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tinpact

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Posts posted by tinpact

  1. 19 hours ago, Dankboss said:

    It can depend on the scenario, but the best thing to do is to force the Irondrakes to move.  My regular opponent fields 40 of them.

    16" is not very far, so keeping out of their double shot range is key. If they're only shooting you once then you can usually absorb it safely. I do aim my Luminark laser through them every turn as well. Once you pass turn 1, Tempest's Eye are fairly easy to dismantle if you have the means to break heavy armor and jump screens. If not, then they're not going anywhere. Soulscream Bridge is not a very reliable way to teleport, as it requires a massive setup.

    My lists tend to have multiple big threats, which make it difficult to focus down one unit without the knights beside them wiping the Irondrakes out in their next turn, now they're out of position. I also screen a lot.

    In Hammerhal, a Griffon can easily jump a screen, and power slide into multiple backfield units, compromising an entire core of shooting.

    It's come to my attention that "a series of battle rounds, each of which is split into two turns" refers to the entire game, not each round, ie. this list is based on the movement and shooting phases being before the charging phase.

    40 seems excessive for the amount of support they need. At any rate, it seems like it's worth bringing more MSUs and keeping the Irondrakes bubble-wrapped. Upgrading the Hurricanum with the battlemage to toss out more MW sounds pretty good too.The first two rounds are almost definitely going to be played more defensively than I had originally intended to avoid getting shredded by FEC  and the like. However, this also means aggressive teleports can't be countered by walking an inch out of range, and I can probably use terrain to avoid having to be wrapped 360 degrees.

    Aetherwings and Gyrocopters are cheap, fast, and the latter covers a horde-clearing niche I missed; I wonder if it would be worth dropping some stuff to fit a couple units to grab points while the rest of the army hangs back?

    Reading Hammerhal's section is a lot like talking to the rich kid after Christmas ("Oh, you got flying cavalry? Cool, I got +1 to hit vs monsters"). I mean Tempest's Eye is definitively one of the good cities, but in a much less grandiose way. It irks me somewhat more that Darkling Covens and Order Serpentis are separate keywords, because their commanders' respective abilities would be great on the others' units. Cavalry with run and charge and infantry with +1 to wound!

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  2. On 8/24/2020 at 6:35 AM, Dankboss said:

    I've been running Freeguild of Hammerhal, and have been winning 75% of my games vs Duardin Tempest's Eye and StoD (usually with Be'lakor), in a semi-competitive environment.

    As someone looking at a Tempest's Eye army, how do you deal with the Irondrakes I assume they have? For example, the imaginary list I have has a core of two Runelords, a Hurricanum, 1x20 Irondrakes, and 1x 30 Longbeards for, optimally, a 2+/2+/-3/1 profile rerolling hits and wounds. There's a Sorceress and Chamon Battlemage in there too for utility.

    Slaves to Darkness I can see getting the runaround with the low model count and Freeguild cavalry, but Duardin seem like they would do favorably against infantry (Depending on how they're screening, I guess. If they're full Duardin I imagine it's just a matter of tying them up with your infantry and letting them duke it out while the cavalry flanks and/or gets objectives).

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