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Martijn de Bruin

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Posts posted by Martijn de Bruin

  1. 1 hour ago, PrimeElectrid said:

     

    Now I’m not so blinded by dragons it has sunk in that there’s only one way for melee units to interact with Scions of the Storm and that’s limited to one unit per turn, Thunderstrike only, with an Imperatant.

    Once at a time is par for the course with this book, but I guess unlike with Gavriel you can keep doing this while you have stuff in Scions, whereas Sureheart was a one and done.

    The Thunderstrike restriction is frustrating however, and it feels bad that there’s still only one way to buff a unit charge out of Scions. Just as before it was do it with Gav and Evocators or don’t bother, now it’s do it with Annihilators and an Imperatant or don’t bother. At least now we have an alternative in Stormkeeps, but why isn’t there more choice to interact with what is an allegiance ability? This was my exact same complaint with the 2nd Ed book and they’ve just repeated it with different units.

    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? 😆

    • Like 2
  2. 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.

    • Like 1
  3. 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.

    867B0440-1A73-4F78-9D9E-97D53DD9CE24.jpeg.20a4a3d87bcd7475d10494f73d18c12d.jpeg28E26F3F-7CCB-497D-9BDD-C88C6C6C50BB.jpeg.f99d524adcfde9ca26c97b4804558530.jpeg

    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.

    0207352C-8957-4795-9C39-416D95875405.jpeg.65f9f63f0b60b9bda062cefc64e152e8.jpeg

    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 😄

  4. 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: 150

    Need to get 3 more boxes of hearthguard for that hehe :P

  5. 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 Battleforge

    I`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: 118

     

    It 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?

  6. 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!

  7. 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?

  8. 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.

  9. 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

    • Like 1
  10. 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?

  11. 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? 🤔

  12. 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.

  13. 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?

  14. @Gwendar

    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 120

    Total: 1990
    Drops: 2
    CP: 2

    OR (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 50

    Total: 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 )😁

    • Like 1
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