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CentralKarma

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Posts posted by CentralKarma

  1. Hello, new to the faction, and have a question.  Sorry if it's an obvious question, or been asked a lot.  Searched but couldn't find anything.

     

    During deployment, units can be deployed into boats, but it still counts as multiple drops, unless using the one drop core battalion? 

  2. On 6/6/2021 at 5:59 AM, Phasteon said:

    Hermdar problems are not my concern, anything making them less of an autotake gets my approval 😉

    Yeah I agree. It's hard to call it a nerf if the thing was previously an auto include/ take.  Just balancing.

    Auric hearthguard seem like they will be incredible this edition, fighting from behind a screen of vulkites.  So pumped for all the changes to priests as well

    • Confused 1
  3. 2 hours ago, Verminlord said:

    Really should be best battleline at X job bc there is so much variance

    Agreed, plus it seems most units in the game can be battleline now depending on general/ battalions/ etc.

    Pink horrors and hearth guard berzerkers are both incredible units.  20 berzerkers for 400 points is very reasonable. Scourge runner chariots are still great, even with there points hike.

    Personally my favourite battleline unit are the dire wolves though.  very fast, good base size for screening, 2 wounds a piece makes them decently durable, and solid synergy with the army.  If they die, just resummon them

    • Like 1
  4. Sorry if this has already been asked/ discussed, but are morghast still battleline with Nagash as general?  I haven't seen any changes that would say they aren't but they are no longer shown as a batteline option in the app or on the warscroll builder on warhammer community.  Was there an FAQ that i missed making them no longer battle line or is this just a glitch?

  5. 14 minutes ago, TheNotebookGM said:

    I'd agree with this, but use Vorstag or Hermdar lodge. Greyfyrd Command Ability is too situational and rarely worth the CP while the other two are very useful most turns- imo. 

    My thinking was that the list lacked a real hammer unit, so running the 2 grimwraiths as a 'unit' and activating them together will function as that, and who doesn't love some hero hammer?  

    I normally run Hermdar for my lists but I've got a few units of hearthguard has my hammers

  6. With what you have  listed there, I'd run the following:

    Greyfyrd Lodge, Realm: Ghyran

    Leaders: Runefather, general with the greyfyrd trait and artifact ( name escapes me at the moment)

    Runesmither with pray of ash and the forge key

    Battlesmith with the artifcate that increases his bubble to 18"

    Battleline 

    2x10 Vulkites

    1x5 Auric Hearthguard, Id take them over the berzerkers to help protect your heroes and give a little shooting

    other: 2x grimwraith berzerkers.  Just run your doomseeker as a grimwraith, doomseekers are hot garbage in comparison

    Give one of you grimwraiths the ghyrstrike to make him 2+/2+

     

    • Like 1
  7. 7 hours ago, Souleater said:

    Thanks for the replies - they make a lot of sense, so I can see why we are trying to keep things in plain English.

    I mean, I have no idea what DPR means (it was mentioned in relation to save after saves).

     

    My guess would be its 'Damage per Round' as Damage per second  (DPS) is a common way of mentioning damage output in MMO's.  Doesn't really apply to tabletop gaming.

    Having a sticky thread with some commonly used acronyms might not be  a bad idea.  Could be very helpful for new players.

    • Like 1
  8. 2 hours ago, Fluxlord said:

    I realize it isnt easy to answer just wanted

    That's a bit of an understatement.

    I would say there isn't really a hard and fast rule.  A lot of factors make an army good or bad.  As the other poster said there is an element of rock, paper scissors.

    It's all connected. For example, some units are better against hordes, but if your local meta is people playing elite armies, your horde killer isn't going to appear as good.  If you plan on playing tournament, looking at tournament lists is a important.  You want to have as big a tool boxes as possible, but know what the most important tools is key.

    Mortal wounds and mobility are never a bad thing to have.

    Do you currrently have an amry, or are you looking at whats out there and trying to decide on one?

  9. 1 hour ago, Ser_namron said:

    Wait i can cast runic empowerment twice in one turn? Or you're just saying i have 2 people that can cast it in general. But ya i only brought 1 runesmiter because the battalion doesnt have one and i want that runelord in their for the dispell attempt, otherwise endless spells will just run train on me if i cant unbind them with the ash cloud rune.  But with the runelord/smiter/master i do have 3 prayers so thats nice ( didnt realize runelord could take a prayer which is dope). 

    Local meta can influence list choice, but more and more I'm just ignoring spells.   I run a lot of HGB - seems you are too - so I tend to not worry about mortal wounds too much.  The runelord can take a prayer from the Fyreslayers book? If that's true then I just learned something!

    1 hour ago, Ser_namron said:

    I usually run polearms because i face alot of SCE and and Nighthaunt so rend doesnt really do as much and mortals can be really clutch. But i was talking to my friend earlier about making the 10 blob into 2h axe for more reliable damage. I can just try to avoid things that arent as susceptible to rend with them. 

    Honestly, both load outs are great good to have both.  I play a lot of skaven and goblins, and a small unit with broadaxes vapourize those guys with the extra damage.  

    1 hour ago, Ser_namron said:

    Thanks for all the input, im starting to think i wrote this army off as way too simple but its actually got some real strategy in there. The only other real question i have is, what are the usual tactics for the ur gold runes at the start of a turn? any shenanigans i should know of lol?

    Happy to help! Personally, I don't think they are a simple army.  Due to there slow movement and reliance on auras you have to be very careful playing them.

    The beauty of the runes is that they are very situational.  Against Stormcast, get your bros into combat and pop the Rune of Awakened Steel (+1 Rend) and smash through there lines.  I use to always start with the Rune of Relentless Zeal to move up quickly, but now I try and save it for late game if i need to secure a key objective, or re position my army.  

    Let me know if you have any more questions, love helping out the new lodge members.

     

  10. 5 hours ago, Ser_namron said:

    Thanks for the input, those changes sound interesting. I didnt see the auric hearthgaurds ability to soak wounds, thats super helpful. Ive never really used them before, but oddly enough i have 10 i use as HGB proxys.  I kinda liked the magmadroth just because he puts the wounds on the smiter high enough to survive, and i really want that re roll wound. but if i can have some hearthgaurd soaking wounds for my HQ that might not matter. Still, thats banking alot on 4+ to save my heroes, but i guess thats better than nothing on tablewide no line of sight required nonsense  :P. Who would you take with the runesmiter underground, the 5 or 10 blob? 

    I love the Auric Hearthguards, great shooting and great for protecting heroes.  Sorry, I thought the runesmith was another runesmiter, and you were running 3 priests.  If that is the case you have 2 bros that can cast runic empowerment, those rerolls are amazing.  Having 2 runesmiters is great find offers a lot of flexibility in deployment I find.  I don't always tunnel them, depends on the opponent.  In the sitiuation you laid out with your list I'd tunnel the 10 man unit.  Out of curiosity, what is there load out?

    I can't think of many things game with better than a 4+ feel no pain. Worst case scenario, everything goes your opponents way, and you're taking 9 mortal wounds. with the 4+ FNP you're taking 4.5 on average.  9 mortal wounds is definitely above average damage output with those 3 spells/ abilities. Also only the stardrakes ability is table wide.  The Celestant Prime's meteor has a max threat range of 30" and is based on line of sight.  The comet is 36" from the wizards that casts it.  I noticed you have the ash cloud rune on one of your priests, so there is always a chance to unbind it.

    There's always a chance of bad dice, but there isn't much you can do about that.  Just part of the game.

     

  11. Id Run Arkhan with the lords of Sacrament, then 30 grimghasts, 2x40 skellies, 5 direwolves and the soul snare shackles

    Spell wise you probably want fading vigour, overwhelming dread and decripfy.  you'll have more then enough bodies to secure objectives and tar pit his units, and the grimghasts can kill.  Scenario dependant you could probably win without killing much 

  12. 6 hours ago, Ser_namron said:

    So, i played against SCE last night. They blew out my entire HQ first turn with everblaze comet, rain of stars, and the primes meteor.....
     

    That can be a lot to deal with turn 1, but you've got the right idea castling up to keep all units in the bubble.

    6 hours ago, Ser_namron said:

    Lodge- Hermdar
    50 pts- extra command point

    Runefather- Tyrant slayer/Warrior indomitable / -General
    Rune master- prayer of ash
    Battlesmith x 2
    Rune smiter on magmadroth- ash cloud rune/ searing heat
    Runesmith- Prayer that lets you run and charge

    30 HGB
    10 HGB
    5  HGB

    Lords of the lodge

    To mitigate that level of mortal wound output against your heroes, id tweak your list.  Personally I'd drop the 2nd battle smith, the runesmiter on magmadroth.  Doing that you can take 10 auric hearthguard, and spend the extra 40 on the wall.  Keep them close to your heroes and shrug wounds/ mortal wounds off to them.  If you're lucky they'll survive and you get some good shooting out  of the deal. 

    Not having the runesmiter on the magmadroth also gives you a 2nd tunnel option, so you can close the gap on the big stuff easily.  Half your opponents is tied up in 2 models.

     

  13. Looking for some list advice.  I've got a big tournament in month, not sure want I want to bring.

    Played a tournament his past weekend with this list:

    • Lodge: Hermdar
    • Leaders: Runefather on Dragon with Tyrant slayer, general
    • Battlesmith
    • Runemaster, Ash cloud Rune, Prayer of Ash
    • Runesmiter, forge key, searing heat
    • Battleline: 20 Hearthguard Berzerkers, broadaxes
    • 2 x 10 Vulkite Berzerkers with picks and shields
    • Other: 10 Auric Hearthguard
    • 1 Grimwraith
    • Magmic Invocations: Flame spitter.
    • Battalion: Lords of the Lodge
    • 2000/2000

    I came 2nd in the tournament, and could've won but my opponent made 3 critical long bomb charges in 1 turn.  It happens. Anyway, it was a smaller local tournament, so i still have my doubts about the viability of that list against stronger opponents.  So I'm think this list might be good:

    • Lodge: Hermdar
    • Leaders: Runefather on Foot with Tyrant slayer, general
    • Battlesmith
    • Runesmiter, forge key Prayer of Ash
    • Runesmiter, forge key, searing heat
    • Battleline: 20 Hearthguard Berzerkers, broadaxes
    • 10 Hearthguard Berzerkers, poleaxes
    • 2 x 10 Vulkite Berzerkers with picks and shields
    • Other: 10 Auric Hearthguard
    • 10 Auric Hearthguard
    • Magmic Invocations: none
    • Battalion: none
    • 2000/2000

    The tournament next month released there package, and the scenario selection greatly favours mobility, so having the option for 2 separate deepstrikes helps there.  Losing LotL defiantly hurts though.  I plan and trying out that list this weekend, but any imput/ thoughts are welcome 

  14. 2 hours ago, BugzySp00n said:

    Hello

    Is this too many Grimwrath Berzerkers 😂

     

    Allegiance: Fyreslayers - Mortal Realm: Aqshy - Lodge: Vostarg

    LEADERS

    Auric Runefather on Magmadroth (280) - General - Command Trait : Fiery Endurance - Artefact : Vosaxe - Magmadroth Trait : Coal-heart Ancient

    Auric Runesmiter (120) - Forge Key - Prayer : Searing Heat

    Auric Runemaster (120) - Prayer : Prayer of Ash

    Auric Runemaster (120) - Prayer : Prayer of Grimnir's Fury

    Grimwrath Berzerker (100)

    Grimwrath Berzerker (100)

    Grimwrath Berzerker (100)

    Grimwrath Berzerker (100)

    UNITS

    10 x Hearthguard Berzerkers (240) - Poleaxes

    10 x Hearthguard Berzerkers (240) - Poleaxes

    10 x Hearthguard Berzerkers (240) - Poleaxes

    10 x Auric Hearthguard (240)

    2000/2000 Points


    The army seems to be legal?

    WarscrollBuilderList.pdf 5.73 kB · 2 downloads

    Too many? I think you mean too few.  This is the list you want:

    Lodge: Greyfyrd

    Leaders: Runefather on foot with Battle-scarred Veteran and Helm of Obsidia

    Battlesmith with Nulsidian Icon

    Battleline 

    2 X 5 Hearthguard with Broadaxes

    1 x 5 Hearthguard with Pole axes

    Other

    14 x Grimwraith 

    Use the lodge command ability to activate most of the grimwraiths at the same time!

     

     

     

    • Like 1
  15. Got a tournament coming up, and trying to hammer out my list.  Here's what I've got so far:

    Lodge: Vostarg

    Leaders:

    - Runefather: General, Fiery Endurance, Vosaxe

    - Runemaster: Searing Heat

    - Runesmiter: Prayer of Ash

    - Battlesmith: Icon of the Ancestors

    Battleline:
    - 30 Hearthguard Berzerkers: Broadaxes

    - 10 Vulkites: War picks and Shields

    - 10 Vulkites: Handaxes

    Other:

    - 15 Auric Hearthguard

    -Grimwrath 

    Lords of Lodge Battalion

     

    Toying with the idea of dropping the runesmiter and 5 Aurics, and putting the runefather on a magmadroth instead

     

  16. 2 hours ago, Dead Scribe said:

    Well... I've won a lot of games precisely because I got a double turn and got to wail on my opponent for two turns without recourse.  And I have armies that can charge across most of the table in one turn so there was nothing he could do to stop me from wailing on him.  

    So I don't think its absurd to think that if you're on the receiving end of the double turn that it played a hefty reason in why you lost.

    It can definitely be a factor.  One of many factors that result in a win or loss.  I've played AoS for a few years now, started when the first GHB came out.  I hardly pay attention to if my opponent got a double turn against me.  If I lose I look at how I played the scenario/ objectives, my list, how I deployed, and how to deal with tough enemy in units in the future.

    To me blaming the double turn is the same as blaming bad dice, it can definitely cause a loss, but its part of the game. 

    • Like 1
  17. I think it's impact is pretty overrated.  Its a part of the game, failing to account for it is on you.  As others have mentioned, a lot of games are determined by a single key dice roll, a charge, save, or priority, etc can all have a huge impact.  A closely contested game is almost always going to be determined by a few key rolls.

    What I dislike about it is when a losing player makes it the reason they lost.  I find the "I would've won but you got a double turn" nonsense.  

    • Like 6
  18. 2 hours ago, TheNotebookGM said:

    People get down on Greyfyrd but I was really wanting for some of them sweet unbinds yesterday. Is it worth taking it just to get access to AshCloud Rune and Nulsidian?

    So far Greyfyrd has been my favourite lodge.  Running it with a battalion gives you 4 artifacts, and having your foot heroes attack at the same time is great.  Charge in a few Grimwraiths, and activate them at the same time.  Not a lot can withstand that.

    • Like 1
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