Jump to content

Aeonotakist

Members
  • Posts

    181
  • Joined

  • Last visited

Posts posted by Aeonotakist

  1. On 7/18/2020 at 6:02 PM, Marcvs said:

    So Searphon ARE very powerful right now, especially if they spam salamanders (I had the pleasure of facing 3 blocks of 12 in a 1250pts tournament lol) but I still struggle to imagine how 2000 pts can win vs 4000. What was the turn structure? Did the seraphon player get to play two times per battleround?

    Not knowing how it went, the only thing I can point out is the need to learn how to screen effectively to have a fighting chance vs salamanders. Their range is only 12" so a screen 3.5"around your important stuff will keep them safe. If you get to chose, let Seraphon go first so that they can't have a double turn. If they hit your screens you can now at least hit the salamander with the good stuff (you would have a 7" charge with the sequitors). As it was said, they are still strong in melee and they even get a 4+ save (yeah, the same as heroes from ages past covereed in a god-forged armour) but at least you can try and do something. They are somewhat vulnerable to battleshock if they don't have heroes babysitting (they shouldn't if they are teleported) since they will lose skink handlers quite fast to protect the salamanders. If they are NOT teleported, screening is less important and you have to calculate precisely their threat range, which starts at 20", and increases in the sub-allegiance which gives skinks bonus move on first turn and can be increased more with abilities giving run and charge. So calculate this, deploy outside this range and have them go first (if you can choose), then at least you get to read the table and decide what you can do

    It is just standard turn which Seraphon only move once per turn. I heard the biggest problem is about summon and screening while almost invulnerable basalidon come into play. They only get 9 Salamander in 2000 list. 

  2. On 7/18/2020 at 4:25 PM, Skreech Verminking said:

    I’m not really a Stormcast player, nor have I played against a seraphons army yet, (so please be forgiving, if my comment isn’t to your likings).

    Having had a good look through the battletome of the seraphons, They are probably the most toxic casters and buffers in the game.

    Most of their units don’t in particularly have any great warscroll on their own, but with the allegiance ability and other buffing aspects, they get pretty ridiculous.

    Still most of their units aren’t that cheap and will mostly take a ton of space, that would be needed for bigger horde units to take and hold objective.

    which will us

    usually resolve with a seraphon player, having the minimum of 30 (or 60if the unit size was changed) skinks.

    against seraphons your best bet is probably to spam a ton of bodies that can hold objective.

    with Stormcast, this might be limited to a 100 Liberators and a hero or 2 for 200points.

    other options are definitely also a possibility, but since I’m more of a skaven , rather then a elitish Stormcast player, my knowledge is basically limited to mostly hordes.

    No, they do have salamader that is super on profile. Shooting + melee can easily eliminate sequitor at the same point level. Also it is not easy to body them as skinks are so easy to summon and easily outnumber SE models.

  3. On 6/17/2020 at 2:09 PM, Gecktron said:

    Was this a 4000p Seraphon vs 2000p SCE+2000p Sylvaneth battle or 2000p Seraphon vs 2000p Slyvaneth/SCE?
     

    Sorry I lost my account while ago... It was an 2000p vs 2000p SCE and 2000p Sylvaneth. I agree the list of SE+Syl army is quite old style (SE uses Hammer of Sigmar heavy Sequitor army and Syl with heavy Sythe Hunters) bu the result was still astonishing to see...

     

    The Seraphon is a heavy Salamadar list with Dragon Tail alligence.

     

     

  4. On 7/14/2020 at 7:51 PM, Zplash said:

    So the new scenarios with favoring battleline and heros a lot look like a little nerf to KO... Our Heros are so slow without embarked on boats and within boats they don't count for objective taking... 

    Battline could be ok if you play bubble boys battleline or a skyport which gives you battleline which you already play in your list otherwise KO is more or less short on fast moving battlelines. 

    Last but not least I thought the biggest push for us is the lose of realm artefacts especially the ethernal amulet but now after I've seen the chamon artefact "ignoring rend 1" it just feels like every monster will take that instead of ethernal amulet and than we are in the same position with our Rend 1 shooting hehe

    Triumph reduction we already discussed as a small nerf. 

    Still KO is very strong Armee in my opinion and I already have trouble to play them within my gaming group because most games are over in turn 2 or 3 and so far they didnt find the right strategy vs KO. I'll have to admit we don't have tzeentch, seraphon or Legion of chaos currently in our group. So vs the top meta we have to see how we will do. :)

    What do you think about the changes in GHB2020 so far and the effect on our beloved Dwarfs? 

     

    Actually, the Prime and spell caster cost reduction in SE opens a new way of playing for us, making our HQ sniping even more deadly. Imagine you get ever blazing comet + warp lightning + prime comets rod combo. It is average 8 MW output before someone can even move, which is scary for a lot armies. Though it cost a lot (300+90+100) but at least it can be handled as alley (100 for comet is not counted as alley points so 390 from SE). Also, if our points reduction come true, we all get around 120pts freed now.

     

    BTW, I have played with some really experienced players with KO. Some matches are just completely hopeless. My impression is KO got very bad matches against most 'out of board deep strike + ranged' army. Typically Seraphon, SE with raptor, CoS living wood with iron drake. Also teleport + ranged army can ****** you up if they get fewer drops, like Tz and another lower drops KO.

     

    Besides that, several bad match includes:

    ID, their Ishlaen Guard makes our shooting completely useless

    Orcs with revive boyz, just not enough fire power to stop them screen

    Some niche list from Skaven and Fyre Slayer with heavy  'out of board deep strike + ranged'

    Some other niche list focusing on -1 hit from range, like certain Ogre, DoK, SE with start dragon and Nurgle.

     

    Generally speaking, I think KO plays a moderate role in the meta. It is efficient against some very popular enemy like Bonereaper, Realmlord, also extremely hopeless against some others. The reason why KO seems quite strong is, when a player knows very little about how KO works, they will lose so quickly against our gun line.   

  5. Just recently an experienced Seraphon player use traditional Thunderquake in Starborne to fight 2000 SE + 2000 Sylvaneth combination. The Seraphone got Engine of God, some Bastiladon and some Salamander. SE is traditional Heldenhammer with Raptors. Finally it turned out Seraphon got 1100pts remaining and SE +Sylvaneth only have about 600 pts on table.

     

    I just wonder, is there any clue on how can a SE army beat Seraphon like that? I see there is a huge gap that cannot even be fulfilled by tactics and list building.

  6. On 6/8/2020 at 11:40 PM, zilberfrid said:

    I know very little, but this is what I think:

    1. Kharadron rely quite a bit on their rend, Nighthaunt is immune to that army wide, so you'll probably want to use a few allies here and there (Gyrocopters come to mind). Navigators and other effects that punish fliers will be all kinds of fun though.
    2. I hope for a cost reduction of 10 to Skywardens, and 20 for Brokk. Maybe something off the Ironclad, but I am entirely uncertain.
    3. The battletome made listbuilding interesting, which it wasn't before. It's not the "Balance? Is that a breakfast food?" style battletomes like Ossiarch, Tzeench or Seraphon, but it's a good book with multiple viable tactics, more in line with (and dare I say better than) Cities. It's by no means bottom tier, but has some really bad matchups. In my mind, the poorly thought out battletomes are those that have a wildly unbalanced subfaction (do we ever see anything else then Petrifex?), battalion (Changehost) or just odd rules (Seraphon). A good battletome is one that will actually get used in its entirety.

    Actually, based on my experience against nighthaunt, it is not a very difficult game. Pure Nighthaunt is one of those most miserable armies with AOS 2.0 battletomes. Partly due to it has been released in early stage.  User Thunderer to focus fire on their HQs, Nighthaunt will be harmless pretty soon.

    However, NH in LoN army is a different story. 

    • Like 1
  7. 34 minutes ago, Acid_Nine said:

    Honestly this would be fun for teclis too.  Lord Scrub the earth wizard casts these stones near teclis, who uses his first 4 spells on lower level / utility spells to get the number up to +5.  "And now for the spell 'Nuke of Hyish', I will drain the reservoir to cast at a +5."

    Saw the leaked of Teclis. He is almost impossible to fail in casting. He got auto cast dice on 12/10/10/10/10.

  8. On 2/17/2020 at 1:48 PM, 5kaven5lave said:

    So I think my games so far have taught me that just one ship isn’t enough as you lack a lot of movement otherwise but I was having trouble fitting everything in as well as a Batallion. So my response to that is below, a list I’ve called ‘Mommy Boat and Baby Boat’.

    12 drops but I don’t think it matters as it can alpha but also screen off turn 1. After the ArCo the list is basically in 2 sections: a) Ironclad chilling with 10 Thunderers and 6 Riggers (+ heroes) and b) Gunhauler with 5 Thunderers and 3 Riggers. They can team up or split up and drop stuff off on objectives as needed. Extra Zilfin move will help for that too and the auto-run 6 will help surviving ArCo screens move around the board to sit on objectives etc. Just wanted to share really but if anyone has suggestions they’re more than welcome!!

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin
    Aether-Khemist (90)
    - General
    - Command Trait: Collector  
    - Artefact: Staff of Ocular Optimisation  
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol  
    Endrinmaster with Dirigible Suit (220)
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Grundstok Thunderers (240)
    5 x Grundstok Thunderers (120)
    6 x Endrinriggers (200)
    - 2x Aethermatic Volley Guns
    - 2x Drill Launcher
    3 x Endrinriggers (100)
    - 1x Aethermatic Volley Guns
    - 1x Drill Launcher
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    - Great Endrinworks: Coalbeard's Collapsible Compartments
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 107

    Lost 2 games with a quite similar list. One is against Grey Water with long side deployment. They shot 40+ inches which make it eventually impossible to hide from the volley the first turn. Another time against SE with Raptors. They just landed the first turn and killed about 400 points of my balloons. 

     

    I still think we need some Alpha Strike ability and much less deployments... Otherwise it is no hope against some competitive long range/ deep dive alpha-strike list.

    • Like 1
  9. Just now, PJetski said:

    I have the GHB in front of me right now and there is no rule of one, or any kind of matched play restriction about using the same command ability more than once.

    They might errata it later but given how many erratas they put out for some potentially broken stackable abilities, I think it's fair to assume the intent is what is written.

    I guess the Ordinator CA will become 'cannot use it twice on same unit'

    Almost every hero with CA that can lead to attack twice or in another phase has this limitation now.

  10. 40 minutes ago, amysrevenge said:

    Yeah, but according to every preview Heroes are invicincible now with Look Out Sir!  Invincible.

    Actually I dont think you understand what he says.  Stardrake, Comet and DS Prime all have extremely long range mw damage. Even your hero is well armed with -3 to hit and 2+ reroll1. They will still die because of MW with almost unlimited range. A double turn will actually kill hq about 10 wound very easily.

     

    I dont really think currently what we see from SE can lead to some interesting game play. But maybe in GHB there will be some limit.

  11. 10 hours ago, Bradipo322 said:

    So previously Hammers ofSigmar had 2 abilities and 1 command trait:

    • +1 bravery;
    • When a liberator unit dies on a 6+ it returns on your next turn;
    • All your units within 3" from your general have a 6+ save against wounds and mortal wounds (command trait).

    What will it keep and what will it lose? +1 bravery is not that great (it's good but not overpowered) and the command trait is somewhat viable but not at a "staunch defender" level. The one that seems most intresting is the resummon save on the liberators but getting that "for free" seems too much.

    Don’t agree with that 6+ save liberator. Actually libtator today is totally under powered by the 2.0 new units. I doubt if there will be anyone still use that as battle line any longer.

  12. 21 hours ago, Requizen said:

    Probably, like I said it's super blurry. The Hammers of Sigmar ability becomes useless in Matched Play if that's "destroyed" instead of "deployed", who is going to set aside points to bring back Libs?

    And if that's the Hallowed Knights ability they're going to be OP as heck. 2+ to ignore death and attack is extremely strong. 

    Thunderhead with 4 units of Libs is 800 points minimum (at current values, could change in the new book). 

    Lords of the Storm with 6 characters is 680 minimum (only taking 100 point characters, again can change).

    And then I imagine both of those Stormhost uber-battalions will have a points cost, so higher. 

    I would imagine that you'll be locked into a very specific build style, those are pretty hefty point costs for just core stuff. 

    I think the description is clear here. When the unit is destroyed, you have a way to counter that 'destroy' and restore it to full strength. Only different compare from normal restore is you setup this unit in Celestial realm.

     

    So it is filling models to existing unit. Not sommon new stuff.

  13. 15 hours ago, daedalus81 said:

    Kurnoth are 50% more durable *without* rerollable saves. 

    Ranged
    Kurnoth does 2 * .5 * .666 * .666 * 2 = 0.89
    Skyfire does 1 * .333 * .666 * .666 * 2 = 0.30 (regular) plus 1 * .333 * 2 = 0.67 for a total of 0.97 (assuming shaman is near).

    Melee
    Kurnoth does 3 * .5 * .5 * .5 * 1 = 0.38 plus 1.5 mortal for 1.88 total.
    Skyfire does 2 * .55 * .55 * .5 * 1 = 0.30 plus 1 * .75 * .55 * .5 * 1 = 0.21  plus 2 * .75 * .888 * .666 * 2 = 1.77 for 2.28 total

    Skyfires are definitely not better than Kurnoth.

    Edit: added rerolls for skyfires.  

    Skyfires do 18% more damage, but are 66% as durable before Kurnoth rerolls.  That they fly makes up for this.

    Actually Kunoth is good for reliability not damage at all. They are tactical option because they are more tough than most tanky units in other army list.

    Talking about damage so many range units can do much better than Kunoth like Prosecutors with Javelin or Hearth Guard. 

     

    These guys need to be compared with Prosecutors, which is short ranged but very mobile.

    Posecutors are half points and 6 of them can do 4*0.66*0.66*0.66*2=2,37  and another 4*0.66*0.66*0.5*2=1,78 do total 4.148.

    3 Skyfire can do 2.91.

     

    Prosecutors are even tougher as same wound count but 4+ reroll 1.

  14. On 27/10/2016 at 0:07 PM, Arkiham said:

    See, that's the thing. my opponent wants to put nagash up in a balewind ? sure go for it. I'll destroy the rest of your army.

    Wanna out archaon up there ? well I'm not catching him when he falls and again, bye bye rest of army.

    Few people put their expensive  models on top of one as it's a waste of points, you need the points working to their full efficency.

    Archaon on horse not the big monster costs only 300+ and has same general ability.

     

    That one on Balewind is really a good choice against melee focused list.

×
×
  • Create New...