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Posts posted by AdamR
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Just now, schwabbele said:
l crumble to BS
Skyborne Slayers don't take Battleshock tests
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Well that didn't go to plan...
Anyway - Tweak #2, still 5 drop. Loses screen/cheap objective sitter/endless spell, but gains teleport for late game objective snagging and the potential to have a unit attacking the Liberator phalanx be -3 to hit, rerolling 6's. Which sounds like something I should try to pull off at least once.
Tweak # 3
SpoilerAllegiance: Stormcast Eternals
Mortal Realm: Ulgu
Leaders
Lord-Castellant (120)
- General
- Trait: Staunch Defender
- Artefact: Spellmirror
Lord-Celestant (100)
- Artefact: Sword of Judgement
Lord-Relictor (100)
- Prayer: Divine Light
Battleline
30 x Liberators (520)
- Warhammer & Shield
- 6x Grandhammers
5 x Liberators (100)
- Warhammer & Shield
- 1x Grandblades
5 x Judicators (160)
- Skybolt Bows
- 1x Shockbolt Bows
5 x Judicators (160)
- Boltstorm Crossbows
- 1x Thunderbolt Crossbows
Units
5 x Decimators (180)
- 2x Starsoul Maces
10 x Protectors (360)
- 4x Starsoul Maces
Battalions
Skyborne Slayers (190)
Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 1513 drop. 1990 pts, so I might get a triumph. Abandons magic altogether, although has a spellmirror to try to mitigate at least some effects. Only 3 heroes for hero scoring battleplans.
Thoughts/idea's/suggestions/ridicule?
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It's the first GT of the year at Warhammer World this weekend, and I'm going to give the Slayers another run out.
My list is largely unchanged from the Blood and Glory list upthread, but I'm considering a few tweaks.Tweak #1
SpoilerAllegiance: Stormcast Eternals
Mortal Realm: Ulgu
Leaders
Lord-Castellant (120)
- General
- Trait: Staunch Defender
- Artefact: Mirrorshield
Lord-Celestant (100)
- Artefact: Sword of Judgement
Lord-Relictor (100)
- Prayer: Divine Light
Battlemage (90)
- Mortal Realm: Hysh
- Allies
Battleline
30 x Liberators (520)
- Warhammer & Shield
- 6x Grandhammers
5 x Liberators (100)
- Warhammer & Shield
- 1x Grandblades
5 x Judicators (160)
- Skybolt Bows
- 1x Shockbolt Bows
5 x Judicators (160)
- Boltstorm Crossbows
- 1x Thunderbolt Crossbows
Units
5 x Decimators (180)
- 2x Starsoul Maces
5 x Protectors (180)
- 2x Starsoul Maces
10 x Arkanaut Company (90)
- Allies
Battalions
Skyborne Slayers (190)
Endless Spells / Terrain / CPs
Malevolent Maelstrom (10)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 180 / 400
Wounds: 1515 drop. Arkanaughts screen or sit on a home objective and are at least a little threatening, although I could replace them with skinks and try for a triumph.
Against magic heavy armies try to launch the maelstrom 26" forward from outside unbinding range and let it's 12" radius take care of the rest. Otherwise keeps Pha's Protection on the lib blob.Tweak #2
SpoilerAllegiance: Stormcast Eternals
Mortal Realm: Ulgu
Leaders
Lord-Castellant (120)
- General
- Trait: Staunch Defender
- Artefact: Mirrorshield
Lord-Celestant (100)
- Artefact: Sword of Judgement
Lord-Relictor (100)
- Prayer: Divine Light
Lord-Relictor (100)
- Prayer: Translocation
Battlemage (90)
- Mortal Realm: Hysh
- Allies
Battleline
30 x Liberators (520)
- Warhammer & Shield
- 6x Grandhammers
5 x Liberators (100)
- Warhammer & Shield
- 1x Grandblades
5 x Judicators (160)
- Skybolt Bows
- 1x Shockbolt Bows
5 x Judicators (160)
- Boltstorm Crossbows
- 1x Thunderbolt Crossbows
Units
5 x Decimators (180)
- 2x Starsoul Maces
5 x Protectors (180)
- 2x Starsoul Maces
Battalions
Skyborne Slayers (190)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 90 / 400
Wounds: 146
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1 minute ago, Captain Marius said:
One thing i dont get is the removal of the massive regiment discount. This doesnt make sense when the KO and Tzeentch books still have them...
KO doesn't have them either.
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5 minutes ago, Kurrilino said:
Did you actually read the book?
They mostly downgraded the warscrolls if you take points into consideration.
You have to take multiple chariots to buff 1 and the Gorebeast chariots have massively downgraded.
Same with warriors, they are roughly the same but cost way more. The whole range got more expensive because of buffs that are not even guaranteed.
Warriors went up a whole 10 points. That's hardly "way more".
They also get +1 to wound with hand weapons +1 attack on the champion and reroll saves rather than reroll 1's coming in at 10 models rather than 20...
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Drop the Relictor!
EDIT - Which also free's up a CP for spamming extra attacks.
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23 minutes ago, aceytrixx said:
So taking my Narrative Celestial Vindicators list to an event this weekend
Allegiance: Stormcast Eternals
- Stormhost: Celestial Vindicators
Leaders
Zeraphis Valourstorm, Fury of the Realm Celestial (220)
Lord-Celestant on Dracoth
- General
- Tempestos Hammer & Thundershield
- Trait: Single-minded Fury
- Artefact: Stormrage Blade
- Mount Trait: Thunder Caller
Tarnos Brightstar, Champion of Azyrheim (460)
Drakesworn Templar
- Tempest Axe
Balthestor Ravenbound, Paragon of the Faith (120)
Lord-Castellant
Morros Sternsight , Martyr of Purity (100)
Lord-Relictor
- Prayer: Bless Weapons
Battleline
5 x Liberators (100)
- Warblade & Shield
- 1x Grandblades
5 x Liberators (100)
- Warblade & Shield
- 1x Grandblades
5 x Liberators (100)
- Warblade & Shield
- 1x Grandblades
Units
8 x Desolators (800)
Total: 1960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 104
Not expecting much but rule of cool counts for alot as far as I'm concerned
Drakesworn Templars are only 420 now - you're gibbing yourself 40 points!
EDIT - which means you could drop 2 Desolators and swap your Celestant on Dracoth for a Celestant on Stardrake!
If you were that way inclined -
FAQ is up.
No mixed weapons in units.
Slayer of kings is 2 6's per attack sequence rather than phase now.
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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. -
Maybe Castellant could be 5+ Vs mortals only, while hammers is still 6+ Vs everything?
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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...
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1 hour ago, Maturin said:
Also, it's worth letting your opponent attack your drake first (depending on what you face) because once he has done it, and you eat up some of his models, he can't move to gain his unit's coherence back. bye bye half of unit.
Always this!
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1 hour ago, Björn Broberg said:
Hi !
Thanks for the great read!
Would you keep the divine light going forward ? I'm debating using it on my stardrake .
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.
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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!
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39 minutes ago, Scurvydog said:
Brave to charge in the drake on Archaon, I have quite the issue facing Beastclaw lists, as the drakes bite and tail are both useless against single models, so you have a 500 model where the mount attacks only equal the output of the average 100 pts hero with the claws only.
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!
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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 Eternals
Mortal Realm: Aqshy
Leaders
Lord-Celestant on Stardrake (500)
- General
- Celestine Hammer
- Trait: Staunch Defender
- Artefact: Ignax's Scales
- Mount Trait: Storm-winged
Lord-Castellant (120)
Lord-Relictor (100)
- Prayer: Divine Light
Knight-Incantor (140)
- Spell: Azyrite Halo
Battleline
30 x Liberators (520)
- Warhammer & Shield
- 6x Grandhammers
5 x Liberators (100)
- Warhammer & Shield
- 1x Grandblades
5 x Judicators (160)
- Skybolt Bows
- 1x Shockbolt Bows
Units
10 x Protectors (360)
- 4x Starsoul Maces
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 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!
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3 minutes ago, feadair said:
I have been planning to build the following army as my next project. Given the new point changes, I will have 80 points left over. Where should I spend them?
Allegiance: Stormcast Eternals
- Stormhost: Celestial Vindicators
LEADERS
Lord-Arcanum on Celestial Dracoline (220)
- General
- Spell : Celestial Blades
- Mount Trait : Pride Leader
Knight-Heraldor (100)
Lord-Castellant (120)
Lord-Ordinator (140)
UNITS
5 x Liberators (100)
5 x Liberators (100)
5 x Liberators (100)
6 x Evocators on Dracolines (600) ->520
- 4 x Grandstaves
- Lore of Invigoration : Celestial Blades
WAR MACHINES
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Chronomantic Cogs (80)2000 points -> 1920 points
My instinct is simply to upgrade one unit of Liberators (100) to a unit of Judicators (160). The total cost would be 1980 points. The reasoning is that I would then have six ranged units (Ordinator, 4x Ballistas, Judicators), which would normally be deployed in the Sky. These would drop behind buffed Dracolines and take out any screens or problematic Heroes, allowing the Dracolines to charge in for full effect.
What do you think? Any better uses for the 80 points?
10 Skinks to cap an objective?
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3 minutes ago, CommissarRotke said:
The Evo errata seems to mean they can only do their arc once? I don't know how SCE even make units fight twice in a phase anyway though so...
This is all a bit ://
IIRC one of the Cities of Sigmar command abilities lets them fight twice.
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20 hours ago, Roark said:
What the maces provide is some usefulness against ANY opposing unit. In Skyborne Slayers you often get to choose your initial match-up, but thereafter you will frequently not get the choice because of how laughably slow they are.
Some armies don't even have large units.
This.
Just some added redundancy.
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13 minutes ago, Lucur said:
The issue is more it's a gimmick list. If your opponent properly screens you waste your double tapping into chaff, afterwards you're left with some mediocre Castigators. Also the chore of assembling and painting 36 ever the same snapfit models... ew! ^^ i wish Castigators were useful outside this battalion, i like the models. But alas...
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!
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Soul strike brotherhood gives castigators and ballista +1 shot the turn they scions on to the board.
16 minutes ago, Sleepa said:Whoa! You gotta tell me how you can get 72 shots from 36 Castigators! No Condescending sarcasm intended. Is there something I'm missing? Everything I've seen indicates they only have 1 attack on their shooting profile, and I'm unaware of anyway to increase that. Is it somehow in Cities of Sigmar? I know you could double-tap with Anvils Command Ability, but they'd already have to be on the table in the Hero phase for that.
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1 hour ago, Kramer said:
Don’t know how I feel about the castigators
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!
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9 minutes ago, Kramer said:
Hi all,
my current ogor project will consume my painting time this month but I’m already planning my next project. I have blightwars and soul wars box lying around (+1 knight incantor) To differentiate from my other armies I’m considering building it into a magic focussed force.
not a tournament army but a friendly list. Any pointers? Units and models I must have?
my idea would be a defensive sacrosanct part with some vanguard movement shenanigans and some mixed shooting to support that.
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.
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3 hours ago, Evantas said:
My minor tweak would be switching the 5-man sequitors to liberators, and upgrading the arcanum to a gryph charger for mobility. That way u have an option for him to run up to heal / staunch defender the hurricanes as necessary.
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.
Starcast - The Thread
in Stormcast Eternals
Posted
No, the artefact abilities are in addition.