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FabulousRex

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  1. Naw, try thinking about Phoenix Guard for battleline! They slice, they dice, they're effectively 8 points per wound, and they are immune to battleshock with an Anointed around. That said, Dreadlords on Dragons unlock Drakespawn Cav, Chariots, Hydras, and Kharbydis units for a Monster Mash battleline.
  2. I started off looking for something that could escort my Anointed on Frost Phoenix General with Swift as the Wind. But now I'm looking hard at the Knight Heraldor. Him and the Sorceress are the ONLY Run and Charge peices we have, which is odd. Probably better to slingshot high value things like Concussors or Fuliminators to wreck face. Demigryphs are available for cheaper, but Run and Charge adds alot more threat range. A Frost Phoenix giving -1 to wound on super killy stuff sounds better.
  3. I see what you mean, Prosecutors just don't have enough Cowbell on the charge. Especially compared to Skywardens or Endriggers. The only unique thing they bring is a super long range 1st turn charge, via the Heraldor. My plan was to pick on squishy support heroes with the Prosecutors, and basically put a medium sized unit directly in between the opponents lines, to block movement. So, a suicide unit. Would the KO flying options work better for only 10pts more?
  4. Tempest Eye has a spell to give them +1 attack per weapon, and lots of extra movement. Dreadlords and Dragon Sorcs are wonderful in TE as well. I'm pretty sure TE is the best choice for aggressive Drakespawn use. Everyone else uses them as a mobile anvil unit.
  5. So I'm a long time 40k player, getting into AoS with my spouse. :). I like the feel of Old Hammer, so this is my place! Some of the new stuff is pretty cool, however. So, among the Stormcast stuff, Prosecutors are looking very thematic and rad for Tempest Eye. But they actually seem pretty great on paper as well. 15" Fly and 3+ save on T1 is pretty solid defensively. The Javelins are 4 dmg 2 shots for only 90pts. You can trivially make that unit 2+ hit and wound at range 18". Seems like a great Single Unit to add that doesn't need much support, and can keep your Hurricanum screened. The Hammer guys are really intriguing to me, though. With a Heraldor, you can rocket these guys across the table for a t1 charge from a chunky survivable unit. If you can get a Ghyran mage to boost them with +2 run and charge, you're looking at a 20" + 4d6 charge range. You can even shoot with the hammers for a CP if you want! For a super aggressive army that's supporting them with Gyrocopters and Scrourgerunner Chariots, I think they can be pretty great as a push unit to gun up the enemy and slow them down in their own deployment zone. Thoughts? Worth my cash?
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