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jeanfluflu

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Everything posted by jeanfluflu

  1. ok thanks, i was expecting a loophole in this, something like "if a command ability has not been issued it can't be considered as received as well" but it seems logical this way. It just guarantee that you can in fact run or reroll a charge wherever you are or if you had a CP or not....fair enough.
  2. Hey everyone. I was thinking about something the other day, we lost the heraldor ability to run and charge which is sad because concussors that are much better now would have loved that ability 'we have it now but only once per battle and it is an order which means no auto run at 6" and then charge because it is 2 orders on a same unit). I was creating some funny lists and looking at the core batallions i thought about the vanguard batallion. It says that the unit of this batallion can recieve the order "at the double" without a command point being spent and the command being issued. My question is simple, since the command isn't issued, is it possible to then spend a CP to make a unit run 6" then? Technically the unit has not yet recieved an order so it can get the auto run at 6" with a CP being spent. What do you think?
  3. yeah i agree he deserves the 2 casts. What made him brutal for a short period of time was the flasks/monstrous rampage/charge/arcane bolt combo that allows you to deal between 6 and 10 MW before he even fight They removed the flasks for everyone, removed the charge MW bonus as well so i guess he could cast 2 spells at least. I hope he got his mount trait as well, i'd hate to see him get done dirty like this and i hope it's a mistake.
  4. well his +1 to hit stays until your next hero phase which is huge if you can position yourself properly (potentially impacting 2 or 3 of your units for the rest of the turn, and your opponent turn. He's the carrier of "celestial menagerie" to me as well, giving -1 to get wounded to himself and the drakes, he's a monster and he has cycle of the storm (stay close to your drake for the sweet 19 dices to roll when one of them dies. Give him the drakescale armor and he can also play the role of the anvil, sure he does not kills a lot but he can stop by himself lots of damages coming from heavy hitters. for sure the others brings a lot to the table too but i just like this man
  5. i mean the wings of this beast are fantastic! unfortunately it has a funky head, i just finished mine this week with a little bit of conversion.
  6. My personnal tournament list hits very close from yours PJetski: Tauralon relictor incantor 6 raptors 4 concussors 2 stormdrakes 2x5 libs The question i have is the following: do you think Gardus and his 5+ ward is worth losing the one drop army? Most of the DPS will be done by the raptors, the concussors (and in your list the protectors) will be thrown into enemy lines for maximum annoyance and key target destruction but i'm not so sure about this. You probably justify him by the fact that you already need to get both "thunderous volley" and "unleash thy hatred" (and you would need a wardlord batallion for that anyway) but could you explain your thoughts in building this? I'm very curious to know what was the thought process behind all this. Thanks buddy :).
  7. "Local dragon throw the moon at someone, polices officers unable to catch the beast as it flew away". on site journalist Morathi Khaine for AoS news.
  8. I did it on my previous game, but remember that casting a spell on a value of 6 can be swingy. I took the first turn for that and comet failed to cast despite me being out of unbind range, in the end it just sprayed a couple of MW (about 5 or 6). I think if you want to bring the comet having a stardrake at your side could be a solid choice, you have the +1 to cast AND the great shooting attack from the drake to finish off the buffer characters that have been wounded in your heroe phase, and he's a dragon! he's expensive but it can be worth it, like you can use him as an anvil/shooting platform for the first turn to try and destroy that annoying cathalar/enemy totem....you know the drill. He doesn't makes stormdrake battleline though and using him AND the knight draconis probably brings the compo very much away from what you plan to do. It also forces you into hammer of sigmar to get some concussors/fulminators as battlelines. it's up to you.
  9. Nice list, seems very solid but i wonder about the utility of a 6 drake unit. Right now we don't know exactly how big the bases would be (and judging by the pictures on the net my guess is that they'll be a solid 105/75mm) moving these arround can be really tough. you probably got a big unit of 6 to benefit the most from the knight draconis once per battle ability but could you be in range for these 6 dragons to shoot anyway (it's only 12" reach). 6 of them will almost never be able to all fight against the same unit due to that as well, i'd say that they also lack a bit of punch compared to some other units in the book. Maybe just splitting your unit into two groups of drake would give you better options i don't know (it's a tough call cause if you don't buff them on defense they'll die pretty fast as well so maybe not the best choice). Alternatively you can remove 2 of them and select vanguard hunters as you battleline choice, solid TP ability, no damages but you don't care and why not increase your shooting power by picking vanguard raptors as your shooting unit to compensate for this lack of punch your list may have. You could end with something like this: knight draconis knight incantor lord relictor 4 stormdrakes 1 stormdrake (or 5 hunters) 5 hunters 6 vanguard raptors and the comet I know your goal is to have a maximum of drakes on your army (and honestly who doesn't want to?), i just wanted to think arround what you showed us and raise a couple of thoughts. I hope my comment isn't useless.
  10. I have to try the double evocats someday, it seems like a great way to secure flanks and spread the menaces in the lists. Like to one want to endure 3 ballistas shots per turn for 5 rounds so they need to come to you in that setup, having 2 evocats means you could be wherever you need to with a great counterpunch unit :). I don't have those unfortunately, that's why i kept the second unit of evocators on foot (and probably TP them with the relictor). i'd be curious to see how it goes with this build, let us know here when you can.
  11. I use this website: https://aos-statshammer.herokuapp.com/ clear graph and easy to use . But let's not stop the debate on damages, dracolines as well as evocators have a specific role to play on casttle formations. They can empower ballistas and Castigators (a specific niche i know but why not), i'll try this build to see how it goes: tauralon astrea solbright relictor 3x5 liberators 3 ballistas 5 evocators 3 dracolines Everblaze comet. the units of evocators can empower the rapid fire from the ballistas to make it wound on 2+ and the tauralon give his aura to the most people available. When i need to break out the formation evocators on foot can be translocated somewhere else while Astrea and the dracolines works together (the guarantee +1 to save and the -1 to hit debuff aura from astrea on dracolines can help to make them tank a little bit of damages if i'm fighting something that isn't top tier unit or even hold during opponent's turn after i cleanes the target they where supposed to take out). IT's a defensive build, i'm not sure about astrea but i want to give her a chance since i have the miniature and i'm happy with her painting.
  12. drakescale armor is especially nice on big monsters like this but there's more and more MW in the game right now so i'm puzzled. If there's a way to prevent those by hiding or avoiding the units who does them in close why not but i don't know if i would prefer amulet of destiny. I'll play more games with the armor though, it seems like the perfect counterplay to things like bloodknigts and rend 2 damages (if you combine mystic shield and all out defense you're on a 3+ reroll save against these attacks with a -1 to get wounded which is great).
  13. oh in that case then don't bring the "thunderous volley", you'll one shot teclis and it sure is not very fun. You can take "unleash thy hatred" to balance your list arround your paladins, and for your stormhost it's up to you then (maybe astral templar to fit the archery/hunter playstyle...Etc)
  14. I think the biggest concern here isn't the choice between "unleash thy hatred" or "thunderbolt volley" but rather "stormkeep" or "scion of the storm". For a shooting build like yours, i'd definitely pick scion, as long as your units are not on the table they can't be targeted. You speak about Teclis and wardens, well it's rather easy for a lumineth build to have the entire army fit the battle regiment batallion as well, so if you're both in one drop it's just a matter of dice roll at the beggining of deployment to know which one of you will win. If you keep stormkeep and lose that initiative, well the wardens/teclis will melt your really fragile raptors and you'll have to deal with some heavy lifting to come back into the game after that cause you'll lose 1/4 of your army pts and your biggest dps unit. I'm not sure about celestial vindicators as well, you can pick knight excelsiors and suddenly your protectors are battleline and can benefit once per turn from the +1 to hit and +1 to wound. You can also remove the vigilors and have 200 pts for something else, maybe an incantor to get that precious scroll (no umbral spell portal for you teclis) and some aetherwings to fill the gap (and alternatively give a +1 to hit to your raptors as well) but it's my way to see the game, maybe you don't want to do things like this.
  15. for more in depth answers to that question you can take a look at what @PJetski discussed on his podcast here: there's many good points discussed but general is there's no "better" thing in the void! 2x5 retributors will make your enemy sweat cause that type of small squads can TP easily and destroy a unit (they hit harder than the protectors and will not recquire a lot of baby sitting to be efficient). they can go on solo missions and dig holes on tanky units, destroy a fragile monster/elite unite...etc 10 man protector squad have another utility, since they are more numerous they benefit better from stacking buffs and can be used to challenge even bigger threats when you combine everything on them (unleash thy hatred, +1 to hit and wound, maybe a prayer to get explosive 6's to hit...etc). Ideally you want to power them up and send them at the right time on a key target to make it explode and stay in the neighborhood for a while destroying what might challenge them (and with a 2+ save and 30wounds not many people will want to come closer unless they have the tools to deal with you).
  16. vindictors and protectors without hesitation. retributors don't work well in squad of 10 due to the 1" reach of their weapons, also protectors have a native +1 to save with them at all time which is gold on top of their 3+ save. A squad of 10 protectors is a real blender, you can stack bonuses on them and go say hello to enemy army with lots of rend 2 attacks and MW from the starsoul maces.
  17. haven't tried the 10 protectors yet (i still want to keep my friends) but for what i've tried it is super useful in many situations and cover a very large specter of possibilities. TP a unit close to a guarded objective and steal it from them later in the movement phase, TP a caster away from dispel range (did it to recast the comet a second time) or even save him by sending him on the other side of the board, tp the relictor itself in a more useful spot...etc. It's a very appreciated toolkit, with all the units we have at our disposal to clean screens it's even better so you can surgically target something important in your opponent army and send him one of your buffed up beat stick unit. keep in mind that i don't play often and in mid/low competitive environment how does it goes against soulblight, since they can cover the entire board with miniatures it can certainly mitigate the effect of this. Was it as good as it is on other armies?
  18. haven't tried the 10 protectors yet (i still want to keep my friends) but for what i've tried it is super useful in many situations and cover a very large specter of possibilities. TP a unit close to a guarded objective and steal it from them later in the movement phase, TP a caster away from dispel range (did it to recast the comet a second time) or even save him by sending him on the other side of the board, tp the relictor itself in a more useful spot...etc. It's a very appreciated toolkit, with all the units we have at our disposal to clean screens it's even better so you can surgically target something important in your opponent army and send him one of your buffed up beat stick unit. keep in mind that i don't play often and in mid/low competitive environment
  19. thanks, but unfortunately i'm an old man with a phone that looks more like a relic than anything else :D. I mostly use wahapedia when in doubt since it seems decently updated when new content get pushed into the game but that's it .
  20. good lord thanks a lot!!! i haven't the book yet so all these little thing get past me as i'm theory crafting lists and stuff. Thanks a lot my friend!
  21. Hey guys i'm building a list based on the sacrosanct miniatures that i have and love. As you might expect, lots of sorcerers and magic in this list but there's something that bothered me in the building of this list, in the core book when discussing magic phase the sentence read as following: "19.1 you cannot attempt to cast the same spell more than once, even with another sorcerer" Why bother and take multiple units of evocators then, they share the same spell so only one of these units would be able to even try to attempt to buff itself or a nearby sacrosanct. I'm really sad as it really makes the other unit useless, we pay the price for sorcerer units (pretty expensively i would say) and the fact that these dudes cannot even launch anything else suddenly feels like a big nerf... Let me know what you think about that, i hope i'm wrong here so let me know what you think about this.
  22. @Juicy @Marcvs You're probably right guys, i'd like to try this tool on other armies such as soulblight for example. Against the khorne matchup he didn't have much screens cause he loaded up his entire army with bloodthirsters and i got the upper hand with the pressure i got on him with ballistas and magic. cause yeah even if i TP my 5 evocators it will not make a difference against a unit of 60 zombies
  23. Well orruks got a budget translocation as well, the classic hand of gork. I'd say they can still move after that cause if you TP outside of 12" inches from your opponent you can still then use the "mighty destroyer" ability to make a normal move in your hero phase. Not especially broken on 4" move units (you end up being 8" from your opponent after that) it becomes much more interesting on a unit of gore gruntas or even some other stuff like big creatures (maw krusha for example). yes it's much more complicated, it's a spell and not an easy one to cast in an army like this without much bonuses to cast and not a 2+ (rerollable in some builds) auto "in your face" unit but that's it i guess. so wait and see, so far it's cheating, like really! at least if they added a rule to make normal move divide by 2 after that or anything to downgrade this it would feel less broken but i think it's was designed this way to account for "redeploy". with a move of 5" after the TP you're 4" away from enemy who can then redeploy making it a 5" to 11" charge, maybe the designers thought it could be a good idea i don't know.
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