Jump to content

Unter

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Unter

  1. hmm I've just gone back and re-read - i think your first interpretation is correct. It's just daft they are named the same.
  2. Ah cool, thanks for the clarification. So each Master Moulder grants one prized possession? Still can't duplicate the mutation however as in your list above.
  3. do you get to pick the moulder enhancement for each moulder unit you have? thought it was just one? i might be wrong. It definitely says however that you cannot duplicate the same mutation in your army
  4. cool post. did you have any challenges with coherency for the ironguts?
  5. I like it, but if you are looking to save points I'd drop the Firebelly. As you said there is a lot of anti-casting out there, and even without it his spell goes off on a 7.
  6. Tzeentch are easily one of the least interactive armies out there for the opponent. You have no interaction whatsoever versus Destiny Dice, you just hope the Tzeentch player uses them badly. Dice matching while casting is incredibly strong, Changehost / Hosts Duplicitous have been some of the most oppressive lists to play against in the game with board presence, teleporting, output and durability. Not to mention the no retreat from duplicitous guaranteed with a DD charge which can take multiple units out the game for first crucial turns. On top of THAT, there are lots of armies out there that have no mitigation at all for guaranteed cast mortal wound output from range, so probably not the best example to use
  7. correct, can't get out after a fly high.
  8. All will be revealed in the FAQ to the newly released GHB. Based on previous years this usually drops a fortnight after GHB, which came out on Saturday. Could be any time from now until end of July really
  9. Amazing, thanks! Good to know. Sorry to pump you for information again but is Inspiring Presence CA still the same? And still 1 CP? Cheers for the info
  10. That’s good. Is it still reroll all hits wounds and saves? They haven’t screwed us by going for rr 1s or something?
  11. Has your source got anything on Triumphs? Seen some pics that we will be down to 3 triumphs
  12. Gonna be important if Lizardmen become a big deal in your meta - reducing all damage 2 to damage 1 Volley Cannon will be our main answer if the Clad is gonna stay relevant
  13. Yea it just spikes less, there'll be times when the shell is better though. Honestly I just ignore the Crawler, it is still really tanky and most battleplans you will need to be shooting Mortek Guard to stop them scoring.
  14. No worries, and yes I tried the Skyhook with the same list at a one day tournament and although it helped a charge or two the main issue was you could fluff your shooting phase with the clad a lot easier, which cost me the only game I lost (I think an opponent saved the skyhook shot on a 6), as I was robbed of the clad's main gun damage. Ossiarch have nasty output but it's definitely a good matchup for us. Try and fly high to one side of the map and focus everything at the closest unit, then they should have to spend their turn walking towards you at which point you can fly to the opposite side of the board - again, battleplan dependent. Problem with Ossiarch is the matchup can spike based on Crawler shots. They shouldn't be able to hurt your clad too much with it, but all it takes is one bad roll and they can down your clad in a turn or two, but that's just the game
  15. Yes I agree, this is a danger to be aware of. But what people often forget is our base movement is still relatively high, and we can often move to within a fairly decent shooting range. I think facing a board control army you could afford to deploy more aggressively and 'dare' your opponent to give you first. I by far prefer to go second but even in a tournament environment people are often scared enough of your first shooting phase to grab first.
  16. Because as the list is relatively high drops, alpha strike armies often try to take first turn, killing your screen (ark co/gunhaulers). This means that you are often in combat or close to combat in your first turn. This happened in two games to me and my Endrinmaster was able to jump out in my first movement phase and charge for some extra MW. In my first game I was able to deal around 18 MW to a 2+ save Mawkrusha that had charged my screen on t1: 4 from Torpedo from hauler around 4 from clad charge ram 2 from Malefic skymines 2 from Shock Gauntlets 6 from multiple start of combat phase activations from all the boats that were nearby This really adds up and crucially happens 'out of sequence' - so before anyone swings or when a charge is completed. That said - I'd be tempted to explore other artefacts in future, but it was useful in 2/5 games which isn't too bad.
  17. hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions. As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs. Happy sailing!
  18. note of caution about thunderers with special weapons. For full impact you'd need to drop them at 12" with mixed, compared to rifles at 18". The Ironclad has a couple of threat ranges - 12" for full blast, but very respectable output at 24", or 18" if its carrying thunderers with rifles. this makes a big difference. if you are at risk of being doubled - you can't afford to land 12" away, delete a unit, the try to survive potentially 2 turns of combat. however if you can land 18" away (as in thunderers with rifles), you could shoot the closest unit and feasibly have a 20-24" gap from nearest enemies, hopefully only exposing you to one turn of melee - which you should be screening anyway
  19. How have people found Verminous based builds? Interesting in trying one out
  20. Doesn't his +1 damage buff only affect Ironjawz?
  21. You can get Slaanesh to 2 drop with double battalion. Usually they sit around 4-5 drops. Last Hag'Narr I played was the following, which I believe is a 5 drop and is fairly standard: Allegiance: Daughters of Khaine - Temple: Hagg Nar Mortal Realm: Aqshy Leaders Slaughter Queen on Cauldron of Blood (330) - General - Trait: Devoted Desciples - Artefact: Ignax's Scales - Prayer: Catechism of Murder Hag Queen (90) - Artefact: Iron Circlet - Prayer: Blessing of Khaine Morathi High Oracle of Khaine (480) - Lore of Shadows: Mindrazor Battleline 30 x Sisters of Slaughter (300) - Barbed Whips and Sacrificial Knives 30 x Sisters of Slaughter (300) - Barbed Whips and Blade Bucklers 10 x Witch Aelves (120) - Pairs of Sacrificial Knives Units 5 x Khinerai Heartrenders (90) 5 x Khinerai Heartrenders (90) Battalions Slaughter Troupe (130) Total: 1980 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 104
  22. All of the top armies apart from Skaven are around a 4 drop. DoK Hag'Narr are 4-5, Slaanesh can get down to 2, and are only rarely above 5, FEC as you say are 4, Changehost are I think 2 drop, Idoneth battalion list (currently doing well in UK, especially vs current meta) is 5.
  23. If you want to take the Corruptor with SoJ, I'd advise a Masterclan General with Skitterleap to at least get him to 9" away, otherwise you just gotta waddle across the board and hope they don't screen their heroes. Bell would be the better choice as it would give you a larger zone of battleshock immunity, which would otherwise be a problem with a monk army.
  24. Yea its nuts. And Dreaded is D3 units, so potentially frees up a cast for your Grey Seer if you cast it first, get it on both combat blocks, and don't need the second revive. Skaven are very strong so there's a few 😛 Using a Warpstone Spark you can add +1 damage to the shooting attacks of 3 Skryre units wholly within 13". There are then multiple ways to access reroll 1s to hit (new generic Command Ability, Warlord Traits, Skryre Battalions), or reroll all hits and all wounds (More-More-More Warp Power! spell), so you can get Doomwheels, Acolytes on to D3+1 damage per wound, and Jezzails to a flat 3. Big units of Acolytes and Jezzails or Stormfiends will be the main beneficiaries here. Monks you can get up to +7 attacks on when they charge when equipped with staves. This means that on death with both frenzies each single monk would have 21 attacks, with access to reroll hits from a prayer. Highest damage output per point in the game, I'd warrant even with the point nerfs. You can even throw Vigordust Injector onto them for +1 to Hit and +1 to charge, allowing them to hit on 2s for most of their attacks - not that you need the extra damage by that point. Also I wouldn't say Thanquol is busted by any means, but Thanq with 4 Warpfire Throwers will destroy any horde in the game even if he only gets within range of about 10-12.
×
×
  • Create New...