Jump to content

hiaze

Members
  • Posts

    11
  • Joined

  • Last visited

hiaze's Achievements

Liberator

Liberator (1/10)

4

Reputation

  1. pts cost are not greatfull but now u can run something like this not the most competitive way but add great model test.pdf
  2. genric cow is not a hero, only stone and watermage can take artefacts yes
  3. if mortek hekatos is slain by bury of stonemage, mortek can RR save, any problem as awnser, theorycraft is pulsating in aos for good armies need 3 thing imo: 1/ good bataillon lumineth have 2/ good batteline stoneguard are pretty solid i think 3/ flexibility i don't thing lumineth is the number one ofBT but he can reach good spot an tournament
  4. who need teclis is just a ****** want to kill is first creation ( profile be sexy but not worth at all and not requied to play the armies i think) dawnrider is not bad at all with the good spell they can move 28" before make charge an be devastating vs mortek for exemple imagine 10 dawnrider charge 40 mortek just the lance make 15 death on 3+RR save for 260 pts 22 with power of hysh 28 with power of hysh and aetherquatz on average roll
  5. u can make 2 drops with teclis too, just need to see if is viable 😃 1 drop -teclis:660 pts 2 drop bataillon -one cow 340pts -stone mage 130 -stoneguard X15 300pts -stoneguard X15 300pts -stoneguard X5 100pts
  6. after read all leak ,i think the big weakness of lumineth is the weakness to heroes sniping (regardless of artifact and command traits we have not discover) , heroes is really key in this armies (lot of bubble) and u can't cover them like u make with volturnos in idoneth for exemple. however normaly u should have magic advantage ( not a lot of armies can have more sorcerer than lumineth armies) to take control batlle advantange move of armies are average not bad at all but no great, but look how much move spell you have: 1/Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster. 2/Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move. 3/Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action. 4/-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase. have minimal of drop and try to play 1st to cancel move to enemies with lot of wizzard seems the key to take control of game, and try to have resilience to keep the game in your hand with lot of support spell. i don't think warden is the anvil of this BT, they have 3 in range (can easy stay behind unit and hit) and they are more squishy than another entrance and don't forget u can't make cord with warden or you loose your"shinning compagny" for all game it's how i first see this BT overall
  7. warden can't be compare to petrifex mortek to survivability but stoneguard can 4+ RR save (with right city) able to have immune battleshock for free CP with Command hability able to negate rend-2 and be 3+ RR save and -1 to hit with one endeless spell (lumineth have lot of wizard unit) for 10pts/wonds warden cost 12pts /wonds have save 4 -1to hit with shinnig company and it's all
  8. i think taake avalorn rather the generic cow is a must have, generic cow as not keyword hero(held in german) for have the save RR on your sentinel u need a hero, stonemage really squishy
  9. u don't need to take warden to take dawnrider or sentinels if u take your battleline with cowboy'z (stoneguard ymetrica) right ?
  10. stoneguard build look so dumb like petrifex is: 11.2 point (with bataillon) 10wound save at 3 reroll with batallion negate rend -2with good cities -1 to hit with the cow fnp at 5 if you cast your spell add -1 to hit and + 1 to save if they are on sanctum of amyntuk they have save at 2 u can reroll negate rend -2 and u have -2 to hit hf to deal with
×
×
  • Create New...