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SentinelGuy

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Everything posted by SentinelGuy

  1. I agree about it being easier to find everything in one place, but we already have an errata document for each tome anyway. They could just add the rule in there. Advice to new players should always be to download the errata and commentary files (why these aren't 1 document is beyond my comprehension).
  2. There aren't that many named spellcasters, they could easily supply an errata document for them on day of 3.0 release.
  3. Or GW could just rewrite the scrolls for named heroes so that they know all the spells from a particular lore. The new Sylvaneth guy has that on his scroll. Wouldn't be surprised if the others don't get the same treatment.
  4. Interesting thoughts on the Warlord battalion. I hadn't considered it, but you are right, it probably is better for CoS. I'm considering full MSU armies now - 3 units of Irondrakes, 3 units of Eternal Guard, backed up by Wizard on Hurricanum and a Runelord. Then I'll fill the force out with fast objective grabbers and heavy hitters. Perhaps I'll run Hammerhal for the double charge and battle shock immunity, but I know that my brother is going to run Seraphon, so maybe Hallowheart's anti magic would be more useful. I can still get battle shock immunity from their trait. Hmmm
  5. Am I the only one that looks at the new flaming sword spell and sees that as GW trying to buff the monster riding spellcasters like the wizard on griffon? I don't really think it's going to help if I'm honest.
  6. I actually quite like the sound of this city. The charm is a decent magic item, as is the glimmerling (hello Mr venator with your one shot arrow, or any hero on a monster making a long charge), and the redeployment trait could be even more important in 3.0, what with tables getting smaller. The prophecy rule also sounds interesting. Once per phase - does that include if you counter fire at a charging enemy? That could be very useful. Spells are ok I guess. The spear isn't amazing, but the flock is alright and cower could be critical at the right moment. I honestly think this could be a hidden gem.
  7. I think artillery could be an exception to this. If a cannon ball/whatever big and killy missile takes your head off, it should be a mortal blow.
  8. I'm torn on this. I feel that this is a stupid rule because it makes no sense - 1) If somebody drops from the sky/pops out of a portal, you're more likely to run from the surprise attack. 2) If you've been observing an enemy at long range moving about then why wouldn't you run from them when they charge, when charging at a longer distance should give more time to prepare to flee? On the other hand without this rule, every army that relies on deep strike, like Stormcast, Misthavn and Living City, ends up being turned into an army that just pops up and shoots instead of assaulting. I'm concerned. It was rules bloat silly stuff like this that killed 8th edition Fantasy. If the limit to buffs and penalties is true then that's already possibly going to signal a move to fewer heroes and bigger units. Big $£€ units killed 8th and getting a full army in AoS is already more expensive. I dunno, if these rumours are true, it seems like every army is going to need a new battletome ASAP.
  9. Do you think there's any value in running pistoliers in a shooty Stormkeep list? I'm used to running them in CoS with an Azyros nearby and they'd be doing the same thing really - clearing objectives with their ability to shoot, shoot on the charge and then hit stuff in combat. I'm also tempted by gyrocopters to deal with hordes. Only the £ puts me off trying them.
  10. I do appreciate the feedback. Do you think it would help if I dropped the battalion, Vexillor and Judicators and added a Soulscream Bridge to help move the Irondrakes, and some Concussors for more punch?
  11. I played Tempests Eye and Hammerhal previously so I already have fast armies, I kind of wanted something a bit more defensive. I also have a collection of Stormcast that I never use but like the look of, hence me chucking them together in a list with some of my favourite Cities units. I honestly don't care too much how effective they are now as I just want to get some games in. They won't be going anywhere near a tournament. I know Irondrakes can't benefit from Stormhost rules and command abilities, but prayers are different aren't they? The teleport won't work as it specifically mentions needing to target Stormcast Eternals, but Blessed Weapons doesn't have that rule as far as I remember. Can't check it for certain right now as I'm working
  12. Mostly because I'm in the middle of scratch building one to fit in with my Stormcast and I like how it looks. Besides, it gives me a hero who can cast decent spells and dispel, has a nice mortal wound attack, and buffs my Irondrakes. Yes, a basic Runelord could buff them and I had considered that, but it feels a bit samey as it's what I used to play. Now I'm looking at the Stormcast prayers and wondering if I really need Translocation. The one that blesses weapons might actually be more beneficial. IIRC that one prayer doesn't specifically state it can only target Stormcast Eternals. Could be cool sticking that on the Irondrakes, even if I'd need a 4+ to pray. Edit - perhaps couple the prayer with the Hurricanum for even more shots? Not sure if it'll work, will have to check my books when I'm home.
  13. I may try this Allegiance: Stormcast EternalsMortal Realm: ShyishLord-Veritant (110)- General- Command Trait: Staunch Defender- Mystic Light (Artefact): Lantern of the Tempest- Prayer: TranslocationKnight-Vexillor (110)- Pennant of the Stormbringer- Treasured Standard (Artefact): Pennant of SigmaronCelestial Hurricanum with Celestial Battlemage (280)5 x Judicators (140)- Skybolt Bows10 x Liberators (180)- Warhammer & Shield10 x Liberators (180)- Warhammer & Shield10 x Protectors (340)20 x Irondrakes (300)9 x Khainite Shadowstalkers (100)- Allies9 x Khainite Shadowstalkers (100)- AlliesStormtower Garrison (160)Total: 2000 / 2000Extra Command Points: 1Allies: 200 / 400Wounds: 140
  14. Yep, coming from Cities I was kind of trying to stay away from going back to them, but looks like I may have to 😂
  15. Staunch Defender is the only good thing left. I'm trying to build a defensive list with units I have and the best I can come up with is the following list. I was hoping that I'd be able to benefit from the shooting twice CA on my Irondrakes, but that's not possible, so chose Staunch Defender and generic Stormhost to boost the rest of the force instead. The plan would be to castle the large Libs squad in front of the Protectors and Castellant. Sit the Irondrakes and Hurricanum behind them. Then use the Relictor and Vexillor to deliver units to objectives. Allegiance: Stormcast Eternals Mortal Realm: Shyish Lord-Castellant (120) - General - Command Trait: Staunch Defender - Mystic Light (Artefact): Lantern of the Tempest Lord-Relictor (100) - Prayer: Translocation Knight-Vexillor (110) - Pennant of the Stormbringer - Treasured Standard (Artefact): Pennant of Sigmaron Celestial Hurricanum with Celestial Battlemage (280) 5 x Judicators (140) - Skybolt Bows - 1x Shockbolt Bows 5 x Liberators (90) - Warhammer & Shield - 1x Grandblades 5 x Liberators (90) - Warhammer & Shield - 1x Grandblades 15 x Liberators (270) - Warhammer & Shield - 3x Grandblades 10 x Protectors (340) - 2x Starsoul Maces 20 x Irondrakes (300) Stormtower Garrison (160) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 137
  16. Thanks, I had missed the commentary. I really wish they would combine the designers commentary with the errata, it would make things so much easier. For a company that basically wrecks every edition with so much additional paperwork and rulebooks, they never seem to learn. That kind of makes Stormkeeps with Cities units pretty useless. I don't see why they even bothered including them really as there are almost no worthwhile benefits.
  17. Having just read the Morathi errata, I'm not sure about that. It says they count as Stormcast Eternals for the purposes of the ability. Now in the Storm host section of the SC book it says that you pick a Storm host and then every unit with Stormcast Eternals in the army gets that host name unless they have another one. Technically they get Stormcast Eternals when using the ability and should get the Storm host title for the duration of the ability.
  18. Sorry to change the topic, but I'm wondering if somebody could help with a question I have regarding Stormkeeps. If I take a Cities of Sigmar unit as part of the army, using the 1 in 4 ability, can I also take Cities units as allies? Do the Cities units I take as part of the 1 in 4 benefit from Stormcast hero command abilities? Obviously the allied ones wouldn't. Thanks
  19. Perhaps a couple of units of tree revenants for objective grabbing or assassination runs.
  20. When I tried them I was disappointed by the lack of mortal wounds. If they had d3+1 each on the charge I would possibly take them in units.
  21. The way I see it you have two options - the distraction carnifex (hydra/kharibdis) or the brick wall (dino knights). I'd probably bounce both of them off of a pirate captain, as he's our cheapest hero.
  22. It costing a command point to get them in close means you end up coming in piecemeal and I don't like to risk the dragon unsupported. I'd end up playing it safe and if I'm doing that, I may as well take a kharibdis/hydra and chuck at the enemy. It won't kill as much, but it's more expendable.
  23. This is an interesting point. Most CoS payers I know personally (including me) still tend to play the armies we liked back in Fantasy if possible. But GW themselves basically forced us still to do this by grouping the units into separate sub categories like freeguild and wanderers, that can only be buffed by command abilities from heroes of their race. It's a similar problem for the battalions, they dropped so many Fantasy units that there's just no options. I would love to swap a black dragon in for a griffon in Hamerhalian Lancers, but GW says no. Same for swapping dark riders in for pistoliers in the Tempests Eye battalion. The CoS lists that appear to do well are basically old Empire lists using the TE and Hammerhal battalions, or High Elf PG/SotW spam. Stuff like the dreadlord is stuck buffing the weak combat capabilities of a chariot nobody takes, and a unit of cavalry that is designed to act as a wall. It's the same problem for all of them - the commands are too specific. Then there's the cool SotT spell that only works on wanderers, another lame duck. Most of them should just work for all CoS units. GW wants us to believe that the cities are centres for all peoples that fight for Sigmar, yet they handicap us from the start.
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