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Tango Trooper

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Everything posted by Tango Trooper

  1. I'll be blunt here. Your wardens will be trampled by Blood Knights, the Blood Knights will then hit your Lord Regent or your Sentinels, perhaps your wizards. The stonemages will use Gravitic Redirection and prevent the Blood Knight tramples. The stoneguard will then charge the Blood Knights. I've seen 20 Wardens be exterminated by Blood Knights and then 30 Sentinels be exterminated by the same Blood Knights. Hence my switch to Stoneguard. I do not want the 12 inch auras. I only use army wide buffs. This is also why I don't use Total Eclipse because not all enemies use Command Points. The same applies to crippling vertigo which does not work on high bravery units or even whole armies like nighthaunts. I'm not sure what your aim is but my armies are proven in battle and not by debates of theories placed on incorrect fundamentals. If I want to grab an objective I use Transportation Vortex. If I want to hold a battleline I will use Stoneguard and Stonemages backed by Sentinels or Wind Chargers.
  2. I think that's a double edged sword. I'm not sure +1 attack is worthwhile when windchargers have 12 range and other armies have 24inch ranges. I guess the movement remains in the hands of the conjurer even after the 'host wizard' has died. The incarnate can be very vulnerable when faced with ranged units. Fortunately, not every army has devastating ranged units and the plus side remains our wizards can die fast to a snipe when wanted. I guess no retreat merges we'll with the new Helon buffs which don't allow the old hit and retreat patterns.
  3. The spirit of the mountain is not worth the points anymore. It is avelenor or no behemoth. Also, I run expert conquerors and not bounty hunters. You don't seem to get the battle line requirements of 3+ battline at a 2000 points game. I don't play less than 2000 points and 4 battleline are required at 3000 points. There is no option to just have one unit of stoneguard. There are few synergies for Wardens and too many to list for Stoneguard. Fully buffed Stoneguard outplay fully buffed Wardens. Furthermore, I have speed of hysh for my stoneguard and also run the stoneguard. It is difficult to record the eb and flow of a dice game. There are more options now than pure Wardens and Sentinels. The great divide means my alarith force is very potent and Ymmetrica is almost identical to pre-battletome. Furthermore, MSU and Lighting Reactions means there is little chance for enemy units not to meet my units. You seem to have ignored the spells which halt enemy units or Halve enemy unit movements. There is no need to move 56" with windchargers on double speed of hysh, 4 inch normal move is enough when minimal moves are enough. Anything more requires magic which is fine.
  4. I see why double damage was removed from the mallets. Double and treble damage with a wound roll of 2+ and an extra attack from Avelenor would have been crazy damage output on galletion veteran units for bounty hunters.
  5. We deal mortal wounds to counter the -3 rend models. Prior to these changes we would be wiped by -3 rend monsters. The only defence was lambent light and sentinel spam. You can ****** and moan all you like about our army but we are mostly 1 damage unit based with access to mortals, not multiple damage units with access to -3 rend. The new battletome has removed a lot of the issues people bitched about has also given us better chance at negating -3 rend models. We must cover our weaknesses because if left to people like you we'd be wiped from the table without contestation.
  6. We had a lot of damage spells but most people didn't use them. Thus, they were removed. A lot of people used overwhelming heat so it was moved from zaitrec to lore of hysh. The main advantage of every unit having a wizard is the dispels and unbinds. We might not be able to deal much damage from wizards now but opponents also can't use a lot of magic against us either.
  7. I never used stratum due to the rerolls. It was never worthwhile. The stratum slowes the game with no real benefit. Also, double damage or treble damage doesn't cause you to roll more dice. Number of attacks make you roll more dice.
  8. I've checked my Army Roster and I still believe Stoneguard outperform Wardens. The only area in which Wardens are better is the 3inch reach compared to 1inch reach. If you are fishing for Mortal Wounds then both are comparable as both require a spell buff, yet, stoneguard don't risk unit loss from a miscast. Furthermore, I would have preferred to keep double damage on a 6 with mallet to bolster Bounty Hunter and thus get treble damage on a 6. Wardens have no rend on the spears whilst Stoneguard can have 2 rend with a stonemage. Mortal wounds have no synergies with rend except against Mortal Wound saves. I'd still prefer to kill 3 wounds/models with treble damage inflicted over 1 wound per character with a Mortal wound. In some ways the damage has been nerfed but in other ways the damage has been increased. I will have to play more games to work out if I will synergise with the Mortal wound output or not.
  9. I wouldn't go all melee with Teclis due to ranged armies. Ranged armies were a pain prior to the alarith temple battalion removal from matched play. There must be counter play to stop unit snipes. Of course, you can still be sniped but the screen is more capable with sentinels in front of wizards. The screen can also unleash hell and shoot twice. I don't particularly fish for mortals with my sentinels, merely use them to zone block when possible. We only have to survive and score points for 5 turns. Synergies are important and the synergies have been improved. I prefer the new setup compared to the old Alarith Temple Battalion. I've even removed my spirit of the mountain.
  10. Here is the link I referenced: https://www.goonhammer.com/lumineth-realm-lords-2022-the-goonhammer-review/ I won't receive the battletome myself until release day on 15th.
  11. It's no worse than Blood Knights riding over the Stoneguard or Sons of Behemot kicking units off objectives...bounty hunter also increases the damage inflicted on stoneguard. The game is about counter plays.
  12. The stoneguard are the anvil and would use Bonded in Battle (all models in unit can hit units 1/2 inch from touched model). The game is about points scored and expert conquerors turn 10 stoneguard into 30 on an objective with a +4 save and +4 mortal wound save. The +2 rend from the stonemage means +5 and +6 saves are nullified unless ethereal Blessing or rend negations are used against stoneguard. The Stoneguard can also push other units off objectives. 10 stoneguard have 20 wounds combined and 10 wardens only have 10 wounds. We don't field stoneguard to kill enemies, we field stoneguard to hold enemies. Age of Sigmar is a fast paced game with a lot of death. Some units can wipe 10 Wardens before the wardens can even retaliate. 20 wardens cost 290 points and 10 stoneguard cost 240 points. When we take 3 units of stoneguard as batteline the stonemage has already been paid for by the lower point costs compared to wardens.
  13. Yeah, with both weapon options it is 6 to mortal wound now. I advise using a banner in larger groups of stoneguard because Calming Zephyr has lost the immunity to battleshock and stonemage has lost the battleshock immunity spell too. You could still run a cathallar for the battleshock tests as well. I would also advise the seneschal be given the same weapons as the rest of the unit. Only the bannermen should use a stratum.
  14. The stoneguard are still 120 points I think. They get +4 save, +4 mortal wounds save on owned objectives. Ignore -1 and -2 rend in Ymmetrica. +2 rend and deal mortal wounds on +5 with the stonemage's new spell. You can also boost the stoneguard to 3 wounds each with the command traits, -1 miss chance (not stackable) from Avelenor/Spirit and gain an extra attack. My batteline are stoneguard in Ymmetrica and they are much better than Wardens now. Even with the old battalion not being played in matched play. Edit: clarification on stonemage spell
  15. As GW are moving away from rerolls ( we lost lambent light ) do you think we will lose Chronomantic Cogs and Shrine Luminor rerolls some time soon?
  16. The enlightener certainly has a pull now she can double deal overwhelming heat and solar flare. My stonemages have lost the usual attacks alongside the zaitrec overwhelming heat. I might take 2 enlighteners to deal damage in my 3000 point list. Speed of hysh is still on my archers and I don't feel the need to double dose speed of hysh.
  17. I believe it was an oversight that teclis doesn't know all lores. I believe it will be corrected. I was shocked to see the efficiency of casting being tied to wounds for teclis though. I only hope Nagash and other large casters get the same treatment.
  18. I prefer Howling Gale to Total Eclipse. I don't use Teclis though. I often use overwhelm tactics and dismantle units in isolation. I realise total eclipse can double the cp cost but I prefer to block the cp use in the entirety for units I'm engaged with. Howling gale has also increased in cast roll though. I'm not sure whether to switch Howling gale for transportation vortex now that both have high casts. Prior to the change all of my wizards needed cast rolls no higher than 6. Too bad these low cast spells have been removed.
  19. The new battletome is cool and much easier to navigate. Much of the npe has been removed and 30inch range has returned to the sentinels if they are alongside a ballista or another unit of sentinels. Bit disappointed that lore of the high peaks and the lore of the winds have been reduced to three spells each but I'm pleased with the position my lumineth army is in overall
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