Jump to content

CmdrStryker

New Members
  • Posts

    4
  • Joined

  • Last visited

Posts posted by CmdrStryker

  1. 7 hours ago, Landohammer said:

    Thats a solid list. To answer your question I think at least  two characters are mandatory in LC to make sure all deepstrikers have access to command abilities.

    So point for point, the Hurricanum is hands down the most powerful unit in the book. And it can be taken as a character. Its particularly useful in LC since it has a shooting attack and its buff reaches far enough to affect units that have deepstriked and completed their charge.

    The main benefit of the Hurricanum is the +1 to hit. Having it near Kurnoth Hunters or Fulminators just make them even better. (note it buffs shooting and melee attacks for the Fulminators)

    However what makes the Hurricanum so insane its its Storm shooting attack, which is a super reliable way to just dump around 6 mortal wounds on any unit within 18". 

     

    Thank you for your input!

    Yes, after reading the warscroll of the Hurricanum I kinda agree... seems very powerful. Yet I am really not sure how to change my list to accomodate the 280 points for the Hurricanum + Battlemage as general, while keeping about the same general structure. :(

    I always come short of the support hero for the deep-strikers. So at the moment the list would just exchange the Freeguild General, Battlemage and the Arch-Rev with the Battlemage on Hurricanum. You said the Hurricanum normally has enough range to support the deep-strikers, but this also costs me the Adjutant for some possible CP. I don't know :(

    The Hurricanum list would leave me with 30 Points open for... I don't know, a Burning Head? :D

     

     

  2. Thanks for the input guys!

    On 6/24/2020 at 6:11 PM, Popisdead said:

    The Arch-Rev can only buff one unit if you take them in two as far as i know (no book on hand).  If you were taking two units of 3 take them as Swords and don't take the Arch Rev..  If you were looking for a hammer unit take them as Scythes.  Also keep in mind they are always within range of a Sylvaneth hero so the Arch Rev can hide while they get the +1A command ability buff. 

    Yes, I know that the Arch-Rev can only buff one unit. Maybe I was not clear :D I meant if it would make sense to have 2x3 Kurnoth Hunters or if 1x6 is ok. If I would take the Arch-Rev I would keep them as one unit of course. Thanks for the tip with the range!!!

     

    On 6/26/2020 at 6:40 PM, Landohammer said:

    @CmdrStryker

    I think that is a solid list, though I have never heard of a 1750pt event before lol. The only obvious improvement I would suggest would be to drop the Freeguild General and take your leftoever points to take a Hurricanum.

    Note that a Hurricanum can buff all three shooty units without having to burn a CP while also contributing its own (excellent) shooting attack as well.

    Haha, yes, it is more of an "event" between friends. We agreed on playing 1750, I can't exactly remember why, but it had something to do with 2000 points being to big, and 1500 feeling to restricted to some. So we went in between :D

    Thanks for your tip also! Does it make sense to drop the general and not have another hero for the deep-striking units? I agree the Hurricanum seems nice, it went totally under my radar to be honest... But I am not totally sure about it. Maybe you can convince me? :D

    In the meantime I have thought about the list and came to the following idea:

    Allegiance: Cities of Sigmar
    - Stronghold: Living City
    Mortal Realm: Ghyran


    Freeguild General (100)
    - General
    Arch-Revenant (100)
    - Adjutant

    Battlemage (90)

    10 x Freeguild Crossbowmen (100)
    - Retinue
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)

    3 x Evocators on Dracolines (260)
    4 x Fulminators (480)
    6 x Kurnoth Hunters (400)


    Total: 1730 / 1750

    Still generally the same idea, but the Arch-Rev would stay behind (as an Adjutant) with the Hunters to protect the "advancing shooting line" + General, while the Battlemage should join the deep-striking Fulminators and Evocators to support the Fulminators by using "Strike and melt away" while generally supporting the Evocators by casting whatever he can cast. :)

    Does this make any sense at all?

  3. Hello Guys and Gals,

    First things first: english is not my native language, so I'm sorry if I'm butchering every sentence I write. 😉

    I'm very new to the hobby in general but the Living City has caught my eye. I'm a big fan of the Kurnoth Hunters, Stormcast Cavalry and the Aesthetics of both in general, but pure Sylvaneth or Stormcast seems a bit boring to me (too much of the same wood or golden armour)... Moreover I like the style and fantasy of a big, nice... well... Living City. THERE IS SOOO MUCH STUFF!!! :D

    So this is the list i was thinking of. We are trying to play 1750 points.

    Allegiance: Cities of Sigmar
    - Stronghold: Living City
    Mortal Realm: Ghyran


    Freeguild General (100)
    - General
    Battlemage (90)
    - Adjutant

    10 x Freeguild Crossbowmen (100)
    - Retinue
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)

    3 x Evocators on Dracolines (260)
    4 x Fulminators (480)
    6 x Kurnoth Hunters (400)


    Total: 1630 / 1750

     

    So, in the case this is not a total desaster, this list leaves me with 120 points open. Not decided on any Artefacts yet...

    General ideas:

    The General should be in the back, supporting the three ranged units. Maybe this block as a gradually advancing "shooting wall". The Crossbowmen are there to plink at the enemy to maybe goad them into the range of the gunners. Don't know how realistic that is. :D

    I guess it would make sense to have a support hero to help the deepstriking Fulminators and Evocators (I know, they are not optimal because they cannot shoot), but which one?

    I had my eye on a Knight-Venator, but he is not allowed as I already have 2 Stormcast units...

    Or should I forego the support hero for the deep strike and take a unit of Longbeards as retinue to the general? Or maybe the Kurnoth? Or maybe split the Kurnoth into two units and take a Arch-Revenant as hero to buff them? :D

    You see, I have many questions and hopefully you have some answers for me. All criticism and tips will of course be very much appreciated!!!

    Thanks in advance!

    • Like 1
×
×
  • Create New...