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Requizen

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Posts posted by Requizen

  1. 29 minutes ago, yukishiro1 said:

    describing it as an AOS model rather than AOS compatible is what got the listing pulled

    This is basically the issue. You can describe a trademarked product, or even compare to it in an advertisement or listing. You cannot, however, imply connection or relation. 

    Which is dumb and nitpicky and GW's a bit of a punk for enforcing it, but that's the law and they're legally allowed to.

  2. 8 hours ago, CommissarRotke said:

    Any thoughts on COS allies? I know Iceheart Phoenix with Lord was a big choice. Any foot wizards or troops we should keep our eye on?

    I've been thinking about it and my current thought is that, unless you're really looking for theme, there's nothing we need that COS provides. The only thing they do slighly better is mass volume attacks as opposed to our elite quality attacks, but that's not particularly worth the points. 

    The main thing I personally would want is bodies, in case you're light on Redeemers or are going Scions of the Storm. At which case, why not just Ally Skinks instead of Cities? They're cheaper than any Cities unit, can take a ranged weapon, and are faster. They don't have the 4+ of some of the Cities Battleline, but that's not really why you bring a blobby ally imo. 

    Plus, I've got Skinks painted the same scheme as my Stardrake and Dracothian Guard, so it'll look nice to have the whole family on the table again.

    • Like 1
  3. 7 minutes ago, PJetski said:

    It's funny that the 2017 version of the list also had Protectors in it, so we've come full circle. 

    Aside from drakes, I've been experimenting with:

    • Ordinator + 4x Ballista + 2x Gunhauler
    • 15 Protector translocation alpha tar pit
    • Krondys + Starseer shredding armor with their spells then using Crossbows
    • 2x6 Castigators with 2x3 Evocats
    • Knights Excelsior with Yndrasta and MSU Retributors
    • 2x6 Annihilators with Grandhammers and Relictor + Imperatant to double charge turn 1 (I call this the Grand Slam)

    I'd be interested in chatting Ordinator bombs, are you using it as a Scions list and dropping them midfield as a battery? 

    I want to try and figure out some sort of MSU shooting list that plays a spread out, target saturation game, but all our shooting units have gotten so expensive and kind of need support to reach their full potential. 

    I also want to try non-Stormguard Drake style Herohammer with some combination Stardrake, Tauralon, Prime, Krondys/Karazai, mounted Heroes, etc. Not sure if there's a good way to smoosh those together but could be fun.

  4. 7 minutes ago, Sleepa said:

    I was originally super big on Yndrasta, and then found myself disappointed with her output, but I've played her a bit since then, and now I've had some success using her as a tank to support my hammer units, like Annihilators or Retributors. She's great at flying deep and charging into enemy line then just NOT dying. She's not likely to do more than about 6 damage per turn, but my opponent's have been unable to ignore her, and bringing back 1-2 paladins from nearby engagements has been backbreaking in a couple of my games.

    Yeah, she definitely doesn't seem like she can strike out by herself and be a huge threat, but alongside a couple other hitters she seems pretty solid to add damage and support. Too bad there's no good speedy unit she can return models to, or at least one that's not awful (cough Prosecutors).

  5. 8 minutes ago, CommissarRotke said:

    I do like that you've taken one of each melee battleline, with Steelheart just for kicks. Would be interested to see how this played out for sure

    To be fair, you could swap the Sequitors for Vindictors and get enough points to turn Steelhearts into regular Liberators, but I though it would be fun and the points worked out.

    1 minute ago, PJetski said:

    You're really close to getting to the Hallowstrike list I posted earlier! Notes:

    • Saintly Assault only gives bonus attacks to Hero units
    • You have created a durable castle but you lack mobility and a melee hammer to riposte. I would definitely run a Relictor for Translocation to contest objectives
    • Yndrasta sadly isn't worth her points, even in this optimal castle setup
    • Sequitors aren't a proper hammer unit, even in a Stormkeep Hallowed Knights list. You want something like Annihilators, Retributors, or Protectors. 
    • Try to squeeze in an Incantor to help protect Raptors

    Good shout on the Saintly Assault, though the charge rerolls still work for everyone.

    I think you could easily swap Yndrasta for Relictor/Incantor and wiggle some of the Redeemer units around to get 10x Protectors in. Probably a reasonable solution for getting a good Hammer in and more overall utility. Then probably use Warlord to get Mirrorshield on one of the Foot Heroes if you expect the meta to be filthy with shooting.

    But I disagree that she's not worth her points - ignoring Battleshock, bringing back units, and then being a fast, reasonably damaging hero isn't bad. She's not amazing at either being a support or a true hammer, but she splits the difference pretty nicely imo. I'd at least like to try her out, haven't even gotten a single game since Dominion 😫

    • Like 2
  6. While I generally don't care for named characters, Gardus seems almost too good for any deathball/castle build. Even if you're not using his charge ability or combat prowess, a 5+ Ward bubble is so insane. I'm considering running him with a Doubletap Longstrike build just to give them another layer of protection. 

    Thinking a bit:

    Stormcast - Stormkeep, Hallowed Knights, Thunderbolt Volley
    Battle Regiment (all, one drop) or Warlord + Redemption Brotherhood (5 Drop, +1 CP/Holy Order for Call For Aid)

    LAoTauralon - General, Menagerie, Amulet of Destiny (or Mirrorshield), whatever spell
    Yndrasta
    Gardus

    Liberators x5
    Vindictors x10
    Sequitors x10

    Longstrikes x6
    Steelheart's Champions

    2000/2000

    So, if you deploy in a block, you get 5+ ward on everything. Cycle of the Storm + Yndrasta keeps things alive more than they should. Tauralon is making the Longstrikes 2+ to hit in all Shooting Phases until he moves out. Vindictors and Sequitors aren't even bad combat units, especially on the Saintly Assault turn. All your non-Longstrike units are Redeemers in a Stormkeep, so you're pretty good at holding objectives, and if you go Warlord Battalion with Call For Aid, you can bring back one of the Liberator units. And once the Longstrikes did enough damage and you're ready to move out, Yndrasta and the Tauralon are fast and can hit pretty hard.

    Seems... not awful?

  7. I finally sat down with some better scans and wrote up my thoughts

    Spoiler

    Allegiance Abilities - Blaze of Glory, and then choose between Scions of the Storm or Stormkeep

    Scions of the Storm - Same as it ever was. Reserves are good, deep strike is good. We lost the -1 to hit baseline, so it’s not as insane, but the ability to leave important units and shooting units off the table then drop them where they need to be is still quite good.

    Stormkeep - The slower version. Lose deep strike, gain better objective holding and sometimes deal MWs to enemies on objectives. As we’re a low model count army, making Liberators/Sequitors/Vindictors better at holding is a pretty reasonable boost. Also, Bravery Bonuses near those units, which is neat.
    You also get the option to bring in Cities of Sigmar units as Coalition. It’s better than Allies since it doesn’t have the point restriction, but are there any Cities units that really add an insane amount of value? This is a pretty minimal boost at best.

    Blaze of Glory - “Sometimes deal MWs when you die” is kind of lame as a faction defining ability. But it’s kinda cool on some units.

    Command Traits - If your General is a Wizard or Priest, dunno if any of these beat out the Universal ones. If your general is gonna be someone running around doing stuff solo, not sure it beats out Universal +1 Wound either. 
    Shock and Awe - Kinda bad
    Staunch Defender - Kinda ok but still pretty bad
    Envoy of the Heavens - Confusing. +1 save to a unit when one of their models die… sometimes useful? Good for a castle build that’s marching up the board, I suppose.
    Master of the Celestial Menagerie - Amazing for Dragon builds. Meh otherwise.

    Artifacts - Again, these have to compete with 5+ Ward from Universals, which is difficult
    Blade of Heroes - It’s fine for Herohammer
    Hammer of Might - Bad
    Fang of Dracothian - Bad
    Drakescale Armor - Reasonable, but not amazing. Might have to math out to compare to 5+ Ward against 2 damage attacks.
    Mirrorshield - AMAZING for small Heroes you want to keep alive from shooting. Suck it, LRL.
    Amulet of Silvered Sigmarite - Eh
    Quicksilver Draught - Very matchup dependent and situational, but a double fight in general is good.
    Luckstone - I want to like this, since sometimes that one dice will make or break a game, but it’s so limited compared to other stuff.
    Obsidian Amulet - Extremely matchup dependent, but can completely ****** over Teclis, Nagash, etc if you’re lucky.

    Spells - Competing mostly with Flaming Weapon for a Mounted Arcanum
    Lightning Blast - Infinite Range damage on an easy cast is cool, but usually utility is better.
    Azyrite Halo - Really good against massed chump attacks
    Celestial Blades - Solid damage boost for melee units
    Chain Lightning - meh, wish it was D3 MWs in the splash portion
    Thundershock - Potentially devastating in a mass combat, but relying on 3+ is something you do at your own risk.
    Starfall - Very meh, would have preferred guaranteed damage.

    Prayers - Somewhat competing with Curse?
    Divine Light - Solid damage boost, especially since hit rerolls are pretty rare at the moment
    Translocation - Patently insane. Until FAQ’d, you can move in the subsequent Movement Phase, which is broken. Even without it, we all know how good teleporting units is.
    Bless Weapons - Interesting, but dicey. Our crossbow units already have exploding attacks, and most of our units are low number of dice. But, on the right unit, this can be pretty devastating, so keep it under consideration.

    Mount Traits
    Aetheric Swiftness - Free, Charge-less pile in is insanely good. However, it’s only on the smaller Mounted Heroes, so it loses some sheen there. Still, a LCoDracoth or LAoDracoline can be a real damage threat, and this only helps them.
    Light of the Young Stars - Is this better than the Rampages available? Situationally, so you could consider using it on your big dude to keep him safer.
    Celestial Instincts - A solid all around default choice. Prevent yourself from getting tied up, or just add mobility. 
    Envoy of Lightning - Meh
    Scintillating Trail - Combos a bit with the Stardrake’s +1 to cast. This feels like it works with specific builds that want to cast, for instance, Everblaze Comet, but overall meh.
    Thunderous Presence - I guess sometimes you want to prevent people from sticking around. Overall meh.

    Holy Commands
    Call For Aid - Once per game, get a free unit of 5 or less Redeemers. Is that insane? No, but in a Stormkeep sometimes effectively 15 models suddenly showing up on a point can change the flow of battle, so it’s not exactly bad either.
    Steadfast March - The old Heraldor toot, but once per game. Run + charge is solid when you need it, so it’s a safe default pick if you’re not building around another one.
    Thunderbolt Volley - Double shoot a unit, once per game. If you want to build around this and double tap 6 Longstrikes or 10/15 Judicators, it’s great. Otherwise pass.
    Unleash Thy Hatred - Excellent if you’re doing a big Paladin brick, any of the 4 types do well with it and can obliterate a unit. 
    Final Thunderstrike - Pretty bad.

    Stormhosts - There’s no reason not to take a Stormhost now, so always take one.
    Hammers of Sigmar - Situationally good. Some missions it’s busted, other missions it sucks. Also remember that in the current Pitched Battle setup, you remove Objectives, so it gets weaker as the game goes on.
    Hallowed Knights - I generally don’t like dice based effects, but if you want to play super aggro you could do worse.
    Celestial Vindicators - Exploding hits only when you charge, on one unit. Very meh.
    Anvils of the Heldenhammer - Sometimes ignore 2 wounds from a unit, but it’s all combats across the board, so you should get at least a couple off. Damage negation is quite reasonable, though it’s still dicey.
    Knights Excelsior - Make your Paladins better against a bigger unit. Not bad at all, though does nothing against other Elites or Monsters.
    Celestial Warbringers - Potentially 15 rerolls per game, more if you’re using Unleash Hell and/or Thunderbolt Volley, or your opponent has similar abilities. That’s actually not bad at all, in the long run.
    Tempest Lords - Supposedly the Prosecutor faction, but this is insane for Stardrakes and Draconiths. Strongly consider for Dragon builds.
    Astral Templars - Meta dependent, but pretty good in the current state of the game

    Grand Strategies - For some reason, just straight worse than the Core Strategies
    Draconith Defiance - way harder than other Grand Strategies that do similar results, like Beast Master or Sever the Head.
    Pillars of Victory - Hold the Line, but worse.
    Sacred Charge - I guess it’s ok if you bring multiple Cities units, but your opponent will know to just go kill them. I guess you can use them as bait?

    Battle Tactics
    Pioneers of the Realms - Again, more Cities stuff. Really only good if you’re bringing fast or reserve Cities units, but then, why not more Stormcast?
    No Challenge Too Great - Solid if you’re running a brick of Vindictors or Sequitors. Meh otherwise.
    Hammerstrike Assault - Pretty difficult, and somewhat matchup dependent.
    Lightning-Shattered Morale - Way too situational imo
    Draconith Destruction - Easy if you’re building Dragons, though again, somewhat matchup dependent thanks to the Reinforced Units rule.
    A Matter Of Honour - Again, matchup dependent, but both Stardrakes and Draconiths should be killy enough.

    Core Battalions
    Redemption Brotherhood - Nice if you want a low drop build and have too many units for a 1 drop Battle Regiment.
    Brotherhood Command - Just a different Warlord Battalion, easier if you’re running Monster Leaders (but miss out on the extra Enhancement)
    Soulstrike Brotherhood - A Grand Battery but trade Leaders for Units. I guess it’s nice if you’re running lots of MSU shooting.

    Named Heroes

    Celestant Prime - Improved, but still a bit iffy. Very neutered in missions like Tooth and Nail, but at least he doesn’t explode immediately anymore.

    Krondys - Stormcast have a God-level model now! Or at least, he’s priced like one. Overall, he’s not quite Teclis or Nagash, but he seems reasonably worth his cost. Solid damage, MW shooting, and a pretty flexible spell on a 2 cast, +3 Wizard. Could do a lot worse for the points.

    Karazai - Our other God-priced model, trades wizard power for more melee and a power level that ramps up as he kills. Wish he had a Ward save, but like his brother, for a massive, murder-y beatstick you could do a lot worse.

    Yndrasta - A solidly flexible piece that can play support or branch out to go fight things herself. Best in a build where you can castle her with Paladins to keep bringing them back.

    Bastian - A solid beatstick in most situations, and a good utility piece in Hammers of Sigmar. I’m not sure if he’s worth the points in other Stormhosts, but in general quite good.

    Vandus Hammerhand - Seems relatively improved as a buffing piece in Hammers, he can be a force multiplier for 10/15 Vindictors or Sequitors, but loses some utility in other builds.

    Aventis Firestrike - You’re paying quite a bit more compared to the basic Tauralon to get an extra cast, slightly better spell, some free healing, and a better melee attack. Is it worth it? Probably, but consider your points.

    Astreia Solbright - For 5 points less than a generic LAoDracoline, you get a much better spell, but lose the ability to take Enhancements, and her buff only works on Hammers of Sigmar units (but can effect more than just Dracolines). So, consider your list.

    Gardus - Pick Hallowed Knights, put a bunch of power units around Gardus, and roll around as a big’ol deathball until he dies. 

    Gavriel Sureheart - Nerfed to the ground. I could still see using him, dropping down and giving out a free reroll, and he’s not terrible in combat, but you can do much better.

    Neave - Absolute blender. There’s no reason to take the generic Knight-Zephyros for the same points unless you need the Stormhost keyword for some reason.

    Leaders

    Lord-Celestant on Stardrake - For 500 points, you can kind of consider him a generic version of Krondys/Karazai. Less damage, but gains access to Enhancements for 100 points less. I think he’s quite good at the moment.

    Lord-Celestant on Dracoth - Reasonable damage for the cost, though 7 wounds is a bit squishy. Probably take Amulet of Destiny. Either way, a fairly affordable beatstick.

    Lord-Arcanum on Tauralon - Pretty aggressively priced for a 12 Wound, 3+ Save unit. With all the important keywords, he plays missions well and brings utility. You can try to make him a beatstick with Flaming Weapon or Celestial Blades, as well.

    Lord-Arcanum on Dracoline - Good for running around with other Dracolines and hitting flanks. Otherwise not amazing, but 200 is pretty solidly priced.

    Lord-Arcanum on Gryph-Charger - Fairly solid for a support piece that can also do damage. I like it.

    Lord-Aquilor - Another ok beatstick on a mount, with solid mobility and good combos with other Vanguard units, I could see this guy being more common than he was before.

    Lord-Imperitant - While the free CA per turn is nice, the main use here is in a Scions of the Storm army to make better drops for Annihilators, Vindictors, or in edge cases, Stormdrakes and Chariots. If you’re a Stormkeep… probably leave him at home.

    Lord-Celestant - I wouldn’t say he’s… bad? But he’s very generic for the points. Free All out Attack is nice, but there’s better utility pieces out there.

    Lord-Relictor - Insane. Two great Prayers on his warscroll, +1 Chanting for other Prayers (aka Translocation), and a buffed statline compared to last edition. Always consider.

    Lord-Castellant - 8 Wounds and a great buff? Another excellent take, though a bit more expensive than before.

    Lord-Exorcist - Bad

    Lord Veritant - By itself, pretty ok. But compared to the Lord-Relictor for a Priest option? And more expensive? Pass.

    Lord-Ordinator - Still fine if you want to make a Ballista Battery. Still only ok otherwise.

    Lord-Arcanum - Not as interesting as the mounted options, especially for the price, but a nice debuff spell is never a bad thing.

    Drakesworn Templar - For 45 points less than a LCoStardrake, you get overall worse weapons and, importantly, a worse save. I’d argue a 3+ save is worth those points every day of the week on a big model, but you could consider this if you wanted.

    Knight Draconis - Lol. Insane. Not as crazy if you’re just running one solo, but combo’d with other Stormdrake Guard, these are close to busted. 

    Knight-Relictor - Awful. Worse than the Veritant.

    Knight-Judicator - A really impressive warscroll, but 200+ points for a 5 wound model is asking a lot. Pretty amazing for sniping of small Heroes or gimping a unit that is going to be charged, but the points may be prohibitive. Free Gryph Hounds are nice, though.

    Knight-Vexillor (all) - All 3 banner options are pretty good. The Standard is always a decent nuke, the Pennant is excellent mobility utility, and the Banner is an excellent pick for castling up builds.

    Knight-Venator - The warscroll here isn’t the issue. 6 ranged attacks, good mobility, and a Hero snipe are all still good. But the points… ugh.

    Knight-Azyros - Hilariously nerfed. Still not trash, in my opinion, he’s relatively cheap, fast, and deals ok damage, and you can use him to pal around with other fast units to buff their combat.

    Knight-Arcanum - Bad. Especially compared to the next choice.

    Knight-Incantor - Insane. Not only is her spell reasonably good at debuffing, the auto-dispel is worth it every single time. Bring at least one, always.

    Knight-Zephyros - As stated with Naeve, a solid little blender that can teleport. Again, consider Naeve instead unless you need to not be Hammers.

    Knight-Heraldor - Nerfed into the ground. Oh, gained Totem? Doesn’t matter. Awful.

    Knight-Questor - Basically just a Lord-Celestant that traded utility for extra combat power. No real need to consider it unless you really want the narrative.

    Battleline

    Vindictors - Solid, as expected from the new mini. 5 are fine at holding objectives, 10 are an actual combat threat, especially when buffed.

    Vanquishers - Hilariously bad. The very best case scenario is that you play against an enemy spamming 10+ model units and you can run these guys around and put out 21 attacks per unit… but that’s not even that great.

    Liberators - Surprisingly good at what they do, which is be a cheap unit that sits on an Objective and fights other cheap units that sit on Objectives.

    Sequitors - The expensive melee option for Battleline, they have really solid damage (multiple Damage 2 weapons) and good defenses with their ward, and can choose to give up a Greatmace to get stuck in with Undead/Daemons to prevent them from returning models. Lots of utility, though they pay for it.

    Judicators with Bow - Long range, reliable hitting, and potential Mortal Wounds. The pricepoint is prohibitive, but they kind of are worth it, especially with buffs and the Hero Phase shooting Holy Order.

    Judicators with Crossbows - While exploding hits are nice, I think the volume of shots is still a bit low and with no rend. I would prefer other shooting options. 

    Battleline-If

    (Paladins - Knights Excelsior)

    Annihilators - Hard as nails with good damage. Good.

    Grandhammer Annihilators - Slightly less hard but with an absolutely bonkers attack. Also good.

    Protectors - Insanely buffed. Why? I dunno, maybe they’re trying to sell them before they squat the boxes. Either way, just a bonkers unit to build a castle around. 

    Retributors - Solid as always, really good Battleline.

    Decimators - More matchup dependent than the other Paladins, but as long as your opponent isn’t elite, they’ll carve through units.

    (Vanguard - Astral Templars)

    Vanguard-Hunters - Improved from previous incarnations. Fast, with better damage, they’re pretty solid when Battleline for a more mobile and flexible alternative to shield or bow Battleline, but I wouldn’t take them other than that.

    Vanguard-Palladors - Their damage went up a bit, but as usual the utility here is fast and pretty durable. I imagine these more as bodyguard units for a Gryph-Charger mounted hero than anything else.

    (Dracothian Guard - Hammers of Sigmar)

    Concussors - All around generally good. A bunch of 2 damage attacks plus Mortal Wounds is just beautiful.

    Fulminators - Good in a fight, insane on the charge. Not much more to say.

    Desolators - Not as good as the other two, but still great if they get stuck in with a horde.

    Tempestors - Weakest of the bunch. The shooting attack is fine, but a bit weak for the pricepoint. Still good.

    (Prosecutors - Tempest Lords)

    Javelin Prosecutors - Not buffed in any way compared to before, and the Prime needs a FAQ for the Trident. They’re not awful, but there’s just so many better options.

    Hammer Prosecutors - A bit better than the Javelin option, but not by much. Work ok as a Battleline choice, but the baseline Battlelines seem better.

    (Stormdrake Guard - Dragon General)

    Stormdrake Guard - Lol. Lmao. Absolutely insane. Yes, potentially weak to Mortal Wound spam, but other than that, these will be nerfed.

    (Vigilors - Knight-Judicator General)

    Vigilors - Not great. Short ranged shooting, no Mortal Wounds. The utility they bring with the hit bonus is nice, but for nearly the price of Judicators, why not just bring Judicators and have better shooting? There’s other options for +1 Hit effects.

    Units

    Castigators - So close to being good, once again. Pretty cheap, and have a reasonable amount of Rend-1 shooting, but they just don’t seem as efficient as other ranged options we have (which are a lot).

    Longstrike Raptors - Doubled their shots compared to the last book, so the price jump doesn’t seem nearly as bad from a damage standpoint. Still very squishy, but units of 3 acting independently and taking potshots are really efficient. Or 6 using Thunderbolt Volley, for value.

    Hurricane Raptors - Not crazy about the range or lack of Rend, but they’re not terrible. A lot like Crossbow Judicators, in that regard.

    Aetherwings - RIP. Lost the best ability in the game. Now they buff hits, which is cool, and they’re still a cheap roadblock that can limit movement, but they’re not nearly as necessary as they used to be.

    Gryph-Hounds - Fast, with anti-reserve utility, but made of paper. Is it worth the same points as a unit of Liberators? Not really.

    Stormstrike Chariot - Super aggressively priced, these are missiles you chuck at the enemy and just try to trade. Reasonable damage (take the spear), MW impact hits, solid defense, and 12 dice towards Blaze of Glory after they inevitably get punked is not bad at all.

    Praetors - Castle building unit. Stick next to a Hero and watch your opponent pull their hair out.

    Evocators - Didn’t get the 3+ save of the Paladins, and lost some of the utility pieces that made them powerful. Main killer is Grandstaves going to 1”, which kills Reinforced units pretty hard. Still, they have Lightning Arc, which is always silly.

    Evocators on Dracolines - Feel kinda weak overall, especially since Palladors and Dracothian Guard got buffed. 

    Celestar Ballista - Gained some consistency compared to the previous version, which is always appreciated, though rapid-firing mode doesn’t have the same potential spikes as before. Better as a solo piece than they used to be, don’t really require an Ordinator as much.

    Underworlds Teams (not joking)

    Stormsire’s Cursebreakers - For 105 points more than a regular Knight-Incantor, you get 2 Evocators. That’s not even bad, it’s a cheap unit with 6 wounds that can run around and do things, plus gets an extra spell and unbind. You could do a lot worse with those points.

    Steelheart’s Champions - Cheaper Liberators that have 2 Greatweapons but 2 less models. You could easily use these to save points.

    The Farstriders - A Hunter unit with 2 less models, but for 75% of the cost and a bit of MWs. Like Steelheart’s Champions - looking to save some points? You could do worse. 

    Endless Spells

    Celestian Vortex - would be cool if it was cheaper

    Dias Arcanum - would be cool if it was cheaper

    Everblaze Comet - Still amazing, though you really have to build with it in mind. 

     

    Overall I quite like the book. I think you could easily do a list without Dragons, though obviously they're very strong. But the book isn't just "all dragons" or "double tap shoothammer", there's other stuff to be explored.

     

    But yes, Dragonspam is gonna be a thing until they hit them. A unit should probably be closer to 300+.

    • Like 7
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  8. 13 minutes ago, PJetski said:

    6 Castigators are better than 5 Bow Judicators... but you don't bring 5 Bow Judicators, you bring 10-15 and double tap them to delete something from 24" away on the first turn. Castigators can't do that.

    Castigators could be useful if there was some way to make them battleline, like if a Lord-Ordinator was your general. Maybe I'm wrong and there's some all-in shooting list that could use them well, but I don't see those lists as a viable option for trying to go 5-0 consistently.

    Castigators have always been a reasonable pick for MSU shooting spam, dropping groups of 3 around the board for coverage and target saturation is a solid use for them. It's just that double tapping CAs (both old and new) and other builds have been better. 

    • Like 1
  9. 2 hours ago, ledha said:

    I hope people ready to spam stormdrake guards are conscious that they will get a nerf in the next AOS faq because even if GW balance team is very often drunk when they decide point costs there is no way they keep them at 285 pts for a entire year

    Don't care, I can finally run the all Dragon army I wanted to since the game came out. Power, utility, metagame - all else is secondary. 

    47 minutes ago, PrimeElectrid said:

    This is exactly what will happen, there’s still some 40k ork stuff missing. Then October is (get this) another flipping kill team release I hear. 

    Kill Team is cool though 😎 

    • Like 1
  10. 56 minutes ago, Scurvydog said:

    15 judicators are expensive at 600 points and with all out attack they do around 14,5 average damage against a 4+ save (12 vs 3+, 10 vs 2+). With a double tap that should on average kill for example Kragnos.

    Of course the double tap is only once per game. Could be good, not sure I would put 600 points into a unit of 15 of them though... Unlike DoK snakes, they are very slow and hard to reposition without translocation.

    So around a similar pricepoint to 9 Longstrikes + Aetherwings in 2.0, then. But with more wounds and Battleline. Seems a reasonable tradeoff. 

    I'm thinking there might be play for 2x10 as shooting blocks, split up so to cover a lot of board, or 3x5, which loses out on CA power but is more MSU. 

    • Thanks 1
  11. I feel like we lost a lot of exploding combo stuff, which felt pretty iconic. Arrowboyz aren't nearly as terrifying now, though shooting in general still isn't awful.

    Interestingly, I think a big winner is the Rogue Idol. Still benefits from a lot of the good stuff, Spirit of the Were-Boar and Wierdnob's spells both work on him, and with that once-per-game 4+ Ward, he might be a real force to be reckoned with.

  12. I haven't done any point fiddling yet (squinting at my phone to read changes all morning), but overall I feel happy with the book. Shooting builds seem overall pretty good, got pricier and we lost Aetherwings (RIP), but we gained some solid shooting power (MWs on Judis, all XBows explode, etc) and a MSU shooty build could be back on the menu depending on points. Anvilstrike is basically all but dead - Hero Phase shooting doesn't require Anvils anymore, but without Aetherwings keeping us safe, it's much harder to prevent charges. I guess you could Ally or Stormkeep in some cheap Cities units or Skinks?

    Vanguard Chamber getting teleports across the board except Raptors doesn't do a whole lot to make up for their overall low damage, but it is a pretty interesting way to play the game. Imagine trying to pin down a full Vanguard list, seems basically impossible.

    Paladins seem pretty solid. I could see some sort of slow push Stormkeep build with lots of Redeemers + Protectors backed up by buffing Heroes. Maybe worth a look.

    But most importantly: DRAGONS! Stardrake looks baller now. Excellent Monster build Command Trait. Dracothian Guard look good. The new Stormdrakes feel insanely good, probably will end up picking up 3 boxes for my non-Hammers full Dragon build. The new big boys are certainly solid, but 600 is a pretty tough sell. Even the Celestant on Dracoth seems not terrible. Good time to be a dragon fan.

    I'm currently quite optimistic, will try to make some lists today.

    • Like 1
  13. Are Ballistas ever taken over Sentinels for the given points? 25 points less, but half the wounds (gain a 6+ ward), 1/3 the shots (better rend and damage), no MWs, gain the blinding shot and hit bonus. Seems... ok(?) trade for purposes of utility, but for scoring objectives, mobility, and basically everything else Sentinels seem better. 

  14. 1 hour ago, mystycalchemy said:

    Thoughts on this list? Definitely not a competitive list, just something i've been bouncing around. Also, y'all got any tips for fighting against mortis praetorians with katakros?

    Screenshot_20210620-124948_Sheets.jpg

    Why Severith? For the same price you can nearly get 3 Knight-Venators, which trade the silly dancing around for the ability to spread out and use any in-faction synergies 

  15. 8 hours ago, PJetski said:

    Yes but I don't know what to cut

    Without Raptors nearby to move the Aetherwings they are just a cheap set of bodies. Nice to have, but not crucial

    I'm definitely struggling to try and keep them in. Removing charges is insanely powerful and felt like a cornerstone of old Anvils, but we also don't know if that ability will make the new book (or Anvils CA for that matter). 

     

    In the meantime I'm running two Hurricane Raptor units with Aetherwings for more denial focus with 15 Judis. 

    2 hours ago, Champasaur said:

    Quick questions for the masses,
     

    Can you run multiple/duplicates of the same battalion? And benefit from the battalion abilities from each one? For example could I run two Warlord battalions if I had 6 leaders (all under 10 wounds) and at least two troops? Would I receive two extra enhancements?

    Yes to all. 

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