-
Posts
119 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by nine7six
-
-
those battalions are hefty... not much room left afterwards when i include the prime. If i don't include him i'm not sure what else to add.
-
Anyone got a good list that doens't use the new stuff except an incantor or 2?
I have so many warrior chamber models but none of the new stuff except incantors and struggling to write a list. Anything i can come up with is also heavy drop wise as the battlion suck....
trying to stay tempest lords as i've painted them that way since beginning of AoS and used upgrade sprues.
-
how are people going with everblaze comet in their lists, do you find it's worth it or is it too pricey?
are any of the SCE endless spells must haves?
-
8 minutes ago, AwareTheLegend said:
Honestly the difference is less than a wound at 3+ and only 2 wounds at 6+
Keep in mind none of this includes self buffing. I haven't run the numbers on rerolling failed wound rolls but I believe it makes Grandstaves even better.
nice! i wanted to run them in my tempest lords list with lord celestant on foot giving them +1 to hit and +1 to wound then buff themselves on rerolling to wounds with a knight azyros right behind so they can reroll hits aswell
- 1
-
9 minutes ago, AwareTheLegend said:
3. Grandstaves are better than Tempest Blades on every thing 3+ and up.
no rend doesn't matter? been wondering this aswell..
-
anyone know why one of the new spell lores says evocators can't take but the other one doesn't even though their warscroll says they dont know any other spells?
- 1
-
If i take a stormhost, does my general get access to both command abilities (stormhost plus one that comes with model) or does it replace the innate one they get?
-
On 7/4/2018 at 1:54 PM, Arkanaut Admiral said:
Good point. My reasoning was the number of wounds they have would differate them. An ironclad having twice as many as a gunhauler for example.
Plus I think of saves in abstract terms. Like, an Ironclad could have an 3+ save because it’s durable and shrugs off everything that hits it, whilst a gunhauler has a 3+ save because it’s really fast and manoeuvrable.
I could settle for the Ironclad having a 3+ save and the others having a 4+ save though.
that increase in save is what i've wanted since the beginning, frigate is useless at 5+, so much has -1 rend that you hardly make any saves lol.
- 1
-
does the lord celestant on dracoth thundershield still do 1 mortal wound for each successful rerolled save or is it just 1 mortal wound now total no matter how many rerolls?
-
3 hours ago, Lysandestolpe said:
I have a question regarding the Lord Celestant on Dracoth. Which weapon has the most potential in the new edition? I’m torn between glave and axe, mostly for the aesthetics. I appreciate any help
I'm thinking thunderaxe since I run tempest lords and the command trait only works if i'm within range of another unit anyway so guaranteed at least 1 extra attack already lol
- 1
-
anyone seen updated points/scroll for the errant-questor?
-
18 minutes ago, mystycalchemy said:
That last line sums them up. No special weapons, no unknown rules, they are exactly as they appeared in Soul Wars. They are required for a few battalions though.
They have stormhost rules, Guerilla Miniature games has a review a page or two back that covers it.
Won’t be able too for a few hours
-
Tempest lords?
-
9 minutes ago, FractalRain said:
I don't know, it doesn't make a lot of sense to me. Why would they take away the ability to fly over a unit while grapneling? It would eliminate the most useful aspect of the ability, particularly against armies with many units - they could effectively deny you most of the table. We would have to try and fly over or around the offending unit and then grapnel somewhere?
I agree, doesn't make sense to me either. that's why I'm wondering if it's only worth having 1 in a unit or none and just use drill canons.
-
19 hours ago, Malakithe said:
Nighthaunts battle traits and allegiance got fully changed
Rumour is scions of the storm is same but Unit will be -1 to hit on turn it comes down, I hope it’s true cause that’s better and fluffy too!
-
I never glued the special weapon to my endrinriggers/skywardens. Drill canon a safe bet to glue now with grapnel nerf? Or one of each in a 6 man unit
-
anyone think that the rule allowing charging units to always go first in combat phase will come to Aos?
-
51 minutes ago, Galas said:
To me, the "anchor" seems Destruction. Look at it. The "stick" that conect the 3 parts its like a bone. But not a Death bone, its just like... archaic, Destruction tribal style.
when i looked at it I thought a piece of wood not bone but I agree with it being destruction. Immediatley thought of grots in airships.
-
-
does anyone know if there are pre-order bonuses for stormcast?
-
26 minutes ago, Requizen said:
If so, it's pretty good. However, not gamebreaking, since it's only on a 6 and they're only Liberators. Not up to Hallowed Knights (at current squinty reading).
Leadbelcher spray cans about to be sold out worldwide, calling it now.
- 2
-
2 minutes ago, Requizen said:
Anything currently that returns to the board after it's destroyed costs points. There could be some odd wording or something that lets Stormcast get around that, but I somehow doubt it, unless GW wants to show clear bias (which they might, I suppose).
yeah there would be a big point of contention with the death artifact that's been FAQ'd to cost points. You could argue that it shouldn't use reinforcement points because it says "the same unit" so it's not a new unit that's being setup, plus you are also probably paying points for that ability. who knows until we get the book...
-
12 hours ago, Requizen said:
Squinting really hard:
Hammers of Sigmar: Bravery +1, Liberators gain Lightning Strike on a roll of 6 during deployment, 6+ ward save for Command Trait
Hallowed Knights: 3+ to ignore negative spells, +1" to run and charge, looks like potentially able to pile in and attack after being killed if they haven't already attacked.
Looks like both gain Lightning Strike if you max out the battalions? Pretty blurry.
I got something different:
Hammers of Sigmar:
When a friendly unit of liberators is destroyed, roll a dice. On a roll of 6 Sigmar (can't make out word) his chosen warriors. Set up that unit retsored to full strength in the celestial realm and return it to the battle in your next movement phase as if it had the lightning strike ability.
Hallowed Knights:
when a hallowed knights hero is slain in the combat phase before they have a (can't make word) their attacks roll a dice. If the result is 2 or more they are not removed as a cacualty until the end of the phase and in the meantime can still pile in and attack as normal
AoS 2 - Stormcast Eternals Discussion
in Stormcast Eternals
Posted
Hi Everyone,
two questions:
I feel that if 1 is true since it's a different ability then 2 should also be true?