a thing I would most likely be using them for list building since a lot transfers over.

    what is your CoS like? Since I don’t play I am not keen on any synergies with units, so I am looking to learn.

    this is for the most part my list I go for. i play in a narrative/semi competitive group. I havent been able to use it much as my state keeps going back in the red with covid. 

    also the remaining points goes to a mounted warrior priest from the most recent FAQ that granted it the cos keyword. with curse. 

    I also like hallowheart for the anti magic protection that's the ladies blessings. 

    last thing as well, I've had to convert or go 3rd party models outside the knights. I for a couple boxes of knights of the realm then GW decided to cut me off. I'd kill for 10 questing knights for their uninflated prices....

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    - Grand Strategy:
    - Triumphs:

    Leaders
    grail knight foot (110)
    Anointed
    - General
    paladin (100)
    Freeguild General
    pegasus lord (110)
    Knight-Azyros

    Battleline
    peasant archers (210)
    20 x Freeguild Crossbowmen
    - Reinforced x 1
    men at arms-pole arms (170)
    20 x Freeguild Guard
    - Halberds
    - Reinforced x 1
    foot squires -sword/shield (85)
    10 x Freeguild Guard
    - Swords and Shields
    grail knights on foot (350)
    20 x Phoenix Guard
    - Reinforced x 1

    Units
    mounted yoemen (115)
    5 x Dark Riders
    mounted yoemen (115)
    5 x Dark Riders
    mounted yoemen (115)
    5 x Dark Riders
    rangers (120)
    10 x Shadow Warriors
    grail knights (140)
    5 x Vanari Dawnriders
    - Allies
    grail knights (140)
    5 x Vanari Dawnriders
    - Allies

    Total: 1880 / 2000
    Reinforced Units: 3 / 4
    Allies: 280 / 400
    Wounds: 145
    Drops: 13
     

    • Like 1
  7. 16 hours ago, Mandzak-Miniatures said:

    It should be hero selection that unlocks the battle line, not general. This would provide a much better mix of units and make up for the new coalition rules, which are bad.

    I'd love this, I use 3 units of dark riders but dont want an assassin as a general. 

  8. 1 hour ago, Arathorn185 said:

    I just wish Darkriders/Shadow Warriors weren’t tied to Assassins for Battleline tbf

    yeah I completely agree. I use both those units, but would never take an assassin leader. but the synergies in CoS could be much better to be honest. 

  9. 27 minutes ago, Arathorn185 said:

    Sadly they don’t have FREEGUILD for Freeguild units and memetically Dragon Blade Lord guy lacks cities of sigmar. But either way got a cavalry hero! I just wish knew whay to build now. Also Cav options….all feel kinda abysmal.

    well the priest I feel would be the better mounted hero over the general. the general has the same CA as the normal foot version in the book, even works for freeguild, kind of dumb since horse hero doesnt make sense to give orders to units who have to stand still. 

    mounted priest can take curse or heal. it can curse a unit that your cavalry charge. so there is at least that. 

    well I guess since the dragon lord was clearly supposed to have the cos keyword and you have to talk to the opponent anyways you can use it as such. 

     

    funny the mounted on dragon dragon lord has the keyword lol

    • Thanks 1
  10. 3 hours ago, CeleFAZE said:

    It is really odd that such an iconic unit of the warhammer mythos, the warrior priest, is missing from the official lineup. I suppose Stormcast are meant to effectively replace them on a thematic level in much the way fyreslayers have replaced slayers, but it still seems like a strange choice.

    I always kind of figured that GW was going to bring back priests in some way for CoS at some point. Now with the crusades coming at some point I'd be surprised if they didn't make a human CoS priest. 

    • Like 5
  11. I am pretty excited I am to see the old order models such as the warrior priest and freeguild general on horse have the cities of sigmar keywords in their FAQ. It says it's not "match play legal" but they have match play points so at least in my local group itll be fine. 

     

    The priest doesn't seem to have a normal prayer on his warscroll, but 90 point curse doesnt seem bad. 

    • Like 3
  12. first comment on here to just say how excited I am to see the old order models such as the warrior priest and freeguild general on horse have the cities of sigmar keywords in their FAQ. It says it's not "match play legal" but they have match play points so at least in my local group itll be fine. 

     

    The priest doesn't seem to have a normal prayer on his warscroll, but 90 point curse doesnt seem bad.

    • Like 3
×
×
  • Create New...