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KydbrookP

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  1. I’ve only played a couple of games, but I’ve found putting Demigryphs in Bounty Hunters makes them useful - partly because it makes them deal more damage, but also because it makes them a priority target for opponent, and in TE, if you sit them in cover, they’re on a 1+ save (without mystic shield or AAD) in turn 1, so opponent can waste a lot of resources not killing many of them. I imagine Drakespawn would work the same (although perhaps more difficult to fit all five in cover).
  2. Sorry if this is a poor question, but on the Protectors warscroll, it says they get +1 save if half (rounding down) have glaives. Does this mean that if there were three alive, and one had a glaive, they would get the +1 save, since 3 / 2 = 1.5, rounded down to 1?
  3. Thank you for setting up this thread. I’m interested in thinking about this the other way around: how do I make a list that is a positive experience to play against? A list that presents a challenge but isn’t too frustrating? I expect I want to avoid: too much shooting alpha strikes unkillable units a long hero phase But it would be OK to lean into: Manoeuvrability Some Tankiness I’m collecting CoS, and I’ve got a core of a Griffon, Demigryphs and Phoenix Guard, which all seem OK (they don’t kill too much, or die too easily). Any other thoughts? Are highly swingy things fun to play against?
  4. Thanks so much @readercolin, that’s really helpful. I see your point re: the battlemage’s 6+ save. I’ve got quite a few of these models, so will give a list like this a try (just might swap in crossbowmen for Irondrakes for now). I do like the idea of the Runelord though - I know it’s not reliable, but if stars aligned and he did manage to cast Aura and Curse, those Phoenix Guard and Protectors would do a lot of mortals wounds. Thanks for the advice
  5. I'm looking at Tempest's Eye for the first time, and wondered what more experienced players thought of a little combo of: Ghur Battlemage (general) with Aura of Glory (and maybe Arcane Tome and Strike of Eagles) Stormcast Protectors (General's Retinue) Yndrasta Emerald Lifeswarm Basic idea being: With Aura of Glory and two Starsoul Maces, the Protectors do 4 x D3MW on 2+s, plus the 19 attacks with the Glaives on 3+,3+,-2. I work that out as an average of 7MW and 8 normal wounds at rend -2. The Ghur spell (Wildform) gives them +2 run and charge, so together with TE abilities, they could run 11-16" turn 1, to get them onto an objective. They also have a 1+ save in turn 1. The Battlemage can pass on wounds to them on a 4+, and then heal them (and/or himself, or Yndrasta) with Lifeswarm, which he casts with a +2 (as he's in Ghur and casts endless spells with +1). Yndrasta can bring back one Protector per turn, if she's landed nearby (e.g. if popping over to heal herself). So together, the little unit of Battlemage and Protectors might be quite tough to budge from an objective, could send out a few long-range moral wounds (with Strike of Eagles), and heal other units, and could provide a bodyguard for a shooting unit (e.g. a Hurricanum) Worth trying?
  6. Thanks - just wanted to check I wasn't missing something
  7. On the subject of causing too many mortal wounds, I've been taking the Hurricanum, and assuming that since it has a missile attack, it can Unleash Hell. Since the Storm of Shemtek attack doesn't roll to hit, presumably it doesn't suffer from the usual -1 to hit, so (on zero damage) just rolls three die and for every 2+ it's D3 mortals. Am I playing it right? (Similarly with Dracothian Guard, since their missile attack doesn't roll to hit anymore).
  8. I love my Hurricanum with wizard. I’d just swap the base for now, and if you ever come up with a list where you need to lose points by losing the wizard, think about magnetising him then? looking great btw!
  9. I think it’s max +1 save after rend, so against anything with rend -1 you can still AOD
  10. Out of interest, what do you find is working well for you? Any unexpected standout units?
  11. Any thoughts on this list? Army Faction: Cities of Sigmar Army Type: Living City Battlepack: Pitched Battles Points Limit: 2000 pts General: Dreadlord on Black Dragon Grand Strategies: Hold the Line Triumphs: Inspired Units Celestial Hurricanum with Celestial Battlemage Battlefield Role: Behemoth, Leader Enhancements Spells: Lifesurge Points Cost: 280 pts Dreadlord on Black Dragon (General) Battlefield Role: Behemoth, Leader Enhancements Command Traits: Ironoak Artisan Artefacts of Power: Amulet of Destiny Points Cost: 290 pts Core Battalions Hunters of the Heartlands Gotrek Gurnisson (Ally) Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 435 pts Demigryph Knights Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 175 pts Dracothian Guard Fulminators (Coalition Ally) Battalion Slot Filled: Troops Battlefield Role: Other Reinforced: Once Points Cost: 460 pts Vanguard Freeguild Crossbowmen Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 105 pts Freeguild Crossbowmen Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 105 pts Drakespawn Chariots Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 80 pts Black Ark Fleetmaster Battalion Slot Filled: Sub-commander Battlefield Role: Leader Points Cost: 70 pts Total Points: 2000 pts I just wanted to try Gotrek to maybe have a chance against big monster heroes. Crossbows to clear screens for Fulminators, weaken enemy shooting, or just stay out of the way to get Hold the Line. Demigryphs as a mobile anvil/speedbump. Gotrek to head to the middle, so Fulminators and dragon can take on one half of the board, and enemy can’t respond easily without running into him. Chariot and Fleetmaster really making up the numbers, but could sit on an objective and chariot can always use strike and melt away to grab an undefended one across the board. Any thoughts?
  12. Thanks - this second one was my interpretation of the RAW too - just a shame as when I first saw Fulminators had Elite I thought they could go it alone.
  13. With Strike and Melt Away, do you still need a Hero within 18”, or do the new command ability rules mean that units like Fulminators can use it on themselves?
  14. So someone clever in another thread asked if Ghur battlemages get +1 casts for all pitched battles, as they’re all in Ghur for now. If so, could be a good pick? Hide him behind a Hurricanum to avoid sniping, and he’s +2 casting; +3 for endless spells. Give him the generic extra spell artefact and cogs and he’s casting three spells - maybe keeping out of sight and supporting with his own +2 charge spell, Ironoak Skin and mystic shield or an endless spell?
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