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Dream

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Posts posted by Dream

  1. 2 hours ago, feadair said:

    I think he was the Captain of Team England before Covid.

    There is still the Celestant-Prime and the Hurakan to contend with, as well. 

    I think people are under rating the knight judicators a little. The knight himself is around 168pts if you dont count for the doggos. (3x205=615 -110(cost of 6 dogs)=505/3 =168ish) The dogs are good little screening units especially when you have a bunch of them cause you can have them retreat out after activating and still have your screening unit alive. 5 units of them would be very annoying to deal with. Like driving through a parking lot with way too many speed bumps 🤣

    I also bet he nuked a few castles with their ability. You can find a lot of enemy units with their toes in a 6" bubble.

    • Like 1
  2. 18 minutes ago, feadair said:

    To be fair, all three lists that went 4-1 this weekend do appear somewhat vulnerable to a possible Translocation change. The 5-0 list does not, but it does look pretty filthy (in the best possible way) - I would hesitate to take it to a friendly game. I just hope the FAQ drops soon so that we can get brewing for real.

    @RedemptionUK was at the tournament and in his report he said they TOs ruled you could not move after translocation.

    • Sad 1
  3. 25 minutes ago, frostfire said:

    I can understand choosing Celestial Warbringers for the rerolls because the the Bow-Knights have high quality of shooting and would love to have those rerolls. 

    The most curious thing about the list is that he chose to go with Stormkeep instead of Scions of Storm. With the Scions you can hide all the Bow-Knights in the sky and still be able to shoot and do MWs when you drop them. Putting them on the table might be risking of getting shot since 1drop shooting LRL is a thing.

    Probably just wanted the extra objective holding from the min battleline units if I had to guess. Also libs getting charged on an objective can do 2d3 mortals on a 3/4+ not bad against backline skirmisher units. 

  4. Allegiance: Stormcast Eternals - 
    Stormhost: Celestial Warbringers (Stormkeep) - 
    Grand Strategy: Hold the Line - 
    Triumphs: Inspired 
    Leaders 

    Knight-Judicator with Gryph-Hounds (205)** - 
    General - Command Trait: Master of Magic - 
    Artefact: Arcane Tome (Universal Artefact) - 
    Spell: Azyrite Halo 

    Knight-Judicator with Gryph-Hounds (205)* 
    Knight-Judicator with Gryph-Hounds (205)* 
    Knight-Judicator with Gryph-Hounds (205)* 
    Knight-Judicator with Gryph-Hounds (205)** - Artefact: Luckstone 
    Celestant-Prime (325)** 

    Battleline 
    5 x Liberators (115)* - Heavens-wrought Weapon and Shield 
    5 x Liberators (115)* - Heavens-wrought Weapon and Shield 
    5 x Vindictors (130)* 

    Units 
    1 x Hurakan Spirit of the Wind (265)* - Allies 

    Endless Spells & Invocations The Burning Head (20) 

    Core Battalions 
    *Battle Regiment 
    **Command Entourage - 

    Magnificent Additional Enhancements 
    Holy Command: Call for Aid 
    Total: 1995 / 2000 Reinforced Units: 0 / 4 Allies: 265 / 400 
    Wounds: 78 
    Drops: 4

     

    This list seems like a really fun shooting list.

    The 5 KJs do 15 wounds a turn very reliably. They can all dump their mortals on a key hero to remove him and potentially splash around a lot of mortals. Plus you get 5 sets of 2 doggos to go around and zone/screen stuff off. Also they are a little tougher to remove than a big unit of judes or raptors cause they are 5 seperate units, basically msu shooting. 

    Celestant Prime to drop in and auto charge 

    The wind spirit to harry and harass the enemy front lines. 

    Minimum battle lines that you can resummon one at the end of the game to ensure that you get your grand strat. 

    Not sure why he went Celestial Warbringers tho. 

  5. His story seems kidna weird. Like did Gordrak get fired or something? Lots of overlap there. He looks like he should be a beastman. Or maybe Beasts of Chaos should become Beasts of Destruction. 

    His aesthetic is gonna clash with my ironjaws pretty hard. Might have to just paint him green and pretend he is gork or mork. His bravery bubble is nice though. 

     

    • Like 3
  6. Allegiance: Big Magic Waaagh!
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (120)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wardokk (80)
    - Lore of the Savage Beast: Breath of Gorkamorka
    Wurrgog Prophet (160)
    - General
    - Command Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    10 x Orruk Ardboys (200)
    10 x Orruk Ardboys (200)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    20 x Shootas (120)
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    - Allies
    Ironfist (160)
    Balewind Vortex (40)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 120 / 400
    Wounds: 150

     

    In the old codex before a I used to take 2 goblin spear chukkas for some ranged damage just to snipe a hero or at least make them play honest with their back line heroes. This magic list however does much more ranged damage. Helps that its all mortal wounds from the spells ofc.

    Wurrgog Prophet

    My prophet is native +2/1 to cast/unbind with his items and trait, the wardokk can give him another +1/1 to cast and unbind on a 3+ and then you can stack waagh magic for a total of +5 to cast or +4 to unbind a spell. I like using this on him cause his fists of gork spell does mortals on a 4+ when its cast on a 10. Ive had this spell absolutely wreck big horde units. He is a 2 cast wizard base and 3 on the balewind. Warcry is very nice at 24" range, making one of my opponents units fight last basically gives me smashing and bashing when I charge both units of pigs in. Fight with the first one against the non warcry'd unit, then fight with the other unit before my opponent gets to retaliate. 6 pigs with chanter buff basically kills/cripples anything except the toughest of units. Usually when there is somthing super tough like that I end up pouring spells into it anyways.

    Weirdnob Shaman

    The shaman is basically a teleport bot in this list+1 to cast or +3 with waagh magic makes it pretty reliable. I usually teleing a unit of ardboys that have been siting on my back line late game onto some objective far away or throwing the unit of pigs with the Ironfist boss across the board to cause havoc. Army doesn't rely on the teleport going off but it really scares people and they often use their unbind on that. Also if he has 10 guys next to him he can still cast green puke after all his casts are done. This catches people as I use the puke on my own guys for the extra d6 movement. Really nice for getting the pigs in position as there is no way you can actually kill one of them.

    Shootas

    Army is high drops(7) so I use the shootas as a big screen against the alpha. If they give me first turn I can run/spend a cp to move them 13" with their +2 to run, so they wont bog the army down. A few times Ive f'd up my first mighty destroyers/deployment(thought i was gonna go 2nd and the gobos would be removed) move by sticking the pigs in the center behind the gobo line. Don't do that lol. I like going 2nd with this army tho as I can control when or if I will get doubled. Also I use the geminids so going 2nd is nice for that. They can zone out your whole backfield as well against teleport shenanigans or KO. 20 cheap bodies go a long way in the game right now imo.

    Geminids of Uhl-Gysh

    Oh and geminids are very good. Hella range. Can do 2d3 to multiple units. Even more range on the balewind(pretty sure this works on endless spells???). Not hard to cast with this army as well.

    Bonus

    Some other nice things, the wardokk can heal the prophet. My one warchanter can heal the shaman. This helps mitigate some chip damage that can occur. Never played against OBR catapults so it might be a moot point lol. Warchanter with get em beat tends to go on adventures to set up a teleport +3d6 charge at some point in the game. Having to use that ability in the charge phase is very restrictive imo. Wardokk mostly casts mystic shield or arcane bolt. Late game I like breath to give my dokk or prophet double movement and fly to cap an unmanned objective. This has won me a games before, especially in star strike.

    I like where you are going with the wrath of gork spell tho as that is way better against big heroes/monsters. Ive always tended to run bigger units to take advantage of the warchanter buff, which hurts wrath of gorks damage output. Your list also as a little better waagh point generation. I get 6 base a turn(to your 7) + the d6 and I get another 3 with ere we go(you can get 4). If i roll and 3 or more I'm at 12 on turn one which is nice for the 6+ shrug. With the pigs doing most of my fighting early I dont have to rely on the +1 to hit/wound as much as they will probably be charging and getting that anyways.

    Still iterating on the list. Tournament isn't until late June so Ive got some time to adjust stuff. Let me know what ya think!

    -Dream

  7. Ive been playing very similar lists and having a lot of fun/success with it. Havent played teclis or nagash or kroak with it so not sure how it fairs against the other spell dominant lists. Im going to be taking it to a tournament in June. We'll see how that goes. 

    Also you can only Might Destroyers Ironjawz units. so thats a no go on the prophet.

  8. 16 hours ago, Evantas said:

    I think the 1-drop Vanguard Chambers is still seen. That's literally the only one left hanging around though. 

    Heard rumors that AoS 3 will get rid of all battalions in matched play. So even that is gone. Which sucks cause I just bought and finished painting it this week. Probably never going to get to take it to a tournament at all if AoS 3 drops early june.

    • Sad 1
  9. On 10/24/2020 at 3:51 PM, Charleston said:

    I use an Ikea Kvissle Box with a sever machine bag for my armies. It´s a reasonable priced option:

    ejdxzw91ghd31.jpg?width=2048&format=pjpg

    Where did you get this bag. I've googled around and cant find a bag that is similar. I already have the ikea kvissle box coming and I'll want something to haul it around in.  Could you be so kind as to provide a link?

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