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AR605

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Everything posted by AR605

  1. Hello everyone, I‘m selling my Flesh-eater Courts army, because the playstyle doesn‘t fit for me anymore. If someone is located in the Rhein-Main-Area in Germany and is interested in it, have a look on eBay for it. I‘m not shipping it, because the Terrorgheists are to fragile… Thank you for spreading the word!
  2. Oh boy, do they need a creative specialist. As someone working in an ad agency with knowledge on how to display information, the new warscroll is a small step in the right direction (concerning visual clarity). But the overall colors and iconography is not well suited to the different phases or actions… I wish they would have taken this a little more serious…
  3. Ok, cool, so Krondys has a build in +1 to wound (only for this one melee attack), where only two or three armies are actually capable of giving minus to wound? That makes him even worse competitively for me! Especially now, where all the rerolling one‘s are gone…
  4. Hello fellow wargamers, Krondys has an melee attack, Apex Maw, with the following stats: 2“, 4 Attacks, 3+ to hit, * to wound, -2 rend and 3 damage. The * is defined in the upper bracket (0-8 wounds suffered) by 1+ to wound. In the core rules, there is a statement where an unmodified wound roll of 1 always fails (13.3 - Attack Sequence). That said, Krondys Apex Maw will always fail, if you roll the needed 1? What‘s the matter with that? Why making an attack of 1+ to wound if you can‘t get it on a dice roll of 1…? I haven‘t seen anybody else asking this question…
  5. Just that I get a simple thing right: Liberators with shields (I think 4 Shields and the Prime with the Grandweapon is the best option, right? Damage table below shows that option compared to the Vindictors) have +1 to save rolls (3+ save modified, 4+ save normal). If I choose the unit to receive "All-out Defense", they only get 3+ save and ignore -1 rend, right? Because the save is already modified through their shields...? So there's no way of getting Liberators to a 2+ save like the Vindictors... am I right? Does anyone have a good comparison between these two units? I'm using Vindictors now (because I own 20 of them), but they are not really good in doing anything and the 45pts less for Libs is looking quite nice. Any advice would be nice 😊
  6. You‘ll get charged and beaten to death, I played a similar list in the past. The 4+ saves are not enough to withstand a focused attack. We just use to few units in our army to make this work, you need some sort of screens for your shooting units. Also: don‘t setup Raptors in Azyr, they need to do damage and they should do that from round one (with a range of 30“ you should be able to reach everything you want).
  7. I'll definitely will get 10x Vigilors to play them as Judicators (only playing with friends, so no problem here). The kit is really cool and have you seen those strings on the bows? 😆
  8. I hope you're right 😁 Translocate just gives us some options (in casual play) and that is exactly what we need. If they're nerfing it, we are bound to some few units that perform ok (outside of dragons) and therefor we will see the same lists over and over again... thought that would eventually end with 3.0 and MSU... Also could we see the rest of the lineup up for preorder next week?
  9. In the Rumour Thread they are stating that we won't see any dragons until christmas, because of problems with the moulds. On one side it's a pity that we have to wait that long for them, on the other side, they eventually survive the winter FAQ that way. They will be hit with the nerf-hammer definitely...
  10. As my other army are Fyreslayers, 4" move with 2" more run/charge doesn't change so much. What really would be great is running AND charging, that let's you maneuver slow units quite good.
  11. Ok, you persuaded me 😅 That enables a few more tactical shenanigans...
  12. But it states specifically "...if any friendly units with this ability are on the battlefield, they will guide the arrival of Sigmar's warriors. If you do so, pick 1 friendly Stormcast Eternals Thunderstrike unit [...] that is in reserve. When you use the Scions of the Storm to set up that unit on the battlefield..." So it has to be on the battlefield before you use Scions of the Storm...
  13. As I understand it, you can use "Blazing Impact" with Translocate for the re-roll of charges, because it is an additional (seperated from the condition "for the first time") thing. But in my opionion, it's not well worded and I think it is not ment like that. The Lord-Imperatant must be on the battlefield at the end of the movement phase, than "Scions of the Storm" can happen and one unit can be set up more than 7" from all enemy units. He can't rain down first, an than the other unit, because the setup of units happen simultaneously, as I understand it.
  14. Than let's utilise that: - Stormhost: Hammers of SigmarKnight-Draconis (255)- GeneralLord-Imperatant (175)Knight-Azyros (120)2 x Stormdrake Guard (285)2 x Stormdrake Guard (285)10 x Judicators with Skybolt Bows (400)6 x Annihilators with Meteoric Grandhammers (480)Total: 2000 / 2000 With the Knight-Azyros buff, the Annihilators hit on 2+/2+/-2/3 with overall 19 attacks, sounds pretty good to me...
  15. This exactly is my fear, too. Therefore the list dies not depend on it and also doesn‘t stack dragons to the points limit. Would you replace the Annihilators with 6x Raptors? Just to double down on shooting and supporting the dragons? Because now we replaced the 200pts Annihilators (somewhat of an anvil) for the 240pts Annihilators… I would switch the Libs for Vindictors, because I don‘t own any Libs.
  16. I got my SCE Tome on Monday, ordered it also from a german retailer the week before…
  17. Any thoughts on this list? I‘m not sure if the Sentinels are so clever for ranged pressure… The Dragons are deadly and have enough utility to threaten enemy units / objectives themselves. The Annihilators rain down in rounds 1 and 2 for key targets or to bind units. The Vanari should soften any targets. 1x Knight-Draconis (General) Points Cost: 255 pts 2x Stormdrake Guard Points Cost: 285 pts 2x Stormdrake Guard Points Cost: 285 pts 2x Stormdrake Guard Points Cost: 285 pts 1x Lord-Imperatant Points Cost: 175 pts 3x Annihilators Points Cost: 200 pts 3x Annihilators Points Cost: 200 pts 20x Vanari Auralan Sentinels (Ally) Points Cost: 300 pts Total Points: 1985 pts
  18. The idea behind it was the additional screening force / wounds (Gryph-Hounds) and damage (Judicators). The alternative to the that is 3x 5x Judicators, 3x 3x Vanguard-Palladors and an additional Knight-Venator (1990pts, removing 4x 6x Gryph-Hounds and 1x 5x Judicators). The Palladors grab the objectives and try to do some additional damage, but they are low on numbers, which means I reliantly have to output damage through them and focusing shooting. Is there any other hero to replace the second Knight-Venator with similar costs? My thought was eventually to swap it out for a Lord-Veritant if you're facing magic armies, or Neave Blacktalon as an additional "hero killer"... Would that setup perform better in your opinion?
  19. What do you think of the List below? It's absolutely experimental and I came up with it because the screening idea of the Aetherwings is maxed out with the Gryph-Hounds. Do they actually take objectives without their save? What if they have to contest an objective against an enemy unit? Do you have experience with this? I feel that our normal battleline (Sequitors or Liberators) don't stand in the line of any serious damage output, so why spend any points on them? Especially in a shooting list...
  20. Are they unfair though? I really don't want my horde of scrabbling cannibals to seem unbeatable. I'm already devoted to never using Feast Day. No, they got nerfed. FEC is a strong army which hast to be played super aggressive and can summon a few „options“ to the battlefield. Overall they rank in top tier, beneath Tzeentch and Bonereapers, on par with Daughters of Khaine, Fyreslayers, Ironjawz and so on... That‘s my opinion... they‘re good, but not unfair.
  21. ...in the Errata released in December 2019. It seems that the Warscroll in the app has not been updated since July 2019, so it's not accurate. As far as I know is that the player whose turn it is, have to heal / bring back units, as long as it is a valid option. He/she can not simply refuse to use the Chalice of Ushoran. For example: in your opponent's turn 10 Ghouls died and there are 20 Ghouls left in that unit, but a group of 3 Flayers is also in range of the Chalice, one model with 3 damage (wound characteristic of 4). You're rolling the dices and gain four 4+, your opponent now can heal your Flayer and ressurect one Ghoul OR any other combination of four wounds healed or models ressurected (with a wound characteristic of 1). For better understanding, this can happen: - 1 damage healed on Flayer and ressurected 3 Ghouls - 2 damage healed on Flayer and ressurected 2 Ghouls - 3 damage healed on Flayer and ressurected 1 Ghouls - 0 damage healed on Flayer and ressurected 4 Ghouls It is just a tool to give your opponent a small tactical advantage, in the example, you should normally choose to heal the Flayer and ressurect one Ghoul, because they die fast and do not the damage the Flayer does. So your opponent surely wants to ressurect more Ghouls for the chance of killing your Flayer. Please, correct me if I'm wrong...
  22. Ok, so this is the new list: Allegiance: Khorne- Slaughterhost: The BloodlordsLeadersWrath of Khorne Bloodthirster (300)- General- Command Trait: Slaughterer's Thirst- Artefact: Halo of BloodBloodthirster of Insensate Rage (270)- Artefact: Hellfire BladeBloodthirster of Unfettered Fury (270)Bloodsecrator (120)- Banner of Khorne (Artefact): Banner of RageSlaughterpriest (100)- Blood Blessing: Blood SacrificeSlaughterpriest (100)- Blood Blessing: Killing FrenzyBattleline5 x Blood Warriors (100)- Goreaxe & Gorefist- 1x Goreglaives10 x Bloodreavers (70)- Meatripper Axes10 x Bloodreavers (70)- Meatripper AxesUnits5 x Wrathmongers (140)5 x Wrathmongers (140)BattalionsTyrants of Blood (140)Gore Pilgrims (140)Endless Spells / Terrain / CPsHexgorger Skulls (40)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 119 Is this better than the original one?
  23. I thought the Wrath of Khorne Bloodthirster is mathematically the best one, but sure strategic wise, it totally makes sense to broaden your picks for strategic flexibility. So I should take two Slaugtherpriests and remove the Wrathmongers? The Wrathmongers give the Bloodthirsters (and all other Khorne untis in 8") +1 attacks. The plan was to let them run with the bloodthirsters to only buff them. But with the higher range of the aura from the Bloodsecrator, that can really be better.
  24. I'm undecided which Army I should choose next, Fyreslayers (tried to link the post, but didn't really mangaed to get it right) or Blades of Khorne. For Khorne I would start with a 1k Khorne Mortals army and then filling it up with Bloodthirsters as follows: ________________________________________________ Allegiance: KhorneLeadersSkarr Bloodwrath (100)Skullgrinder (80)- General- Command Trait: Disciple of Khorne- Artefact: Mark of the DestroyerBloodsecrator (120)- Banner of Khorne (Artefact): Banner of RageBattleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 2x Goreglaives10 x Bloodreavers (70)- Meatripper AxesUnits5 x Wrathmongers (140)5 x Wrathmongers (140)BattalionsBloodforged (120)Total: 970 / 1000Extra Command Points: 1Allies: 0 / 200Wounds: 75 ________________________________________________ Allegiance: Khorne- Slaughterhost: The BloodlordsLeadersSkarbrand (380)Wrath of Khorne Bloodthirster (300)- General- Command Trait: Slaughterer's Thirst- Artefact: Halo of BloodWrath of Khorne Bloodthirster (300)Wrath of Khorne Bloodthirster (300)Bloodsecrator (120)- Banner of Khorne (Artefact): Banner of RageSkullgrinder (80)Battleline5 x Blood Warriors (100)- Goreaxes- 1x Goreglaives10 x Bloodreavers (70)- Meatripper Axes10 x Bloodreavers (70)- Meatripper AxesUnits5 x Wrathmongers (140)BattalionsTyrants of Blood (140)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 111 ________________________________________________ What do you think of this army? Are the mortals good to keep up with the movement of the Bloodthirsters in theory? Or are they just too slow? I really like to hear your opinion...
  25. The Chalice only heals knights, they bring back units with a wound characteristic of 1, so in combination with a Crypt Ghast Courtier it's pretty neat for Ghouls. As @Deadkitten mentioned, I would also take a unit of ghouls with you, just to hold an objective. The Mortis Engine is good for wizards (Archregent and Ghoul King), but in my eyes it takes too many points away. Therefore I play a list with two Archregents (one is the general, the other the caster with dermal robe artifact), which gives you high strategic flexibility with your summons (Archregent can summon 1 Courtier or 3 Knights or 20 Serfs). That flexibity combined with it's normal spell (Ferocious Hunger +D3 attacks, stacks) on a Flayer Unit and nearly everything in it's way is dead (especially with Feeding Frenzy).
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