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frenk_castle

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Posts posted by frenk_castle

  1. Two question for the masters of the swamp.

    I finally had a chance to read my Orruk battletome and it seems there are no unique enchantments for Orruks? Stormcast get Holy Command and Orruks have no similar rule? Or am I just failing to find it in a book?

    Second question is what is the concensus for Killaboss on Corpse-rippa Vulcha? I am not seeing any talk regarding him online? The model looks really nice and I am thinking of getting it to have all three Killaboss variants, have other two from Dominion, but seem people only run Snatchaboss on Sludgeraker Beast or Breaka-boss on Mirebrute Troggoth.

    Thanks in advance

  2. Rules question: Stormhosts rule says I can pick one subfaction for my army. All Stormcast Eternals gain the keyword of the subfaction unless they already have one.

    So if I pick Anvils of the Heldenhammer Liberators will get it Aventis Firestrike will not since he has Hammers of Sigmar. But what about Yndrasta or Celestant-Prime? I was under the impression unique units can not get subfaction but reading the rule it seems they can unless they have some subfaction already.

  3. 18 minutes ago, Tomplex said:

    I think the choppas is good for that list at scale. Assuming the megaboss is on foot

    Megaboss is on foot. I can not fit Mawcrusha and all the other units in 1000 points. Thanks a lot. I will definitely try Ironsunz as well.

    • Like 1
  4. 10 minutes ago, Tomplex said:

    Our strongest piece is the mawkrusha, and the ironsunz command ability makes sure the enemy can't isolate and kill the mawkrusha in combat without us having a say about it. 

    Thanks a lot for the answer. I am very new to Orruks. I will play my first game with them tommorow. I do not have all the models hence my thinking was limited to the ones I have. If I was to play a 1000 points game using Megaboss, 2 Warchanters, 3 units of Brutes and one unit on Goregruntas would Ironsunz be better than Da Choopas?

     

    Thanks in advance

  5. Hi guys,

    Looking at Honest Wargamer subfaction breakdown for Ironjawz seems most popular subfaction is Bloodtoofs. Second by a very small margin from Bloodtoofs but wide margin from Da Choopas are Ironsunz. Da Choppas seem to be hardly played. May I get a short explanation why are Ironsunz so much better with current rules than Da Choopas?

    Command ability to charge units at the end of enemy charge phase does not look so much better then using warchanter violent fury on three units instead of one to a noob like me.

    Thanks in advance

  6. Hi Sigmar's Chosen.

    I would like to ask for an opinion.

    I am playing my friends Sylvaneth army on the weekend. Generals Handbook 2021 1000 points on "half the board". Kitchen table is not big enough for full size "recommended" map.

    He will be playing Dracha, branchwraith, bracnwych, Kurnoth Hunters with Bow, two units of tree revenants, gladewyrm, spiteswarm hive, gnarlroot and some artefacts that give him autocast once per turn and one more not sure what other artefact is. He is playing the warlord battalion for additional enchantement.

    I am thinking between three lists and would like your feedback on them. Idea is not to optimize against what my friend is playing but to have a list that is something that will give us a balanced game. I do not want a list that will trash his but I also do not want a list that will be trampled. :D

    List I

    Anvils of the Heldenhammer
    Battle regiment
    Lord-Relictor General High-Priest Amulet of Destiny Translocation
    Yndrasta
    5 Liberators Hammer Shield
    5 Liberators Hammer Shield
    5 Judicators Crossbows
    Call For Aid
    Hold The Line

    List II

    Anvils of the Heldenhammer
    Battle regiment
    Lord-Relictor General High-Priest Amulet of Destiny Translocation
    Lord Castelan
    5 Liberators Hammer Shield
    5 Liberators Hammer Shield
    5 Vindictors
    5 Vindictors
    5 Judicators Bows
    Call For Aid
    Hold The Line

    List III

    Anvils of the Heldenhammer
    Battle regiment
    Lord-Relictor General High-Priest Amulet of Destiny Translocation
    Lord Castelan
    5 Liberators Hammer Shield
    5 Liberators Hammer Shield
    5 Retributors
    5 Judicators Bows
    Call For Aid
    Hold The Line

    Any feedback would be appreciated.

  7. What is the concensus on unconditional Battleline units for the Stormcasts?
     

    • Liberators
    • Judicators
    • Sequitors
    • Vindictors
    • Vanquishers

     

    Liberators look to me like the best option since they are the cheapest. All others do not seem to bring anything that is worth the extra points with exception of Judicators. Judicators look like a great unit to have reinforced once or twice for Thunderbolt volley but they do not look like something I would use to fill all battleline slots. Sequitors look just too expensive compared to other options. Vindictors look decent but Liberators just look more effective. Vanquishers just seem lost. Like I have no idea what their role is suppose to be. With the current way missions work spamming horde units does not seem practical so their only bonus seems like it will almost never trigger.

    Interested to read what others think.

    Thanks in advance

    • Like 1
  8. 11 hours ago, Dogmantra said:

    The app is pretty unreliable for rules.

    Arcane Tome is pretty specific about just letting you cast one extra spell if you're already a wizard. The only reason a non-wizard who takes Arcane Tome gets to pick a spell is because they are granted the WIZARD keyword, and all WIZARDS get one spell lore pick by default. Giving the tome to someone who is already a wizard means they have to either use the extra cast on arcane bolt/mystic shield/a warscroll spell, or you need to take an additional spell lore enhancement.

    So to clearly answer the question: the app is wrong. Arcane Tome on a Lord Arcanum won't give it an extra spell pick.

    That was my thinking exactly. Thanks a lot for confirming it.

  9. Hi guys,

     

    As a Sacrosanct chamber (Lord-Arcanum) fan I mostly play the magic Stormcasts. My go to build, whether I play Arcanum on foot or Gryph-Charger is Master Of magic, Arcane Tome combo. Now GW app lets me pick two spells for mu Lord-Arcanum when I give him the Arcane Tome but the actual rules of the artefacts do not seem to grant that. Is AoS app correct?

    Thanks in advance

  10. May I ask for your opinion on Lord-Arcanum vs Lord-Arcanum on Gryph-Charger?

    Context:

    I have both and I am really fan on Sacrosanct chamber. And I have both of these models and I play them as my general almost every game. Now I watched a video on YouTube from Order Academy and he listed Stormcast units in 6 tiers. A, B C, D, E, F. Tier A were Vindictors, new "small dragons" and Lord-Relictor. According to him they are the best Stormcast have now. In tier B he put Lord-Arcanum on Gryph-Charger while he put Lord-Arcanum in tier F. His explanation was. For 40 more points you get more base movement, two more wounds, Chargers attacks, teleport every turn and better spell. His conclusion why would you ever take Lord-Arcanum over Lord-Arcanum on Gryph-Charger.

    I do not claim Lord-Arcanum is a better option. I love the model more but I do not claim it is over all better. I just got shocked cause in my view the difference is not that great.

    So for my thinking and playing so far I always played both versions as a general with Master of Magic Command trait and Arcane Tome relic.

    So Lord-Arcanum on Gryph-Charger has better move, has more attacks, have more wounds and with mount trait can retreat and charge or pile in 6''. Lord-Arcanum on Gryph-Charge is better there.

    Spell I would argue is in favour of the regular Lord-Arcanum. Thunderclap is in my opinion better than healing light. Yes Healing Light is cast 5 over 6 for Thunderclap but -1 to hit until my next hero phase with is two or three, in case of double turn, for a unit in both shooting and melee is worth more the on average 3.5 wounds healed.

    Ability. While teleport is super useful I am not sure would you actually risk Lord-Arcanum on Gryph-Charger each turn to jump over the board or would you keep him behind buffing the rest of your army. Lord-Arcanum Aetheric Manipulation seems like a really good way to control a Predatory endless spell like Celestial Vortex, Quicksilver Swords, Geminies of Uhl-Gysh, The Burning Head. You can pretty much fling each spell 20'' on invocation.

    So I would argue depending of the strategy you want to play they both can be decent or at the very list they are not 4 Tiers apart. Now I may be overselling endless spells but I honestly do not think one is so much better over the other.

    What is your opinion?

  11. 5 hours ago, Landohammer said:

    Just played a 3 game, 2000pt tourney. List was Gnashtooth, Swamp Calla, Breakaboss, 30 gutrippaz, 6 bolt boys, 6 bolt boyz, and a Gate Breaker mercenary.

    Game 1 vs Tempest Eye

    I gave him first turn and he rushed me. Between tempest eye and Ghur mage and some high charges he reached my lines on top of 1 :( . His shooting wrecked my bolt boys. My gutrippaz bounced off his screens. Gatebreaka made up for it and killed everything it touched (including Yndrasta and a 2+ steam tank). But he was up on objectives when time was called. Kruleboyz lose 15-18

    Game 2 vs Stormcast

    I was on bottom table (submarine!) and played vs a newer SC player. He was deepstrike heavy, but because of my "supa sneaky" and some good screening on my part, he had really poor deepstrike options and delayed until turn 2. This was a mistake on his part because it let me get good board control. He then proceeded to deepstrike and fail 4 rerollable charges. It was easy pickings after that. Kruleboyz win 25-8

    Game 3 vs Stormcast

    I was back on higher tables again. My opponent did everything right. Deepstriked his 10 Evocators 7 inches away from my Gate Breaker in an attempt to alpha him. But then he failed his rerollable 7" charge lol. Mega deleted his evocators and with 1/4th of his army dead he just couldn't keep up. I tabled him with an hour left on the clock. Kruleboyz win 29-14

    I ended up placing 4th overall going 2-1.

    Closing Thoughts

    -Gutrippaz are not as impressive as I thought. While their massive wound count  did serve as a deterrent, they absolutely evaporated when actually engaged and only averaged about 4-6 wounds per combat. 

    -Bolt boyz were amazing. I used Noisy Racket to help keep them alive and it helped. I tried "covered in mud" once but I failed all three 4+ rolls :( . Noisy racket also helps in combat tho so it seems like the superior option, especially vs deepstriking/fast armies. 

    -All three characters did fine. The Breakaboss never quite hit as hard as I liked but for 180pts I still think he is a steal. The Gnashtooth with Smelly'un was quite the tank and his speed and morale buff proved critical. (the army is quite slow)

    -Gatebreaker was the clear MVP, and definitely carried the army. 

    Overall the I think the faction is definitely mid tier but I'm hoping the models released this past weekend will help them out. I will definitely be dropping Gutrippaz for either more bolt boyz or maybe some monsters. 

    May I ask how did a third opponent deepstriked his Evocators 7'' away from Gate Breaker? I was not aware they can do that. As far as I know only option for 7'' deep strike Stormcast have is Lord-Imperatant deepstriking Thunderstrike unit.

  12. 1 hour ago, lare2 said:

    To those who use the app, does anyone know how to get rid of this error message? I've tried multiple hosts but it's always the same message... can't seem to figure it out. 

    20210926_112714.jpg

    I would say it is a bug in the app. "Old" books require you to take subfaction command trait when you select a subfaction. "New" books don't . Validation seems to have been built before new books were available and it only works for "old" books.

    • Thanks 1
  13. 1 hour ago, Rotbinger said:

    Grinnin' Blades, I'd say. 

    Issue I have with Grinning Blades they work great against half the armies. But there are still armies with next to no shooting, practically all of Death, so against them Grinnin' Blades do nothing.

  14. I bought Dominion Kruleboyz of a friend and from before I have 2x10 Savage Orruks with Stikkas. Currently looking at the rules online and in the app, still waiting for the battletome to arrive, looks like Big Waagh is the "best competitive" option if you want to run Kruleboyz. For pure lists people seems to prefer Big Yellers. Since I would like to make predominantly melee oriented Orruk army and would ideally like to run Bonespliterz solo, Kruleboyz solo and Big Waagh with combination of both what Kruleboyz subfaction after Big Yellers seems "the best"?

  15. 15 minutes ago, Charleston said:

    Insensate Rage. D6 Damage and if you get the Axe Ability to proc at a higher bracket you really do some havoc. Wrath of Khorne seems play, too. It has some solid anti magic and the flail can be fun at max wounds dealing 6 dmg

    So BloodThirster of Unfettered Fury is the "worst" one?

  16. 5 hours ago, TimeToWaste85 said:

    I’d actually like to see the Blood Tithe go to “before the game starts, declare whether you’ll use it to provide buffs or summon” and see each of the other 3 god specific books gain a similar table with that option. I hope it doesn’t go away

    I usually used my Blood Tithe for bonuses. Murderlust or Apoplectic Frenzy. Or if I really got to 7/8 which rarely happened to do Crimson Rain or Slaughter Triumphant. I think I did Brass Skull Meteor once and summoned 20 bloodletters once. I really like Blood Tithe and I hope it stays.

  17. On 9/13/2021 at 10:47 AM, Charleston said:

    Seeing the new Battletomes for SCE and Orruks I belive that we propably will see a major overhaul of alligience abilities and bloodtithe going away

    I do think all our slaughterhosts will be just one "static" ability like SCE ones. But I hope Blood Tithe will not go away. It is one very cool mechanic and if they remove it that would mean all the "summoning" will go away as well. We will see. I do not remember when the blood tithe was removed from 40k but rules for summoning in 40k in 8th and 9th edition are not as nice as in AoS. And I understand some would argue summoning is broken in AoS and it is a valid comment but in 40k summoning is nonexistent practically. And I would like for GW to find a way to make it "more balanced" so it is useful in the game but not oppressive. 

    • Like 1
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