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hiaze

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Posts posted by hiaze

  1. 4 minutes ago, Siegfried VII said:

    If the ossiarch unit is supported by a harvester they may kill something like 10 to 15 tops and then they will die while Mortek Guard will heal.. I don't see Dawn Riders as a solution against Mortek Guard.. Stone Guard in the appropriate nation+batallion will fare most likely better as they can be tough enough to survive.. Again with the heal of Ossiarch we may still lose the grindfest..

    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

  2. 1 hour ago, whispersofblood said:

    I posted in the rumour thread, but we can probably go a bit more in depth here.

    The faction is horrible against Eternal conflag. People forget that flamers have 27" reach without teleportation, Burning chariots have 32". If they really want to get at Teclis they can shoot him off, even if it may require tweaks to the most common build.

    I'm very concerned about mobility and ability to get onto objectives, I don't think soul scream bridge is a solution as we don't seem to have any charge bonuses, not even basic rerolls.

    LRL look like the suffer a bit from the IDK problem that the battleplan is obvious, without the IDK strength of extreme movement freedom. I think competitive builds are going to include morrsarr over Dawnriders for the use of the cav hammer, and Dawnriders as harassers and skirmishers. Which is a bit disappointing. 
     

    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

  3.  

    8 hours ago, Siegfried VII said:

    Indeed. Both Kharadron and Tzeench (especially if he is on the same base as Alarielle) can and will take the first turn with 1-2 drops deployment and kill him on the first turn with us not being able to do anything about it. I will reserve judgement, but tournament-wise he is a very bad and fragile investment.

    (And thank god because I really don't like the model.. 😛

    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

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  4. 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

     

  5.  

    24 minutes ago, madmac said:

    If they actually engage them, sure, but the Wardens are also slow, not super-tough (4+ save, 1 wound, lowish bravery, ect) and reliant on staying still for bonuses. They can be very dangerous to engage, but they're not exactly Petrifex Mortek Guard with a 3+ re-rollable save, immune to battleshock and able to replace models, they can very much be killed.

     

    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

  6.  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

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