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snipersyn

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Posts posted by snipersyn

  1. 4 hours ago, Andrethegreat said:

    Ok! I see your point, But I think still think it should be 21 dice and not 18.

    Yes, under the Vanguard Auxiliary Chamber, the units of Hurricane Crossbows would gain additional attack equalling a total of 21 attacks per unit of 3 since they're not heroes. It would be 30 attacks per unit of 3 if they didn't move in the movement phase for this battalion.

    • Like 2
  2. On ‎2‎/‎18‎/‎2020 at 11:25 AM, Sleepa said:

    Astreia Solbright is also locked into Hammers of Sigmar, so she wouldn't benefit from the abilities of any other Stormhost; nor can she be given a command trait (same way she can't take a mount trait). It's really too bad all the Stormcast named characters are Hammers of Sigmar. I only ever see people field Gav, and the occasional Vandus.

     

    I picked up Astreia during launch simply because the sculpt looked amazing. I finally finished painting this model last week, LOL. That being said said, I will be just using her as regular Lord Arcanum on Celestial Dracoline, and as named character when necessary for a Hammers list (although I highly doubt I'll be constructing a Hammers list anytime soon).

    • Like 2
  3. At least for now, I believe GW should align themselves with some sort of consensus to support players that both BUY books and subscribe to digital apps. For example, when I list-build in Azyr and I am the legal owner of a faction's battletome, I should be offered some sort of discount and allowance to use the e-version of the same book in the app. The double-dipping is unbecoming if you ask me.

    • Like 3
  4. 59 minutes ago, Thostos said:

    Should work..Fly high is indeed "instead of a normal move"..so if you are allowed to make a "normal move" out of phase then Flying High should work for that phase as well.

     There of course would be issue with taking balloon units along for the ride since it states "one unit"

     

     

     

    I would think it would work as well, but on further reading the footnote does emphasize that it has to be a "normal" move - and Fly High has already been worded as anything but a normal move.  We should find out soon enough.

    For the hitching rule, and if Fly High is good to go in the Zilfin Footnote, although it states 1 friendly unit can make a normal move this should not have any bearing on Hitchers which IMHO is an exception to the rule.

     
     

  5. 1 hour ago, jhamslam said:

    Problem starts when you start giving the same faction's sub-factions new strategms, artifacts, powers, abilities waaay beyond and above what anyone else has in the game. Like imagine having a separate book for each stormhost, we'd have more rules than any other AoS faction ever, and yeah itd be cancer

    While I don't doubt this could be an eventual direction for Stormcast (given there are enough chambers right now to give each one their own tome) this would convolute things even more methinks.

  6. 9 hours ago, Lucur said:

    That's risky at best. I do understand the usage of msu hurricanes (the prime adds a large amount of damage compared to larger units if you don't double tap), they increase the action radius of aetherwings and they get the -1 charge bubble, which is nasty if there's an Incantor around. But i really can't see all those longstrikes work with too little screening and no believable melee threat.

    I'd also add that while the Aetherquartz Brooch will provide chance to replace the spent CP (at +5), should that not happen during the first time Heroes of Another Age is executed - again I'm thinking the concept here is execute that ability at least 2x during the first Hero Phase for both units - the consistency runs thin after that since all the burden falls on the dice going your way when shooting.

  7. I`m one of those new (sort of) players that essentially selected the Stormcast faction solely based on aesthetic reasons. I just committed from there.

    I play casually, but that being said, and like other SCE players - Anvils seems to be `most ideal` methodology to play this faction right now if you want to win any games.

    I  am hoping the new tome will at least rework synergies not just within faction as a whole - but with the entire Order alliance. Now, wouldn't that be something?!

    • Like 2
  8. 3 minutes ago, Ser_namron said:

    Are you asking if the  collector  trait allows you to take 2 artifacts on one hero? If so 

    A: No. If an ability modifies a rule, any restrictions that apply to the rule still apply unless specifically noted otherwise

    No, I'm not asking that. It is understood that only a Hero can only be equipped with 1 artefact. By extension, the rules also restrict equipping an army with 1 artefact only.

    The Collector command trait states that 1 extra Hero can be have an artefact as well. The latest FAQ, as I am understanding it, is saying "No." It's written very poorly.

  9. I'm confused as to why there was a FAQ regarding the Collector command trait for an Aether-Khemist general recently. That trait allows exactly what it says - that 1 extra friendly HERO can have an artefact of power, as long as the Aether-Khemist general is equipped with an artefact of power as well.

    If I am understanding this correctly, the Collector command trait allows more than 1 artefact of power to be equipped - doesn't this up-end the normal restriction?

     

  10. That is insane.

    12x Longstrikes @ 680 pts

    12x Longstrikes @ 680 pts

    Battleline at the cheapest would be:

    5x Liberators @ 100pts

    5x Liberators @ 100pts

    5x Liberators @ 100pts

    add the eagles for screens:

    3 aetherwings x 3 @ 50pts

    3 aetherwings x 3 @ 50pts

    ===

    that's already 1810 pts...

    extra CP before your first hero phase is 50 pts

    which brings you to 1860 pts.

    what would you chose for your General at 140 pts left?

    Knight Azyros or Knight Incantor?

     

     

     

  11. I've been trying to come up with a mobile army that focuses on speedy support/artillery support and  numbers of infantry for screening/objective control that altogether get everything in tied together with only a few heroes with specific roles.

    Here is what I came up with:

    Allegiance: ORDER

    Realm of Battle: GHYRAN

    Leaders:

    Knight-Incantor (GENERAL), CT: Inspriring, A: Ghystrike 140 pts

    Bjorgen Thundrik 140 pts

    Neave Blacktalon 120 pts

    Battline:

    Arkanaut Company x 10

    Arkanaut Company x 10

    Liberators x 5

    Liberators x 5

    Support/Artillery/Cavalry:

    Vanguard Palladors, Boltstorm Pistol, Starstrike Javelin x 3 180 pts

    Vanguard Palladors, Boltstorm Pistol, Starstrike Javelin x 3 180 pts

    Arkanaut Frigate, Heavy Sky Cannon 250 pts

    Arkanaut Frigate, Heavy Sky Cannon 250 pts

    Thundrik's Profiteers x 4 140pts

    Sequitors x 10 Stormsmite Maul, Greatmace 260 pts

    Endless Spell:

    Everblaze Comet 100 pts

    2000 pts total

     

    Rationale:

    Knight-Incantor = magic presence/defence, cast Everblaze when it s*** hits the fan

    Bjorgen is also a Khemist and can have disembarked Arkanaut Co reroll hit rolls of 1; also late round melee presence

    Neave is the mobile hero/monster slayer and will combo Ride Winds Aetheric with the Palladors

    Arkanaut Co will be garrisoned only in order to beef up the Fly High attacks of the frigates

    Liberators and Seqs for Objective control

    Profiteers are additional melee combat support/shooting support

    Frigates are main flanking shooters, where the primary purpose will be 1st/2nd turn firepower

    Palladors are secondary shooting/melee but with 12" movement and Aetheric riding, will also serve to gain objectives, with Neave close by

     

    Let the discussion commence!

     

  12. After some Tome studying, I drafted the following list:

    Allegiance: Kharadron Overlords

    - Sky Port: Barak Zilfin

     

    Kharadron Code

    - Artycle: Master The Skies

    - Amendment: Don't Argue With the Wind

    - Footnote: There's Always a Breeze If You Look For It

     

    Leaders

    Arkanaut Admiral (140)

    - General

    - Trait: Master Commander

    - Artefact: Staff of Ocular Optimisation

    Arkanaut Admiral (140)

    Arkanaut Admiral (140)

    Bjorgen Thundrik (140)

     

    Battleline

    10 x Arkanaut Company (90)

    - 1x Skypikes

    - 1x Light Skyhooks

    - 1x Aethermatic Volley Guns

    10 x Arkanaut Company (90)

    - 1x Skypikes

    - 1x Light Skyhooks

    - 1x Aethermatic Volley Guns

    10 x Arkanaut Company (90)

    - 1x Skypikes

    - 1x Light Skyhooks

    - 1x Aethermatic Volley Guns

    Arkanaut Frigate (250)

    - Main Gun: Heavy Sky Cannon

    - Great Endrinworks: Malefic Skymines

    Arkanaut Frigate (250)

     

    Units

    4 x Thundrik's Profiteers (0)

     

    Behemoths

    Arkanaut Ironclad (510)

    - Main Gun: Great Sky Cannon

    - Great Endrinworks: Zonbarcorp 'Dealbreaker' Battle Ram

     

    Battalions

    Iron Sky Attack Squadron (120)

     

    Total: 1960 / 2000

    Extra Command Points: 1

    Allies: 0 / 400

    Wounds: 103

     

    Rationale:

    Each Skyvessel is garrisoned by a 10 man Arkanaut Company and an Arkanaut Admiral, except the Ironclad which also garrisons the Profiteers. This stands as 11, 11 (Frigates) and 15 marines (Ironclad) which maintains each Skyvessel's Fly High ability. The Iron Sky Attach Squadron Battalion allows the Frigates to unload their Company payload either before or after moving which can lead to overwhelming charge and combat attacks or taking objectives. All in all, the list is designed for firepower first and KO your opponent before the end of the match.

    Let me know what you fellows think!

  13. I'd appreciate some feedback my Anvil Sniper army:

    Stormhost: Anvils of the Heldenhammer

    Knight-Azyros, General (CT: Deathly Aura, A: Soulthief) 100pts

    Knight-Incantor (S: Celestial Blades) 140pts

    Lord-Relictor (P:Translocation) 100pts

    Lord-Ordinator 140pts

    Liberators x 5 100pts

    Liberators x 5 100pts

    Liberators x 5 100pts

    Celestar Ballista 110pts

    Celestar Ballista 110pts

    Celestar Ballista 110pts

    Aetherwings x 3 50pts

    Aetherwings x 3 50pts

    Vanguard-Raptors x 9 510pts

    Evocators x 5 (Tempest Blade/Stormstave; S: Celestial Blades) 220pts

    Extra Command Point 50pts

    1990pts total

    As you can see, it's hyper-focused on shooting. But more so dropping either all the ballistas or raptors using Scions and double-taking using Heroes from another age command ability.

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