Jump to content

Allonairre

Members
  • Posts

    28
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Allonairre's Achievements

Judicator

Judicator (2/10)

28

Reputation

  1. I think I would prefer to play with Vanari + Hurakan Temple units, I like movement and controlling/ dominating that phase seems like an easy win for me. Wind mage for the teleport spell block of Wardens some Wind riders and a couple of blocks of Sentinels for you home objectives would be great, I think. I was also toying with Ymetrica list idea backed up by wind riders and wind mage. Blocks of 15 that you port up the table Turn 1, holding back the wind riders to tip combats when needed. I would need to get way better to play it well though. Cow and Stone mages just strolling up the middle. Teleport spell is amazing on Wardens, anytime you can get them into position to say come at me early is a very easy win.
  2. In isolation I agree but what the regent does for Vanari is huge. He gives you d3 free casts of support spells. I think that is big. He casts his spell first +1 to cast, +2 if Zaitrec, +3 if rune guy helped, +4 with twinstones then d3 of your sentinels/Wardens can cast their support spells. In my lists that would mean Double move every turn, protection of Hysh and 5+ mortal wounds on wardens, and he gets 5+ mortal wounds last. For me that’s a big deal. By himself he is terrible, if he is killed oh well it just means I have to make decisions if he is left alive my opponent will regret it.
  3. Played again vs undead Allegiance: Legion of Grief Mortal Realm: Shyish Leaders Guardian of Souls with Nightmare Lantern (130) - Spell: Shroud of Terror Spirit Torment (120) Knight of Shrouds on Ethereal Steed (120) - General - Command Trait: Vassal of the Craven King - Artefact: Gothizzari Mortuary Candle Tomb Banshee (80) Battleline 5 x Dire Wolves (70) 20 x Chainrasp Horde (160) Units 5 x Hexwraiths (130) 4 x Myrmourn Banshees (70) Endless Spells / Terrain / CPs Extra Command Point (50) Geminids of Uhl-Gysh (60) Total: 990 / 1000 Extra Command Points: 1 Allies: 0 / 200 Wounds: 64 that was his list which was pretty friendly again. I took Zaitrec with Stone Mage, Mountain Spirit, 20 Sentinels and 20 Wardens. Bit of an experiment with the big Sentinel block for me and trying to lower my drops. No Cathallar, on reflection this probably would have been better as Illiatha for extra bravery and the Item is better than Zaitrec item. We played Blades edge on a small board (48” square) I took first turn, and did some damage that he healed from, was a bit disappointing. I should have just targeted his general but I was being friendly. He didn’t do anything in his turn but cast geminids, I lost a couple of sentinels and a warden, gave him the double turn to get control of geminids and hopefully have him charge my wardens. Turn 2, magic was a non event, the banshee screamed and the stonemage tuned her out. He charged wardens with Chain rasps, Spirit Torment, Banshees and Dire Wolves and on the other side he charged Stonemage and Mountain spirit with knights of shrouds and Hex wraiths. He had to engage both or neither here. He really struggled vs mountain and only did 3 wounds but mountain only hit once and only put 4 wounds on Knight of Shrouds. On the other side Wardens flexed and killed 9 chainrasps and put 3 wounds on the Spirit Torment. I made a mistake here because I used my Aetherquartz on mountain, (he wasn’t going to die in 1 round), fortunately his chain rasps did terribly, killing 2 everything else did worse killing none. He flipped 2 of the objectives. In my turn we both sucked in the big combat with the Wardens. I killed 4 he killed 1 more, I used my Aetherquartz. I shot his Knight of Shrouds, and Spirit smashed the Hexwraiths. His banshee contested with my spirit so I only scored 1 point. Turn 3, He took first turn, I think he should probably have taken control of Geminids giving me double, there was very little I could do other than keep fighting combats but I would have gotten another magic phase so can understand. Geminids killed his spirit Torment, Wardens killed the banshees, he raised the hexwraiths again, in a line. I lost another Warden, I think. There were no heroes left in that combat so he lost his deathless minion save and that’s normally a tipping point. My turn I popped the middle hexwraith, and giggled a lot, charged mountain into the banshee and shot his general... very hard killing him, I killed the rest of the chain rasps and most of the dire wolves. Flipped all my home objectives back so was behind by 4. He had 2 dire wolves and 2 raised hexwraiths left alive and conceded. I had lost 3 wounds on mountain, 2 on Stonemage, 2 Sentinels and 5 wardens. Could just walk up the board to flip all 6 objectives in my turn and he couldn’t stop it. It felt closer than it reads, I didn’t feel secure in the Wardens combat with bravery 5 and no Cathallar it just takes 1 okay enemy turn and the unit is in trouble. He made a mistake not charging my sentinels with his direwolves and engaging in combat with the mountain spirit, had he not done that though he wouldn’t have flipped any objectives and perhaps would never have been in game. Both of us saved well and attacked poorly on dice rolls, my few mortal wounds were the difference there. I didn’t forget anything apart from getting over excited and using Aetherquartz early in turn 2. I even used free command abilities to refill 1s for mountain. Thanks for reading, photo from turn 2.
  4. Do u really think that they won’t be competitive? Unless the hero is trash or very expensive giving a unit a 16” flying move + charge + 6” pile in anywhere is ridiculous. Charge a screen and then just jump over to the unit behind or character put down a bridge and trap a unit between Avalenor on a corner and Windchargers on another. Go Syar and now the general that is hated has a 3” go anywhere pile in to escape a taunted enemy. windchargers on each corner of a unit then in your turn after pile-ins have stretched the unit use a stone mage to pop their coherency troop. Can do this with a unit alone if your prepared to lose a guy yourself. They seem pretty good to me anyway. Wonder if they can pile out of combat, move charge pile in 6” and finish further than 3” from enemy, it seems unlikely and extremely situational.
  5. Even better pass 3 checks on leadership 5 to move charge and fight me. while I am asking dumb questions, on a Bale wind vortex is the range of protection of Hysh increased by 6? Currently I find it a bit frustrating as wholly within 9” is very short, sometimes I wonder if a unit of 30 could even cast the spell on itself.
  6. This is great advice. If you are running Cathallar and Stone Mage then it’s very possible to lock down a unit indefinitely. They only have bravery 7 so maybe 10 if there’s 30 of them. (-2 from Cathallar and Voice of the mountains) you only need to buy 1 turn though. @LuminethMage A teleport spell would be pretty high on my list of nice to haves, don’t need to reset Shining Company if you just land on objectives Turn 1.
  7. Which (if any) of the characters do you think will have a command ability to reset shining light, I would really like that as a command ability and think it would sit very nicely with the banner guy. This is going to get expensive though. Already can’t fit everything I want in an army though so that might mitigate some of my spending.
  8. Been a while but played 1500 pts vs Slaanesh. Pretty friendly again. His list, mine is attached. Allegiance: Slaanesh - Host: Godseekers Host LEADERS The Contorted Epitome (210) - General - Command Trait: Speed-chaser - Artefact: Cameo of the Dark Prince - Lore of Slaanesh: Hysterical Frenzy Infernal Enrapturess, Herald of Slaanesh (150) Viceleader, Herald of Slaanesh (130) - Lore of Slaanesh: Born of Damnation UNITS 20 x Daemonettes (220) 20 x Daemonettes (220) 6 x Fiends (360) 1 x Seeker Chariots (130) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Mesmerising Mirror (60) He gave me first turn so I was able to take central objective with my 20 wardens and cast protection of Hysh on them and put behemoth in range of rear objective for 5 pts , my shooting tanked, 2 wounds to his herald. His fiendstar hit my spears and they both just sat there, Cathallar kept me up and he rolled low for his -6 battle shock test. The 20 spears just sat there for entire game after that, sentinels did eventually kill his Enrapturess. Cathallar got killed by mirror start of turn 2. Spirit of the mountain tanked 20 daemonettes suffer 0 wounds 💪, took 2 turns to kill them though Dawnriders threw themselves into other unit turn 3 and killed half lost 1 wound back. Called it end of T3 I was up by 8 vps and he had lost all but summoned fiends, Contorted Epitome and his herald. I had lost Cathallar and 18 Wardens. He gave me T1 which was a mistake as I got objective with buffs and shining company which he then couldn’t shift. Had he taken centre I would have lost shining company charging to shift him, or had to use Mountain spirit to move him and gotten exposed. Contorted Epitome is so hard for us to kill. I missed a lot of Mountain spirits abilities. 1500Lumineth.pdf
  9. I feel the same about the battalion at 1k, it doesn’t add enough. At 1500 up I think a battalion is definitely worth it for Zaitrec as it gives you a multi caster. You have a heap of spells and I know I was having to make difficult choices about what to cast with the Cathallar. I haven’t really considered Syar much but choosing what to use Etherquartz on is always tough. My spears would have survived to hit back with +2 to save.
  10. So played 2 more 1k games this weekend, list attached, 1 against a teleporting marauders army and the other against a DoK Snakes army. I did okay but made a hash of my deployment in game 1, I isolated my spears and a unit of 40 marauders got teleported into both my archers. He got first turn and his charge roll was a 13 so I don’t think I could have kept them alive. He was also super deep deployment so I couldn’t have shot him if I had turn 1. Think I could have won that game if I had played better. Still 40 marauders re-rolling hits and wounds for 3 phases, he gave me double turn, was nasty. I made several mistakes though so yeah that was on me. Snakes also got turn 1 my deployment was better, he turned up and shot my archers with Khinerai, doing 5 and 7 wounds, I failed my Cathallar 2+ thing and then rolled 6’s for both battle shocks... so no archers... That game went better but against his fully buffed combat unit of snakes there wasn’t much I could do. At the end he had 10 fighting snakes left, a hag, a Medusa and a Iron scale. I had my knights who could have killed his characters and played ring a ring a rosey with his snakes but not got enough to win game and probably died. learning points, concentrate at deployment, particularly vs alpha strike lists. roll dice better maybe take a battalion for less drops, first turn might. Cathallar + Stone mage are amazing, (game one the Cathallar locked the 40 block down with magic and the stonemage killed them all😁 Lumineth1000OMTS.pdf
  11. @Acid_Nine I am enjoying the army but I am just learninG AoS so perhaps don’t have a comparison. It seems fairly balanced and capable of competing in most phases. Caveat I am playing small games with and against fairly balanced lists. Nobody is trying to write the best list that can table an opponent turn 1. Also not played any tournaments yet.
  12. Super cool models, not sure on rules. Only way I can see bladelords adding to the current army is if they have some kind of movement shenanigans. Maybe even if they can run, charge and retain -1 to hit would be nice. Don’t know how they can be written strong enough to compete with sentinels and Dawnriders (I am assuming the 1:1 battleline rule applies to them as Vanari). Perhaps the inverse of Dawnrider, gets better as wounds go up. Bolt thrower is a bit the same, super cool but to be better than sentinels is broken, and why take it if it’s worse. All the rest is great though, new Air Magic Lore , cool terrain, already liked the shooty kangaroos and more characters is never bad. No matter how good the profile 5 wounds infantry with bravery 6 or 7 who you don’t want charging is a tough sell to me. Anyway sorry for the pessimism, I am really looking forward to these and how they work.
  13. Sorry I forgot to follow up after last month but this is what I have been working on after the Lumineth Mountain. Will base them all together but have another 30 that I am working on over the next little while...will be more than a month though.
  14. Game today was 1k, vs Undead play Total Commitment... think that was the one. Small board again and a narrow win 24-22 for Lumineth. Arkhan the Black meant he had magical supremacy, was at +4 to cast and dispel. So could only get through a spell or 2 if I managed to cast everything. Top performance was Eltharion in combat...next to no impact on game really other than killing pretty much everything... Dawnriders won the game though, failed to kill anything on T1 charge, died top of turn 3, but moved 28” to flip his objective T2 and he never made that deficit back up. wiped him out down to his heroes T3, then everything was back up T4 cos Total Eclipse failed all game.
  15. Yeah I new you could break it but I just wanted to make sure that you couldn’t just say “not shining now” and be out of it.
×
×
  • Create New...