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Roark

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Everything posted by Roark

  1. I'm kinda surprised that people aren't appreciating the potential of Chosen, especially in concert with two of the best Slaves units in the game: the Warshrine and Chaos Marauders. I think these 3 make a very good symbiotic trio in, say, a Goretide Gore Pilgrims list. Chosen are basically budget Skullreapers IMO. One less attack, but faster, with a Bravery debuff and a great buff for Marauders (who, when fighting in two ranks with attacks buffs, are absolutely brutal). At 10 for 280, that's 80 less than the alternative MW infantry hammer option of Skullreapers. With both units under the shadow of a Brazen Fury Warshrine, you have a passive ward save, maybe battleshock immunity, and a range of options to further increase durability or fish for MWs (and additional Rend -1 wounds). I think these guys are a killer trio.
  2. Yeah, it makes sense to use that artefact with the best warscroll command we have access to. He can still take Hew the Foe.
  3. I've been trying, but I find Khorne Daemons a little bit awkward in general. I think you need to do one or two units of 9 Crushers to ensure the benefit of their main "thing" (and to get value from the Reapers command). That's a very unwieldy footprint. Alternatively, maybe you spam units of 3 in a Blood Host and get much better value from the Bloodlords command? The Rage Thirster likes Bloodlords I guess. It's hard for me to look past Reapers though...
  4. It's still cold comfort though, to be honest... 120 for that and his single-use whatever. That's it. He's awful in combat, but he's supposed to be an elite combat Knight and a paragon among his peers.
  5. Vexillor's aura effect is reroll charges wholly within 18".
  6. I think the thing the Chosen want to do is inflict mortal wounds and seek more with rerolls.
  7. I think I'll be using the Torc almost exclusively on the Damon Prince. My Secrator barely gets picked on anymore. People absolutely loathe Priests, Skullreapers and Bloodthirsters in my experience, and I suspect the Prince will have a massive target over his head once the full import of his command becomes known haha.
  8. What the maces provide is some usefulness against ANY opposing unit. In Skyborne Slayers you often get to choose your initial match-up, but thereafter you will frequently not get the choice because of how laughably slow they are. Some armies don't even have large units.
  9. What are you referring to here? The Bloodmarked Warband? How have you become aware of battalion composition? Thanks.
  10. This is mine. Inspired by AdamR quite a while ago. What I like about it is that the only units that are deployed on the field are the birdman and the birds (who give him Look out, Sir! - initially anyway). Very CP-hungry, but the airdrop psych game often ties people in knots. Allegiance: Stormcast Eternals- Stormhost: Anvils of the HeldenhammerLord-Veritant (120)- General- Trait: Deathly Aura- Prayer: TranslocationLord-Celestant (100)- Artefact: Sword of JudgementKnight-Azyros (100)- Artefact: Soulthief5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Judicators (160)- Boltstorm Crossbows- 1x Shockbolt Bows5 x Judicators (160)- Boltstorm Crossbows- 1x Shockbolt Bows5 x Decimators (180)- 2x Starsoul Maces5 x Protectors (180)- 2x Starsoul Maces9 x Vanguard-Raptors with Longstrike Crossbows (510)3 x Aetherwings (50)Skyborne Slayers (190)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 110
  11. This is my Astral Templars list. The skyborne gun platform and a hammer of Evocators do the killing, and the Aetherwings interfere to keep them unmolested, improve combat selection, cap objectives, delay the enemy from claiming objectives etc. Allegiance: Stormcast Eternals- Stormhost: Astral TemplarsKnight-Incantor (140)- General- Trait: Dauntless Hunters - Spell: Azyrite HaloLord-Ordinator (140)Knight-Azyros (100)- Artefact: Godbeast Plate Knight-Heraldor (100)5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Liberators (100)- Warblade & Shield- 1x Grandblades10 x Evocators (440)- 10x Grandstaves- Lore of Invigoration: Speed of Lightning3 x Vanguard-Raptors with Hurricane Crossbows (140)3 x Aetherwings (50)3 x Aetherwings (50)3 x Aetherwings (50)3 x Aetherwings (50)Celestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)Celestar Ballista (110)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 138
  12. These are great. Love the expanded Battleline options and clever ways of making units a bit more useful without going nuts with points changes. Thematically, I reckon Protectors fit Hallowed Knights perfectly (in fact there's already book art!). Our command abilities are dire and few, and I came specifically to check this out. I have to say, I think the LO and LCOD changes are perfect!
  13. Although they don't get in on battalions, I think I prefer a block of 40 Marauders to partner with a Brazen Fury Warshrine these days. They've got a smaller base, they buff themselves (plus I've got some sweet Frostgrave plastic barbarians for them too, so I'm probably a bit biased in that respect). It's certainly not like the good days though, with Secrator battleshock immunity and no wholly within. 😞
  14. I got to see him play at CanCon this year. Seems like a great guy. Cheers for the tourney report. Well done.
  15. I don't think he's suggesting that he doesn't need a hero to use command abilities, but rather that he doesn't need to measure from a hero to the unit using Leave None Alive.
  16. The army is quite fragile (110ish wounds), so the shooting phase is critical. I usually opt to go second in order to force the enemy to spread out. I then airdrop mostly in the enemy's face and target the biggest Hero/Monster threats with the Raptors, Celestant (Sword of Judgement +3 command points) and Protectors. I'm hopefully able to use the Judicators to start working on a horde to assist the Decimators. Active objective grabbers in Turns 1 and 2 are usually just the dog, birds and birdman. The enemy army is very often quite crippled and desynergised by end Turn 2. The decision as to whether to deploy or airdrop the Raptors depends on the scenario and enemy army. Obviously I want to be able to use the Anvils command from Turn 1, but I don't want them to be shot up or ambushed by a lower-drop force.
  17. I'm running a min Slayers plus 9 Longstrikes plus Veritant, Azyros and Aetherwings. The Slayers' deployment rule is separate, they don't count toward Scions. In some games, the only units I deploy on the field are the Azyros and birds (for Look out, Sir!). ;-)
  18. Mate, with 12 Anvils Hurricanes, I'd even consider running Blessed Weapons on this guy. You're gonna be throwing a LOT of dice...
  19. Yeah, it would be helpful if this included battalions too...
  20. I like his spell (2 in 1) and reroll saves of 1 bubble. The Phalanx is cool and has the potential to make Sequitors really aggressive but, with all the price hikes AND the increased cost of Lynus and his unique battalions, it's just really hard to write a list that has all the elements I need... You can make a nasty combat testudo, but there's no points left over to support it with much of anything.
  21. I don't think there's anything wrong at all with the Lord-Arcanum for 160, or the mounted one for 220. Both units have a lot going on. I wouldn't take the foot guy outside of a Stormhost though, coz his command is a bit naff.
  22. The guy who came 8th had some strange allies that I've never seen before (list here). As you can see, he's used that list more than once with good results. I confess I've never looked twice at those Ironweld units...
  23. Sounds like a damn good candidate for an FAQ to me. RAW it can be any time during the combat phase. Don't see why it couldn't be straight after your opponent rolled his piddly bird-dog attacks but before it ran away.
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