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Requizen

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Requizen last won the day on September 27 2018

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About Requizen

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  1. Requizen

    Dreadfane

    Curious if there'll be Universal cards in here, or just warband cards for the Sequitors/Banshees. Also, couldn't be an Underworlds season without 2 Stormcast Warbands lololol
  2. Requizen

    AoS 2 - Bonesplitterz Discussion

    Dice App I'm gonna be in a slow-grow league, starting at 1000 points and working up to 2k. Here's what I'm hoping to start with: Maniak Weirdnob - Brutal Beast Spirits Wurrgog Prophet - General, Squirmy Warpaint, Hand of Gork, Juju Wotnotz 30x Arrerboyz 10x Savage Boarboy Maniaks Aethervoid Pendulum 1000/1000 Maybe 30 Arrerboyz is a bit mean in 1000 points, but I like having a mix of shooting and melee. Or drop 10 Arrerz and take a Big Boss instead, losing some shooting but potentially getting exploding 6s on either unit.
  3. Requizen

    AoS 2 - Stormcast Eternals Discussion

    Interesting, it's pretty much a straight up Hammer and Anvil style army. I'd want a bit more shooting, but I think leaning more towards melee is fine as well. Comet is obviously great if you can just drop it on top of some heroes, too.
  4. Requizen

    AoS 2 - Stormcast Eternals Discussion

    Empower is nice but far from necessary. 5 more Evos means you obliterate most units you hit instead of just hurting them badly. 10 Evos getting bombed into a unit will generally kill it as long as you swing first.
  5. Requizen

    AoS 2 - Stormcast Eternals Discussion

    I would consider swapping to the Arcanum on Foot and dropping the 10 man Sequitor unit to 5 man. That would free up enough points to take one of the Evo units as 10, which is a big jump in hitting power.
  6. Requizen

    Armies without Summons?

    Pretty much every Summoning ability has a counter. Generally it's "kill Heroes", and once you get good at recognizing and acting on those counters, you learn to play around it. Seraphon: As soon as the Slann dies, summoning is done. I guess Astrolith Bearers can gain some summoning points, but not really. Legions of Nagash: Kill the General. Nagash himself makes this a problem, but any other General is at least somewhat killable and once gone, that's it. Additionally, killing other Heroes limits their ability to return models to units. Nurgle: Kill the Heroes and stand by trees. Also, once you get in their territory you slow down their point generation. Tzeentch: Kill Wizards, which you're going to be doing anyways. Gitz: DON'T KILL the Grots. If you leave them with 5 Grots remaining, the unit can't come back and has no impact on the game. Beasts: Kill any Hero next to the Herdstone. They don't gain points without it (I guess Allherd still could but not enough). Khorne: Like Gitz, leave units alive with just a couple models. Also, kill Heroes since the GHB summoning ability requires you to drop by them. Slaanesh: Don't let the Heroes get into combat. Or if they do, kill them quickly before they can rack up points. I think that's it with summoning. SCE can summon - with one specific Stormhost, if a unit dies and you have a CP and then roll a 5+. So you can't stop it... but we're not talking any sort of certainty of it happening. Even if you can't kill the Heroes quickly and easily, you can still mitigate Summoning by learning how to zone. Most summoned units have to be set up wholly near a Hero or Terrain piece, generally 9" away from enemies (Gitz being an exception). One of the most important skills to learn in AoS is how to use and abuse those 9" summoning bubbles, so the opponent cannot get the new units anywhere easily. Summoning 20 Plaguebearers turn 5 doesn't mean anything if they're not on an Objective. Getting a Bloodthirster in is pretty pointless if the only thing it can charge is 10 Clanrats. Summoning is a very strong tool, and does probably need a second pass with the balance team (specifically Legions of Nagash), but it's not broken and doesn't make the game unplayable. Once you figure out how to play around it, it's just another ability like any Allegiance has, just with a different impact.
  7. Requizen

    AoS 2 - Stormcast Eternals Discussion

    My dice shows a 4 (after rerolls, if there are any). There's 3 activations of the CA, giving +3. 4+3 = 7, which means your hit roll is a 7. The effect triggers on a 6+, and 7 > 6. Yeah, it's potentially bonkers, but at the same time it's quite hard to pull off and not always useful.
  8. Requizen

    AoS 2 - Stormcast Eternals Discussion

    Still musing on that. Lib blobs are still quite tanky, and you don't need to run the LCoD up the board on turn 1 necessarily, so you can have a tanky Staunch blob that moves up slowly until you're ready to charge into a chaff blob with the Dracoth and then use the Libs to hold other things in place. Also, there's nothing stopping you from taking a Sequitor brick not as Battleline, which is what Stormcrutch (the #2 at LVO) did and used Judicators as his Battleline for some shooting support. I would imagine something similar for a Dracoth version.
  9. Requizen

    AoS 2 - Stormcast Eternals Discussion

    I'd probably shoot it, but yeah with Look Out Sir and a 5+ shrug you're going to have a rough time of it. FEC and Skaven are both looking to be super strong and make the meta crazy.
  10. Requizen

    AoS 2 - Stormcast Eternals Discussion

    What do people think of running a Dracoth with the same suite as the exploding Stardrake? A Staunch/Lantern/Molten Helm/Azyrite Halo Dracoth is, of course, 9 less wounds and doesn't have some of the abilities (table wide MWs, bite attack), but it frees up 340 points compared to the Stardrake. 7 wounds on a 2+RR will still take around 250 wounds to kill on average, though it is much more susceptible to MWs popping it out. Still, as a mini-bomb and not a full centerpiece of the list, you could buff it up and chuck it into Skeletons, Grots, Gors, etc and just watch them blow themselves up. And then you'd also have points left over to bring more to the table than just the minimal support pieces, which I think might make a more TAC list than the traditional Stardrake build.
  11. Requizen

    AoS 2 - Stormcast Eternals Discussion

    This is why I think at least a measure of shooting/damage casting (cough cough Comet) will be necessary for every SCE list. Kill the Heroes, win the games. I won in basically T1 against a LoN army because I killed the general, and it was the only thing that let me claw to victory against double VLoZD in Duality. You know what's really good at killing Heroes that like to hide? Comets and Longstrikes. I think if you're not running at least one of those, you'll struggle super hard against heavy summoning/resummoning armies.
  12. Requizen

    AoS 2 - Stormcast Eternals Discussion

    I think it's personal preference, for sure. Nothing wrong with the Veritant in this situation, but when something does get close to my Longstrikes, I like to shut it down hard. I'm also a bit more aggressive with my Longstrike placement lately, so that 12" bubble is generally further up the board where it has some impact. But yeah, I don't think one is completely better than the other.
  13. Requizen

    AoS 2 - Stormcast Eternals Discussion

    This list, but swapped the Castellant for an Incantor: I've been using it for a while now, starting to get a good handle on matchups. It's got a rough go against massed bodies unless the Evos do real work, but overall there's a lot of power in the list and I'm quite happy with it. Overall the swap for the Incantor has felt nice, but the lack of the extra CP is noticeable. I might do some slight tweaking before Adepticon but I think I'm feeling pretty comfortable with it right now. Looks interesting! It'll depend very much on terrain and missions, but this is a pretty strong list for just walking forward and removing units. I would be tempted to swap the Azyros for a Castellant - you want those Sequitors to survive as long as possible, as soon as they die you really start to become quite vulnerable in the rest of your units, so the +1 save makes a pretty big difference here. It's 1990, so that's a bit rough. Though I have considered swapping the Skinks for Aetherwings, which would open up 10 points. But also, Lightning Storm has been so good in many of my games - hitting a monster or big unit with -1 to hit slows things down so much that it's not even funny. And occasionally hitting an Evocator unit with Healing Storm to keep it from death for another turn is huge, way bigger than the Hound imo.
  14. Requizen

    AoS 2 - Stormcast Eternals Discussion

    5-0 with Anvilstrike this weekend. Swapped the Castellant for Incantor and while the Dispel isn't always necessary, the games where it's clutch are very noteworthy. I didn't miss the save as much as the Gryph Hound, missed that extra free model to zone and hold objectives.
  15. Requizen

    The Rumour Thread

    Damage is rarely an issue. Kill 5 Goblins or Plague Monks or Skinks, whoopdie doo. Geminids debuff, Pendulum can never turn around to hit you. Comet does WAAAY more damage if you hit 3+ units and can be cast outside of dispel range. Magic Mushroom similar. Balewind buffs the caster. Spellportal lets you cast Hand of Dust anywhere on the table. Cogs is probably the best endless spell in general terms for either way of using it. Yeah Horse Blast probably does the most damage, but at the end of the day it's 5d3 max if you roll hot, likely only hitting one unit. I'd rather have buffing/debuffing Endless Spells any day of the week, or one that does zone denial like Comet/Mushroom/Vortex.
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