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PJetski

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Everything posted by PJetski

  1. Just finished recording a 4.5 hour podcast reviewing the new battletome. Hoping to get it edited and uploaded this weekend, look forward to it!
  2. Its a gold braid. I think Xandire is supposed to be Egyptian
  3. Yup I'm enjoying using Lord-Castellant with Arcane Tome to give a unit +2 to saves by himself
  4. Celestial Blades only effects STORMCAST ETERNAL units, and only melee attacks.
  5. Regarding allies/coalition, so far I like: Battlemage is a source of re-roll hit1 or a +2 run/charge bonus (+1 to cast in Ghur) both of which are severely lacking from the Stormcast book. Can take a Universal Spell if you play STORMKEEPS Runelords are a 100pt +2 unbind/dispel and can take a Universal Prayer if you are playing STORMKEEP Luminark of Hysh with Wizard - More AOE mortal wounds, hilarious interaction with Unleash Hell, good spells Skink Starseer - Cheaper than most of our WIZARDS. Control Fate reduces enemy save rolls by 1, and he can generate command points Slann Starmaster - 3 spell +1 wizard for 265 points with a great signature spell. Also generates Command Points Kharadron Gunhauler - Teleporting 10 wound cannon that combos with Ordinator
  6. That's not an applicable case. This is not a situation of contradictory effects; this is an issue of timing. The argument hinges on what actually "triggers" the abilities. Is it: A) "when the model is slain"; or B) "when you remove the model" If it's A -> Both effects apply at the same time, which means they fall under 1.6.2 Simultaneous Effects. As per 1.6.2, effects are resolved one at a time. As per 1.6.2, the player controlling both Blaze and Cycle effects can apply them in the order they desire. You can choose to resolve Blaze first, then resolve Cycle. If you choose to resolve Cycle first it would stop Blaze from activating because it replaces the slain trigger... but why would you do this? If it's B -> Blaze says "before you remove the model" and Cycle activates when you remove the model so the timing is strictly defined. The effects are not simultaneous; Blaze must be applied first and must be fully resolved before you can activate Cycle. In both cases you can Die > Blaze > Cycle > Die > Blaze These are not "contradictory effects" because Blaze must be fully resolved by the time you activate Cycle. Blaze does not state the model must be removed for the mortal wounds to happen, or that it can only activate once per phase. Cycle does not retroactively stop Blaze from activating. There is nothing in the rules (or common sense) to suggest this is how the game functions.
  7. Effects occur one at a time, not simultaneously. You don't apply effects retroactively; that doesn't make any sense. Resolve one effect then move on to the next.
  8. I argue that the trigger is "when the model is slain". However, you could argue that the trigger is "removing the model from play". In that case, Blaze triggers before the model is removed and Cycle triggers when the model would be removed. Since they do not share an exact timing on the trigger get resolved in a specific order. Blaze triggers before removal, is fully resolved, and then you try to remove the model. At this point Cycle triggers, prevents the removal and heals a wound. Then you go about allocating wounds as normal, triggering a second death and therefore another Blaze of Glory. You can even repeat this if you have multiple Cycles. At the end of the phase mortal wounds are dealt by each Blaze of Glory. Regardless of which trigger you argue, it still works the way I'm describing. They could have easily written in all sorts of limitations, like "the first time this model dies" or having the mortal wounds dealt when the model is removed rather than at the end of the phase. It seems like they went out of their way to ensure this combo works.
  9. The timing of their effects are not compatible but it doesnt matter because they trigger at the same time (when the model is slain) and you resolve them separately. Resolve Blaze, then resolve Cycle. If you resolve Cycle first then it won't work edit: Check the Core Rules 1.6.2 "If the effects of two or more abilities would be applied at the same in a turn, the player whose turn is taking place applies of their abilities first, one at a time, in the order they desire" (emphasis mine)
  10. Both abilities activate at the same time (when a model is slain) and you control both effects so you can choose which order they are resolved. Resolve Blaze of Glory first, then resolve Cycle of the Storm. The Blaze of Glory mortal wounds occur at the end of the phase and not when the model is removed, so they still go off even if the model is saved with Cycle of the Storm.
  11. If I had to guess, these dashed hexes block line of sight for a model standing inside them
  12. At this point I'm just glad they're making anything besides another colour of space marines
  13. New Underworlds set is only 308 cards? They seem to be cutting a lot of Universal cards and/or cutting down the number of warbands.
  14. Yup drop the Ordinator + Ballistas as a nest and teleport the Gunhaulers up to meet them. I was thinking of combining it with a unit of 6 Grandhammers (can play KE to make them battleline and save some points) or maybe something fast like Chariots, Concussors, or Evocats (can buff the ballista if you need to castle) and filling out a cheap battleline. Castigators are surprisingly useful in this edition. Not sure they're good enough to make that playstyle viable, though. If you're doing Herohammer you should try a Saintly Assault list with Karazai. Giving him +1 to each attack is pretty juicy. Combo Cycle of the Storm, Blaze of Glory, and the Final Thunderstrike holy command to make Karazai roll 38 dice and deal mortals on 5+ when he dies
  15. Haven't done any playtesting yet, all just theoretical so far so take it with a grain of salt Retributors are fun because they're kinda like Vindictors (both 3+ save battleline with 5 models on 40mm bases), but Retributors cost 80% more, have 50% more wounds, and deal ~300% more damage.
  16. It's funny that the 2017 version of the list also had Protectors in it, so we've come full circle. Aside from drakes, I've been experimenting with: Ordinator + 4x Ballista + 2x Gunhauler 15 Protector translocation alpha tar pit Krondys + Starseer shredding armor with their spells then using Crossbows 2x6 Castigators with 2x3 Evocats Knights Excelsior with Yndrasta and MSU Retributors 2x6 Annihilators with Grandhammers and Relictor + Imperatant to double charge turn 1 (I call this the Grand Slam)
  17. Her 4+ Ward loses a lot of value if she is near Gardus, her damage is lackluster, and if she leaves the castle to contest objectives or try to finish off a weakened enemy then you will move out of revive range which is the main reason she is there. If she was 280 or even still 300 points like she was in Dominion I would consider using her over a Tauralon. As it stands, the Tauralon has a lot more utility (and MONSTER for Battle Tactics) and running both doesn't seem prudent. I can see Yndrasta working if you run Knights Excelsior with 2x5 Retributors as part of your Battleline.
  18. You're really close to getting to the Hallowstrike list I posted earlier! Notes: Saintly Assault only gives bonus attacks to Hero units You have created a durable castle but you lack mobility and a melee hammer to riposte. I would definitely run a Relictor for Translocation to contest objectives Yndrasta sadly isn't worth her points, even in this optimal castle setup Sequitors aren't a proper hammer unit, even in a Stormkeep Hallowed Knights list. You want something like Annihilators, Retributors, or Protectors. Try to squeeze in an Incantor to help protect Raptors
  19. AOS 4 will be about Slaanesh finally breaking out of his prison They will release Malerion's aelves before that Idoneth 2nd wave soon
  20. Glad you see the light about the Tauralon! Unfortunately it can't take any mount traits, since the TAURALON keyword is not included in the list of valid keywords to pick a trait.
  21. That's one of the reasons I think the only viable way to run them is a single squad of 4 because you can efficiently stack save bonuses that way
  22. You still want cheaper units you can leave behind on objectives and 3+ threats so your opponent doesn't instantly win the game if they neutralize your main threat. I think Draconis + 1x4 is viable in competitive lists (leaves enough room for more threats) as a fast flying high damage anvil unit, or you can go all-in with 1x6 like the list I posted on the first page. MSU drakes seems to be inefficient. Even with their great defensive stats they will still die to focused fire. Offensively they are underwhelming, and MSU is inefficient to buff. When you invest so many points in Drakes you need them to stay alive as long as possible; they're not HERO units so they can't use Heroic Recovery or Their Finest Hour, so they require AOD and external Save buffs/healing (Mystic Shield, Lifeswarm, Castellant) and those points start to add up quickly. edit: Another reason to avoid MSU drakes is because killing a Drake each round is a free VP for your opponent
  23. I disagree, Drakes don't do enough damage to justify being in every list. They will be popular because dragons are cool and most people don't care about being competitive. Annihilators with Grandhammers are definitely the thing that will be spammed in competitive games. They are high impact, easy to use, and deal absurd amounts of damage. You can run 2x6 Grandhammers + Imperatant + Relictor for 1280 points and cripple an opponent on the first turn.
  24. He doesn't fit in every list, but so far I have found room for him in a Stormdrake MONSTER mash list (see the Drakecast thread) and the Hallowstrike list I posted earlier. I could never find room for him in any list in 2nd ed, even when using Astral Templars and 4x Ballista he didn't make the cut. Part of his appeal is MONSTER keyword for scoring Battle Tactics. He is basically worth 2 victory points every game just by being there if your list has no other MONSTER.
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