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AdamR

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Everything posted by AdamR

  1. FAQ is up. No mixed weapons in units. Slayer of kings is 2 6's per attack sequence rather than phase now.
  2. Definitely get an Arcanum on Dracoline. I used the Asteria Solbright model with a headswap for mine. Pride leader is hands down the best mount trait, giving any DRACOLINE units (including herself) +1 to hit. Then you can't go wrong with adding a Lord Castellant to buff their saves and a Knight Heraldor to let them retreat and charge to keep that D3 damage on the claws.
  3. Maybe Castellant could be 5+ Vs mortals only, while hammers is still 6+ Vs everything?
  4. It's not really regular saves that are the problem IMHO, although I'd readily agree that Paladins should be 3+. It's MW protection that's the issue. Perhaps Staunch should be changed to a 9" 5+ save after save instead of +1 armour save. Would need to change the Hammers of Sigmar trait then though...
  5. I'd definitely keep it just for all of the horror on a 6 abilities there are out there... (hearthguard, terrorgeists, vanguard raptors etc). I don't think I've ever used it the other way around for the rerolling 1's.
  6. I need to buy at least 5 more. Possibly 10… Surely they'll just make them direct only. Edit: also decimators are ace against hordes, especially when there's a million of em on 25mm bases. And I must admit I'm enjoying poking over the top with my protectors at the moment!
  7. Yeah, it was turn 5 and I'd already run the liberators on to the objective when I finally chucked the drake at him solo. I had divine light on, so wasn't too worried about slayer of kings, plus I think Archaon had already taken 13 wounds by this point. Although the drake can manage 30 damage the turn it charges in cc, so long as the stars align!
  8. Had two great games today using this list I flung together at 7.30 this morning. Didn't expect any wins but managed 2 majors! Allegiance: Stormcast EternalsMortal Realm: AqshyLeadersLord-Celestant on Stardrake (500)- General- Celestine Hammer- Trait: Staunch Defender- Artefact: Ignax's Scales- Mount Trait: Storm-wingedLord-Castellant (120)Lord-Relictor (100)- Prayer: Divine LightKnight-Incantor (140)- Spell: Azyrite HaloBattleline30 x Liberators (520)- Warhammer & Shield- 6x Grandhammers5 x Liberators (100)- Warhammer & Shield- 1x Grandblades5 x Judicators (160)- Skybolt Bows- 1x Shockbolt BowsUnits10 x Protectors (360)- 4x Starsoul MacesTotal: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 142 First game was 3 places of arcane power in Ulgu Vs Hermdar Fyre Slayers. He had 2*20 hearthguard, 1 *10 vulkites, runefather on magmadroth , 2 priests, banner, grimwrath, lords of the lodge and 2 magic invocations. Deployed as a 3 sided liberator screen with dragon and protectors fighting over the top . Managed to kill off his support heroes over the first couple of turns with stardrake comet action and judicator sniping. Made the liberators more tanky with lantern/staunch/divine light and lightning storm on key opponent's given the chance. Advanced the whole phalanx onto the central objective on my turn one and let them try to shift me! Ended on 15-3 to me, although all my liberators did eventually die! Game 2 was Take and Hold vs Archaon powered slaves to darkness in Shyish. He was running Archaon, chaos lord (for fighty twice Archaon action), sorcerer lord, 40 marauders, 10 knights and 3 Varanguard. I set up in the same way as game 1, surrounding my objective. He gave me turn 1 where I just buffed and dropped a comet on his sorcerer. His turn one he moved forward a little and buffed. Dark prophecy meant that I was going first on turn 2, so I repeated the buffing and managed to kill the sorcerer with a comet. In his turn everything bar the Varanguard came running at my lines. Dark prophecy had given him a double turn. From that point out it was just a meat grinder, but my liberators were sufficiently buffed to survive it, although I did have to burn command points repeatedly on inspiring presence. By turn 4 I'd managed to clear enough of his army to do a retreat/run with the liberators heading towards the enemy objective. Turn 5 I charged Archaon with the stardrake and ran the libs to claim his objective. Major victory, plus, I managed to take down (the admittedly badly wounded) Archaon with my Drake! Boom! TL:DR - took an unoptomised army consisting of models I just like, had 2 great games, and got 2 wins. Bosh!
  9. IIRC one of the Cities of Sigmar command abilities lets them fight twice.
  10. Agreed, as I said, I only posted it for LOLZ! Plus @Kramer said he wasn't after a tournament list, and the battalion (with a sensible amount of castigators) is perfectly playable in friendly games. I know, I've done it!
  11. Soul strike brotherhood gives castigators and ballista +1 shot the turn they scions on to the board.
  12. Take 2 units of 18 supported by an Arcanum on Gryph charger. Unleash 72 shots the turn they arrive rr1's and -2 rend. Laugh as your opponent removes Nagash/Archaon/Karkyboi/baddie of choice Profit EDIT - go Astral Templars for +1 to hit monsters for extra lolz!
  13. If you have Blight War and Soul Wars, maybe build around a Soulstrike Brotherhood battalion? You'd just need another 5 hunters and 1 castigator.
  14. Can't Staunch Defender as he's using Hammers of Sigmar stormhost rules for Gavriel Sureheart. I would however agree with the Gryph Charger Arcanum. Better command ability, better spell, and good for emergency objective grabbing with Ride the Winds.
  15. That level of hyperbole actually makes my brain hurt...
  16. Hydroxskin got faq'd to normal move iirc.
  17. It's the Lord Celestant warscroll, not a LORD CELESTANT keyword. So no, much like no Celestant on Dracoth or Stardrake.
  18. At first glance it looks very CP hungry! Shooting in the hero phase and rerolling 1's in the shooting phase doesn't leave much for furious retribution... Especially if you're like me and fail 5" charges with alarming regularity, and need to burn more on rerolls Have you tried it yet?
  19. Another thought - for pure zoning, 90 points gets you 10 saurus warriors on 32mm bases. Are they the cheapest order battleline on 32's? Regarding the Stardrake, I always feel as if I need to include a relictor with Divine Light these days to bypass all those pesky 6's do mortals effects.
  20. Arkanauts? Good shooting threat with skyhooks. But for cheap and reliable it's skinks all the way. High movement, retreat shenanigans and even some tiny ranged threat with boltspitters.
  21. That's a lot of Staves! Why the 10 Liberators? If you downsized to 5 and dropped the prosecutors that would allow for 9 Longstrikes instead. No Castellant? With the amount of rend about currently, I find that 4+rerollable doesn't cut it. Although that may just be me being unable to roll higher than a 1.
  22. As I understand it the order of start of phase actions us determined by who's turn it is. So if it's your turn you'd charge shields before getting hermdar to the face, but if it's your opponent's turn they'll be going before you get chance to charge up.
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