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Posts posted by Martijn de Bruin
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And here's to hoping this will fit in 2000:
Knight-Draconis
Krondys
Karazai
Stormdrake Guard
Stormdrake Guard
Stormdrake Guard -
I would love it if they were units of 1 with the MONSTER keyword. Kinda like the equivalent of Huskards on Stonehorns
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Perhaps nice to present a list of models/units yet to be released?
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18 minutes ago, PrimeElectrid said:
Rend 2 everywhere is huge, honestly could be quite oppressive until everyone else gets their books.
-2 Rend is the new -1 Rend 😅
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31 minutes ago, Spiky Norman said:
I know we're going down a tangent in relations to Ironjawz, but why does the Rippas rule mean that they always get to activate before the opponent?
It just says that they are eligible to fight in the combat phase.
An opponent can't usually activate within 6" so Rippas "can't" be attacked until they themselves have activated, piled-in and attacked in the combat phase.
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Yndrasta and msu Prosecutors might become a good fit, considering their synergies in movement and range, while also being revivable models! 😯
Here's to hoping for a proper buff to Prosecutors!
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13 hours ago, Beer & Pretzels Gamer said:
Too little, too late.
The tables have flipped in Zoom League so this time it was me trying to crack the Fyreslayers list with my opponent’s Khorne list. Having seen his “hammer” break on my Hearthguard Anvil I had a plan. Unfortunately Fyreslayers were just too good in the two rounds it took me to execute my plan and were helped by some failed charges,
I expected him to imitate my success in moving the Hearthguard Berzerkers with Battlesmith plus Bodyguards into the middle. I even got lucky that the primary objective landed in the West so he couldn’t just camp on it if I made him go first like I had when it had fallen in Center first two rounds. That forced him to bring the 20x Vulkites in the tunnel with the Runesmiter on foot out onto that objective R1.1. He also ran his 10x Vulkites out onto the East objective.
Okay, stunk starting off down 7 VP but felt I was in a good position to claw back 5 as I started the first part of my plan. FURY and two units of 5x Flesh Hounds went to the West. FURY was even able to snipe the Runesmiter in the Shooting Phase with his whip and all three of them made their charges so I was hopeful that I would be able to clear enough to force a painful battle shock he couldn’t CP without a HERO in range.
Meanwhile RAGE and 5x Flesh Hounds headed East to clear of the Vulkites. Unfortunately despite rerolls, they failed their charges.
When FURY and the Flesh Hounds in the West couldn’t get the job done I was left with... 0 VP. Any hope to make it up with a double turn was quickly evaporated when I rolled (yet another...) 2 for initiative.
In leaving a unit of Flesh Hounds and WRATH back my hope had been to draw forward the Hearthguard Berzerkers far enough to open a gap between them and the Battlesmith. My original hope had been to wipe the Vulkites in the East and the take advantage of Baleful Lords Run & Charge to fly RAGE into that gap and deal out enough damage and MWs to clear him and the Auric Hearthguard bodyguards. This would deprive the HBs of one of their +1 Saves, potentially their 4+ HERO shrug, and ideally their battalion ability to pile in and attack a second time. All in perfect time to slam Skarbrand into them.
In R2.1 this plan partially worked. The gap did open up. But my opponent popped the Runesmiter on Magmadroth Grand Ritual and moved him into position for the HBs to get a +1 to Save (and thus the HERO 4+ shrug) even if I killed the Battlesmith. Meanwhile the 20x Vulkites were also in the Runesmiter Grand Ritual buff bubble so they held out in the West another turn. Thus I was down 12-0 by the time I got my second turn.
RAGE would fly over and wipe out the Battlesmith but with 4+/4++ the Hearthguard handled the Skarbrand hit better than hoped. By that point the VP deficit was too much.
From the Fyreslayers perspective the 20x Vulkites Berzerkers were MVPs. The +1 Save from the Bladed Slingshield made a difference, especially when paired with the +1 from the Runesmiter’s Grand Ritual, in tying up a big chunk of my forces. To finally clear then R3 I’d need to summon 19x more Flesh Hounds. Now was that Khorne’s hammer? No. But by holding out in the West so long they prevented the Tyrants from converging in the middle against the rest all while wracking up VP. The Warpick’s Rend, especially when doubled to -2 in R2 when the tune was in effect, also made sure they wore down the units tied up with them. Add in Berzerker Fury, allowing pile in on death and points wise they came out at least even. I’ve definitely come to appreciate the value of this block in the list.
Again, this is far from a fully optimized list but I like that it has more tools than I expected. It can put 20x semi-resilient Vulkites bodies on an objective, especially with Vostarg movement or Runesmiter’s tunnel, with the knowledge that the opponent probably has to turn their hardest hitters in the direction of the Hearthguard Berzerkers. Meanwhile, in later rounds the Magmadroths get chances to shine.
Seems like you enjoyed it 😄
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4 hours ago, DrDemento said:
I’m working on a painting up a similar list. What I hear on podcasts is best performing in the meta would be to drop Gotrek for another 20 Hearthguard Bezerkers.
I think Auric Hearthguard are good for protecting heroes like the battle smith and rune master.
I really really like the magmic invocations as they give some much needed range and mobility with mortal wound output. The lava wall is okay too but the flamespitter and infernoth are great with the Smiter and master combo.Can do all that above if drop Gotrek and a unit of vulkites.
I’m sticking with just 20 Hearthguard Bezerkers and try to squeeze in three magmadroths.
I hope the winter FAQ adjusts some points downward on the vulkites and magmadroths.
Yeah that would be great, I love the Magmadroth models, here's hoping they become cheaper!
In regards to your suggestion, that would lead to something like this?
Allegiance: Fyreslayers
- Lodge: Hermdar
Leaders
Auric Runefather on Magmadroth (270)
- General
- Command Trait: Warrior Indominate
- Artefact: Tyrant Slayer
- Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (120)
- Prayer: Ember Storm
Battlesmith (140)
- Artefact: The Nulsidian Icon
Auric Runesmiter (120)
- Forge Key
- Prayer: Prayer of Ash
Battleline
20 x Hearthguard Berzerkers (400)
- Broadaxes
20 x Hearthguard Berzerkers (400)
- Broadaxes
10 x Vulkite Berzerkers (140)
- Handaxes & Slingshields
10 x Vulkite Berzerkers (140)
- Handaxes & Slingshields
Battalions
Lords of the Lodge (150)
Endless Spells / Terrain / CPs
Molten Infernoth (50)
Zharrgron Flame-spitter (60)
Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 150Need to get 3 more boxes of hearthguard for that hehe
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I am about to start a Fyreslayers army and just ordered the following:
2 SC Fyreslayers
5 Hearthguard
1 Battlesmith
1 Runemaster
1 Gotrek Gurnisson
1 Magmic Invocations
1 Magmic BattleforgeI`m going for a list with Gotrek first, just because it's cool (or hot?)
Allegiance: Fyreslayers
- Lodge: Hermdar
Leaders
Auric Runefather on Magmadroth (270)
- General
- Command Trait: Warrior Indominate
- Artefact: Tyrant Slayer
- Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (120)
- Prayer: Ember Storm
Battlesmith (140)
- Artefact: The Nulsidian Icon
Auric Runesmiter (120)
- Forge Key
- Prayer: Prayer of Ash
Gotrek Gurnisson (520)
- Allies
Battleline
20 x Hearthguard Berzerkers (400)
- Broadaxes
10 x Vulkite Berzerkers (140)
- War-Picks & Slingshields
10 x Vulkite Berzerkers (140)
- War-Picks & Slingshields
Battalions
Lords of the Lodge (150)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 520 / 400
Wounds: 118It seems there's not a whole lot of recent content about Fyreslayers online, so I am looking for some advice:
1. With the models I have coming in, what would be the best allround list without Gotrek?
2. What is currently considered the best performing FS list in the current meta? -
15 hours ago, GDD said:
I don't play Fyreslayers, but I thought you gents should see this too.
Here's an interesting tidbit from this months White Dwarf!
The paragraphs about "the master maker" and the "Duardrazhal" from the Fyreslayers battletome are printed in it.
And there's also a Fyreslayers story where "totally not the white dwarf" aka Azkharn sings the following song:And here's my sloppy translation attempt:
The Dwarven realm fell to disaster,
in a fiery battle.
???????????
will stay and mine Azyr.
Kharadron in the sky.
Fyreslayers with their gold.
Duardrazhal's massive construction
Making the Dwarven realm.Just thought this was very worth having a look at if you're a Dwarf fan!
Hidden teaser?! I sure hope they expand upon KO and FS in the near future!
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29 minutes ago, Marcvs said:
With present rules, staves are mathematically better against all but 2+ saves (and equal on 3+), so I would always go for as many staves as possible.
Alright thank you.
Will build prime with stave and the rest with 3 staves 2 swords.
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4 hours ago, jeremym said:
I built a 6 man brick and went with 2x swords and 4x staves. I found that getting them all into combat was extremely unlikely, especially since I was usually using them on the flanks to go for objectives. The extra range really helps get more attacks in, and they have enough of them to make an impact
Alright, what about the prime? Is the extra attack better with a stave?
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Quick question, about to build 6 evocators on dracolines. What is currently considered the optimal weapon choice? For both 2x3 and 1x6. I plan on running a LAoD as general with them.
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1 hour ago, TALegion said:
@Martijn de Bruin You'll almost definitely want to fit a Warchanter into your list. They double the effectiveness (50% increase for mawkrushas) of your brutes and gore-gruntas for 110 points, which makes them the most efficient option there is. Your gore-grunta unit or mawkrushas will hit like trucks with +1 damage
I know they're good for what they do, but this list is build to mitigate being dependent on force multipliers that are easily taken out by current modern top armies.
Thus trying to make the list with just big monsters & cheap bodies that hit hard on their own.
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Alright, I would like some input on the following list. I always disliked the Ardboyz and I believe now is the time to ditch them I am thinking about trying the following list. I believe Shamans and Warchanters are becoming much harder to use in this arising new meta, so whilst I considered 1 Warchanter at least, I just couldn't fit it in without losing on bodies. List is a 3-drop!
CP's will mainly be used for either Mighty Destroyers at key moments or for Gordrakk's Voice of Gork to buff multiple units in a big charge turn.
What do you all think in regards to composition, artefact/trait choice, strengths & weaknesses?
Allegiance: Ironjawz
Leaders
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Command Trait: Ironclad
- Artefact: Metalrippa's Klaw
- Mount Trait: Weird 'Un
Gordrakk the Fist of Gork (540)
- Mount Trait: Mean 'Un
Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
5 x Orruk Brutes (130)
- Pair of Brute Choppas
5 x Orruk Brutes (130)
- Pair of Brute Choppas
5 x Orruk Brutes (130)
- Pair of Brute Choppas
5 x Orruk Brutes (130)
- Pair of Brute Choppas
Battalions
Ironfist (160)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 121- 1
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Allegiance: Stormcast Eternals
- Stormhost: Anvils of the Heldenhammer
Leaders
Lord-Arcanum on Gryph-Charger (200)
- General
- Command Trait: Deathly Aura
- Artefact: Obsidian Amulet
- Spell: Azyrite Halo
- Mount Trait: Wind Runner
Lord-Castellant (120)
Knight-Azyros (100)
- Artefact: Soulthief
Battleline
20 x Judicators (580)
- Skybolt Bows
- 4x Shockbolt Bows
10 x Sequitors (240)
- Stormsmite Mauls and Soulshields
- 5x Stormsmite Greatmaces
10 x Sequitors (240)
- Stormsmite Mauls and Soulshields
- 5x Stormsmite Greatmaces
Units
5 x Evocators (210)
- Lore of Invigoration: Speed of Lightning
5 x Evocators (210)
- Lore of Invigoration: Speed of Lightning
Battalions
Cleansing Phalanx (120)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 128
This will be my list for testing post-ghb20. Not sure about the mount trait and artefact choice though. Any thoughts?
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Ok thanks!
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If a Gaunt Summoner is part of a batallion, is the summoned unit then also part of that batallion?
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So how do you all feel about the rumoured/leaked changes to points for IJ?
Boys +10
Brutes -10
Megaboss -10
Shaman +10
A minor nerf, whilst the pts drop not being significant enough to make the megaboss and brutes interesting? 🤔
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So with all these tzeentches 😁, how would a new Changehost list, aimed at competiveness, look like today?
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2 hours ago, Xelotath said:
I’m a little bit confused by the FAQ as the designer note seemed to say they had changed the way battleshock worked with destiny dice on Pink Horrors but using Destiny Dice to give the horrors a 1 on battleshock would still generate more Horrors as it uses the Unmodified roll. Or have I missed something?
This is correct.
The rule also states that on that unmodified roll of 1 NO models will flee that phase.
Makes those DD1's even more important now.
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I have 2 rules question that came up during my first game:
Changecaster: Does the Fortune and Fate ability trigger on subsequent casts (or extra casts i.e. on Balewind) or is the wording for 1 extra spell that phase a hard limit?
Lord of Change: when using DD for casting, i.e. a 2 and a 4, does the Mastery of Magic ability allow you to change the 2 to a 4? Or is "change" considered a modifier?
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Reasonable to expect faq/errata this weekend? It's been over 2 weeks since release.
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Building from that list you posted earlier:
Changehost 180
Lord of Change 380
- General
- Trait: Coruscating Flames (-1 to hit vs missile weapons wholly within 12")
- Artefact: Aura of Mutability (+1 to wound rolls wholly within 9")
- Spell: Fold Reality
Changecaster 110
- Artefact: Shroud of Warpflame (3+ MW return in melee)
- Spell: Bolt of Tzeentch
Blue Scribes 120
- Spell: Tzeentch's Firestorm
10 Pinks 200
10 Pinks 200
6 Flamers 240
6 Flamers 240
1 Exalted Flamer 100
1 Exalted Flamer 100
1 Fatemaster 120Total: 1990
Drops: 2
CP: 2OR (my current planned list):
Changehost 180
Lord of Change 380
- General
- Trait: Coruscating Flames (-1 to hit vs missile weapons wholly within 12")
- Artefact: Aura of Mutability (+1 to wound rolls wholly within 9")
- Spell: Fold Reality
Fateskimmer 140
- Artefact: Shroud of Warpflame (3+ MW return in melee)
- Spell: Treason of Tzeentch
Blue Scribes 120
- Spell: Tzeentch's Firestorm
10 Pinks 200
10 Pinks 200
6 Flamers 240
6 Flamers 240
1 Exalted Flamer 100
1 Exalted Flamer 100
1 Tome of Eyes 40
1 Command Point 50Total: 1990
Drops: 1
CP: 3
I believe Fateskimmer serves a purpose in being a fast daemon hero for buffs/summons and allegiance aura for the more offensive units, next to the LoC.p.s. not sure about spell selection, any pointers? (new to Tzeentch )😁
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Stormcast Eternals 3.0 - There is no "a" in Vindictors
in Stormcast Eternals
Posted
Agree, these rules are very bland and pidgeon-holing us into certain unit combinations.
Something I`m noticing in the new strategies/tactics and batallions is the use of a certain set of keywords:
cities of sigmar
redeemer
stardrake
dracoth
draconith
It feels like they just forgot that there units in there with other keywords that have 0 interaction with these strategies/tactics etc.
i.e. keywords like dracoline, gryph-chargers, sacrosanct etc. 🤨
unless I missed the fact evocators on dracoline now also have the keyword dracoth/draconith? 😆