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baiardo

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Posts posted by baiardo

  1. Allegiance: Stormcast Eternals

    Leaders
    Knight-Incantor (120)
    - Spell: Azyrite Halo
    Knight-Incantor (120)
    - Spell: Celestial Blades
    Lord-Exorcist (90)
    - Spell: Lightning Blast
    Lord-Arcanum on Tauralon (280)
    - General
    - Command Trait: Staunch Defender  
    - Celestial Staves (Artefact): Staff of Azyr
    - Spell: Chain Lightning
    - Mount Trait: Steel Pinions

    Battleline
    5 x Judicators (140)
    - Skybolt Bows
    5 x Judicators (140)
    - Skybolt Bows
    10 x Liberators (180)
    - Warhammer & Shield

    Units
    4 x Fulminators (440)
    3 x Evocators on Dracolines (260)
    - Lore of Invigoration: Celestial Blades

    Battalions
    Grand Convocation (130)

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 100
     

    want to make tauralon work desperately, I have a match against seraphon and tzeench and I thought that list, heroes are for support and spells, dracolines go for the charge, dracothian and lib start in the sky, enter protected by lib and shoot.

    The group of heroes could work well protecting the army from enemy spell responding with a comet every turn plus fulminators are good against the enemy shooting.

    For more body and defense I could change evo on cats and x5 lib for protectors x 10 or for more shooting 6xraptors.

    or go full spells:

    Spoiler

    Allegiance: Stormcast Eternals

    Leaders
    Knight-Incantor (120)
    - Spell: Azyrite Halo
    Knight-Incantor (120)
    - Spell: Celestial Blades
    Lord-Exorcist (90)
    - Spell: Lightning Blast
    Lord-Arcanum on Tauralon (280)
    - General
    - Command Trait: Staunch Defender  
    - Celestial Staves (Artefact): Staff of Azyr
    - Spell: Chain Lightning
    - Mount Trait: Steel Pinions

    Battleline
    5 x Judicators (140)
    - Skybolt Bows
    5 x Judicators (140)
    - Skybolt Bows
    5 x Liberators (90)
    - Warhammer & Shield

    Units
    4 x Fulminators (440)
    3 x Evocators on Dracolines (260)

    Battalions
    Grand Convocation (130)

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Geminids of Uhl-Gysh (60)
    Celestian Vortex (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 90
     

    give me your impression please!😄

  2. For me, Frost Heart tournament is another event that shown that the best stormcast list at the moment is still the vanguard chambers list.

    Best result for stromcast is the 16th/60th, 7stormcast players (11,67%) makes them the most played faction at the event.

    3lists used the new stormkeep patrol and wardens battalions, unfortunately without success.

    That make me think that the celestar balista is an old good piece but outdated even within our faction, the most useful thing is the switch single/multiple shots but at this point I prefer experience new things like judicator/raptor + stormkeep patrol.

    Also we know that the field of play will be reduced and many factions can move fast, judicators/raptors can be moved over the field and protected slightly better than celestar balista.

  3. 3 hours ago, HammerOfSigmar said:

    When comparing celestar ballista and the LRL ballista, don't you guy consider the hit roll?

    Without any extra buff(those on its own profile will be counted) and shooting things within 18"
    celestar ballista equals to  a4 5+ 3+ -2 d6

    LRL ballista equals to a3 2+ 3+ -2 d3

    average damage for celestar ballista would be 4*1/3*2/3*3.5=28/9

    average damage for LRL ballista would be 3*5/6*2/3*2=10/3=30/9

    LRL ballista would be slightly better and its cheaper, not to mention d6 have a worse standard deviation than d3(which means more unstable). The only advantage celestar ballista over LRL ballista is that you can ds celestar ballista, but 30" range is long enough for many cases already and it is not impossible to block a 18" ds shooting.

    I know somebody might think of adding ballista, but LRL ballista could also take their battalion. Besides, a single LRL ballista could use its once per game ability to debuff key enemy unit. Therefore, I don't see at which situation celestar ballista is better.

     

    The great gap between the two is that you need to take a lord ordinator if you choose the celestar balista

  4. 7 minutes ago, Nizrah said:

    Compare this:
    image.png.891a3eb263e99c7497d934dd105d8e9a.png

    To knight venator... X D X D X D

    This is ridiculous. You vs the guy she told you not to worry about... 

    Point cost?
    We  need to wait our battletome, of course this is new with new releases and mybe 3rd ed. in mind, I'm pretty sure we'll have our glory....with a bit of hope hahaha.

  5. 11 minutes ago, PJetski said:

    Hammer vs Sword can just be a cosmetic option. It's already mostly a cosmetic option now.

    I just did those 3 units as an example, I didn't intend to do the whole battletome - I already rewrote the battletome in this thread last year

     

    Well, you anticipated some of the last changes, our battletome should hit this summer?

     

    Edit: wow good job I noticed only now the 2020 updates!

  6. 27 minutes ago, DoctorPerils said:

    For some reason, "Ruination" makes me think of a chamber focused on war engines, siege breakers and so on. Imagine steam storm tanks, charioteers, pavaise crossbowmen, catapults, siege towers/rams...

    Oh no, leave tanks and engine to 40k players🤣 I can make an exeption only for skaven and city of sigmar!

    Seriously, hope for heavy improvement of what we just have, battletome, battalions some units stats and point cost.

    I would like to play a better version of paladins/tauralon/stardrake/prosecutors/hunters and palladors

    • Like 2
  7. So, I'm in the same situation, but I don't get the solution,  if I have the miniatures, stormcast, and the terrains, I need:

    - Warcry Battleplan Cards, There's only one set?

    - Warcry: Sentinels of Order

    -Warcry: Stormcast Warrior chamber

    Other books I need since there are plenty of them?..thank you!

     

  8. 3 hours ago, Juicy said:

    i feel the heraldor is the star for your list, you could even go with 2. 4 fulminators without heraldor are pretty bad but with the heraldor buff they become really really good. Evocats would love that heraldor buff aswel..
    im not sure what the relictor is bringing to the table here. He could give 1 buff and be left behind. you could switch him for a lord exorcist with a buff spell.  3 mages working together can be pretty solid. Atm he's being a  bit pointless.

    celestial vindicators are solid in this list

    Haha, I thought he could help me with the  fulminators, teleport-move-charge but I happily move in an exorcist!thank you for the advice!

  9. 1 minute ago, PJetski said:

    This is one of the reasons I am experimenting with using 20x Judicator instead of 9x Raptor - 40 wounds instead of 18 and their shooting damage doesnt get halved by some armies.

    Absolutely, on paper raptors make more damage and I played them a lot but against seraphon even I started to think judicators are a good alternative for high amount of wounds. My friend play them(seraphon) competitively and raptors didn't make it after 1/2turns of magic and shooting phase

    • Like 1
  10. Allegiance: Stormcast Eternals
    - Stormhost: Celestial Vindicators

    Leaders
    Lord-Arcanum on Tauralon (280)
    - General
    Lord-Arcanum on Celestial Dracoline (210)
    Lord-Relictor (100)
    Knight-Heraldor (100)

    Battleline
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield

    Units
    4 x Fulminators (440)
    6 x Evocators on Dracolines (520)
    3 x Aetherwings (40)
    3 x Aetherwings (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 119


    Hi, given that I want to test this list after the restriction in my country, the idea behind is that:
    -LA on dracolines + evo on cats buffed with heraldor/tauralon go and charge the unit most dangerous.
    -Fulminators and Tauralon go together, the first to receive the buff +1to hit for missile weapons and second wave after La on tauralon, choose them over concussor because I need the most survivable unit since evo on cats are the alpha strike.
    -Aetherwings to cover countercharge for fuminators or grab objective.
    -We have 2good mages so we can make something even in our magic phase, in fact I'm a bit tempted to make a room for the comet,
    -Last I choose celestial vindicators, really good for fulminators in charge, hallowed knight is also good and I could remove an heraldor for a comet..what do you think?
  11. 1 hour ago, Erdemo86 said:

    Do we have any Infos about the new Hero Gardus Steel Soul? Warscroll? Release date? 
    hope he will be useful, stormcast would really need a good support hero.

    I hope for a focused combat hero.
    Stormcast have a plenty of support heroes, so we need much points to play them and if they die we are in troubles.

  12. 17 minutes ago, jhamslam said:

    It doesnt take a lot of data or a genius to know that a 60 point unit that be battle-line, screen and a MW spammer with free teleports is the most broken nonsense ever. Coupled with a 320 MW nuke monster with a 4 up FNP.  But hey Ben Johnson and his design team apparently think there isnt enough data to nerf seraphon yet. 

    Haha, my face was priceless  when I learned they cost 60points and I instantly thought what can I play for 70pts, look at you castigators!

    • Haha 1
  13.  

    51 minutes ago, jhamslam said:

    Gav bombs actually got better because of slaanesh and petrifex nerfs. Now we only have to worry about IDK.

    And the insane nonsense that is Seraphon

    I tried gav bomb with pally against seraphon, skinks spam and chamaleon, not ended well for me!XD Magic and shooting phase are really insane.

  14. 22 minutes ago, FattBooM666 said:

    @PJetski

     

     

    So he has his 1 drop as me, he can teleport a unit of pinks to make 9" charge. LoC spell portal and the ranged theat that has like -1 hit vs shooting.

    To me the LoC feels like bait, it's good to kill but I need to get the flamers. 

    I assume we both roll 50/50 who gets to deploy first.

    If I win I probably want to give it, to avoid a double turn.

    But I wonder how to do if I need to go first, been considering playing passive and deploy longstikes t2 and try aim for a double?

     

    Stay outside LoCs 18" but remember portal.

    Watch out for 27" flamer treat. 

     

    Thoughts, tips?

    All fire from raptors to flamers, destroy that units.

    Venators on Lord of Chage with d6+3 dmg.

    Basically move and/or protect raptors as much and at best as you can.

    • Like 1
  15. 42 minutes ago, Archibald said:

    So you want to charge 1 turn with the Liberators? Isn't this benefitial for your opponent because you come to him to get slaughtered? Your output wont kill anything important, so he can mop you up in 2 turns? 
    My main opponent is an ironjaws player who fields 1 Mawcrusher, 2 Warchanter and 2 pig units at 1k, so i am maybe a bit influenced by my bad experience. 

    400+points single miniature in a 1k game is lamer haha, especially if you don't play one.
    My second game was against a tzeench player with Lord of Change - Greater Daemon of Tzeentch, flamers horrors..2nd turn I had only 2heroes my opponents still had 850points.

    Now I play 1k only with the rule: units 300 points max

  16. On 3/12/2021 at 12:30 AM, PJetski said:

    I would pick Astral Templars to snipe the mawkrusha with ballista drop or Celestial Vindicators to push more melee damage with the Dracolines.

    Consider removing the Comet and swapping Sequitors for Liberators to gain 190 points. You could use that on using judicators as battleline, or more useful spells such as cogs to reroll saves with evocators, or adding another unit to your army like a Knight-Incantor for a dispel scroll to guarantee stopping his teleport or Hurricane Raptors with a unit of Aetherwings to block charges.

    I prefer raptors more, even with xbow, but 7wounds per ballista is always helpful.

  17. 12 hours ago, mojojojo101 said:

    So I had an idea for a list and wondered what everyone thought:

    Allegiance: Stormcast Eternals
    - Stormhost: Celestial Vindicators

    Leaders
    Lord-Arcanum on Celestial Dracoline (210)
    - General
    - Command Trait: Single-minded Fury
    - Artefact: Stormrage Blade
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Knight-Incantor (120)
    - Spell: Azyrite Halo
    Knight-Incantor (120)
    - Spell: Azyrite Halo
    Lord-Castellant (120)
    Lord Kroak (320)
    - Allies

    Battleline
    5 x Liberators (90)
    - Warhammer & Shield
    5 x Liberators (90)
    - Warhammer & Shield
    10 x Sequitors (240)
    - Stormsmite Mauls and Soulshields
    - 5x Stormsmite Greatmaces

    Units
    6 x Evocators on Dracolines (520)
    - Lore of Invigoration: Speed of Lightning

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Geminids of Uhl-Gysh (60)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 320 / 400
    Wounds: 100

     
    I'm pretty sure 6x Dracolines with the buffs from Vindicators and the LA will just absolutely destroy everything they touch, especially on the charge. The Liberators are in the list largely to baby sit objectives or just get in the way for a turn or 2 if needed. Everything else turtles up around Kroak to throw out as much spell damage as possible.
     
    Probably won't be able to play it for a little while yet but I'm not convinced Geminids are the best option and I think I might struggle if the Dracolines do go down but I think it might be worth seeing what it can do at some point.

    I like the list, personally I would find a way to play raptors longstrike, even one unit could snipe out some hero after the magic phase or remove screenings.

    Out:sequitors and geminids 

    In: 1x5liberators, 1x3raptors + extra command point. Tot.2k

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