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22 Lord Celestant

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  1. With our new points I am thinking of the following 4-Drop List (no sense in competing with KO, Tzeentch for 1 Drop, everything else seems to be at least 5 Drop?). Skyborne Slayers is a big distraction, stalls the enemy and scores Objevtives while Prime and Evos act as precision strikes. Combo of Prime, Lord Celestands Hammer Cloak and Heraldor with Judies allows for rather realiable Hero Sniping. Thoughts? Leaders Lord-Celestant (100) Knight-Heraldor (100) Celestant-Prime (300) Battleline 5 x Liberators (90) - Warhammer & Shield 5 x Liberators (90) - Warhammer & Shield Units 5 x Judicators (140) - Skybolt Bows 5 x Judicators (140) - Skybolt Bows 5 x Protectors (170) - 4x Starsoul Maces 5 x Decimators (170) - 2x Starsoul Maces 6 x Evocators on Dracolines (520) - 4x Grandstaves Battalions Skyborne Slayers (180) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 118
  2. How would the interaction between Tamurkhans Horde and the new Subfactions work? Tamurkhans Horde´s abilities are defined as allegiance abilities one gets in addition to the standard Maggotkin of Nurgle abilities. So...grapping a straw here: Could we be a Tamurkhans Horde Maggotkin of Nurgle Army with a Droning Guard Subfaction? :)
  3. So, Hearthguard Berzerkers are now 400 for 20 making them easier to efficiently use than before, right? Could anyone explain how those are comparable to say 20 Libs for 400 or 20 Chaos Warriors for 400 or 10 Evocators for 440 etc.? Maybe I am overestimating Berzerkers due to some very bad experiences.
  4. I really like your idea of a 30 Block of Libs, potentially with a 2+ RR1 save. Reminds me of 30 Ardboys in your opponents face turn 1. Have you thought about increasing the number of Juds? I believe they are not a lot less effective than Longstrikes, so dropping 20 of them to delete what you want seems nice. Another question: Do you find to have mobility issues after your first drop? I was thining of adding a Vexillor fpr a guaranteed teleport or some prosecutors for obj grabbing and some pretty efficient ranged damage.
  5. With the possibility of dedicated discussions on everything stormcast I would like to start discussing one, if not the only, more or less viable low-drop Lists for Stormcast: The Skyborne Slayers. At bare minimum it consists of: Allegiance: Stormcast Eternals Leaders Lord-Celestant (100) Battleline 5 x Liberators (100) 5 x Liberators (100) 5 x Judicators (160) 5 x Judicators (160) Units 5 x Decimators (180) 5 x Protectors (180) Battalions Skyborne Slayers (190) Total: 1170 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 75 How are you filling the remaining points? I´ve heard of Longstrikes and some heroes. I personally am pondering on increasing both paladins to 10man Squads and adding some support heroes. What would a good Stromhost be? Vindicators seem nice, but going vanilla and adding a stardrake seems cool as well. Happy to hear your experiences and thoughts!
  6. Is the Battalion: Volk 10 Mortek Guard 3 Stalkers 2 Morghasts or Volk Mortek Guard Stalkers Morghasts I fear its the first but the second one would make it a lot better...
  7. Another Question: Morghast vs. Stalkers for our "Hammer". Everyone seems to be saying that Morghast are trash, but why? When comparing a Unit of 4 Morghast and a Unit of 6 Stalkers for all but offence: - Morghast are 3" faster and fly without the need for a RD Point - Morghast can be way more tanky with an additional 5++ or more reliable when charging (3D6 > Reroll?) without the need for a RD Point - They give a Bravery debuff (not worth much, but might help against IJ for example - They have 6 Wounds a Piece vs. 4 Wounds for Stalkers, making them easier to heal, especially with their better defence Offensively I would compare Halberds with Spirit Blades in Precision Stance: ... Haha never mind. Offensively Stalkers blow Morghasts out of the water, only redeeming quality might be that you get to attack with all 4 Morghast vs. maybe only 4 Stalkers (thanks to higher move and 2 " Reach for Morghasts)..which might also be offset by basesize. Still: Might Morghast be useful in a role similar to Harassers or even Mini-Anvils with nice Output?
  8. Hello everyone, hello @PiotrW I´ve now put everything seperately on Ebay. Username is c_adol01. Feel free to buy the parts you need. Shipping outside Germany might be more expensive. Theres one Bombardier sold seperately as well. /closed
  9. Hello, is there any official source or common agreement on wheter destiny dice count as modified or unmodified dice rolls? Can I use a destiny dice of 1 to succeed battleshock on my Pink Horrros and get D6 back? Can I usa a destiny dice of 6 to auto-hit with mortal wounds from Skyfires? My interpretation is: Modifying a dice roll requires a dice roll to happen. Modifying somethin means changing something that has happened / does exist. Destiny dice allow you to pick one dice instead of making a roll. This, to me, is not a modification but a replacement. I am getting tired of argueing every second rule of my army because somehow Tzeentch=OP sticked around paired with some bad wording in our rather old book. Would love to be proven right or wrong.
  10. Thanks a lot for your Input! I would love for some kind of source for Destiny Dice counting as unmodified but I fear there is none (except semantics).
  11. Hello everyone, I have played my first game with Changehost yesterday and had to learn that there seem to be a lot of unclear cases with the Rules as Written. My questions are: Blues Sribes allow me to reroll all failed casting attempts. Bloodsecrator makes me reroll successfull casting attempts. As per Core Rules you never reroll a reroll. So if I failed, then rerolled and succeeded my casting roll I would not have to reroll it again because of the Secrator, right? My opponent thought otherwise. Mark of the Conjurer on Lord of Change: Do I get two Fait Points when Casting with him as essentially every casting roll is a double thanks to his warscroll ability? I would say surely. The tough one: Does a Roll count as modified when using a Destiny Dice? Wording is "Instead of making a Dice roll". I would say that you can only modify a given result of a dice roll. As we never roll a dice but EXCHANGE the roll for a fixed result I would argue that Destiny Dice are unmodified rolls. Its relevant regarding getting back Pink Horrors with a Battleshock of 1 (online everyone seems to play it like my interpretation) or making Skyfires do mortals on a hit roll of 6. Thanks a lot for your input! If there is any definition of what GW counts as modified and what not I would be forever grateful.
  12. Regarding the Waaagh: Its always +1 Attack, +2 If you meet the rather steep requirements. So might be a lot better than you think, depending on how you understood the wording (seems like you think its +0 Attacks if you roll under 11?) Also, when playing strictly by GHB Rules you can always bring your own Realmgate - although most Tourneys I know, houserule the terrain part to speed up setup... Also, also the Warchanters +1 Damage Chant seems to be a real game changer, especially on Gruntas and Ardboys with their many 1Damage attacks. Statistically its better than +1 Attack on most Units and break even on Ardboys and still better on Gruntas compared to +2 Attacks - and it does not cost a CP and can´t fail.
  13. Don´t have the Text infront of me but: We seem to be able to use the CA under the following requirements / circumstances: Be an Ironjawz Army Have the Command Trait Brutish Cunning Be the Boss of an Ironfist Battalion I don´t think that anything implies that more than one of those requirements / circumstances have to be met. Actually it would have to say that Requirement 1 and 2 or 1 and 3 or 1, 2 and 3 would have to be met but meeting Requirements 2 and 3 wont suffice. It´s similar with Endless Spells. A Tzaangor Shaman can use a Beasts of Chaos Endless Spell in a Tzeentch Army. Why should my Gore Grunta Boss not be able to use an Ironjawz CA in a Big Whaag army? I still see why it´s discussed...could be a lot clearer and might even be decided otherwise in an FAQ
  14. I thought you could still take a Megaboss in Ironsunz - just don´t make him your general and don´t give him an artifact. Gordrakk comes to mind as best pick; Command Ability² and Whaagh included.
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