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Stoickes

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Posts posted by Stoickes

  1. On 5/6/2021 at 6:24 AM, Mesi said:

    Just played a Tournament with the following list.

    Syar

    Teclis
    Cathallar 
    Lord Regent - General
    Severith
    Wardens x20
    Wardens x10
    Sentinels x20
    Shrine Luminor
    Spell Portal
    Sanctum

    Took 2nd overall and lost the finals match by a single wound on Knife to the Heart. Quite literally. Won all other games very solidly. And only lost the final because everything went wrong for me that game. Opponent was making 11+ dispels vs Teclis with no bonuses, Total Eclipse never went off which hurt a lot. Failed Ethereal blessing 3 times. With rerolls. Etc.

    My Thoughts:

    Teclis with Wind Discipline shores up so many weaknesses we had before. The teleport is absolutely clutch. It's really hard for me personally to build lists without Teclis because his access to all three spell lores just makes him the ultimate toolbox. I actually used the heal spell multiple times. A few times on Severith and a few times on the Regent. 

    Severith is insane. His damage output is solid, the mobility is crazy. He just does whatever he wants and unless they have shooting he's untouchable. I charged him in frequently at the corner of an enemy unit to pin them down. And bounced out in their turn. I'm assuming his movement in the enemy shooting phase will be fixed. But even then he will be incredibly difficult to shift without some form of solid shooting. But if his movement like that is intended, he's definitely a unit many armies will need to tech to deal with. 

    The shrine is quite frankly awesome. I mostly just garrisoned my Cathallar in there and kept my army within range of her ability in the shrine. Then moved out when needed. Maybe I'm blind, but normally Scenery has deployment rules, we couldn't find them. The warscroll lists nothing. So the TO just ruled as long as I place it in my territory and 3" from other terrain and the same distance from enemy territory as the battleplan states it would be fine. Regardless the 24" spell reroll is nice, and up to 10 free command points is honestly pretty awesome.

    Lord Regent with the Sanctum is solid. He tanked an entire KO armies shooting and lived to tell the tale. (-3 to hit, Look out Sir, His native -1, and Sanctum for the additional -1 and +1 save. Giving a 2+ save or 1+ in cover) Add mystic shield and have fun! He just performed well in every game and his mobility lets you put Goading Arrogance where you need it. The utility from Greater Hysh spell is awesome. His damage output wasn't all that but as a support unit and distraction piece he's great. Might try him not as the general so I can give him a different relic. Syar is nice as it lets you use an Aetherquartz if you need it and still benefit from his ability. 

    Sentinels are sentinels and the Guided Arrow spell is awesome on them. 

    Wardens are as ever a core unit. 

    Spell Portal with Teclis is an auto include for competitive play. 

    But I want to try a Helon list with 30 Roo Riders and two wind spirt. Might be fun, probably not ultra competitive but it would be a good time with all the movement shenanigan's. 

     

    Like your list a lot! Could you add in some more detail about the spell selection, artifacts and some basic go to tactics you run commonly? Especially any you'd think to use against other shooting armies? appreciated the detail you did give about the KO battle

  2. 19 minutes ago, Ragest said:

    My two current lists.

    The one that I allways use in competitive matches

      Hide contents

    Allegiance: Lumineth Realm Lords
    - Great Nation: Zaitrec

    Leaders
    Scinari Cathallar (140)
    - General
    - Command Trait: Fast Learner
    - Artefact: Silver Wand
    - Lore of Hysh: Total Eclipse
    - Extra Spell: Protection of Hysh
    Alarith Stonemage (130)
    - Artefact: Gift of Celennar
    - Lore of the High Peaks: Voice of the Mountain
    - Extra Spell: Unyielding Calm
    Avalenor, the Stoneheart King (360)

    Battleline
    20 x Vanari Auralan Wardens (240)
    - Lore of Hysh: Lambent Light
    10 x Vanari Auralan Wardens (120)
    - Lore of Hysh: Solar Flare
    10 x Vanari Auralan Sentinels (140)
    - Lore of Hysh: Ethereal Blessing
    10 x Vanari Auralan Sentinels (140)
    - Lore of Hysh: Speed of Hysh

    Units
    10 x Alarith Stoneguard (200)
    - Stone Mallets
    10 x Alarith Stoneguard (200)
    - Stone Mallets

    Battalions
    Alarith Temple (120)
    Auralan Legion (120)

    Endless Spells / Terrain / CPs
    Hyshian Twinstones (30)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 114


     

    The one that I'm trying now

      Hide contents

    Allegiance: Lumineth Realm Lords
    - Great Nation: Ymetrica

    Leaders
    Alarith Stonemage (130)
    - General
    - Command Trait: Almighty Blow
    - Artefact: Mountain's Gift
    - Lore of the High Peaks: Voice of the Mountain
    Alarith Stonemage (130)
    - Artefact: Hearthstone Amulet
    - Lore of the High Peaks: Unyielding Calm
    Avalenor, the Stoneheart King (360)

    Battleline
    10 x Alarith Stoneguard (200)
    - Diamondpick Hammers
    10 x Alarith Stoneguard (200)
    - Stone Mallets
    10 x Alarith Stoneguard (200)
    - Diamondpick Hammers
    10 x Alarith Stoneguard (200)
    - Stone Mallets

    Behemoths
    Alarith Spirit of the Mountain (340)

    Battalions
    Alarith Temple (120)
    Alarith Temple (120)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 116


    I like these lists a lot. I have question about double battalions. Is it crucial without teclis to go first everytime and get protection of hysh up? especially in the ymmetrica build? is it about drops? or something else.

    Thanks!

     

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