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Thor

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Posts posted by Thor

  1. 17 minutes ago, XReN said:

    I guess you used LSoSD?
    Have you tried Templat with axe to mess up opponents coherensy?
    Also from my experience stardrake sure is great for tanking, but damage is... mediocre. I played with my friend a game of 2.5k points in AoS 1 and it took about 3 turns for his Drakesworn Temple to grind my VW down to only judicators remaining. And because of that I ended up winning by mission 

    Damage is mediocre. For 560 points. It’s not a monster killer. But  facing anything other then the big monsters it’s overperforming. It has a great presence, with the random rain of stars snipe and tail / jaws taking out units.  -1 / +1 to spell casting 

    templar axe should be pretty decent at that. Usually however you just attack last with your drake to prevent pile into cohesion. I like the fact that you can always elect to go last with it, since it won’t take damage. Allowing your fulminators or w/e to fight first without much backlash. 

    What’s a VW ? 

  2. Sooo the stardrake is amazing. I recently played in Warhammerfest throne of skulls with a stardrake list and I gotta say.. that thing is an absolute monster in the new edition. 

    I used him with Ignax scales and staunch defender and slapped a warding lantern on top of it.. the thing would not die. Here are a few examples. 

    Singlehandled it tanked 20 sequistors. 10 evocators and 4 fulminators. Before my opponent realized that it’s futile and teleported away his fulminators. At that point it had already decimated the sequistors and was on its way to cleaning up the evocators. 

    New edition it’s been buffed in slight ways that makes a huge impact. 

    Carnaverous jaws can eat a units cohesion. Breaking it forcing a lot of damage. The tail attack hits everything within 3 inches every time it attacks. And command ability no longer has a range.

    i just slapped onwards to glory on it and used a command ability to run 18 inches. With fly and that movement you can tie up a lot of things first turn. ( I played legion of azghor and tied up 5 units first turn ) 

    its just amazing, but a large investment ! 

  3. On 8/4/2018 at 12:13 AM, Kugane said:

    I think they made the wizards expensive so people wont ally them in over their normal wizards. Its the only reason I can think of. 

     

    On a side note: can you ally in a comet endless spell?

    In general wizards have seen a price increase due to being designed in tandem with malign sorcery and realm spells, having access to a plethora of spells and dispell definitely warrants af higher cost. 

    I’m attending war fest Europe and we’ve been issued a notice that realmscape features and realm spells (including malign sorcery) will be in play as suggested by the developers. 

    On a side note

    Playing with all the optional rules adds a framework for army building that rewards versatility, and punishes “one trick” or spam lists, whilst supplying your games with more variety. I’m definitely a fan. On first glance it seems horrible to apply these random effects to our neatly organized 2k frame,  some of the  effects completely shut down shooting lists.  (Ulgu restrictions to 6inches ) assuming you randomize your realm and realmscape features you still only end up with a 1 in 48 chance of the game punishing you severely. Most of the other effects have a medium impact in the game mostly in a cool or interesting way. 

    Versatility is the strength of the Stormcast. And playing with realms and all the optional rules will benefit our play style.

     

    • Like 2
  4. 30 minutes ago, Peegee said:

    Anyone has tried a gunline oriented list ?

    Was thinking about something like this :

    Allegiance: Stormcast Eternals
    - Stormhost: Anvils of the Heldenhammer

    Leaders
    Lord-Arcanum on Gryph-Charger (240)
    Knight-Incantor (140)

    Battleline

    Units
    12 x Vanguard-Raptors with Longstrike Crossbows (720)
    20 x Sequitors (400)
    - Stormsmite Mauls and Soulshields
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields

    Endless Spells
    Everblaze Comet (100)

    Total: 1840 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 96
     

    I know that we can't spam Anvils ability but I guess 1 extra shooting phase on the Raptors and 1 extra combat phase on Sequitors is more than enough.
    I have 160 spare points that I'd likely invest in a Leader, maybe a Vexxilor to re-setup the Raptors mid-game or save them from danger.

    What do you think guys ?

    Seems Nice, maybe a azyros for the rerolls. And / Castellant to buff sequistors /  Raptors. 

    Raptors are very squishy by default, tanking Them up is nesssacary i Think 

  5. 36 minutes ago, CountryMou3e said:

     

    With the change to the fulminators storm breath and the points decrease of concussors. Concussors are by far the better choice now. Even previously, the damage was comparible between the two with concussors becoming better the longer they were in combat. To top it off, preventing pile ins is great and the unmodified 6s mortals change means that will go off even if debuffed to hit. 

    They should be highly recommended as a decent bit of kit ;) 

    Note that fulminators receive an extra +1 To Their saves in shooting phase, 

    highly usefull now that you can force shooting units on them by charging them. 

    The mortal wounds / stun, by concussors is too unreliable, and you need a somewhat large unit in order to lockdown hordes.

    my guess is that celestial vindicators is a good shell for concussors, with rerolls to hit and extra attacks. 

    While fulminators are almost always usefull. Unit size is more flexible, and even units of 2 will pack a punch.

    • Like 1
  6. 52 minutes ago, Erdemo86 said:

    You have to look inside the easy to build Sequitors. They have the Redeemer Keyword.

    I will do it like this i think,

    Arkanum on foot

    Drakesworn Templar

    Castellant

    2x5 Judicators

    1x20 Sequitors

    2x2 Fulminators

    chronomatic Coggs

     

    and go for a Stormhost, im not sure which one but Vindicators look very good for this list.

    Tested the drakesworn templar as a cestial vindicator general, he is very very squishy. He Needs more protection then the lantern.  

  7. Gotta say, celestial vindicators are looking mighty fine,  reroll 1 on charge and extra attacks are welcome in any dractohian list, the horrible artifact and command trait is problably most effective on a drakesworn Templar with arc hammer, effectively doubling    The number of attacks (2-4) making hitrolls of 6 deal 4! Damage.! Ouch.  Just bank on rolling 6 to hit ;)

  8. I'm headed to a tourney using the new GHB2018 and i could use some Critique, ive created 2 lists and i need your help deciding. INC spam.

     560 Lord celestant on stardrake General staunch defender, armor of silvered sigmarite 
     100 Lord Castellent
     100 knight heraldor
     140 knight incantor
     100 lord  relictor  Lightning Chariot

     *240 Fulminator
     *240 Fulminator
     160 Judicator
     160 Judicator
     100 liberator

     40 Chronomatic Cogs
     1940, 2 Command points.
    *(either 2x2 Units or 1x4)
    Thoughts: Core is a Les martin build with added speed and magic for some very fast fuliminator / stardrake action
    with Cogs and command ability they are "running" 18' and a 2d6+2 charge distance. 
    Lightning chariot + charge is a 50% success. 
    Core of slow moving troops is helped with added speed (+2) and guard the heroes for the look out sir.  
    Stardrake helps spellcasting. 

    Alternative
     
     460 Drakesworn Templar Armor of silvered sigmarite, Stormlance. 
     100 Castellent
     100 Heraldor
     240 Knight arcanum General, Staunch Defender. 
     120 Lord Veritant, Lightning Chariot. 
     
     260 concussors
     260 concussors
     160 Judicators
     120 Sequistors
     120 Sequistors 
     
     40 Chronomatic cogs. 

     1980 1 Command point. 
     Thoughts, Same as above, with less protection but more mortal wound output, you have a stronger batteline for objetive holding,
     internal synergies with the concussors and the Drakesworn templar, Making the lightning stun activate on a 5+, should be effective at locking down hordes.
     Knight arcanum has the movement to skirt around the battlefield, lending aid to the dracoths / templar.
     Lord Veritant adds dispell and a "free" Gryph hound for added Presence. '
     Stardrake helps Knight arcanum reaching the improved versions of his spell. 

    Any suggestions are welcome. 

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