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Alladinthepaladin

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  1. I was mulling the idea of 3 wound Stormcast as a base. I think it makes sense (and follows my basic rationalizing that 25mm base models should have 1W, 32mm base models 2W, 40mm base models should have 3-4, etc... One way or another, even your bog-standard SCE shouldn’t be easy to kill. The current meta doesn’t reflect this well enough.
  2. I am by no means a SCE expert (or an AoS one either) but when planning my (super uncompetitive and pure fluff) SCE army I have been leaning toward tempest lords. The innate benefits, abilities and artefact are fairly universally useful regardless of build (especially now that we have those additional command abilities to boost hits or saves). Staunch defender is great however, so you can’t overlook that loss. But for a non-LCoSD General, most of the other relics are fairly meh in my opinion. 5+ command point regain is swingy, but quite useful. The CA is pretty good too, and if you get those dracolines in combat with a charge (and have a pile of CPs due to the nature of tempest lords) you can get +1 A from Pack Alpha, and reroll both hits and wounds of 1 with the GH command ability and the Tempest Lords one... it’s expensive CP wise, but a unit of six cats with all those buffs can probably do some good work (and statistically should get at least one CP back from your artefact) **I forgot about the Empower spell, which fully trumps the Tempest Lords CA in an Evocator-heavy build. However, if the cast gets denied by your opponent it’s still nice knowing you have a means to boost your To Wound rolls... RE: your list, you can do a lot of fun things with it. With 10 Evos and 6 Cats in two big blobs you have two of our best melee units. Assuming we remove the batallion you are at 160 pts. Here are my suggestions: 1. Add a Knight Heraldor and a CP for 150 pts: are heraldor will really help keep the dracolines scary, and in a pinch can help move your evocator blob also. Plus, if you face armies hugging terrain free MWs is nice. 2. Remove 5 Sequitors - now you have 290 pts. I would still suggest Heraldor here. This leaves you with 190 pts, which you can either use for another support HQ (Castellant, Relictor both have utility here), the Comet for your Incantor, some Aetherwing chaff, and in most options, another CP.
  3. If you ask around you can probably find a spare shield somewhere eventually, and just glue (or magnetize, as I plan) it to the hand holding the reins. Alternately just glue/magnetize it to the dracoth so it looks as if it’s just a piece of war gear strapped to his mount. *The dracothian guard kit comes with 3 shields, if you know a player who has built their two guard, they should have a spare shield kicking about. Alternately if you plan on buying a box, use the spare sheild.
  4. Welcome! I am starting a non-raptors vanguard force for fun also. I strongly believe if you find the right people they will “list tailor” their army power downward to make a fun game for both. There is also pseudo narrative type games you can play. Vanguard have some really nice looking models, so as long as you have a good group of players build and paint what you want and have fun. Some of my friends have pretty hard hitting lists but they would happily pick out some of the most broken units to play my future vanguard Look up Vanguard Stormcast battle reports on YouTube - you can see how some of the common units play and get a good sense.
  5. This would to fit really well in to SCE lore and goes a long way to making them much more resilient without being overpowered. I feel that (without getting into more specific minor issues), one of the biggest tabletop vs lore disparities for SCE is how easily they die. Second is how relatively weak they are as “hammers” (doubly ironic considering the hammer is their primary icon). This could be changed by either boosting some hit/wound values, or adding a bit more damage output to certain units, at least in melee.
  6. Frankly, for units like Paladins I would almost push for a terminator-like save, 2+. It wouldn’t necessarily make them top-shelf, and a Witch Elf with a 5+ rerollable 5+++ would still arguably be tougher, but would at least make them somewhat unique and give them another small advantage over Evocators. For all other SC, pretty much a flat +1 to armour across the board would be a good start. We don’t hit hard, but we should be able to engage a horde of skeletons with our heavier hitters and not be wiped in one turn of combat
  7. I have also jumped into a vanguard-style 1K list (full-well knowing the massive power imbalance vs a significant portion of armies out there). My primary goal is just painting up a small force of models which I find are among the best looking in the range (palladors, Aquilor, hunters), and to use them in friendly games with people who won’t net-list me with the latest shenanigans. I am not even considering the one good unit in the vanguard chamber for now (longstrikes) Going on to strategy, I have tried to read up on every Vanguard thread/reddit/blog post possible... needless to say there’s not much since most are focussed on tournament lists and (non-Longstrike) Vanguard is definitely NOT synonymous with tournament lists. So my advice is arm-chair Generalship. That said, at 1K you will not be able to do all the things you want. Your list has decent shooting power, primarily to take out support HQs or weaken the tougher, elite units. I agree with the above post by NauticalSoup - keep your Aquilor, longstrikes and birds on the ground, as well as your Palladors since they can ride the winds. Your biggest issue will be getting double turned, with 6 drops you are probably getting to pick deployment order less than half the time, so smart opponents will give you T1, protect their assets from your shooting as best as possible, and then hope for a double turn to run at you and tear you to shreds. How you play the list depends a lot on your opponent and the battleplan, but generally my understanding with vanguard is you do not engage, but rather keep your distance, and bait your opponents into making poor game choices. At 1K, most strong lists have one big scary unit/Death Star, sometimes two. Additionally they have support characters to buff them up. I saw a dual Keeper of Secrets list that would absolutely rip your list apart, but that’s the risk you take with Vanguard... to be honest it would do a number on most SCE thoigh Other examples are FEC or Death, who can bring a nigh unkillable HQ beatstick, as well as big horde of something. I feel these are all very difficult scenarios for your list (worse for mine). Vs a more fairly-matched opponent, you would use your Shooting to chip away at the HQs or elite units while grabbing objectives, and causing target priority issues. Try and pick your engagements wisely, none of your units are significant damage dealers. I have rambled on much to long already, but the last point I have is try and find some “high-level” general AoS tactics. A lot of it involves positioning, movement and things that almost players never consider. There was a great article I read some time back but can’t for the life of me find it again, and it was really eye-opening. If I find it I will post on here. In summary, good hunting and good luck!
  8. Considering how wacky they went with the new KO Battletome (Frigates battleline??) This is not that far-fetched of an idea.
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