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Posts posted by AR605
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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…
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1 hour ago, Boar said:
If Krondys were f.ex under effect of debuff, like spell or ability that modified to wound roll by -1 he still would wound on 2+.
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…
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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…
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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 😊
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1 hour ago, feadair said:
The latest (excellent) Stormkeep episode got me thinking. As a community, we have mostly been discussing various lists that have a combined-arms approach of shooting and melee, and ones that rely heavily on melee for example by utilising Paladins. But what about Shootcasts that primarily focus on shooting using our excellent ranged units such as Vanguard-Raptors and Judicators? Here is an attempt at a list, which could perhaps be called Shoot & Smash (aka Sigmar Team-Up Featuring Hawkeyes and the Incredible Annihilators):
Allegiance: Stormcast Eternals
- Stormhost: Knights Excelsior
- Grand Strategy: Hold the Line
- Triumphs: Inspired
LEADERS
Lord-Imperatant (175)*
Lord-Relictor (145)*
- General
- Command Trait: High Priest
- Artefact: Arcane Tome
- Spell: Azyrite Halo
- Prayer: Translocation
UNITS
6 x Annihilators with Meteoric Grandhammers (480)*
15 x Judicators with Skybolt Bows (600)*
5 x Liberators (115)*
- Heavens-wrought Weapon and Shield
- 1 x Grandhammers
6 x Vanguard-Raptors with Longstrike Crossbows (480)*
CORE BATTALIONS
*Battle Regiment
ADDITIONAL ENHANCEMENTS
Holy Command: Thunderbolt Volley
1995/2000 POINTS
Plan: One drop. Start with the Imperatant, Annihilators and Raptors (or Judicators) in reserve. Go first. Step 1: In the Hero Phase, Translocate and shoot with the Judicators. Target a screen. Step 2: In the movement phase, bring down the Raptors and the Imperatant; then drop the Annihilators 7” from the enemy, taking advantage of the hole in the screen that the Judicators punched. Step 3: Proceed to shoot any units that could hinder or hurt the Annihilators as they charge, such as those that could Unleash Hell. Step 4: Charge with Annihilators, rerolling if necessary. Step 5: Offer or accept a concession.
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).
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20 minutes ago, Scurvydog said:
Really anyone saying new model power creep has NOT looked at Vigilors and Vanquishers, what a waste of cool new kits 😛
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? 😆
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3 hours ago, Scurvydog said:
That was said by Sentinels amd Gotrek as well and look where we are 😛
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?
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24 minutes ago, macrake said:
Basically it means EVERYONE playing dragons. If they ever come out.
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...
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26 minutes ago, CommissarRotke said:
Ghurian Battlemage is 115pts and gives us a spell that can add 2 to run and charge roles, possible Ally/Auxiliary Hero??
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.
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27 minutes ago, PJetski said:
You can drop the Imperatant and then the Annihilators. The Imperatant deployment must be fully resolved before you can deploy the Annihilators.
Ok, you persuaded me 😅
That enables a few more tactical shenanigans...
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8 minutes ago, PJetski said:
You can drop Imperatant with Scions and then the Annihilators >7" away since the Imperatant is now on the battlefield.
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...
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15 minutes ago, Champasaur said:
Here is a question about Annihilators (Both variants). Their warscroll states under Blazing Impact: "In addition, you can re-roll charge rolls for this unit if it was set up on the battlefield in the same turn." Would this work with Translocate? It is separate from the previous clause (D3 MW within 10") which procs when they are set up on the battlefield for the first time.
So if I, for example, was to drop the Annihilators with Scions in on turn 1. Then on turn 2 I translocate them to another point on the map, would they get to re-roll charges?
EDIT: Another question. If a Lord-Imperatant deepstrikes first with Scions, could he then guide a Thunderstrike unit that lands after him on the same turn?
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.
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1 hour ago, Scurvydog said:
There are a bunch of DPS check lists in the meta right now, which is why there is a 6 man greathammer unit of annihilators, they do so much more damage, yet are less tanky of course.
Than let's utilise that:
- Stormhost: Hammers of Sigmar
Knight-Draconis (255)
- General
Lord-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 / 2000With the Knight-Azyros buff, the Annihilators hit on 2+/2+/-2/3 with overall 19 attacks, sounds pretty good to me...
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3 hours ago, Scurvydog said:
I am quite liking this take actually and it does not rely on Lord Relictors translocation not being FAQd
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.
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2 hours ago, Maogrim said:
There seem to be issues. I still haven't received the two new tomes (SCE and OWC) which I ordered from a German retailer on the 13th.
Apparently my order came in too late for the first batch and the second is still on its way.
I got my SCE Tome on Monday, ordered it also from a german retailer the week before…
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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 pts1x 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 ptsTotal Points: 1985 pts
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7 minutes ago, Maturin said:
Aetherwings are a MVP unit that's a given, especially when used in conjonction with Vanguard raptors. But why do you want to use Griffons? They're too expensive, don't have anything worth talking about. Why 4*5 Judicators? It doesn't feel judicious for buffing if needed.
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?
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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...
SpoilerAllegiance: Stormcast Eternals
- Stormhost: Anvils of the Heldenhammer
Knight-Venator (110)
- General
- Command Trait: Deathly Aura
- Artefact: Soulthief
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bow
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bow
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bow
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bow
6 x Vanguard-Raptors with Longstrike Crossbows (340)
6 x Vanguard-Raptors with Longstrike Crossbows (340)
3 x Aetherwings (40)
3 x Aetherwings (40)
3 x Aetherwings (40)
3 x Aetherwings (40)
6 x Gryph-Hounds (120)
6 x Gryph-Hounds (120)
6 x Gryph-Hounds (120)
6 x Gryph-Hounds (120)
Total: 1990 / 2000
Wounds: 165 -
1 hour ago, erasercrumbs said:4 hours ago, MrTuna said:
It’s fine, haters are always gonna hate.
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.
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3 hours ago, Gdead909 said:
Um wear does it say that
...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 GhoulsIt 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...
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9 minutes ago, 123lac said:
Hmm I would remove the skull grinder from the 2000 point list as well as 1 of the bloodthirsters (or skarbrand). Replace with 2 slaughter priests and gore pilgrims battalion.
You'll have some spare points left over for an endless prayer or two depending what you choose to take out. Hexgorger skulls are nice to have.
Ok, so this is the new list:
Allegiance: Khorne
- Slaughterhost: The Bloodlords
Leaders
Wrath of Khorne Bloodthirster (300)
- General
- Command Trait: Slaughterer's Thirst
- Artefact: Halo of Blood
Bloodthirster of Insensate Rage (270)
- Artefact: Hellfire Blade
Bloodthirster of Unfettered Fury (270)
Bloodsecrator (120)
- Banner of Khorne (Artefact): Banner of Rage
Slaughterpriest (100)
- Blood Blessing: Blood Sacrifice
Slaughterpriest (100)
- Blood Blessing: Killing Frenzy
Battleline
5 x Blood Warriors (100)
- Goreaxe & Gorefist
- 1x Goreglaives
10 x Bloodreavers (70)
- Meatripper Axes
10 x Bloodreavers (70)
- Meatripper Axes
Units
5 x Wrathmongers (140)
5 x Wrathmongers (140)
Battalions
Tyrants of Blood (140)
Gore Pilgrims (140)
Endless Spells / Terrain / CPs
Hexgorger Skulls (40)
Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 119
Is this better than the original one?
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8 minutes ago, 123lac said:
Little bit perplexed why you're planning on running 3 wrath of khorne thirsters instead of 1 of each type?
Also, usually people like to take slaughter priests and the gore pilgrims battalion to support the bloodthirsters.
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.
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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: Khorne
Leaders
Skarr Bloodwrath (100)
Skullgrinder (80)
- General
- Command Trait: Disciple of Khorne
- Artefact: Mark of the Destroyer
Bloodsecrator (120)
- Banner of Khorne (Artefact): Banner of Rage
Battleline
10 x Blood Warriors (200)
- Goreaxe & Gorefist
- 2x Goreglaives
10 x Bloodreavers (70)
- Meatripper Axes
Units
5 x Wrathmongers (140)
5 x Wrathmongers (140)
Battalions
Bloodforged (120)
Total: 970 / 1000
Extra Command Points: 1
Allies: 0 / 200
Wounds: 75
________________________________________________Allegiance: Khorne
- Slaughterhost: The Bloodlords
Leaders
Skarbrand (380)
Wrath of Khorne Bloodthirster (300)
- General
- Command Trait: Slaughterer's Thirst
- Artefact: Halo of Blood
Wrath of Khorne Bloodthirster (300)
Wrath of Khorne Bloodthirster (300)
Bloodsecrator (120)
- Banner of Khorne (Artefact): Banner of Rage
Skullgrinder (80)
Battleline
5 x Blood Warriors (100)
- Goreaxes
- 1x Goreglaives
10 x Bloodreavers (70)
- Meatripper Axes
10 x Bloodreavers (70)
- Meatripper Axes
Units
5 x Wrathmongers (140)
Battalions
Tyrants of Blood (140)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 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...
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1 minute ago, Chumphammer said:
Doesnt the chalice bring Knights back also?
Without the chalice, its 380pts free to spend. More Battleline fliers? or stick in a 4th lord choice
What about Mortis engine support?
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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Selling my Flesh-eater Courts Army
in For sale and Trades
Posted
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!