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SentinelGuy

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  1. They're still reasonably good, but it feels like Hallowheart edges them out a bit thanks to the extra spells and protection.
  2. Aetherwings are still really useful for cheap chaff. Exorcist and Incantor make great spellcasters. Remember though that you cannot take Stormcast endless spells in 3rd ed.
  3. Does flaming weapon work on the whole unit? I thought it only boosted the weapon of the caster.
  4. Unfortunately, you can't use the comet in CoS. Allied and coalition forces cannot take their endless spells. You could in the previous edition, but they've changed the rule.
  5. Only 1 in 4 units can be Stormcast, so I guess they mean most points spent on Stormcast?
  6. The fact that there are now 2 Amber Spear spells makes me question how much the person who worked on Excelsis actually plays CoS. It was a great opportunity to introduce a combat boosting buff spell and they totally dropped the ball and gave us a weaker version of what we already had (and which wasn't used because it's pretty bad to begin with). Why couldn't we have something like this? - The Bear's Anger, cast on 7+, target self only, adds 2 attacks to chosen weapon (mounts unaffected).
  7. You can't use both amber spears (or any spells with the same name). It's in one of the errata documents.
  8. They're a coalition choice in Living City now. They're allies for the others (not Greywater).
  9. I quite like that. I wonder if you could sort of use him as a super assassin because nobody expects him to be any good. Give him the flaming weapon spell, take something else to act as the distraction and then turn him lose. I suppose it could work if you had another threat on the table that couldn't be ignored.
  10. Interesting numbers. If you had to pick a city, spell/s and artefact to make the most of the battlemage on griffon, which would you choose?
  11. Another point on the Fleetmaster - he's at his best in Hallowheart with the access to 2 spells a turn, but don't disregard his use as a general's adjutant in other cities. His price makes him easy to squeeze in if you have a general on foot and need a cheap follower to help get CPs.
  12. To be honest, most of the bad units are only terrible some of the time. Dreadspears and corsairs are excellent chaff units for a very low cost. They're faster than Freeguild and comparable in price. Eternal guard are the best non-elite line infantry, but that comes at a premium price and their buffs require them to stand still. With the objective game being so important now and the cost of everything going up, I think eternals are probably too expensive for such a static unit. You're forgetting wild riders, the best cavalry in the book. Small footprint, hit hard and move like lighting. They're fragile, but also super cheap. These guys are a total sleeper unit in 3rd edition. Even the hated Fleetmaster gets some love in this edition. He's still about as much use as a wet blanket in combat, but he has the ability to take the arcane tome artefact, which makes him potentially our cheapest and toughest elf wizard. If you have limited points available, need an extra leader, and have an artefact slot free, he's the best we have. The 3+ save against shooting makes him more resilient than anything else in that points range. Scourge runner chariots - cheap blocker, useful to fill out battalions, fast objective grabber.
  13. Based on the talk about the flaming phoenix above, I've taken another look at my Hallowheart list to see if I can move bits around and make it work instead for Excelsis. I'm not sure which Grand Strategy works best. Any ideas? Allegiance: Cities of Sigmar- City: Excelsis- Mortal Realm: Ghur- Grand Strategy:- Triumphs: InspiredLeadersAnointed on Flamespyre Phoenix (290) in Warlord- General- Command Trait: Cunning Foe- Artefact: Arcane Tome (Universal Artefact)Celestial Hurricanum with Celestial Battlemage (280) in Battle Regiment- Artefact: Amulet of Destiny (Universal Artefact)- Lore of the Ghurish Heartlands: CowerRunelord (100) in Warlord- Universal Prayer Scripture: CurseAssassin (80) in WarlordBattleline10 x Dreadspears (90) in Hunters of the Heartlands10 x Dreadspears (90) in Hunters of the Heartlands10 x Dreadspears (90) in Hunters of the HeartlandsUnits10 x Irondrakes (160) in Battle Regiment10 x Irondrakes (160) in Battle Regiment10 x Irondrakes (160) in Battle Regiment10 x Shadow Warriors (120) in Warlord5 x Wild Riders (120) in Battle Regiment5 x Wild Riders (120) in Battle RegimentEndless Spells & InvocationsEmerald Lifeswarm (60)Geminids of Uhl-Gysh (80)Core BattalionsBattle RegimentHunters of the HeartlandsWarlordTotal: 2000 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 123 The assassin is there to fill out the required subcommander slots to take the battalions. Not ideal, but it is what it is. The other options are a Cogsmith or Fleetmaster and they're both worse if you don't give them artefacts to aid them. The Anointed will have the flaming weapon spell. I've added Geminids to the list so that he can maybe use it to help stop overwatching and counter CAs.
  14. I've not fielded him myself (I have a weird aversion to expensive heroes that I just can't shake), but I think having emerald lifeswarm nearby makes him rock solid, and it's now even easier to cast in a CoS list thanks to the errata. You'll want some cheap chaff like aetherlings, dreadspears, corsairs or freeguild with shields, and some fast moving objective grabbers and counter punchers like wild riders or shadow warriors. Get some solid ranged units in there - irondrakes or sisters of the watch with a supporting hero.
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