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Primes

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Posts posted by Primes

  1. On 3/20/2023 at 6:36 PM, Grimrock said:

    I just checked out the AoS Coach review on youtube and it has a full breakdown on points at the end. He's also really specific and did what looks like a word for word copy of the allegiance abilities/traits/artefacts along with in-depth changes to the different warscrolls. You need to have the existing book or app to know the full story, but as long as you do it's the best breakdown I've seen yet. Still hoping Facehammer will do a proper review once the book is out so I don't have to cross-reference so much but this should be good enough for now.

    After going through it again I'm feeling a little more hopeful for the book. The general allegiance rules have seen a pretty good glow up. Artefacts/traits/slaughterhosts aren't mind blowing but there are a couple cool little combos you can pull off. The new prayers are pretty fantastic and the addition of the priest keyword to so many models means you'll be able to take advantage of them regardless of what type of army you want to run (also a priest bloodthirster just sounds fantastic). Similarly the new tithe abilities are really good with Murderlust an obvious standout. Everything seems to be tuned towards making sure you get to combat quickly and at relatively full strength.

    As usual there are a number of dud warscrolls but generally we're better off than we used to be. There were a lot of sidegrade changes (like skullreapers gaining a rend and +1 to hit against large units but losing re-roll hits so they can't fish for mortals anymore and swapping Murderous to the Last for the strictly inferior murder rolls) or improvements that just don't seem to be enough (like blood warriors getting a save and rend, but still wounding on 4's for some unknown reason). There are a number of good improvements though like bloodreavers (murder rolls should do more damage then they ever could otherwise), skullcrushers, bloodcrushers, and bloodletters (2" reach! finally!). Gorechosen heroes have also gotten a lot better combat wise, but I'm still not sure if it's enough to make me want to reach for them over priests or bloodthirsters. 

    Honestly I think the biggest weakness we have is the book specific battle tactics and grand strategies aren't super great. You should be able to do a few of the tactics depending on your matchup, but the grand strategies are pretty awful all around. We'll definitely have some issues scoring points, but maybe that's ok as we'll be forced to kill the opponent off faster to make sure they can't score either. Very thematic. 

    Hey, could you or anyone sell me on Bloodcrushers? Love the models but they seem pretty underwhelming.

  2. On 8/5/2021 at 7:42 PM, djrodriguez123 said:

    I have 4 spawns, and I run what you stated above, never really felt I needed more. Most of the time they’re killed right away because you’re using them as chaff blockers most of Time.

    I would love to play a "Tzeentch Control Army" but can´t get any games in right now.

    Would you (and everyone else) care to give a rundown on how you play such an army, revolving around Spawns, Pinks, Kairos, maybe Be´lakor, Changeling, Vortex Beast, Bray Shaman or other control elements. I guess the host of choice would be Duplicitous...

    I am really looking forward to some strategic input, maybe even with regards to the top armies right now (Sons, everything including Archaon or Nagah, Lumineth, Seraphon...)

    Thanks a bunch!

  3. Hey everyone,

    what would a strong Skryre List look like? Assuming having every model (Tabletop Simulator), Acolytes don´t seem too bad. 20 Bodies with a nice Output for 200 Pts. Ratling Guns are nice Roadblocks with good damage and Jezzails allow for Synergy Piece sniping.

    I would love to play the 1-Drop Battalion (with Gascloud und the Ratling Gun Coven) but between the battalion cost and the forced units of Stormfiends it seems like a trap.

    What do you think?

    Allegiance: Skaventide

    Leaders
    Arch-Warlock (160)
    - General
    - Command Trait: Overseer of Destruction
    - Artefact: Vigordust Injector
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Bombardier (120)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Bombardier (120)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

    Battleline
    20 x Skryre Acolytes (200)
    20 x Skryre Acolytes (200)
    20 x Skryre Acolytes (200)
    5 x Skryre Acolytes (60)
    5 x Skryre Acolytes (60)
    5 x Skryre Acolytes (60)

    Units
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)

    Artillery
    Warplock Jezzails (420)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)
    Bell of Doom (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 124

     
  4. Hello everyone,

    due to limited space I have to give up on one of my beloved Age of Sigmar Armies: The Ghosttrees.

    I originally bought them from @Chris Tomlinin 2017, added quite a bit of stuff and have since had some great games with them.

    The army includes the following:

    1x Drycha Hamradreth

    1x Treelord Ancient

    1x Spirit of Durthu

    1x Branchwraith

    1x Branchwych (not painted)

    1x Arch-Revenant

    20x Dryads

    10x Spite Revenants converted from Dryads and usable as either of those

    10x Spite Revenants

    10x Tree Revenants (5x not painted)

    6x Kurnoth Hunters with Syches

    6x Kurnoth Hunters with Bows

    6x Bases of old Citadel Woods

    5x Sets of new Awakened Wildwood Footprints made of MDF (wanted to build my own, see pictures)

    Warscroll Cards and Tokens (English)

    About half of the Bases are magnetized.

    The army retails for about £ 500 usind two Start Collecting Boxes without any of the woods.

    I am asking for £ 290 + Shipping including all Citadel Woods, MDF Wood-Bases and Warscroll cards. Feel free to PM me if you are interested. I am located in Germany and will ship internationally if financially feasible.

    Best Regards

    Chris

     

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  5. 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

     
  6. 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? :)

  7. 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.

  8. 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.

  9. 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!
     
  10. 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?

     

    • Haha 1
  11. 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.

  12. 3 hours ago, MGeffro said:

    From core rules: "You can never re-roll a dice more than once"

    Yes

    Yes, they count as unmodified rolls, so we want lot of 1s for Pink Horrors. :)

     

    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).

  13. 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.

     

  14. 24 minutes ago, Luzgurbel said:

    Am I the only one very disappointed with the new book? No own scenary, no endless spells, no new models at all (despite the fact that even the old Wurrzag is still in the book), no VS box set (Sylvaneth vs Gloomspite, FeC vs Skavens, Slaanesh vs Khorne, Stormcast vs Nighthaunt, and I suppose Bonereapers vs Mawtribes).

     

    Furthermore, the Waaagh command ability is really awful. You need at least 10 units surrounding your Megaboss to assure the success of the roll. 10 units! And wholly within, of course. I guess I will never use this command ability.

     

    What else? Few tribes. Only 3 tribes for each, but I'm an Ironjawz players only (I dislike the concept of the Savage Orruks), so I only have 3 tribes, which, imho, are really bad, specially the Bloodtoofs (my tribe) (although I admit it CA is really tricksty if you manage to get the double turn). Is the Realmgate my "own scenary"? No, so I depend on the randomness of the table to use my General's Trait. Smart.

     

    Some good buffs in the case of the Ardboys, always IMHO, reducting to 5 min size and merging up the weapon profiles. Very easy for the army to hit (and wound) on 2+. Pure strength, as it should be.

     

    But the items and the trais are... Forgetable. The Ironclad+Etheral Amulet on a MK is really cool. The Destroyer can make the MK kill anything with easyness. The Brutish Cunning + Ironfist ability is really helpful in order to save points (for rerolling charges, oc).

     

    To sum up, I see some good stuff (hello attacks buffed MK 2+ unrending healing each turn), but in a nutshell, I see a lot of weak points. I don't really see how to beat the triple KoS, for instance.

     

    Just my 2 cents, change my mind. Specially about the Waaagh CA.

    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.

  15. 6 minutes ago, broche said:

    First sentence under the command ability section, juste before Mighty destroyer "Ironjawz army can use the following command ability..."

    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

     

  16. 32 minutes ago, Scurvydog said:

    You miss out on Waaagh though, +1-2 attacks in a combat phase can be a pretty big deal. Not having a Megaboss you also miss out on his command ability, and +1 to hit for a unit at the right time is also important. CP begin losing value when you miss out and the command abilties to actually use them on after all. But it is entirely an option of course and might be worthwhile in some cases.

    If I chose a shaman as my general however, I would probably always go for +1 to cast or two spells/two casts traits instead. Then possibly the CP on 4+ artifact instead.

    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.

  17. 2 hours ago, Scurvydog said:

    I prefer the Ironfist over the gorefist, evne with only GGs to use 3 man units for objectives and support and the 6 man unit as a hammer. If they are in combat the next turn the ability to fight in the hero phase can be a huge deal and all in all opens more options down the line, as long as the boss is kept alive. If the opponent has good deployment and screening turn 1, moving 3 GG units forwards wont help all that much, while another model using MD opens all kinds of plays.

    Running Ironsunz with a Weirdnob general is a hard sell, the warclan tax is pretty steep in that regard, as the traits are all very poor compared to the non clan traits. Yes I do like MD so much, that the Brutal Cunning trait alone is a game changer in my eyes, at least as much as any benefits the warclans bring. The Ironsunz command ability is the only thing I really have my eye on to reconsider.

    Especially in smaller games like 1k games, Brutal Cunning and an impactful artifact will be much more important.

    Nevermind - got Brutal Cunning and Smashing + Bashing confused!

    Nevertheless. If you take the Weirdnob Shaman as General an give him the +D3 CP Trait you essentially get 1-3 activations of MD with some more flexibility (using them for Battleshocks or +1 to Hit or a Whaag). Not too bad, considering most games seem to be decided by Turn 3 or 4.

  18.  

    @Boggler Do you play without Battleline in your Playgroup? If I am not mistaken, even at 2k he wouldn´t even be able to fit in 3 Units of Libs...Might explain why you struggle. This should also make you comfortably out-drop him.

    As a Stormcast Player, whenever playing Anvilstrike or a variation my biggest fear is  a Horde of MSU Units with decent Output charging at the same time from different angles. I believe Ironjawz can play this way perfectly with a Mawcrusha and some units of Gruntas. Also he does lack any magic defense, which you could exploit by teleporting 10-20 Ardboys in his backline.

    I am also not sure how he is able to kill one, let alone two Mawcrushas with hist 9 Longstrikes without using Anvils for double shooting or Azyros for rerolls.

     

    • Like 1
  19. 12 minutes ago, Maturin said:

    Well, it's minimum sized Skyborne Slayers + 1 Knight Azyros (Sword judgement), Gavriel Sureheart and two aetherwings unit.
    I have bad luck with dices in general, so I looked up the easiest way for me to make my charge rolls, hit rolls more reliable.
    I also designed this list to beat a specific opponent in my GW, who was the Store champion and whose Lord Aquilor I couldn't kill with two heroes during the store tournament because of bad dice rolls.

    So Activating lore celestant and gavriel CA makes both charges and D6mortal wounds really easy to do, on a flying azyros (only 4 attacks though). Mind you, I'm now the store  champion so I have the bonus given by the bracelet which is D3 CP at the start of the battle combined with D3 rerolls. When I challenged the champion, I didn't have the azyros, I was playing at 1250 with an assassin hidden in my Lord celestant from the slayers battalion. My opponent deployed a bit too wide, so I could sneak in the celestant and kill him in one go.

    If I had to go to 2000 points, I would either go Longstrikes, like @Roark, or go balistas. I'd liek to tinker a bit and find a way to play order with WE Sisters on forest dragon, or some other esoteric units.

     

    Thanks for your Input.

    For 1.500 Points I thought about Min Sized Slayers with Knight Vexillior instead of Gavriel and Relictor instead of Azyros (or both foregoing the Aetherwings).

    This would allow me to use either no Stormhost, Vindicators or Hallowed Knights for Fluff and Mobility after the Initial Drop with the +1 to run/chare and run+charge CA. Also the Pennant of my Vexillior gives me options after the initial Skyborne Drop.

    Putting Sword of Judgement on Celestant, who has more Attacks than Azyros (whose rerolls would be less useful against Chaos and/or with Vindicators Stormhost).

    For 2.000 Points my main consideration is keeping the army low drop. I think Juds are not too bad, so increasing them to 10 each and adding 5 Protectors to my Unit of 5 is an idea I am toying with.

    @Roark @Maturin @Everyone: What are your Opinions?

     

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